Lately armor buffs ward and resolve were combined to one buff and soon after physical/magical penetration followed, being now called armor penetration and fracture debuff was removed from the game (for some reason monster sets are still granting just one type of penetration)
While I think combining the armor and pene stat in skills was a good call to save some bar slots, I dislike the rework when it comes to sets as it simplifies the builds too much.
One stat I would like to bring together however is the crit stat. ZOS seems to be working hard to make "spellsword" type hybrids somewhat viable at the moment but the two biggest obstacles on the path are:
1.Max stat translates directly into weapon/spell damage.
2. Weapon and Spell critical can not be effectively stacked together. you must always go for one or another.
While there are ways to somewhat circulate around the first obstacle, the second one is harder to pass. Bringing these stats together would remove the 2nd obstacle and I would expect this to increase build diversity especislly on pvp side (unlike the armor rework that just gave easy access to both resistances for everyone).
Ps. I would not like to combine weapon and spell damage stats becouse like with the armor buffs (which could have been left separated in gear pieces), that would make things too simple and wouldnt make much sense roleplay wise (crit stat is more roleplay friendly, since critical chance comes from your your knowledge of anatomy, agility and precision of your hand and weapon, rather than being raw power).
Agreed, and I'd go one step further and change the listing of the stat to a whole number that better represents the amount of chance that is being added. So, rather than "Adds 833 Spell/Weapon Critical" on a set, you would see "Adds 4% Critical Chance" or what the equivalent would be.
codierussell wrote: »Agreed, and I'd go one step further and change the listing of the stat to a whole number that better represents the amount of chance that is being added. So, rather than "Adds 833 Spell/Weapon Critical" on a set, you would see "Adds 4% Critical Chance" or what the equivalent would be.
They don't do this because the calculations are not done with the percentages. Percentages actually take a far bit of computing to use so it is better for the performance to keep it at a whole number.
codierussell wrote: »Agreed, and I'd go one step further and change the listing of the stat to a whole number that better represents the amount of chance that is being added. So, rather than "Adds 833 Spell/Weapon Critical" on a set, you would see "Adds 4% Critical Chance" or what the equivalent would be.
They don't do this because the calculations are not done with the percentages. Percentages actually take a far bit of computing to use so it is better for the performance to keep it at a whole number.
Did not know that. I honestly haven't looked too far into the calculation for crit, but rather have a passing knowledge that somehow the 833 translates to approx. 3-4% crit chance (IIRC). I do feel that the various numbers used throughout the game could be a bit more friendly. (Like why are the numbers used 129, 833, 1096, 2550 and so on? Why not 100, 1000, or 800? Would make the Stat -> Damage calculation easier: 1000 Mag/Stam = 100 SD/WD. Or could a set like CA provide 1000 Mag 2-4 piece bonuses and 2500 (x2.5) 5 piece bonus, instead of 1096 and 2550 (x ~2.3266423358)).
codierussell wrote: »Agreed, and I'd go one step further and change the listing of the stat to a whole number that better represents the amount of chance that is being added. So, rather than "Adds 833 Spell/Weapon Critical" on a set, you would see "Adds 4% Critical Chance" or what the equivalent would be.
They don't do this because the calculations are not done with the percentages. Percentages actually take a far bit of computing to use so it is better for the performance to keep it at a whole number.