Welcome to my rundown of the new Racial Passive changes and their numbers to help people see whether they are buffs or nerfs. Please note, I'm not an expert on the game and I'm just doing this for fun so no need to yell at me because I got something wrong
Also I'll try to do an overview of the changes for each Race if you don't want to do lots of reading and just want a summary.
High Elf:
- Spellcharge: 9% Magicka Recovery → Spell Recharge: Restore 575 Magicka or Stamina, based on whichever is higher, after activating a Class Ability. This effect can occur once every 6 seconds. Reduces damage taken by 5% while you are using an ability with a cast or channel time.
- Gift of Magnus: 10% Max Magicka → Syrabane’s Boon: Increases your Max Magicka by 2000.
- Elemental Talent: 4% Fire/Shock/Ice damage → Increases your Spell Damage by 258.
High Elf Overview - Losing out on a small but noticeable amount of Magicka, as well as recovery based sustain, in exchange for non-recovery based sustain of similar value with rouhgly equal damage potential to before.
1.) Assuming you have an average of 1600 - 2000 recovery, a 9% increase gives you an extra 144 - 180 Recovery. On the new passive, assuming the player is using a class ability every 6 seconds we can convert this into equivalent recovery as recovery comes in every 2 seconds so is around about equal to 192 Recovery making it a stronger resource sustaining passive for all characters with unbuffed Recovery below 2150. Being able to apply to Stamina is also nice if players want to try out Stamina Based high Elves, however I do not think they ar ethe most viable race, Stamina wise..
2.) A 10% increase to Max Magicka on an average build of 28,000 to 32,000 Magicka will give you 2800 - 3200 Max Magicka. On the new passive, a flat increase of 2000 Magicka is a significant loss, especially considering some builds go up above 30,000 Magicka. This will cause a slight reduction in both damage and sustain.
3.) Assuming a DPS player has 30,000 DPS, 5000 of that from non Elemental Damage, a 4% increase to Flame/Shock/Frost increases their DPS by +1000 DPS. On an example ability such as "Force Pulse", 1 Spell damage increases the damage of an ability by around +1.306. So +258 Spell Damage increases damage of abilities by +337. Assuming you have 3 damaging abilities hitting per second this should increase your DPS by around +1010 DPS roughly the same.
Argonian
- Resourceful: Gain 3% Max Magicka and restore 4620 Health, Magicka, and Stamina when you drink a potion → Increases your Max Magicka by 1000. Restore 3600 Health, Magicka, and Stamina when you drink a potion.
- Argonian Resistance: 9% Max Health and 1485 Poison and Disease Resistance → Increases your Max Health by 1000 and your Disease Resistance by 2310. You are immune to the Diseased status effect.
- Quick to Mend: 5% Healing Done and Received → Life Mender: Increases your Healing Done by 4%.
Argonian Overview - Argonians received slight sustain nerfs across the board as well as having their survive-ability reduced significantly by losing extra healing taken and health.
1.) With an average maximum Magicka of 28,000 to 32,000 a 3% increase will give you 840 - 960 Max Magicka. On the new passive a flat increase of 1000 Magicka is slightly more effective than this. Originally the potion section of the passive was equal to around 205 Recovery to Health, Magicka and Stamina. With the changes it is now roughly equal to 160 Recovery to Health, Magicka and Stamina. A noticeable 22% reduction.
2.) This passive's original effect would be vastly different from tanks to regular players so I'll try to show the changes for both. For tanks with an average of 28,000 Health a 9% increase would increase health by 2520. For non tanks of around 15,000 Health this passive would increase health by 1350. The new passive of a flat increase of 1000 health is a major reduction for Tanks and a slight loss for non-tanks.
The removal of Poison Resistance but the large increase to Disease Resistance is rather difficult to work out but is safe is assume that Argonians are now slightly more vulnerable when fighting Stamina DK's in PvP but more resistant to Stamina NB's in PvP.
3.) This is a huge nerf. Previously when an Argonian used a self healing ability (such as Vigor) it's healing was increased by 5% and then they are also receiving it, increasing it by an additional 5% for a total of +10% healing. The new passive only giving you extra 4% healing done meaning you will heal allies by 1% less than before and heal yourself for 6% less than before.
Wood Elf
- Y’ffre’s Endurance: 21% Stamina Recovery → Increases your Stamina Recovery by 258.
- Resist Affliction: 6% Max Stamina and 1485 Poison and Disease Resistance → Increases your Max Stamina by 2000 and your Poison Resistance by 2310. You are immune to the Poisoned status effect.
- Stealthy: Reduces detection Radius by 3m and Increases Damage Done in Stealth by 10% → Hunter’s Eye: Increases your Stealth detection radius by 3m. After you use Roll Dodge you gain 20% Movement Speed for 3 seconds.
Wood Elf Overview - Wood Elves received a major loss to Recovery Based sustain, gained a slight amount of Maximum resources, lost out on ganking potential but received increased speed and manoeuvrability.
1.) Assuming a player was running an average of 1800 to 2600 recovery a 21% increase gave the player an additional 378 - 546 Recovery. After the changes they have a flat 258 Recovery which is a massive decrease, only becoming equal or better than the previous passives at Recovery numbers of 1250 or less. This means it will be slightly more useful to non Recovery builds, such as Heavy armour but I think in general is a major nerf.
2.) To a player with 28,000 to 32,000 Maximum Stamina a 6% increase would provide 1680 - 1920 Maximum Stamina whereas the new passive provides a flat 2000 Max Stamina so can be seen as a slight increase. The removal of Disease Resistance but increase of Poison Resistance is, again, odd to evaluate but will make them weaker vs Stamina NB's but more resistance to Stamina DK's in PvP.
3.) Whether this passive change is good or bad completely depends on your play-style. If you like ganking in PvP then this passive change is worse for you, if you don't then it's a great change. +20% movement speed after dodge rolling is fairly major, remember this is not a "Major" or "Minor Expedition" so will stack with other movement based effects such as Dodgerolling while holding a bow, meaning after dodging with a bow you gain +50% movement speed for 3 Seconds. Sounds like a lot of fun to me.
Breton
- Gift of Magnus: 10% Max Magicka → Increases your Max Magicka by 2000.
- Spell Resistance: 3960 Spell Resistance → Gain 2310 Spell Resistance and 100 Magicka Recovery.
- Magicka Mastery: 3% Magicka Cost Reduction → Reduces the Magicka cost of your abilities by 7%.
Breton Overview - Lost out on a small but noticeable amount of Magicka as well as losing some Survive-ability in exchange for slightly improved Recovery but also gained massively improved sustain through Magicka Cost Reduction.
1.) A 10% increase to Max Magicka on an average build of 28,000 to 32,000 Magicka will give you 2800 - 3200 Max Magicka. On the new passive, a flat increase of 2000 Magicka is a significant loss, especially considering some builds go up above 30,000 Magicka. This will cause a slight reduction in both damage and sustain.
2.) A major loss of 1650 Spell Resistance in exchange for 100 Recovery is probably a positive in PvE for slightly improved sustain but a negative in PvP due to making you more susceptible to being burst down. Not sure how to evaluate properly
3.) Originally 3% Magicka Ability cost reduction to 7% Magicka cost reduction. This is massive, 7% reduction is almost as good as wearing a 5 Piece Seducer set and should imrpove your sustain greatly. Assuming the player is spending 2000 Magicka on abilities per second in a 30 second fight, the 3% reduction saved the player a total of 1800 Magicka but with the increase to 7% the player saved a total of 4200 Magicka
Dark Elf
- Dynamic: 6% Max Stamina and Magicka → Increases your Max Stamina and Magicka by 1250.
- Resist Flame: 3% Max Magicka and 2079 Flame Resistance → Increases your Max Health by 600 and your Flame Resistance by 2310. You are immune to the Burning status effect.
- Destructive Ancestry: 7% Flame damage and 2% Frost/Shock Damage → Ruination: Increases your Weapon and Spell Damage by 258.
Dark Elf Overview - Loses out on a large amount of Magicka Damage and a noticeable amount of Maximum Magicka with the non-primary Stat of the race (Mag, or Stam, whichever is lower) being boosted by a small amount and gaining an almost negligible amount of Health. Much weaker than before.
1.) Assuming the player's primary stat is on average 28,000 to 32,000 and their secondary stat is around 10,000 - 14,000 the previous 6% increase would buff the player's primary Maximum stat by
1680 - 1920 Maximum Stat and their secondary stat by
600 - 840 Maximum Stat. The new flat
+1250 to Max Magicka and Stamina would be a noticeable but not major loss to Major Stat and a buff to Minor Stat.
2.) Dark Elves lose out on 3% Maximum Magicka in exchange for 600 Health. Not really sure what else to say... This change is baffling to say the least with Dark Elves losing out
on 840 - 960 Maximum Magicka. A noticeable loss for Dark Elf damage and Sustain and I'm unsure why the change was made.
3.) Assuming a DPS player has 30,000 DPS, 5000 of that from non Elemental Damage and 20,000 from Fire Damage a 2% increase to Shock/Frost increases their DPS by
+100DPS and a 7% increase to Fire Damage increases it by an additional
+1400 DPS for a total of around
+1500 DPS. On abilities, 1 Spell damage increases the damage of an ability by around +1.306. So +258 Spell Damage increases damage of abilities by +337. Assuming you have 3 damaging abilities hitting per second this should increase your DPS by around
+1010 DPS a significant
reduction in bonus damage by around 33%
Imperial
- Tough: 12% Max Health → Increases your Max Health by 2000.
- Conditioning: 10% Max Stamina → Imperial Mettle: Increases your Max Stamina by 2000.
- Red Diamond: 10% Chance on Melee Attack to heal for 6% of Max Health → When you deal Direct Damage you have a 15% chance to heal for 1750. Reduces the cost of your Block and Bash abilities by 5%
Imperial Overview - Received a significant reduction in Maximum Health all around and Maximum Stamina for Stamina Builds but gained slightly improved tanking sustain with Block and Bash cost reduction and a major increase to Red Diamond healing for lower Health characters and a slight increase to Red Diamond healing for Higher health characters.
1.) For tanks with an average of 28,000 Health a 12% increase would increase health by 3360. For non tanks of around 15,000 Health this passive would increase health by 1800. The new passive of a flat increase of 2000 health is a major reduction for Tanks and a slight gain for non-tanks.
2.) A 10% increase to Max Stamina on an average build of 28,000 to 32,000 Stamina will give you 2800 - 3200 Max Stamina . On the new passive, a flat increase of 2000 Stamina is a significant loss, especially considering some builds go up above 30,000 Stamina. This will cause a slight reduction in both damage and sustain.
3.) Previously the Red Diamond passive healed 6% of Maximum Health on a 10% chance on melee attacks and could heal tank characters with an average of 28,000 Health by 1680 Health and non tank characters with an average of 18,000 Maximum Health by 1080 Health. The new passive restores a flat 1750 Health on a 15% chance on melee attacks which is a slight increase for Tank healing and a massive heal increase for non-tanks. It also reduces the cost of block and bash by 5% which improves Stamina Sustain slightly.
Khajiit
- Nimble: 20% Health Recovery and 10% Stamina Recovery → Robustness: Increases your Health Recovery by 100 and your Stamina and Magicka recovery by 75.
- Stealthy: Reduce detection radius by 3m and Increase damage from Stealth by 10% → Lunar Blessings: Increases your Max Health, Magicka, and Stamina by 750.
- Carnage: Increase Weapon Critical Chance by 8% → Feline Ambush: Increases your Weapon and Spell Critical Chance by 8%. Reduces your detection radius in Stealth by 5m.
Khajiit Overview - Got some extra possibilities to be Magicka builds by gainign spell crit, maximum Magicka but lost out on major Stamina and Health recovery in the process, being given laughably low flat recovery to compensate. Also lost ganking potential in exchange for higher all round stats.
1.) Assuming a player was running an average of 1600 to 2200 Stamina recovery a 10% increase gave the player an additional
160 - 220 Stamina Recovery. After the changes they have a flat
75 Stamina Recovery which is a massive decrease, only becoming equal or better than the previous passives at Recovery numbers of
750 or less. The passive does also now provide
75 Magicka Recovery but again, this tiny amount of Recovery is almost negligible.
2.) Again, if people liked ganking they will dislike this change, if they don't then this is overall a positive change. A flat
increase by 750 to all Maximum Stats is just decent in general.
3.) Now increases Weapon
AND Spell Critical. Nothing really to say here other than makes Khajiit a much more viable Magicka race now and not just Stamina based.
Nord
- Stalwart: 6% Max Stamina and 20% Health Recovery → Increases your Max Stamina by 1500. When you take damage, you gain 5 Ultimate. This effect can occur once every 10 seconds.
- Resist Frost: 9% Max Health and 2079 Cold Resistance → Increases your Max Health by 1000 and your Cold Resistance by 2310. You are immune to the Chilled status effect.
- Rugged: 6% damage reduction → Increases your Physical and Spell Resistance by 3960.
Nord Overview - Gains strong Ultimate generation effect at a cost of a small amount of Maximum Stamina, with slightly more survive-ability in Physical and Spell resistance but losing a noticeable amount of Maximum Health.
1.) To a player with 28,000 to 32,000 Maximum Stamina a 6% increase would provide 1680 - 1920 Maximum Stamina whereas the new passive provides a flat 1500 Max Stamina so can be seen as a slight decrease overall. The new effect of gaining 5 Ultimate every 10 seconds could have a lot of potential, it can be viewed as an additional 1/2 an Ultimate Point per second on top of the 3 Per second you already get. Assuming your ultimate costs 150 and you gain 3 Ultimate per second it would take you 50 seconds in a fight to unlock your ultimate, with the new Nord passive it only takes 42.86 seconds to unlock your Ultimate, a reduction of around 7 seconds which could have major benefits, especially on classes that utilise their ultimate more such as DK's.
2.) This passive's original effect would be vastly different from tanks to regular players so I'll try to show the changes for both. For tanks with an average of 28,000 Health a 9% increase would increase health by 2520. For non tanks of around 15,000 Health this passive would increase health by 1350. The new passive of a flat increase of 1000 health is a major reduction for Tanks and a slight loss for non-tanks. The extra cold Damage reduction and immunity to chilled status effect could make Nords more adept at fighting Wardens in PvP.
3.) 6% Damage reduction changes to a flat increase of 3960 Physical and Spell Resistance. Gonna be honest, I'm not an expert and I don't entirely know how much Damage Physical and Spell resistance mitigate, but with a little but of testing this seems to be a slight increase in Survive-ability for Nords.
Orc
- Brawny: 6% Max Health and Stamina → Increases your Max Health and Stamina by 500.
- Unflinching: Healing Received by 5% and 20% Health Recovery → Increases your Healing Received by 4%. When you deal damage with a weapon ability you restore 380 Health and Stamina. This effect can occur once every 4 seconds.
- Swift Warrior: 4% Melee attack, 12% Sprint cost reduction and 10% Sprint Speed → Increases your Weapon Damage by 258. Reduces the cost of your Sprint ability by 12% and increases your Movement Speed while Sprinting by 10%
Orc Overview - Gained a slight damage increase as well as Resource Sustain buff, kept their sprint speed and reduction and lost negligible healing received but also lost major Maximum Health and Maximum Stamina.
1.) Might as well say "We've removed 1 of Orc's Racial Passives, they now only have 2." My condolences go out to
@FENGRUSH and the Orc army.
2.) Originally increasing healing received by 5% and increasing Health recovery by 20%. The new passive
loses 1% healing received and the Health recovery in exchange for restoring
380 Health and Stamina when you deal damage with a weapon ability every 4 seconds. This is around equal to
190 Stamina and Health Recovery which is decent extra sustain.
3.) New passive keeps Sprint Reduction and Sprint speed but loses 4% Melee attack damage for 258 Weapon Damage. Let's say the player had 20,000 Melee DPS then an extra 4% of this would increase their damage by
800 DPS with the replacement of 258 Weapon Damage, I've worked out that for an example skill such as "Low Slash", 1 Weapon Damage increases the damage of the ability by 2.57 so the new Orc passive increases the damage of the ability by 663.4. assuming you have 2 Damaging abilities hitting per second this
increases your damage by around 1320 DPS which is higher than the previous 4% Melee attack damage.
Redguard
- Exhilaration: 9% Stamina Recovery → Martial Training: Reduces the cost of your Weapon abilities by 8%.
- Conditioning: 10% Max Stamina → Increases your Max Stamina by 2000.
- Adrenaline Rush: When you deal damage with a melee attack you restore 792 Stamina. This effect can occur once every 5 seconds. → When you deal Direct Damage, you restore 950 Stamina. This effect can occur once every 5 seconds.
Redguard Overview - Noticeably loss in Maximum Stamina and Stamina Recovery but gaining significant cost reduction and decent buff to Adrenaline Rush, in an even better spot than before.
1.) As typically Redguards don't sustain primarily from Recovery this change is a positive for most cases. 8% Cost reduction is Major, so for many builds that sustained in ways other than Recovery this helps push them even more.
2.) A 10% increase to Max Stamina on an average build of 28,000 to 32,000 Stamina will give you
2800 - 3200 Max Stamina . On the new passive, a flat increase of
2000 Stamina is a significant loss, especially considering some builds go up above 30,000 Stamina. This will cause a slight reduction in both damage and sustain.
3.) Adrenaline Rush is now,
just even better than it was! Redguards rejoice!
So to all Redguard players
Wow, that was quite a lot wasn't it. Again, I'm sorry if a some of what I did / worked out was incorrect or not true for your characters but I thought I'd have a go. Hope you enjoyed looking through this or it helped you understand some of the changes.