Gilliamtherogue wrote: »The 6% bonus passive, Dual Wield Expert, is also no longer granting Spell Damage, so that's also a nerf to Magicka using them (mainly Templars).
Little bit of balancing having dual wield match 2H damage. How bout counting weapons that take 2 slots as 2 of a set piece?
Regeneration: Fixed an issue where this ability and its morphs were not correctly prioritizing low-health targets that did not already have the Heal over Time applied.
If they want to make 2H on-par with DW, just make it so 2H weapons count as 2 set pieces.
It's such a freakin obvious change that has been requested many times.
Gilliamtherogue wrote: »The 6% bonus passive, Dual Wield Expert, is also no longer granting Spell Damage, so that's also a nerf to Magicka using them (mainly Templars).
I don't think it ever did.
Gilliamtherogue wrote: »The 6% bonus passive, Dual Wield Expert, is also no longer granting Spell Damage, so that's also a nerf to Magicka using them (mainly Templars).
Gilliamtherogue wrote: »If they want to make 2H on-par with DW, just make it so 2H weapons count as 2 set pieces.
It's such a freakin obvious change that has been requested many times.
That wouldn't make them on par either. The entire Two Handed skill line would need HEAVY reworking before they could be dealing damage on par with Dual Wield (PvE). The issue isn't the weapon itself, it's the skills. That being said, Two Handed offers unparalleled advantages in PvP that Dual Wield can't compare to.
ZOS_GinaBruno wrote: »
- Increased the Dual Wield Weapon and Spell Damage penalty by roughly 3%. Weapon and Spell Damage while Dual Wielding (without modifiers) is now equal to using a Two Handed weapon.
Another nerf to Stamina, really?
ZOS_GinaBruno wrote: »Combat & Gameplay
GeneralWeapons
- Restoration Staff
- Regeneration: Fixed an issue where this ability and its morphs were not correctly prioritizing low-health targets that did not already have the Heal over Time applied.
Gilliamtherogue wrote: »The 6% bonus passive, Dual Wield Expert, is also no longer granting Spell Damage, so that's also a nerf to Magicka using them (mainly Templars).
Ah. Because this is the first time that I hear about a penalty, didn't know what this is supposed to mean.
On Live, the main-hand DW contributes 100% of its tooltip to your character's WD/SD.
On Live, the off-hand DW contributes 20% of its tooltip to your character's WD/SD. It thus suffers an 80% penalty. This penalty is reduced for WD by the "Dual Wield Expert" passive.
Judging from the wording (haven't verified on the PTS), now it sounds like the main hand will contribute 100% of its tooltip, and the off-hand will contribute 17% of its tooltip, which would make dual-wield 117% as strong as bow/staves instead of 120% as strong.
(This handling of the off-hand's contribution is why a budget-constrained player can gold out his main-hand and leave the off-hand as purple and suffer only a small marginal loss of power over dual-gold.)
ZOS_GinaBruno wrote: »FIXES & IMPROVEMENTS, BASE GAME PATCH
Art & Animation
General
- The claws of Khajiit and Argonian player characters will no longer be removed when wearing boots from the following armor sets:
- Medium Soul Shriven boots
- Medium Dark Brotherhood boots
- Light Skinchanger boots
- Light Malacath boots
Can you have the art team look into the Yokudan Medium gloves? They still remove Khajiit claws on the medium set despite being open-handed. I've bugged this multiple times (like the errors with the Khajiit armor color channels) but it's never been fixed. My hands look like they've been violently mashed in a doorstop without my claws. It's been like this ever since the armor came out with Craglorn's release.
For the love of Jone and Jode, please help us. XD GIVE KHAJIIT BACK OUR CLAWS
ZOS_GinaBruno wrote: »Homes
- Daggerfall Overlook now has a tower from which you may now look over Daggerfall.
ZOS_GinaBruno wrote: »FIXES & IMPROVEMENTS, BASE GAME PATCH
[*]You can now properly dye the Colovian Filigreed Hood and Colovian Fur Hood, obtained from the New Life Festival.
ZOS_GinaBruno wrote: »Combat & Gameplay
Weapons
- Restoration Staff
- Regeneration: Fixed an issue where this ability and its morphs were not correctly prioritizing low-health targets that did not already have the Heal over Time applied.
ZOS_GinaBruno wrote: »
Homes
- Daggerfall Overlook now has a tower from which you may now look over Daggerfall.
Gilliamtherogue wrote: »The 6% bonus passive, Dual Wield Expert, is also no longer granting Spell Damage, so that's also a nerf to Magicka using them (mainly Templars).
@ZOS_GinaBruno
Will you please confirm that the above is true, and intentional? And if so, please include a patch note?
This is a further nerf to magicka dual wield we need to know about. If so, this basically is the nail in the coffin for duel wield magicka sorcerers with the Velocious Curse change.
The_Outsider wrote: »I had no idea DW worked this way. Why have the extra 20% (now 17% if you're interpreting it correctly), in the first place? Was DW intended to give 20% more weapon/spell damage than 2H?
The spell/weapon damage contributed by your gear is:
- Destro staves, resto staves, bows, 1H and shield, 1H single-wield: Damage tooltip (standard amount; i.e., 1335 at CP160 gold)
- 2H melee: Damage tooltip (2H melee weapons get a 17.7% tooltip bonus; i.e., 1571 at CP160 gold)
- 1H dual-wield: Damage tooltip of the main hand plus 20% damage tooltip of the off-hand
So for each of these setups, the amount of spell damage that comes from your weapon is...
- A staff: 1335
- A 2H melee weapon: 1571
- Dual-wield: 1602 (1335 * 1.2)
This also means that the slot position for dual-wield matters, if your weapons have different damage tooltips.
- 2 gold standard swords: 1602 SD
- 1 gold sword in main-hand, 1 purple sword in off-hand: 1561 SD (-2.5% SD over 2 gold)
- 1 gold sword in off-hand, 1 purple sword in main-hand: 1399 SD (-12.7% SD over 2 gold)
- 2 gold nirn swords: 1778 SD
- 1 gold nirn sword in main-hand, 1 gold sharp sword in off-hand: 1749 SD (-1.6% SD over 2 gold nirn)
- 1 gold nirn sword in off-hand, 1 gold sharp sword in main-hand: 1631 SD (-8.3% SD over 2 gold nirn)
So if you want to be cheap when dual-wielding, you can make the off-hand sword purple and lose a mere 41 SD. But the main-hand must be gold.
Similarly, if you want to use nirnhoned, you should make only 1 sword nirnhoned and place that in your main hand. Never use 2 nirn swords, since that's only 1.6% more SD than 1 nirn sword, and that extra 1.6% SD is not worth it--you'll be better off with sharpened on your off-hand (well, you'll be better off with sharpened on both weapons, but nirn+sharp is a very close contender),
Anyway, the point is, using dual-wield grants you 267 extra spell damage, in addition to the 5% bonus to damage done from Twin Blade and Blunt. But is this worth the loss of weaving and utility? In many cases, no, it is not.
Gilliamtherogue wrote: »The 6% bonus passive, Dual Wield Expert, is also no longer granting Spell Damage, so that's also a nerf to Magicka using them (mainly Templars).
@ZOS_GinaBruno
Will you please confirm that the above is true, and intentional? And if so, please include a patch note?
This is a further nerf to magicka dual wield we need to know about. If so, this basically is the nail in the coffin for duel wield magicka sorcerers with the Velocious Curse change.
There's nothing to confirm: it's not a nerf because, as @Dymence and I pointed out, that passive currently does not affect spell damage (and hasn't affected spell damage in over a year, if not longer). That passive has not changed.The_Outsider wrote: »I had no idea DW worked this way. Why have the extra 20% (now 17% if you're interpreting it correctly), in the first place? Was DW intended to give 20% more weapon/spell damage than 2H?
Because it's melee and ZOS decided that melee weapons should have higher tooltip power than ranged weapons. This has long been how dual-wield is calculated, and this is why dual-wield provides more raw spell/weapon damage.
Here is a post that I made a month ago, explaining the current calculation on Live:The spell/weapon damage contributed by your gear is:
- Destro staves, resto staves, bows, 1H and shield, 1H single-wield: Damage tooltip (standard amount; i.e., 1335 at CP160 gold)
- 2H melee: Damage tooltip (2H melee weapons get a 17.7% tooltip bonus; i.e., 1571 at CP160 gold)
- 1H dual-wield: Damage tooltip of the main hand plus 20% damage tooltip of the off-hand
So for each of these setups, the amount of spell damage that comes from your weapon is...
- A staff: 1335
- A 2H melee weapon: 1571
- Dual-wield: 1602 (1335 * 1.2)
This also means that the slot position for dual-wield matters, if your weapons have different damage tooltips.
- 2 gold standard swords: 1602 SD
- 1 gold sword in main-hand, 1 purple sword in off-hand: 1561 SD (-2.5% SD over 2 gold)
- 1 gold sword in off-hand, 1 purple sword in main-hand: 1399 SD (-12.7% SD over 2 gold)
- 2 gold nirn swords: 1778 SD
- 1 gold nirn sword in main-hand, 1 gold sharp sword in off-hand: 1749 SD (-1.6% SD over 2 gold nirn)
- 1 gold nirn sword in off-hand, 1 gold sharp sword in main-hand: 1631 SD (-8.3% SD over 2 gold nirn)
So if you want to be cheap when dual-wielding, you can make the off-hand sword purple and lose a mere 41 SD. But the main-hand must be gold.
Similarly, if you want to use nirnhoned, you should make only 1 sword nirnhoned and place that in your main hand. Never use 2 nirn swords, since that's only 1.6% more SD than 1 nirn sword, and that extra 1.6% SD is not worth it--you'll be better off with sharpened on your off-hand (well, you'll be better off with sharpened on both weapons, but nirn+sharp is a very close contender),
Anyway, the point is, using dual-wield grants you 267 extra spell damage, in addition to the 5% bonus to damage done from Twin Blade and Blunt. But is this worth the loss of weaving and utility? In many cases, no, it is not.
The change here is that dual-wield will now provide the same WD/SD as a 2H melee weapon, instead of slightly more. Both 2H melee and dual-wield provide substantially more than 2H ranged weapons.
ZOS_GinaBruno wrote: »The pricing with the merchant will be updated in next week's PTS patch.
OMG only read so far but have to hug you all right now!ZOS_GinaBruno wrote: »Weapons
- Restoration Staff
- Regeneration: Fixed an issue where this ability and its morphs were not correctly prioritizing low-health targets that did not already have the Heal over Time applied.
Increased the Dual Wield Weapon and Spell Damage penalty by roughly 3%. Weapon and Spell Damage while Dual Wielding (without modifiers) is now equal to using a Two Handed weapon.
Note: This change was included in the 2.7.0 patch, but the patch note was unintentionally missed.
What is this??
So a proper weave with a staff vs. dual wielding was already fairly close in terms of raw DPS for a magicka character.
Now we have nerf'd dual wield vs. a buffed staff.
Sounds like we're being pigeon holed into a staff build if you want to build properly.
Losing a main-hand items requires a complete build rework. I cant' just take off two swords and throw on a staff.
Guess it's back to farming. Great.