Why I'm mad about highelf

ezio45
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Ok

Highelf darkelf sell damage: exactly the same

Highelf darkelf max mag: 2k vs 1850, to me that's not a noticable difference. Yes the new way CP effects max mag will make a difference in those numbers. But still don't see it making a noticable difference.

Defense

Highelf gets 5% protection while casting for channeling.

Darkelf gets 2k flame resistance

Comparing and contrasting these 2. Highelfs only applies to basically Templar abilities, heavy attacks and dark convert (if anyone is still using that) and only while you are preforming that action. It doesn't apply while you are stunned, if your surprise attacked or thru most of your normal rotation. Darkelfs have there 2k flame resistance up at all times, it applies while you are stunned, all of your rotation, if your afk making food, it's there.

Darkelfs only applies to flame damage while highelfs applies to all damage. However arguably flame damage is the most common type in game. Certainly in pve.

For fire damage mitigation. Tool tip for flame reach as an example. Around 7k with the Masters staff. The 5% mitigation from highelf will block a huge 350 from that skill.... If you were channeling or casting. Darkelf will block 2k of that damage even if your afk. However that's not the full story because of battle spirit. That flame reachs damage is actually 3500. Highelf 5% will block 175 of that. Resistance however isn't halved in PvP darkelf will still block 2k. That means dark elf is essentially blocking 57% of that attack. Yes I'm aware these number might be slightly off because of the opponents pen. But assumed the opponents pen is at, under or near the plays resistance they hold up

Stam

Highelf gets 650 Stam back ever 6 second assuming they casted a class ability every 6 seconds on the dot.

Dark elf gets base 1850 from the start but that also doesn't take in to account CP so just spit balling here I'm going to say that's up around 2400 could be +/-

Not factoring in the CP if the highelf is on top of there game they will about tie the darkelf in Stam gained from the passive in 18 sec, start beating them in 24 sec. With CP (again estimating darkelf gets about 2.4k) highelf will basically tie dark elf in 24 second and start beating them 32 second into a fight

So basically being a highelf will not help you in Stam over being a darkelf unless your fight last longer than 32 seconds


Highelf and darkelf are to similar and darkelf ties highelf in 2 out of 4 areas and darkelf beats it in the other 2 areas. There is no reason to pick a highelf as it stands now.

I don't want highelf to be op or a Master race. I just want there to be an objective reason to pick a highelf over a darkelf. Something that if I'm looking at making or race changing a mag toon that highelf gives me the option to build that toon differently that a darkelf rather than just be a weaker vers of them
  • Chilly-McFreeze
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    And if the dark elf fights against anything stam?
  • ezio45
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    And if the dark elf fights against anything stam?

    Are you serious debating that highelf is better than darkelf because it get <200 reduced damage only if there heavy attacking while darkelf gets 2k reduced flame damage

    Noone would pick like 175 reduced incoming damage over 2k flame resistance

    It would take like 10 hits from any average ability before highelf even gets close to blocking 2k damage

    If your just heavy attacking thru 10+ hits your already dead
    Edited by ezio45 on February 13, 2019 3:46PM
  • Ashanne
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    where do you find these numbers? dark elf flame resist of 2k flame resist equals 3.5% dmg mitigation...to flame.
    Not sure why you think 2k flame resist means it takes a flat 2k off any dmg. by your logic, the bretons 4k+ resist makes any magic/elemental dmg that doesnt hit for over 4k, deal NO dmg....Right.
  • kojou
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    I've come to a similar conclusion. While I will probably not change my high elves to dark elves, but if I create a new character I probably won't select high elf.

    High Elf feels like it is missing something compared to the other races.
    Playing since beta...
  • Ratzkifal
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    Altmer just feels like a stat stick to me. So does Dunmer, but Dunmer is a stat stick with fire resistance flavor and hybrid potential. Altmer is just a onetrick pony with nothing unique.

    Still in favor of giving them a weakness to magic in exchange for higher damage/sustain.
    This Bosmer was tortured to death. There is nothing left to be done.
  • twing1_
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    Your numbers are a bit off, but the point is still there. There are very many threads already similar to this. I will be making another one that compiles them all together in the near future, as to bring even further attention to it.

    Here is a very detailed analysis of this:
    https://forums.elderscrollsonline.com/en/discussion/457979/lack-of-racial-identity-between-altmer-and-dunmer#latest

    In short, these two races are two similar.

    They both get:
    -around 2000 max mag (dunmer get 1875)
    -258 spell damage
    -marginal stamina utility for roll dodges and break frees (dunmer get 1875 bonus stamina, altmer get bonus stamina regen)

    They differ in their defensive stats, however these are not enough to be considered racial defining characteristics.

    To resolve this, dunmer should be granted the off-stat sustain tool currently found on altmer. This will emphasize their athletic superiority over altmer (as lore dictates) and also complement their hybrid nature quite nicely. In return, altmer should be granted a small magicka bonus that DOES NOT affect their raw damage or magicka sustain, as they are already a top competitor in the magicka dps race. Something like increased chance to apply status effects would fit nicely here.

    With these changes, the two races will be differentiated enough to be considered unique, the current racial balance will be maintained, and they would both accurately resemble their depictions in TES lore. Problem solved.
  • Chilly-McFreeze
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    Ashanne wrote: »
    where do you find these numbers? dark elf flame resist of 2k flame resist equals 3.5% dmg mitigation...to flame.
    Not sure why you think 2k flame resist means it takes a flat 2k off any dmg. by your logic, the bretons 4k+ resist makes any magic/elemental dmg that doesnt hit for over 4k, deal NO dmg....Right.

    That's what I'm asking myself. The burning immunity is very nice but 2.3k flame resist is nothing to write home about. And surely it doesn't take off 2k damage flat.
  • Darlon
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    2k flame damage resistance does not mean 2k less damage from flame spells.....

    It means spell resist number is 2000 higher if the damage is flame based.... is a whole different thing.....
  • ezio45
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    Darlon wrote: »
    2k flame damage resistance does not mean 2k less damage from flame spells.....

    It means spell resist number is 2000 higher if the damage is flame based.... is a whole different thing.....

    I'm not against being wrong lol

    But if a flame based attack hits you with you having 15k spell resistance and the opponent having 15k pen then the 2k flame resistance should up your spell resistance against that attack to 17k reducing that attack by an added 2k, right? So an attack for 5k already factoring in battle spirit would be 3k?

    Not an expert on damage mitigation, that's just how I think it works. Very well could be wrong
    Edited by ezio45 on February 13, 2019 4:16PM
  • twing1_
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    ezio45 wrote: »
    Darlon wrote: »
    2k flame damage resistance does not mean 2k less damage from flame spells.....

    It means spell resist number is 2000 higher if the damage is flame based.... is a whole different thing.....

    I'm not against being wrong lol

    But if a flame based attack hits you with you having 15k spell resistance and the opponent having 15k pen then the 2k flame resistance should up your spell resistance against that attack to 17k reducing that attack by an added 2k, right?

    Not an expert on damage mitigation, that's just how I think it works. Very well could be wrong

    661 resistance roughly equals 1% of mitigation. So 2000 resist would decrease the damage of an incoming attack by less than 4%
  • Darlon
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    ezio45 wrote: »
    Darlon wrote: »
    2k flame damage resistance does not mean 2k less damage from flame spells.....

    It means spell resist number is 2000 higher if the damage is flame based.... is a whole different thing.....

    I'm not against being wrong lol

    But if a flame based attack hits you with you having 15k spell resistance and the opponent having 15k pen then the 2k flame resistance should up your spell resistance against that attack to 17k reducing that attack by an added 2k, right? So an attack for 5k already factoring in battle spirit would be 3k?

    Not an expert on damage mitigation, that's just how I think it works. Very well could be wrong

    Nope, it doesn’t work that way.

    As said before, 2k extra resistance equals about 4% mitigation, which means that 5k attack would hit for roughly 4800 on a dunmer... soo, that’s not 2k less, but only 200 (it’s even a bit less than that)

  • martijnlv40
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    Darlon wrote: »
    ezio45 wrote: »
    Darlon wrote: »
    2k flame damage resistance does not mean 2k less damage from flame spells.....

    It means spell resist number is 2000 higher if the damage is flame based.... is a whole different thing.....

    I'm not against being wrong lol

    But if a flame based attack hits you with you having 15k spell resistance and the opponent having 15k pen then the 2k flame resistance should up your spell resistance against that attack to 17k reducing that attack by an added 2k, right? So an attack for 5k already factoring in battle spirit would be 3k?

    Not an expert on damage mitigation, that's just how I think it works. Very well could be wrong

    Nope, it doesn’t work that way.

    As said before, 2k extra resistance equals about 4% mitigation, which means that 5k attack would hit for roughly 4800 on a dunmer... soo, that’s not 2k less, but only 200 (it’s even a bit less than that)

    This would be true if it were about physical or spell resistance. But since it's a specific form of resistance (so same for disease, poison, cold or any of the others), it's actually worth twice as much. Someone with 13000 spell resistance and 2310 flame resistance gains 17620 spell resistance for that attack.

    This means that if an attack does 25000 base-line damage, an altmer would have (13000/660 = 19,70% ; 0,803 * 25k = 20075) 4925 damage reduction, with an 5% damage reduction on top (without minor protection or anything) this goes up with (0,95 * 20075 = 19071) 1004 damage reduction, to a total damage reduction of 5929.
    A dunmer would have (17620/660 = 26,70% ; 0,733 * 25k = 18325) = 6675 damage reduction.
    So this equates to a difference of 746 damage reduction, or about a 12,6% difference.
    This is a pretty common situation for magicka dd, that's why I chose these numbers.

    As you need to cast an ability to use the altmer passive (and we don't do that that often, except for templars or that soul magic ultimate), it's not very handy and an utility passive, not something everyone can use. The dunmer only have this resistance for flame damage. I think it's a pretty good trade-off, and not worth changing really. Perhaps higher every elemental resistance for races to 2640 (so a 8% reduction instead of 7%), but that's not relevant for this discussion.

    Edit: screwed up a number.
    Edited by martijnlv40 on February 13, 2019 4:51PM
  • validifyedneb18_ESO
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    Darlon wrote: »
    ezio45 wrote: »
    Darlon wrote: »
    2k flame damage resistance does not mean 2k less damage from flame spells.....

    It means spell resist number is 2000 higher if the damage is flame based.... is a whole different thing.....

    I'm not against being wrong lol

    But if a flame based attack hits you with you having 15k spell resistance and the opponent having 15k pen then the 2k flame resistance should up your spell resistance against that attack to 17k reducing that attack by an added 2k, right? So an attack for 5k already factoring in battle spirit would be 3k?

    Not an expert on damage mitigation, that's just how I think it works. Very well could be wrong

    Nope, it doesn’t work that way.

    As said before, 2k extra resistance equals about 4% mitigation, which means that 5k attack would hit for roughly 4800 on a dunmer... soo, that’s not 2k less, but only 200 (it’s even a bit less than that)

    This would be true if it were about physical or spell resistance. But since it's a specific form of resistance (so same for disease, poison, cold or any of the others), it's actually worth twice as much. Someone with 13000 spell resistance and 2310 flame resistance gains 17620 spell resistance for that attack.

    This means that if an attack does 25000 base-line damage, an altmer would have (13000/660 = 19,70% ; 0,803 * 25k = 20075) 4925 damage reduction, with an 5% damage reduction on top (without minor protection or anything) this goes up with (0,95 * 20075 = 19071) 1004 damage reduction, to a total damage reduction of 5929.
    A dunmer would have (17620/660 = 26,70% ; 0,733 * 25k = 18325) = 6675 damage reduction.
    So this equates to a difference of 746 damage reduction, or about a 12,6% difference.
    This is a pretty common situation for magicka dd, that's why I chose these numbers.

    As you need to cast an ability to use the altmer passive (and we don't do that that often, except for templars or that soul magic ultimate), it's not very handy and an utility passive, not something everyone can use. The dunmer only have this resistance for flame damage. I think it's a pretty good trade-off, and not worth changing really. Perhaps higher every elemental resistance for races to 2640 (so a 8% reduction instead of 7%), but that's not relevant for this discussion.

    Edit: screwed up a number.

    We calculate things as percentages for a reason, not so people can arbitrarily contrive a situation where a single attack would be better mitigated more by one passive over another.
    EU: Magden, Magknight, Stamsorc(*2), Magsorc
    NA: Magplar, Magden, PotatoBlade
  • twing1_
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    Darlon wrote: »
    ezio45 wrote: »
    Darlon wrote: »
    2k flame damage resistance does not mean 2k less damage from flame spells.....

    It means spell resist number is 2000 higher if the damage is flame based.... is a whole different thing.....

    I'm not against being wrong lol

    But if a flame based attack hits you with you having 15k spell resistance and the opponent having 15k pen then the 2k flame resistance should up your spell resistance against that attack to 17k reducing that attack by an added 2k, right? So an attack for 5k already factoring in battle spirit would be 3k?

    Not an expert on damage mitigation, that's just how I think it works. Very well could be wrong

    Nope, it doesn’t work that way.

    As said before, 2k extra resistance equals about 4% mitigation, which means that 5k attack would hit for roughly 4800 on a dunmer... soo, that’s not 2k less, but only 200 (it’s even a bit less than that)

    This would be true if it were about physical or spell resistance. But since it's a specific form of resistance (so same for disease, poison, cold or any of the others), it's actually worth twice as much. Someone with 13000 spell resistance and 2310 flame resistance gains 17620 spell resistance for that attack.

    This means that if an attack does 25000 base-line damage, an altmer would have (13000/660 = 19,70% ; 0,803 * 25k = 20075) 4925 damage reduction, with an 5% damage reduction on top (without minor protection or anything) this goes up with (0,95 * 20075 = 19071) 1004 damage reduction, to a total damage reduction of 5929.
    A dunmer would have (17620/660 = 26,70% ; 0,733 * 25k = 18325) = 6675 damage reduction.
    So this equates to a difference of 746 damage reduction, or about a 12,6% difference.
    This is a pretty common situation for magicka dd, that's why I chose these numbers.

    As you need to cast an ability to use the altmer passive (and we don't do that that often, except for templars or that soul magic ultimate), it's not very handy and an utility passive, not something everyone can use. The dunmer only have this resistance for flame damage. I think it's a pretty good trade-off, and not worth changing really. Perhaps higher every elemental resistance for races to 2640 (so a 8% reduction instead of 7%), but that's not relevant for this discussion.

    Edit: screwed up a number.

    Could you please explain why you doubled the flame resistance? I am not familiar with this.

    @martijnlv40
    Edited by twing1_ on February 13, 2019 6:15PM
  • Ashanne
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    I would also like to know where you get that 2300 flame resist is actually doubled. Theres this set called "trail by fire" which grants (on top my head) 8k resist to that element, surely if the value was actually doubled (12% mitigation becomes 24% "im using random numbers here" ) there would be something broken about it since there is no set granting that amount of mitigation in the form of resistances.

    However ive tried this set before with maxed out resistances 33.5k(in pve, not pvp where pen is a thing) to see how much it actually lowered flame dmg taken beyond the spell resist cap and i noticed roughly 10-12% xtra mitigation to that element which is a far cry from 20-24%.

    Im not saying youre wrong, im not saying im right and its been at least half a year since i experimented with the flame resist and this was my conclusion.
    Please do explain how its doubled, if that is indeed the case. And does this only count for the racial resist passives then?
  • firedrgn
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    Im going to try running blue food now might not be so bad. Ill have to wait till live to test. Hopefully i get something out of it.
  • Urvoth
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    Yeah, the only reason to pick Altmer over Dunmer right now is if you're a magplar.
  • Seraphayel
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    Heavy attacks count too and every class can make use of heavy attacks. And besides classes there are other skills with a cast time.

    I see your point but the passive is not as bad as some want it to make.

    I'd decrease Dunmer resources to 1500 each though.
    Edited by Seraphayel on February 13, 2019 7:45PM
    PS5
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    Aldmeri Dominion
    - Khajiit Arcanist -
  • Chilly-McFreeze
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    Seraphayel wrote: »
    Heavy attacks count too and every class can make use of heavy attacks. And besides classes there are other skills with a cast time.

    I see your point but the passive is not as bad as some want it to make.

    I'd decrease Dunmer resources to 1500 each though.

    So Altmers are fine but nerf Dunmer anyway? What would you give in return?
  • Seraphayel
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    Seraphayel wrote: »
    Heavy attacks count too and every class can make use of heavy attacks. And besides classes there are other skills with a cast time.

    I see your point but the passive is not as bad as some want it to make.

    I'd decrease Dunmer resources to 1500 each though.

    So Altmers are fine but nerf Dunmer anyway? What would you give in return?

    I think a resources "nerf" to 1500 each isn't that big of a deal. Dunmer defensive racial is imho better than Spell Recharge, that's why I think a small decrease in stats would work.

    Nevertheless necessary is neither a nerf to Dunmer nor a buff to Altmer.
    PS5
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    - Khajiit Arcanist -
  • Chilly-McFreeze
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    Seraphayel wrote: »
    Seraphayel wrote: »
    Heavy attacks count too and every class can make use of heavy attacks. And besides classes there are other skills with a cast time.

    I see your point but the passive is not as bad as some want it to make.

    I'd decrease Dunmer resources to 1500 each though.

    So Altmers are fine but nerf Dunmer anyway? What would you give in return?

    I think a resources "nerf" to 1500 each isn't that big of a deal. Dunmer defensive racial is imho better than Spell Recharge, that's why I think a small decrease in stats would work.

    Nevertheless necessary is neither a nerf to Dunmer nor a buff to Altmer.

    If it's aint necessary, then why complain and ask for nerfs? Dunmer get slightly outperformed by Altmer as mag dps, same for orcs as stam. No reason to beg for more nerfs.
  • Emma_Overload
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    I don't think flame resistance works the way you think it does :s

    2K flame resist on Live does NOT knock 2K damage off of an incoming flame attack, LOL. It just adds 2K to your effective Spell Resistance for that attack.

    Edited by Emma_Overload on February 13, 2019 8:29PM
    #CAREBEARMASTERRACE
  • Emma_Overload
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    Urvoth wrote: »
    Yeah, the only reason to pick Altmer over Dunmer right now is if you're a magplar.

    Or you enjoy using the Psiijiic spell that restores resources...

    Or you enjoy using Mist Form...

    Or you enjoy making Overload heavy attacks...

    Etc, etc.

    Use your imagination. There are TONS of cast or channeled abilities in the game that will benefit from this passive.
    #CAREBEARMASTERRACE
  • Ashanne
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    I really think straight buffing Darkelfs stats wasnt the right approach. When i saw the nord passive on ulti gen, it reminded me of the Werewolf hide set, ofc a weaker version of it tho.

    Seeing how they wanted to make Darkelfs a hybrid race, giving them something like a "mini" version of Bloodthorn (restore x amount of stam/mag by doing direct dmg on a 5 second cooldown) wouldve made far more sense, imo.
    if Nords can have a 50% less potent WWhide build in, why cant darkelf get something like uhm, restore 300 magicka and stamina every 5 seconds on dealing direct dmg? i mean like, it would be 120 regen, which is not buffable by passives and even less than 50% of the bloodthorn value. Perhaps lower the max stat down a little bit lets say from 1850 to 1600?

    imo that would give dunmer a true identity has "hybrid". Currently i see very little builds that could potentially make use of the Dunmers passives to build towards hybrids especially since the most widely used "hybrid" set is Pelinals which doesnt care about the equalised 258 wpn and spell dmg since the set will do it for you.

    but seeing were pretty far into the PTS i dont see this happening
  • twing1_
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    Ashanne wrote: »
    I really think straight buffing Darkelfs stats wasnt the right approach. When i saw the nord passive on ulti gen, it reminded me of the Werewolf hide set, ofc a weaker version of it tho.

    Seeing how they wanted to make Darkelfs a hybrid race, giving them something like a "mini" version of Bloodthorn (restore x amount of stam/mag by doing direct dmg on a 5 second cooldown) wouldve made far more sense, imo.
    if Nords can have a 50% less potent WWhide build in, why cant darkelf get something like uhm, restore 300 magicka and stamina every 5 seconds on dealing direct dmg? i mean like, it would be 120 regen, which is not buffable by passives and even less than 50% of the bloodthorn value. Perhaps lower the max stat down a little bit lets say from 1850 to 1600?

    imo that would give dunmer a true identity has "hybrid". Currently i see very little builds that could potentially make use of the Dunmers passives to build towards hybrids especially since the most widely used "hybrid" set is Pelinals which doesnt care about the equalised 258 wpn and spell dmg since the set will do it for you.

    but seeing were pretty far into the PTS i dont see this happening

    I propose something very similar to this and go into great detail in analyzing it in this thread

    https://forums.elderscrollsonline.com/en/discussion/457979/lack-of-racial-identity-between-altmer-and-dunmer#latest

    The community seems to think, however, that dunmer shouldn't get anything in return for their (admittedly miniscule) shortcomings as a magicka dd and stamina dd when compared to altmer and orc, respectively.
  • luen79rwb17_ESO
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    I think Altmer is fine and has plenty of unique flavor and utility in it's current form.
    PC/DC/NAserver

    V16 sorc - V16 temp - V16 dk - V1 nb - V1 temp - V1 dk
  • twing1_
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    I think Altmer is fine and has plenty of unique flavor and utility in it's current form.

    Please compare altmers uniqueness and utility to the dunmer.
  • Ragnaroek93
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    Both races aren't in a good spot on PTS, however I'd rate High Elf over Dark Elf...
    I used to think that PvP was a tragedy, but now I realize, it's a comedy.
  • grannas211
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    twing1_ wrote: »
    I think Altmer is fine and has plenty of unique flavor and utility in it's current form.

    Please compare altmers uniqueness and utility to the dunmer.

    Max Magicka/Max Spell Damage plus unique PVP related bonus <- flavor

    Max Stats/Max damage on BOTH Sides/Flame Resistances <-utitlity

    There ya go
    Edited by grannas211 on February 13, 2019 9:08PM
  • twing1_
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    grannas211 wrote: »
    twing1_ wrote: »
    I think Altmer is fine and has plenty of unique flavor and utility in it's current form.

    Please compare altmers uniqueness and utility to the dunmer.

    Max Magicka/Max Spell Damage plus unique PVP related bonus <- flavor

    Max Stats/Max damage on BOTH Sides/Flame Resistances <-utitlity

    There ya go

    The "unique" pvp related bonus altmer get isn't as unique when you consider its function. Stamina sustain on a magicka class functions as the ability to roll dodge and break free more.

    Similarly, max stamina on a magicka class functions as the ability to roll dodge and break free more.

    The altmer have stamina sustain. The dunmer have max stamina. These both function as the ability to roll dodge and break free more. Therefore, the function of this "unique" pvp ability is not unique.

    I will say, the altmer get a 5% damage reduction while casting and the dunmer do take less flame damage. This is a clear difference. But these are hardly significant enough to consider race-defining.
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