. Argonian 6% healing done is 60% of a five piece Twilight's Embrace set bonus. Argonian should be 8% healing done to be fair.
. Mundus Stone values and bonuses have been re-tuned with a focus on improving overall diversity. The Lady was upgraded to grant both Spell and Physical Resistance, and The Lover was completely redesigned to grant Spell and Physical Penetration to counteract The Lady and provide greater flexibility in stat choices.
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.
. 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. .
Lightspeedflashb14_ESO wrote: »To the op, I would actually change the healing done percentage as well. Since by ZOSs own rules, 2% healing done on an item set piece is not even close. 10/1.85 is 5.4. the healing done on a set piece ought to be 5% would make it more valuable. There are no sets (in the game that drops now, there was a 3 piece set, relics of the Physician, which was 5%) with healing done as a 5 piece, except for healers habit but that is a minor buff, of 8%. I would change that set to 2.31 of 5% or 12%. You might see healers use it then. You also need to buff powered to match the mundus, from 9% to 10%.
WrathOfInnos wrote: »Lightspeedflashb14_ESO wrote: »To the op, I would actually change the healing done percentage as well. Since by ZOSs own rules, 2% healing done on an item set piece is not even close. 10/1.85 is 5.4. the healing done on a set piece ought to be 5% would make it more valuable. There are no sets (in the game that drops now, there was a 3 piece set, relics of the Physician, which was 5%) with healing done as a 5 piece, except for healers habit but that is a minor buff, of 8%. I would change that set to 2.31 of 5% or 12%. You might see healers use it then. You also need to buff powered to match the mundus, from 9% to 10%.
This is a really good way of looking at it. I’m convinced. Ritual Mundus and Powered trait should be made the same value, and a standard healing done set bonus should be 5%.
Another way to look at this is compared to the Sanctuary set. It’s technically healing received, but applies to 12 players so effectively serves as healing done (by you and any other healers). It gives 12% healing as a 5pc bonus. Based on that a standard healing done bonus would be 12%/2.31 = 5.19%, confirming your 5%. Maybe this means that Powered and Ritual should be 5x1.85 = 9%. And Argonian should have 5x2 = 10% healing done (although I’d still rather see them get a DPS passive that also helped with heals).
WrathOfInnos wrote: »Lightspeedflashb14_ESO wrote: »To the op, I would actually change the healing done percentage as well. Since by ZOSs own rules, 2% healing done on an item set piece is not even close. 10/1.85 is 5.4. the healing done on a set piece ought to be 5% would make it more valuable. There are no sets (in the game that drops now, there was a 3 piece set, relics of the Physician, which was 5%) with healing done as a 5 piece, except for healers habit but that is a minor buff, of 8%. I would change that set to 2.31 of 5% or 12%. You might see healers use it then. You also need to buff powered to match the mundus, from 9% to 10%.
This is a really good way of looking at it. I’m convinced. Ritual Mundus and Powered trait should be made the same value, and a standard healing done set bonus should be 5%.
Another way to look at this is compared to the Sanctuary set. It’s technically healing received, but applies to 12 players so effectively serves as healing done (by you and any other healers). It gives 12% healing as a 5pc bonus. Based on that a standard healing done bonus would be 12%/2.31 = 5.19%, confirming your 5%. Maybe this means that Powered and Ritual should be 5x1.85 = 9%. And Argonian should have 5x2 = 10% healing done (although I’d still rather see them get a DPS passive that also helped with heals).
I agree, 8-10% seems right for Argonian.
I know ZOS says set bonus * 2, but they also seem to be 5th piece bonus times 85%for some races. 258 damage is close to 2x a set bonus, but also 86% of a 5th piece hundings/julianos bonus. Breton cost reduction is 86% of the Seducer 5th piece bonus (and a very hard to get bonus). The Argonian healing passive is 2x a set bonus, but only 60% of a healing 5th piece bonus like Twilights Embrace.
WrathOfInnos wrote: »Lightspeedflashb14_ESO wrote: »To the op, I would actually change the healing done percentage as well. Since by ZOSs own rules, 2% healing done on an item set piece is not even close. 10/1.85 is 5.4. the healing done on a set piece ought to be 5% would make it more valuable. There are no sets (in the game that drops now, there was a 3 piece set, relics of the Physician, which was 5%) with healing done as a 5 piece, except for healers habit but that is a minor buff, of 8%. I would change that set to 2.31 of 5% or 12%. You might see healers use it then. You also need to buff powered to match the mundus, from 9% to 10%.
This is a really good way of looking at it. I’m convinced. Ritual Mundus and Powered trait should be made the same value, and a standard healing done set bonus should be 5%.
Another way to look at this is compared to the Sanctuary set. It’s technically healing received, but applies to 12 players so effectively serves as healing done (by you and any other healers). It gives 12% healing as a 5pc bonus. Based on that a standard healing done bonus would be 12%/2.31 = 5.19%, confirming your 5%. Maybe this means that Powered and Ritual should be 5x1.85 = 9%. And Argonian should have 5x2 = 10% healing done (although I’d still rather see them get a DPS passive that also helped with heals).
I agree, 8-10% seems right for Argonian.
I know ZOS says set bonus * 2, but they also seem to be 5th piece bonus times 85%for some races. 258 damage is close to 2x a set bonus, but also 86% of a 5th piece hundings/julianos bonus. Breton cost reduction is 86% of the Seducer 5th piece bonus (and a very hard to get bonus). The Argonian healing passive is 2x a set bonus, but only 60% of a healing 5th piece bonus like Twilights Embrace.
Lughlongarm wrote: »there are many inconsistencies like this in the game. Usually they are presented as part of the greater balance of the game.
For example, why SD/WD enchant on glyphs is 174(almost 1.5 "set bonus") while physical and spell resistance enchant on glyphs is 927(0.3 the power of set bonus), which makes SW/WD enchant almost 5 times stronger than the resistances glyhps.
But do you want them to chance that? It will just make almost any spec regardless to armor type to achieve resistance cap.
Lightspeedflashb14_ESO wrote: »To the op, I would actually change the healing done percentage as well. Since by ZOSs own rules, 2% healing done on an item set piece is not even close. 10/1.85 is 5.4. the healing done on a set piece ought to be 5% would make it more valuable. There are no sets (in the game that drops now, there was a 3 piece set, relics of the Physician, which was 5%) with healing done as a 5 piece, except for healers habit but that is a minor buff, of 8%. I would change that set to 2.31 of 5% or 12%. You might see healers use it then. You also need to buff powered to match the mundus, from 9% to 10%.
WrathOfInnos wrote: »Lightspeedflashb14_ESO wrote: »To the op, I would actually change the healing done percentage as well. Since by ZOSs own rules, 2% healing done on an item set piece is not even close. 10/1.85 is 5.4. the healing done on a set piece ought to be 5% would make it more valuable. There are no sets (in the game that drops now, there was a 3 piece set, relics of the Physician, which was 5%) with healing done as a 5 piece, except for healers habit but that is a minor buff, of 8%. I would change that set to 2.31 of 5% or 12%. You might see healers use it then. You also need to buff powered to match the mundus, from 9% to 10%.
This is a really good way of looking at it. I’m convinced. Ritual Mundus and Powered trait should be made the same value, and a standard healing done set bonus should be 5%.
Another way to look at this is compared to the Sanctuary set. It’s technically healing received, but applies to 12 players so effectively serves as healing done (by you and any other healers). It gives 12% healing as a 5pc bonus. Based on that a standard healing done bonus would be 12%/2.31 = 5.19%, confirming your 5%. Maybe this means that Powered and Ritual should be 5x1.85 = 9%. And Argonian should have 5x2 = 10% healing done (although I’d still rather see them get a DPS passive that also helped with heals).
This is made even more obtuse because Healing Received, which effects both your own self heals and any heals used on you, is 4% as a set bonus. That's double the 2% Healing Done set bonus. And yet, CP treats +Healing Done and +Healing Received with the same weight (1 point for each is 0.3%, scaling down).
This is made even more obtuse because Healing Received, which effects both your own self heals and any heals used on you, is 4% as a set bonus. That's double the 2% Healing Done set bonus. And yet, CP treats +Healing Done and +Healing Received with the same weight (1 point for each is 0.3%, scaling down).
Note that the "recived" bonus is per target. So It is 1 set bonus for healer to affect healing on 2 targets by 2% or it would take 2 "healing taken" bonuses on both targets for the same effect.
If there were 8 healers and 4 others in a raid party, then bonus strength could be as well switched
Narthalion wrote: »I can only presume that ZOS must have some sort of defense for why this stat compares so poorly in the math, but I can only guess at what it might be.
Narthalion wrote: »I can only presume that ZOS must have some sort of defense for why this stat compares so poorly in the math, but I can only guess at what it might be.
If I had to guess, I'd say that it was based on the assumption that the healing bonus was applied to an AoE, and thereby healed as many targets as there were in the AoE -- 2% times 4 targets (you and the other three people on your team), for example. I agree that this still seems low, as the situations where you have a larger group (i.e., dolmens) are likely to be more spread out, limiting the number of people in the AoE, and the bonus should scale based on the number of targets the ability can affect (single-target heals should be a much higher bonus).
Narthalion wrote: »I can only presume that ZOS must have some sort of defense for why this stat compares so poorly in the math, but I can only guess at what it might be.
If I had to guess, I'd say that it was based on the assumption that the healing bonus was applied to an AoE, and thereby healed as many targets as there were in the AoE -- 2% times 4 targets (you and the other three people on your team), for example. I agree that this still seems low, as the situations where you have a larger group (i.e., dolmens) are likely to be more spread out, limiting the number of people in the AoE, and the bonus should scale based on the number of targets the ability can affect (single-target heals should be a much higher bonus).
TL;DR: 2% healing done is mathematically outclassed by 129 spell damage in all realistic scenarios and should be brought in line with it's healing taken and received counterparts (to 4%) to provide a tradeoff between these two bonuses in which 4% healing done would beat out 129 spell damage in healing capabilities, but 129 spell damage holds the advantage in damage dealing skills.
I'm not sure if someone has posted this already, but here is the math showing that the only possible way for 2% healing done to out-perform 129 spell damage is to have more than 3500 spell damage, assuming a magicka pool of 30k:
Offensive (healing) power=spell damage*1.2*10.5+ max mag*1.2
Spell damage multiplied by 1.2 for major brutality and 10.5 for the skill coefficient conversion from spell damage into max magicka
Max magicka multiplied by 1.2 for 20% cp increase
The breakpoint at which a set bonus to healing done and spell damage are equal can be found by setting these equations equal to each other: offensive power + spell damage bonus vs offensive power * healing done bonus
Offensive power + 129*1.2*10.5 = offensive power*1.02
129*1.2*10.5=offensive power*1.2 - offensive power
1625.4=offensive power*.02
81,270 = the offensive power at which 2% healing done is the exact equivalent bonus of 129 spell damage in regards to boosting healing effectiveness.
Beyond 81,270 offensive power, 2% healing done out-performs spell damage, and at less than 81,270 offensive power 129 spell damage out-performs 2% healing done.
Assuming 30,000 max magicka, the spell damage required to make 2% healing done out-perform 129 spell damage can be found through the following equation:
81,270-30,000*1.2=spell damage*1.2*10.5
45,270=spell damage*1.2*10.5
3,592.857=spell damage.
This mark is almost impossible to obtain for healers, so in almost all cases healers are better off running 129 spell damage over 2% healing done if they want to increase their healing. But not only does 129 spell damage provide more healing power, it also provides more damage to their damaging skills. So why would anybody run 2% healing done?
2% healing done needs a buff to at the very least make it a more potent source of improving a healer's healing skills. This way, there would be a legitimate tradeoff between healing done and spell damage set bonuses: if a healer wants increases healing, they will run healing done while if a healer wants increased damage, they will run spell damage. As it currently stands, spell damage is getting the best of both worlds.
Bumping up the healing done bonus to 4% would work wonders in remedying this (not to mention also bringing it directly in line with its healing taken and healing received counterparts). Here is the math:
Offensive power+129*1.2*10.5=offensive power*1.04
1625.4=offensive power*.04
40,635=offensive power
Assuming 30k max magicka again, this would allow healing done to out-perform spell damage bonuses in all scenarios in which healers have more than 367 spell damage (yes, only 367 total spell damage).
40,635-30,000*1.2=spell damage*1.2*10.5
4,635 = spell damage*1.2*10.5
Spell damage=367.857
Simply equipping a weapon of any type would allow 4% healing done to perform better than 129 spell damage, strictly in regards to increasing healing potency. Conversely, spell damage would hold the advantage when dealing damage, as it should.
It is important to note that healing done affects item set proc heals but spell damage does not. It is also important to note that these equations do not take into account spell critical values, but I doubt the addition of this dimension would drastically change anything (as these values interact multiplicatively with both sides of the equation, and would mathematically cancel each other out).
It makes no sense that healing done is being outclassed by spell damage bonuses in all ways, including boosting the user's healing done (ironically), especially when you take into account simply boosting healing done to 4% to better match its healing taken and received counterparts would remedy the problem.
Lightspeedflashb14_ESO wrote: »the most players any aoe heal can hit at one time, outside minor health steal, is only 6. so that argument is bunk.
Lightspeedflashb14_ESO wrote: »the most players any aoe heal can hit at one time, outside minor health steal, is only 6. so that argument is bunk.
This isn’t true because of ultimates.
Either way 2% healing done sucks. It’s an oversight, nothing more.