foossile-forum wrote: »Tell me if I'm wrong but after the update, except healer, what an argonian can do ?
Savos_Saren wrote: »For those complaining about Dunmer:
Valkyn, Pelinal's Aptitude, Innate Axiom on you mDK.
I'll be testing this next week.
ZOS_Gilliam wrote: »Wood ElfDeveloper Comment
- Increases experience gain in Bow Skill Line by 15%, decreases fall damage taken by 10% → No changes
- Y’ffre’s Endurance: 21% Stamina Recovery → Increases your Stamina Recovery by 258.
- Resist Affliction: 6% Max Stamina and 1485 Poison and Disease Resistance → Increases your Max Stamina by 2000 and your Poison Resistance by 2310. You are immune to the Poisoned status effect.
- Stealthy: Reduces detection Radius by 3m and Increases Damage Done in Stealth by 10% → Hunter’s Eye: Increases your Stealth detection radius by 3m. After you use Roll Dodge you gain 20% Movement Speed for 3 seconds.
- A quick note on why we changed the Stealthy passive: Previously this passive was shared between Khajiit and Wood Elf, and didn’t help them feel distinct enough from each other. Additionally, since Sneaking isn’t a universal mechanic to the game (many enemies in Tamriel can’t be bothered sneaking about!), we wanted to take away some of the focus from the passive and build that into their other passives instead. We still want to support that game mechanic however, so we kept parts of each the Wood Elf’s and the Khajiit’s version of these passives.
The thick forests of Valenwood have imprinted the importance of the ability to hunt in the Wood Elf race, and as such they have a natural adeptness for detecting potential threats. Quick to react and well versed in the poisons of nature, they can outlast and outwit their opponents. These traits are demonstrated with their natural speed boost when tactfully engaging combat, and their unparalleled Stamina Recovery.
wood elf look terribly useless...
Y’ffre’s Endurance- this is a nerf... imo 21% is much more then 258.. at least on my build..
Yes by far.
Ofc it depends on how many spells you cast and how expensive they are at base - but the 7% cost reduction passive is worth between 350 and 450 mag recovery in stat sheet.
The 100 base regen breton gets will be almost enough to put breton on the same sustain as altmer with their passive.
@Derra how did you get those numbers? Just curious b/c I ran my calculations with an assumed average cost (pre-cost reduction) of 3000 per second. Just curious ^^
On my sorc my average base cost across all my abilities is somewhere at 3500 magica. For masterreach builds it´s more like 3800 base cost.
So i calculate from that base and then go to like ~50 to 55 skills/s for permanent casting.
Ofc this gets altered by class you play and which abilities you use how frequently - a lower base cost class like NB or warden won´t benefit as much.
Templar massively depends on which skills they use.
Same goes for DK - pve rotation is cheap comparatively - support skills are expensive.
While these all seem rather nice.. what about the 12k crowns i spent on race changes 2 weeks ago? I now have tospend another 12k on race changes. 1 race change token is a kick in the teeth really. I dont mind th e changes everything looks alot more balanced. I just wasted all those crowns and now I have to buy more what i dont like 😑😑
Lightspeedflashb14_ESO wrote: »ZOS_Gilliam wrote: »Wood ElfDeveloper Comment
- Increases experience gain in Bow Skill Line by 15%, decreases fall damage taken by 10% → No changes
- Y’ffre’s Endurance: 21% Stamina Recovery → Increases your Stamina Recovery by 258.
- Resist Affliction: 6% Max Stamina and 1485 Poison and Disease Resistance → Increases your Max Stamina by 2000 and your Poison Resistance by 2310. You are immune to the Poisoned status effect.
- Stealthy: Reduces detection Radius by 3m and Increases Damage Done in Stealth by 10% → Hunter’s Eye: Increases your Stealth detection radius by 3m. After you use Roll Dodge you gain 20% Movement Speed for 3 seconds.
- A quick note on why we changed the Stealthy passive: Previously this passive was shared between Khajiit and Wood Elf, and didn’t help them feel distinct enough from each other. Additionally, since Sneaking isn’t a universal mechanic to the game (many enemies in Tamriel can’t be bothered sneaking about!), we wanted to take away some of the focus from the passive and build that into their other passives instead. We still want to support that game mechanic however, so we kept parts of each the Wood Elf’s and the Khajiit’s version of these passives.
The thick forests of Valenwood have imprinted the importance of the ability to hunt in the Wood Elf race, and as such they have a natural adeptness for detecting potential threats. Quick to react and well versed in the poisons of nature, they can outlast and outwit their opponents. These traits are demonstrated with their natural speed boost when tactfully engaging combat, and their unparalleled Stamina Recovery.
wood elf look terribly useless...
Y’ffre’s Endurance- this is a nerf... imo 21% is much more then 258.. at least on my build..
lets us see this build, please.
Lightspeedflashb14_ESO wrote: »ZOS_Gilliam wrote: »Wood ElfDeveloper Comment
- Increases experience gain in Bow Skill Line by 15%, decreases fall damage taken by 10% → No changes
- Y’ffre’s Endurance: 21% Stamina Recovery → Increases your Stamina Recovery by 258.
- Resist Affliction: 6% Max Stamina and 1485 Poison and Disease Resistance → Increases your Max Stamina by 2000 and your Poison Resistance by 2310. You are immune to the Poisoned status effect.
- Stealthy: Reduces detection Radius by 3m and Increases Damage Done in Stealth by 10% → Hunter’s Eye: Increases your Stealth detection radius by 3m. After you use Roll Dodge you gain 20% Movement Speed for 3 seconds.
- A quick note on why we changed the Stealthy passive: Previously this passive was shared between Khajiit and Wood Elf, and didn’t help them feel distinct enough from each other. Additionally, since Sneaking isn’t a universal mechanic to the game (many enemies in Tamriel can’t be bothered sneaking about!), we wanted to take away some of the focus from the passive and build that into their other passives instead. We still want to support that game mechanic however, so we kept parts of each the Wood Elf’s and the Khajiit’s version of these passives.
The thick forests of Valenwood have imprinted the importance of the ability to hunt in the Wood Elf race, and as such they have a natural adeptness for detecting potential threats. Quick to react and well versed in the poisons of nature, they can outlast and outwit their opponents. These traits are demonstrated with their natural speed boost when tactfully engaging combat, and their unparalleled Stamina Recovery.
wood elf look terribly useless...
Y’ffre’s Endurance- this is a nerf... imo 21% is much more then 258.. at least on my build..
lets us see this build, please.
2385 stamina recovery. with 21% from current passive.
so base stamina recovery
2385/1.21=1971
with the new update
1971+258 = 2229
difference is
2385-2229=156
stamina recovery loss:156
please correct me if am wrong
p.s. if you need help building stamina recovery. then maybe you should review your equipment. i know not everyone build for sustain, but that doesn't mean it is wrong.
Lightspeedflashb14_ESO wrote: »ZOS_Gilliam wrote: »Wood ElfDeveloper Comment
- Increases experience gain in Bow Skill Line by 15%, decreases fall damage taken by 10% → No changes
- Y’ffre’s Endurance: 21% Stamina Recovery → Increases your Stamina Recovery by 258.
- Resist Affliction: 6% Max Stamina and 1485 Poison and Disease Resistance → Increases your Max Stamina by 2000 and your Poison Resistance by 2310. You are immune to the Poisoned status effect.
- Stealthy: Reduces detection Radius by 3m and Increases Damage Done in Stealth by 10% → Hunter’s Eye: Increases your Stealth detection radius by 3m. After you use Roll Dodge you gain 20% Movement Speed for 3 seconds.
- A quick note on why we changed the Stealthy passive: Previously this passive was shared between Khajiit and Wood Elf, and didn’t help them feel distinct enough from each other. Additionally, since Sneaking isn’t a universal mechanic to the game (many enemies in Tamriel can’t be bothered sneaking about!), we wanted to take away some of the focus from the passive and build that into their other passives instead. We still want to support that game mechanic however, so we kept parts of each the Wood Elf’s and the Khajiit’s version of these passives.
The thick forests of Valenwood have imprinted the importance of the ability to hunt in the Wood Elf race, and as such they have a natural adeptness for detecting potential threats. Quick to react and well versed in the poisons of nature, they can outlast and outwit their opponents. These traits are demonstrated with their natural speed boost when tactfully engaging combat, and their unparalleled Stamina Recovery.
wood elf look terribly useless...
Y’ffre’s Endurance- this is a nerf... imo 21% is much more then 258.. at least on my build..
lets us see this build, please.
so let me get this straight:
in the year of expansions based in the khajiiti homelands....you nerf khajiit..? they are complete trash. they already lagged behind, now they are just unusable.
my main toon cries today.
Yes by far.
Ofc it depends on how many spells you cast and how expensive they are at base - but the 7% cost reduction passive is worth between 350 and 450 mag recovery in stat sheet.
The 100 base regen breton gets will be almost enough to put breton on the same sustain as altmer with their passive.
@Derra how did you get those numbers? Just curious b/c I ran my calculations with an assumed average cost (pre-cost reduction) of 3000 per second. Just curious ^^
On my sorc my average base cost across all my abilities is somewhere at 3500 magica. For masterreach builds it´s more like 3800 base cost.
So i calculate from that base and then go to like ~50 to 55 skills/s for permanent casting.
Ofc this gets altered by class you play and which abilities you use how frequently - a lower base cost class like NB or warden won´t benefit as much.
Templar massively depends on which skills they use.
Same goes for DK - pve rotation is cheap comparatively - support skills are expensive.
But if you start at a higher base magicka cost per second than me, how do you end up at lower magicka regeneration-equivalents than I do? (total of 450 to 550 VS. 625). With higher base cost you should arrive at a value greater than mine
I am also not sure what ~50 to 55 skills per second for permanent casting is supposed to me.
I am just want to make sure I got the right picture so I can make the right race choice.
Lightspeedflashb14_ESO wrote: »ZOS_Gilliam wrote: »Wood ElfDeveloper Comment
- Increases experience gain in Bow Skill Line by 15%, decreases fall damage taken by 10% → No changes
- Y’ffre’s Endurance: 21% Stamina Recovery → Increases your Stamina Recovery by 258.
- Resist Affliction: 6% Max Stamina and 1485 Poison and Disease Resistance → Increases your Max Stamina by 2000 and your Poison Resistance by 2310. You are immune to the Poisoned status effect.
- Stealthy: Reduces detection Radius by 3m and Increases Damage Done in Stealth by 10% → Hunter’s Eye: Increases your Stealth detection radius by 3m. After you use Roll Dodge you gain 20% Movement Speed for 3 seconds.
- A quick note on why we changed the Stealthy passive: Previously this passive was shared between Khajiit and Wood Elf, and didn’t help them feel distinct enough from each other. Additionally, since Sneaking isn’t a universal mechanic to the game (many enemies in Tamriel can’t be bothered sneaking about!), we wanted to take away some of the focus from the passive and build that into their other passives instead. We still want to support that game mechanic however, so we kept parts of each the Wood Elf’s and the Khajiit’s version of these passives.
The thick forests of Valenwood have imprinted the importance of the ability to hunt in the Wood Elf race, and as such they have a natural adeptness for detecting potential threats. Quick to react and well versed in the poisons of nature, they can outlast and outwit their opponents. These traits are demonstrated with their natural speed boost when tactfully engaging combat, and their unparalleled Stamina Recovery.
wood elf look terribly useless...
Y’ffre’s Endurance- this is a nerf... imo 21% is much more then 258.. at least on my build..
lets us see this build, please.
2385 stamina recovery. with 21% from current passive.
so base stamina recovery
2385/1.21=1971
with the new update
1971+258 = 2229
difference is
2385-2229=156
stamina recovery loss:156
please correct me if am wrong
p.s. if you need help building stamina recovery. then maybe you should review your equipment. i know not everyone build for sustain, but that doesn't mean it is wrong.
You are wrong. 21% is additive. So put together 514 (base) with whatever your gear of food is giving you and make 21% out of that, I bet it will be around 200 stamina regen.
Now put the new 258 and increase it by all the % you get from passives and CP and I bet it will be over 400
You just got buffed hard and went here to say you got nerfed. And thats the case with half this thread.
Lightspeedflashb14_ESO wrote: »ZOS_Gilliam wrote: »Wood ElfDeveloper Comment
- Increases experience gain in Bow Skill Line by 15%, decreases fall damage taken by 10% → No changes
- Y’ffre’s Endurance: 21% Stamina Recovery → Increases your Stamina Recovery by 258.
- Resist Affliction: 6% Max Stamina and 1485 Poison and Disease Resistance → Increases your Max Stamina by 2000 and your Poison Resistance by 2310. You are immune to the Poisoned status effect.
- Stealthy: Reduces detection Radius by 3m and Increases Damage Done in Stealth by 10% → Hunter’s Eye: Increases your Stealth detection radius by 3m. After you use Roll Dodge you gain 20% Movement Speed for 3 seconds.
- A quick note on why we changed the Stealthy passive: Previously this passive was shared between Khajiit and Wood Elf, and didn’t help them feel distinct enough from each other. Additionally, since Sneaking isn’t a universal mechanic to the game (many enemies in Tamriel can’t be bothered sneaking about!), we wanted to take away some of the focus from the passive and build that into their other passives instead. We still want to support that game mechanic however, so we kept parts of each the Wood Elf’s and the Khajiit’s version of these passives.
The thick forests of Valenwood have imprinted the importance of the ability to hunt in the Wood Elf race, and as such they have a natural adeptness for detecting potential threats. Quick to react and well versed in the poisons of nature, they can outlast and outwit their opponents. These traits are demonstrated with their natural speed boost when tactfully engaging combat, and their unparalleled Stamina Recovery.
wood elf look terribly useless...
Y’ffre’s Endurance- this is a nerf... imo 21% is much more then 258.. at least on my build..
lets us see this build, please.
2385 stamina recovery. with 21% from current passive.
so base stamina recovery
2385/1.21=1971
with the new update
1971+258 = 2229
difference is
2385-2229=156
stamina recovery loss:156
please correct me if am wrong
p.s. if you need help building stamina recovery. then maybe you should review your equipment. i know not everyone build for sustain, but that doesn't mean it is wrong.
edit:
let me show you an example.
is 21% = 258. when 258/0.21=1228
if your stamina recovery is greater then 1228, you will only lose stamina recovery.
wood is a stamina race, they do not benefit magicka build, nor tank build.
as a stamina build character if you have 1228 or less stamina recovery you are doing something wrong, or under leveled.
Let me give you a statement on why I see these changes as an overall improvement. First, let me clear a few things up that people do not seem to understand when they look at these changes:
1. Flat stats are a buff, NOT a nerf. These get amplified by all % buffs you have and will translate to at least the same stat density as before, in many instances even more. In no CP content and instances where you have warhorn available, this is a significant buff especially.
1. Flat stats are a buff, NOT a nerf. These get amplified by all % buffs you have and will translate to at least the same stat density as before, in many instances even more. In no CP content and instances where you have warhorn available, this is a significant buff especially.
I'm curious, what % buffs? As a stamina Warden, where do I get 'all' these % stamina buffs? Undaunted?
Explain to me how a +2000 stamina, will give me the same (or more!) as 10% of 48k?
I'll explain, this dude has no idea what he is talking about xD
I tested the current build that i have, Right now its:
39,699 Stamina.
Without redguard and undauted i sit at:
34,224
Add the 2k redguard passive
36,224
Add 6% undauted again:
38,397
So overall i lost like, 1,302 stamina which is like 100 in tool tips - Not that bad, but its sure better now to stack weapon damage - Which in my opinion really destroy build diversity.
I would love to get insight if i forgot something in this calculation, i was testing this on a DK knight, beside undauted, i couldnt recall another % max stat buff.
Did you add 20% stats from cp? @amir412