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 Draugr Hulk now gives 2540 max resource and Necropotence now gives 3150.
I've read your post a couple days ago already @twing1_ and for the most part I disagree. Not just with your proposed changes, but it really isn't much different from what we currently have.
ZOS has to base their budgets on something and saying that races should roughly provide 6.5 set bonuses via racials is as good as anything. Especially since that budget is overall and not pure throughput.
1. You pretty much say that ZOS should give every race resources worth about 3 2-4 piece set bonuses.
2. Idea here is totally okay, your defensive stats are just really imbalanced at times. E.g. Resistances to just one damage type is much less valuable than flat Spell or Physical resistance.
3. Your idea that everyone should have a sustain tool is, well it makes it quite bland. It gets even more weird when you then proceed and give races even more sustain via set bonuses. I think it's absolutely fair if ZOS decides to blow more or all of their budget on sustain for some races and no sustain for others. This has been the case since forever and creates some differences in playstyle and feel of different races.
4. The issue with set bonuses in general is that not all set bonuses provide equal strength, like Physical/Spell Penetration is stronger than Weapon/Spell Damage. Stamina/Magicka Recovery is worth less than Cost reduction. All cost reduction is worth more than only Stamina or Magicka, etc. So it inherently is imbalanced.
Following a list of how many offensive set values each race is worth as a DD.
That is, only looking at Stamina/Magicka Recovery (procs or flat), Stamina/Magicka/Weapon Cost Reduction, Max Stamina/Magicka and Weapon/Spell Damage. Including Critical Damage from Khajiit and Ultimate Generation in its best case scenario for Nord. The Dodge Roll passive from Bosmer is ignored here.
You can see that Argonian offer pretty much no value at all as a DD, the only bonuses they get for Stamina is the Potion passive, as Magicka you get another 1000 Max Magicka. So pretty underwhelming. They are the single most undervalued race right now. Again, only looking at it from a DD perspective.
Now if we ignore the Ultimate Generation of Nords, they're pretty much on par with Argonian for Stamina. (Just looking at set values, not how good their bonus is).
On the other end of the spectrum we have Breton and Redguard, they're both swimming in sustain, the only passive that directly affects damage is their Max Magicka or Stamina respectively. So they will most likely be easiest to play, since you can do whatever for the most part.
Dunmer and Orc, and Altmer and Dunmer all sit at around 3.8 offensive set bonuses and are sitting at the top of the pile when comparing damage.
Now let's have some real talk.
In my humble opinion a lot of people blow racial balance way out of proportion.
If we look at the data provided by @susmitds and take the average of all classes for each race for Magicka and Stamina, they're all within about 1% to each other, with "No racial" being about 3% behind the average.
If that isn't balanced, I don't know what is.
Edit: Made excuses why I forgot to take out Ultimate Generation for Nords when looking at the offensive set values. In situations where you take trickle damage frequently it certainly can be strong, though.
This is where I already disagree, though. Most people here are looking at racials through their own lens, meaning only from how it benefits them in their chosen playstyle and like to see things adjusted so everything benefits them in one way or another. But ZOS isn't balancing their game just for Leaderboard Trials.I acknowledge and understand that the races are for the most part balanced. But where I feel most people have concerns is some of the races are currently balanced while possessing some bonuses that are completely and utterly useless (bosmer roll dodge probably the most concerning in this regard, as endgame builds do not require penetration after roll dodging because pen cap will have already been hit).
I wouldn't say standardization would ruin diversity, if everything was equal everyone would play whatever they like to play. I think racials are not significant enough in most situations to matter anyway. Unless you're pushing top leaderboard scores you should spent your time on a dummy and get better with rotations, etc. (Not talking to you, @twing1_ here necessarily)Any standardization brings the races closer together, and with higher levels of standardization comes more similarity between the races. This typically results in more balance too (as two races that are exactly the same would be literally perfectly balanced). I'm in no way advocating making all races identical, this would completely destroy racial diversity in the game.
This has been the case for a very long time already.But a number of players are concerned about how some races have more max resources and resource restore than others, while others have less max resources and no form of sustain (Orc vs nord for example). The combination of every race getting equal max resources (albeit distributed differently between the three stats) and a sustain tool helps to eliminate these disparities. For the most part, these sustain tools too are very similar to what are currently found on PTS. Additionally, the inverse relationship between offensive power and strength of resource restore helps to build ZOS's pre-established notion of pure sustain races vs pure damage races.
1. These resources alone grant slightly less than 3 set bonuses worth of resources. Coupled with the additional 2 set bonuses each race would receive, the defensive bonuses, and the sustain tool, the total number of set bonuses granted to each race jumps up to ~6 or so.
2. The defensive bonuses are for the most part copy pasted from what is currently found on live. The imbalance between defensive bonuses already exists in the game. I don't see this as a problem, however, because for the most part they reflect traditional TES lore and are generally stronger on weaker offensive races and weaker on races with more offensive capability.
3. It is undeniably true that giving every race access to a sustain tool homogenizes the races a bit. As does giving every race ~6.5 set bonuses.
4. It's true not all set bonuses are created equal. A lot of people would argue max resources hold a lot more importance than say resistances. This is where giving every race equal max resources helps to level the playing field. Furthermore, the differing strength of set bonuses is already currently plaguing the races in PTS (ex pure sustain races vs pure damage races). Reducing this number from 6.5 to only 2 only acts to reduce the impact of the imbalance between set bonuses between races.
EnjoyThe biggest advantage my theoretical rebalance has is the avoidance of this: every race would receive quantifiably equal strength in bonuses, if the current balance of preexisting item set bonuses is to be observed. It is true that there is an exception for this (in the form of hybrid races like dunmer, Khajit, and imperial) where more set bonuses will be granted relative to the other races, however, these races already have relatively more set bonuses granted to them on PTS as it currently stands for the ability to play both magicka and stamina.
This is where I already disagree, though. Most people here are looking at racials through their own lens, meaning only from how it benefits them in their chosen playstyle and like to see things adjusted so everything benefits them in one way or another. But ZOS isn't balancing their game just for Leaderboard Trials.I acknowledge and understand that the races are for the most part balanced. But where I feel most people have concerns is some of the races are currently balanced while possessing some bonuses that are completely and utterly useless (bosmer roll dodge probably the most concerning in this regard, as endgame builds do not require penetration after roll dodging because pen cap will have already been hit).
The Bosmer Dodge roll is pretty damn strong in PvP if you really think about it.
Altmer off-stat regeneration will help in PvP (as well as solo PvE content).
Orc Sprinting is a big quality of life improvement in open world PvE, Cyrodiil and certainly does not hurt in instanced PvE content.
Disease / Poison and Fire Resistance are useful to Werewolves and Vampires respectively.
Races with health bonuses can potentially pick different food to get a comfortable level of health for vTrials and skip a Health Glyph or run 7 Medium/Light if they didn't already.
Little things like that outside of their obvious throughput passives are what make races unique. They probably will cause imbalances outside of Instanced PvE content. The question is are these significant enough to change or not?I wouldn't say standardization would ruin diversity, if everything was equal everyone would play whatever they like to play. I think racials are not significant enough in most situations to matter anyway. Unless you're pushing top leaderboard scores you should spent your time on a dummy and get better with rotations, etc. (Not talking to you, @twing1_ here necessarily)Any standardization brings the races closer together, and with higher levels of standardization comes more similarity between the races. This typically results in more balance too (as two races that are exactly the same would be literally perfectly balanced). I'm in no way advocating making all races identical, this would completely destroy racial diversity in the game.This has been the case for a very long time already.But a number of players are concerned about how some races have more max resources and resource restore than others, while others have less max resources and no form of sustain (Orc vs nord for example). The combination of every race getting equal max resources (albeit distributed differently between the three stats) and a sustain tool helps to eliminate these disparities. For the most part, these sustain tools too are very similar to what are currently found on PTS. Additionally, the inverse relationship between offensive power and strength of resource restore helps to build ZOS's pre-established notion of pure sustain races vs pure damage races.
Has anyone complained to you in the last couple years that Khajiit has no sustain and lacks max resources compared to Redguard? Khajiit has done fairly well regardless if you could work around less sustain.
It's also quite amusing that people are upset about Bosmer, they've lost their better sneak passive, but their throughput passives remained mostly the same and they've gained a dodge roll passive that didn't exist in any way before.1. These resources alone grant slightly less than 3 set bonuses worth of resources. Coupled with the additional 2 set bonuses each race would receive, the defensive bonuses, and the sustain tool, the total number of set bonuses granted to each race jumps up to ~6 or so.
2. The defensive bonuses are for the most part copy pasted from what is currently found on live. The imbalance between defensive bonuses already exists in the game. I don't see this as a problem, however, because for the most part they reflect traditional TES lore and are generally stronger on weaker offensive races and weaker on races with more offensive capability.
3. It is undeniably true that giving every race access to a sustain tool homogenizes the races a bit. As does giving every race ~6.5 set bonuses.
4. It's true not all set bonuses are created equal. A lot of people would argue max resources hold a lot more importance than say resistances. This is where giving every race equal max resources helps to level the playing field. Furthermore, the differing strength of set bonuses is already currently plaguing the races in PTS (ex pure sustain races vs pure damage races). Reducing this number from 6.5 to only 2 only acts to reduce the impact of the imbalance between set bonuses between races.
There is most likely not a single bonus you can give a race that doesn't have a set equivalent. So everything you suggested can be translated in set bonus values.EnjoyThe biggest advantage my theoretical rebalance has is the avoidance of this: every race would receive quantifiably equal strength in bonuses, if the current balance of preexisting item set bonuses is to be observed. It is true that there is an exception for this (in the form of hybrid races like dunmer, Khajit, and imperial) where more set bonuses will be granted relative to the other races, however, these races already have relatively more set bonuses granted to them on PTS as it currently stands for the ability to play both magicka and stamina.
One thing I did notice, however, is your grading seems to give too much weight to sustain tools that are not natural resource recovery. This is because you do not take into account % modifiers for natural recovery. Let's use Breton as an example.
You have weighted the 100 magicka/2 second as .742 of a set bonus (almost undoubtedly graded against 129 magicka recovery, although the numbers are a bit off). On any serious magicka user in almost every scenario, however, they receive a bonus of at least 20% magicka recovery (due to at least 5 pieces of light armor + light armor passives) and another 20% from major intellect (typically from potions). That would bring up the natural 129 magicka recovery up to 180 magicka/2 seconds, where the sustain tool would not receive these benefits. This would bring down Bretons bonus closer to ~.556 of a set bonus.
Now I'm not saying it should be weighted this way (as it would be unfair to assume that every player will be running these buffs), but I think the value should be adjusted in some way because players simply possess the ability to scale up their natural recovery, but not their sustain tools (in the cases where they are not natural recovery).
One thing I did notice, however, is your grading seems to give too much weight to sustain tools that are not natural resource recovery. This is because you do not take into account % modifiers for natural recovery. Let's use Breton as an example.
You have weighted the 100 magicka/2 second as .742 of a set bonus (almost undoubtedly graded against 129 magicka recovery, although the numbers are a bit off). On any serious magicka user in almost every scenario, however, they receive a bonus of at least 20% magicka recovery (due to at least 5 pieces of light armor + light armor passives) and another 20% from major intellect (typically from potions). That would bring up the natural 129 magicka recovery up to 180 magicka/2 seconds, where the sustain tool would not receive these benefits. This would bring down Bretons bonus closer to ~.556 of a set bonus.
Now I'm not saying it should be weighted this way (as it would be unfair to assume that every player will be running these buffs), but I think the value should be adjusted in some way because players simply possess the ability to scale up their natural recovery, but not their sustain tools (in the cases where they are not natural recovery).
As @Lightspeedflashb14_ESO pointed out we know the ratios to calculate how much ZOS would put on a 2-4 piece bonus when we only have a 5pc. For things that are more or less permanently up the ratio is 2.31, for proc sets and the like it's up to 25% more.
8% Magicka Cost reduction on e.g. Seducer is 8%. So about 8 / 2.31 = 3.46, that's how much would be on a single 2-4 set bonus.
It shouldn't if you've found a passive where I still do that, please tell me. I did that at first, but after I learned about the ratio to calculate 2-4 piece set bonuses from 5 pieces I've converted everything to evaluate against 5 pieces if there is no native 2-4 piece.
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I acknowledge and understand that the races are for the most part balanced. But where I feel most people have concerns is some of the races are currently balanced while possessing some bonuses that are completely and utterly useless (bosmer roll dodge probably the most concerning in this regard, as endgame builds do not require penetration after roll dodging because pen cap will have already been hit).
It's an average per second of:I used a 2.31 ratio for Warlock, Mazzatun and Bloothorn's and a 2.8875 ratio for Barkskin, Hunt Leader and Magicka Furnace, due to a more obscure trigger requirement. I then compare that against the average per second from racial proc passives.
- Vestment of the Warlock / Trappings of Invigoration
- Aspect of Mazzatun
- Bloodthorn's Touch
- Barkskin
- Hunt Leader
- Magicka Furnace
I've looked at every proc set with "restore" in their description and decided on a per set basis if I think their trigger requirement could be hit on cooldown or if their trigger makes sense as a passive. Like Prisoner's Rag restores 1000 Magicka per second while sprinting. In general you could say I did a feasibility check on all sets.
While looking over it now, I noticed however that I did weight Vestment of the Warlock + Trappings of Invigoration, as well as Bloodthorn's Touch twice due to a split value for Magicka and Stamina initially. To have it a bit more uniform I combined those values. The strength went down very slightly because of it.
Now I'm aware that most of these sets restore more than one resource, but based on Trappings of Invigoration, Vestment of the Warlock and The Juggernaught I think I have a good single resource baseline to rate other sets against. If something was deviating way to much from these sets and I wasn't sure about their trigger I didn't use them.
If you think another set of sets would make more sense I welcome you to look into it for yourself.
Edit: The average resource per second for the listed sets is 187.6.
It is because of the variability in these 5 pc sets, both in conditions and amount restored, that I think the sustain tools are better off measured against 2-4 pc item set bonuses to natural resource recovery than restoration 5 pc bonuses, even if you've taken the average of them.
In fact, I feel that due to the inconsistencies between 5 pc sets, these should be avoided whenever possible when establishing a baseline for any sort of balance (ex/ trappings of invigoration would equate to a 2-4 set pc bonus of an adjusted ~52 resources restored/second while barkskin would result in a 2-4 set pc bonus of an adjusted ~207 resources restored/second, while also decreasing the duration of snares by 50%).
Of course ZOS disagrees with me on this, but it would seem logical to me that, in regards to balancing, they should stick to focusing on using 2-4 item set bonuses as a baseline, for these remain consistent values through all sets.
It is because of the variability in these 5 pc sets, both in conditions and amount restored, that I think the sustain tools are better off measured against 2-4 pc item set bonuses to natural resource recovery than restoration 5 pc bonuses, even if you've taken the average of them.
In fact, I feel that due to the inconsistencies between 5 pc sets, these should be avoided whenever possible when establishing a baseline for any sort of balance (ex/ trappings of invigoration would equate to a 2-4 set pc bonus of an adjusted ~52 resources restored/second while barkskin would result in a 2-4 set pc bonus of an adjusted ~207 resources restored/second, while also decreasing the duration of snares by 50%).
Of course ZOS disagrees with me on this, but it would seem logical to me that, in regards to balancing, they should stick to focusing on using 2-4 item set bonuses as a baseline, for these remain consistent values through all sets.
If anything you've reinforced my notion to believe that Warlock/Trappings/Juggernaut are the baseline values for recovery procs. First of all your idea to sum up the restoration passives of barkskin is flawed. From various sets it's quite obvious that "restore Health" is valued lower than Stamina or Magicka (about 1/2).
We also know from other sets that they tend to double the budget with hybrid stats.
Ulfnor's Favour has a 3 piece "Adds 129 Magicka Recovery, Adds 129 Stamina Recovery" bonus,
Clever Alchemist has a 4 piece "Adds 129 Spell Damage, Adds 129 Weapon Damage" bonus,
Curse of Dolymesh has a 4 piece "Adds 129 Spell Damage, Adds 129 Weapon Damage" bonus,
Imperial Physique has a 4 piece "Adds 129 Spell Damage & Adds 129 Weapon Damage" bonus,
Mighty Glacier has a 4 piece "Adds 129 Stamina Recovery, Adds 129 Magicka Recovery" bonus,
Might of the Lost Legion has a "Adds 129 Spell Damage, Adds 129 Weapon Damage" bonus,
Mechanical Acuity has a 4 piece "Adds 1096 Maximum Magicka & Adds 1096 Maximum Stamina" bonus,
Shacklebreaker has a 4 piece "Adds 129 Stamina Recovery, Adds 129 Magicka Recovery" bonus,
Innate Axiom has a 4 piece "Adds 833 Weapon Critical & Spell Critical" bonus.
Monster Sets with hybrid stats are quite common as well actually. And we just have to look at new racials of hybrid races to see it.
So, that's just to explain why I only looked at their individual per-stat recovery. If you do that for e.g. Bloodthorn or Mazzatun you see that the recovery values for just Magicka and Stamina are very close, but lower, to that of Trappings/Warlock. These sets are also sets I considered to have a very very simple trigger condition and are most likely the least inflated ones. Which is also why I used a 2.31 ratio instead of a 2.8875 (remember it's up to 25% stronger on proc sets, not always 25% more)
With a 2.31 ratio it's about 65 recovery per second for Trappings/Warlock, compare that to other recovery bonuses.
One 2-4 piece (about 3.5%) cost reduction provides about 98 "recovery" per second, on average, for magicka/stamina combined. One 2-4 piece recovery bonus provides about 65 recovery per second, without bonuses. So, back when they implemented it we could maybe talk about Major Endurance with easy access for every class to bring it up to about 77 resource per second.
So... what I'm getting at is, yes you could say I compare them to 129 recovery bonuses.
However, what this achieves is that I value them slightly lower, in my initial versions where I did actually compare them to 129 recovery set bonues the Redguard recovery proc (as is on the PTS) was worth 2.95 set bonuses, when you compare that against proc recovery per second it's 2.93.
You're right that some sets obviously fall outside of the norm, I do not disagree with you here. You just have to look at Relequen to know that even with their stated 2.8875 ratio it'd be ridiculous on 2-4 piece and would be stupid OP compared to curently available throuput 2-4 pieces in single target fights (gut feeling, didn't do any math or fact checking on this one).
It's about 1 1/2 years ago that they brought up the up to 2.8875 ratio. I honestly expect that "up to" to be higher now.
If all they ever did was create 5pc sets that fall within the 2.31 to 2.8875 range we wouldn't have nearly as much power creep. E.g. Perfected versions from Cloudrest already come with another 2-4 piece bonus on top of whatever their 5 piece is.
I'm just fairly confident that ZOS has their own base values to budget effects against. Values they use to scale things up with. Values that they adjust with expected uptime etc. Something that at least I only considered as much as "do I think I could trigger that on cooldown?".
I also do not think they randomly slap a value on a 5pc, or anywhere, and then calculate if it somehow fits into their expected power range. My expectation of how their tools work is more along the lines ofAnd the last two points are where I expect that a lot of the inconsistencies we see, and can't reasonably explain with the data we have come from.
- Insert Bonuses they want to have on a 5 piece, scale up to 5 piece (2.31)
- Add a cooldown (so something like scaled value of bonus * cooldown)
- Add a trigger condition (which then further adjusts the cooldown adjusted value with ZOS internal black magic)
- Rounded up or down to a nicer number if necessary
My intention with the spreadsheet is to get as close to what I expect to be their base value for certain effects. Now it could absolutely be that they evaluate the strength of recovery procs against flat recovery bonuses. But in that case I doubt they'll first adjust the recovery bonus with every possible buff.
Now to beat the dead horse called Barkskin further, thinking about the proc condition it's another one of those that are fairly obscure. How often do you get snared in normal gameplay? Is it realistic to have a 100% uptime? I don't think so. I shouldn't have considered it at all to be honest, but its resource return was close enough to my baseline (Trappings/Warlock) to give it a chance.
I'm only using Trappings/Warlocks for Stamina/Magicka and Juggernaut for Health for now. At this point I'm fairly confident that these are the baseline values. Easy trigger, single resource return and the effect is mirrored-ish for all resources. Applying the 2.31 ratio brings them right on par with unmodified flat recovery bonuses for Stamina/Magicka, which would be a weird accident.
Looking at the recovery procs on PTS, they kind of fit as well.
- Altmer recovery was 575 (magicka) initially, which is close to 1.5 set bonuses
- Argonian were supposed to have 3600 health/stamina/magicka with 4.3.0, which turns out to be 0.6 + 1.2 + 1.2 = 3 x 2-4 recovery procs.
- Imperial recovery is around 0.5 Health, 1 Stamina and 1 Magicka recovery procs.
- Redguard recovery is worth about 3 recovery set bonuses
Now if you or anyone has other suggestions, you're more than welcome to present them to me. Just saying that the way I do it now is not correct because reasons will not cut it, though. Please bring compelling arguments why it should be done differently.
No need to apologize, I really do appreciate your feedback and the discussion we had.I apologize if I came accross as aggressive or combatitive, I was just (maybe overly) engaged in discussion and this wasn't my intention.
I sincerely thought I was constructively contributing to the discussion.