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Dark Elf vs Pure stamina race for PvE Stam DK?

GnGEmpire
GnGEmpire
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So, was wondering if any of the pro's here have gone through the trouble of doing the math and are willing to share.

Which race would pull off the best numbers for a pure PvE DPS stamina DK: Dunmer, or Redguard/Orc etc..
Casualty - small high end/end game PvE guild. Recruiting!
  • Gonza
    Gonza
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    argonian
    Play for fun!
  • Tankqull
    Tankqull
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    redguard if you never want to tuch a magica build.
    spelling and grammar errors are free to be abused

    Sallington wrote: »
    Anything useful that players are wanting added into the game all fall under the category of "Yer ruinin my 'mersion!"


  • Gilliamtherogue
    Gilliamtherogue
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    For pure PvE DPS stamina DK, Dunmer takes the cake with the current meta. Redguard doesn't really have powerful passives in terms of raw damage, rather they have good passives for sustained resource management. The real issue though is that no fight utilizes these passives as the longest fight in game is HM Serpent, which many good groups are clearing in under 2:30 minutes, some under 2. The 7% flame damage is heavily utilized, especially since Unstable Flame and Scorched Earth are such big DPS contributions for stamina DK's. Redguard is still a nice choice if you already have a toon, you'll only really notice a 2-3% dps loss, but with the new coming trial apparently sustain/resource management is going to be a very big role.

    I can do a really rough break down of it here.
    Dunmer; 7% flame damage, 9% max magicka, 6% stamina, and ~ 6% flame damage resistance
    Redguard; 10% stamina, 9% stamina regen, and melee hits return stam on a 5 second ICD.

    After comparing Dunmer has 7% flame damage, 9% magicka, and 6% fire resist while Redguard has 4% stamina, 9% regen, and stamina on hit.

    Dunmer's only real dps value is the 7% flame damage, which is applied to the following from the kit; Flames of Oblivion, Scorched Earth, Standard of Might, Burning, and Unstable Flame. Added all together these contribute roughly 40-45% of damage in single target scenarios (taken from FTC break downs I have access to and added all flame damage sources together and dividing by total damage). In AoE it would be a lot larger but for the sake of this lets keep it with the numbers we know. .45 x .07 is a 3.15% dps value. For Redguards we just have the 4% stamina that adds damage, the rest doesn't have a real value since it doesn't make you hit harder, just allows you to continue a parse, but there are many other ways to avoid the need of this passive in the current meta. 4% stamina at v16 in all legendary min maxed gear is worth about 1400 stamina, which equates to an average of 140 damage per ability, which means 140 dps is added. 140 dps to an average parse of 25k is a little over half a percent (.56%).

    Once we contrast them side by side we have the following mathmatical wise

    Dunmer with a 2.59% raw dps advantage, 9% max magicka (fluff for casting self buffs such as Igneous Shield or Igneous Weapons), and ~6% fire damage mitigation

    Redguard with 9% stamina regeneration and the melee on hit to return stam on 5 second ICD. I don't recall the scaling coefficient of that passive, but apparently it scales on max stamina, believe 3%, so with most endgame builds you run around 35000-37000 stam so you're looking at roughly 1100 stam every 5 seconds. Most PvE DPS builds run with minimal stam regen which is ~900-1000 so 9% stam regen is 90 stam regen. Overall you're trading raw damage and fire resistance for ~310 stamina regen every 2 seconds when you add both Redguard regen+stam on hit. To put that in perspective, most abilites with no cost reduction enchants and the current CP cap, cost about 1400 stam, so every ~9-10 seconds you're gaining a free cast on an ability stam regen wise.

    Based on this it would seem orc's get more out of their 4% passive, but not everything in the kit is considered melee, and DoT effects do not count, which is almost all of the kit, so Orcs hardly have any synergy. However, IF Khajiit crit was fixed, you'd be looking at 8% critical chance. 8% crit chance can be found DPS wise by multiplying it by their Critical Hit Damage amp, which is ~ 1.8 (180% of base damage) so we take .08 x .8 (we remove the 1 since the 1 stands for base damage) and get 6.4% dps. This increases when you run trap beast and aggressive warhorn, upwards to a 10.16% dps value. However critical strike is a chance nature, so perfect math doesn't really apply as chance is volatile in nature. Some parses you may get less crit chance out of 8% and some you might get more from it, because RNG.

    TL;DR If you want consistency and versatility go Dunmer (can go stam or magicka), if you want pure DPS go Khajiit (WHEN the passives get fixed, atm they are broken and not applying), if you want resource management go Redguard.
    Old member of The Order of Mundus, Mostly Harmless, Hostile, and Genesis Elite. Avid theorycrafter. Herald to competitive stamina DPS pre 1.5. How far we've come!

    Have questions? Send me a message on the forums or my other social media. Seeing people learn is my dream and passion.

    Guides and other fun videos at https://youtube.com/c/gilliamtherogue
  • IcyDeadPeople
    IcyDeadPeople
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    Dunmer is nice because you have some flexibility to switch between magicka and stam build in the future.
  • GnGEmpire
    GnGEmpire
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    For pure PvE DPS stamina DK, Dunmer takes the cake with the current meta. Redguard doesn't really have powerful passives in terms of raw damage, rather they have good passives for sustained resource management. The real issue though is that no fight utilizes these passives as the longest fight in game is HM Serpent, which many good groups are clearing in under 2:30 minutes, some under 2. The 7% flame damage is heavily utilized, especially since Unstable Flame and Scorched Earth are such big DPS contributions for stamina DK's. Redguard is still a nice choice if you already have a toon, you'll only really notice a 2-3% dps loss, but with the new coming trial apparently sustain/resource management is going to be a very big role.

    I can do a really rough break down of it here.
    Dunmer; 7% flame damage, 9% max magicka, 6% stamina, and ~ 6% flame damage resistance
    Redguard; 10% stamina, 9% stamina regen, and melee hits return stam on a 5 second ICD.

    After comparing Dunmer has 7% flame damage, 9% magicka, and 6% fire resist while Redguard has 4% stamina, 9% regen, and stamina on hit.

    Dunmer's only real dps value is the 7% flame damage, which is applied to the following from the kit; Flames of Oblivion, Scorched Earth, Standard of Might, Burning, and Unstable Flame. Added all together these contribute roughly 40-45% of damage in single target scenarios (taken from FTC break downs I have access to and added all flame damage sources together and dividing by total damage). In AoE it would be a lot larger but for the sake of this lets keep it with the numbers we know. .45 x .07 is a 3.15% dps value. For Redguards we just have the 4% stamina that adds damage, the rest doesn't have a real value since it doesn't make you hit harder, just allows you to continue a parse, but there are many other ways to avoid the need of this passive in the current meta. 4% stamina at v16 in all legendary min maxed gear is worth about 1400 stamina, which equates to an average of 140 damage per ability, which means 140 dps is added. 140 dps to an average parse of 25k is a little over half a percent (.56%).

    Once we contrast them side by side we have the following mathmatical wise

    Dunmer with a 2.59% raw dps advantage, 9% max magicka (fluff for casting self buffs such as Igneous Shield or Igneous Weapons), and ~6% fire damage mitigation

    Redguard with 9% stamina regeneration and the melee on hit to return stam on 5 second ICD. I don't recall the scaling coefficient of that passive, but apparently it scales on max stamina, believe 3%, so with most endgame builds you run around 35000-37000 stam so you're looking at roughly 1100 stam every 5 seconds. Most PvE DPS builds run with minimal stam regen which is ~900-1000 so 9% stam regen is 90 stam regen. Overall you're trading raw damage and fire resistance for ~310 stamina regen every 2 seconds when you add both Redguard regen+stam on hit. To put that in perspective, most abilites with no cost reduction enchants and the current CP cap, cost about 1400 stam, so every ~9-10 seconds you're gaining a free cast on an ability stam regen wise.

    Based on this it would seem orc's get more out of their 4% passive, but not everything in the kit is considered melee, and DoT effects do not count, which is almost all of the kit, so Orcs hardly have any synergy. However, IF Khajiit crit was fixed, you'd be looking at 8% critical chance. 8% crit chance can be found DPS wise by multiplying it by their Critical Hit Damage amp, which is ~ 1.8 (180% of base damage) so we take .08 x .8 (we remove the 1 since the 1 stands for base damage) and get 6.4% dps. This increases when you run trap beast and aggressive warhorn, upwards to a 10.16% dps value. However critical strike is a chance nature, so perfect math doesn't really apply as chance is volatile in nature. Some parses you may get less crit chance out of 8% and some you might get more from it, because RNG.

    TL;DR If you want consistency and versatility go Dunmer (can go stam or magicka), if you want pure DPS go Khajiit (WHEN the passives get fixed, atm they are broken and not applying), if you want resource management go Redguard.

    Awesome, thanks for the detailed post!
    Casualty - small high end/end game PvE guild. Recruiting!
  • Swen_von_Walhallion
    Well you forhot on impéria race which have bigest stamina and healt bonuses as tacialnwhich allow you
    all atributes and enchant in stamina and still have rly good healthpool for survivability

    Adraria Argentum Draco - imperial Stamplar
    Bevdyen Tus Ntxhuav - Orc Stamplar
    Celestun Ira Dei- Imperial Tankplar
    Halldis Rautt Höfuð- Nord Tankplar
    Misawa Yoshike - Breton Healplar
    Lae'ozhael - Dunmer Magplar
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