Magicka vs spell power and few questions

monktoasty
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What is better to have?

Also..when it says spell power..that means spells but not staff? Does it include staff spells? Light and heavy or is that weapon damage?

If Magicka adds spell power does that include staff stuff?



  • Lightspeedflashb14_ESO
    Lightspeedflashb14_ESO
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    Most skills scale at a 10.5 max magic to 1 spell damage ratio, that is if you raise your max magic by ten, it is like you added one spell damage to raise the damage of a given skill. And visa versa. Light and heavy attacks scale at a 40 max magic to 1 Spell damage ratio. This fact means that spell damage is more important to most builds, the notable exception is a pet sorc, they need max magic ad pets only use max magic to scale.
    Edited by Lightspeedflashb14_ESO on January 7, 2018 2:54AM
  • MercTheMage
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    monktoasty wrote: »
    What is better to have?

    Also..when it says spell power..that means spells but not staff? Does it include staff spells? Light and heavy or is that weapon damage?

    If Magicka adds spell power does that include staff stuff?



    If a skill uses magicka to cast, it usually scales off magicka. Doesn't matter if its a weapon skill, a class skill, a guild skill, etc.
    All staves scale off magicka, even ones with stamina sets on them (which shouldn't drop anymore, but we know zos *** that up with their "intelligent" drops designed by their "intelligent" team)
    Edited by MercTheMage on January 7, 2018 4:49AM
    You just going to stand there like a lemon?
  • MercTheMage
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    They should just rename it to magicka power and stamina power or something.
    You have no idea how often i hear this question, or "but it says spell DAMAGE, why should i bother if im a healer"
    You just going to stand there like a lemon?
  • Exodium
    Exodium
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    Actually this is something I want to know to...Wouldn't mage on a High Elf almost even out with apprentice because high elfs have 10% more magicka as a racial passive..so the more magicka you stack makes the racial more powerful?
    Edited by Exodium on January 7, 2018 12:13PM
  • MercTheMage
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    Exodium wrote: »
    Actually this is something I want to know to...Wouldn't mage on a High Elf almost even out with apprentice because high elfs have 10% more magicka as a racial passive..so the more magicka you stack makes the racial more powerful?

    Mage gives 2026 magicka, so it'd be 2228 with the 10% tacked onto that
    Apprentice gives 238 spell damage

    So 2228 ÷ 10.5 = 212 which is < 238

    It's a very minor difference, but you know how min/maxers are.
    In the end, it once again comes down to damage vs sustain, as the magicka will allow you to cast that one extra spell I guess.
    Edited by MercTheMage on January 7, 2018 1:19PM
    You just going to stand there like a lemon?
  • SodanTok
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    Exodium wrote: »
    Actually this is something I want to know to...Wouldn't mage on a High Elf almost even out with apprentice because high elfs have 10% more magicka as a racial passive..so the more magicka you stack makes the racial more powerful?

    No? Making something more powerful does not mean it gets more powerful than something else.

    Spell power/damage is more effective than Stats. Most skill scale with 10.5 magicka/stamina = 1 spell power/wep damage. Most DPS rotations include pretty significant portion of light/heavy attacks that has different scale of 40:1. So even more damage from spell power and much less from magicka.
    Edited by SodanTok on January 7, 2018 1:21PM
  • MercTheMage
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    I didn't take having full on divines gear into account when i did the math, but it'll still come out the same as it would apply to both apprentice and mage.
    You just going to stand there like a lemon?
  • Lightspeedflashb14_ESO
    Lightspeedflashb14_ESO
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    @SodanTok is right on the money.


    A huge deterant to using the mage as a end game viable option is that the extra 20% max stats you get from the first 300 champion points do not apply to it.

    So the most percentage increase to the mage mundas you will usually see is 25%(10% race, 7% inner light, 6% undaunted, 2% from meteor.) Sorcs can add 8% to this but it comes at a high cost, they have to double bar yet another skill and they are left with only 4 free slots. Nightblades can add 8% with the passive from syphoning and then wardens can add 6%, as they have to slot an ulti and replace meteor. Ancient grace (4%) does apply to it but you really are better off with wearing a 3 piece of a five piece that has max magic in the first two set bonuses, as the max from that gets buffed with warhorn and the 4% from ancient grace does not.
    Edited by Lightspeedflashb14_ESO on January 7, 2018 1:53PM
  • MercTheMage
    MercTheMage
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    @SodanTok is right on the money.


    A huge deterant to using the mage as a end game viable option is that the extra 20% max stats you get from the first 300 champion points do not apply to it.

    So the most percentage increase to the mage mundas you will usually see is 25%(10% race, 7% inner light, 6% undaunted, 2% from meteor.) Sorcs can add 8% to this but it comes at a high cost, they have to double bar yet another skill and they are left with only 4 free slots. Nightblades can add 8% with the passive from syphoning and then wardens can add 6%, as they have to slot an ulti and replace meteor. Ancient grace (4%) does apply to it but you really are better off with wearing a 3 piece of a five piece that has max magic in the first two set bonuses, as the max from that gets buffed with warhorn and the 4% from ancient grace does not.

    Nightblades have it a lot easier, they get 8% from just having a siphoning skill barred.
    You just going to stand there like a lemon?
  • Lightspeedflashb14_ESO
    Lightspeedflashb14_ESO
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    @SodanTok is right on the money.


    A huge deterant to using the mage as a end game viable option is that the extra 20% max stats you get from the first 300 champion points do not apply to it.

    So the most percentage increase to the mage mundas you will usually see is 25%(10% race, 7% inner light, 6% undaunted, 2% from meteor.) Sorcs can add 8% to this but it comes at a high cost, they have to double bar yet another skill and they are left with only 4 free slots. Nightblades can add 8% with the passive from syphoning and then wardens can add 6%, as they have to slot an ulti and replace meteor. Ancient grace (4%) does apply to it but you really are better off with wearing a 3 piece of a five piece that has max magic in the first two set bonuses, as the max from that gets buffed with warhorn and the 4% from ancient grace does not.

    Nightblades have it a lot easier, they get 8% from just having a siphoning skill barred.

    As I have stated, read closer. Though is little incentive for nightblades to stack magic like sorcs to do, as they don't have pets or a ward that scale on Max Magic.
  • MercTheMage
    MercTheMage
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    @SodanTok is right on the money.


    A huge deterant to using the mage as a end game viable option is that the extra 20% max stats you get from the first 300 champion points do not apply to it.

    So the most percentage increase to the mage mundas you will usually see is 25%(10% race, 7% inner light, 6% undaunted, 2% from meteor.) Sorcs can add 8% to this but it comes at a high cost, they have to double bar yet another skill and they are left with only 4 free slots. Nightblades can add 8% with the passive from syphoning and then wardens can add 6%, as they have to slot an ulti and replace meteor. Ancient grace (4%) does apply to it but you really are better off with wearing a 3 piece of a five piece that has max magic in the first two set bonuses, as the max from that gets buffed with warhorn and the 4% from ancient grace does not.

    Nightblades have it a lot easier, they get 8% from just having a siphoning skill barred.

    As I have stated, read closer. Though is little incentive for nightblades to stack magic like sorcs to do, as they don't have pets or a ward that scale on Max Magic.

    Pretty sure nightblades have shades and access to annulment lel
    Also, it's 8% for wardens, and it was not stated, your post was edited. You clearly know nothing about other classes.
    Edited by MercTheMage on January 7, 2018 2:04PM
    You just going to stand there like a lemon?
  • Lightspeedflashb14_ESO
    Lightspeedflashb14_ESO
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    @SodanTok is right on the money.


    A huge deterant to using the mage as a end game viable option is that the extra 20% max stats you get from the first 300 champion points do not apply to it.

    So the most percentage increase to the mage mundas you will usually see is 25%(10% race, 7% inner light, 6% undaunted, 2% from meteor.) Sorcs can add 8% to this but it comes at a high cost, they have to double bar yet another skill and they are left with only 4 free slots. Nightblades can add 8% with the passive from syphoning and then wardens can add 6%, as they have to slot an ulti and replace meteor. Ancient grace (4%) does apply to it but you really are better off with wearing a 3 piece of a five piece that has max magic in the first two set bonuses, as the max from that gets buffed with warhorn and the 4% from ancient grace does not.

    Nightblades have it a lot easier, they get 8% from just having a siphoning skill barred.

    As I have stated, read closer. Though is little incentive for nightblades to stack magic like sorcs to do, as they don't have pets or a ward that scale on Max Magic.

    Pretty sure nightblades have shades and access to annulment lel


    my god how absolutely punctilious.


    shades scale really bad for their damage, it is literally 3% of the max magic (check here http://en.uesp.net/wiki/Special:EsoSkills) and is single target. as i said, very little reason, sorcs Volatile Familiar, whos damage is 6% of max magic, can be 10-20% of a sorcs dps, and is aoe, so big reason to stack magic over spell damage.

    everyone has access to annulment, it is not nightblade specific, even then, hardened ward base and empowered ward scale better, as they are 36% of your max magic and annulment and morphs are 34%.
    Edited by Lightspeedflashb14_ESO on January 7, 2018 2:23PM
  • jnelson1182
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    this whole limited action bar thing is really starting to bug me, especially for things that have to be double bared to stay active, since action bar space is already so scarce as it is I definitely don't think skills should have to b on both to stay active as long as they are slotted on the action bar in general the effect should remain.
    * Maccb- Level 50 DragonKnight- Fire mage type build/ BSW body, Valkyn Skoria mister set, & Willpower Jewelry/Random Flame/Lightning/Reston STAFF's
    **MBF**
  • Lightspeedflashb14_ESO
    Lightspeedflashb14_ESO
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    this whole limited action bar thing is really starting to bug me, especially for things that have to be double bared to stay active, since action bar space is already so scarce as it is I definitely don't think skills should have to b on both to stay active as long as they are slotted on the action bar in general the effect should remain.

    the thing about this game, you don't really need all the skill slot that we have at least in pve, look at nearly all end game pve dps, they almost always have inner light, regardless of class, simply becuase there is nothing that will get give you more dps, that 7% , max magic is crazy, like 3-5k magic on normal builds. sorcs are like the only class that has to double slot skills, the scamp is too good to pass on. maybe the warden bear but the bear adds like 3-5k dps by just being there.

    so the question is then what skill would you rather run then the ones you are talking about? because they generally are not worth running, in pve, at least.
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