Dalsinthus wrote: »The thing that gets me is just in the last year they’ve added so many sources of crit damage: catalyst, axes, medium armor, frost staff brittle, sul xan, kilt. And now they’re like oh hey wait this is a problem? This was an easy problem to see coming - crit was king long before this stuff was added. It makes no sense unless the goal is just to keep the game in constant flux.
DK tanks and Warhorn will become obsolete overnight if the 125% cap goes live. i am sitting at 126% without Fighting Finesse and Backstabber only because i am a Khajiit stamina Templar. and i had to take off Sul-Xan, or it would take me to 138%, which will do me no good. so i 100% do NOT want to see a DK tank using Warhorn in my group. and this is not only problem for stamina groups. people don't really have to try hard to get to the cap even with all magicka setup, so DKs (until now arguably the best tanks) will be sent packing, as they have no other usable Ultimate that would give anything to the group..
some people have suggested raising the cap to 150%. that would actually be a solution, as it would allow certain builds to use their gear to it's full potential and also use DKs as tanks with Warhorn. poor Catalyst Necromancers and Brittle Wardens. no one will ever want them in their group any more. even with the cap raised to 150%. someone at ZOS didn't think this through..
ESO_Nightingale wrote: »DK tanks and Warhorn will become obsolete overnight if the 125% cap goes live. i am sitting at 126% without Fighting Finesse and Backstabber only because i am a Khajiit stamina Templar. and i had to take off Sul-Xan, or it would take me to 138%, which will do me no good. so i 100% do NOT want to see a DK tank using Warhorn in my group. and this is not only problem for stamina groups. people don't really have to try hard to get to the cap even with all magicka setup, so DKs (until now arguably the best tanks) will be sent packing, as they have no other usable Ultimate that would give anything to the group..
some people have suggested raising the cap to 150%. that would actually be a solution, as it would allow certain builds to use their gear to it's full potential and also use DKs as tanks with Warhorn. poor Catalyst Necromancers and Brittle Wardens. no one will ever want them in their group any more. even with the cap raised to 150%. someone at ZOS didn't think this through..
Was doing some testing last night, tbh, brittle wardens and catalyst necros will absolutely still be wanted. You can drop crit cp, kilt and minor force from groups in any fashion you like on mag.
Brittle warden still needs love in the form of more actual frost skills though.
DK tanks and Warhorn will become obsolete overnight if the 125% cap goes live. i am sitting at 126% without Fighting Finesse and Backstabber only because i am a Khajiit stamina Templar. and i had to take off Sul-Xan, or it would take me to 138%, which will do me no good. so i 100% do NOT want to see a DK tank using Warhorn in my group. and this is not only problem for stamina groups. people don't really have to try hard to get to the cap even with all magicka setup, so DKs (until now arguably the best tanks) will be sent packing, as they have no other usable Ultimate that would give anything to the group..
some people have suggested raising the cap to 150%. that would actually be a solution, as it would allow certain builds to use their gear to it's full potential and also use DKs as tanks with Warhorn. poor Catalyst Necromancers and Brittle Wardens. no one will ever want them in their group any more. even with the cap raised to 150%. someone at ZOS didn't think this through..
ESO_Nightingale wrote: »...Was doing some testing last night, tbh, brittle wardens and catalyst necros will absolutely still be wanted. You can drop crit cp, kilt and minor force from groups in any fashion you like on mag...
I would beg to differ on this as what this means is other support roles will be able to use other sets to benefit the group. Also even if dks drop warhorn standard of might has decent group utility providing another synergy as well as magma shell is a nice balance of selfish and group support reducing incoming dmg to 3% of dks max health and giving a decent size shield comparable to barrier ultimate.
YandereGirlfriend wrote: »ESO_Nightingale wrote: »DK tanks and Warhorn will become obsolete overnight if the 125% cap goes live. i am sitting at 126% without Fighting Finesse and Backstabber only because i am a Khajiit stamina Templar. and i had to take off Sul-Xan, or it would take me to 138%, which will do me no good. so i 100% do NOT want to see a DK tank using Warhorn in my group. and this is not only problem for stamina groups. people don't really have to try hard to get to the cap even with all magicka setup, so DKs (until now arguably the best tanks) will be sent packing, as they have no other usable Ultimate that would give anything to the group..
some people have suggested raising the cap to 150%. that would actually be a solution, as it would allow certain builds to use their gear to it's full potential and also use DKs as tanks with Warhorn. poor Catalyst Necromancers and Brittle Wardens. no one will ever want them in their group any more. even with the cap raised to 150%. someone at ZOS didn't think this through..
Was doing some testing last night, tbh, brittle wardens and catalyst necros will absolutely still be wanted. You can drop crit cp, kilt and minor force from groups in any fashion you like on mag.
Brittle warden still needs love in the form of more actual frost skills though.
Quite right.
I would imagine that it makes constructing a raid much easier to continue providing these universal sources of Critical Damage and then allowing your DDs to make up the difference in whatever way is most efficient for them to do so.
Having Brittle and Catalyst essentially raises the base rate of Critical Damage to +75% which means that you only have to source another 50% for each individual DD, which is super easy.
, not only when a DK tank uses Warhorn or Warden provides Brittle. so all these will be obsolete..
ESO_Nightingale wrote: »...Was doing some testing last night, tbh, brittle wardens and catalyst necros will absolutely still be wanted. You can drop crit cp, kilt and minor force from groups in any fashion you like on mag...
as i've mentioned - i am sitting at 126% without Backstabber and Fighting Finesse. those are the two critical damage increasing CP slottables. just because i am a Khajiit stamina Templar wearing Medium armour. so yes, you can bring a Catalyst Necromancer and/or Brittle Warden, sure. but that would mean i would have to deliberately gimp meself and start using gear that is weaker than the one i actually want to use (and have farmed in Trials, used gold upgrade mats on and really like). it's not like i am really trying to get to the cap. i don't see the logic behind that. imagine doing Trials and not being able to actually use the gear you get from there..I would beg to differ on this as what this means is other support roles will be able to use other sets to benefit the group. Also even if dks drop warhorn standard of might has decent group utility providing another synergy as well as magma shell is a nice balance of selfish and group support reducing incoming dmg to 3% of dks max health and giving a decent size shield comparable to barrier ultimate.
sure, the Standard gives one member of your group a synergy. do you feel like you're starving for synergies these days? i sure don't. to be able to provide a synergy for one person at the cost of 250 Ultimate every couple of minutes is nothing to write home about. and Magma Armor (and morphs) limits the incoming damage to 3% for you and you only. no one else is going to benefit from this..
like i have mentioned, getting to the cap is no that hard even without DK tanks using Warhorn, Catalyst Necromancers or Brittle Wardens. so if you can get there you will get there because you want your critical damage to be as high as possible for the whole fight, not only when a DK tank uses Warhorn or Warden provides Brittle. so all these will be obsolete..
FrancisCrawford wrote: »
Sordidfairytale wrote: »My medium armor wearing stamina Templar Khajit is at 96% Crit Damage Bonus with Fighting Finesse slotted, so it's possible to survive with the Bonus crit damage cap in effect in a DK Warhorn group.
PrinceShroob wrote: »FrancisCrawford wrote: »
Nope, Brittle requires using a frost staff when you apply Chilled, so magicka Wardens have no access to Brittle without losing DPS (and tanks would need to stay on their frost staff bar).
Base 50% increase in damage with a critical hit
15% from Backstabber
10% from Fighting Finesse
20% from Major Force
10% from Minor Force
10% from Minor Brittle or 1% per stack of Hunter's Focus from Harpooner's Wading Kilt (maximum 10%) (when you can't maintain Kilt stacks)
10% from Nightblade Hemorrhaging passive/10% from Templar's Piercing Spear passive/10% from Warden's Glacial Presence passive (if the enemy has recently been Chilled)
That's 125%. If your group has no Nightblades (Warden's increased Critical Damage is dependent on a status effect they can only apply with one skill and Templars are melee), you'll run Elemental Catalyst and just won't care that you go over the cap. Or you'll run Elemental Catalyst anyway and the Nightblades will eat the damage loss from essentially losing a passive.
So, essentially, the cap does pretty much nothing to a meta build (Bahsei's Mania on an Altmer with the Thief Mundus stone) while harming stamina and half the classes.
Sordidfairytale wrote: »My medium armor wearing stamina Templar Khajit is at 96% Crit Damage Bonus with Fighting Finesse slotted, so it's possible to survive with the Bonus crit damage cap in effect in a DK Warhorn group.
ESO_Nightingale wrote: »Sordidfairytale wrote: »My medium armor wearing stamina Templar Khajit is at 96% Crit Damage Bonus with Fighting Finesse slotted, so it's possible to survive with the Bonus crit damage cap in effect in a DK Warhorn group.
is it at 96% on your stat sheet? because on there, the cap is 75%. the base crit dmg of 50% isn't counted.
ESO_Nightingale wrote: »...yeah you can drop optional stuff like minor force, kilt backstabber and fighting finesse...
ESO_Nightingale wrote: »...yeah you can drop optional stuff like minor force, kilt backstabber and fighting finesse...
this i have an issue with. not you or your point. ZOS is changing all sets to have hybrid stats because "play how you want". but forcing me to not use the Trap that actually deals pretty good damage just so i don't get over the cap is exactly the opposite of "play how you want". i want to use it. but i will have to drop it for the sake of "cap". that is not how i imagine "how you want"..
ESO_Nightingale wrote: »...yeah you can drop optional stuff like minor force, kilt backstabber and fighting finesse...
this i have an issue with. not you or your point. ZOS is changing all sets to have hybrid stats because "play how you want". but forcing me to not use the Trap that actually deals pretty good damage just so i don't get over the cap is exactly the opposite of "play how you want". i want to use it. but i will have to drop it for the sake of "cap". that is not how i imagine "how you want"..
Sordidfairytale wrote: »ESO_Nightingale wrote: »Sordidfairytale wrote: »My medium armor wearing stamina Templar Khajit is at 96% Crit Damage Bonus with Fighting Finesse slotted, so it's possible to survive with the Bonus crit damage cap in effect in a DK Warhorn group.
is it at 96% on your stat sheet? because on there, the cap is 75%. the base crit dmg of 50% isn't counted.
Yes, on the stat sheet it reads 46%, so with the currently hidden 50% I have a 96% crit damage bonus.
ESO_Nightingale wrote: »...yeah you can drop optional stuff like minor force, kilt backstabber and fighting finesse...
this i have an issue with. not you or your point. ZOS is changing all sets to have hybrid stats because "play how you want". but forcing me to not use the Trap that actually deals pretty good damage just so i don't get over the cap is exactly the opposite of "play how you want". i want to use it. but i will have to drop it for the sake of "cap". that is not how i imagine "how you want"..
PrinceShroob wrote: »ESO_Nightingale wrote: »...yeah you can drop optional stuff like minor force, kilt backstabber and fighting finesse...
this i have an issue with. not you or your point. ZOS is changing all sets to have hybrid stats because "play how you want". but forcing me to not use the Trap that actually deals pretty good damage just so i don't get over the cap is exactly the opposite of "play how you want". i want to use it. but i will have to drop it for the sake of "cap". that is not how i imagine "how you want"..
It is very stupid to hybridize the Fighters Guild skill line and then go "see this skill that costs stamina, gives you Weapon Damage for having it slotted, and deals Physical Damage? If you're stamina, don't use it."
...Your right only the dk gets the cap at 3% but it also provides a sizable shield to the group. Yes again 1 person can use the synergy but still that synergy could be proccing a dps in alkosh or give a person that small boost in resources to fire off a skill. Also likely warhorn will still be utilized because not everyone will necessarily be at the crit dmg cap so yes warhorn may be wasted on you but it also is giving you some added resources and would maybe allow you to change out a piece of gear for something else possibly.
PrinceShroob wrote: »Brittle requires using a frost staff when you apply Chilled,
PrinceShroob wrote: »ESO_Nightingale wrote: »...yeah you can drop optional stuff like minor force, kilt backstabber and fighting finesse...
this i have an issue with. not you or your point. ZOS is changing all sets to have hybrid stats because "play how you want". but forcing me to not use the Trap that actually deals pretty good damage just so i don't get over the cap is exactly the opposite of "play how you want". i want to use it. but i will have to drop it for the sake of "cap". that is not how i imagine "how you want"..
It is very stupid to hybridize the Fighters Guild skill line and then go "see this skill that costs stamina, gives you Weapon Damage for having it slotted, and deals Physical Damage? If you're stamina, don't use it."
i'm sorry but i don't really understand your point here. what i meant was that ZOS is making all sets have hybrid stats because they want to encourage the "play how you want" gameplay. so them forcing me to not use a skill that i actually do want to use is exactly the opposite. it's not "play how you like", it's "play how you must to not go over a cap that we introduced". i don't have the Trap on my bar just to increase my weapon damage, i use it in combat. it's my 8th or 9th most damaging ability according to CMX. so that 10% critical damage boost is something that i need to take into consideration..
Sordidfairytale wrote: »...You can still slot Trap. It will still do that damage for you. Plenty of skills have overlap and provide some extra buffs that you may not need at any one particular time. Some builds slot Meteor just for the added increased max magic.
...Your right only the dk gets the cap at 3% but it also provides a sizable shield to the group. Yes again 1 person can use the synergy but still that synergy could be proccing a dps in alkosh or give a person that small boost in resources to fire off a skill. Also likely warhorn will still be utilized because not everyone will necessarily be at the crit dmg cap so yes warhorn may be wasted on you but it also is giving you some added resources and would maybe allow you to change out a piece of gear for something else possibly.
do you mean the Igneous Shield skill? the one that gives members of your group around 3k shield? don't want to be rude, but that will not save anyone from dying to mechanics. it's nice to have, but you absolutely can't rely on it. it generally can't be activated on demand (with regards to other group members), the size is small and no group will bring a DK tank to Trials because of Igneous Shield..
and yes, synergies are great, but again - do you feel starved for synergies these days? there are more synergies flying around that you can actually use. so no DD wearing Alkosh will miss that one synergy which a DK tank can provide every couple of minutes. remember, 250 Ultimate for one single synergy is a bad trade if you can have a Necromancer tank giving you Major Vulnerability for 225 Ultimate..