We’ve also standardized Mundus Stone values against other systems that grant similar bonuses, such as enchantments or Item Sets, so you can customize the stats you care about in each system without needing to worry about weighing the exact values against each other. Mundus Stones are now equivalent to 1.85x of an Item Set bonus
Similar to how Mundus Stones were changed, Weapon Trait values have also been rebalanced with a focus on improving overall diversity. Weapon Trait values have a 1:1 pairing with the effectiveness of Mundus Stones; this means if you want armor, you can get the Lady Mundus Stone or a Defending weapon and they will both give you 2752 armor.
Lightspeedflashb14_ESO wrote: »@Masel92 from the patch notes here -
https://forums.elderscrollsonline.com/en/discussion/comment/4420099#Comment_4420099We’ve also standardized Mundus Stone values against other systems that grant similar bonuses, such as enchantments or Item Sets, so you can customize the stats you care about in each system without needing to worry about weighing the exact values against each other. Mundus Stones are now equivalent to 1.85x of an Item Set bonus
so since a set bonus for armor is 2975, with just either physical or spell, the mundas ought to be 5504, from 2752. but they also say this-Similar to how Mundus Stones were changed, Weapon Trait values have also been rebalanced with a focus on improving overall diversity. Weapon Trait values have a 1:1 pairing with the effectiveness of Mundus Stones; this means if you want armor, you can get the Lady Mundus Stone or a Defending weapon and they will both give you 2752 armor.
so they are getting the value for the lady from the weapon trait and not the item set bonus.
and the thing about the shadow, have you tested that? or you just repeating what you have heard?
Lightspeedflashb14_ESO wrote: »@Masel92 from the patch notes here -
https://forums.elderscrollsonline.com/en/discussion/comment/4420099#Comment_4420099We’ve also standardized Mundus Stone values against other systems that grant similar bonuses, such as enchantments or Item Sets, so you can customize the stats you care about in each system without needing to worry about weighing the exact values against each other. Mundus Stones are now equivalent to 1.85x of an Item Set bonus
so since a set bonus for armor is 2975, with just either physical or spell, the mundas ought to be 5504, from 2752. but they also say this-Similar to how Mundus Stones were changed, Weapon Trait values have also been rebalanced with a focus on improving overall diversity. Weapon Trait values have a 1:1 pairing with the effectiveness of Mundus Stones; this means if you want armor, you can get the Lady Mundus Stone or a Defending weapon and they will both give you 2752 armor.
they are getting the value for the lady from the weapon trait and not the item set bonus.
and the thing about the shadow, have you tested that? or you just repeating what you have heard?
Yeah it's quite inconsistent...
I tested that, you can simply stand there, and observe maximum hits in combat metrics. The critical hits will be higher with warrior, favouring it over the shadow.
The bonus for having 5 pieces is approximately 2.31x the value of a one-piece bonus. For example, you can get a set bonus of 129 Spell Damage, or a 5-piece bonus of 299 Spell Damage on Julianos.
Some sets, such as Necropotence, have conditional bonuses. Since it’s harder to get these bonuses, we are allowing them to provide up to a 25% increase over other sets. This is why Dragur Hulk now gives 2540 max resource and Necropotence now gives 3150.
Lightspeedflashb14_ESO wrote: »Lightspeedflashb14_ESO wrote: »@Masel92 from the patch notes here -
https://forums.elderscrollsonline.com/en/discussion/comment/4420099#Comment_4420099We’ve also standardized Mundus Stone values against other systems that grant similar bonuses, such as enchantments or Item Sets, so you can customize the stats you care about in each system without needing to worry about weighing the exact values against each other. Mundus Stones are now equivalent to 1.85x of an Item Set bonus
so since a set bonus for armor is 2975, with just either physical or spell, the mundas ought to be 5504, from 2752. but they also say this-Similar to how Mundus Stones were changed, Weapon Trait values have also been rebalanced with a focus on improving overall diversity. Weapon Trait values have a 1:1 pairing with the effectiveness of Mundus Stones; this means if you want armor, you can get the Lady Mundus Stone or a Defending weapon and they will both give you 2752 armor.
they are getting the value for the lady from the weapon trait and not the item set bonus.
and the thing about the shadow, have you tested that? or you just repeating what you have heard?
Yeah it's quite inconsistent...
I tested that, you can simply stand there, and observe maximum hits in combat metrics. The critical hits will be higher with warrior, favouring it over the shadow.
i did not mean to come off as though you wouldn't test it before saying that, you are probably the number 1 math guy in eso right after @Asayre fell off the forums. i removed the part that made it sound like that. any input on my other edit? this-
for the record( i am impressed you got so close out of your head), an item set bonus for pen is 1487, almost exactly half of the item set bonus for armor, 2975. and is multiplied by 1.85 to get 2750.95. close to sharpened and lover values of 2752.
for the five piece of the sets, here is what zos says from that same update-The bonus for having 5 pieces is approximately 2.31x the value of a one-piece bonus. For example, you can get a set bonus of 129 Spell Damage, or a 5-piece bonus of 299 Spell Damage on Julianos.
Some sets, such as Necropotence, have conditional bonuses. Since it’s harder to get these bonuses, we are allowing them to provide up to a 25% increase over other sets. This is why Dragur Hulk now gives 2540 max resource and Necropotence now gives 3150.
3440 (spriggan/Spinner) is actually 3450 and 3450/ 2.31 is 1493, damn close to ZOSs intent. more consistent then you make it out to be, the only real outlyer is the item set bonus physical/spell resist. no idea why they doubled that one. brass is 5170 resist, close to the 2.31 and the 25% more they stated, 2.8875.
i tested shadow and apprentice, like you said to do, and i come up with different results then you say would happen.
for i did my magblade, who used the shadow for rp reasons, also have 17% into elfborn and have an assassination ability slotted, using full gold divines, 7*7.5% for all tests, except for one, and no stat changing sets i came up with these numbers-
crit with shadow- 14047
crit with apprentice- 13847
apprentice is lower then shadow.
then i put on my normal infused helm, as the shadow with 7 divines comes out to 13.68 and the game rounds this number down to just 13% anyways
i did the same thing on my stamblade. same set up, no stat changing sets or weapon abilities, with 19% into precise strikes and an assassination ability slotted-
cirts with dizzying swing and warrior, as i did not want to use surprise attack, i get 20366
full log here-
normal hits for 11378.
crits from the shadow, 20515 here-
full log here-
normal hits for 10685.
if you look at this, you will see that crits do not hit for more with the apprentice or the warrior. though you will probably get more dps with the higher noncrits to make up for it, though enchants do not get the boost from warrior but they do from the shadow.
Lightspeedflashb14_ESO wrote: »Lightspeedflashb14_ESO wrote: »@Masel92 from the patch notes here -
https://forums.elderscrollsonline.com/en/discussion/comment/4420099#Comment_4420099We’ve also standardized Mundus Stone values against other systems that grant similar bonuses, such as enchantments or Item Sets, so you can customize the stats you care about in each system without needing to worry about weighing the exact values against each other. Mundus Stones are now equivalent to 1.85x of an Item Set bonus
so since a set bonus for armor is 2975, with just either physical or spell, the mundas ought to be 5504, from 2752. but they also say this-Similar to how Mundus Stones were changed, Weapon Trait values have also been rebalanced with a focus on improving overall diversity. Weapon Trait values have a 1:1 pairing with the effectiveness of Mundus Stones; this means if you want armor, you can get the Lady Mundus Stone or a Defending weapon and they will both give you 2752 armor.
they are getting the value for the lady from the weapon trait and not the item set bonus.
and the thing about the shadow, have you tested that? or you just repeating what you have heard?
Yeah it's quite inconsistent...
I tested that, you can simply stand there, and observe maximum hits in combat metrics. The critical hits will be higher with warrior, favouring it over the shadow.
i did not mean to come off as though you wouldn't test it before saying that, you are probably the number 1 math guy in eso right after @Asayre fell off the forums. i removed the part that made it sound like that. any input on my other edit? this-
for the record( i am impressed you got so close out of your head), an item set bonus for pen is 1487, almost exactly half of the item set bonus for armor, 2975. and is multiplied by 1.85 to get 2750.95. close to sharpened and lover values of 2752.
for the five piece of the sets, here is what zos says from that same update-The bonus for having 5 pieces is approximately 2.31x the value of a one-piece bonus. For example, you can get a set bonus of 129 Spell Damage, or a 5-piece bonus of 299 Spell Damage on Julianos.
Some sets, such as Necropotence, have conditional bonuses. Since it’s harder to get these bonuses, we are allowing them to provide up to a 25% increase over other sets. This is why Dragur Hulk now gives 2540 max resource and Necropotence now gives 3150.
3440 (spriggan/Spinner) is actually 3450 and 3450/ 2.31 is 1493, damn close to ZOSs intent. more consistent then you make it out to be, the only real outlyer is the item set bonus physical/spell resist. no idea why they doubled that one. brass is 5170 resist, close to the 2.31 and the 25% more they stated, 2.8875.
i tested shadow and apprentice, like you said to do, and i come up with different results then you say would happen.
for i did my magblade, who used the shadow for rp reasons, also have 17% into elfborn and have an assassination ability slotted, using full gold divines, 7*7.5% for all tests, except for one, and no stat changing sets i came up with these numbers-
crit with shadow- 14047
crit with apprentice- 13847
apprentice is lower then shadow.
then i put on my normal infused helm, as the shadow with 7 divines comes out to 13.68 and the game rounds this number down to just 13% anyways
i did the same thing on my stamblade. same set up, no stat changing sets or weapon abilities, with 19% into precise strikes and an assassination ability slotted-
cirts with dizzying swing and warrior, as i did not want to use surprise attack, i get 20366
full log here-
normal hits for 11378.
crits from the shadow, 20515 here-
full log here-
normal hits for 10685.
if you look at this, you will see that crits do not hit for more with the apprentice or the warrior. though you will probably get more dps with the higher noncrits to make up for it, though enchants do not get the boost from warrior but they do from the shadow.
Thats insightful, and weird at the same time, because the last time i tried it, it wasnt the case. I'll test it again and then get back to you on it.
If I would be a stam character with Medium Armor with Weapon Damage bonuses, or even slotted Flawless Dawnkbreaker or random Fighters Guild Ability, Warrior would crit already for more.
WrathOfInnos wrote: »But isn’t Lady intended to be the counter for Lover? So they need to remain balanced. I supposed Lover could also be buffed to around 4K Pen, but this could result in some complaints in PVP, especially if shields benefit from resistances. It might actually be good for PVE though, to help raise the floor. None of the top groups run Lover anyway, so a buff only helps those that aren’t optimized for 100% enemy resistance debuffs.
We’ve also standardized Mundus Stone values against other systems that grant similar bonuses, such as enchantments or Item Sets, so you can customize the stats you care about in each system without needing to worry about weighing the exact values against each other. Mundus Stones are now equivalent to 1.85x of an Item Set bonus
Similar to how Mundus Stones were changed, Weapon Trait values have also been rebalanced with a focus on improving overall diversity. Weapon Trait values have a 1:1 pairing with the effectiveness of Mundus Stones; this means if you want armor, you can get the Lady Mundus Stone or a Defending weapon and they will both give you 2752 armor.
Lightspeedflashb14_ESO wrote: »@gethemshauna "The previous guy didn't include in tests Major Brutality" becuase it is a percent amp. and would increase both the shadow and the apprentice by the same amount. see here-
same set up as before, i am wearing 5 gold divines julianos, 5 gold Ineffable aether and mismatched monster helms, both gold divines. (kena shoulder and neriteth helm if that matter to you.) the reason i choose these sets is because i wanted consistent results.
i have 44 cp into eldborn, giving me 17% crit hit damage from that, i also have Merciless Resolve on my bar, to activate the Hemorrhage passive, giving me 10% more crit hit damage.
i did the tests, again, with major sorcery up from a pot, the shadow has crits of 15138-
full log here-
normal hits for 7967
the apprentice, with major sorcery, is 15015-
full log here-
normal hits for 8483
i have a difference of 123
again, you see that on my tests, shadow crits for more, so when people say apprentice crits for more, they are wrong, but the base would more then make up for it. at a certain point. but keep in mind shadow would impact damaging enchants, apprentice doesn't.
@gethemshauna i am curious what your build looks like if shadow did more crit for more then , like did you not use gold divines armor? and why is major ward and resolve on your test?If I would be a stam character with Medium Armor with Weapon Damage bonuses, or even slotted Flawless Dawnkbreaker or random Fighters Guild Ability, Warrior would crit already for more.
if you look at my stamblade test, you can see this is just barely true, i have evil hunter slotted and flawless, warrior crit for more.
same test, 7 gold full divines.
shadow crits for 22733
full log-
norm hits for 11840
warroir crits for 22739
full log
norm hit for 12703
gethemshauna wrote: »Lightspeedflashb14_ESO wrote: »@gethemshauna "The previous guy didn't include in tests Major Brutality" becuase it is a percent amp. and would increase both the shadow and the apprentice by the same amount. see here-
same set up as before, i am wearing 5 gold divines julianos, 5 gold Ineffable aether and mismatched monster helms, both gold divines. (kena shoulder and neriteth helm if that matter to you.) the reason i choose these sets is because i wanted consistent results.
i have 44 cp into eldborn, giving me 17% crit hit damage from that, i also have Merciless Resolve on my bar, to activate the Hemorrhage passive, giving me 10% more crit hit damage.
i did the tests, again, with major sorcery up from a pot, the shadow has crits of 15138-
full log here-
normal hits for 7967
the apprentice, with major sorcery, is 15015-
full log here-
normal hits for 8483
i have a difference of 123
again, you see that on my tests, shadow crits for more, so when people say apprentice crits for more, they are wrong, but the base would more then make up for it. at a certain point. but keep in mind shadow would impact damaging enchants, apprentice doesn't.
@gethemshauna i am curious what your build looks like if shadow did more crit for more then , like did you not use gold divines armor? and why is major ward and resolve on your test?If I would be a stam character with Medium Armor with Weapon Damage bonuses, or even slotted Flawless Dawnkbreaker or random Fighters Guild Ability, Warrior would crit already for more.
if you look at my stamblade test, you can see this is just barely true, i have evil hunter slotted and flawless, warrior crit for more.
same test, 7 gold full divines.
shadow crits for 22733
full log-
norm hits for 11840
warroir crits for 22739
full log
norm hit for 12703
Hey man.
Yes, slotting Weapon Damage boosting skills just proved my point that you are able to crit more with Warrior mundus Stone, on top of Major Brutality, what directly increase benefit you gain for this specific Mundus Stone. In PvE and PvP contents you would have Major Brutality active all of the time, what already makes your crits higher than Mundus Stone dedicated to the crit damage. On non-crit hits, Shadow mundus stone doesn't work at all, what clearly means it's absolutely useless. Even if shadow would crit for a little bit more than Warrior, getting it in any scenario doesn't make sense, same with Apprentice.
I used 3x Infused on Big Pieces, 4x Divines on small Pieces. Gear: Mother's Sorrow Frontbar, Julianos Both bars, 1x Slimecraw, 1x Zaan. Major Ward and Resolve is there because right before using Funnel Health I popped Shadowy Disguise to make sure it will crit, so it turned on Shadow Barrier passive what gives resistances, since Shadowy DIsguise comes from Shadow Tree. Does it even matter?
I had 10% NB Passive active and 61 points in Elfborn. No room for "unconsistent" results in my test.
If Apprentice crits for 17 DMG less than Shadow, but normal hits are way stronger than Shadow ones (where this mundus Stone isn't even active at all), it clearly means, SHADOW MUNDUS STONE IS USELESS AND NEEDS TO BE REWORKED. That's my point. You even proved it yourself critting more with Warrior and Major Brutality than with Mundus stone dedicated to critical damage hits.
Lightspeedflashb14_ESO wrote: »gethemshauna wrote: »Lightspeedflashb14_ESO wrote: »@gethemshauna "The previous guy didn't include in tests Major Brutality" becuase it is a percent amp. and would increase both the shadow and the apprentice by the same amount. see here-
same set up as before, i am wearing 5 gold divines julianos, 5 gold Ineffable aether and mismatched monster helms, both gold divines. (kena shoulder and neriteth helm if that matter to you.) the reason i choose these sets is because i wanted consistent results.
i have 44 cp into eldborn, giving me 17% crit hit damage from that, i also have Merciless Resolve on my bar, to activate the Hemorrhage passive, giving me 10% more crit hit damage.
i did the tests, again, with major sorcery up from a pot, the shadow has crits of 15138-
full log here-
normal hits for 7967
the apprentice, with major sorcery, is 15015-
full log here-
normal hits for 8483
i have a difference of 123
again, you see that on my tests, shadow crits for more, so when people say apprentice crits for more, they are wrong, but the base would more then make up for it. at a certain point. but keep in mind shadow would impact damaging enchants, apprentice doesn't.
@gethemshauna i am curious what your build looks like if shadow did more crit for more then , like did you not use gold divines armor? and why is major ward and resolve on your test?If I would be a stam character with Medium Armor with Weapon Damage bonuses, or even slotted Flawless Dawnkbreaker or random Fighters Guild Ability, Warrior would crit already for more.
if you look at my stamblade test, you can see this is just barely true, i have evil hunter slotted and flawless, warrior crit for more.
same test, 7 gold full divines.
shadow crits for 22733
full log-
norm hits for 11840
warroir crits for 22739
full log
norm hit for 12703
Hey man.
Yes, slotting Weapon Damage boosting skills just proved my point that you are able to crit more with Warrior mundus Stone, on top of Major Brutality, what directly increase benefit you gain for this specific Mundus Stone. In PvE and PvP contents you would have Major Brutality active all of the time, what already makes your crits higher than Mundus Stone dedicated to the crit damage. On non-crit hits, Shadow mundus stone doesn't work at all, what clearly means it's absolutely useless. Even if shadow would crit for a little bit more than Warrior, getting it in any scenario doesn't make sense, same with Apprentice.
I used 3x Infused on Big Pieces, 4x Divines on small Pieces. Gear: Mother's Sorrow Frontbar, Julianos Both bars, 1x Slimecraw, 1x Zaan. Major Ward and Resolve is there because right before using Funnel Health I popped Shadowy Disguise to make sure it will crit, so it turned on Shadow Barrier passive what gives resistances, since Shadowy DIsguise comes from Shadow Tree. Does it even matter?
I had 10% NB Passive active and 61 points in Elfborn. No room for "unconsistent" results in my test.
If Apprentice crits for 17 DMG less than Shadow, but normal hits are way stronger than Shadow ones (where this mundus Stone isn't even active at all), it clearly means, SHADOW MUNDUS STONE IS USELESS AND NEEDS TO BE REWORKED. That's my point. You even proved it yourself critting more with Warrior and Major Brutality than with Mundus stone dedicated to critical damage hits.
Hey man, why you being so aggressive? Do you have a personal grudge that the Shadow is not as good as apprentice or warrior at crit hit damage, sometimes? You really need to pump the brakes with the tough talk.
As to why we have different results, which we do, you are testing stuff different then me and you seem to have been offended when I was trying to figure out why we did, in fact, have different results. This is what is "unconsistent" (not sure why you used this word here and had it in quotes). I was actually testing the mundai at full strength and you weren't. You used 3 infused. This results in shadow only providing 11% crit increase. If you did the tests like I did, using 7 divines(even though this results in 13.725% and the game rounds down to simply 13%) your results would be similar to mine. The crits from shadow would be higher then apprentice. Now I can understand why you have 3 infused, the 520 base magic you get from that is worth more then the 53 base spell damage from 3 divines of apprentice because there are more percentage amps to max magic then spell damage. The real test would be 1 infused big piece and divines, this results in 13% for shadow and you get the 174 more base magic from infused, vs the 3 infused with 4 apprentice divines. That is the optimal for both mundai. This is what needs to be tested now.
I also did more then just one attack to provide a log of the consistent damage I was doing. So you could see the baseline damage as well. That is why it matters why you had the major buffs on. To have more data. And if you were attacking from stealth, nightblades have a passive that give you 10% more weapon and spell damage. This would skew the results, again, since I did not attack from stealth. So to have the best most consistent result, it matters.
My tests with the warrior indicated that you need to have at least 43% on the 362 weapon damage to have your weapon crits be higher if only by the slimmest of margins. With the apprentice, using full divines of course, to have everything consistent, you will not get that.
And keep in mind when repling that I have already said this-
if you look at this, you will see that crits do not hit for more with the apprentice or the warrior. though you will probably get more dps with the higher noncrits to make up for it, though enchants do not get the boost from warrior but they do from the shadow.
And this-
again, you see that on my tests, shadow crits for more, so when people say apprentice crits for more, they are wrong, but the base would more then make up for it. at a certain point. but keep in mind shadow would impact damaging enchants, apprentice doesn't.
I am not debating whether or not you will get more DPS with shadow. I am saying that with a full strength divines, you get more crit hit damage then full divines apprentice. And only with certain buffs on weapon damage, you get a little more (less then a fraction of percent) then the shadow.
gethemshauna wrote: »Lightspeedflashb14_ESO wrote: »gethemshauna wrote: »Lightspeedflashb14_ESO wrote: »@gethemshauna "The previous guy didn't include in tests Major Brutality" becuase it is a percent amp. and would increase both the shadow and the apprentice by the same amount. see here-
same set up as before, i am wearing 5 gold divines julianos, 5 gold Ineffable aether and mismatched monster helms, both gold divines. (kena shoulder and neriteth helm if that matter to you.) the reason i choose these sets is because i wanted consistent results.
i have 44 cp into eldborn, giving me 17% crit hit damage from that, i also have Merciless Resolve on my bar, to activate the Hemorrhage passive, giving me 10% more crit hit damage.
i did the tests, again, with major sorcery up from a pot, the shadow has crits of 15138-
full log here-
normal hits for 7967
the apprentice, with major sorcery, is 15015-
full log here-
normal hits for 8483
i have a difference of 123
again, you see that on my tests, shadow crits for more, so when people say apprentice crits for more, they are wrong, but the base would more then make up for it. at a certain point. but keep in mind shadow would impact damaging enchants, apprentice doesn't.
@gethemshauna i am curious what your build looks like if shadow did more crit for more then , like did you not use gold divines armor? and why is major ward and resolve on your test?If I would be a stam character with Medium Armor with Weapon Damage bonuses, or even slotted Flawless Dawnkbreaker or random Fighters Guild Ability, Warrior would crit already for more.
if you look at my stamblade test, you can see this is just barely true, i have evil hunter slotted and flawless, warrior crit for more.
same test, 7 gold full divines.
shadow crits for 22733
full log-
norm hits for 11840
warroir crits for 22739
full log
norm hit for 12703
Hey man.
Yes, slotting Weapon Damage boosting skills just proved my point that you are able to crit more with Warrior mundus Stone, on top of Major Brutality, what directly increase benefit you gain for this specific Mundus Stone. In PvE and PvP contents you would have Major Brutality active all of the time, what already makes your crits higher than Mundus Stone dedicated to the crit damage. On non-crit hits, Shadow mundus stone doesn't work at all, what clearly means it's absolutely useless. Even if shadow would crit for a little bit more than Warrior, getting it in any scenario doesn't make sense, same with Apprentice.
I used 3x Infused on Big Pieces, 4x Divines on small Pieces. Gear: Mother's Sorrow Frontbar, Julianos Both bars, 1x Slimecraw, 1x Zaan. Major Ward and Resolve is there because right before using Funnel Health I popped Shadowy Disguise to make sure it will crit, so it turned on Shadow Barrier passive what gives resistances, since Shadowy DIsguise comes from Shadow Tree. Does it even matter?
I had 10% NB Passive active and 61 points in Elfborn. No room for "unconsistent" results in my test.
If Apprentice crits for 17 DMG less than Shadow, but normal hits are way stronger than Shadow ones (where this mundus Stone isn't even active at all), it clearly means, SHADOW MUNDUS STONE IS USELESS AND NEEDS TO BE REWORKED. That's my point. You even proved it yourself critting more with Warrior and Major Brutality than with Mundus stone dedicated to critical damage hits.
Hey man, why you being so aggressive? Do you have a personal grudge that the Shadow is not as good as apprentice or warrior at crit hit damage, sometimes? You really need to pump the brakes with the tough talk.
As to why we have different results, which we do, you are testing stuff different then me and you seem to have been offended when I was trying to figure out why we did, in fact, have different results. This is what is "unconsistent" (not sure why you used this word here and had it in quotes). I was actually testing the mundai at full strength and you weren't. You used 3 infused. This results in shadow only providing 11% crit increase. If you did the tests like I did, using 7 divines(even though this results in 13.725% and the game rounds down to simply 13%) your results would be similar to mine. The crits from shadow would be higher then apprentice. Now I can understand why you have 3 infused, the 520 base magic you get from that is worth more then the 53 base spell damage from 3 divines of apprentice because there are more percentage amps to max magic then spell damage. The real test would be 1 infused big piece and divines, this results in 13% for shadow and you get the 174 more base magic from infused, vs the 3 infused with 4 apprentice divines. That is the optimal for both mundai. This is what needs to be tested now.
I also did more then just one attack to provide a log of the consistent damage I was doing. So you could see the baseline damage as well. That is why it matters why you had the major buffs on. To have more data. And if you were attacking from stealth, nightblades have a passive that give you 10% more weapon and spell damage. This would skew the results, again, since I did not attack from stealth. So to have the best most consistent result, it matters.
My tests with the warrior indicated that you need to have at least 43% on the 362 weapon damage to have your weapon crits be higher if only by the slimmest of margins. With the apprentice, using full divines of course, to have everything consistent, you will not get that.
And keep in mind when repling that I have already said this-
if you look at this, you will see that crits do not hit for more with the apprentice or the warrior. though you will probably get more dps with the higher noncrits to make up for it, though enchants do not get the boost from warrior but they do from the shadow.
And this-
again, you see that on my tests, shadow crits for more, so when people say apprentice crits for more, they are wrong, but the base would more then make up for it. at a certain point. but keep in mind shadow would impact damaging enchants, apprentice doesn't.
I am not debating whether or not you will get more DPS with shadow. I am saying that with a full strength divines, you get more crit hit damage then full divines apprentice. And only with certain buffs on weapon damage, you get a little more (less then a fraction of percent) then the shadow.
I am not aggresive Summarizing: With optimised PvE Stamina build Warrior crits more, in magicka case Apprentice crits barely less, but it doesn't matter if we take under consideration non-crit hits what are crucial Sorry if you felt I am aggresive to you.
I did use 3 infused, that's true, but at the same time my Apprentice wasn't at full effectivness aswell I used 3 infused because that's what optimized PvE End-game build has
I used only one attack, because we were testing an actual CRIT DAMAGE. Where apprentice lost by 17 dmg. This screenshot itself proves why Shadow is underperforming (In terms of sustained DPS, obviously. And only it matters)