Official Feedback Thread for Item Traits

  • Ishammael
    Ishammael
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    Sturdy is bugged and provides less block cost reduction than stated in the tooltip.
    Base block costs are 2160, so with 8 pieces legendary sturdy armour (24% block cost reduction), this should be either
    2160 x 0.76 = 1642 if it stacks additive or
    2160 x 0.97^8 = 1693 if it stacks multiplicative.
    But when testing it, blocking costs 1740.

    They increased the base cost of block slightly.
  • RoyJade
    RoyJade
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    code65536 wrote: »
    First, it's 11%, not 22%. And second, it applies just for that item. It's not a % boost to your overall SD/WD. Just a % boost to the SD/WD contribution from that weapon. Which means, for a CP160 golden staff, a measly 146 extra SD. If you would take that over 5K penetration or 7% crit chance, then you need to go back to the drawing board.

    Isn't it 11% for a one handed weapon, and be a 22% for a two handed one ? If not, new nirn would be really bad...
  • code65536
    code65536
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    RoyJade wrote: »
    code65536 wrote: »
    First, it's 11%, not 22%. And second, it applies just for that item. It's not a % boost to your overall SD/WD. Just a % boost to the SD/WD contribution from that weapon. Which means, for a CP160 golden staff, a measly 146 extra SD. If you would take that over 5K penetration or 7% crit chance, then you need to go back to the drawing board.

    Isn't it 11% for a one handed weapon, and be a 22% for a two handed one ? If not, new nirn would be really bad...

    11% for my nirn sword. 11% for my nirn staff.

    The only traits that have different 1H/2H values are traits that increase overall character stats. Defending, Sharpened, Precise, etc. For traits that affect only that item, there has never been any difference between 1H and 2H.
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  • RoyJade
    RoyJade
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    … okay, nirn is garbage now. That's sad :(
    Thanks for the info though.
  • lolo_01b16_ESO
    lolo_01b16_ESO
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    Ishammael wrote: »
    Sturdy is bugged and provides less block cost reduction than stated in the tooltip.
    Base block costs are 2160, so with 8 pieces legendary sturdy armour (24% block cost reduction), this should be either
    2160 x 0.76 = 1642 if it stacks additive or
    2160 x 0.97^8 = 1693 if it stacks multiplicative.
    But when testing it, blocking costs 1740.

    They increased the base cost of block slightly.
    No, they didn't, when blocking naked with no passives skilled and no cp, blocking costed 2160 stamina for me.
  • Refuse2GrowUp
    Refuse2GrowUp
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    helediron wrote: »
    Nirnhoned and Reinforced are almost the same now. Could Reinforced favor more physical resistance and nirn more spellres?

    No, keep them as they are. Someone posted a break even in this or another thread; take a look at that.
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  • DUTCH_REAPER
    DUTCH_REAPER
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    Trying to test Nirn trait on a shield and the value 290, never increased when going from white to yellow...is this working correctly @ZOS_GinaBruno ?
  • AdamBourke
    AdamBourke
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    I don't like the exchange of exploration for prosperous.

    Now, prosperous looks like a reasonable trait, but why did it replace exploration? Why not just add a new one? At the very least, it would give crafters something new to go and do.

    Exploration was useless for combat. But not-everyone does combat all of the time! The first thing I would do when getting to a new PvE zone (vanilla or DLC), would be to equip my exploring armour and go and run around looking for new places (and avoiding enemies as they were normally higher than my level!).

    This change makes me sad.

    I want more traits, not the old traits changed into completely different things.
    PS4 - EU

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  • Feynn
    Feynn
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    So many changes... and by the time I'm done re-gearing all of my characters there will probably be a new DLC with other revolutionary changes and I'll have to re-do them all, all over again.
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  • ManDraKE
    ManDraKE
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    CP5 wrote: »
    Like how Sturdy is 3% for just blocking, and Well-Fitted is 5% for both sprinting (meh) and dodge rolling...

    spam dodge roll have a HUGE penalty in cost. Block spam dosn't.
  • Junkogen
    Junkogen
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    Make nirncrux available outside craglorn. All the writs go to Orsinium now. Nirncrux should at least be available there as well.
  • VaxtinTheWolf
    VaxtinTheWolf
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    This might just be way out there, but in addition to Sturdy's block reduction, having an additional 0.5% in damage reduction per quality rank as well. Assuming using all sturdy traits on 7 armour pieces with shield and legendary quality, it would be a 20% damage reduction and 24% clocking cost reduction.
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  • Shadesofkin
    Shadesofkin
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    Using a fully golded Nirnhoned Staff last night, I noticed it was not as strong as the fully golded out sharpened staff that I kept on the back bar. I really feel that Nirnhoneds improvement needs a small buff to make it qualify as a positive change.
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  • Feynn
    Feynn
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    Junkogen wrote: »
    Make nirncrux available outside craglorn. All the writs go to Orsinium now. Nirncrux should at least be available there as well.

    I think they really should revamp Craglorn at least in terms of the level of the resource nodes you can find there, and make writs go there instead. It's absurd that they make writs go to a premium zone. I read somewhere that they are planning to make changes to Craglorn in the future, thankfully. Making nirncrux drop anywhere other than Craglorn would be kind of lore-breaking, wouldn't it?
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  • gw2only1b14_ESO
    gw2only1b14_ESO
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    Feynn wrote: »
    Junkogen wrote: »
    Make nirncrux available outside craglorn. All the writs go to Orsinium now. Nirncrux should at least be available there as well.

    I think they really should revamp Craglorn at least in terms of the level of the resource nodes you can find there, and make writs go there instead. It's absurd that they make writs go to a premium zone. I read somewhere that they are planning to make changes to Craglorn in the future, thankfully. Making nirncrux drop anywhere other than Craglorn would be kind of lore-breaking, wouldn't it?

    Its being offered in the Cyrodiil PVP top 2% rewards havent seen if its dropping in any zones yet though
  • Kas
    Kas
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    After shedding some light on Nirnhoned potential, it's more like a well-rounded trait rather than the best. If you're a dedicated healer then Powered is the trait for you. If you're looking for offensive damage then go with Sharpened. If you want something in between that cover all sides, Nirnhoned is balanced boosting a little bit of everything whether its healing, damage, or absorption shields.

    iirc the only shield that scales with weapon damage is healing ward. harness and hardened purely scale with the size of your magicka pool. not sure about bone shield and stamina
    Edited by Kas on April 26, 2016 2:53PM
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  • Joy_Division
    Joy_Division
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    ManDraKE wrote: »
    CP5 wrote: »
    Like how Sturdy is 3% for just blocking, and Well-Fitted is 5% for both sprinting (meh) and dodge rolling...

    spam dodge roll have a HUGE penalty in cost. Block spam dosn't.

    You have zero regen when spamming block. I'd say that a huge penalty.
    Make Rush of Agony "Monsters only." People should not be consecutively crowd controlled in a PvP setting. Period.
  • ManDraKE
    ManDraKE
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    ManDraKE wrote: »
    CP5 wrote: »
    Like how Sturdy is 3% for just blocking, and Well-Fitted is 5% for both sprinting (meh) and dodge rolling...

    spam dodge roll have a HUGE penalty in cost. Block spam dosn't.

    You have zero regen when spamming block. I'd say that a huge penalty.

    there are other ways to get stam back, even while blocking.
  • Armitas
    Armitas
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    To me it seems like nirnhoned is fine but penetration is too high. Sharpened is -7%(~4%) mitigation for one piece, -14%(8%) for two. That is a whole lot of damage that is trivially obtained. Throw in maul/mace passives and it just gets absurd. 5 gold heavy armor is around 21% mitigation, only 1% higher than the maul/mace penetration passives. You sacrifice a lot for that mitigation, but the penetration to completely overcome it is a mere triviality. Penetration needs to be balanced.

    Note: It is actually only ~4% and that seems more balanced, but I still strongly disagree with 20% penetration as a base passive because that is essentially all the mitigation that a 5 piece gold heavy provides with reinforced on the large pieces. As far as the trait here mentioned is concerned it is fine.
    Edited by Armitas on April 26, 2016 10:02PM
    Retired.
    Nord mDK
  • tpayne562
    tpayne562
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    Please give us a way to re trait armor at least on monster helms
  • phaneub17_ESO
    phaneub17_ESO
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    Kas wrote: »
    After shedding some light on Nirnhoned potential, it's more like a well-rounded trait rather than the best. If you're a dedicated healer then Powered is the trait for you. If you're looking for offensive damage then go with Sharpened. If you want something in between that cover all sides, Nirnhoned is balanced boosting a little bit of everything whether its healing, damage, or absorption shields.

    iirc the only shield that scales with weapon damage is healing ward. harness and hardened purely scale with the size of your magicka pool. not sure about bone shield and stamina

    I tested it before I made my post with static number shields like Empowered Ward, Brawler, and Shielded Assault. Shield spells that are specifically based off a percentage are not affected, but those that apply a static number are affected by weapon damage as much as any other spell or ability.
  • Strider_Roshin
    Strider_Roshin
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    ManDraKE wrote: »
    CP5 wrote: »
    Like how Sturdy is 3% for just blocking, and Well-Fitted is 5% for both sprinting (meh) and dodge rolling...

    spam dodge roll have a HUGE penalty in cost. Block spam dosn't.

    You have zero regen when spamming block. I'd say that a huge penalty.

    Dodge rolling is by far more punishing on console since you have to hold block to dodge, bash, and CC break.
  • Refuse2GrowUp
    Refuse2GrowUp
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    Ishammael wrote: »
    Sturdy is bugged and provides less block cost reduction than stated in the tooltip.
    Base block costs are 2160, so with 8 pieces legendary sturdy armour (24% block cost reduction), this should be either
    2160 x 0.76 = 1642 if it stacks additive or
    2160 x 0.97^8 = 1693 if it stacks multiplicative.
    But when testing it, blocking costs 1740.

    They increased the base cost of block slightly.
    No, they didn't, when blocking naked with no passives skilled and no cp, blocking costed 2160 stamina for me.

    From the patch notes:

    Core mechanics (sprint, dodge, block, CC break) will now be slightly more expensive

    Found on the same page where base game patch notes start, in the discussion under vet ranks removal
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  • Burning_Talons
    Burning_Talons
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    olsborg wrote: »
    Well fitted should be 10%(up from 5%) cost reduction to sprint and 5% cost reduction to dodge (gold item)
    Sturdy should be 4%(up from 3%) cost reduction to block and 2% cost reduction to cc breaking (gold item)

    No, thats 90% if on all armour
  • TBONE_OG
    TBONE_OG
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    Keep weapon nirnhoned trait as spell pen/res. You're basically ruining an elusive trait. The whole point was for it to be one of the best, not worst.

    Terrible idea. Change it back, please. Thanks.
  • Joy_Division
    Joy_Division
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    ManDraKE wrote: »
    ManDraKE wrote: »
    CP5 wrote: »
    Like how Sturdy is 3% for just blocking, and Well-Fitted is 5% for both sprinting (meh) and dodge rolling...

    spam dodge roll have a HUGE penalty in cost. Block spam dosn't.

    You have zero regen when spamming block. I'd say that a huge penalty.

    there are other ways to get stam back, even while blocking.

    And there are other ways to avoid attacks than dodge roll spamming.
    Make Rush of Agony "Monsters only." People should not be consecutively crowd controlled in a PvP setting. Period.
  • Haulinash
    Haulinash
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    I amazed. pts out for one day. one. and folks are raging about how "this got screwed up"," thats not fair for this class", "my 18000 cp shouldn't have to group or even be in the same zone with some lame player that can only ... meh, now im just ranting also. It's a game. the try to give us what they consider a playable game. and adjust as things go along. if you hate it that much, why are you still playing? There are lots of things i still can't do or have had to adapt to the changes ESO makes. whats wrong with that? Part of the fun of this whole ESO world is learning how to adapt to whats tossed our way. ive maxed all crafting on all of my toons, most of the group content, but still only so-so at pvp... but im having a kick ass time learning- to those awesome pvpers and pledge/group delve runners. grab a noob once in a while and show em how to do it. you were new once yourself. ...

    sorry, sooo off topic. my point being the trait change has totally twisted my normal builds... they're trying something new. its the test server, they want our feed back on what works/ what doesn't. it's a game, change is good. once it gets redundant or boring, nobody will play. I know i won't.


    Thank the stars! I wasn't sure I'd find anyone else out here. Please, I ne- STAB! STAB! STABSTABSTABSTABSTAB!
  • ManDraKE
    ManDraKE
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    And there are other ways to avoid attacks than dodge roll spamming.

    and there are other ways to avoid damage than block spamming. Seriously, you won't win this one lol
  • SanTii.92
    SanTii.92
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    @ZOS_GinaBruno Hi Zos, I believe there is a bug regarding trait stats. A Nirnhoned staffs and 2-Handed Weapons grants 11% extra spell and weapon dmge and a Sharpened one 5160 penetration. But a one-handed weapon gives 11% extra dmge and 2580 penetration each.
    If Nirnhoned weapons are supposed to work as every other trait, Staffs and 2-Handed weapons should grant 22% extra spell and weapon dmge.
    @code65536
    Edited by SanTii.92 on April 26, 2016 6:06PM
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  • phaneub17_ESO
    phaneub17_ESO
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    Powered trait may be under powered as it gets eclipsed by the champion points Blessed and Elfborn its overall benefit becomes overshadowed by other traits such as Precise. Maybe a secondary effect that also reduces spell cost or grants magicka restore when a target is being healed (not at full health), something to improve the management of healing not just increasing its potency.
    Edited by phaneub17_ESO on April 26, 2016 6:18PM
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