Idea - Weapon Traits - Trait Revamp (Updated 4/17)

Avran_Sylt
Avran_Sylt
✭✭✭✭✭
The general Idea for this is to make other traits on weapons a bit more interesting, such that it lowers Sharpened to being the Jack of all trades, but allowing other traits to find niches in which they shine.

This has happened a little bit with the change to the Lightning Proc, which now adds minor vulnerability to the target. Some solo players have swapped their sharpened lightning staff for a charged one in order to keep that 8% damage increase up nearly constantly.

So, I've decided to merge Charged and Infused with one another, add in the "Powerful" Trait to take the place of charged.

Powered will be renamed to Empowered.

Below are my ideas for additions to the traits to make them more interesting in comparison to sharpened.

Infused:


Normal
Increases chance to apply status effects by: 70% (140% 2H)
Reduces enchantment's cooldown by: 8.0%
Increases Weapon Enchantment effect by: 8.0% (16.0% 2H)


Fine
Increases chance to apply status effects by: 80% (160% 2H)
Reduces enchantment's cooldown by: 11.0%
Increases Weapon Enchantment effect by: 11.0% (22.0% 2H)


Superior
Increases chance to apply status effects by: 90% (180% 2H)
Reduces enchantment's cooldown by: 14.0%
Increases Weapon Enchantment effect by: 14.0% (28.0% 2H)


Epic
Increases chance to apply status effects by: 100% (200% 2H)
Reduces enchantment's cooldown by: 17.0%
Increases Weapon Enchantment effect by: 17.0% (34.0% 2H)


Legendary
Increases chance to apply status effects by: 110% (220% 2H)
Reduces enchantment's cooldown by: 20.0%
Increases Weapon Enchantment effect by: 20.0% (40.0% 2H)


Defending:


Normal
Blocking an attack increases the damage of your next attack by 1% (2% 2H)
Increases the amount of damage you can block by 1% ( 2% 2H)


Fine
Blocking an attack increases the damage of your next attack by 2% (4% 2H)
Increases the amount of damage you can block by 2% ( 4% 2H)


Superior
Blocking an attack increases the damage of your next attack by 3% (6% 2H)
Increases the amount of damage you can block by 3% ( 6% 2H)


Epic
Blocking an attack increases the damage of your next attack by 4% (8% 2H)
Increases the amount of damage you can block by 4% ( 8% 2H)


Legendary
Blocking an attack increases the damage of your next attack by 5% (10% 2H)
Increases the amount of damage you can block by 5% ( 10% 2H)


Powerful:


Normal
Increase the damage of Light and Heavy attacks by: 600 ( 1200 2H)
Increase weapon attack speed by: 2.0% (4.0% 2H) (?)


Fine
Increase the damage of Light and Heavy attacks by: 700 ( 1400 2H)
Increase weapon attack speed by: 3.0% (6.0% 2H) (?)


Superior
Increase the damage of Light and Heavy attacks by: 800 ( 1600 2H)
Increase weapon attack speed by: 4.0% (8.0% 2H) (?)


Epic
Increase the damage of Light and Heavy attacks by: 900 ( 1800 2H)
Increase weapon attack speed by: 5.0% (10.0% 2H) (?)


Legendary
Increase the damage of Light and Heavy attacks by: 1000 ( 2000 2H)
Increase weapon attack speed by: 6.0% (12.0% 2H) (?)


Empowered:


Normal
Increases healing done by: 1.5% (3.0% 2H)
Reduces Stamina and Magicka Costs by by: 0.5% (1.0% 2h)


Fine
Increases healing done by: 2.0% (4.0% 2H)
Reduces Stamina and Magicka Costs by by: 1.0% (2.0% 2H)


Superior
Increases healing done by: 2.5% (5.0% 2H)
Reduces Stamina and Magicka Costs by by: 1.5% (3.0% 2H)


Epic
Increases healing done by: 3.0% (6.0% 2H)
Reduces Stamina and Magicka Costs by by: 2.0% (4.0% 2H)


Legendary
Increases healing done by: 3.5% (7.0% 2H)
Reduces Stamina and Magicka Costs by by: 2.5% (5.0% 2H)


Nirnhorned:


Normal
Increases weapon damage by: 7.0%
Increases Heavy Attack damage by: 14%


Fine
Increases weapon damage by: 8.0%
Increases Heavy Attack damage by: 16.0%


Superior
Increases weapon damage by: 9.0%
Increases Heavy Attack damage by: 18.0%


Epic
Increases weapon damage by: 10.0%
Increases Heavy Attack damage by: 20.0%


Legendary
Increases weapon damage by: 11.0%
Increases Heavy Attack damage by: 22.0%


Precise:


Normal
Increase Weapon and Spell Critical Values by: 1.5% ( 3.0% 2H)
Increases Critical Damage by : 1.5% ( 3.0% 2H)


Fine
Increase Weapon and Spell Critical Values by: 2.0% ( 4.0% 2H)
Increases Critical Damage by : 2.0% ( 4.0% 2H)


Superior
Increase Weapon and Spell Critical Values by: 2.5% ( 5.0% 2H)
Increases Critical Damage by : 2.5% ( 5.0% 2H)


Epic
Increase Weapon and Spell Critical Values by: 3.0% ( 6.0% 2H)
Increases Critical Damage by : 3.0% ( 6.0% 2H)


Legendary
Increase Weapon and Spell Critical Values by: 3.5% (7.0% 2H)
Increases Critical Damage by : 3.5% ( 7.0% 2H)


Decisive:


Normal
Chance to gain 1 ultimate anytime ultimate is gained: 9.0% (18.0% 2H)
Decreases Ultimate cost by: 0.5% ( 1.0% 2H)


Fine
Chance to gain 1 ultimate anytime ultimate is gained: 11.0% ( 22.0% 2H)
Decreases Ultimate cost by: 1.0% ( 2.0% 2H)


Superior
Chance to gain 1 ultimate anytime ultimate is gained: 13.0% ( 26.0% 2H)
Decreases Ultimate cost by: 1.5% ( 3.0% 2H)


Epic
Chance to gain 1 ultimate anytime ultimate is gained: 15.0% ( 30.0% 2H)
Decreases Ultimate cost by: 2.0% ( 4.0% 2H)

Legendary
Chance to gain 1 ultimate anytime ultimate is gained: 17.0% ( 34.0% 2H)
Decreases Ultimate cost by: 2.5% ( 5.0% 2H)


Sharpened:


Normal
Increases Armor and Spell Penetration by: 2250 ( 4500 2H)
Increases the Damage of your damage over time effects by: 1.0% ( 2.0% 2H)


Fine
Increases Armor and Spell Penetration by: 2340 ( 4680 2H)
Increases the Damage of your damage over time effects by: 1.5%% ( 3.0% 2H)


Superior
Increases Armor and Spell Penetration by: 2430 ( 4860 2H)
Increases the Damage of your damage over time effects by: 2.0% ( 4.0% 2H)


Epic
Increases Armor and Spell Penetration by: 2490 ( 4980 2H)
Increases the Damage of your damage over time effects by: 2.5% ( 5.0% 2H)

Legendary
Increases Armor and Spell Penetration by: 2580 ( 5160 2H)
Increases the Damage of your damage over time effects by: 3.0% ( 6.0% 2H)



Would love to hear criticism, other ideas, or something else!
Edited by Avran_Sylt on April 17, 2017 1:10PM
  • Vaoh
    Vaoh
    ✭✭✭✭✭
    ✭✭✭✭✭
    I totally agree with the changes to Infused and the new Charged that you listed here! :)

    A few suggestions though;:
    - If these changes were to happen, we'd need to buff "Powerful" (formerly Charged). Keep the effect you listed and combine it with the old Weighted trait (increased weapon attack speed).
    - Give the new "Charged" a slightly better and more fitting name to avoid confusion with the trait changes
    - Buff Decisive

    Those are my thoughts


  • Avran_Sylt
    Avran_Sylt
    ✭✭✭✭✭
    Vaoh wrote: »
    I totally agree with the changes to Infused and the new Charged that you listed here! :)

    A few suggestions though;:
    - If these changes were to happen, we'd need to buff "Powerful" (formerly Charged). Keep the effect you listed and combine it with the old Weighted trait (increased weapon attack speed).
    - Give the new "Charged" a slightly better and more fitting name to avoid confusion with the trait changes
    - Buff Decisive

    Those are my thoughts


    Hmm, forgot about decisive when I was thinking about the new "charged" (previously powered), will likely make a thread on that
    The name, def needs some work,... maybe Empowered? (to also go back a bit to its original name?)
    the attack speed buff would be nice, but.. was there a performance reason to redact the attack speed stuff?
  • Albino_Dunmer
    Albino_Dunmer
    ✭✭✭
    Add x% crit dam to precise. 2x% on 2H. This does not scale with quality. Just a flat number that is balanced. I'm not sure what number would be worthwhile but balanced.

    Add bonus spellshield damage to nirnhoned weps.

    Make Prosperous and Training into a single trait and add a x% chance to find double mats from
    nodes per piece. It might actually make it worth something as a farming set. It'd have to be a really small amount for double resource yield though. Like .5%.

    Decisive. Reduce ultimate cost by 5% and gain 1 ultimate every time you gain ultimate.

    Infused. Simply further enhance the enchant effect and reduce cooldown even more.

    New one. Enhanced for jewelry. Increase the effect of this items set bonuses by x%.
  • Avran_Sylt
    Avran_Sylt
    ✭✭✭✭✭
    Add x% crit dam to precise. 2x% on 2H. This does not scale with quality. Just a flat number that is balanced. I'm not sure what number would be worthwhile but balanced.

    Add bonus spellshield damage to nirnhoned weps.

    Make Prosperous and Training into a single trait and add a x% chance to find double mats from
    nodes per piece. It might actually make it worth something as a farming set. It'd have to be a really small amount for double resource yield though. Like .5%.

    Decisive. Reduce ultimate cost by 5% and gain 1 ultimate every time you gain ultimate.

    Infused. Simply further enhance the enchant effect and reduce cooldown even more.

    New one. Enhanced for jewelry. Increase the effect of this items set bonuses by x%.

    Hmm., might take the ultimate reduction out of the empowered revamp and put into decisive, just have mag/stam reduction instead.
    Training and prosp should still be separate, but prosperous adding additional bonuses would be nice.

    Precise would certainly benefit from crit damage increase.

    Nirnhorned weps should still be damage, not defense, perhaps increase heavy attack damage by a percent?
  • Avran_Sylt
    Avran_Sylt
    ✭✭✭✭✭
    Updated to also include three more traits : Nirnhorned, Decisive, and Precise.
  • Xsorus
    Xsorus
    ✭✭✭✭✭
    ✭✭✭✭✭
    Charged is extremely useful in Melee if you slap a disease enchant on your weapon.
  • Avran_Sylt
    Avran_Sylt
    ✭✭✭✭✭
    Xsorus wrote: »
    is extremely useful in Melee if you slap a disease enchant on your weapon.

    still uses an enchantment, which is why II'm suggesting merging those two traits.

    Also gave sharpened some love.
  • notimetocare
    notimetocare
    ✭✭✭✭✭
    Rebalanced traits arr meaningless. It is impossible to make the all viable when mimaxxing in a game. There will always be a best
  • Sheuib
    Sheuib
    ✭✭✭✭
    I don't think adding anything to sharpen is a good idea. If the idea is to make other traits equally desirable you shouldn't increase the power of the most popular trait.
  • Masel
    Masel
    Class Representative
    Leave sharpened as it is. That doesn't need any further improvements :D

    Otherwise that sounds like good suggestions. But I have to say if they make nirnhoned that way my lightning heavy attack builds will seriously get out of hands :blush:

    And don't take away the status effect of charged, that finally has its use on destro staffs with concussion and blockade in small scale content, pvp and trials. Moving it to infused is fine though.

    And @notimetocare, yes there will be, but the differences are far too high right now to justify it. ZoS said a few months ago that they want to keep the respective advantages that every trait has, but sharpened is way overtuned in comparison to the others.

    Sadly I made similar suggestions on every thread that touched this topic in the past few months and got NOT ONE response from ZoS... How on earth do they understand customer relationship? I mean good communication is always better than literally no communication.

    Economically, in a company that relies on Abonnements of their customers, customer satisfaction is key to success. Which is why the lack of responses and weak bug fixing, support etc. is a very strong sign of bad management overall.

    Take the vMA staff bugs (bow/destro staffs) for example, we had 5 threads about this in the past few days and didn't get one response to a topic that concerns everyone who wants those weapons. They want to keep people doing that content, but don't seem to care about fixing the most important weapons there are.

    PC EU

    All Trial Trifecta Titles Done!

    Youtube:
    https://www.youtube.com/channel/UChVEG6ckuAgGs5OyA6VeisA
  • Faulgor
    Faulgor
    ✭✭✭✭✭
    ✭✭✭✭✭
    Some good suggestions, especially improving effects of heavy and light attacks.
    If they don't plan to nerf sharpened, and simply improving the effects of other traits leads to too much power creep, I think adjusting the weapon traits to allow for different basic playstyles is a very good idea.
    Sharpened could stay the best all-round damage trait, Infused could make enchantment-focused builds finally viable, Powerful/Charged LA/HA builds, etc. I really think this is the way to go.
    Alandrol Sul: He's making another Numidium?!?
    Vivec: Worse, buddy. They're buying it.
  • Avran_Sylt
    Avran_Sylt
    ✭✭✭✭✭
    Yeah, the idea is to try and spread out advantages. Sharpened is not the Jack of all Trades currently, it is the King of all Trades, when it comes to DPS.
    Were content not damage focused, that'd be fine. but, with trials,dungeons,worldbosses and the like, damage is one of the most important parts (requiring the most players playing that role) to get through the content faster, and in vet AA, if you do not have enough damage output, you cannot move past the ghost person part. Which is why the flat 8% damage increase of sharpened is the go to choice.
    So in order to make other traits more enticing, what needs to be done is to have them give damage bonuses to specific playstyles. such that sharpened is the jack of all trades, but other traits may be king in niche dps builds.

    With the recent change to the lightning proc that adds minor vulnerability, being an 8% increase in damage taken, we saw Trails and minmaxers having at least one or two people with the charged trait on their weapon. This was good, but unfortunately provided a large damage bonus to everyone in the group, not just the player using the trait. On the flip side though, it was good in that it provided a way for the charged trait to shine in a specific area, though it is only useful in groups with 2 or more dps, as an 8% damage increase is about the same as the 8% damage penetration from sharpened.
    Edit: problem being it only made the lightning proc useful
    Edited by Avran_Sylt on March 19, 2017 3:02PM
  • Avran_Sylt
    Avran_Sylt
    ✭✭✭✭✭
    Added in an additional bonus to the defending trait, allowing the player to block an additional 5% at max level for 1 handers, and an additional 10% at max level for 2 handers.

    Edit: Changed the flat defense bonus to something offensive, as the 10% damage blocked while blocking more than makes up for the lost 5160 damage resistance.
    Edited by Avran_Sylt on April 17, 2017 1:11PM
Sign In or Register to comment.