Arent Khajiit 2nd best stam race in PVE?
How? In terms of stam regen they are not that strong.
8% crit translates into only 4% more damage unless you are heavily invested in Crit Damage.
-You can get up to 25% from champion points, but you would be giving up other very useful things like Phys Pen, Thamaturge, etc. I doubt many people would recommend investing so heavily in Precise Strikes.
-Major Force 15% - Warhorn & Pancea only, not a great uptime unless you have a large group spamming these ults instead of damage ults.
-Minor Force 10% - Trap Beast 6s, *** uptime or requires your target to hold still. Alternatively there is a light armor set and a heavy armor set that give magika and this buff, not really feasible to depend on this unless you are hitting a combat dummy.
-Templar and NB each get 10%
So you can get up to 100-110% Crit Damage, but it requires you to give up a lot of other good CPs, have a group buffing you constant, be hitting a stationary target with trap beast, and be a stamplar or stamblade. Seems kinda niche.
Idk how many points in Precise Strikes most people have, but more than 50 points in Precise Strikes it starts to scale real bad, for 18.75%, and depending on the content they may or may not spam trap beast and may or may not be NB/Templar. Kitty with ~75% crit damage is probably the most common.
IE at face value Khajiit's 'Carnage' is worth about 6% more damage.
When you consider all the other sources of crit though, its actually an even worse relative increase in damage.
Baseline 10%
Perfect Strike CP 12%
Medium Armor 'Dexterity' 10.5%
So the minimum crit any stam char will have is 32%
1.405/1.325 = 1.06
So the best relative increase in crit chance for a stam Khajiit is actually only 6%, which equates to a 4.5% increase in damage done from Carnage for a toon fairly heavily invested in Crit Damage, and no investment in Crit Chance. Thats not a good case scenario for an actual build, but its best case scenario for maximizing the relative value of 'Carnage'.
That relative increase in damage also scales inversely with Savagery, crit from sets, precise or any investment in crit chance at all. If you are an idiot like me and have a crit khajiit with 84% crit chance unbuffed in like blue gear, 'Carnage' is only worth like a 3.4% increase in damage.
Compare that to the 10% extra stam that Redguards get, which BTW scales directly with investment in stam, with food, with stam from gear etc....
7958 Base Stamina
2520 From I think purple Jewelry
3192 from Dubious Camoran Drink
7104 From Attributes
1591 From first 100 green CP
3960-4752 From Enchants,
26325 base stam minimum for a stam build, not considering set bonuses, mundus etc, which equates to 2507 effective weapon power.
-Redguard, Imperial stam classes essentially get a free 251 weapon power for being that race, even without any further investment from sets. Gold 2h with 'Agility' is 1495 weapon power. Minimum effective weapon damage for a stam build is 4002. Redguard and Imperial thus get a free 6% relative increase in stam damage. As a relative increase this can go up with further investment in stam from mundus or set, though it can go down slightly from weapon damage based sets. Compare this with Khajiits best case scenario of 4.5% relative increase.
Nord, Dunmer, Bosmer, and Orc all get 6% extra Stam, or 150 free effective weapon power minimum, 3.6% relative extra damage.
Orc though gets 4% free extra melee damage, a source that doesnt have to compete much with other sources, and so scales extremely well with gear investment. Bosmer get a crap ton of stam recovery, so much so that if they build for it the heavy attack meta does not apply to them in the slightest.
Probably as a pure PvE stam DPS, if racially optimized:
Melee:
Redguard > Orc, Bosmer > Khajiit, Imperial> Nord, Dunmer
Ranged:
Bosmer > Redguard, Khajiit > Imperial > Nord, Dunmer, Orc
IMO since Khajiit are worthless in PvP besides ganking suckers, they should at least be better than their current 3rd-5th tier in their PvE niche.
What? Not being able to auto release them is literally the game barrier. The discussion was not about pve or pvp as much as it was about if this was to nerf ganking or to literally remove the gameplay barrier that limited bow from using heavy attacks properly...I'm just going to quote the Morrowind patch notes to end this stupid debate:Sure. Keep talking about stuff you have no idea about. Did you even read the patch notes or were in Morrowind closed beta?Supernatural wrote: »Exactly lol.SydneyGrey wrote: »I don't know about Caltrops, but the changes to bow were specifically because of gankers in PvP. It had nothing to do with PvE.English is not my language so i dont care if spelling it like 3 year old . Also cuz of PVE , Caltrops got reworked and now its trash in PvP , bow attacks have been Strongly nerfed in damage output and we cannot hold our arrows anymore .
"Fully-charged Heavy Attacks will be more important with the resource changes coming in this update, so we want to make sure there are no gameplay barriers to using them."
No mention of PvP or PvE, which means that neither provoked the change. The change in gameplay and the mechanics did.
Now you can obviously keep debating on whether the Dev comment is more PvE or PvP oriented and decide on who doesn't know what he's talking about. BUT: if you were mentioning the Patch Notes and the Morrowind beta as if that had the proof of what you were saying (aka PvE caused the change), then you're wrong mate.
And by the way: it was pretty hard for console players to get into the Morrowind beta, as in, not only did you need to get an invite, but you also needed to buy the game for PC and then beg ZOS to let you have access to the beta (since it was "a mistake" sending invites to console players). Been there, done that.
It was not change to make them better, only to screw them less...Supernatural wrote: »You said the reason for the change was bow/bow builds. Well let me tell you something, bow/bow builds are not even a thing in PvE. And even if that was the case, they did not make bow builds any better. Either way, at the end of the day it does not even matter.Sure. Keep talking about stuff you have no idea about. Did you even read the patch notes or were in Morrowind closed beta?Supernatural wrote: »Exactly lol.SydneyGrey wrote: »I don't know about Caltrops, but the changes to bow were specifically because of gankers in PvP. It had nothing to do with PvE.English is not my language so i dont care if spelling it like 3 year old . Also cuz of PVE , Caltrops got reworked and now its trash in PvP , bow attacks have been Strongly nerfed in damage output and we cannot hold our arrows anymore .
Khajiit passives are fine, yes they lack max stat like all the other races, but they have the most unique and strong (PvE) passive in the game.
Carnage makes khajiits top 1 choice for stamina dps in pve. Buffing they even more will be broken and unfair for the other stamina races.
Yes they are not the best option for PvP, but even there 8% crit chance is really good, specially if you play non CP.
Maybe Nord, Bosmer and Breton need a sligh buff but all the other races are fine for me.
By the way I play all races but nord and my main is nb khajiit..
Bladerunner1 wrote: »A lot of people don't realize that crit % becomes more valuable the less of it you have.
Here's a pile of math:
Say a Stamblade has Minor force, Hemorrhage & 15% Precise Strikes
Crit damage = 1.85 X Non Crit damage.
An old meta build could easily have 80% crit chance, the Khajiit passive lifts it to 88% chance.
The damage increase from adding 8% crit to a build that already has 80% crit chance = ((1.85*0.88+0.12)-(1.85*.8+.2))/(1.85*0.8+0.2) = 4.04%
The new meta has less crit chance, a Stamblade could have a 50% crit rating now.
The damage increase from adding 8% crit to a build that already has 50% crit chance = ((1.85*0.58+0.42)-(1.85*.5+.5))/(1.85*0.5+0.5) = 4.77%
The Khajiit passive contributes 0.7% more DPS to their build with this PVE meta than the last meta. The reason Redguards are slightly better after Morrowind is they can pull off a couple more skills overall while working within a tight buff window, but it's not because crits suddenly became worthless.
Its because Redguards have higher base damage...
Supernatural wrote: »Khajiit passives are fine, yes they lack max stat like all the other races, but they have the most unique and strong (PvE) passive in the game.
Carnage makes khajiits top 1 choice for stamina dps in pve. Buffing they even more will be broken and unfair for the other stamina races.
Yes they are not the best option for PvP, but even there 8% crit chance is really good, specially if you play non CP.
Maybe Nord, Bosmer and Breton need a sligh buff but all the other races are fine for me.
By the way I play all races but nord and my main is nb khajiit..
Khajiit is a dead race. What made it strong back in the days was the fact that it could make very efficient use of the shadow mundus stone. With major force not being multiplicative any longer and with the shadow mundus being overnerfed, Khajiit is actually not looking good at all. In solo PvE it is actually losing to Redguard in terms of damage and has way worse resource management. And in PvP it is bringing nothing to the table. 8% crit is nothing when compared to wood elf, redguard and Imperial passives. There is literally no reason to run a Khajiit nowadays.
Supernatural wrote: »...
PvP wise, I would say that Khajiit is in an even worse spot. In fact, I think it is actually the worst race to pick for a stamina character at the moment. Redguard and Bosmer are flat out better both in terms of damage and sustain, Imperial has very high health and stamina pools, and Orc has more utility. What do we get as a Khajiit?
- 20% Health Recovery. In my honest opinion, this is the most useless stat in the entire Elder Scrolls Online. Absolutely worthless in PvE, and too weak in PvP. Only by running Troll King you can make some use out of this passive, and even then you will be losing on more important stats like stamina recovery and weapon damage.
- 10% Stamina Recovery. Decent, but not even close to bosmer's 21% stamina recovery or redguard's adrenaline rush.
- 8% Weapon Critical. You will be critically hitting and healing a bit more often than all the other races, but overall things such as impenetrable, resistant and shields will diminish this passive's value.
- 10% damage done while in stealth. Good if you are ganking and attacking from stealth in general, but in open combat it will not really help you. Wood Elf also has this passive as well.
...
Supernatural wrote: »...
PvP wise, I would say that Khajiit is in an even worse spot. In fact, I think it is actually the worst race to pick for a stamina character at the moment. Redguard and Bosmer are flat out better both in terms of damage and sustain, Imperial has very high health and stamina pools, and Orc has more utility. What do we get as a Khajiit?
- 20% Health Recovery. In my honest opinion, this is the most useless stat in the entire Elder Scrolls Online. Absolutely worthless in PvE, and too weak in PvP. Only by running Troll King you can make some use out of this passive, and even then you will be losing on more important stats like stamina recovery and weapon damage.
- 10% Stamina Recovery. Decent, but not even close to bosmer's 21% stamina recovery or redguard's adrenaline rush.
- 8% Weapon Critical. You will be critically hitting and healing a bit more often than all the other races, but overall things such as impenetrable, resistant and shields will diminish this passive's value.
- 10% damage done while in stealth. Good if you are ganking and attacking from stealth in general, but in open combat it will not really help you. Wood Elf also has this passive as well.
...
Change weapon critical to also add flat damage reduction,
similar to but not as significant as Nord
maybe also crit resistance
Change Stealthy for booth Wood Elf and Khajiit to also give 3% passive dodge chance
Am tired of the constant push for everything always being dps oriented
give my tanks something
Supernatural wrote: »..
PvP wise, I would say that Khajiit is in an even worse spot. In fact, I think it is actually the worst race to pick for a stamina character at the moment. Redguard and Bosmer are flat out better both in terms of damage and sustain, Imperial has very high health and stamina pools, and Orc has more utility. What do we get as a Khajiit?
- 20% Health Recovery.
...
Supernatural wrote: »Khajiit has always been a pure damage race. Would not make any sense to give it tankiness, there are already other races which serve that purpose.
Supernatural wrote: »..
PvP wise, I would say that Khajiit is in an even worse spot. In fact, I think it is actually the worst race to pick for a stamina character at the moment. Redguard and Bosmer are flat out better both in terms of damage and sustain, Imperial has very high health and stamina pools, and Orc has more utility. What do we get as a Khajiit?
- 20% Health Recovery.
...Supernatural wrote: »Khajiit has always been a pure damage race. Would not make any sense to give it tankiness, there are already other races which serve that purpose.
May be mis-remembering, so feel free to correct me
but seem to recall Khajiit having Health Recovery and a specialization in an armour line rather than a weapon line since launch
and getting Stamina recovery added to it at the cries of people for the race to be more dps-based
rather than the other way around
One of the AD races 'should' fill the role of tank builds
right now it is just a blend of variations in dps
Supernatural wrote: »Supernatural wrote: »..
PvP wise, I would say that Khajiit is in an even worse spot. In fact, I think it is actually the worst race to pick for a stamina character at the moment. Redguard and Bosmer are flat out better both in terms of damage and sustain, Imperial has very high health and stamina pools, and Orc has more utility. What do we get as a Khajiit?
- 20% Health Recovery.
...Supernatural wrote: »Khajiit has always been a pure damage race. Would not make any sense to give it tankiness, there are already other races which serve that purpose.
May be mis-remembering, so feel free to correct me
but seem to recall Khajiit having Health Recovery and a specialization in an armour line rather than a weapon line since launch
and getting Stamina recovery added to it at the cries of people for the race to be more dps-based
rather than the other way around
One of the AD races 'should' fill the role of tank builds
right now it is just a blend of variations in dps
Specialization in an armor line? They just get a 15% medium armor experience gain and that is it. It has nothing to do with actual combat.
Other that than, in all Elder Scroll games, Khajiits are always being described as a stealthy race, playing either as thieves or assassins. Khajiit being changed to a tanking race would feel really awkard IMO.
Supernatural wrote: »Supernatural wrote: »..
PvP wise, I would say that Khajiit is in an even worse spot. In fact, I think it is actually the worst race to pick for a stamina character at the moment. Redguard and Bosmer are flat out better both in terms of damage and sustain, Imperial has very high health and stamina pools, and Orc has more utility. What do we get as a Khajiit?
- 20% Health Recovery.
...Supernatural wrote: »Khajiit has always been a pure damage race. Would not make any sense to give it tankiness, there are already other races which serve that purpose.
May be mis-remembering, so feel free to correct me
but seem to recall Khajiit having Health Recovery and a specialization in an armour line rather than a weapon line since launch
and getting Stamina recovery added to it at the cries of people for the race to be more dps-based
rather than the other way around
One of the AD races 'should' fill the role of tank builds
right now it is just a blend of variations in dps
Specialization in an armor line? They just get a 15% medium armor experience gain and that is it. It has nothing to do with actual combat.
Other that than, in all Elder Scroll games, Khajiits are always being described as a stealthy race, playing either as thieves or assassins. Khajiit being changed to a tanking race would feel really awkard IMO.
Have typically associated Khajiits with their strong culture of martial arts and hand-to-hand (dodge based) fighting
hence my suggestion with regards to passive dodge chance, it fits in line with someone who does minimal damage (fists) but is good at tanking through damage avoidance (dodge)
Hence the agility bonus/highest base stat in Morrowind and Oblivion character creation
This one recommend an somewhat more permanent solution:Supernatural wrote: »Khajiit passives are fine, yes they lack max stat like all the other races, but they have the most unique and strong (PvE) passive in the game.
Carnage makes khajiits top 1 choice for stamina dps in pve. Buffing they even more will be broken and unfair for the other stamina races.
Yes they are not the best option for PvP, but even there 8% crit chance is really good, specially if you play non CP.
Maybe Nord, Bosmer and Breton need a sligh buff but all the other races are fine for me.
By the way I play all races but nord and my main is nb khajiit..
Khajiit is a dead race. What made it strong back in the days was the fact that it could make very efficient use of the shadow mundus stone. With major force not being multiplicative any longer and with the shadow mundus being overnerfed, Khajiit is actually not looking good at all. In solo PvE it is actually losing to Redguard in terms of damage and has way worse resource management. And in PvP it is bringing nothing to the table. 8% crit is nothing when compared to wood elf, redguard and Imperial passives. There is literally no reason to run a Khajiit nowadays.
Even more reasoning to get this race buffed.
deepseamk20b14_ESO wrote: »Just add 1300 resistance to skooma addiction and it’s balanced.
Supernatural wrote: »Supernatural wrote: »..
PvP wise, I would say that Khajiit is in an even worse spot. In fact, I think it is actually the worst race to pick for a stamina character at the moment. Redguard and Bosmer are flat out better both in terms of damage and sustain, Imperial has very high health and stamina pools, and Orc has more utility. What do we get as a Khajiit?
- 20% Health Recovery.
...Supernatural wrote: »Khajiit has always been a pure damage race. Would not make any sense to give it tankiness, there are already other races which serve that purpose.
May be mis-remembering, so feel free to correct me
but seem to recall Khajiit having Health Recovery and a specialization in an armour line rather than a weapon line since launch
and getting Stamina recovery added to it at the cries of people for the race to be more dps-based
rather than the other way around
One of the AD races 'should' fill the role of tank builds
right now it is just a blend of variations in dps
Specialization in an armor line? They just get a 15% medium armor experience gain and that is it. It has nothing to do with actual combat.
Other that than, in all Elder Scroll games, Khajiits are always being described as a stealthy race, playing either as thieves or assassins. Khajiit being changed to a tanking race would feel really awkard IMO.
deepseamk20b14_ESO wrote: »Just add 1300 resistance to skooma addiction and it’s balanced.
Girl_Number8 wrote: »deepseamk20b14_ESO wrote: »Just add 1300 resistance to skooma addiction and it’s balanced.
Late to the party but this one made me laugh!
This one recommend an somewhat more permanent solution:Supernatural wrote: »Khajiit passives are fine, yes they lack max stat like all the other races, but they have the most unique and strong (PvE) passive in the game.
Carnage makes khajiits top 1 choice for stamina dps in pve. Buffing they even more will be broken and unfair for the other stamina races.
Yes they are not the best option for PvP, but even there 8% crit chance is really good, specially if you play non CP.
Maybe Nord, Bosmer and Breton need a sligh buff but all the other races are fine for me.
By the way I play all races but nord and my main is nb khajiit..
Khajiit is a dead race. What made it strong back in the days was the fact that it could make very efficient use of the shadow mundus stone. With major force not being multiplicative any longer and with the shadow mundus being overnerfed, Khajiit is actually not looking good at all. In solo PvE it is actually losing to Redguard in terms of damage and has way worse resource management. And in PvP it is bringing nothing to the table. 8% crit is nothing when compared to wood elf, redguard and Imperial passives. There is literally no reason to run a Khajiit nowadays.
Even more reasoning to get this race buffed.
Grand Moff Tarkin: request immediately fire support on my position, full power on turbo laser.
Combine with the signature and it make perfect sense, some google might help.This one recommend an somewhat more permanent solution:Supernatural wrote: »Khajiit passives are fine, yes they lack max stat like all the other races, but they have the most unique and strong (PvE) passive in the game.
Carnage makes khajiits top 1 choice for stamina dps in pve. Buffing they even more will be broken and unfair for the other stamina races.
Yes they are not the best option for PvP, but even there 8% crit chance is really good, specially if you play non CP.
Maybe Nord, Bosmer and Breton need a sligh buff but all the other races are fine for me.
By the way I play all races but nord and my main is nb khajiit..
Khajiit is a dead race. What made it strong back in the days was the fact that it could make very efficient use of the shadow mundus stone. With major force not being multiplicative any longer and with the shadow mundus being overnerfed, Khajiit is actually not looking good at all. In solo PvE it is actually losing to Redguard in terms of damage and has way worse resource management. And in PvP it is bringing nothing to the table. 8% crit is nothing when compared to wood elf, redguard and Imperial passives. There is literally no reason to run a Khajiit nowadays.
Even more reasoning to get this race buffed.
Grand Moff Tarkin: request immediately fire support on my position, full power on turbo laser.
My immersion though.
20% health regen into 6% max stamina would suffice.