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Redguard new passive OP?

validifyedneb18_ESO
validifyedneb18_ESO
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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.
EU: Magden, Magknight, Stamsorc(*2), Magsorc
NA: Magplar, Magden, PotatoBlade
  • validifyedneb18_ESO
    validifyedneb18_ESO
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    So they get a like 20% increase to stamina gain, which was already the best passive in the game for stamina builds?

    I get the change to allow it for bow users, but... wat?
    EU: Magden, Magknight, Stamsorc(*2), Magsorc
    NA: Magplar, Magden, PotatoBlade
  • Tasear
    Tasear
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    Look at other changes to race first.
  • validifyedneb18_ESO
    validifyedneb18_ESO
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    I get the nerf to the generic regen, but cost reduction is almost as good as regen, and most stam builds are 80% weapon abilities 20% buffs and utility from class lines. Even more towards weapon when you consider the spammable weaving is from a weapon ability too.
    EU: Magden, Magknight, Stamsorc(*2), Magsorc
    NA: Magplar, Magden, PotatoBlade
  • Temeraire507
    Temeraire507
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    I wrote this in a woodelf thread. But it is applying here as well
    Still, all in all I believe that ZOS did quite well with redesigning all the racial passives.

    One thing many seem to oversee is the math behind the new sustain passive for Bosmer. You got 21%+. Now you get a base value increase of 258. If your character is naked and unskilled you would need approximately 1229 recovery to get a bonus of 258 with 21% buff. HOWEVER the new 258 are a base value increase, meaning they benefit from percentage buffs.

    That results in Woodelves being on a comparable level to redguards regarding sustain.

    Redguards get 950 every 5 seconds if they deal damage with a direct damage hit, which break down into 380 recovery that does not get buffed by any bonus you might have. On top of that weapon abilities (Endless Hail, Rending Slashes, Poison Injection, in some situations Steel Tornado and the Hidden Blade morphs) get 8% cost reduction.

    Woodelves however get 258 base recovery, that benefit from percentage buffs. The setup of most endgame players includes 7 pieces of medium armor, 75 points into mooncalf (if not 100) and the use of stamina returning potions. That comes down to 28 + 14 + 20 = 62 percent buff to staminarecovery. That means that you end up with about 418 recovery, not taking any passives from other skill lines (15% for NB's or 12% for wardens for example) into account.

    As you can see, your sustain on a Bosmer is now (or more precisely when the update hits live, if it comes live like that) about the same as on a Redguard and since both now have a base stamina bonus of 2000 you also have about the same damage.

    So you see when you do the math redguards are not OP. They are on a comparable level with bosmer now
    Edited by Temeraire507 on January 17, 2019 7:01PM
  • kojou
    kojou
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    The short answer is "No."
    Playing since beta...
  • Bladerunner1
    Bladerunner1
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    Assuming you could generate 950 stamina every 5 seconds during combat without counting time mid swing or between skills, that comes to 190 stamina per second, which is the same as having 380 Stamina Regen. And you can knock 8% off the cost of weapon abilities, and that all depends on how many weapon abilities are used.

    A Bosmer by comparison has 258 stamina Regen, which might be effected by multipliers like Major Endurance (+20%), Minor Endurance (+10%), Medium Armor Passive (20-28% depending on # armor pieces), Mooncalf CP (up to 15%). So the 258 is like 423 Stamina Regen. Bosmer seems closer to Redguard than before.

    *Looks up at new posts* Oh, lol someone beat me to it.
    Edited by Bladerunner1 on January 17, 2019 6:58PM
  • Lord_Eomer
    Lord_Eomer
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    Seems not OP to me but in right direction,

    You choose More Damage or Sustain, seems very balanced.
  • Bladerunner1
    Bladerunner1
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    I think races with the new 258 weapon damage buff are more likely to run into OP issues. That's a lot of freaking damage, especially in a game where healers are slinging orbs and shards, and the absorb stamina glyph gives such a high stamina return for so little cost.
    Edited by Bladerunner1 on January 17, 2019 10:16PM
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