Chilly-McFreeze wrote: »And if the dark elf fights against anything stam?
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.
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.....
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
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
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 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.
martijnlv40 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.
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.
Chilly-McFreeze 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?
Seraphayel wrote: »Chilly-McFreeze 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.
Yeah, the only reason to pick Altmer over Dunmer right now is if you're a magplar.
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
luen79rwb17_ESO wrote: »I think Altmer is fine and has plenty of unique flavor and utility in it's current form.
luen79rwb17_ESO 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.
grannas211 wrote: »luen79rwb17_ESO 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