Your solution idea might be worth discussing, but your argumentation has a very narrow point of view.
You can choose your sources, which means that medium armor doesnt get pointless just because you can go with CP, you can also take the armor and use the CP slot for something else. Its also worth noting that you take the perfect situation into account which is likely not the case for balancing this.
gamerguy757 wrote: »Drop the cp and do something else to slot.
My StamCro is resdy
You'd be better off dropping the 25% from CP and gaining it with your armor and using a different CP slottable to boost your base damage.
SugondeseNutz wrote: »Your solution idea might be worth discussing, but your argumentation has a very narrow point of view.
You can choose your sources, which means that medium armor doesnt get pointless just because you can go with CP, you can also take the armor and use the CP slot for something else. Its also worth noting that you take the perfect situation into account which is likely not the case for balancing this.gamerguy757 wrote: »Drop the cp and do something else to slot.
My StamCro is resdyYou'd be better off dropping the 25% from CP and gaining it with your armor and using a different CP slottable to boost your base damage.
So let's go with that then- We drop Fighting finesse so we have both Dots, Direct, and Single target damage boosts. You don't need all 4 damage type boosts on a build, and typically 3 is somewhat excessive.
That on a theoretical Stamblade/Stamplar is still at 69% boosted damage (14 armor, 10 Brittle, 20 Major Force, 15 Backstabber, 10 Class Passive).
You're still having your entire armor passive being mutually exclusive with all of the following
Minor Force (Which you get from *** Barbed Trap- if this skill is useless the entire FG tree is useless for DPS sans ultimate)
EC
Khajiit
Ever using Axes
Ever using Kilt
Ever using Sul-Xan
EC and Minor Force notably are the easiest to attain- They are constantly there in 12man. That's another 25% right right there.
It's a completely useless passive if the cap is that low, so might as well change it. Even raising the cap doesn't fix it since Stam DPS has been sitting in the 175%ish crit damage range for a while.
SugondeseNutz wrote: »Your solution idea might be worth discussing, but your argumentation has a very narrow point of view.
You can choose your sources, which means that medium armor doesnt get pointless just because you can go with CP, you can also take the armor and use the CP slot for something else. Its also worth noting that you take the perfect situation into account which is likely not the case for balancing this.gamerguy757 wrote: »Drop the cp and do something else to slot.
My StamCro is resdyYou'd be better off dropping the 25% from CP and gaining it with your armor and using a different CP slottable to boost your base damage.
So let's go with that then- We drop Fighting finesse so we have both Dots, Direct, and Single target damage boosts. You don't need all 4 damage type boosts on a build, and typically 3 is somewhat excessive.
That on a theoretical Stamblade/Stamplar is still at 69% boosted damage (14 armor, 10 Brittle, 20 Major Force, 15 Backstabber, 10 Class Passive).
You're still having your entire armor passive being mutually exclusive with all of the following
Minor Force (Which you get from *** Barbed Trap- if this skill is useless the entire FG tree is useless for DPS sans ultimate)
EC
Khajiit
Ever using Axes
Ever using Kilt
Ever using Sul-Xan
EC and Minor Force notably are the easiest to attain- They are constantly there in 12man. That's another 25% right right there.
It's a completely useless passive if the cap is that low, so might as well change it. Even raising the cap doesn't fix it since Stam DPS has been sitting in the 175%ish crit damage range for a while.
Not sure how the math will shake out entirely, but ... Stam wasn't "allowed" in trials before and they still won't be now.
Mag can stand in one place and hit anything while walking around approaching mechanics. Stam (melee) has to constantly chase down every target and take mechanics in the face if they miss a dodge roll.
SugondeseNutz wrote: »That's the *** point. If the answer is "in a trial run light armor" that means medium armor is pointless. As for the weapon damage CP, that's only 150 Weapon damage. That's a joke. I see most builds running at over 8000 in a trial enviroment.
Even with no CP in Crit damage a trail entails
30% from Force
25% from brittle/EC
and then 24% from your skill passives (medium armor and class)
That's already over the cap by 4%. There's no reason to play a stam class in med armor now in pve if the armor passive is still crit damage.
SugondeseNutz wrote: »That's the *** point. If the answer is "in a trial run light armor" that means medium armor is pointless. As for the weapon damage CP, that's only 150 Weapon damage. That's a joke. I see most builds running at over 8000 in a trial enviroment.
Even with no CP in Crit damage a trail entails
30% from Force
25% from brittle/EC
and then 24% from your skill passives (medium armor and class)
That's already over the cap by 4%. There's no reason to play a stam class in med armor now in pve if the armor passive is still crit damage.
We have a Pen Cap and more sources than we need to reach that cap. Light armor gives pen and the biggest pen source are tanks which easily account for nearly 2/3 of that cap. Yet i dont see anyone running around complaining that light armor is useless. Instead ppl create their builds with that limitation in mind and ignore sources they dont need in favor of other bonuses. In some cases they might still overpen.
Now we have crit damage, which exactly mirrors this. There are more sources than needed to reach the cap. One source is medium armor and an optimized group easily accounts for a decent portion of the cap. Yet in this case it is an issue to create builds with the limitations in mind and ignore unneeded sources in favor of other bonuses and slightly being over the cap all of a sudden is a huge problem?
Besides that optimized end game trial groups are not an orientation for balance changes and they never should be.
SugondeseNutz wrote: »
Besides that optimized end game trial groups are not an orientation for balance changes and they never should be.
Also optimized end game groups are explicitly why this crit chance cap change was made.
Not sure how much you've looked into sourcing of crit damage, but there are situations where you being over the crit damage cap is almost out of your control.We have a Pen Cap and more sources than we need to reach that cap. Light armor gives pen and the biggest pen source are tanks which easily account for nearly 2/3 of that cap. Yet i dont see anyone running around complaining that light armor is useless. Instead ppl create their builds with that limitation in mind and ignore sources they dont need in favor of other bonuses. In some cases they might still overpen.
Now we have crit damage, which exactly mirrors this. There are more sources than needed to reach the cap. One source is medium armor and an optimized group easily accounts for a decent portion of the cap. Yet in this case it is an issue to create builds with the limitations in mind and ignore unneeded sources in favor of other bonuses and slightly being over the cap all of a sudden is a huge problem?
Besides that optimized end game trial groups are not an orientation for balance changes and they never should be.
...
If you are playing a crit class (Templar, NB, Warden) on a Khajiit, you reach the crit damage cap without investing anything into crit damage beyond your class and race
Did you really stop reading there?Sordidfairytale wrote: »Huh?
Base is 50% Khajit is 12% and Class is 10% this gets you to 72% you're very well below the cap.
Not sure how much you've looked into sourcing of crit damage, but there are situations where you being over the crit damage cap is almost out of your control.We have a Pen Cap and more sources than we need to reach that cap. Light armor gives pen and the biggest pen source are tanks which easily account for nearly 2/3 of that cap. Yet i dont see anyone running around complaining that light armor is useless. Instead ppl create their builds with that limitation in mind and ignore sources they dont need in favor of other bonuses. In some cases they might still overpen.
Now we have crit damage, which exactly mirrors this. There are more sources than needed to reach the cap. One source is medium armor and an optimized group easily accounts for a decent portion of the cap. Yet in this case it is an issue to create builds with the limitations in mind and ignore unneeded sources in favor of other bonuses and slightly being over the cap all of a sudden is a huge problem?
Besides that optimized end game trial groups are not an orientation for balance changes and they never should be.
If you are playing a crit class (Templar, NB, Warden) on a Khajiit, you reach the crit damage cap without investing anything into crit damage beyond your class and race
With Major Force, Minor Brittle and Elemental Catalyst on a Khajiit Templar/NB/Warden, you are at 113-117% (accounting for non perfect uptime on said buffs).
If you add Minor Force you basically are already over.
If you add Hunter's kilt you are definitely over.
If you want to run medium armor you are so much over.
It heavily discourages Khajiit, it makes medium armor pretty much unusable... That certainly sounds like "play how you want".
Or, it makes Brittle, Major Force, Catalyst all optional things to run in a group depending on the group comp. Whereas now they are all mandatory for top DPS. With the cap, groups as a whole can free up slots and gear for these buffs and boost damage in other way.
Not sure how much you've looked into sourcing of crit damage, but there are situations where you being over the crit damage cap is almost out of your control.We have a Pen Cap and more sources than we need to reach that cap. Light armor gives pen and the biggest pen source are tanks which easily account for nearly 2/3 of that cap. Yet i dont see anyone running around complaining that light armor is useless. Instead ppl create their builds with that limitation in mind and ignore sources they dont need in favor of other bonuses. In some cases they might still overpen.
Now we have crit damage, which exactly mirrors this. There are more sources than needed to reach the cap. One source is medium armor and an optimized group easily accounts for a decent portion of the cap. Yet in this case it is an issue to create builds with the limitations in mind and ignore unneeded sources in favor of other bonuses and slightly being over the cap all of a sudden is a huge problem?
Besides that optimized end game trial groups are not an orientation for balance changes and they never should be.
If you are playing a crit class (Templar, NB, Warden) on a Khajiit, you reach the crit damage cap without investing anything into crit damage beyond your class and race
With Major Force, Minor Brittle and Elemental Catalyst on a Khajiit Templar/NB/Warden, you are at 113-117% (accounting for non perfect uptime on said buffs).
If you add Minor Force you basically are already over.
If you add Hunter's kilt you are definitely over.
If you want to run medium armor you are so much over.
It heavily discourages Khajiit, it makes medium armor pretty much unusable... That certainly sounds like "play how you want".
Or, it makes Brittle, Major Force, Catalyst all optional things to run in a group depending on the group comp. Whereas now they are all mandatory for top DPS. With the cap, groups as a whole can free up slots and gear for these buffs and boost damage in other way.
SugondeseNutz wrote: »The critical damage cap is a massive nerf to medium armor and makes having any stam in a raid comp a waste of time.
In medium armor, the 14% additional Crit Damage done (2% per piece) is effectively a pointless stat now since the 125% cap is in place. That's just 75% bonus critical damage that you need to build, or 61% to ensure that nothing is wasted.
As an example, on the target dummy, you have the following in place
- Major Force (20%)
- Minor Brittle (10%)
Additionally, you have 25% attainable from CP. That leaves just 6% Crit Damage you can attain without your armor being pointless. Even worse, you can get 10% from some class passives (Nightblade, Templar) that now go down the drain if you're stamina.
This patch we were supposed to make stamina more viable in Trials. This does the exact opposite, and i wouldn't be surprised to see 7 light armor being better dps than medium even on stamina characters, making Medium Armor and stamina be pointless- Why bring a Stam char when a Mag one is just better? This gets even stupider on cats, as they can hit cap with just 9% from CP/Items/etc.
Independent of the Critical damage cap being too low, there is an easy solution, and it was recognized on Nightlbades for Grim Focus-
Change medium armor from 2% critical damage per piece to 1% damage done.
Not sure how much you've looked into sourcing of crit damage, but there are situations where you being over the crit damage cap is almost out of your control.We have a Pen Cap and more sources than we need to reach that cap. Light armor gives pen and the biggest pen source are tanks which easily account for nearly 2/3 of that cap. Yet i dont see anyone running around complaining that light armor is useless. Instead ppl create their builds with that limitation in mind and ignore sources they dont need in favor of other bonuses. In some cases they might still overpen.
Now we have crit damage, which exactly mirrors this. There are more sources than needed to reach the cap. One source is medium armor and an optimized group easily accounts for a decent portion of the cap. Yet in this case it is an issue to create builds with the limitations in mind and ignore unneeded sources in favor of other bonuses and slightly being over the cap all of a sudden is a huge problem?
Besides that optimized end game trial groups are not an orientation for balance changes and they never should be.
If you are playing a crit class (Templar, NB, Warden) on a Khajiit, you reach the crit damage cap without investing anything into crit damage beyond your class and race. (Edit: Talking about endgame trial situations if that was not clear enough from everything that follows.)
With Major Force, Minor Brittle and Elemental Catalyst on a Khajiit Templar/NB/Warden, you are at 113-117% (accounting for non perfect uptime on said buffs).
If you add Minor Force you basically are already over.
If you add Hunter's kilt you are definitely over.
If you want to run medium armor you are so much over.
It heavily discourages Khajiit, it makes medium armor pretty much unusable... That certainly sounds like "play how you want".
Or, it makes Brittle, Major Force, Catalyst all optional things to run in a group depending on the group comp. Whereas now they are all mandatory for top DPS. With the cap, groups as a whole can free up slots and gear for these buffs and boost damage in other way.
Except you will not balance your group composition around Khajiit or crit classes when majority of your group comp is neither.
While ZOS are trying to make mixed mag+stam comps more and more possible, this adds another friction point where it encourages to optimize for mag or stam, not both. Ideally you bring a baseline value in your composition, which most likely will include things like Minor Brittle, Major Force and EC, while everyone in the group is bringing as much as necessary for themselves through CP, Minor Force or armor.
Class and race are the things that are the least flexible variables in this equation and if you currently are a Khajiit you are better of race changing.
Well they both are a source of critical damage, and so far critical damage taken was just another additive source of critical damage to your character. It remains to be tested if they are not affected by the cap, I agree pretty much every argument is based on the assumption that it is.EC and brittle are debuffs on an enemy, they don't have to do with your critical damage buffs.
Well they both are a source of critical damage, and so far critical damage taken was just another additive source of critical damage to your character. It remains to be tested if they are not affected by the cap, I agree pretty much every argument is based on the assumption that it is.EC and brittle are debuffs on an enemy, they don't have to do with your critical damage buffs.
Given the way the damage calculation formula most likely looks like, it would make sense that they are counting towards the cap though.
Because we are talking about ZOS who said they are going to nerf crit and want to deemphasize it for almost a year now and then introduced minor brittle, elemental catalyst and harpooner's wading kilt patch after patch.Well they both are a source of critical damage, and so far critical damage taken was just another additive source of critical damage to your character. It remains to be tested if they are not affected by the cap, I agree pretty much every argument is based on the assumption that it is.EC and brittle are debuffs on an enemy, they don't have to do with your critical damage buffs.
Given the way the damage calculation formula most likely looks like, it would make sense that they are counting towards the cap though.
Why would it make sense that way? Because everyone made this assumption? Read the sets text, it literally tells you what is added to your crit damage percent and what is increased critical damage taken. These are 2 different affects. The reason people added them together as what your effective critical damage was in the past was because of no cap. Now it matters to seperate critical damage you gain and increased critical damage taken.
Emphasis mine. It would be nice if their choice of words would be more specific I suppose.ZOS_GinaBruno wrote: »Critical Damage and Healing now has a hard cap of 125%. Note that this value can go beyond 125% but your Critical Strikes will not deal more than 125% damage or healing in total.
colossalvoids wrote: »EC and Brittle counts towards the cap though, people got confirmation already.
YandereGirlfriend wrote: »colossalvoids wrote: »EC and Brittle counts towards the cap though, people got confirmation already.
Without access to the PTS?