Awh Alcast, don't feed the forums this they wont understand why and call for nerfsAlso guys,They were OP AF (and i'm a Cruel flurry user, with stamblade and stamDK), The nerf is huge, but they are still BiS and maybe the magicka user stop complaining about DPS (which is nonsense from my perspective, because if you are close up and personal, you must deal moar damage IMHO), this closes the gap between Magicka and Stamina for Endagame content.
Not very happy bout this, but it's ok, because it will enable more build variety.
So being in light armor with less mitigation should result in less damage than being in medium armor, with more natural mitigation ?
In my opinion, magicka should always deal more damage, provided they are wearing light armor.
Ranged attacks should gain a 10% damage bonus when used within melee range. Because a light armor user who gets close up, should deal more damage than a medium armor melee. But it doesn't.
You do realize that the top DPS for vmol hardmode is a Magplar atm right?
Nontheless, thje nerf was a good choice, I just wish they buffed magicka instead of nurfing stuff. Well maybe now weap crit pots will get cheaper again
Also guys,They were OP AF (and i'm a Cruel flurry user, with stamblade and stamDK), The nerf is huge, but they are still BiS and maybe the magicka user stop complaining about DPS (which is nonsense from my perspective, because if you are close up and personal, you must deal moar damage IMHO), this closes the gap between Magicka and Stamina for Endagame content.
Not very happy bout this, but it's ok, because it will enable more build variety.
So being in light armor with less mitigation should result in less damage than being in medium armor, with more natural mitigation ?
In my opinion, magicka should always deal more damage, provided they are wearing light armor.
Ranged attacks should gain a 10% damage bonus when used within melee range. Because a light armor user who gets close up, should deal more damage than a medium armor melee. But it doesn't.
You do realize that the top DPS for vmol hardmode is a Magplar atm right?
Now back up for a second and notice why he said Magicka Templar, and notice the amount of things during that fight you can beam, and then look at the lunar cycle mechanic, set your Templar up right in positioning, and then judging how far you pushed the boss before the lunar mechanic you can execute itAwh Alcast, don't feed the forums this they wont understand why and call for nerfsAlso guys,They were OP AF (and i'm a Cruel flurry user, with stamblade and stamDK), The nerf is huge, but they are still BiS and maybe the magicka user stop complaining about DPS (which is nonsense from my perspective, because if you are close up and personal, you must deal moar damage IMHO), this closes the gap between Magicka and Stamina for Endagame content.
Not very happy bout this, but it's ok, because it will enable more build variety.
So being in light armor with less mitigation should result in less damage than being in medium armor, with more natural mitigation ?
In my opinion, magicka should always deal more damage, provided they are wearing light armor.
Ranged attacks should gain a 10% damage bonus when used within melee range. Because a light armor user who gets close up, should deal more damage than a medium armor melee. But it doesn't.
You do realize that the top DPS for vmol hardmode is a Magplar atm right?
Nontheless, thje nerf was a good choice, I just wish they buffed magicka instead of nurfing stuff. Well maybe now weap crit pots will get cheaper again
Pretty much. Only a very small percentage of players here have ever done anything endgame here. When a stamina DD does 50k DPS standing on the face of the enemies and has to back off ever now and then to avoid mechanical kills, everybody goes mad. Then when a magicka DD does 50k DPS standing far away without the threat of instakills and constantly gets to attack the enemies without any breaks, it seems to be perfectly fine for them.
Not that big of a deal. I play stam and Mag, and while it sucks this happened, the other VMA weapons were noticeably lacking. I guess they didn't want to buff the others?
And most people think this is a big deal. It isn't. It's about a 30% decrease to the actual enchantment, but that doesn't mean stam builds do 30% less dps. It doesn't even mean stam builds DoT damage does 30% less. You simply have 1k less wpn damage awarded to those DoT's. In all honesty stam probably loses 2-4k dps.
So let's say fully buffed you have around 35k max stam, 4k weapon damage, and 3k weapon damage from the VMA enchant. All those stats effect the damage done by the DoTs.
So now, 35k max stam, 4k weapon damage, 2k weapon damage from VMA enchant.
For the sake of simplicity, I'll convert 35k max stam to weapon damage (I remember reading that 10 max stam = 1 weapon damage, whether that is true or not is irrelevant)
Live Server: 3.5k + 4k + 3k = 10.5k weapon damage awarded to DoTs
PTS Server: 3.5k + 4k + 2k = 9.5k weapon damage awarded to DoTs
9.5k / 10.5k = 90.4%
On PTS server, our DoT's will be doing 90% of the damage they do on live. That means this change reduced stam build DoT damage by around 10%, which would equate to most likely 2-4k dps in a full raid environment.
I analyzed a parse from a PC player that was posted in a stream. Stam DK he did 53k dps, DoT's accounted for 22k of the dps. If the same exact scenario were to play out on PTS, he would do about 2.2k less dps and total at about 51k dps. And remember, stam DK gets the most effected by this due to their extra DoT, and it's still not a crazy amount.
Of course, the max stam into weapon damage isn't exactly reliable, because all abilities have a different coefficient calculator for the amount of damage they due, but all I did here was try to help visualize what all goes into the damage you're doing. At face value, it looks like a devastating nerf, but upon further analysis we see it's not as bad as it seems.
Of course, this will be tested by the guys on PTS do give us exact values of how it works in game, but doing some simple math shows us that it is a huge nerf.
The balance will be how it should be: Stamina Melee should be out damaging Ranged Magic due to being closer to the boss and more vulnerable to mechanics (not having access to a shield).
I agree, it's not a significant dps loss, but why does ZOS always nerf something rather than buff another thing to balance out the game?
Also guys,They were OP AF (and i'm a Cruel flurry user, with stamblade and stamDK), The nerf is huge, but they are still BiS and maybe the magicka user stop complaining about DPS (which is nonsense from my perspective, because if you are close up and personal, you must deal moar damage IMHO), this closes the gap between Magicka and Stamina for Endagame content.
Not very happy bout this, but it's ok, because it will enable more build variety.
So being in light armor with less mitigation should result in less damage than being in medium armor, with more natural mitigation ?
In my opinion, magicka should always deal more damage, provided they are wearing light armor.
Ranged attacks should gain a 10% damage bonus when used within melee range. Because a light armor user who gets close up, should deal more damage than a medium armor melee. But it doesn't.
You do realize that the top DPS for vmol hardmode is a Magplar atm right?
Nontheless, thje nerf was a good choice, I just wish they buffed magicka instead of nurfing stuff. Well maybe now weap crit pots will get cheaper again
Huh? Magicka should not be infront of StaminaThey were OP AF (and i'm a Cruel flurry user, with stamblade and stamDK), The nerf is huge, but they are still BiS and maybe the magicka user stop complaining about DPS (which is nonsense from my perspective, because if you are close up and personal, you must deal moar damage IMHO), this closes the gap between Magicka and Stamina for Endagame content.
Not very happy bout this, but it's ok, because it will enable more build variety.
So being in light armor with less mitigation should result in less damage than being in medium armor, with more natural mitigation ?
In my opinion, magicka should always deal more damage, provided they are wearing light armor.
Ranged attacks should gain a 10% damage bonus when used within melee range. Because a light armor user who gets close up, should deal more damage than a medium armor melee. But it doesn't.
It is a risk reward scenario, magicka has so much shield stacking, stamina does not
There are a LOT of close range magicka abilities
And medium has so much more dodging (which doesn't eat up your skill slots)
You can go around this for ages, the thing it boils down to is:
Heavy is for mitigration. Ok.
Then medium and light, that are both for dps, why do they have different innate defenses?
Which end-game vet trial has dodge-able attacks in the first place?
They were OP AF (and i'm a Cruel flurry user, with stamblade and stamDK), The nerf is huge, but they are still BiS and maybe the magicka user stop complaining about DPS (which is nonsense from my perspective, because if you are close up and personal, you must deal moar damage IMHO), this closes the gap between Magicka and Stamina for Endagame content.
Not very happy bout this, but it's ok, because it will enable more build variety.
So being in light armor with less mitigation should result in less damage than being in medium armor, with more natural mitigation ?
In my opinion, magicka should always deal more damage, provided they are wearing light armor.
Ranged attacks should gain a 10% damage bonus when used within melee range. Because a light armor user who gets close up, should deal more damage than a medium armor melee. But it doesn't.
deadlychaos1991 wrote: »Have you ever played vet maelstrom? The utility that range offers you is seriously under appreciated. Range means you can stand in one place and burn everything equally well from all directions and you're not subject to bosses aoes and possible instant spanking when tank loses aggro in a trial or dungeon.
deadlychaos1991 wrote: »Have you ever played vet maelstrom? The utility that range offers you is seriously under appreciated. Range means you can stand in one place and burn everything equally well from all directions and you're not subject to bosses aoes and possible instant spanking when tank loses aggro in a trial or dungeon.
You can't alway use melee dps on maelstrom, but my magicka characters really lack the mobility my stam chars have. I can't bash the chanelled and incanted hard hitting skill some enemies use as easily with magicka chars, since I lack stamina for sprint (who is faster on a stam char), evade (if slowed/immobilized) and finally bash. And I already do a large amount of dps just with endless hail and poison injection before slaughtering the enemy with my melee skills.
deadlychaos1991 wrote: »They were OP AF (and i'm a Cruel flurry user, with stamblade and stamDK), The nerf is huge, but they are still BiS and maybe the magicka user stop complaining about DPS (which is nonsense from my perspective, because if you are close up and personal, you must deal moar damage IMHO), this closes the gap between Magicka and Stamina for Endagame content.
Not very happy bout this, but it's ok, because it will enable more build variety.
So being in light armor with less mitigation should result in less damage than being in medium armor, with more natural mitigation ?
In my opinion, magicka should always deal more damage, provided they are wearing light armor.
Ranged attacks should gain a 10% damage bonus when used within melee range. Because a light armor user who gets close up, should deal more damage than a medium armor melee. But it doesn't.
Have you ever played vet maelstrom? The utility that range offers you is seriously under appreciated. Range means you can stand in one place and burn everything equally well from all directions and you're not subject to bosses aoes and possible instant spanking when tank loses aggro in a trial or dungeon.
They were OP AF (and i'm a Cruel flurry user, with stamblade and stamDK), The nerf is huge, but they are still BiS and maybe the magicka user stop complaining about DPS (which is nonsense from my perspective, because if you are close up and personal, you must deal moar damage IMHO), this closes the gap between Magicka and Stamina for Endagame content.
Not very happy bout this, but it's ok, because it will enable more build variety.
So being in light armor with less mitigation should result in less damage than being in medium armor, with more natural mitigation ?
In my opinion, magicka should always deal more damage, provided they are wearing light armor.
Ranged attacks should gain a 10% damage bonus when used within melee range. Because a light armor user who gets close up, should deal more damage than a medium armor melee. But it doesn't.
Light armor takes only 7% extra damage. Magicka users can tank and heal far better than stamina users. Stamina users have to be in the melee range to fight. All trial and new dungeon bosses have anti-melee one shot mechanics as well anti-stacking mechanics. There is a reason why over 24 magicka damage dealers have finished vMOL hard mode, while only 2 stamina DDs in the whole world have done so.
deadlychaos1991 wrote: »I run maelstrom a lot on both types. That being said, I'm a lot more used to playing it on my stam characters and you're right about endless hail and caltrops. However, sprinting and being slowed matters a lot less on magicka builds. Crushing shock is the same as bashing and doesn't sacrifice too much less damage.
I found round 5 and 7 at least 3 times easier (and 0 rounds harder) on magicka builds.
I got a score first run on my mag sorc of 330k without ever really getting used to a magicka build at all. Compared to 430k on a stam character that basically became second nature playing stam for so long. I'd say that's not that big of a difference.
As far as dungeons go, how much does endless hail or caltrops help you against lord warden hard mode? Or the planar inhibitor? Or the second boss in vet maw running across the room? Or the warrior in vet hel ra? I'm not saying they're useless but all I'm saying is there are clear and obvious advantages and disadvantages to either build.
I just wish they buffed magicka instead of nurfing stuff. Well maybe now weap crit pots will get cheaper again
@Dracane No. It's not time to buff ranged magick but it is time to give magicka a dedicated melee range skill line. If ranged damage is the same or better than melee range, then why would anyone go into melee as it currently means a much greater chance of taking one or more hits.
The risk vs reward argument may be trite, but it's also true for ESO. Melee (pve) is inherently more damgerous than ranged and hence there needs to be some advantage to it.
However magicka should have the same option to go toe to toe for greater damage potential.

Really?! Well, at least you proved that your knowledge about templars are equal to zero.Also guys,They were OP AF (and i'm a Cruel flurry user, with stamblade and stamDK), The nerf is huge, but they are still BiS and maybe the magicka user stop complaining about DPS (which is nonsense from my perspective, because if you are close up and personal, you must deal moar damage IMHO), this closes the gap between Magicka and Stamina for Endagame content.
Not very happy bout this, but it's ok, because it will enable more build variety.
So being in light armor with less mitigation should result in less damage than being in medium armor, with more natural mitigation ?
In my opinion, magicka should always deal more damage, provided they are wearing light armor.
Ranged attacks should gain a 10% damage bonus when used within melee range. Because a light armor user who gets close up, should deal more damage than a medium armor melee. But it doesn't.
You do realize that the top DPS for vmol hardmode is a Magplar atm right?
Nontheless, thje nerf was a good choice, I just wish they buffed magicka instead of nurfing stuff. Well maybe now weap crit pots will get cheaper again
I am aware, that magicka Templar is overpoweredNever argued with that.
It's the only thing, that's more cancerous and requires even less skill than stamina builds.
Now, once again magicka DPS will outdo stamina DPS in trials.
Nurf the Nurfing, more nurf inc
Well at least now some non-maelstrom weapon setups might be able to """"compete""""
I rather hoped they buffed some magicka stuff instead of nurfing
Huh? Magicka should not be infront of StaminaThey were OP AF (and i'm a Cruel flurry user, with stamblade and stamDK), The nerf is huge, but they are still BiS and maybe the magicka user stop complaining about DPS (which is nonsense from my perspective, because if you are close up and personal, you must deal moar damage IMHO), this closes the gap between Magicka and Stamina for Endagame content.
Not very happy bout this, but it's ok, because it will enable more build variety.
So being in light armor with less mitigation should result in less damage than being in medium armor, with more natural mitigation ?
In my opinion, magicka should always deal more damage, provided they are wearing light armor.
Ranged attacks should gain a 10% damage bonus when used within melee range. Because a light armor user who gets close up, should deal more damage than a medium armor melee. But it doesn't.
It is a risk reward scenario, magicka has so much shield stacking, stamina does not
Huh? Magicka should not be infront of StaminaThey were OP AF (and i'm a Cruel flurry user, with stamblade and stamDK), The nerf is huge, but they are still BiS and maybe the magicka user stop complaining about DPS (which is nonsense from my perspective, because if you are close up and personal, you must deal moar damage IMHO), this closes the gap between Magicka and Stamina for Endagame content.
Not very happy bout this, but it's ok, because it will enable more build variety.
So being in light armor with less mitigation should result in less damage than being in medium armor, with more natural mitigation ?
In my opinion, magicka should always deal more damage, provided they are wearing light armor.
Ranged attacks should gain a 10% damage bonus when used within melee range. Because a light armor user who gets close up, should deal more damage than a medium armor melee. But it doesn't.
It is a risk reward scenario, magicka has so much shield stacking, stamina does not
LOL man , stop please ... magicka has so much shield stacking ... " PVE " , NOBODY use shield in trial or in dungeon !! they are useless and you lost a spot for dps !
Huh? Magicka should not be infront of StaminaThey were OP AF (and i'm a Cruel flurry user, with stamblade and stamDK), The nerf is huge, but they are still BiS and maybe the magicka user stop complaining about DPS (which is nonsense from my perspective, because if you are close up and personal, you must deal moar damage IMHO), this closes the gap between Magicka and Stamina for Endagame content.
Not very happy bout this, but it's ok, because it will enable more build variety.
So being in light armor with less mitigation should result in less damage than being in medium armor, with more natural mitigation ?
In my opinion, magicka should always deal more damage, provided they are wearing light armor.
Ranged attacks should gain a 10% damage bonus when used within melee range. Because a light armor user who gets close up, should deal more damage than a medium armor melee. But it doesn't.
It is a risk reward scenario, magicka has so much shield stacking, stamina does not
LOL man , stop please ... magicka has so much shield stacking ... " PVE " , NOBODY use shield in trial or in dungeon !! they are useless and you lost a spot for dps !