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Crit damage cap makes medium armor pointless, and potential solution.

SugondeseNutz
SugondeseNutz
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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.
  • Xebov
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    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.
  • jaws343
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    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.
  • gamerguy757
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    Drop the cp and do something else to slot.
    My StamCro is resdy
  • SugondeseNutz
    SugondeseNutz
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    Xebov 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.
    Drop the cp and do something else to slot.
    My StamCro is resdy
    jaws343 wrote: »
    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.


    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.



  • Grandchamp1989
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    I think realisticly they need to raise the cap to atleast 150%

  • jaws343
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    Xebov 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.
    Drop the cp and do something else to slot.
    My StamCro is resdy
    jaws343 wrote: »
    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.


    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.



    I guess I fail to see the problem. Currently on live everyone is forced into the same box of sets/gear/CP/traits/race for top DPS. With the cap, you can now be competiive without needing Kilt, without needing the CP node, without needing axes. Now you can mix and match where that source for crit damage is coming from and gain additional benefits in other areas of the build.

    So maybe you slot a max stam or weapon damage CP. Or maybe you do run light armor. Or maybe you run axes. It's more of a choice now than the "run everything you can fit on the build" approach now.
  • Xebov
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    Xebov 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.
    Drop the cp and do something else to slot.
    My StamCro is resdy
    jaws343 wrote: »
    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.


    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.



    I dont see the problem or any argument from your side. You need 75% cri damage that you can source however you like. If your trial group accounts for some sources you still have to pick sources for the remaining value. The choice is completely up to you. If you choose sources that invalidate medium armor then you have to find a way to replace it however you like.
  • SugondeseNutz
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    [/quote]

    Or maybe you do run light armor. Or maybe you run axes. It's more of a choice now than the "run everything you can fit on the build" approach now.[/quote]

    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.
  • Fennwitty
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    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.
    PC NA
  • karekiz
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    Fennwitty wrote: »
    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.

    This 100%.

    Stam had higher Crit dmg potential before and Light Armor users literally overpenned on most anything. Nobody cared and people still took mag.

  • Xebov
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    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.
    Edited by Xebov on September 20, 2021 8:24PM
  • SugondeseNutz
    SugondeseNutz
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    Xebov 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.

    The caps are at different relative differences though. Pen is traditionally at the place where MagDPS have "just enough" pen and stam needs to bring more on an individual level. This is the opposite case, where now Stam has "too much" and it goes to waste. If the cap was at say, 155%, that would be the case- Stam would have "just enough" crit damage to get to cap without real effort and Mag would have to work for it. But now even Mag have too much crit, as raid buffs and CP get you to 130% before class and racial and Armor bonuses. For the situation to be equivalent, Infused Crusher+Major/Minor Breach would have to provide 19k armor debuff.
  • SugondeseNutz
    SugondeseNutz
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    Xebov 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.
  • muh
    muh
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    Xebov wrote: »
    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.
    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.
    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". :wink:
    Edited by muh on September 20, 2021 9:10PM
  • Sordidfairytale
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    muh wrote: »
    ...
    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

    Huh?

    Base is 50% Khajit is 12% and Class is 10% this gets you to 72% you're very well below the cap.
    The Vegemite Knight

    "if the skeleton kills you, your dps is too low." ~STEVIL

    The Elder World of WarScrollCraft Online ~joaaocaampos
  • muh
    muh
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    Huh?

    Base is 50% Khajit is 12% and Class is 10% this gets you to 72% you're very well below the cap.
    Did you really stop reading there?
  • jaws343
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    muh wrote: »
    Xebov wrote: »
    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.
    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.
    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". :wink:

    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.
  • muh
    muh
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    jaws343 wrote: »
    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.

    Edited by muh on September 20, 2021 9:04PM
  • CP5
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    jaws343 wrote: »
    muh wrote: »
    Xebov wrote: »
    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.
    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.
    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". :wink:

    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.

    The problem is, you either run a full stam group and give up those, or run a full magicka group and use all of those. If you have a mix someone's getting the short end of the deal, hence why trial groups tend to prefer all mag comps for keeping things simple.
  • SidraWillowsky
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    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.

    How is this a problem? Max your crit then put as much into your weapon power resources as possible. If you wear Relequen, the damage can go through the roof with enough weapon damage. The crit CP stars aren't mandatory. You're making it sound like someone is straight-up forcing players to do these things.
  • Xebov
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    muh wrote: »
    Xebov wrote: »
    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.
    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.
    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". :wink:

    It also could make certain class/race combinations optional or some buffs. Its not like this is working only in one direction. I dont see the issue. End game trial groups dont pick their classes and races by accident. So again end game trial groups and their optimization are not the core for balance effords. The issues you count up are mostly the result of heavy optimization on end game group and players ends and will have far less effect for players that are less optimized, which is the majority.
  • Qrähe
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    muh wrote: »
    jaws343 wrote: »
    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.

    EC and brittle are debuffs on an enemy, they don't have to do with your critical damage buffs.
  • muh
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    Qrähe wrote: »
    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.

    Given the way the damage calculation formula most likely looks like, it would make sense that they are counting towards the cap though.
  • Qrähe
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    muh wrote: »
    Qrähe wrote: »
    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.

    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.
  • muh
    muh
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    Qrähe wrote: »
    muh wrote: »
    Qrähe wrote: »
    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.

    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.
    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. :wink:

    Testing that is among the first things I (and probably many others) will do when I finally get to hop on PTS tomorrow. It could be either way, and I would definitely prefer if they split those two sources of crit damage for capping purposes.
    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.
    Emphasis mine. It would be nice if their choice of words would be more specific I suppose.
  • colossalvoids
    colossalvoids
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    EC and Brittle counts towards the cap though, people got confirmation already.
  • YandereGirlfriend
    YandereGirlfriend
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    EC and Brittle counts towards the cap though, people got confirmation already.

    Without access to the PTS?
  • colossalvoids
    colossalvoids
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    EC and Brittle counts towards the cap though, people got confirmation already.

    Without access to the PTS?

    With access to Zeni employees.
  • Ditronus
    Ditronus
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    I actually love this crit damage cap. That's because I hated seeing trap beast on EVERY SINGLE stamina build for the last 4 or more years. If you didn't use that bland ability, you did it wrong. Now you're less punished for not opting to use a freaking animal trap as a necromancer due to the medium armor changes and the crit damage cap. It effectively gives you more options on where to source those buffs from instead of stacking for it everywhere you can, even if that made the rotation or aesthetic feels of your build crap.
  • PandaSticks
    PandaSticks
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    I main stam builds just cause I freaking love it. And my stam blade is my main. I don't know what this will do to her dmg but I'm hoping it won't ruin it. I don't like mag builds. They just seem to easy to me. (Totally not knocking them). And it makes me sad that most ppl don't want stam builds in their groups. :(
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