its more fun with the new buffed shadow passive who is higher than the Khajiit passive.
Now this is not very effective on Khajiit while general bis so Khajiit will end up with lower crit damage multiplier than others
Honestly I would rather have more sustain or resources than more crit damage, another option is splitt change and damage.
its more fun with the new buffed shadow passive who is higher than the Khajiit passive.
Now this is not very effective on Khajiit while general bis so Khajiit will end up with lower crit damage multiplier than others
Honestly I would rather have more sustain or resources than more crit damage, another option is splitt change and damage.
No one said it wasn't effective... it is just not AS effective and your numbers show exactly that.
The thing is Khajiit not only got nerfed (their score in parses show that) but most importantly, they lost what made them a FUN race to build around - the Crit chance offers far more build diversity that the Crit damage increase.
Also, no one is saying that only a few races can DPS. Of course all races can DPS (in that sense they are all effective). It's just that some are more effective than others.
For my part I would drop the buff in resources for Khajiit,, or the (small) sustain, or even both, just to have the Crit Chance back.
Colecovision wrote: »@LiquidPony - I've heard that record every time and I quit caring about the crit change on my main as a result. I also think the health bonus for khajiit makes up for the low end stam bonus and they work out close enough for all but one race.
Let me just ask what race would you use for vMA stamblade? Same question but for trials stamblade? And if you pick orc for both or either, would your answer change if the 1k health were removed and replaced with nothing at all.
LiquidPony wrote: »Colecovision wrote: »@LiquidPony - I've heard that record every time and I quit caring about the crit change on my main as a result. I also think the health bonus for khajiit makes up for the low end stam bonus and they work out close enough for all but one race.
Let me just ask what race would you use for vMA stamblade? Same question but for trials stamblade? And if you pick orc for both or either, would your answer change if the 1k health were removed and replaced with nothing at all.
I'm going Khajiit personally. Maybe Orc is going to be 1.5k higher DPS or something at the very top-end of the range but personally I like the flexibility of that extra sustain.
But if you look at the parses that LIko and Seb and Warfire did, I suspect that the Hodor's of the world will be rolling Orcs for their raid stamblades. But I'm not that good and I'm not going to have perfect support uptimes and all of the bells and whistles in every raid so I like the buffer added by Khajiit stam regen.
Personally I don't think there's anything wrong with the Khajiit crit damage bonus. It's tuned just about right. If anything it seems like a tiny bump to 11% would be appropriate. But if they had 2,000 max stam they'd be right in line with Orc/Dunmer. The problem here is just that Orcs are overloaded, as you say, if Orcs didn't have the +1,000 health bonus you'd probably want to run a health glyph, which would more-or-less equalize Orc/Dunmer/Khajiit stam DPS.
Colecovision wrote: »LiquidPony wrote: »Colecovision wrote: »@LiquidPony - I've heard that record every time and I quit caring about the crit change on my main as a result. I also think the health bonus for khajiit makes up for the low end stam bonus and they work out close enough for all but one race.
Let me just ask what race would you use for vMA stamblade? Same question but for trials stamblade? And if you pick orc for both or either, would your answer change if the 1k health were removed and replaced with nothing at all.
I'm going Khajiit personally. Maybe Orc is going to be 1.5k higher DPS or something at the very top-end of the range but personally I like the flexibility of that extra sustain.
But if you look at the parses that LIko and Seb and Warfire did, I suspect that the Hodor's of the world will be rolling Orcs for their raid stamblades. But I'm not that good and I'm not going to have perfect support uptimes and all of the bells and whistles in every raid so I like the buffer added by Khajiit stam regen.
Personally I don't think there's anything wrong with the Khajiit crit damage bonus. It's tuned just about right. If anything it seems like a tiny bump to 11% would be appropriate. But if they had 2,000 max stam they'd be right in line with Orc/Dunmer. The problem here is just that Orcs are overloaded, as you say, if Orcs didn't have the +1,000 health bonus you'd probably want to run a health glyph, which would more-or-less equalize Orc/Dunmer/Khajiit stam DPS.
That's refreshing to hear say you'd actually go in with Khajiit. I do wish they would balance orc by changing the 1k to something very pvp specific, but maybe khajiit is in a better place than I realized.
Emma_Overload wrote: »No one said it wasn't effective... it is just not AS effective and your numbers show exactly that.
The thing is Khajiit not only got nerfed (their score in parses show that) but most importantly, they lost what made them a FUN race to build around - the Crit chance offers far more build diversity that the Crit damage increase.
Also, no one is saying that only a few races can DPS. Of course all races can DPS (in that sense they are all effective). It's just that some are more effective than others.
For my part I would drop the buff in resources for Khajiit,, or the (small) sustain, or even both, just to have the Crit Chance back.
This is the best argument. In my opinion, the extra spell crit% would have opened the door to many interesting magicka builds. For example, Scathing Mage becomes a MUCH more viable set when your crit is high. Now we will never see those builds... such a shame!
LiquidPony wrote: »Colecovision wrote: »LiquidPony wrote: »Colecovision wrote: »@LiquidPony - I've heard that record every time and I quit caring about the crit change on my main as a result. I also think the health bonus for khajiit makes up for the low end stam bonus and they work out close enough for all but one race.
Let me just ask what race would you use for vMA stamblade? Same question but for trials stamblade? And if you pick orc for both or either, would your answer change if the 1k health were removed and replaced with nothing at all.
I'm going Khajiit personally. Maybe Orc is going to be 1.5k higher DPS or something at the very top-end of the range but personally I like the flexibility of that extra sustain.
But if you look at the parses that LIko and Seb and Warfire did, I suspect that the Hodor's of the world will be rolling Orcs for their raid stamblades. But I'm not that good and I'm not going to have perfect support uptimes and all of the bells and whistles in every raid so I like the buffer added by Khajiit stam regen.
Personally I don't think there's anything wrong with the Khajiit crit damage bonus. It's tuned just about right. If anything it seems like a tiny bump to 11% would be appropriate. But if they had 2,000 max stam they'd be right in line with Orc/Dunmer. The problem here is just that Orcs are overloaded, as you say, if Orcs didn't have the +1,000 health bonus you'd probably want to run a health glyph, which would more-or-less equalize Orc/Dunmer/Khajiit stam DPS.
That's refreshing to hear say you'd actually go in with Khajiit. I do wish they would balance orc by changing the 1k to something very pvp specific, but maybe khajiit is in a better place than I realized.
From some of the best players in the game: https://i.imgur.com/ycrYM2e.jpg
On a stamblade, Redguard/Bosmer at ~78k, Khajiit at ~79k, Orc/Dunmer at ~80k (when using the same setup). I suspect maybe the gap could be closed a bit by adjusting Khajiit CP, but either way they're all so close that I don't see the big deal.Emma_Overload wrote: »No one said it wasn't effective... it is just not AS effective and your numbers show exactly that.
The thing is Khajiit not only got nerfed (their score in parses show that) but most importantly, they lost what made them a FUN race to build around - the Crit chance offers far more build diversity that the Crit damage increase.
Also, no one is saying that only a few races can DPS. Of course all races can DPS (in that sense they are all effective). It's just that some are more effective than others.
For my part I would drop the buff in resources for Khajiit,, or the (small) sustain, or even both, just to have the Crit Chance back.
This is the best argument. In my opinion, the extra spell crit% would have opened the door to many interesting magicka builds. For example, Scathing Mage becomes a MUCH more viable set when your crit is high. Now we will never see those builds... such a shame!
I don't know that "MUCH more viable" is really accurate. Scathing Mage would be very slightly better, almost certainly still not better than BSW. Think about it ... let's say you have 50% crit chance and you do 100 Direct Damage attacks in a row. On average you're going to proc Scathing 10 times. Now say you've got 58% crit chance. On average you're going to proc Scathing 11.6 times. This is not a huge difference.
On the other hand, consider that Mother's Sorrow is stronger for a Khajiit with the new bonus. Also consider that many PvE sorcs still use Mechanical Acuity, which benefits considerably more from the new passive than the old. You can also consider Mechanical Acuity for other builds (like a magden).
LiquidPony wrote: »Colecovision wrote: »LiquidPony wrote: »Colecovision wrote: »@LiquidPony - I've heard that record every time and I quit caring about the crit change on my main as a result. I also think the health bonus for khajiit makes up for the low end stam bonus and they work out close enough for all but one race.
Let me just ask what race would you use for vMA stamblade? Same question but for trials stamblade? And if you pick orc for both or either, would your answer change if the 1k health were removed and replaced with nothing at all.
I'm going Khajiit personally. Maybe Orc is going to be 1.5k higher DPS or something at the very top-end of the range but personally I like the flexibility of that extra sustain.
But if you look at the parses that LIko and Seb and Warfire did, I suspect that the Hodor's of the world will be rolling Orcs for their raid stamblades. But I'm not that good and I'm not going to have perfect support uptimes and all of the bells and whistles in every raid so I like the buffer added by Khajiit stam regen.
Personally I don't think there's anything wrong with the Khajiit crit damage bonus. It's tuned just about right. If anything it seems like a tiny bump to 11% would be appropriate. But if they had 2,000 max stam they'd be right in line with Orc/Dunmer. The problem here is just that Orcs are overloaded, as you say, if Orcs didn't have the +1,000 health bonus you'd probably want to run a health glyph, which would more-or-less equalize Orc/Dunmer/Khajiit stam DPS.
That's refreshing to hear say you'd actually go in with Khajiit. I do wish they would balance orc by changing the 1k to something very pvp specific, but maybe khajiit is in a better place than I realized.
From some of the best players in the game: https://i.imgur.com/ycrYM2e.jpg
On a stamblade, Redguard/Bosmer at ~78k, Khajiit at ~79k, Orc/Dunmer at ~80k (when using the same setup). I suspect maybe the gap could be closed a bit by adjusting Khajiit CP, but either way they're all so close that I don't see the big deal.Emma_Overload wrote: »No one said it wasn't effective... it is just not AS effective and your numbers show exactly that.
The thing is Khajiit not only got nerfed (their score in parses show that) but most importantly, they lost what made them a FUN race to build around - the Crit chance offers far more build diversity that the Crit damage increase.
Also, no one is saying that only a few races can DPS. Of course all races can DPS (in that sense they are all effective). It's just that some are more effective than others.
For my part I would drop the buff in resources for Khajiit,, or the (small) sustain, or even both, just to have the Crit Chance back.
This is the best argument. In my opinion, the extra spell crit% would have opened the door to many interesting magicka builds. For example, Scathing Mage becomes a MUCH more viable set when your crit is high. Now we will never see those builds... such a shame!
I don't know that "MUCH more viable" is really accurate. Scathing Mage would be very slightly better, almost certainly still not better than BSW. Think about it ... let's say you have 50% crit chance and you do 100 Direct Damage attacks in a row. On average you're going to proc Scathing 10 times. Now say you've got 58% crit chance. On average you're going to proc Scathing 11.6 times. This is not a huge difference.
On the other hand, consider that Mother's Sorrow is stronger for a Khajiit with the new bonus. Also consider that many PvE sorcs still use Mechanical Acuity, which benefits considerably more from the new passive than the old. You can also consider Mechanical Acuity for other builds (like a magden).
All that is nice but you're only talking about DPS role.
Crit chance is more useful for healing and to some extent, even for tanking.
Crit chance opens up for more build diversity, for stam, mag DPS roles andd for healer and tank roles as well.
Crit damage is just boring.
No it is not.
If it was really the same, how come 8% Critical chance made Khajiit top DPS in optimized raid setting while 10% Crit Damage makes them average?
And you contradict yourself when you classified Archer's Mind as a weak setIf Crit Damage was so valuable, Archer's Mind would be BIS.... but it's not.
Plus you're forgetting about healing and tanking roles, and heavy armor users in PvP.
Lightspeedflashb14_ESO wrote: »@LiquidPony the game flattens that 19.825% from the shadow to just 19%
Colecovision wrote: »@Lightspeedflashb14_ESO can you explain that more fully?
Lightspeedflashb14_ESO wrote: »Colecovision wrote: »@Lightspeedflashb14_ESO can you explain that more fully?
The game rounds all non whole damage percentages down, or truncates them. This is the cause of the whole number jump points in cp.
I agree with you @LiquidPony, people are going nuts over very small differences. Though I would support giving the khajiit 13-14% and I think that would be more inline with the vision that ZOS has laid out, as Going by what ZOS has said, that a five piece is 2.31* a set bonus and a mundai is 1.85 of a set bonus, the khajiit racial ought to be 13 or 12. As they gave basically all other damage dealers two set bonuses as a racial, be 2 max magic or double weapon/spell damage. Using the only set bonus that gives a crit hit damage increase and that does not use minor force, archer mind, which gives up to a 15% increase, that would give khajiit racial a value of 13%, as 15/2.31 is 6.5 for single set bonus and 6.5*2 is 13 or close to 12. Going by the mundas, 13%, 13/1.85 is ~7 and 7*2 is 14.
WrathOfInnos wrote: »@LiquidPony @Lightspeedflashb14_ESO
I like the approach you are both taking here, I’ll add my 2 cents.
Hypothetically, if a standard set bonus was assumed to be 5% Crit damage, then the Shadow Stone (at 1.85 set bonuses) would be 9%. This is the value on live, and numerous tests have shown it to underperform all other options. This value would explain why Khajiit is sitting at 10% (it’s their 2 set bonus racial, like 258 weapon or spell dmg, 7% Mag Cost reduction, or 258 stam regen). However, just like the 9% Shadow Stone this is too weak to be balanced.
If we go with the number 6% as a standard Crit Dmg bonus, then the Shadow Mundus would be 6 x 1.85 = 11%. This is right between the overpowered Shadow on PTS (13%) and the underpowered on live (9%). It also means that a double set bonus racial on Khajiit would be 12%. These numbers seem about right to me, as Khajiit will be closer to other races. Also the decision about Mundus Stone will be tough again vs the “never use Shadow” on live and the “always use Shadow” on PTS.
In reality I would argue for a Shadow Stone base value of 11.9% given the way ESO rounds numbers. This way every piece of divines adds something, as shown below.
0 div, 11.9% x 1.000 = 11.9% = 11%
1 div, 11.9% x 1.075 = 12.7% = 12%
2 div, 11.9% x 1.150 = 13.6% = 13%
3 div, 11.9% x 1.225 = 14.5% = 14%
4 div, 11.9% x 1.300 = 15.4% = 15%
5 div, 11.9% x 1.375 = 16.3% = 16%
6 div, 11.9% x 1.450 = 17.2% = 17%
7 div, 11.9% x 1.525 = 18.1% = 18%
8 div, 11.9% x 1.600 = 19.0% = 19%
They could still advertise it as being “11%” since that is actually the effect with no divines. This just sits better with me, since I don’t like the idea of putting on a piece of divines and getting literally no gain from it.
Of course this math only works for gold divines, but I kinda like that too. Gives a little more reward for not leaving armor purple.
its more fun with the new buffed shadow passive who is higher than the Khajiit passive.
Now this is not very effective on Khajiit while general bis so Khajiit will end up with lower crit damage multiplier than others
Honestly I would rather have more sustain or resources than more crit damage, another option is splitt change and damage.
. Archer's Mind has a very specific proc condition to get that 15%, though.
The bonus for having 5 pieces is approximately 2.31x the value of a one-piece bonus. For example, you can get a set bonus of 129 Spell Damage, or a 5-piece bonus of 299 Spell Damage on Julianos.
Some sets, such as Necropotence, have conditional bonuses. Since it’s harder to get these bonuses, we are allowing them to provide up to a 25% increase over other sets. This is why Draugr Hulk now gives 2540 max resource and Necropotence now gives 3150.
Mudcrabber wrote: »TIL about The Shadow being rounded down after divines. So I won't lose as much as I thought if I stay with The Mage.