Working as intended.Dual Wield:
- Other + Other: 1,602 (is the normal benefit of DW)
- Other + Nirn: 1,748 (is above with the 146 increase of 1 Nirn)
- Nirn + Nirn: 1,777 (this is odd: the additional Nirn gives only 29 increase !!!)
Working as intended.Dual Wield:
- Other + Other: 1,602 (is the normal benefit of DW)
- Other + Nirn: 1,748 (is above with the 146 increase of 1 Nirn)
- Nirn + Nirn: 1,777 (this is odd: the additional Nirn gives only 29 increase !!!)
Dual-wield has always been 100% main-hand + 20% off-hand.
So usually, it would be 1335 + 0.2*1335 = 1602. This is what you observed.
Nirn boosts the tooltip of that item by 11%. So a single nirn sword will have a tooltip of 1481 (1335*1.11).
If the main hand is nirn, and the off-hand is non-nirn, then it would be 1481 + 0.2*1335 = 1748. This is what you observed.
If both are nirn, then it would be 1481 + 0.2*1481 = 1777. Again, this is what you observed.
Because nirn now modifies the tooltip of that specific item instead of your overall SD/WD, the dual-wield off-hand slot is the absolute worst place to put a nirnhoned item because it suffers an 80% potency loss. In contrast, traits that affect overall character-wide stats (e.g., Precise, Sharpened, or the pre-nerf Nirn) are agnostic to what slot they're in, and will be fully potent regardless of whether they are main-hand or off-hand.
Working as intended.Dual Wield:
- Other + Other: 1,602 (is the normal benefit of DW)
- Other + Nirn: 1,748 (is above with the 146 increase of 1 Nirn)
- Nirn + Nirn: 1,777 (this is odd: the additional Nirn gives only 29 increase !!!)
Dual-wield has always been 100% main-hand + 20% off-hand.
So usually, it would be 1335 + 0.2*1335 = 1602. This is what you observed.
Nirn boosts the tooltip of that item by 11%. So a single nirn sword will have a tooltip of 1481 (1335*1.11).
If the main hand is nirn, and the off-hand is non-nirn, then it would be 1481 + 0.2*1335 = 1748. This is what you observed.
If both are nirn, then it would be 1481 + 0.2*1481 = 1777. Again, this is what you observed.
Because nirn now modifies the tooltip of that specific item instead of your overall SD/WD, the dual-wield off-hand slot is the absolute worst place to put a nirnhoned item because it suffers an 80% potency loss. In contrast, traits that affect overall character-wide stats (e.g., Precise, Sharpened, or the pre-nerf Nirn) are agnostic to what slot they're in, and will be fully potent regardless of whether they are main-hand or off-hand.
I did some weapon crafting in PTS and there is an oddity with the Nirn Weapon Trait:
For Dual Wield: Nirn + Nirn gives hardly more benefit than Nirn + another Trait on the other weapon: 1,777 against 1,743.
IDK if that is intended.
Spell and Weapon Damage from stat overview value. Weapons are CP-160, gold:
One handed:Dual Wield:
- Other: 1,335 (is the normal base value)
- Nirn: 1,481 (is incl the 11% or 146 increase of Nirn)
Two-handed (Maul, Axe, Sword):
- Other + Other: 1,602 (is the normal benefit of DW)
- Other + Nirn: 1,748 (is above with the 146 increase of 1 Nirn)
- Nirn + Nirn: 1,777 (this is odd: the additional Nirn gives only 29 increase !!!)
- Other: 1,571 (is the normal base value)
- Nirn: 1,743 (is incl the 11% or 172 increase of Nirn)
Can anyone provide more details on the percentages/numbers for the traits at qualities below Legendary/gold?
I'd really like to get the data to fill out the Armor Trait and Weapon Trait tables.
>After reviewing the changes we’ve made to item traits, are there any traits that you still don’t find appealing?
The difference between Reinforced and new Nirnhoned traits is now in quantities, not in qualities.
These two traits increase the same attribute but for different amount.
Nirnhoned trait is better than Impenetrable on all but 6 items - heavy and medium for chests, heavies for head, shoulders, legs and feet.
At the same time replacing legendary Reinforced shield, heavies for hands and waist with Nirnhoned items will increase my tank's armor rating by 260 only which is less that 1%.
Summary for legendary VR16 items:
- Tanks (full heavy and shield) will get a tiny buff to their armor rating.
- Full medium armor users will get a 315(2.4%) armor bonus comparing to Reinforced variant.
- Full light armor users will get 907(10%) armor bonus comparing to Reinforced variant.
- Full light armor users will get 3% spell resistance and 28% physical resistance bonus comparing to original Nirnhoned variant.
Traits looks pretty match the same for all but light armor users.
It would be nice to have more significant difference between these two traits, and I am not talking about sheer numbers.
All numbers below are for cp160 (a.k.a. VR16) items
ContraTempo wrote: »Can anyone provide more details on the percentages/numbers for the traits at qualities below Legendary/gold?
I'd really like to get the data to fill out the Armor Traits & Weapon Traits tables on my website.
Here is training:
Color.........Weapon........Armor
White..........+2.5%..........+7%
Green..........+3%.............+8%
Blue.............+3.5%..........+9%
Purple..........+4%...........+10%
Gold.............+4.5%........+11%
ZOS_GinaBruno wrote: »This is the official feedback thread for the changes for Item Traits. Specific feedback that the team is looking for includes the following:
- After reviewing the changes we’ve made to item traits, are there any traits that you still don’t find appealing?
- Were there any traits in particular that you were excited about?
I hate new Training. Whats the point of increasing exp for kills. Is it a joke when MMO explicitly hints you to grind mobs. But guess what?
Experience gain rules will continue to function as they did for Veteran Ranks:
Mobs 40 Champion Points below your level will grant 75% of their normal XP.
Mobs 50 or more Champion Points below your level will grant 30% of their normal XP.
Now with the nerf to mob grinding it's even more joke. The only way to grind exp for alts if you have more than 200 CP is a quest grinding. So training is useless for the old players and offenssive for the new ones.
GJ ZOS!
It's like patch was designing by the people who dont communocate with each other.
ZOS_GinaBruno wrote: »This is the official feedback thread for the changes for Item Traits. Specific feedback that the team is looking for includes the following:
- After reviewing the changes we’ve made to item traits, are there any traits that you still don’t find appealing?
- Were there any traits in particular that you were excited about?
- Do you have any other general feedback?
Personofsecrets wrote: »Players will be more upset about traits than ever before after these trait changes are made. Huge set back