And for a jack-of-all trades race, Dark Elf is generally superior.
MashmalloMan wrote: »And for a jack-of-all trades race, Dark Elf is generally superior.
This is the jack of all trades race, Dark Elf is just good for stam/mag dps, not really as good for tank/healer. I think back when the DPS tests for the races were being done with Wrathstone, Khajiit was around 4% and Orc was like 6%, so not a huge difference.
10% Extra Crit Damage. Is nice I guess. Not very reliable since it relies on rng to get the bonus. Worth 23 CPs and not even the effect of one Mundus Stone.
IlCanis_LupuslI wrote: »Idk about you guys but I'm quite satisfied with the passives. And literally all my chars mag, stam and healers are khajiit ;-)
tsaescishoeshiner wrote: »If you have 200% critical damage (Shadow + minor force + CP) with 50% crit rate (low for PvE), the 10% critical damage boost is a straight 2.5% damage increase.10% Extra Crit Damage. Is nice I guess. Not very reliable since it relies on rng to get the bonus. Worth 23 CPs and not even the effect of one Mundus Stone.
Isn't it reliable enough in PvE with normal/"meta" crit rates due to the amount of damage sources evening it out over time?
Meanwhile ... Argonian racials .....
MashmalloMan wrote: »And for a jack-of-all trades race, Dark Elf is generally superior.
This is the jack of all trades race, Dark Elf is just good for stam/mag dps, not really as good for tank/healer. I think back when the DPS tests for the races were being done with Wrathstone, Khajiit was around 4% and Orc was like 6%, so not a huge difference.
MashmalloMan wrote: »And for a jack-of-all trades race, Dark Elf is generally superior.
This is the jack of all trades race, Dark Elf is just good for stam/mag dps, not really as good for tank/healer. I think back when the DPS tests for the races were being done with Wrathstone, Khajiit was around 4% and Orc was like 6%, so not a huge difference.
Dark Elf IMO is better for both healer and tank... 800 extra health on a tank is negliable. Better to have more fire resist and burning immunity, given how common fire is as a damage type. And more magicka and stamina is always useful, since it translates into higher heals and damage and more ability usage.
tsaescishoeshiner wrote: »If you have 200% critical damage (Shadow + minor force + CP) with 50% crit rate (low for PvE), the 10% critical damage boost is a straight 2.5% damage increase.10% Extra Crit Damage. Is nice I guess. Not very reliable since it relies on rng to get the bonus. Worth 23 CPs and not even the effect of one Mundus Stone.
Isn't it reliable enough in PvE with normal/"meta" crit rates due to the amount of damage sources evening it out over time?
Meanwhile ... Argonian racials .....
200% crit damage... I hope you dont mean +200% crit damage. Because I think that is impossible.
10% extra crit damage is very low for a top tier racial ability. As I've said before, it's not even equal to the effect of one Mundus Stone. Most races get the equivalent of two Mundus Stones as their top racial ability.
Add to that, I dont think there is any other race which will have their top racial ability lose on average 25-30% effectiveness for going into battlegrounds or a noCP campaign.
(Not talking optimal crit build atm, which Khajiit would possibly be best for)... If your char is say an Orc. Orc weapon bonus damage is already worth more than the Warrior Mundus, you want some more crit damage then take on the Shadow Mundus.
Now you have both a higher crit damage and a higher weapon damage than a Khajiit with the Warrior Mundus.
Add to that you get the better total stat boost and a better total regen if in combat, and added to that extra mobility.
If going by what you have to do to get the equivalent of other top tier racial abilities, Khajiit Crit Damage Bonus should be closer to 20%... which I am not advocating btw.
As for Argonian racials... Well, that would be another topic entirely.
//By top tier racial I mean the latest, and most powerful, racial ability you get access to... To clear any confusion.
YandereGirlfriend wrote: »My Khajiit is my crafter so I don't have much insight into how their bonuses stack up to races that I actually play.
That said, I think it would be far more interesting to give them a 10% Critical CHANCE bonus instead of the Critical Damage bonus.
That would open up a lot of different build options to Khajiits as they wouldn't be as shackled to Mother's Sorrow, etc. for PvE DPS. Critical Chance is also valuable for Healers, so it would keep with their jack-of-most trades theming.
Their bonus is also uninteresting because it is already found in the Class Kit of both Templars and Nightblades (and, as noted, is weaker than the Shadow Mundus).
WrathOfInnos wrote: »tsaescishoeshiner wrote: »If you have 200% critical damage (Shadow + minor force + CP) with 50% crit rate (low for PvE), the 10% critical damage boost is a straight 2.5% damage increase.10% Extra Crit Damage. Is nice I guess. Not very reliable since it relies on rng to get the bonus. Worth 23 CPs and not even the effect of one Mundus Stone.
Isn't it reliable enough in PvE with normal/"meta" crit rates due to the amount of damage sources evening it out over time?
Meanwhile ... Argonian racials .....
200% crit damage... I hope you dont mean +200% crit damage. Because I think that is impossible.
10% extra crit damage is very low for a top tier racial ability. As I've said before, it's not even equal to the effect of one Mundus Stone. Most races get the equivalent of two Mundus Stones as their top racial ability.
Add to that, I dont think there is any other race which will have their top racial ability lose on average 25-30% effectiveness for going into battlegrounds or a noCP campaign.
(Not talking optimal crit build atm, which Khajiit would possibly be best for)... If your char is say an Orc. Orc weapon bonus damage is already worth more than the Warrior Mundus, you want some more crit damage then take on the Shadow Mundus.
Now you have both a higher crit damage and a higher weapon damage than a Khajiit with the Warrior Mundus.
Add to that you get the better total stat boost and a better total regen if in combat, and added to that extra mobility.
If going by what you have to do to get the equivalent of other top tier racial abilities, Khajiit Crit Damage Bonus should be closer to 20%... which I am not advocating btw.
As for Argonian racials... Well, that would be another topic entirely.
//By top tier racial I mean the latest, and most powerful, racial ability you get access to... To clear any confusion.
I think they mean 200% crit damage as in crits do over 200% of a non-crit which is pretty common. The base crit damage is 150% of a non-crit, Shadow brings this up to 169%, 66 Elfborn increases that to 191%, add Minor Force for 201%, and half the classes have 10% as a passive for 211%. Major Force is another 15%, but the only time you’ll see full uptime is on a raid target dummy. To be reasonable we can say max 60% uptime on this making total crit damage 220%. Now add the Khajiit passive and this can hit 230%.
The problem is that Khajiit crits don’t hit 10% harder than other races (if they did it would be very powerful). They hit 230/220 = 4.5% stronger. So even if you make a full crit build with 100% Crit Chance the back you can’t get more gain than this, and for most builds it is 3-4% DPS.
Orc, Altmer, and Dunmer all get 258 weapon or Spell Damage as well as 1.2k more primary resource than Khajiit, this works out to about 6% more base damage on every skill (crit or noncrit). And since 6% is more than 4.5%, Orc and Elf crits will still hit higher than Khajiit crits. So even on a 100% Crit Chance build, Khajiit is not the best race. Add in the fact that on most builds not every hit is a crit, and Khajiit falls noticeably behind other races for DPS.
You could say they have off-resource sustain you justify it, but so does Altmer. You could say they get some Max Health, but Orc gets more. You could say their off-stat resource pool is larger, but not nearly as large as Dunmer’s. Khajiit is a strange jack of all trades that ends up weaker than anything else. The 85 primary regen and 100 health regen do not make up for the lower damage.
tsaescishoeshiner wrote: »WrathOfInnos wrote: »tsaescishoeshiner wrote: »If you have 200% critical damage (Shadow + minor force + CP) with 50% crit rate (low for PvE), the 10% critical damage boost is a straight 2.5% damage increase.10% Extra Crit Damage. Is nice I guess. Not very reliable since it relies on rng to get the bonus. Worth 23 CPs and not even the effect of one Mundus Stone.
Isn't it reliable enough in PvE with normal/"meta" crit rates due to the amount of damage sources evening it out over time?
Meanwhile ... Argonian racials .....
200% crit damage... I hope you dont mean +200% crit damage. Because I think that is impossible.
10% extra crit damage is very low for a top tier racial ability. As I've said before, it's not even equal to the effect of one Mundus Stone. Most races get the equivalent of two Mundus Stones as their top racial ability.
Add to that, I dont think there is any other race which will have their top racial ability lose on average 25-30% effectiveness for going into battlegrounds or a noCP campaign.
(Not talking optimal crit build atm, which Khajiit would possibly be best for)... If your char is say an Orc. Orc weapon bonus damage is already worth more than the Warrior Mundus, you want some more crit damage then take on the Shadow Mundus.
Now you have both a higher crit damage and a higher weapon damage than a Khajiit with the Warrior Mundus.
Add to that you get the better total stat boost and a better total regen if in combat, and added to that extra mobility.
If going by what you have to do to get the equivalent of other top tier racial abilities, Khajiit Crit Damage Bonus should be closer to 20%... which I am not advocating btw.
As for Argonian racials... Well, that would be another topic entirely.
//By top tier racial I mean the latest, and most powerful, racial ability you get access to... To clear any confusion.
I think they mean 200% crit damage as in crits do over 200% of a non-crit which is pretty common. The base crit damage is 150% of a non-crit, Shadow brings this up to 169%, 66 Elfborn increases that to 191%, add Minor Force for 201%, and half the classes have 10% as a passive for 211%. Major Force is another 15%, but the only time you’ll see full uptime is on a raid target dummy. To be reasonable we can say max 60% uptime on this making total crit damage 220%. Now add the Khajiit passive and this can hit 230%.
The problem is that Khajiit crits don’t hit 10% harder than other races (if they did it would be very powerful). They hit 230/220 = 4.5% stronger. So even if you make a full crit build with 100% Crit Chance the back you can’t get more gain than this, and for most builds it is 3-4% DPS.
Orc, Altmer, and Dunmer all get 258 weapon or Spell Damage as well as 1.2k more primary resource than Khajiit, this works out to about 6% more base damage on every skill (crit or noncrit). And since 6% is more than 4.5%, Orc and Elf crits will still hit higher than Khajiit crits. So even on a 100% Crit Chance build, Khajiit is not the best race. Add in the fact that on most builds not every hit is a crit, and Khajiit falls noticeably behind other races for DPS.
You could say they have off-resource sustain you justify it, but so does Altmer. You could say they get some Max Health, but Orc gets more. You could say their off-stat resource pool is larger, but not nearly as large as Dunmer’s. Khajiit is a strange jack of all trades that ends up weaker than anything else. The 85 primary regen and 100 health regen do not make up for the lower damage.
Thanks for a solid response--all true. The only additional case is in PvP, where stacking +10% critical damage with Shadow Mundus can buff crit damage pretty high, thanks to how Crit Resistance works. So buffing the crit damage bonus could allow players to stack too much of it and eat through too much crit resistance.
Another point in comparing these racial bonuses to Mundus Stones is that most stats like Weapon Damage can be further increased by percent modifiers (ie +20% from Major Brutality), but critical damage can't. 10% is JUST 10%.
Maybe increase the Max Stam, Magicka, and Health to 1000, and the Stam, Magicka, and Health recovery to 100? Or like others said, a small crit chance bonus (5%?)
I'd like something more for Khajiit since I love playing them, but right now they're a hybrid race with a unique racial bonus that's viable in all content—I'll settle for that. Better than some well-intended change that makes them worse
ESO_Nightingale wrote: »tsaescishoeshiner wrote: »WrathOfInnos wrote: »tsaescishoeshiner wrote: »If you have 200% critical damage (Shadow + minor force + CP) with 50% crit rate (low for PvE), the 10% critical damage boost is a straight 2.5% damage increase.10% Extra Crit Damage. Is nice I guess. Not very reliable since it relies on rng to get the bonus. Worth 23 CPs and not even the effect of one Mundus Stone.
Isn't it reliable enough in PvE with normal/"meta" crit rates due to the amount of damage sources evening it out over time?
Meanwhile ... Argonian racials .....
200% crit damage... I hope you dont mean +200% crit damage. Because I think that is impossible.
10% extra crit damage is very low for a top tier racial ability. As I've said before, it's not even equal to the effect of one Mundus Stone. Most races get the equivalent of two Mundus Stones as their top racial ability.
Add to that, I dont think there is any other race which will have their top racial ability lose on average 25-30% effectiveness for going into battlegrounds or a noCP campaign.
(Not talking optimal crit build atm, which Khajiit would possibly be best for)... If your char is say an Orc. Orc weapon bonus damage is already worth more than the Warrior Mundus, you want some more crit damage then take on the Shadow Mundus.
Now you have both a higher crit damage and a higher weapon damage than a Khajiit with the Warrior Mundus.
Add to that you get the better total stat boost and a better total regen if in combat, and added to that extra mobility.
If going by what you have to do to get the equivalent of other top tier racial abilities, Khajiit Crit Damage Bonus should be closer to 20%... which I am not advocating btw.
As for Argonian racials... Well, that would be another topic entirely.
//By top tier racial I mean the latest, and most powerful, racial ability you get access to... To clear any confusion.
I think they mean 200% crit damage as in crits do over 200% of a non-crit which is pretty common. The base crit damage is 150% of a non-crit, Shadow brings this up to 169%, 66 Elfborn increases that to 191%, add Minor Force for 201%, and half the classes have 10% as a passive for 211%. Major Force is another 15%, but the only time you’ll see full uptime is on a raid target dummy. To be reasonable we can say max 60% uptime on this making total crit damage 220%. Now add the Khajiit passive and this can hit 230%.
The problem is that Khajiit crits don’t hit 10% harder than other races (if they did it would be very powerful). They hit 230/220 = 4.5% stronger. So even if you make a full crit build with 100% Crit Chance the back you can’t get more gain than this, and for most builds it is 3-4% DPS.
Orc, Altmer, and Dunmer all get 258 weapon or Spell Damage as well as 1.2k more primary resource than Khajiit, this works out to about 6% more base damage on every skill (crit or noncrit). And since 6% is more than 4.5%, Orc and Elf crits will still hit higher than Khajiit crits. So even on a 100% Crit Chance build, Khajiit is not the best race. Add in the fact that on most builds not every hit is a crit, and Khajiit falls noticeably behind other races for DPS.
You could say they have off-resource sustain you justify it, but so does Altmer. You could say they get some Max Health, but Orc gets more. You could say their off-stat resource pool is larger, but not nearly as large as Dunmer’s. Khajiit is a strange jack of all trades that ends up weaker than anything else. The 85 primary regen and 100 health regen do not make up for the lower damage.
Thanks for a solid response--all true. The only additional case is in PvP, where stacking +10% critical damage with Shadow Mundus can buff crit damage pretty high, thanks to how Crit Resistance works. So buffing the crit damage bonus could allow players to stack too much of it and eat through too much crit resistance.
Another point in comparing these racial bonuses to Mundus Stones is that most stats like Weapon Damage can be further increased by percent modifiers (ie +20% from Major Brutality), but critical damage can't. 10% is JUST 10%.
Maybe increase the Max Stam, Magicka, and Health to 1000, and the Stam, Magicka, and Health recovery to 100? Or like others said, a small crit chance bonus (5%?)
I'd like something more for Khajiit since I love playing them, but right now they're a hybrid race with a unique racial bonus that's viable in all content—I'll settle for that. Better than some well-intended change that makes them worse
I think increasing the bonuses to 1000 or even 1250, and regen to 100 or 125 would be a good start, from there do nothing or take further action if needed.
A lot of good suggestions here. In every thread on this topic, someone suggests that being a jack-of-all-trades should be a satisfying benefit. It's not. I want khajiit to be a competitive dps race, period.
A lot of good suggestions here. In every thread on this topic, someone suggests that being a jack-of-all-trades should be a satisfying benefit. It's not. I want khajiit to be a competitive dps race, period.