Tan9oSuccka wrote: »
WrathOfInnos wrote: »I actually remember a while back, when Khajiit was getting an additional racial bonus to be competitive. IIRC it was 6% Max Stamina, which made a lot of sense mathematically to balance the races. At the time, the forums blew up with nerf threads about how they didn’t want to be obligated to play a cat and how it would be too OP. The changes were reverted before that patch went live. That is why we only have one viable race today. Keep up the complaining and soon we’ll have zero.
webrgesner wrote: »people dont even accept my khajiit nb dps cuz im not a red guard even tho im pulling 48k dps but before they know that theyd be trippin bout my race
They nerfed sustain across the board in Morrowind. Redguard in lore has the adrenaline rush passive, they are SUPPOSED to have more sustain. If ZOS did not kill PVE sustain in Morrowind, other stamina races would be viable, such as Khajiit. Sustain is so bad at the moment (except on both nightblades) that players are forced to go Redguard.
ZOS should not nerf Redguard, or they are going against the lore. They need to buff other sources of sustain so other classes can sustain and compete with Redguard.
I like many players are tired of nerfs, ZOS needs to start buffing, otherwise everything will become unplayable eventually.
ruengdet2515 wrote: »Zos nerf - Dev nerf - Game nerf - Class nerf - Race nerf - Nane nerf
Skill nerf - Weapon nerf - Armor nerf - Item nerf - Monster nerf - Group nerf - Guild Nerf - Player nerf
...
All nerf
...
NERF Online
usmcjdking wrote: »5PC VO (which is a great damage set) will save you significantly more stamina than Adrenaline Rush will give you.
A single heavy attack once every 2 rotations will cover the distance as well.
These are not hard concessions to make.
Best solution would he to buff the other races' damage. This would allow them to allocate enchants, sets, etc to bring their sustain up to redguards level, but they would have the higher damage buff so they would be at same DPS in the end.
Preserves redguard flavor as sustain race, and adds other viable options. Also, since different races would need different set-ups there would be build differences between each race even if they're the same class.
usmcjdking wrote: »Does it come as a surprise that you pick a race with no sustain, a proc set with no sustain, an a damage set with no sustain, and a helm set with no sustain...
And we are up in arms about sustain issues? You can't make this *** up.
JumpmanLane wrote: »It’s not the class, its not the race; it’s the player and the build. The very best players adapt to whatever ZOS does. Whether it’s a nerf or just some sort silly ideas about how the game should be.
All the best players are know are rolling magsorcs. Why? Because everyone “says” that they are dead lol. The best magsorc has know (who has EIGHT. MAG. SORCS.) ain’t even tweaking any of them lol. He’s just gonna play one more than the others.
Really, if Redguard is truly better than other races, roll a Redguard if you can’t be bothered to figure out how to player the lesser sustaining races. It comes down to theory crafting and testing. If all you do is run copy paste builds, all the nerfs in the world won’t help. You’re just a nuisance of a customer to ZOS lol.
The Redguard bonus can occur every 5 seconds. It requires melee attacks. When I see people run exceptional parses, light attacks tend to occur every 1.25 seconds. Backbar and Endless Hail won't proc the bonus, but most frontbar abilities should. If you assume a light attack plus a melee ability in a 1.25 second window, and that you spend 75% of your time on the front bar, you should average roughly an extra 224 stamina per tick (2 seconds).
With absolutely nothing but racial passives, Bosmer matches Redguard sustain at 1867 base (gear) recovery.
1867 * 1.09 + 224 = 1867 * 1.21 = 2259
With racial passives (9% and 21%), medium armor (28%), CP (14%), and potions (20%), Bosmer matches Redguard sustain at 1867 base (gear) recovery.
1867 * 1.71 + 224 = 1867 * 1.83 = 3416
So it looks like 1867 is the equality point regardless of how many bonuses are stacked.e => redguard extra stamina; 224
r => redguard total bonus to stamina
b => bosmer total bonus to stamina
n => baseline stamina in gear
n*r + e = n*b
e = n*b - n*r
e = n*(b-r)
n = e/(b-r)
Since (b-r) is constant, n is constant with respect to e.
Of course 1867 is a pretty ridiculous goal in recovery from just base+gear. I'm not sure it's possible to get over about 1500, assuming a base of about 350 (and even that might be overestimating the base). That's 2 stamina recovery stats from each of two gear sets, plus another one from the monster set, and all three jewelry items enchanted with stamina recovery.
So, realistically speaking, the alternate race with the highest stamina recovery will never match what Redguard can do. The question then becomes, how much do you actually need for maintaining sustain? And this becomes difficult to answer once factoring in heavy attacks and orbs and such, but presumably a stam build person can look at one of their parses and report what the stamina drain value was.
Naked Bosmer nightblade with 8% stamina recovery in CP has 591 magicka recovery, 355 health recovery, and 740 stamina recovery. Adding an earring with 133 stamina recovery increases stamina recovery by 191.
133 transforming to 191 means +44% to stamina recovery. Subtracting the 21% racial and 8% CP from that 44% leaves +15% that presumably comes from the class itself.
Factoring out the 44% bonus from the 740 leaves 514 as the base recovery value. 514 is 45% higher than the 355 health recovery.
If that same +15% applied to magicka recovery (which is higher than health recovery), that would also drop to 514.
So, assuming 355 is the base recovery rate, a Bosmer nightblade gets 1.45 of that for magicka and stamina recovery, and 1.0 for health.
A Nord dragonknight with 9% stamina recovery from CP and 20% health recovery from racial has baselines of 514 magicka, 370 health, and 560 stamina recovery. Taking 9% from 560 stamina recovery puts it at the familiar 514, which is also the same as the magicka recovery without any bonuses. The 370 is substantially lower than what seemed like the baseline 355, considering it's also getting a 20% bonus. I guess dragonknights get a severe penalty on health recovery?
Bosmer sorcerer with 11% magicka recovery from CP and 21% stamina recovery from racial has recoveries of: 632 magicka, 370 health, 724 stamina.
Adding a 133 stamina recovery ring increased recovery from 724 to 885, an increase of 161, which is +21%. So there's no class bonus to stamina recovery, but there is a higher baseline. Factoring out 21% from 724 leaves 599 base. That's 1.69 times the assumed 355 nominal base.
Adding a 145 magicka recovery ring increased recovery from 632 to 810, an increase of 178, which is +23%. That implies a 12% recovery bonus from the class. Factoring out the +23% from the 632 reported value yields a 514 baseline.
Adding a 157 health recovery ring increased recovery from 370 to 527, an increase of 157, which is exactly as given. That implies a 0% recovery bonus from the class.
Baseline appears to be 299. 355 is 1.19 * 299. 514 is 1.72 * 299. 370 is 1.24 * 299. So 370 is +24%, and 514 is +72%, which is 3x the 24% of the other. Those are reasonable scaling values. 355 can also be considered 96% of 370, which fits in with the 24% scaling (24%, 48%, 72%, 96%), but giving nightblade a weaker health recovery rate.
**** Is this a bug? I would actually expect Bosmer to be one of the 'healthier' races, but 1.24 baseline is pretty low-end. And the Nord dragonknight seems way out of whack as well, since the Nord at least should have a much higher baseline, and dragon knights should also be pretty solid, but that combo is only getting a 1.04 (if that) baseline. Or possibly it's a 1.72 baseline, +20% from race, -20% from class? That's messed up.
You know, I'd expect someone to have already worked out all these numbers somewhere, but google and wikis fail me. Has no one ever actually done the work to get this data? It seems pretty straightforward, if time-consuming.
***
Anyway, I started all this to look at the stamina recovery.
Bosmer sorcerer seems to get 2.0 baseline, +21% racial, +0% class.
Bosmer nightblade seems to get 1.72 baseline, +21% racial, +15% class.
Nord dragonknight seems to get 1.72 baseline, +0% racial, +0% class.
I need to see the Redguard baseline values to know how they really compare. Max stamina recovery from base + gear for Bosmer seems to be about 1666, which is below the threshold to match Redguard recovery. However if Redguard's baseline is lower than other races, that would balance things better. It would also match with the 'adrenaline' description, in giving high burst recovery, but lower nominal recovery.
Extras:
Nightblade gets +15% magicka recovery, +15% stamina recovery, +0% health recovery.
Dragonknight gets +0% magicka recovery, +0% stamina recovery, -20% health recovery.
Sorcerer gets +12% magicka recovery, +0% stamina recovery (but possibly a higher base stamina recovery), +0% health recovery.
I don't have a templar or warden to check. Dragonknight seems to have broken health recovery%, and I'd expect Nord to have a higher baseline health recovery.
ZOS_AntonioP wrote: »Hello everyone,
Recently we've had to remove a few posts for some unneeded back and forth. Just a reminder for everyone to keep it civil with the Forum Rules in mind.
Thank you for understanding.
Absolutely agree. Almost every PvE DPS build is based on Redguard sustain. Someone made a comparison to prove that Redguard sustain lets them stay in the fight for 4x the time compared to other races.
usmcjdking wrote: »WrathOfInnos wrote: »I actually remember a while back, when Khajiit was getting an additional racial bonus to be competitive. IIRC it was 6% Max Stamina, which made a lot of sense mathematically to balance the races. At the time, the forums blew up with nerf threads about how they didn’t want to be obligated to play a cat and how it would be too OP. The changes were reverted before that patch went live. That is why we only have one viable race today. Keep up the complaining and soon we’ll have zero.
It's important to know that the only comparative race to Khajiit at this time was Orc and Orc was still a solid 6-7% behind in DPS.
usmcjdking wrote: »Does it come as a surprise that you pick a race with no sustain, a proc set with no sustain, an a damage set with no sustain, and a helm set with no sustain...
And we are up in arms about sustain issues? You can't make this *** up.