@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
To me it seems like nirnhoned is fine but penetration is too high. Sharpened is -7% mitigation for one piece, -14% for two. That is a whole lot of damage that is trivily 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.
@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
This is not a bug. Thank you for tagging me, though it feels like I'm constantly having to correct this misunderstanding.
Like Infused, Nirnhoned on weapons is now a per-item trait. As such, it does not (and should not) receive the 1H half-potency effect. It is no longer a character-wide trait and it now affects only the item tooltip of that item.
So for a 2H staff, your staff's SD contribution increases form 1335 to 1481; this is an 11% increase. This 11% bonus does not affect any other source of SD. For dual-wielding 1H weapons, the SD contribution of the main weapon increases from 1335 to 1481 (11%), and the SD contribution from the offhand weapon increases from 267 to 296 (11%). Overall, dual-nirn swords will now contribute 1778 SD instead of 1602 SD. This is, again, only a 11% increase. Not a 22% increase, because the 11% is applied only for that traited item.
Joy_Division wrote: »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
Emma_Eunjung wrote: »To me it seems like nirnhoned is fine but penetration is too high. Sharpened is -7% mitigation for one piece, -14% for two. That is a whole lot of damage that is trivily 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.
I disagree. Penetration has been too weak the last couple patches, it was time for a buff. The correct way to fix Nirnhoned, in my opinion, is to simply increase the damage until it's comparable to Sharpened. I just tested with another player, and the Sharpened did about 3% more damage to me versus Nirnhoned. My Spell Resist was around 20K, which seems typical for PvP. If they added another 100 points of Spell/Weapon Damage to Nirnhoned, I bet the damage would be close to the same.
I had already looked and tested myself. They are still almost the same. I still would like to see them separated more.Refuse2GrowUp wrote: »
potirondb16_ESO wrote: »Hi guys, a lot of good thing have been done with the new traits, but I did realise Something !
Maestrom Weapon won't cut it anymore !!! Yup, I don't know if you guys notice but some specific enchant can do up to 6k when they proc (actually only one, other do around 3k) I just don't see any maestrom weapon cut it now ! You guys might want to take a look at it see if I'm right.
Here are the tooltip descriptions for c160 gold daggers.
Training Increase experience gained from kills by 4.5%.
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Here are the tooltip descriptions for c160 gold heavy chests
Training Increase experience gained from kills by 11%
ContraTempo wrote: »Here are the tooltip descriptions for c160 gold daggers.
Training Increase experience gained from kills by 4.5%.
.
.
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Here are the tooltip descriptions for c160 gold heavy chests
Training Increase experience gained from kills by 11%
Am I missing something? This looks like a HUGE nerf. Old numbers with WHITE items were +42% for armor, +84% for weapons, and that went up as you applied tempers. Applying this to all armor and weapons was how you got your armor and weapons skills up to 50. Admittedly, it only matters while you are leveling those skills but wow, reducing 42% to less than 5%?
Along with the elimination of exploration trait, ZoS, did you think we were leveling characters too fast? Do I just not understand what's happening here?
ContraTempo wrote: »Here are the tooltip descriptions for c160 gold daggers.
Training Increase experience gained from kills by 4.5%.
.
.
.
Here are the tooltip descriptions for c160 gold heavy chests
Training Increase experience gained from kills by 11%
Am I missing something? This looks like a HUGE nerf. Old numbers with WHITE items were +42% for armor, +84% for weapons, and that went up as you applied tempers. Applying this to all armor and weapons was how you got your armor and weapons skills up to 50. Admittedly, it only matters while you are leveling those skills but wow, reducing 42% to less than 5%?
Along with the elimination of exploration trait, ZoS, did you think we were leveling characters too fast? Do I just not understand what's happening here?
The old numbers that you're describing are for the skill line, so a training bow increased how quickly you advanced through the bow leveling tree by 84%.
Whereas now training gives an experience bonus to all experience coming in, so your weapon line levels, vampire levels, class skill tree levels, character level, etc.
SublimeSparo wrote: »SublimeSparo wrote: »Nirnhoned is now a useless trait. At CP160 gold, it grants an additional 146 extra WD/SD. Compare to the 5160 extra penetration from Sharpened.
For a trait that is so difficult to obtain, turning it from BiS to such crap is... disappointing.so i have to remake nearly all my f'kin weapons. What an utter pisstake.
Sorc 1 staff, 2 swords
Dk 2 staves
NB 1 staff 2 swords
Templar 2 swords 2 staffs
...
There just aren't words
Would you rather have the same gear forever then? geez.
I applaud this change.
I wouldn't mind grinding for new/ better gear/sets, but ruining my current gear isn't the same thing
Ruining?? How so. Cut off with the dramatic reaction, please.
No, since it was one of the reasons why heavy armor was uneffective in PvP.Septimus_Magna wrote: »In the current state I think sharpened has been designed to be effective against the wrong armor type.
It should offer a big benefit vs heavy armored targets and a small benefit vs light armored targets.
No, since it was one of the reasons why heavy armor was uneffective in PvP.Septimus_Magna wrote: »In the current state I think sharpened has been designed to be effective against the wrong armor type.
It should offer a big benefit vs heavy armored targets and a small benefit vs light armored targets.
Regarding Sturdy - why not to add 3% reduce cost of Break CC in addition to block cost? It is multiplicative anyway.