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Let’s Talk Breton Passives

  • Skander
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    Breton at the moment is the Nord of Magicka Races
    I meme, but my memes are so truthful they hurt
    -Elder Nightblades Online
    Want competitive pvp while being outnumbered? Tough luck, the devs clearly said you have to die in those situations
  • GimpyPorcupine
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    Bretons should get a buff to Magic Damage, like 7% or something.

    No, and I play Bretons, for Lore reasons. Bretons have always been focused on defensive magic or summoning. A slight buff to cost reduction, or restoring magicka when taking damage, are lore-friendly options.

    Another interesting option would be a slight buff to pet damage, which would be in line with their summoning heritage, but that would really only be useful to Sorcs.

    Edit: Or, in line with their proficiency in restoration, a buff to healing done. Maybe half of what Argonians get, with no increase to healing received.
    Edited by GimpyPorcupine on October 10, 2018 1:05PM
    8-hr/day casual on Xbox NA. 20 Characters, all DC, all Level 50. +2900CP
  • WrathOfInnos
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    code65536 wrote: »
    This doesn't make any sense. Heavy armor adds resistance of its own because it's heavy, but that doesn't amplify any other source of resistance. You get the same mitigation from the Breton passive whether you are wearing light, medium, heavy, or running around in your birthday suit.

    @code65536 Let me rephrase and include an example. If a light armor user has 9.9k resistance they get 15% mitigation from this and therefore take 85% of incoming damage. Add the 3960 Breton passive and this goes up to 21% mitigation or 79% of incoming damage. If an attack hits a non-Breton for 100 damage, the base value of the attack was 100/0.85=117.6, and the Breton will only be hit for 117.6x0.79=93 damage. Being a Breton therefore reduces the incoming damage by 7%.

    Now for the heavy armor case. Let’s say someone has 29040 resistance for 44% mitigation, so they take 56% of incoming damage. Add the 3960 Breton passive here and their mitigation goes up to 50%, so they take half the value of incoming damage. If an attack hits a non-Breton for 100 damage, then the base value of the attack was 100/0.56=178.6, and the Breton hit by the same attack would take 178.6x0.5=89 damage. Being a Breton therefore reduced incoming damage by 11% (apparently my earlier 12% was an exaggeration, this is the real maximum of the Breton passive).

    My point here is that an unarmored player will get 6% damage reduction from the Breton passive, a light armored player will get 7%, and a heavy armored player could see up to 11%. This is a contrast to other forms of mitigation like Minor Protection, that gives exactly 8% regardless of your build. The Nord passive is also static, giving exactly 6% and not dependent on any other stats.
  • aeowulf
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    I don't understand your maths. As far as I was aware:

    660 resist =~1% damage redux so 3960 resist =~6%

    or exactly 50 cp in spell resist 'for free' which isn't bad...

    There is a thread on here about how mitigation is calculated - very interesting. It is however likely to be less useful for a (especially DK) tank, who will be trying to get both resists towards cap, likely taking spell over.
  • code65536
    code65536
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    code65536 wrote: »
    This doesn't make any sense. Heavy armor adds resistance of its own because it's heavy, but that doesn't amplify any other source of resistance. You get the same mitigation from the Breton passive whether you are wearing light, medium, heavy, or running around in your birthday suit.

    @code65536 Let me rephrase and include an example. If a light armor user has 9.9k resistance they get 15% mitigation from this and therefore take 85% of incoming damage. Add the 3960 Breton passive and this goes up to 21% mitigation or 79% of incoming damage. If an attack hits a non-Breton for 100 damage, the base value of the attack was 100/0.85=117.6, and the Breton will only be hit for 117.6x0.79=93 damage. Being a Breton therefore reduces the incoming damage by 7%.

    Now for the heavy armor case. Let’s say someone has 29040 resistance for 44% mitigation, so they take 56% of incoming damage. Add the 3960 Breton passive here and their mitigation goes up to 50%, so they take half the value of incoming damage. If an attack hits a non-Breton for 100 damage, then the base value of the attack was 100/0.56=178.6, and the Breton hit by the same attack would take 178.6x0.5=89 damage. Being a Breton therefore reduced incoming damage by 11% (apparently my earlier 12% was an exaggeration, this is the real maximum of the Breton passive).

    My point here is that an unarmored player will get 6% damage reduction from the Breton passive, a light armored player will get 7%, and a heavy armored player could see up to 11%. This is a contrast to other forms of mitigation like Minor Protection, that gives exactly 8% regardless of your build. The Nord passive is also static, giving exactly 6% and not dependent on any other stats.

    Looking at the same post-resist hit value and working backwards is a very odd way of going about this.

    Let's say an attack has a base value of 100 damage.
    • Against a naked player with no mitigation, it will hit for 100 damage.
    • Against a naked player with just the Breton passive, it will hit for 94 damage.
    • Against an armored player with 20% mitigation, the attack hits for 80.
    • Against an armored Breton, the attack hits for 74.

    So what you're arguing is that in the armored case, the player takes 74 damage instead of 80 by being a Breton, which is a reduction of 7.5% from 80.

    And what I'm saying is that in both cases, being a Breton reduced the damage by exactly 6% of the base. Or to put it another way, the absolute value of the mitigation is always the same and doesn't matter what gear you wear. Now, if you want to compare relative to something else, that's fine, but IMHO that's a bit misleading.
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  • WrathOfInnos
    WrathOfInnos
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    code65536 wrote: »
    code65536 wrote: »
    This doesn't make any sense. Heavy armor adds resistance of its own because it's heavy, but that doesn't amplify any other source of resistance. You get the same mitigation from the Breton passive whether you are wearing light, medium, heavy, or running around in your birthday suit.

    @code65536 Let me rephrase and include an example. If a light armor user has 9.9k resistance they get 15% mitigation from this and therefore take 85% of incoming damage. Add the 3960 Breton passive and this goes up to 21% mitigation or 79% of incoming damage. If an attack hits a non-Breton for 100 damage, the base value of the attack was 100/0.85=117.6, and the Breton will only be hit for 117.6x0.79=93 damage. Being a Breton therefore reduces the incoming damage by 7%.

    Now for the heavy armor case. Let’s say someone has 29040 resistance for 44% mitigation, so they take 56% of incoming damage. Add the 3960 Breton passive here and their mitigation goes up to 50%, so they take half the value of incoming damage. If an attack hits a non-Breton for 100 damage, then the base value of the attack was 100/0.56=178.6, and the Breton hit by the same attack would take 178.6x0.5=89 damage. Being a Breton therefore reduced incoming damage by 11% (apparently my earlier 12% was an exaggeration, this is the real maximum of the Breton passive).

    My point here is that an unarmored player will get 6% damage reduction from the Breton passive, a light armored player will get 7%, and a heavy armored player could see up to 11%. This is a contrast to other forms of mitigation like Minor Protection, that gives exactly 8% regardless of your build. The Nord passive is also static, giving exactly 6% and not dependent on any other stats.

    Looking at the same post-resist hit value and working backwards is a very odd way of going about this.

    Let's say an attack has a base value of 100 damage.
    • Against a naked player with no mitigation, it will hit for 100 damage.
    • Against a naked player with just the Breton passive, it will hit for 94 damage.
    • Against an armored player with 20% mitigation, the attack hits for 80.
    • Against an armored Breton, the attack hits for 74.

    So what you're arguing is that in the armored case, the player takes 74 damage instead of 80 by being a Breton, which is a reduction of 7.5% from 80.

    And what I'm saying is that in both cases, being a Breton reduced the damage by exactly 6% of the base. Or to put it another way, the absolute value of the mitigation is always the same and doesn't matter what gear you wear. Now, if you want to compare relative to something else, that's fine, but IMHO that's a bit misleading.

    @code65536 I see what you’re saying. Comparing to the base value of an attack, the resistance passive will reduce the incoming damage by the same flat amount. I just mean that comparing to any other % damage reduction bonuses, the resistance calculation gets relatively better when stacking other sources of resistance. This is the only value in the mitigation equation that is additive instead of multiplicative.

    I guess it’s a matter of opinion which method is more intuitive. In my line of work we quantify improvements based on the performance difference between a before and an after state, using the before as a baseline. I find that using a baseline that is worse than the “before” state (like unmitigated incoming damage) leads to less useful data when discussing % gains. All I really care about is how much damage I take without the Breton passive, and how much I take with it. How much damage I would have taken if naked doesn’t really affect how I need to build.

    I suppose all this confusion could be eliminated if they made the Breton passive something like “Reduces incoming magic and elemental damage by 10%”. Then regardless of other armor and mitigation stats, any hit for 100 damage would be reduced to 90. This would be a slight buff to light armor defense, and a slight nerf to heavy armor Bretons.
  • aeowulf
    aeowulf
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    code65536 wrote: »
    code65536 wrote: »
    This doesn't make any sense. Heavy armor adds resistance of its own because it's heavy, but that doesn't amplify any other source of resistance. You get the same mitigation from the Breton passive whether you are wearing light, medium, heavy, or running around in your birthday suit.

    @code65536 Let me rephrase and include an example. If a light armor user has 9.9k resistance they get 15% mitigation from this and therefore take 85% of incoming damage. Add the 3960 Breton passive and this goes up to 21% mitigation or 79% of incoming damage. If an attack hits a non-Breton for 100 damage, the base value of the attack was 100/0.85=117.6, and the Breton will only be hit for 117.6x0.79=93 damage. Being a Breton therefore reduces the incoming damage by 7%.

    Now for the heavy armor case. Let’s say someone has 29040 resistance for 44% mitigation, so they take 56% of incoming damage. Add the 3960 Breton passive here and their mitigation goes up to 50%, so they take half the value of incoming damage. If an attack hits a non-Breton for 100 damage, then the base value of the attack was 100/0.56=178.6, and the Breton hit by the same attack would take 178.6x0.5=89 damage. Being a Breton therefore reduced incoming damage by 11% (apparently my earlier 12% was an exaggeration, this is the real maximum of the Breton passive).

    My point here is that an unarmored player will get 6% damage reduction from the Breton passive, a light armored player will get 7%, and a heavy armored player could see up to 11%. This is a contrast to other forms of mitigation like Minor Protection, that gives exactly 8% regardless of your build. The Nord passive is also static, giving exactly 6% and not dependent on any other stats.

    Looking at the same post-resist hit value and working backwards is a very odd way of going about this.

    Let's say an attack has a base value of 100 damage.
    • Against a naked player with no mitigation, it will hit for 100 damage.
    • Against a naked player with just the Breton passive, it will hit for 94 damage.
    • Against an armored player with 20% mitigation, the attack hits for 80.
    • Against an armored Breton, the attack hits for 74.

    So what you're arguing is that in the armored case, the player takes 74 damage instead of 80 by being a Breton, which is a reduction of 7.5% from 80.

    And what I'm saying is that in both cases, being a Breton reduced the damage by exactly 6% of the base. Or to put it another way, the absolute value of the mitigation is always the same and doesn't matter what gear you wear. Now, if you want to compare relative to something else, that's fine, but IMHO that's a bit misleading.

    @code65536 I see what you’re saying. Comparing to the base value of an attack, the resistance passive will reduce the incoming damage by the same flat amount. I just mean that comparing to any other % damage reduction bonuses, the resistance calculation gets relatively better when stacking other sources of resistance. This is the only value in the mitigation equation that is additive instead of multiplicative.

    I guess it’s a matter of opinion which method is more intuitive. In my line of work we quantify improvements based on the performance difference between a before and an after state, using the before as a baseline. I find that using a baseline that is worse than the “before” state (like unmitigated incoming damage) leads to less useful data when discussing % gains. All I really care about is how much damage I take without the Breton passive, and how much I take with it. How much damage I would have taken if naked doesn’t really affect how I need to build.

    I suppose all this confusion could be eliminated if they made the Breton passive something like “Reduces incoming magic and elemental damage by 10%”. Then regardless of other armor and mitigation stats, any hit for 100 damage would be reduced to 90. This would be a slight buff to light armor defense, and a slight nerf to heavy armor Bretons.

    Reducing by a % may end up with diminishing returns - ZoS maths can get a bit wierd sometimes. Just think of it as a straight 6% of the original damage less - makes life much easier and more intuitive imho. Otherwise you have to start considering cp in spell shield or extra resistances from armour sets/glyphs etc.
    Edited by aeowulf on October 11, 2018 7:32AM
  • IZZEFlameLash
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    Breton will be a much better defense race with shields gaining resistance stats. :p
    Imperials, the one and true masters of all mortal races of Tamriel
  • Irylia
    Irylia
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    Goblin should be a racial

    Passives could be a hybrid mix of mag/Stam
    Crit chance
    % dmg to single target
    HIgher loot chance for ornate

    Pleaseeeee
  • Emma_Overload
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    code65536 wrote: »
    Bretons should get a buff to Magic Damage, like 7% or something.

    People have been suggesting a Magic Damage passive for Bretons for as long as I've been playing. And as someone who mains a Breton magblade, this would be really nice. But also unfair, unless the spell resistance passive gets a little nerf.

    They can't get rid of the spell resist because that's standard ES lore for Bretons. They would have to drop the 3% cost reduction, which is too weak anyway.

    Edited by Emma_Overload on October 12, 2018 6:33AM
    #CAREBEARMASTERRACE
  • Lightspeedflashb14_ESO
    Lightspeedflashb14_ESO
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    Again, without having a damage passive, like the percentage amps to elemental damage that dark and high elves have, most people will not choose Bretons, no matter how good the sustain is. Not that I care that they do, I think all the mag races are good, argonians have the best sustain, if you are popping pots on cooldown, Bretons are the best sustain without a condition and the best at being defensive, high elves and dark elves are the damage. Makes sense to me.
  • code65536
    code65536
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    code65536 wrote: »
    Bretons should get a buff to Magic Damage, like 7% or something.

    People have been suggesting a Magic Damage passive for Bretons for as long as I've been playing. And as someone who mains a Breton magblade, this would be really nice. But also unfair, unless the spell resistance passive gets a little nerf.

    They can't get rid of the spell resist because that's standard ES lore for Bretons. They would have to drop the 3% cost reduction, which is too weak anyway.

    I would definitely take 3% magic damage over 3% cost reduction.
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  • IZZEFlameLash
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    Lore friendly way would be Bretons gain magicka back by getting hit or so. 800 or whatever Redguard passive returns every 5 seconds.
    Imperials, the one and true masters of all mortal races of Tamriel
  • aeowulf
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    code65536 wrote: »
    code65536 wrote: »
    Bretons should get a buff to Magic Damage, like 7% or something.

    People have been suggesting a Magic Damage passive for Bretons for as long as I've been playing. And as someone who mains a Breton magblade, this would be really nice. But also unfair, unless the spell resistance passive gets a little nerf.

    They can't get rid of the spell resist because that's standard ES lore for Bretons. They would have to drop the 3% cost reduction, which is too weak anyway.

    I would definitely take 3% magic damage over 3% cost reduction.

    yeah, that's beacuse one is subject to diminishing returns and 3% more damage isn't :D I consider that more of a problem than CP.
    Edited by aeowulf on October 12, 2018 7:44AM
  • md3788
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    Any more thoughts on this?

    Realize that nothing will ever be 100% perfectly balanced class for class and race for race. Once you realize this and play the race/class you like you will focus more on enjoying the game versus analyzing it to death.
    vFG1 HM
  • WrathOfInnos
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    I play multiple races and classes regularly, not sure why people assume this is a thread based on some selfish request to make myself more powerful, or avoid playing a weak race that I accidentally chose. If I need to prove my credibility in the subject then here is the current vAS leaderboard on PC NA.
    image.png
    Axel is my Altmer BIS race Mag Sorc, Nematigh is my weaker Breton Mag Sorc. Both have plenty of play time in end game content, the Altmer deals more damage, and there is no noticeable increase in sustain or survivability on Breton. I also have a Dunmer and a Breton magNB, which have a similar story. These races are not balanced, but I feel qualified to make simple suggestions on how to make them closer. Nothing is perfect, but they can be adjusted to be within the margin of error.
    Edited by WrathOfInnos on October 13, 2018 2:24AM
  • Andele
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    Just for note, Bretons have nothing to do with dragons as the sons of akatosh didnt even interact with them, their magic affinity merely comes from knife ear blood.
  • frostz417
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    Donny_Vito wrote: »
    Make some of these proposed changes and you'll basically see only: Redguard StamDPS and Breton MagDPS.

    Won’t be any different
    Current dps is just all dark elves and redguard
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