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Khajiit no longer gets an increase to crit but gets more crit damage??

  • LiquidPony
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    MinuitPro wrote: »
    Turelus wrote: »
    Don't worry, we'll all freak and then it'll change again next week. :tongue:

    It's like a slots machine, keep spinning until they're force to update and lock something in.

    Yeah... still got another week of NA, then two of EU. Why it's called PTS (player) and not DTS (dev).

    PTS stands for Public Test Server, though ...
  • codestripper
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    LiquidPony wrote: »
    MinuitPro wrote: »
    Turelus wrote: »
    Don't worry, we'll all freak and then it'll change again next week. :tongue:

    It's like a slots machine, keep spinning until they're force to update and lock something in.

    Yeah... still got another week of NA, then two of EU. Why it's called PTS (player) and not DTS (dev).

    PTS stands for Public Test Server, though ...

    Lmfao I was thinking the same thing when I read that, I didn't want to call them out tho.
    Since everyone seems to be doing this,
    DPS Builds:
    - Magicka Sorcerer (Pet) [Flawless Conqueror @ 565CP] - 582k
    - Magicka Nightblade [Flawless Conqueror @ 780CP] - 575k
    - Stamina Sorcerer [Flawless Conqueror @ 420CP] - 560k
    - Magicka Classless [Flawless Conqueror @ 810CP] - 540k
    - Magicka Templar [Stormproof] - 550k
    - Magicka Warden [Stormproof] - 510k
    - Stamina Templar [In Development]
    - Stamina DK [In Development]
    - Stamina NB [Under 50]
  • Juhasow
    Juhasow
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    In most of the PvE cases damage difference between adding 8% crit chance or 10% crit dmg is around 1%.
    Edited by Juhasow on February 11, 2019 9:11PM
  • Edziu
    Edziu
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    Juhasow wrote: »
    In most of the PvE cases damage difference between adding 8% crit chance or 10% crit dmg is under 1%.

    yes if you are following meta, if not then for most this would be nerf as most people was placing their build more about this additional crit chance to use different setups without stacking crit chance for max
  • Rukzadlithau
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    The crit chance had de- and offensive favours, where as now it‘s purely for dull offense. A pity they advertised this as „a new approach“ and streamline everything back into the same brackets again.
  • What_In_Tarnation
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    Not a fan about this change. Before the change, Khajiit is the only stam dps that can wear non-AY set and sit in a comfortable wpn crit% spot. Now they're just another stam race that should locked at AY set (or even thief stone with TFS set) to make use its new crit damage potential. What I'm trying to say is, the old 8% wpn crit can save a lot of troubles to farm AY dagger while you can still get away with different sets.

    Well, I can live with new crit damage change, but still, I'm not a fan of it. If this go through live server, I better dust-off my AY daggers in bank then.
    Edited by What_In_Tarnation on February 11, 2019 8:53PM
  • JinMori
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    I am almost sure that this is a buff if you have standard pve crit chance.
    Edited by JinMori on February 11, 2019 8:56PM
  • LiquidPony
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    Not a fan about this change. Before the change, Khajiit is the only stam dps that can wear non-AY set and sit in a comfortable wpn crit% spot. Now they're just another stam race that should locked at AY set (or even thief stone with TFS set) to make us its new crit damage potential. What I'm trying to say is, the old 8% wpn crit can save a lot of troubles to farm AY dagger while you can still get away with different sets.

    Well, I can live with new crit damage change, but still, I'm not a fan of it. If this go through live server, I better dust-off my AY daggers in bank then.

    That's just not true. There's no such thing as a "comfortable weapon crit spot".

    You can run Veiled Heritance or Briarheart (or even Ravager on a couple of specific builds) and hit very close to what you'd hit with AY. The same is likely true of Deadly Strike on certain builds in the coming patch.
  • Edziu
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    Jhalin wrote: »
    Susmitds did the calculations, to match the 4.3.2 crit chance benefits with this new passive, you need 99% crit chance...

    Now Khajiit is going to fall behind in stam and mag dps both

    https://forums.elderscrollsonline.com/en/discussion/458613/khajiit-4-3-2-critical-hit-chance-vs-khajiit-4-3-3-critical-hit-damage-breakdown-analysis#latest
    https://forums.elderscrollsonline.com/en/discussion/comment/5816688/#Comment_5816688
  • Masel
    Masel
    Class Representative
    Situational and can work good if spend more building Crit chance.

    NB and Templar will off-course perform better on Khajit

    That is actually not true. Classes with lower critical damage will benefit more from it than classes with higher critical damage pre-khajiit.

    The more you already have, the less any additional critical chance will net you.
    PC EU

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  • What_In_Tarnation
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    LiquidPony wrote: »
    Not a fan about this change. Before the change, Khajiit is the only stam dps that can wear non-AY set and sit in a comfortable wpn crit% spot. Now they're just another stam race that should locked at AY set (or even thief stone with TFS set) to make us its new crit damage potential. What I'm trying to say is, the old 8% wpn crit can save a lot of troubles to farm AY dagger while you can still get away with different sets.

    Well, I can live with new crit damage change, but still, I'm not a fan of it. If this go through live server, I better dust-off my AY daggers in bank then.

    That's just not true. There's no such thing as a "comfortable weapon crit spot".

    You can run Veiled Heritance or Briarheart (or even Ravager on a couple of specific builds) and hit very close to what you'd hit with AY. The same is likely true of Deadly Strike on certain builds in the coming patch.

    Seems like you just missed the point, Khajiit was the only stam race that can use sets that you mentioned while with a quite nice wpn crit cause of their 8% passive, that's why they can get away with it. I'm not saying they can't hit any harder or closer compared with AY setup. But with the new passive, it's better just use AY to maximum crit damage potential. Unless you're just nitpicking cause I'm not a native english speaker. So the words I choose might cause your confusion then.
    Edited by What_In_Tarnation on February 11, 2019 9:05PM
  • jaws343
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    Facefister wrote: »
    Mechanical Acuity might have a comeback.

    I am slowly leaning towards trying to work Acuity back into a PVP build. This may be the change that does it. Thinking maybe Acuity + Twice Born on a Khajiit magblade. With the Apprentice and Shadow mundus.
  • Juhasow
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    Edziu wrote: »
    Juhasow wrote: »
    In most of the PvE cases damage difference between adding 8% crit chance or 10% crit dmg is under 1%.

    yes if you are following meta, if not then for most this would be nerf as most people was placing their build more about this additional crit chance to use different setups without stacking crit chance for max

    Few examples for most common PvE scenarios:
    50% crit chance 70% crit dmg - adding 8% crit chance gives 0,4% more damage then 10% crit dmg
    50% crit chance 80% crit dmg - adding 8% crit chance gives 0,9% more damage then 10% crit dmg
    50% crit chance 90% crit dmg - adding 8% crit chance gives 1,5% more damage then 10% crit dmg
    60% crit chance 70% crit dmg - adding 8% crit chance gives 0,2% less damage then 10% crit dmg
    60% crit chance 80% crit dmg - adding 8% crit chance gives 0,2% more damage then 10% crit dmg
    60% crit chance 90% crit dmg - adding 8% crit chance gives 0,7% more damage then 10% crit dmg
    70% crit chance 70% crit dmg - adding 8% crit chance gives 0,9% less damage then 10% crit dmg
    70% crit chance 80% crit dmg - adding 8% crit chance gives 0,4% less damage then 10% crit dmg
    70% crit chance 90% crit dmg - adding 8% crit chance gives 0,1% more damage then 10% crit dmg
    80% crit chance 70% crit dmg - adding 8% crit chance gives 1,5% less damage then 10% crit dmg
    80% crit chance 80% crit dmg - adding 8% crit chance gives 0,9% less damage then 10% crit dmg
    80% crit chance 90% crit dmg - adding 8% crit chance gives 0,4% less damage then 10% crit dmg

    If You're somwhere between or above or under them then You can just follow the pattern.
    Edited by Juhasow on February 11, 2019 9:16PM
  • Edziu
    Edziu
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    Juhasow wrote: »
    Edziu wrote: »
    Juhasow wrote: »
    In most of the PvE cases damage difference between adding 8% crit chance or 10% crit dmg is under 1%.

    yes if you are following meta, if not then for most this would be nerf as most people was placing their build more about this additional crit chance to use different setups without stacking crit chance for max

    Few examples for most common PvE scenarios:
    50% crit chance 70% crit dmg - adding 8% crit chance gives 0,4% more damage then 10% crit dmg
    50% crit chance 80% crit dmg - adding 8% crit chance gives 0,9% more damage then 10% crit dmg
    50% crit chance 90% crit dmg - adding 8% crit chance gives 1,5% more damage then 10% crit dmg
    60% crit chance 70% crit dmg - adding 8% crit chance gives 0,2% less damage then 10% crit dmg
    60% crit chance 80% crit dmg - adding 8% crit chance gives 0,2% more damage then 10% crit dmg
    60% crit chance 90% crit dmg - adding 8% crit chance gives 0,7% more damage then 10% crit dmg
    70% crit chance 70% crit dmg - adding 8% crit chance gives 0,9% less damage then 10% crit dmg
    70% crit chance 80% crit dmg - adding 8% crit chance gives 0,4% less damage then 10% crit dmg
    70% crit chance 90% crit dmg - adding 8% crit chance gives 0,1% more damage then 10% crit dmg
    80% crit chance 70% crit dmg - adding 8% crit chance gives 1,5% less damage then 10% crit dmg
    80% crit chance 80% crit dmg - adding 8% crit chance gives 0,9% less damage then 10% crit dmg
    80% crit chance 90% crit dmg - adding 8% crit chance gives 0,4% less damage then 10% crit dmg

    If You're somwhere between or above or under them then You can just follow the pattern.

    so Im sitting almost perfectly in this bolded as for my non-meta mising summerset setup

    now on live I have 60% crit (52% without khajiit crit bonus) while having 20% crit dmg from cp, 10% from class passive and 10% from trap = 90% crit damge in overall

    the last thing I can change it is my axe to dagger so I will have dual daggers and 65% crit (57% without khajiit crit bonus)
  • Azyle1
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    So this is a buff if you have above a certain crit percentage? because some people are saying it's a buff if you have lower crit and now I'm really confused
  • CatchMeTrolling
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    This is a buff. I’m confused though because if I’m correct it buffs your crit heals right? BUT I thought zos didn’t want to let us buff crit heals when they made tweaks to things such as elfborn. Making it unable to buff crit heals.

    So if that’s the case why add a passive that does just that ?
  • Juhasow
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    Edziu wrote: »
    Juhasow wrote: »
    Edziu wrote: »
    Juhasow wrote: »
    In most of the PvE cases damage difference between adding 8% crit chance or 10% crit dmg is under 1%.

    yes if you are following meta, if not then for most this would be nerf as most people was placing their build more about this additional crit chance to use different setups without stacking crit chance for max

    Few examples for most common PvE scenarios:
    50% crit chance 70% crit dmg - adding 8% crit chance gives 0,4% more damage then 10% crit dmg
    50% crit chance 80% crit dmg - adding 8% crit chance gives 0,9% more damage then 10% crit dmg
    50% crit chance 90% crit dmg - adding 8% crit chance gives 1,5% more damage then 10% crit dmg
    60% crit chance 70% crit dmg - adding 8% crit chance gives 0,2% less damage then 10% crit dmg
    60% crit chance 80% crit dmg - adding 8% crit chance gives 0,2% more damage then 10% crit dmg
    60% crit chance 90% crit dmg - adding 8% crit chance gives 0,7% more damage then 10% crit dmg
    70% crit chance 70% crit dmg - adding 8% crit chance gives 0,9% less damage then 10% crit dmg
    70% crit chance 80% crit dmg - adding 8% crit chance gives 0,4% less damage then 10% crit dmg
    70% crit chance 90% crit dmg - adding 8% crit chance gives 0,1% more damage then 10% crit dmg
    80% crit chance 70% crit dmg - adding 8% crit chance gives 1,5% less damage then 10% crit dmg
    80% crit chance 80% crit dmg - adding 8% crit chance gives 0,9% less damage then 10% crit dmg
    80% crit chance 90% crit dmg - adding 8% crit chance gives 0,4% less damage then 10% crit dmg

    If You're somwhere between or above or under them then You can just follow the pattern.

    so Im sitting almost perfectly in this bolded as for my non-meta mising summerset setup

    now on live I have 60% crit (52% without khajiit crit bonus) while having 20% crit dmg from cp, 10% from class passive and 10% from trap = 90% crit damge in overall

    the last thing I can change it is my axe to dagger so I will have dual daggers and 65% crit (57% without khajiit crit bonus)

    Have You considered all bonuses while buffed like minor/major savagery etc ? Also since axes are getting nerfed anyway nothing holds Youi from switching to dual dagger. Even 1,5% is barely noticable dmg loss.
    Edited by Juhasow on February 11, 2019 9:28PM
  • Juhasow
    Juhasow
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    This is a buff. I’m confused though because if I’m correct it buffs your crit heals right? BUT I thought zos didn’t want to let us buff crit heals when they made tweaks to things such as elfborn. Making it unable to buff crit heals.

    So if that’s the case why add a passive that does just that ?

    If they wouldnt include crit heals that would be a noticable nerf for that passive when compared to previous form because crit chance works on heals so You would loose 8% to crit on heal and not get anything in return. Also they didnt wanted for specific damage oriented buffs like minor/major force or passives like hemmorhage or piercing spear to not work on heals. CP passives for example still buff crit heals and dmg.
    Edited by Juhasow on February 11, 2019 9:32PM
  • Edziu
    Edziu
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    Juhasow wrote: »
    Edziu wrote: »
    Juhasow wrote: »
    Edziu wrote: »
    Juhasow wrote: »
    In most of the PvE cases damage difference between adding 8% crit chance or 10% crit dmg is under 1%.

    yes if you are following meta, if not then for most this would be nerf as most people was placing their build more about this additional crit chance to use different setups without stacking crit chance for max

    Few examples for most common PvE scenarios:
    50% crit chance 70% crit dmg - adding 8% crit chance gives 0,4% more damage then 10% crit dmg
    50% crit chance 80% crit dmg - adding 8% crit chance gives 0,9% more damage then 10% crit dmg
    50% crit chance 90% crit dmg - adding 8% crit chance gives 1,5% more damage then 10% crit dmg
    60% crit chance 70% crit dmg - adding 8% crit chance gives 0,2% less damage then 10% crit dmg
    60% crit chance 80% crit dmg - adding 8% crit chance gives 0,2% more damage then 10% crit dmg
    60% crit chance 90% crit dmg - adding 8% crit chance gives 0,7% more damage then 10% crit dmg
    70% crit chance 70% crit dmg - adding 8% crit chance gives 0,9% less damage then 10% crit dmg
    70% crit chance 80% crit dmg - adding 8% crit chance gives 0,4% less damage then 10% crit dmg
    70% crit chance 90% crit dmg - adding 8% crit chance gives 0,1% more damage then 10% crit dmg
    80% crit chance 70% crit dmg - adding 8% crit chance gives 1,5% less damage then 10% crit dmg
    80% crit chance 80% crit dmg - adding 8% crit chance gives 0,9% less damage then 10% crit dmg
    80% crit chance 90% crit dmg - adding 8% crit chance gives 0,4% less damage then 10% crit dmg

    If You're somwhere between or above or under them then You can just follow the pattern.

    so Im sitting almost perfectly in this bolded as for my non-meta mising summerset setup

    now on live I have 60% crit (52% without khajiit crit bonus) while having 20% crit dmg from cp, 10% from class passive and 10% from trap = 90% crit damge in overall

    the last thing I can change it is my axe to dagger so I will have dual daggers and 65% crit (57% without khajiit crit bonus)

    Have You considered all bonuses while buffed like minor/major savagery etc ? Also since axes are getting nerfed anyway nothing holds Youi from switching to dual dagger. Even 1,5% is barely noticable dmg loss.

    yes, 60% crit chance with major savagery, minor not incluted as at all...I rarely play with someone nb in party for this buff at all but even if this wont make me that huge buff and wont be much often

    and also this nerf to axe yeah...now on live Im fine with axe and additioanlly happy as if I need to farm something then I need only 1 dagger and with this mostly I get an axe also before I even get my 1st dagger - that was not bad spot with rng...but will get horrible with this patch as I will be forced to run dual daggers like everyone other (nice diversity)
  • zaria
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    Khajiits, this is an nice pole position for final lap, as the parses comes in.
    Its an nerf for magic builds from 4.3.2, that might be good as Altmer tears has flooded Craglorn because they are not the magic version of Orc, For stamina its an buff but its also Orcs.
    So let us scream for an buff :)

    Grinding just make you go in circles.
    Asking ZoS for nerfs is as stupid as asking for close air support from the death star.
  • Juhasow
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    Edziu wrote: »
    Juhasow wrote: »
    Edziu wrote: »
    Juhasow wrote: »
    Edziu wrote: »
    Juhasow wrote: »
    In most of the PvE cases damage difference between adding 8% crit chance or 10% crit dmg is under 1%.

    yes if you are following meta, if not then for most this would be nerf as most people was placing their build more about this additional crit chance to use different setups without stacking crit chance for max

    Few examples for most common PvE scenarios:
    50% crit chance 70% crit dmg - adding 8% crit chance gives 0,4% more damage then 10% crit dmg
    50% crit chance 80% crit dmg - adding 8% crit chance gives 0,9% more damage then 10% crit dmg
    50% crit chance 90% crit dmg - adding 8% crit chance gives 1,5% more damage then 10% crit dmg
    60% crit chance 70% crit dmg - adding 8% crit chance gives 0,2% less damage then 10% crit dmg
    60% crit chance 80% crit dmg - adding 8% crit chance gives 0,2% more damage then 10% crit dmg
    60% crit chance 90% crit dmg - adding 8% crit chance gives 0,7% more damage then 10% crit dmg
    70% crit chance 70% crit dmg - adding 8% crit chance gives 0,9% less damage then 10% crit dmg
    70% crit chance 80% crit dmg - adding 8% crit chance gives 0,4% less damage then 10% crit dmg
    70% crit chance 90% crit dmg - adding 8% crit chance gives 0,1% more damage then 10% crit dmg
    80% crit chance 70% crit dmg - adding 8% crit chance gives 1,5% less damage then 10% crit dmg
    80% crit chance 80% crit dmg - adding 8% crit chance gives 0,9% less damage then 10% crit dmg
    80% crit chance 90% crit dmg - adding 8% crit chance gives 0,4% less damage then 10% crit dmg

    If You're somwhere between or above or under them then You can just follow the pattern.

    so Im sitting almost perfectly in this bolded as for my non-meta mising summerset setup

    now on live I have 60% crit (52% without khajiit crit bonus) while having 20% crit dmg from cp, 10% from class passive and 10% from trap = 90% crit damge in overall

    the last thing I can change it is my axe to dagger so I will have dual daggers and 65% crit (57% without khajiit crit bonus)

    Have You considered all bonuses while buffed like minor/major savagery etc ? Also since axes are getting nerfed anyway nothing holds Youi from switching to dual dagger. Even 1,5% is barely noticable dmg loss.

    yes, 60% crit chance with major savagery, minor not incluted as at all...I rarely play with someone nb in party for this buff at all but even if this wont make me that huge buff and wont be much often

    and also this nerf to axe yeah...now on live Im fine with axe and additioanlly happy as if I need to farm something then I need only 1 dagger and with this mostly I get an axe also before I even get my 1st dagger - that was not bad spot with rng...but will get horrible with this patch as I will be forced to run dual daggers like everyone other (nice diversity)

    So assuming You'll have 52% crit with 1 dagger and without nb in team then You'll have 63% with 2 daggers and nb in team and that basically makes difference in dmg barely existant.
    Edited by Juhasow on February 11, 2019 9:39PM
  • Edziu
    Edziu
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    Juhasow wrote: »
    Edziu wrote: »
    Juhasow wrote: »
    Edziu wrote: »
    Juhasow wrote: »
    Edziu wrote: »
    Juhasow wrote: »
    In most of the PvE cases damage difference between adding 8% crit chance or 10% crit dmg is under 1%.

    yes if you are following meta, if not then for most this would be nerf as most people was placing their build more about this additional crit chance to use different setups without stacking crit chance for max

    Few examples for most common PvE scenarios:
    50% crit chance 70% crit dmg - adding 8% crit chance gives 0,4% more damage then 10% crit dmg
    50% crit chance 80% crit dmg - adding 8% crit chance gives 0,9% more damage then 10% crit dmg
    50% crit chance 90% crit dmg - adding 8% crit chance gives 1,5% more damage then 10% crit dmg
    60% crit chance 70% crit dmg - adding 8% crit chance gives 0,2% less damage then 10% crit dmg
    60% crit chance 80% crit dmg - adding 8% crit chance gives 0,2% more damage then 10% crit dmg
    60% crit chance 90% crit dmg - adding 8% crit chance gives 0,7% more damage then 10% crit dmg
    70% crit chance 70% crit dmg - adding 8% crit chance gives 0,9% less damage then 10% crit dmg
    70% crit chance 80% crit dmg - adding 8% crit chance gives 0,4% less damage then 10% crit dmg
    70% crit chance 90% crit dmg - adding 8% crit chance gives 0,1% more damage then 10% crit dmg
    80% crit chance 70% crit dmg - adding 8% crit chance gives 1,5% less damage then 10% crit dmg
    80% crit chance 80% crit dmg - adding 8% crit chance gives 0,9% less damage then 10% crit dmg
    80% crit chance 90% crit dmg - adding 8% crit chance gives 0,4% less damage then 10% crit dmg

    If You're somwhere between or above or under them then You can just follow the pattern.

    so Im sitting almost perfectly in this bolded as for my non-meta mising summerset setup

    now on live I have 60% crit (52% without khajiit crit bonus) while having 20% crit dmg from cp, 10% from class passive and 10% from trap = 90% crit damge in overall

    the last thing I can change it is my axe to dagger so I will have dual daggers and 65% crit (57% without khajiit crit bonus)

    Have You considered all bonuses while buffed like minor/major savagery etc ? Also since axes are getting nerfed anyway nothing holds Youi from switching to dual dagger. Even 1,5% is barely noticable dmg loss.

    yes, 60% crit chance with major savagery, minor not incluted as at all...I rarely play with someone nb in party for this buff at all but even if this wont make me that huge buff and wont be much often

    and also this nerf to axe yeah...now on live Im fine with axe and additioanlly happy as if I need to farm something then I need only 1 dagger and with this mostly I get an axe also before I even get my 1st dagger - that was not bad spot with rng...but will get horrible with this patch as I will be forced to run dual daggers like everyone other (nice diversity)

    So assuming You have 52% crit with 1 dagger and without nb in team You'll have 63% with 2 daggers and nb in team and that basically makes difference in dmg barely existant.

    but even with this as you wrote I will still have better bonus from ckhajiit crit chance bonus that crit dmg, even at 70% crit chance I would have this minimum difference but still which also mainly will be subsidiary of nb in team if I would have it or not (as for me and with who I play - only time I would have nb in team this would be on trial and if I woudl be on trial I would have less efficienty bonus from horn crit damage bonus as I will have lesser crit chance wchis is more important than jsut crit dmg if we are talking about hor which is buffing this crit daamge which need to chave good chance to be)
  • CP5
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    Juhasow wrote: »
    Edziu wrote: »
    Juhasow wrote: »
    Edziu wrote: »
    Juhasow wrote: »
    Edziu wrote: »
    Juhasow wrote: »
    In most of the PvE cases damage difference between adding 8% crit chance or 10% crit dmg is under 1%.

    yes if you are following meta, if not then for most this would be nerf as most people was placing their build more about this additional crit chance to use different setups without stacking crit chance for max

    Few examples for most common PvE scenarios:
    50% crit chance 70% crit dmg - adding 8% crit chance gives 0,4% more damage then 10% crit dmg
    50% crit chance 80% crit dmg - adding 8% crit chance gives 0,9% more damage then 10% crit dmg
    50% crit chance 90% crit dmg - adding 8% crit chance gives 1,5% more damage then 10% crit dmg
    60% crit chance 70% crit dmg - adding 8% crit chance gives 0,2% less damage then 10% crit dmg
    60% crit chance 80% crit dmg - adding 8% crit chance gives 0,2% more damage then 10% crit dmg
    60% crit chance 90% crit dmg - adding 8% crit chance gives 0,7% more damage then 10% crit dmg
    70% crit chance 70% crit dmg - adding 8% crit chance gives 0,9% less damage then 10% crit dmg
    70% crit chance 80% crit dmg - adding 8% crit chance gives 0,4% less damage then 10% crit dmg
    70% crit chance 90% crit dmg - adding 8% crit chance gives 0,1% more damage then 10% crit dmg
    80% crit chance 70% crit dmg - adding 8% crit chance gives 1,5% less damage then 10% crit dmg
    80% crit chance 80% crit dmg - adding 8% crit chance gives 0,9% less damage then 10% crit dmg
    80% crit chance 90% crit dmg - adding 8% crit chance gives 0,4% less damage then 10% crit dmg

    If You're somwhere between or above or under them then You can just follow the pattern.

    so Im sitting almost perfectly in this bolded as for my non-meta mising summerset setup

    now on live I have 60% crit (52% without khajiit crit bonus) while having 20% crit dmg from cp, 10% from class passive and 10% from trap = 90% crit damge in overall

    the last thing I can change it is my axe to dagger so I will have dual daggers and 65% crit (57% without khajiit crit bonus)

    Have You considered all bonuses while buffed like minor/major savagery etc ? Also since axes are getting nerfed anyway nothing holds Youi from switching to dual dagger. Even 1,5% is barely noticable dmg loss.

    yes, 60% crit chance with major savagery, minor not incluted as at all...I rarely play with someone nb in party for this buff at all but even if this wont make me that huge buff and wont be much often

    and also this nerf to axe yeah...now on live Im fine with axe and additioanlly happy as if I need to farm something then I need only 1 dagger and with this mostly I get an axe also before I even get my 1st dagger - that was not bad spot with rng...but will get horrible with this patch as I will be forced to run dual daggers like everyone other (nice diversity)

    So assuming You'll have 52% crit with 1 dagger and without nb in team then You'll have 63% with 2 daggers and nb in team and that basically makes difference in dmg barely existant.

    Just need to find a pocket NB for that nice 6% weapon crit, at all times, regardless of group comp or what you're doing..
  • MLGProPlayer
    MLGProPlayer
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    Caff32 wrote: »
    I just hate the major changes every week. Every week negates the previous week's testing.

    Exactly. Week 1 still had the best balance, aside from a couple races underperforming.
    Edited by MLGProPlayer on February 11, 2019 9:54PM
  • CatchMeTrolling
    CatchMeTrolling
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    Juhasow wrote: »
    This is a buff. I’m confused though because if I’m correct it buffs your crit heals right? BUT I thought zos didn’t want to let us buff crit heals when they made tweaks to things such as elfborn. Making it unable to buff crit heals.

    So if that’s the case why add a passive that does just that ?

    If they wouldnt include crit heals that would be a noticable nerf for that passive when compared to previous form because crit chance works on heals so You would loose 8% to crit on heal and not get anything in return. Also they didnt wanted for specific damage oriented buffs like minor/major force or passives like hemmorhage or piercing spear to not work on heals. CP passives for example still buff crit heals and dmg.

    Yeah I wasn’t thinking about the loss of the crit chance heal too, that makes more sense. Albeit, I still think it’s a buff.

  • Azyle1
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    There is way too much contradictary info going around for me to be able to make an assessment . I cannot get in the PTS at the moment either, so I am just frustrated because I have a hard time understanding that IF this a nerf, why you would nerf the most inconsistent DPS.
  • Mattock_Romulus
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    Death Recap
    "CrittyCat" hit you for 80,000 damage with Snipe!
    Tip: Try wearing impenatrable gear, Throw Catnip down as a distraction or run away next time you fight a Khajcriit
  • VaxtinTheWolf
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    Dangit. It seems like an.. interesting? change but my nightblade relied on that crit chance in PvP on my 2H Support bar for 35% chance at a crit. There was another change in the notes about siphoning not triggering proc sets and I wonder if that includes Troll King. I was trying to get any amount of Survivability I could find as I play Solo.

    I kind of wished crit healing was a part of the nightblade a long time ago as that's what I was going for with my healer, but he's a breton.
    || AD - Rah'Jiin Lv50 Khajiit Nightblade (Damage) || EP - Generic Argonian Lv50 Argonian Nightblade (Tank) || DC - Zinkotsu Lv50 Breton Nightblade (Healer) ||
    || DC - Ja'Kiro Feral-Heart Lv50 Khajiit Dragonknight (Damage) || EP - VaxtinTheWolf Lv50 Redguard Templar (Tank) || AD - Velik Iranis Lv50 Dark Elf Sorcerer (Tank ) ||
    || EP - Einvarg The Frozen Lv50 Nord Warden (Tank/Healer) || EP - Keem-Ja Lv4 Argonian Necromancer (Healer/Tank) ||
    PC - North American Server (Champion 1300+)
  • Finedaible
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    I do not like this change. Khajiit were the only ones who could get semi-reliable crit setups, and are now subject to more RNG shenanigans for their DPS/healing with this change. More crit dmg and healing is nice, but it's volatile, and not as reliable as the buff to crit chance was. This change also further shoehorns Khajiit into two classes, Nightblade and Templar, which is not a healthy thing for diversity.

    Just stop making random-ass changes and stick to player opinions. It feels like staff is throwing darts at a spinning wheel while blind-folded at this point.
  • MLGProPlayer
    MLGProPlayer
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    Azyle1 wrote: »
    There is way too much contradictary info going around for me to be able to make an assessment . I cannot get in the PTS at the moment either, so I am just frustrated because I have a hard time understanding that IF this a nerf, why you would nerf the most inconsistent DPS.

    They were overperforming as magicka. But then why not just slightly buff Altmer and Breton? Or why not reduce Khajiit's crit%? Again, instead of making tweaks, ZOS makes sweeping changes.
    Edited by MLGProPlayer on February 11, 2019 10:18PM
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