Bosmer should really have a ranged damage bonus instead of the movement speed considering it's easily accessible...
Ash_In_My_Sujamma wrote: »I was expecting a way to spec your race to the desired role while having some standard lore based passives. But hey, I didn't have that before, I don't have it now so I gained and lost nothing.
Overall I like the changes except from two.
1. The 20% bosmer move speed is a bitt too much imo and I suspect that it will be toned down before release.
2. The imperial. Imperial is lacking compared to other races. It lacked before, it lacks even more now. I am not even gonna talk about the max stat loss difference compared to the other class percentages cause now everyone got the same nerf. Red diamond change is nice I guess but the new passives for imperial are very very situational compared to the other race changes. It's neither a versatile race (like dunmer or khajiit) nor a solid one (like breton or orc) anymore. It's just for one and only role. Block focused tanking.
So I think that imperial should have something extra added to their passives to balance it with the other races. For instance add a medium value of mag and stam return with red diamond. Or make red diamond like engine guardian so that it has a 15% chance to return 1750 hp or mag or stam on direct attack (luck was a major element on imperial perks on tes games). Just don't leave imperial like that it is not a good change imo as it is.
1. Flat stats are a buff, NOT a nerf. These get amplified by all % buffs you have and will translate to at least the same stat density as before, in many instances even more. In no CP content and instances where you have warhorn available, this is a significant buff especially.
1. Flat stats are a buff, NOT a nerf. These get amplified by all % buffs you have and will translate to at least the same stat density as before, in many instances even more. In no CP content and instances where you have warhorn available, this is a significant buff especially.
I'm curious, what % buffs? As a stamina Warden, where do I get 'all' these % stamina buffs? Undaunted?
Explain to me how a +2000 stamina, will give me the same (or more!) as 10% of 48k?
Let me give you a statement on why I see these changes as an overall improvement. First, let me clear a few things up that people do not seem to understand when they look at these changes:
1. Flat stats are a buff, NOT a nerf. These get amplified by all % buffs you have and will translate to at least the same stat density as before, in many instances even more. In no CP content and instances where you have warhorn available, this is a significant buff especially.
2. On magicka races, sure you can say that altmer is the best race when it comes to the pure dps output while neglecting any sustain component. However, that's neglecting additional factors that come in. Khajiit has spell crit, magicka recovery that effectively translates into roughly the same sustain that altmer gets, they have max magicka AND 8% spell critical, which will benefit more from additional critical damage you have in group content and will be especially effective on templars and nightblades. Factoring in sustain, bretons are incredibly strong in that regard, so much so that they are a valid choice for any class that struggles with sustain and also allows using BLUE food in most instances, plus giving resistance and a flat recovery that always ticks. Also people seem to neglect the additional health that khajiit gets, which is very valuable in many instances. Dunmer is the most versatile race now since it can do both specs and also gets health. If you wanted to min/max 100% dunmer is not the ideal choice for dps (again neglecting the aspects from above), but the difference is ~1k magicka and 60-70 magicka per second. The altmer sustain component also only functions when you actually cast a class ability, whereas breton and khajiit have a passive that always ticks.
3. Stamina races are very very close to each other, especially in actual fights. People seem to think redguard is still the ultimate best, but this is not the case. Bosmer, orc, khajiit, dunmer are all viable. Redguard requires you to deal DIRECT damage now to benefit from the adrenaline rush, which is a significant reduction in effectiveness from what we had before, since it will not proc on DoT-abilities. The weapon cost reduction also requires you to cast abilities to be effective. Bosmer is 100% on par with redguard sustainwise. 258 recovery that ticks all the time is a lot and will net you a higher gain than the passives redguards have in many instances in PvE and PvE. Orc has higher damage compared to these two, but a bit less sustain. Khajiit is still a very viable choice and the sustain is basically unchanged from what they had before. I'm not 100% satisifed on the imperial side because they don't really have anything that benefits their role as a DD in pve, but for tanking they definetely became better.
In order to prove some of this, i made an excel sheet where i implemented these into a standard build for stamina and magicka DDs in PvE. Magicka build was (as far as i remember) Zaan, Siroria and Sorrow/Spell Strategist, while the stamina version uses Relequen+Advancing Yokeda+Velidreth.
Formula is the same as above.
Here's the comparison of effective spell power and weapon power:
Here, altmer comes out as the clear winner, and for stamina, dunmer puts out the highest damage. This does not yet factor in sustain components. In order to do so, I introduced a ranking system that basically just ranks races based on damage and sustain with equal weights. The weights can ofc be adjusted, so if sustain is more important to you, the ranks will change accordingly.
With equal weights, altmer still comes out on top, but not by much. Shifting the weights towards sustain more and more makes breton the best choice.
Shifting the weights to 30% sustain and 70% damage yields the following:
And the other way around:
It all depends on what you need, and the gaps are not as cear and big as many make them seem.
Mettaricana wrote: »Altmer seems kinda pointless compared to most of these races give them a lil stam to co.pliment that recharge passive
1. Flat stats are a buff, NOT a nerf. These get amplified by all % buffs you have and will translate to at least the same stat density as before, in many instances even more. In no CP content and instances where you have warhorn available, this is a significant buff especially.
I'm curious, what % buffs? As a stamina Warden, where do I get 'all' these % stamina buffs? Undaunted?
Explain to me how a +2000 stamina, will give me the same (or more!) as 10% of 48k?
I'll explain, this dude has no idea what he is talking about xD
I tested the current build that i have, Right now its:
39,699 Stamina.
Without redguard and undauted i sit at:
34,224
Add the 2k redguard passive
36,224
Add 6% undauted again:
38,397
So overall i lost like, 1,302 stamina which is like 100 in tool tips - Not that bad, but its sure better now to stack weapon damage - Which in my opinion really destroy build diversity.
1. Flat stats are a buff, NOT a nerf. These get amplified by all % buffs you have and will translate to at least the same stat density as before, in many instances even more. In no CP content and instances where you have warhorn available, this is a significant buff especially.
I'm curious, what % buffs? As a stamina Warden, where do I get 'all' these % stamina buffs? Undaunted?
Explain to me how a +2000 stamina, will give me the same (or more!) as 10% of 48k?
I'll explain, this dude has no idea what he is talking about xD
I tested the current build that i have, Right now its:
39,699 Stamina.
Without redguard and undauted i sit at:
34,224
Add the 2k redguard passive
36,224
Add 6% undauted again:
38,397
So overall i lost like, 1,302 stamina which is like 100 in tool tips - Not that bad, but its sure better now to stack weapon damage - Which in my opinion really destroy build diversity.
You forgot the CP 20% boost right there my friend. your calculations seems to be a little simple...