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Damage Approximations with CP2 and New Armor Passives (magicka).

merpins
merpins
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Since the dummies aren't working and many of the passives don't work correctly, I'm just going to make a comparison based on the arbitrary numbers that are listed and give an approximation based on that for magicka DPS. This also includes some heresay that I read, though I'm unsure if that is accurate so please correct me if I am wrong.

1. Staff Expert no longer exists, so -30% light/heavy attack damage (same with stam).
2. Spell Erosion is replaced by Piercing, for a net negative 500-1000 spell penetration. This is, however passive.
3. Master At Arms is replaced with Deadly Aim. Expect a net negative 8% Direct Damage. This requires a slot in blue.
4. There is no more Elemental Expert. Expect a net negative 10-13% to your elemental damage.
5. Elfborn is replaced by 2 slottable skills, those being Backstabber and Fighting Finesse. If you slot both, and you're in the right situation, expect a net gain of 10% crit damage. Otherwise it is either a net loss of 5% or it stays the same if you only slot one (may vary).
6. Thaumaturgy remains, though it only grants 10% at maximum. Expect a net loss of 2-4% AOE damage.
7. Spell Precision is replaced with Precision. Expect about a 1% increase in Spell Crit, but a net loss of 4% total with the updated light armor passive. There may be more than a 4% loss based on any tuning that may be done to the crit formula (I've heard that's happening with armor).
8. There are 2 new skills in the CP tree that increase spell damage by 165 and 150 respectively, though they need to be slotted.
9. I heard they're increasing the base Magicka and Spell damage you'll have by ~8000 and ~1000 respectively. This is heresay, and might be wrong.

With all that in mind, you'll get an idea of the power level you might be at when compared to before, taking into account your CP (you'll need around 1200 or so I believe to get all the new CP), and any gear or specific class nerfs they may have implemented. Please let me know if I'm missing anything important that you might want to add.

  • Dracane
    Dracane
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    9. I heard they're increasing the base Magicka and Spell damage you'll have by ~8000 and ~1000 respectively. This is heresay, and might be wrong.

    Can you go into detail about this?
    As stated in the patchnotes, everyone gained roughly 4000 base magicka and 1000 spell damage. Is this what you mean or are there rumors that they will increase base stats beyond 4000?

    Or do you mean combined with CP? Because those 2 magicka stars account to roughly another 4000 magicka.
    I am confusion.
    Auri-El is my lord,
    Trinimac is my shield,
    Magnus is my mind.

    My debut album on YouTube: https://www.youtube.com/@Gleandra/videos
  • merpins
    merpins
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    Dracane wrote: »
    9. I heard they're increasing the base Magicka and Spell damage you'll have by ~8000 and ~1000 respectively. This is heresay, and might be wrong.

    Can you go into detail about this?
    As stated in the patchnotes, everyone gained roughly 4000 base magicka and 1000 spell damage. Is this what you mean or are there rumors that they will increase base stats beyond 4000?

    Or do you mean combined with CP? Because those 2 magicka stars account to roughly another 4000 magicka.
    I am confusion.

    It's the extra stars that increase magicka by an additional 4,000, so in total it would increase it by 8,000. Closer to 6,000 if you use the passive and do not slot the slottable one.
  • Firstmep
    Firstmep
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    Since the dummies aren't working and many of the passives don't work correctly, I'm just going to make a comparison based on the arbitrary numbers that are listed and give an approximation based on that for magicka DPS. This also includes some heresay that I read, though I'm unsure if that is accurate so please correct me if I am wrong.

    1. Staff Expert no longer exists, so -30% light/heavy attack damage (same with stam).
    2. Spell Erosion is replaced by Piercing, for a net negative 500-1000 spell penetration. This is, however passive.
    3. Master At Arms is replaced with Deadly Aim. Expect a net negative 8% Direct Damage. This requires a slot in blue.
    4. There is no more Elemental Expert. Expect a net negative 10-13% to your elemental damage.
    5. Elfborn is replaced by 2 slottable skills, those being Backstabber and Fighting Finesse. If you slot both, and you're in the right situation, expect a net gain of 10% crit damage. Otherwise it is either a net loss of 5% or it stays the same if you only slot one (may vary).
    6. Thaumaturgy remains, though it only grants 10% at maximum. Expect a net loss of 2-4% AOE damage.
    7. Spell Precision is replaced with Precision. Expect about a 1% increase in Spell Crit, but a net loss of 4% total with the updated light armor passive. There may be more than a 4% loss based on any tuning that may be done to the crit formula (I've heard that's happening with armor).
    8. There are 2 new skills in the CP tree that increase spell damage by 165 and 150 respectively, though they need to be slotted.
    9. I heard they're increasing the base Magicka and Spell damage you'll have by ~8000 and ~1000 respectively. This is heresay, and might be wrong.

    With all that in mind, you'll get an idea of the power level you might be at when compared to before, taking into account your CP (you'll need around 1200 or so I believe to get all the new CP), and any gear or specific class nerfs they may have implemented. Please let me know if I'm missing anything important that you might want to add.

    Nothing hearsay it's in the patch notes(Stat and wpd/spd).
  • merpins
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    Firstmep wrote: »

    Nothing hearsay it's in the patch notes(Stat and wpd/spd).

    I didn't see it in the patch notes myself, I probably just glanced over it and only saw people talking about it in the forums. So I stated it was hearsay just in case the info I heard was wrong (though it seems to be right).

  • Dracane
    Dracane
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    Dracane wrote: »
    9. I heard they're increasing the base Magicka and Spell damage you'll have by ~8000 and ~1000 respectively. This is heresay, and might be wrong.

    Can you go into detail about this?
    As stated in the patchnotes, everyone gained roughly 4000 base magicka and 1000 spell damage. Is this what you mean or are there rumors that they will increase base stats beyond 4000?

    Or do you mean combined with CP? Because those 2 magicka stars account to roughly another 4000 magicka.
    I am confusion.

    It's the extra stars that increase magicka by an additional 4,000, so in total it would increase it by 8,000. Closer to 6,000 if you use the passive and do not slot the slottable one.

    Then what about this is heresay? When it's actually present and real.
    You made it sound like you know something that is not yet on the pts.
    Auri-El is my lord,
    Trinimac is my shield,
    Magnus is my mind.

    My debut album on YouTube: https://www.youtube.com/@Gleandra/videos
  • WrathOfInnos
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    I think the Ele Expert and Mighty stars were replaced with the ones that give Weapon/Spell Damage to Martial and Magical attacks (War Mage and ???).

    As for Master at Arms, it seems to be completely missing. There is no star to serve as the counterpart to Thaumaturge. Deadly Aim is the opposite of Biting Aura (single target vs area damage). The difference here is that Deadly Aim buffs single target DoTs like Entropy, while Master at Arms buffs instant AoE skills like Impulse.
  • Glantir
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    I've heard that some players talk about a huge dps loss, i am wondering if its on purpose to reduce the overall damage? And if yes, do ZOS plan to adjust some achievements?

    Especially the God Slayer in Sunspire, the most groups got it very close on the 30 Min mark and I think a general dps nerf could make the god slayer nearly impossible for many raid groups :/
    Glantir Sorcerer ~ Ebonheart Pact (EU)
  • WrathOfInnos
    WrathOfInnos
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    Glantir wrote: »
    I've heard that some players talk about a huge dps loss, i am wondering if its on purpose to reduce the overall damage? And if yes, do ZOS plan to adjust some achievements?

    Especially the God Slayer in Sunspire, the most groups got it very close on the 30 Min mark and I think a general dps nerf could make the god slayer nearly impossible for many raid groups :/

    A lot of this DPS loss is because armor debuffs are bugged. Once that’s fixed DPS should be at least where it was back in Dragonhold patch, and several groups were doing GS back then. I don’t think adjusting time requirements on achievements would be a good move.
  • Glantir
    Glantir
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    Glantir wrote: »
    I've heard that some players talk about a huge dps loss, i am wondering if its on purpose to reduce the overall damage? And if yes, do ZOS plan to adjust some achievements?

    Especially the God Slayer in Sunspire, the most groups got it very close on the 30 Min mark and I think a general dps nerf could make the god slayer nearly impossible for many raid groups :/

    A lot of this DPS loss is because armor debuffs are bugged. Once that’s fixed DPS should be at least where it was back in Dragonhold patch, and several groups were doing GS back then. I don’t think adjusting time requirements on achievements would be a good move.

    Ah ok, didnt know that armor debuffs are bugged. Good to know, thanks.
    Glantir Sorcerer ~ Ebonheart Pact (EU)
  • Tannus15
    Tannus15
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    Glantir wrote: »
    Glantir wrote: »
    I've heard that some players talk about a huge dps loss, i am wondering if its on purpose to reduce the overall damage? And if yes, do ZOS plan to adjust some achievements?

    Especially the God Slayer in Sunspire, the most groups got it very close on the 30 Min mark and I think a general dps nerf could make the god slayer nearly impossible for many raid groups :/

    A lot of this DPS loss is because armor debuffs are bugged. Once that’s fixed DPS should be at least where it was back in Dragonhold patch, and several groups were doing GS back then. I don’t think adjusting time requirements on achievements would be a good move.

    Ah ok, didnt know that armor debuffs are bugged. Good to know, thanks.

    it's not just armour debuff. crit damage is bugged. who knows what else. current PTS it's impossible to assess anything.
  • relentless_turnip
    relentless_turnip
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    We get higher stat pools, 1000 more WD/SD and status effects from nearly all attacks. Our damage at base has been lifted massively. I think just listing all the things we don't have anymore is a constructive way of looking at things.

    I am looking forward to dummies working and all cp working to see the real difference in damage. My theory is there won't be much lost in damage, as most of our damage comes from stats before cp than after. Cp looks like it just adds more to build craft now and that's a great thing imo.
  • merpins
    merpins
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    We get higher stat pools, 1000 more WD/SD and status effects from nearly all attacks. Our damage at base has been lifted massively. I think just listing all the things we don't have anymore is a constructive way of looking at things.

    I am looking forward to dummies working and all cp working to see the real difference in damage. My theory is there won't be much lost in damage, as most of our damage comes from stats before cp than after. Cp looks like it just adds more to build craft now and that's a great thing imo.

    My guess is a 10% dps loss across the board, but that's just a guess. It's not unlikely that there isn't much of a loss at all.
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