Can you provide details please
Hunding's Rage does not buff any weapon abilities. It should, it even says it does, but it does not. The 5 set is currently broken at the moment.
I would hope ZOS is aware of the issue already but if not, here is an explanation. I crafted new sets to make sure my numbers are exact and the controls are not messed with.
Bottom line: the 5 set reads (at VR 9 white quality) "Increases weapon damage by 18% when using weapon abilities". This reads to me that it increases the weapon abilities damage by 18% of the weapon's portion of the damage.
Base Damage:
Completely ungeared (ie naked) my Executioner IV (two handed morph) deals 81 damage.
Gear: All gear listed is white, with no enchantments or traits, unless otherwise listed.
Level 13 vendor bought great sword (Green) = 40 damage.
VR9 crafted great sword = 134 damage.
VR9 crafted medium hunding's rage set (5 pieces) = 18% increase.
Test:
Naked with green level 13 sword, Executioner does 106 damage. So far it can be noted that a about 62% of the weapon's damage is added to the skill's damage.
Naked with white VR9 sword, Executioner does 166 damage. It appears that this weapon added about 63% of the weapon's damage to the skill's damage. Pretty consistent.
5 Piece Hunding's Rage set equipped with green level 13 sword. Executioner tool tip still displays 106 damage. It appears that the set has 0 effect. Set is broken and useless. Should be around 110 damage if you count the set as only increasing the weapons portion of the effect. Would be around 125 if the set counted to the ability as a whole.
5 Piece Hunding's Rage set equipped with white VR9 sword. Executioner tool tip still displays 166 damage. It appears that the set has 0 effect. Set is broken and useless. Should be around 180 damage if you count the set as only increasing the weapons portion of the effect. Would be around 195 if the set counted to the ability as a whole.
Conclusion: a crafted 6 trait requirement, 5 set bonus, that can do nothing but help any type of weapon skill or stamina build, is 100% useless.
Seducer [3/5] Reduce cost of spells 3%
[5/5] 14 magicka recovery
Wifeaggro13 wrote: »Hunding's Rage does not buff any weapon abilities. It should, it even says it does, but it does not. The 5 set is currently broken at the moment.
I would hope ZOS is aware of the issue already but if not, here is an explanation. I crafted new sets to make sure my numbers are exact and the controls are not messed with.
Bottom line: the 5 set reads (at VR 9 white quality) "Increases weapon damage by 18% when using weapon abilities". This reads to me that it increases the weapon abilities damage by 18% of the weapon's portion of the damage.
Base Damage:
Completely ungeared (ie naked) my Executioner IV (two handed morph) deals 81 damage.
Gear: All gear listed is white, with no enchantments or traits, unless otherwise listed.
Level 13 vendor bought great sword (Green) = 40 damage.
VR9 crafted great sword = 134 damage.
VR9 crafted medium hunding's rage set (5 pieces) = 18% increase.
Test:
Naked with green level 13 sword, Executioner does 106 damage. So far it can be noted that a about 62% of the weapon's damage is added to the skill's damage.
Naked with white VR9 sword, Executioner does 166 damage. It appears that this weapon added about 63% of the weapon's damage to the skill's damage. Pretty consistent.
5 Piece Hunding's Rage set equipped with green level 13 sword. Executioner tool tip still displays 106 damage. It appears that the set has 0 effect. Set is broken and useless. Should be around 110 damage if you count the set as only increasing the weapons portion of the effect. Would be around 125 if the set counted to the ability as a whole.
5 Piece Hunding's Rage set equipped with white VR9 sword. Executioner tool tip still displays 166 damage. It appears that the set has 0 effect. Set is broken and useless. Should be around 180 damage if you count the set as only increasing the weapons portion of the effect. Would be around 195 if the set counted to the ability as a whole.
Conclusion: a crafted 6 trait requirement, 5 set bonus, that can do nothing but help any type of weapon skill or stamina build, is 100% useless.
this is exactly what i thought. At this point i dont think they are going to do anything to redeem the melee builds in the game any time soon. I wholeheartedly believe when every thing settles i would wager that im balance between magica, buggy quests , and phasing will be the top three reasons for the games early burn off and low retention.
Its very sad to see that almost 90 days into launch and they have not even remotely addressed this or even acknowledged it was an issue
ZOS_JessicaFolsom wrote: »We don't have details to provide yet, but this is something we're working to address. We agree that there's a need for improvements to set bonuses for stamina builds.
phaneub17_ESO wrote: »Seducer [3/5] Reduce cost of spells 3%
[5/5] 14 magicka recovery
I just like to point out that the 3pc Seducer's reduced cost applies to everything not just Magicka reduction, but also Stamina and Ultimate costs as well. I don't know about that one mage guild spell that eats health though, that might be a special case.
ZOS_JessicaFolsom wrote: »We don't have details to provide yet, but this is something we're working to address. We agree that there's a need for improvements to set bonuses for stamina builds.
Who's idea was it to give several veteran sets +1 Stamina Recovery as a 3-set bonus?
ZOS_JessicaFolsom wrote: »We don't have details to provide yet, but this is something we're working to address. We agree that there's a need for improvements to set bonuses for stamina builds.
ZOS_JessicaFolsom wrote: »We don't have details to provide yet, but this is something we're working to address. We agree that there's a need for improvements to set bonuses for stamina builds.
You know that this sounds like complete lack of planning during early development stage? Guys come on... Company that manages milions of $ should afford section to regulate such things before release...
ZOS_JessicaFolsom wrote: »We don't have details to provide yet, but this is something we're working to address. We agree that there's a need for improvements to set bonuses for stamina builds.
Amsel_McKay wrote: »Orgnum's Scales 3 Items Adds 157 Max Health. 5 Items If below 50% Health, increase Health Revoery by 50%.
The Arena 3 Items 157 Max Health. 4 Items Adds 350 Armor. 5 Items Reduce cost of CC Break by 15%.
Kagrenac's Hope 3 Items Adds 14 Stamina Recovery. 5 Items Decrease time to resurrect an ally by 25%.
Night Mother's Gaze 3 Items Critical attacks also reduce the targets armor by 20% for 5 seconds. 5 Items Adds 5% Spell Critical.
i'm mainly listing the things specific to magicka and stamina builds, for example all classes can take use of the night mothers gaze [3/5] bonus.
Magicka Builds
Twilight's Embrace [5/5] 5% spell crit
Night Mother's Gaze [5/5] 5% spell crit
Willow's Path [3/5] 5% spell crit
Ashen Grip [5/5] 14 magicka recovery
Seducer [3/5] Reduce cost of spells 3%
[5/5] 14 magicka recovery
Magnus's gift [3/5] 5% chance free spell
[5/5] Add 105 max magicka
Oblivion's Foe [3/5] 14 Magicka recovery
Spectres Eye [3/5] adds 105 max magicka
[5/5] 20% dodge for 3 seconds after using magicka
Eyes of Mara [5/5] 3% less magicka cost when using resortation staff
Shalidor's Curse [3/5] Adds 14 magicka recovery
Stamina builds:
Nights Silence - [5/5] 5% weapon crit
Hundings Rage - [3/5] 14 stamina recovery
[5/5] +20% damage with weapon abilities
Kagrenac's Hope - [3/5] Adds 12 stamina recovery
Obviously with the non-crafted sets it's a bit more equal. But crafting sets really seem to favour magicka builds. I'd really like to see more crafted sets based around stamina and melee users.