This is a direct comparison to LIVE REDGUARD and a pve DD perspective. Woodelf has it's own advantage of constant passive regen and utility passives. They both have their uses. Skip to the bottom to see how I compare their sustain.
If you're a class that uses a weapon skill line ability as your spammable (Most commonly bow/bow snipe pve builds, stam sorcs or stam dk), RG looks like it comes on top for sustain in COMBAT and by effect more dps due to how much utility that new 8% cost reduction would see use from these builds.
The adrenaline rush passive should work for bow/bow builds. Before recent nerfs bow/bow utilized this passive through relequen and poison enchants when counting as melee dmg, hopefully you didn't race change before if RG's new passives go live. (Light attacks should count as direct dmg, if your weaving that should be high uptime)
Redguard passives: (As of Jan 18 2019)792 -> 950 stamina return on
melee direct dmg every 5 seconds. [
190 sta/1sec]10% -> 2k stamina. (Effected by multipliers)
9% sta reg -> Reduces the cost of your Weapon abilities by 8%.
MAX STA VS LIVE
Stam Sorc has +8% max stam so 2k stam is slightly more rewarding than other stam classes.
My max stamina on live is 31177 using imperfect relequen, dubious, helm with tri glygh and 6/1 setup. 1 robust jewelry.
Live: [4% undaunted + 8% stam sorc passive + 10% race] * [20% cp] = +46.4%
Removing the 10% racial passive: [4% undaunted + 8% stam sorc passive] x [20% cp] = +34.4%
My max stamina lowers to 28621 without the 10% from the OG 31117
+2k sta * 1.344 = 2687.8
28621 + 2687.8 = 31308.8
31309 - 31117 = 191.8
So a slight increase of 191.8 stamina is abysmal at best and I'm only at 30k stamina or so. This isn't a nerf, just slightly better, if your build has closer to 35k+ stamina, you will probably start to break even, not many builds have that much stamina so this a small buff.
This shows me that robust jewelry is slightly less valuable than before with less multipliers, easier decision to squeeze dps out of infused wpd or bloodthirsty than before.
SUSTAIN VS LIVE
Using the current Breton passive, we can assume the calculation for a Redguard's 8% cost reduction on weapon skills is additive to all other cost reduction passives like how it is on live.
(Not sure about sets, left out of this analysis)
5/4% (Sorc or Templar passive) + 14% (7 Medium) + 8% (RG Racial Passive) + 15% (Weapon Skill Line Passive) = 42%
Base costs with 0 passives vs 36% (without RG) vs 42% cost reduction (with RG)
Endless Hail: 3511 --- 2317 --- 2036
Poison Injection: 2430 --- 1604 --- 1409
Lethal Arrow: 3240 --- 2138 --- 1879
Acid Spray: 4050 --- 2673 --- 2349
Magnum Shot: 2970 --- 1960 --- 1723
Rapid Strikes: 2700 --- 1782 --- 1566
Rending: 2160 --- 1426 --- 1253
Steel Tornado: 3780 --- 2495 --- 2192
Deadly Cloak: 3780 --- 2495 --- 2192
Shrouded Daggers: 2970 --- 1960 --- 1723
Crushing Weapon: 2715 --- 1792 (No benefit from the 8%)
So that's good news for anyone who didn't like relying on CW for sustain, Shrouded Dagger has cleave, little less dmg, but costs a tiny bit less too..
[Stam sorc DW/BOW - 28% (7 MED) + 20% (Sorc Passive) + 10% (Vampire) + 20% (Major Endurance) + 15% cp = 93%]
7 Medium, AY + Relequen + Stormfist, dubious cameron throne.
Live Sta Regen = 1943
Removing the 9% RG passive = 1856
Thats a loss of 87 sta reg or 43.5/sec.
A lot of people don't even use dubious or stormfist so this 9% is even more useless to them with a lower base regen..always been a weak passive.
Now the 8% cost reduction. Using a 12s static rotation as an example: Endless Hail - Razor Caltops - PI - Rending - Hurricane - Rearming Trap - 5x Shrouded Daggers.
The 8% will save -1250 stamina for Shrouded daggers and -649 stamina from PI/Endless/Rending, add +158 stamina return every 5 seconds from the extra adrenaline rush return vs live.
8% Cost reduction:
-1250 + -649 = -1899
-1899/12 = -158.25/1 sec
Adrenaline Rush:
+158/5 = 31.6/1 sec
Effective sustain per sec:
31.6 + 158.25 = 189.85
I lose +43.5 sta/sec passively for +189.85 sta/sec in combat. Net gain vs live is 146.35 stam/sec. This is a Major Sustain Buff.
Comparing Woodelf to RG
This is in a perfect scenario, with my rotation from above and IN COMBATRedguard
Conditioning: +2k stam -
same as Woodelf.
Adrenaline Rush: +190 sta/sec.
Martial Training: 8% cost reduction on weapon skills equates to 190 sta/sec for my example above ^.
(Different builds get different mileage here)
So in combat, that's 380 sta/sec in my ideal scenario.
Woodelf
Resist Affliction: + +2k stam -
same as RG.
Y’ffre’s Endurance: +258 sta reg (Effected by multipliers)
Utility: Stealth Detect Radius + 3m / +20% movement speed after roll dodge for 3s / Poison Resistance +2310 / Immune to poison status effect
Stam Regen[28% (7 MED) + 20% (Sorc Passive) + 10% (Vampire) + 20% (Major Endurance) + 15% cp = 93%]
258 x 1.93 = 498 or 249 sta/sec.
(RG's sustain) 380 - (WE's sustain) 249 = 131
RG gets +131 more sta/sec vs Woodelf in combat, when a RG is outside of combat, the Woodelf is gaining +249 sta/sec where the RG get's nothing.
- I feel this is balanced VERY well.
- Woodelf get's extra utility in their other passives where RG gets nothing but better sustain - they have the same stam.
- RG is more of a melee race therefore sta reg is less useful when you need to sprint/block.
- Woodelf plays to it's strength as a bow user by being able to stay at range and passively regen, less sprinting/blocking so regen is more valuable.
- If you sit in front of a test dummy: RG will win, period. They do not have the same sustain, but that's FINE.
TLDR: RG for my setup will have up to 146 sta/sec more vs live.