Heya!
First of all, I am not here to argue if the change made Khajiit a better or worse damage dealer. This post is not intended to demand change. While I strongly prefer Critical Chance and would like to have it back, I expect ZOS to stick to their decision. Overall I'm happy they made it viable™ to play Magicka Khajiit.
Up until now and for the forseeable future I will continue to play Stamina, though.
A picture is worth more than words, so lets start with a little chart.
This simple chart highlights how Critical Damage affects your "Effective Damage" with fixed Critical Chance levels.
- 10% Critical Chance - Base Critical Chance without any investment into it. (blue line)
- 50% Crirical Chance - What I consider fair to use for Magicka comparisions. (red line)
- 75% Critical Chance - What I consider fair for Stamina comparisions (yellow line)
- 90% Critical Chance - Now you really just want to compensate for something. (green line)
Feel free to ignore the y-values. I'll not directly mention them, just the growth of each line from 25% Critical Damage to 135% Critical Damage may give you an idea what I'm getting at.
To put it in numbers, on one end, with 10% Critical Chance you gain about 7% Effective Damage when you go from 50% Critical Damage to 125% Critical Damage.
On the other end, with 90% Critical Chance going from 50% Critical Damage to 125% Critical Damage you gain about 32% Effective Damage.
It's quite rare to have 90% Critical Chance, but 10% is fairly common for tanks and healer builds.
So let's look at how much Effective Damage we would gain at 10%, 50% and 75% Critical Chance when we increase our Critical Damage / Healing from 50% base to 60% with the new Khajiit passive.
- With 10% Critical Chance we're talking about an increase of about 1%.
- With 50% Critical Chance we're getting about 4% increased Effective Damage.
- With 75% Critical Chance it's an increase of about 5.5%.
That sounds pretty decent for damage dealer, right? I'd say so. But it is quite useless if you're playing a healer or tank.
In comparision, the initial change planned for Khajiit was to give them Spell Critical Chance in addition to Weapon Critical Chance with Wrathstone. So lets look at how much we would get with 50% Critical Damage and increasing Critical Chance by +8%.
- Going from 10% to 18% Critical Chance gives us an increase of about 3.7%.
- From 50% to 58% Critical Chance yields about 3.1%.
- And from 75% to 83% Critical Chance increases Effective Damage by about 2.8%.
If you are a healer or tank and do not care about Critical Chance in any way, you gain about four times as much from +8% Critical Chance compared to +10% Critical Damage / Healing.
But now it looks like you're only getting about half as much of an increase in Effective Damage when you're already investing into Critical Chance. That sucks, right?
No it doesn't. Unless you're a healer, then the new Khajiit racial is the only source for Critical Healing I am aware of. Edit: To be fair, though, as pointed out in the comments you're more likely sitting at aroud 30% Critcal Chance as a healer. With this in mind the difference between +Critical Damage vs +Critical Chance shrinks down to just about 1%.
If you're a damage dealer you most likely get 10% Critical Damage with Minor Force from an ability (e.g. Channeled Acceleration or Trap Beast).
You most likely will have some investment into Critical Damage via Champion Points (about 20%).
With Wrathstone ZOS also buffed the Shadow Mundus, which is a pretty compelling option and gives another (about) 20% Critical Damage with seven Divine traits on your armor.
Adding these bonuses up gives 50% additional Critical Damage on top of the 50% Base Critical Damage. Lets look at it again but with 100% Critical Damage now.
With 10% Critical Chance
- going to 18% Critical Chance gives 7.3% Effective Damage,
- going to 110% Critical Damage gives 0.9% Effective Damage.
With 50% Critical Chance
- going to 58% Critical Chance gives 5.3% Effective Damage,
- going to 110% Critical Damage gives 3.3% Effective Damage.
With 75% Critical Chance
- going to 83% Critical Chance gives 4.6% Effective Damage,
- going to 110% Critical Damage gives 4.3% Effective Damage.
Compared to the values with 50% Critical Damage we can see that it also gives less and less of an increase if you invest more and more into it. This is true for everything actually. If you have a lot of Weapon / Spell Damage or a lot of Stamina / Magicka getting more gives less and less of an increase per point (Diminishing Returns). So in general you want to balance your stats to some degree to maximize your damage.
When we look at +10% Critical Damage vs +8% Critical Chance at 75% Critical Chance with 100% Critical Damage, the gain we get is fairly close together. This is the reason why Khajiit Stamina damage dealer are mostly unaffected with current meta setup.
With the groundwork out of the way, lets look at the Developer Comment from the 4.3.5 patch notes about the Khajiit change. Maybe we can figure out why they deemed it necessary to change it to Critical Damage.
The Khajiit racial bonuses were the most under budget in terms of our stat density system, and as such, we wanted to make improvements on what they offered without making them the absolute best at one thing. Since the Khajiiti race has a lot of diversity ingrained in their culture, we wanted to capture the essence of that across the board by introducing a moderate bonus to all Max stats and recoveries, rather than just Stamina based ones. On top of this, we’ve reworked their Weapon Critical Chance bonus to their original passive, Critical Hit Damage, and allowed this bonus to affect Healing to help their bonuses affect all builds. By reverting the Chance into Damage and Healing, we can have a finer balance between all gameplay experiences since Critical Chance has a very polarizing disparity of performance between PvE and PvP engagements.
- don't make them the absolute best at one thing
- diversify what they can do
- make their passives affect all builds
- remove disparity between PvE and PvP
Lets get the easy one out of the way. They achieved to diversify the roles Khajiit can perform. They're very acceptable Magicka damage dealer now and at least provide maximum stats and recovery to Magicka and Health for healer and tanks.
Their passives do indeed affect all builds, it's just that at least one is very underwhelming for non-damage roles.
They're absolutely not the best healer or tank. They are not the best damage dealer, neither for Magicka nor Stamina.
Khajiit were not the best Stamina damage dealer with Weapon Critical Chance, so they didn't make the change to Critical Damage because they suddenly overperformed with the added flat stats.
Unfortunately we can't say if they would have overperformed for Magicka with Spell Critical Chance, because they changed the passive to Critical Damage in the same PTS patch that finally fixed resource scaling with Champion Points. All tests done with Spell Critical Chance were not using the final resource values available to every race.
However what we can do is look at it from a purely theoretical perspective on paper.
To do that, I have calculated a Base Damage for every race accounting for their racial passives and multiplied that with
Non-Khajiit:
- Stamina: 75% Critical Chance, 115% Critical Damage (Base + Shadow Mundus + CP + Minor Force + Major Force),
- Magicka: 58% Critical Chance (Thief Mundus), 95% Critical Damage (Base + CP + Minor Force + Major Force).
Stamina Khajiit:
- New Khajiit (Shadow) - 75% Critical Chance, 125% Critical Damage (Base + Shadow Mundus + CP + Minor Force + Major Force + Khajiit passive)
- Old Khajiit (Shadow) - 83% Critical Chance, 115% Critical Damage (Base + Shadow Mundus + CP + Minor Force + Major Force)
- New Khajiit (Thief) - 86% Critical Chance, 105% Critical Damage (Base + CP + Minor Force + Major Force + Khajiit)
- Old Khajiit (Thief) - 94% Critical Chance, 95% Critical Damage (Base + CP + Minor Force + Major Force)
For Magicka, outside of PTS, Khajiit never had an "Old" passive, in this case I mean if the old +8% Critical Chance would apply to Spells as well.
Magicka Khajiit:
- New Khajiit (Shadow) - 50% Critical Chance, 125% Critical Damage (Base + Shadow Mundus + CP + Minor Force + Major Force + Khajiit passive)
- Old Khajiit (Shadow) - 58% Critical Chance, 115% Critical Damage (Base + Shadow Mundus + CP + Minor Force + Major Force)
- New Khajiit (Thief) - 61% Critical Chance, 105% Critical Damage (Base + CP + Minor Force + Major Force + Khajiit)
- Old Khajiit (Thief) - 69% Critical Chance, 95% Critical Damage (Base + CP + Minor Force + Major Force)
Only racial differences decide where each race sits in the charts here.
Orc, Altmer and Dunmer all provide the largest flat bonus to Stamina/Magicka and Weapon/Spell Damage, so they sit at the top comfortably.
Followed by Khajiit, for Stamina builds only with Shadow Mundus, though. With Thief Mundus we can see the diminishing returns at work.
But this doesn't do some races justice, especially Bosmer, Imperial, Redguard and Breton. They're all sustain races and can use blue food instead of purple or gold, which gives them an additional 1774 to their Stamina/Magicka pool (over gold food, they gain more over purple food).
With racial appropriate food buffs, Orc, Altmer and Dunmer remain at the top, the gap to the other races closed a bit, though.
On the Magicka side Breton was able to surpass Khajiit in most cases, and is pretty much on par with Old Khajiit with Shadow Mundus.
For Stamina builds Khajiit dropped to the bottom of the charts in every case.
So why is that?
The reason is fairly simple. Every other race has a higher base damage. If you use an ability that deals 4500 damage on Khajiit and you deal 110% Critical Damage on a critical strike, that's still only 9450 damage. If you use the same ability on an Orc it deals 5000 damage and with a Critical Strike with 100% Critical Damage, it deals 10000 damage.
So while Khajiit deal +10% more damage with Critical Strikes, at the end of the day they deal 5.5% less damage with it.
At least in this thought experiment Khajiit wouldn't have overperformed with Spell Critical Chance either.
The last thing left to look at is if there is a significant disparity between PvE and PvP. I'll only look at non-CP environments for this.
In PvP you usually run some form of Critical Resistance. If we assume that everyone is just using seven Impenetrable traits on their armor they have 26.5% reduced Critical Damage taken.
Lets also assume that everyone is using at least Minor Force for +10% Critical Damage.
So we end up with 33.5% Critical Damage Taken. If we assume 40% Critical Strike chance for a PvP build the difference between Khajiit with Critical Damage vs Critical Chance is just about 1.1% in favour of Critical Damage.
What I can tell you, though. Critical Damage is useful to Nightblades with their 100% Critical Chance from cloak, whereas Critical Chance as a passive was wasted. However that didn't stop people from playing Khajiit Nightblades in PvP before Wrathstone.
I also have no idea what they really mean with a "very polarizing disparity". So... let's leave it at that.
Something more subjective to end with:
I mentioned in a feedback thread for the PTS that Critical Damage
feels worse. Without knowing anything about the nitty gritty details of ESO damage calculations, how much do you gain from 10% Critical Damage? How much Critical Damage do you have to begin with?
With +8% Critical Chance I easily know that I will deal +8% critical strikes.
Passives should be easily understood, which is not the case with Critical Damage.
As shown in the chart in the beginning Critical Damage is pretty useless unless you're heavily invested into Critical Chance. Which shouldn't be the case for a racial passive, which is also unique to Khajiit. Every other racial passive has a very obvious effect.
Which also brings me to something Alcast said on his stream.
You can't find Critical Damage on your character sheet nor anywhere else in the game (without Addons). I just know it is 50% base Critical Damage, because I looked it up so long ago.
Lastly, I did look through various wiki histories and to me it seems like Critical Damage was never a passive Khajiit had during the released period of ESO. They did have a Weapon Critical Chance + Critical Damage passive at the end of beta, though.
Now let me end with a question:
Is it fair to call something "their original passive" if it never went live to begin with? What was the reason they changed it to Weapon Critical Chance before launch (or maybe shortly after?), and why is it a good idea to give it to them now?
Thanks for reading!