Lightspeedflashb14_ESO wrote: »Mystrius_Archaion wrote: »Oakmontowls_ESO wrote: »Mystrius_Archaion wrote: »Lightspeedflashb14_ESO wrote: »Mystrius_Archaion wrote: »Lightspeedflashb14_ESO wrote: »Mystrius_Archaion wrote: »Just transmute it to nirnhoned for more damage bonus which gets applied as a base increase, then enchant it with a Truly Super Glyph of Weapon Damage for 348 instead of the low 189 it once had.
If that's not a buff then you're reading it wrong.
Sharpened is still better then nirn for 95% of the people that play this game. I really wish people understood this.
No it's not.
Sharpened causes your attacks to ignore 2752 of the target's resistance, which they have to have resistance that can be brought below the cap to begin with, and is only 4.17% mitigation cut through since it was nerfed from 5280 which was only 8%. That's on a 2-handed weapon so worse on dual wield per piece.
Nirnhoned is a 15% bonus to your base weapon/spell damage, on a 2 handed weapon. That also buffs all your skills that depend on that stat also.
Nirnhoned is mathematically superior, especially against enemies with less/no armor/resistance or above cap.
Please, Let's see that math then because literally the only time I have seen sharpened lose is when there is no armor left to penetrate, which is something only the top guilds in the game can manage in a way that makes since to use anything else. For PVE of course, where 500 penetration equals 1% damage increase.
No, 660 penetration equals 1% damage increase. Just like 660 resistance/armor equals 1% damage reduction.
And why wouldn't 15% more damage trump 4.17% more damage?
A 15% damage buff to a restoration staff, for example, is 200 spell damage more. That's equivalent to 2000 max magicka, give or take a bit.
My templar has the skill Dark Flare that does 9729 damage with 1335 damage on my weapon. I switch to the nirnhoned staff and it gets 1535 damage which buffs Dark Flare up to 10224. That's a 495 damage increase which translates to 5.08788% increase in damage.
Just on that one skill it is superior without any Minor or Major Sorcery buffs or any other buffs to the spell damage.
Here's our math god and savior Asayre's math on the matter http://tamrielfoundry.com/topic/introduction-to-pve-damage-calculation-homestead/#post-674906
Oh come on.... :'(
All my math work disappeared.
Well, you were mostly right. I did a whole bunch of math and had it typed out here and sharpened actually beats nirnhoned when the armor level would put the enemy damage reduction between about 18% and 52.5%, because of above levels still affecting sharpened. Nirnhoned is better outside that range.
I still wouldn't choose sharpened without knowing the exact armor level of the enemy I was fighting though.
Edit: Nirnhoned also benefits healing and shields which sharpened does not. So definitely nirnhoned for me.
what does this mean? please elaborate.
you do know the armor level of pve mobs, the are either 18.2k , which is 36.4% reduction of damage or 9.1k, which is 18.2% damage reduction.
PvP.
Most these threads/posts are about vma weapons in PvP. Which are now dead.
So no, you don't know someone's resistance in PvP. Plus nirn applies to shields. Buffs healing too. So nirn is better mostly in PvP.
Mystrius_Archaion wrote: »Lightspeedflashb14_ESO wrote: »Mystrius_Archaion wrote: »Oakmontowls_ESO wrote: »Mystrius_Archaion wrote: »Lightspeedflashb14_ESO wrote: »Mystrius_Archaion wrote: »Lightspeedflashb14_ESO wrote: »Mystrius_Archaion wrote: »Just transmute it to nirnhoned for more damage bonus which gets applied as a base increase, then enchant it with a Truly Super Glyph of Weapon Damage for 348 instead of the low 189 it once had.
If that's not a buff then you're reading it wrong.
Sharpened is still better then nirn for 95% of the people that play this game. I really wish people understood this.
No it's not.
Sharpened causes your attacks to ignore 2752 of the target's resistance, which they have to have resistance that can be brought below the cap to begin with, and is only 4.17% mitigation cut through since it was nerfed from 5280 which was only 8%. That's on a 2-handed weapon so worse on dual wield per piece.
Nirnhoned is a 15% bonus to your base weapon/spell damage, on a 2 handed weapon. That also buffs all your skills that depend on that stat also.
Nirnhoned is mathematically superior, especially against enemies with less/no armor/resistance or above cap.
Please, Let's see that math then because literally the only time I have seen sharpened lose is when there is no armor left to penetrate, which is something only the top guilds in the game can manage in a way that makes since to use anything else. For PVE of course, where 500 penetration equals 1% damage increase.
No, 660 penetration equals 1% damage increase. Just like 660 resistance/armor equals 1% damage reduction.
And why wouldn't 15% more damage trump 4.17% more damage?
A 15% damage buff to a restoration staff, for example, is 200 spell damage more. That's equivalent to 2000 max magicka, give or take a bit.
My templar has the skill Dark Flare that does 9729 damage with 1335 damage on my weapon. I switch to the nirnhoned staff and it gets 1535 damage which buffs Dark Flare up to 10224. That's a 495 damage increase which translates to 5.08788% increase in damage.
Just on that one skill it is superior without any Minor or Major Sorcery buffs or any other buffs to the spell damage.
Here's our math god and savior Asayre's math on the matter http://tamrielfoundry.com/topic/introduction-to-pve-damage-calculation-homestead/#post-674906
Oh come on.... :'(
All my math work disappeared.
Well, you were mostly right. I did a whole bunch of math and had it typed out here and sharpened actually beats nirnhoned when the armor level would put the enemy damage reduction between about 18% and 52.5%, because of above levels still affecting sharpened. Nirnhoned is better outside that range.
I still wouldn't choose sharpened without knowing the exact armor level of the enemy I was fighting though.
Edit: Nirnhoned also benefits healing and shields which sharpened does not. So definitely nirnhoned for me.
what does this mean? please elaborate.
you do know the armor level of pve mobs, the are either 18.2k , which is 36.4% reduction of damage or 9.1k, which is 18.2% damage reduction.
I did not know the armor level of pve mobs, since it is not posted obviously noted by the developers anywhere. They like to keep helpful information like that secret to make easier choices more difficult for us.
Also, doesn't that number only apply to tougher enemies like bosses and not count in any weird mechanics and buffs?
My numbers were more useful towards pvp where armor varies more anyway. Although, champion points adds a whole new element.
I'm still going to see more benefit from nirnhoned since I tend to be a tanky hybrid dps/heals.
Lightspeedflashb14_ESO wrote: »Lightspeedflashb14_ESO wrote: »Mystrius_Archaion wrote: »Oakmontowls_ESO wrote: »Mystrius_Archaion wrote: »Lightspeedflashb14_ESO wrote: »Mystrius_Archaion wrote: »Lightspeedflashb14_ESO wrote: »Mystrius_Archaion wrote: »Just transmute it to nirnhoned for more damage bonus which gets applied as a base increase, then enchant it with a Truly Super Glyph of Weapon Damage for 348 instead of the low 189 it once had.
If that's not a buff then you're reading it wrong.
Sharpened is still better then nirn for 95% of the people that play this game. I really wish people understood this.
No it's not.
Sharpened causes your attacks to ignore 2752 of the target's resistance, which they have to have resistance that can be brought below the cap to begin with, and is only 4.17% mitigation cut through since it was nerfed from 5280 which was only 8%. That's on a 2-handed weapon so worse on dual wield per piece.
Nirnhoned is a 15% bonus to your base weapon/spell damage, on a 2 handed weapon. That also buffs all your skills that depend on that stat also.
Nirnhoned is mathematically superior, especially against enemies with less/no armor/resistance or above cap.
Please, Let's see that math then because literally the only time I have seen sharpened lose is when there is no armor left to penetrate, which is something only the top guilds in the game can manage in a way that makes since to use anything else. For PVE of course, where 500 penetration equals 1% damage increase.
No, 660 penetration equals 1% damage increase. Just like 660 resistance/armor equals 1% damage reduction.
And why wouldn't 15% more damage trump 4.17% more damage?
A 15% damage buff to a restoration staff, for example, is 200 spell damage more. That's equivalent to 2000 max magicka, give or take a bit.
My templar has the skill Dark Flare that does 9729 damage with 1335 damage on my weapon. I switch to the nirnhoned staff and it gets 1535 damage which buffs Dark Flare up to 10224. That's a 495 damage increase which translates to 5.08788% increase in damage.
Just on that one skill it is superior without any Minor or Major Sorcery buffs or any other buffs to the spell damage.
Here's our math god and savior Asayre's math on the matter http://tamrielfoundry.com/topic/introduction-to-pve-damage-calculation-homestead/#post-674906
Oh come on.... :'(
All my math work disappeared.
Well, you were mostly right. I did a whole bunch of math and had it typed out here and sharpened actually beats nirnhoned when the armor level would put the enemy damage reduction between about 18% and 52.5%, because of above levels still affecting sharpened. Nirnhoned is better outside that range.
I still wouldn't choose sharpened without knowing the exact armor level of the enemy I was fighting though.
Edit: Nirnhoned also benefits healing and shields which sharpened does not. So definitely nirnhoned for me.
what does this mean? please elaborate.
you do know the armor level of pve mobs, the are either 18.2k , which is 36.4% reduction of damage or 9.1k, which is 18.2% damage reduction.
PvP.
Most these threads/posts are about vma weapons in PvP. Which are now dead.
So no, you don't know someone's resistance in PvP. Plus nirn applies to shields. Buffs healing too. So nirn is better mostly in PvP.
I am aware of all of this, hence why I specifically stated pve in everyone if my posts. Thank you for pointing it out though.
To the point of vMA weapons in PvP, I honestly think that this was one of the reasons that they did this. They clearly did not like you could stack the 189 spell damage with poisons and with the weapon damage glyph on a back bar. People will deal with it, as they always have.Mystrius_Archaion wrote: »Lightspeedflashb14_ESO wrote: »Mystrius_Archaion wrote: »Oakmontowls_ESO wrote: »Mystrius_Archaion wrote: »Lightspeedflashb14_ESO wrote: »Mystrius_Archaion wrote: »Lightspeedflashb14_ESO wrote: »Mystrius_Archaion wrote: »Just transmute it to nirnhoned for more damage bonus which gets applied as a base increase, then enchant it with a Truly Super Glyph of Weapon Damage for 348 instead of the low 189 it once had.
If that's not a buff then you're reading it wrong.
Sharpened is still better then nirn for 95% of the people that play this game. I really wish people understood this.
No it's not.
Sharpened causes your attacks to ignore 2752 of the target's resistance, which they have to have resistance that can be brought below the cap to begin with, and is only 4.17% mitigation cut through since it was nerfed from 5280 which was only 8%. That's on a 2-handed weapon so worse on dual wield per piece.
Nirnhoned is a 15% bonus to your base weapon/spell damage, on a 2 handed weapon. That also buffs all your skills that depend on that stat also.
Nirnhoned is mathematically superior, especially against enemies with less/no armor/resistance or above cap.
Please, Let's see that math then because literally the only time I have seen sharpened lose is when there is no armor left to penetrate, which is something only the top guilds in the game can manage in a way that makes since to use anything else. For PVE of course, where 500 penetration equals 1% damage increase.
No, 660 penetration equals 1% damage increase. Just like 660 resistance/armor equals 1% damage reduction.
And why wouldn't 15% more damage trump 4.17% more damage?
A 15% damage buff to a restoration staff, for example, is 200 spell damage more. That's equivalent to 2000 max magicka, give or take a bit.
My templar has the skill Dark Flare that does 9729 damage with 1335 damage on my weapon. I switch to the nirnhoned staff and it gets 1535 damage which buffs Dark Flare up to 10224. That's a 495 damage increase which translates to 5.08788% increase in damage.
Just on that one skill it is superior without any Minor or Major Sorcery buffs or any other buffs to the spell damage.
Here's our math god and savior Asayre's math on the matter http://tamrielfoundry.com/topic/introduction-to-pve-damage-calculation-homestead/#post-674906
Oh come on.... :'(
All my math work disappeared.
Well, you were mostly right. I did a whole bunch of math and had it typed out here and sharpened actually beats nirnhoned when the armor level would put the enemy damage reduction between about 18% and 52.5%, because of above levels still affecting sharpened. Nirnhoned is better outside that range.
I still wouldn't choose sharpened without knowing the exact armor level of the enemy I was fighting though.
Edit: Nirnhoned also benefits healing and shields which sharpened does not. So definitely nirnhoned for me.
what does this mean? please elaborate.
you do know the armor level of pve mobs, the are either 18.2k , which is 36.4% reduction of damage or 9.1k, which is 18.2% damage reduction.
I did not know the armor level of pve mobs, since it is not posted obviously noted by the developers anywhere. They like to keep helpful information like that secret to make easier choices more difficult for us.
Also, doesn't that number only apply to tougher enemies like bosses and not count in any weird mechanics and buffs?
My numbers were more useful towards pvp where armor varies more anyway. Although, champion points adds a whole new element.
I'm still going to see more benefit from nirnhoned since I tend to be a tanky hybrid dps/heals.
The answer is no, the only thing that factors into the mobs resists is where it is. In overland content, that is everywhere but dungeons and trials, it is 9100 resists, for everything, including world bosses. In dungeons it is 18200 for every mob, from the lowest grunt to the last boss. The only exception is in vMA, where for some reason they are not standerized.
Even in PvP you will get more damage from sharpened. You started by saying this wasn't true and now you are all like, doesn't matter, I am going to do what I am going to do anyways. Real classy.
Lightspeedflashb14_ESO wrote: »Lightspeedflashb14_ESO wrote: »Mystrius_Archaion wrote: »Oakmontowls_ESO wrote: »Mystrius_Archaion wrote: »Lightspeedflashb14_ESO wrote: »Mystrius_Archaion wrote: »Lightspeedflashb14_ESO wrote: »Mystrius_Archaion wrote: »Just transmute it to nirnhoned for more damage bonus which gets applied as a base increase, then enchant it with a Truly Super Glyph of Weapon Damage for 348 instead of the low 189 it once had.
If that's not a buff then you're reading it wrong.
Sharpened is still better then nirn for 95% of the people that play this game. I really wish people understood this.
No it's not.
Sharpened causes your attacks to ignore 2752 of the target's resistance, which they have to have resistance that can be brought below the cap to begin with, and is only 4.17% mitigation cut through since it was nerfed from 5280 which was only 8%. That's on a 2-handed weapon so worse on dual wield per piece.
Nirnhoned is a 15% bonus to your base weapon/spell damage, on a 2 handed weapon. That also buffs all your skills that depend on that stat also.
Nirnhoned is mathematically superior, especially against enemies with less/no armor/resistance or above cap.
Please, Let's see that math then because literally the only time I have seen sharpened lose is when there is no armor left to penetrate, which is something only the top guilds in the game can manage in a way that makes since to use anything else. For PVE of course, where 500 penetration equals 1% damage increase.
No, 660 penetration equals 1% damage increase. Just like 660 resistance/armor equals 1% damage reduction.
And why wouldn't 15% more damage trump 4.17% more damage?
A 15% damage buff to a restoration staff, for example, is 200 spell damage more. That's equivalent to 2000 max magicka, give or take a bit.
My templar has the skill Dark Flare that does 9729 damage with 1335 damage on my weapon. I switch to the nirnhoned staff and it gets 1535 damage which buffs Dark Flare up to 10224. That's a 495 damage increase which translates to 5.08788% increase in damage.
Just on that one skill it is superior without any Minor or Major Sorcery buffs or any other buffs to the spell damage.
Here's our math god and savior Asayre's math on the matter http://tamrielfoundry.com/topic/introduction-to-pve-damage-calculation-homestead/#post-674906
Oh come on.... :'(
All my math work disappeared.
Well, you were mostly right. I did a whole bunch of math and had it typed out here and sharpened actually beats nirnhoned when the armor level would put the enemy damage reduction between about 18% and 52.5%, because of above levels still affecting sharpened. Nirnhoned is better outside that range.
I still wouldn't choose sharpened without knowing the exact armor level of the enemy I was fighting though.
Edit: Nirnhoned also benefits healing and shields which sharpened does not. So definitely nirnhoned for me.
what does this mean? please elaborate.
you do know the armor level of pve mobs, the are either 18.2k , which is 36.4% reduction of damage or 9.1k, which is 18.2% damage reduction.
PvP.
Most these threads/posts are about vma weapons in PvP. Which are now dead.
So no, you don't know someone's resistance in PvP. Plus nirn applies to shields. Buffs healing too. So nirn is better mostly in PvP.
I am aware of all of this, hence why I specifically stated pve in everyone if my posts. Thank you for pointing it out though.
To the point of vMA weapons in PvP, I honestly think that this was one of the reasons that they did this. They clearly did not like you could stack the 189 spell damage with poisons and with the weapon damage glyph on a back bar. People will deal with it, as they always have.Mystrius_Archaion wrote: »Lightspeedflashb14_ESO wrote: »Mystrius_Archaion wrote: »Oakmontowls_ESO wrote: »Mystrius_Archaion wrote: »Lightspeedflashb14_ESO wrote: »Mystrius_Archaion wrote: »Lightspeedflashb14_ESO wrote: »Mystrius_Archaion wrote: »Just transmute it to nirnhoned for more damage bonus which gets applied as a base increase, then enchant it with a Truly Super Glyph of Weapon Damage for 348 instead of the low 189 it once had.
If that's not a buff then you're reading it wrong.
Sharpened is still better then nirn for 95% of the people that play this game. I really wish people understood this.
No it's not.
Sharpened causes your attacks to ignore 2752 of the target's resistance, which they have to have resistance that can be brought below the cap to begin with, and is only 4.17% mitigation cut through since it was nerfed from 5280 which was only 8%. That's on a 2-handed weapon so worse on dual wield per piece.
Nirnhoned is a 15% bonus to your base weapon/spell damage, on a 2 handed weapon. That also buffs all your skills that depend on that stat also.
Nirnhoned is mathematically superior, especially against enemies with less/no armor/resistance or above cap.
Please, Let's see that math then because literally the only time I have seen sharpened lose is when there is no armor left to penetrate, which is something only the top guilds in the game can manage in a way that makes since to use anything else. For PVE of course, where 500 penetration equals 1% damage increase.
No, 660 penetration equals 1% damage increase. Just like 660 resistance/armor equals 1% damage reduction.
And why wouldn't 15% more damage trump 4.17% more damage?
A 15% damage buff to a restoration staff, for example, is 200 spell damage more. That's equivalent to 2000 max magicka, give or take a bit.
My templar has the skill Dark Flare that does 9729 damage with 1335 damage on my weapon. I switch to the nirnhoned staff and it gets 1535 damage which buffs Dark Flare up to 10224. That's a 495 damage increase which translates to 5.08788% increase in damage.
Just on that one skill it is superior without any Minor or Major Sorcery buffs or any other buffs to the spell damage.
Here's our math god and savior Asayre's math on the matter http://tamrielfoundry.com/topic/introduction-to-pve-damage-calculation-homestead/#post-674906
Oh come on.... :'(
All my math work disappeared.
Well, you were mostly right. I did a whole bunch of math and had it typed out here and sharpened actually beats nirnhoned when the armor level would put the enemy damage reduction between about 18% and 52.5%, because of above levels still affecting sharpened. Nirnhoned is better outside that range.
I still wouldn't choose sharpened without knowing the exact armor level of the enemy I was fighting though.
Edit: Nirnhoned also benefits healing and shields which sharpened does not. So definitely nirnhoned for me.
what does this mean? please elaborate.
you do know the armor level of pve mobs, the are either 18.2k , which is 36.4% reduction of damage or 9.1k, which is 18.2% damage reduction.
I did not know the armor level of pve mobs, since it is not posted obviously noted by the developers anywhere. They like to keep helpful information like that secret to make easier choices more difficult for us.
Also, doesn't that number only apply to tougher enemies like bosses and not count in any weird mechanics and buffs?
My numbers were more useful towards pvp where armor varies more anyway. Although, champion points adds a whole new element.
I'm still going to see more benefit from nirnhoned since I tend to be a tanky hybrid dps/heals.
The answer is no, the only thing that factors into the mobs resists is where it is. In overland content, that is everywhere but dungeons and trials, it is 9100 resists, for everything, including world bosses. In dungeons it is 18200 for every mob, from the lowest grunt to the last boss. The only exception is in vMA, where for some reason they are not standerized.
Even in PvP you will get more damage from sharpened. You started by saying this wasn't true and now you are all like, doesn't matter, I am going to do what I am going to do anyways. Real classy.
But why? I did vma. I beat the content and beat the rng for a useable weapon. Why shouldn't I get a bit of power in my build for achieving that? Why shouldn't I be rewarded for putting more work into a build than spending a bit of money on guild stores?
How does this nerf PvP? You lost 189 Spell Damage, but you gained an enchantment which can easily be used for Beserk (almost 2x as powerful as the base Maelstrom enchant) if you really care for that bonus Spell Damage.
This buff will only need something like 50%-60% uptime (easy) to be as strong as the current 189 Spell Damage. In PvP everything is about burst damage btw, so gaining higher Spell Damage though not with 100% uptime is actually better. Also you can apply a poison to your Maelstrom/Master staff and keep the special enchantment which is great for PvP.
To me is sounds like a buff that makes these weapons more versatile in PvP.
...maybe for the staff it could be viewed as a minor nerf depending on your build. Imo it's great though. For DW it's going to be amazing.
Mystrius_Archaion wrote: »Oakmontowls_ESO wrote: »Mystrius_Archaion wrote: »Lightspeedflashb14_ESO wrote: »Mystrius_Archaion wrote: »Lightspeedflashb14_ESO wrote: »Mystrius_Archaion wrote: »Just transmute it to nirnhoned for more damage bonus which gets applied as a base increase, then enchant it with a Truly Super Glyph of Weapon Damage for 348 instead of the low 189 it once had.
If that's not a buff then you're reading it wrong.
Sharpened is still better then nirn for 95% of the people that play this game. I really wish people understood this.
No it's not.
Sharpened causes your attacks to ignore 2752 of the target's resistance, which they have to have resistance that can be brought below the cap to begin with, and is only 4.17% mitigation cut through since it was nerfed from 5280 which was only 8%. That's on a 2-handed weapon so worse on dual wield per piece.
Nirnhoned is a 15% bonus to your base weapon/spell damage, on a 2 handed weapon. That also buffs all your skills that depend on that stat also.
Nirnhoned is mathematically superior, especially against enemies with less/no armor/resistance or above cap.
Please, Let's see that math then because literally the only time I have seen sharpened lose is when there is no armor left to penetrate, which is something only the top guilds in the game can manage in a way that makes since to use anything else. For PVE of course, where 500 penetration equals 1% damage increase.
No, 660 penetration equals 1% damage increase. Just like 660 resistance/armor equals 1% damage reduction.
And why wouldn't 15% more damage trump 4.17% more damage?
A 15% damage buff to a restoration staff, for example, is 200 spell damage more. That's equivalent to 2000 max magicka, give or take a bit.
My templar has the skill Dark Flare that does 9729 damage with 1335 damage on my weapon. I switch to the nirnhoned staff and it gets 1535 damage which buffs Dark Flare up to 10224. That's a 495 damage increase which translates to 5.08788% increase in damage.
Just on that one skill it is superior without any Minor or Major Sorcery buffs or any other buffs to the spell damage.
Here's our math god and savior Asayre's math on the matter http://tamrielfoundry.com/topic/introduction-to-pve-damage-calculation-homestead/#post-674906
Oh come on.... :'(
All my math work disappeared.
Well, you were mostly right. I did a whole bunch of math and had it typed out here and sharpened actually beats nirnhoned when the armor level would put the enemy damage reduction between about 18% and 52.5%, because of above levels still affecting sharpened. Nirnhoned is better outside that range.
I still wouldn't choose sharpened without knowing the exact armor level of the enemy I was fighting though.
Edit: Nirnhoned also benefits healing and shields which sharpened does not. So definitely nirnhoned for me.
IzakiBrotherSs wrote: »Am I the only stamblade that prefers Crit Rush????? Still, the small DoT at each Crit Rush isn't worth losing a weapon damage bonus. The whole awesomeness of 2H/Bow builds was the opportunity to use vMA and Master weapons (+ 3 piece bonus) and not suffer in terms of stats when compared to using a 4 piece bonus instead. I really hope they rethink their approach there.
hmsdragonfly wrote: »ZOS_GinaBruno wrote: »Developer Comments: Due to the fact these items can now be enchanted or poisoned normally, their extraneous stat bonuses have been removed. For example, the Maelstrom’s Greatsword no longer adds 189 Weapon Damage on top of the modifier to Critical Charge.
The bonus stat is a deciding factor for people to use vMA and Master weapons and it helps creating so many unique builds based on those weapons. This change will eliminate 50% of vMA weapon builds.
1) vMA staves will no longer be viable in PvP for all 5 magicka classes. This is a big deal.Very few people use elemental blockade in PvP, so we are not going to see any vMA staff in PvP in the future.
2) vMA 2H weapons are no longer good for stamblades. Most stamblades use Ambush instead of Crit Charge.
3) vMA DW weapons are no longer good for stamplars. Because stamplars use jabs, not Flurry.
4) No more vMA weapons for stamina heavy attack builds.
etc
This really hurts build crafting. If you feel that vMA/Master weapons will be too OP, how about nerfing the bonus stat to 129 weapon/spell damage and 1096 stamina/magicka instead of removing it entirely? Or even nerf the modifiers a little bit. Please leave some kind of the bonus stat so it can be somewhat useful without having to use the specific ability.
Lightspeedflashb14_ESO wrote: »Lightspeedflashb14_ESO wrote: »Mystrius_Archaion wrote: »Oakmontowls_ESO wrote: »Mystrius_Archaion wrote: »Lightspeedflashb14_ESO wrote: »Mystrius_Archaion wrote: »Lightspeedflashb14_ESO wrote: »Mystrius_Archaion wrote: »Just transmute it to nirnhoned for more damage bonus which gets applied as a base increase, then enchant it with a Truly Super Glyph of Weapon Damage for 348 instead of the low 189 it once had.
If that's not a buff then you're reading it wrong.
Sharpened is still better then nirn for 95% of the people that play this game. I really wish people understood this.
No it's not.
Sharpened causes your attacks to ignore 2752 of the target's resistance, which they have to have resistance that can be brought below the cap to begin with, and is only 4.17% mitigation cut through since it was nerfed from 5280 which was only 8%. That's on a 2-handed weapon so worse on dual wield per piece.
Nirnhoned is a 15% bonus to your base weapon/spell damage, on a 2 handed weapon. That also buffs all your skills that depend on that stat also.
Nirnhoned is mathematically superior, especially against enemies with less/no armor/resistance or above cap.
Please, Let's see that math then because literally the only time I have seen sharpened lose is when there is no armor left to penetrate, which is something only the top guilds in the game can manage in a way that makes since to use anything else. For PVE of course, where 500 penetration equals 1% damage increase.
No, 660 penetration equals 1% damage increase. Just like 660 resistance/armor equals 1% damage reduction.
And why wouldn't 15% more damage trump 4.17% more damage?
A 15% damage buff to a restoration staff, for example, is 200 spell damage more. That's equivalent to 2000 max magicka, give or take a bit.
My templar has the skill Dark Flare that does 9729 damage with 1335 damage on my weapon. I switch to the nirnhoned staff and it gets 1535 damage which buffs Dark Flare up to 10224. That's a 495 damage increase which translates to 5.08788% increase in damage.
Just on that one skill it is superior without any Minor or Major Sorcery buffs or any other buffs to the spell damage.
Here's our math god and savior Asayre's math on the matter http://tamrielfoundry.com/topic/introduction-to-pve-damage-calculation-homestead/#post-674906
Oh come on.... :'(
All my math work disappeared.
Well, you were mostly right. I did a whole bunch of math and had it typed out here and sharpened actually beats nirnhoned when the armor level would put the enemy damage reduction between about 18% and 52.5%, because of above levels still affecting sharpened. Nirnhoned is better outside that range.
I still wouldn't choose sharpened without knowing the exact armor level of the enemy I was fighting though.
Edit: Nirnhoned also benefits healing and shields which sharpened does not. So definitely nirnhoned for me.
what does this mean? please elaborate.
you do know the armor level of pve mobs, the are either 18.2k , which is 36.4% reduction of damage or 9.1k, which is 18.2% damage reduction.
PvP.
Most these threads/posts are about vma weapons in PvP. Which are now dead.
So no, you don't know someone's resistance in PvP. Plus nirn applies to shields. Buffs healing too. So nirn is better mostly in PvP.
I am aware of all of this, hence why I specifically stated pve in everyone if my posts. Thank you for pointing it out though.
To the point of vMA weapons in PvP, I honestly think that this was one of the reasons that they did this. They clearly did not like you could stack the 189 spell damage with poisons and with the weapon damage glyph on a back bar. People will deal with it, as they always have.Mystrius_Archaion wrote: »Lightspeedflashb14_ESO wrote: »Mystrius_Archaion wrote: »Oakmontowls_ESO wrote: »Mystrius_Archaion wrote: »Lightspeedflashb14_ESO wrote: »Mystrius_Archaion wrote: »Lightspeedflashb14_ESO wrote: »Mystrius_Archaion wrote: »Just transmute it to nirnhoned for more damage bonus which gets applied as a base increase, then enchant it with a Truly Super Glyph of Weapon Damage for 348 instead of the low 189 it once had.
If that's not a buff then you're reading it wrong.
Sharpened is still better then nirn for 95% of the people that play this game. I really wish people understood this.
No it's not.
Sharpened causes your attacks to ignore 2752 of the target's resistance, which they have to have resistance that can be brought below the cap to begin with, and is only 4.17% mitigation cut through since it was nerfed from 5280 which was only 8%. That's on a 2-handed weapon so worse on dual wield per piece.
Nirnhoned is a 15% bonus to your base weapon/spell damage, on a 2 handed weapon. That also buffs all your skills that depend on that stat also.
Nirnhoned is mathematically superior, especially against enemies with less/no armor/resistance or above cap.
Please, Let's see that math then because literally the only time I have seen sharpened lose is when there is no armor left to penetrate, which is something only the top guilds in the game can manage in a way that makes since to use anything else. For PVE of course, where 500 penetration equals 1% damage increase.
No, 660 penetration equals 1% damage increase. Just like 660 resistance/armor equals 1% damage reduction.
And why wouldn't 15% more damage trump 4.17% more damage?
A 15% damage buff to a restoration staff, for example, is 200 spell damage more. That's equivalent to 2000 max magicka, give or take a bit.
My templar has the skill Dark Flare that does 9729 damage with 1335 damage on my weapon. I switch to the nirnhoned staff and it gets 1535 damage which buffs Dark Flare up to 10224. That's a 495 damage increase which translates to 5.08788% increase in damage.
Just on that one skill it is superior without any Minor or Major Sorcery buffs or any other buffs to the spell damage.
Here's our math god and savior Asayre's math on the matter http://tamrielfoundry.com/topic/introduction-to-pve-damage-calculation-homestead/#post-674906
Oh come on.... :'(
All my math work disappeared.
Well, you were mostly right. I did a whole bunch of math and had it typed out here and sharpened actually beats nirnhoned when the armor level would put the enemy damage reduction between about 18% and 52.5%, because of above levels still affecting sharpened. Nirnhoned is better outside that range.
I still wouldn't choose sharpened without knowing the exact armor level of the enemy I was fighting though.
Edit: Nirnhoned also benefits healing and shields which sharpened does not. So definitely nirnhoned for me.
what does this mean? please elaborate.
you do know the armor level of pve mobs, the are either 18.2k , which is 36.4% reduction of damage or 9.1k, which is 18.2% damage reduction.
I did not know the armor level of pve mobs, since it is not posted obviously noted by the developers anywhere. They like to keep helpful information like that secret to make easier choices more difficult for us.
Also, doesn't that number only apply to tougher enemies like bosses and not count in any weird mechanics and buffs?
My numbers were more useful towards pvp where armor varies more anyway. Although, champion points adds a whole new element.
I'm still going to see more benefit from nirnhoned since I tend to be a tanky hybrid dps/heals.
The answer is no, the only thing that factors into the mobs resists is where it is. In overland content, that is everywhere but dungeons and trials, it is 9100 resists, for everything, including world bosses. In dungeons it is 18200 for every mob, from the lowest grunt to the last boss. The only exception is in vMA, where for some reason they are not standerized.
Even in PvP you will get more damage from sharpened. You started by saying this wasn't true and now you are all like, doesn't matter, I am going to do what I am going to do anyways. Real classy.
Mettaricana wrote: »hmsdragonfly wrote: »ZOS_GinaBruno wrote: »Developer Comments: Due to the fact these items can now be enchanted or poisoned normally, their extraneous stat bonuses have been removed. For example, the Maelstrom’s Greatsword no longer adds 189 Weapon Damage on top of the modifier to Critical Charge.
The bonus stat is a deciding factor for people to use vMA and Master weapons and it helps creating so many unique builds based on those weapons. This change will eliminate 50% of vMA weapon builds.
1) vMA staves will no longer be viable in PvP for all 5 magicka classes. This is a big deal.Very few people use elemental blockade in PvP, so we are not going to see any vMA staff in PvP in the future.
2) vMA 2H weapons are no longer good for stamblades. Most stamblades use Ambush instead of Crit Charge.
3) vMA DW weapons are no longer good for stamplars. Because stamplars use jabs, not Flurry.
4) No more vMA weapons for stamina heavy attack builds.
etc
This really hurts build crafting. If you feel that vMA/Master weapons will be too OP, how about nerfing the bonus stat to 129 weapon/spell damage and 1096 stamina/magicka instead of removing it entirely? Or even nerf the modifiers a little bit. Please leave some kind of the bonus stat so it can be somewhat useful without having to use the specific ability.
I feel it opens up more builds options rather than vma or bust idea