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Make Dunmer and Altmer Different

WrathOfInnos
WrathOfInnos
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These races do not feel very unique. Both have the same spell dmg, nearly the same max mag, a small hybrid stat bonus, and a small situational defensive bonus. Players of each race seem to want to be top DPS, but I don’t see a lot of willingness to compromise, which may be why no changes resulted from all the threads on Altmer changes. Trying to be as reasonable and unbiased as possible (I’m playing Breton and Khajiit now anyway), I’d like to propose the following:

Altmer
- 129 Spell Damage
- 2500 Max Magicka
- Restore 625 of your highest max resource when using a class ability every 6s
- 10% Shield Strength

Dunmer
- 258 Weapon + Spell Dmg
- 1875 Max Magicka + Stamina
- Restore 625 of your lowest max resource when using a weapon ability every 6s
- 2310 Fire Resistance


To summarize differences from Wrathstone release:
- Altmer gain 500 Max Magicka (~0.8% DPS gain)
- Altmer lose 129 Spell Damage (~2.0% DPS loss)
- Altmer gain the equivalent of about 100 Magicka Recovery if they use class skills, and give up Stamina Recovery (situational ~1.5% DPS gain)
- Altmer gain shield strength but give up mitigation while casting or channeling (more universal utility)
- Dunmer gain Stamina Recovery if they use weapon skills (mostly flavor, but also helps to refill their already larger stamina pool)

This would result in the following:
- Dunmer returning to their spot as #1 burst DPS, and outperform Altmer by about 1% where sustain is not needed
- Altmer returning to their spot as a midpoint between the damage of Dunmer and the sustain of Breton, without the passive defense of either
- Altmer would still get a defense passive, but it would be tied to active defense (shields). Altmer should by squishy if caught off-guard. This would also benefit tanks and healers, and have no effect on damage output.
- These changes would fit well with the lore. Altmer would have the largest Magicka pool and some ability to regenerate it. Dunmer would have more hybridization, without being made weak as a pure build, and their focus on Destruction and weapons would be more clear.

Edit: Had accidentally written fire damage instead of fire resist for Dunmer.
Edited by WrathOfInnos on March 1, 2019 12:36AM
  • twing1_
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    Please. Anything to differentiate the two.

    Ideally dunmer would be granted the off-stat sustain to play into their hybrid nature, but even a simple removal of this from the altmer passives would be enough.

    Ideally, this would be what my recreation of these two races would look like:

    Altmer:
    -2000 max mag 1000 max stamina
    -5% damage reduction while casting. Heavy attacks restore an additional 20% resources.
    -258 spell damage

    Dunmer:
    -1500 max magicka, 1500 max stamina
    -2310 fire resistance. Immunity to burning. When you deal direct damage, restore 645 stamina or magicka, whichever maximum is lower. 6 second cool down.
    -258 weapon/spell damage.

    Only nerfed Dunmer's max resources because I hold the opinion that every race should be granted 3000 maximum resources, no more and no less (except for health bonuses being granted an additional 10% consistent with all other sources of health in the game). Gave altmer 1000 max stamina to help make up for the loss of spell recharge.

    But again, even just removing altmer's stamina sustain would be enough. If it must be replaced with something, any magic related bonus that doesn't affect dps parses (and also doesn't infringe upon the Dunmer's racial identity as the hybrid race) would get the job done. These include:
    -Small bonus to shields
    -Small bonus to elemental effect chance
    -Small bonus to heavy attacks
    -Small bonus to magicka sustain when not damaging an enemy
  • WrathOfInnos
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    To break this down further, we can look at 4 different Magicka DPS scenarios to rank the 4 primary races. Measuring the approximate DPS boost from racial passives (with some pretty general assumptions), we can rank them as follows:

    Burst Damage (only considering Max Mag, Spell Dmg, Crit):
    - Dunmer ~6.9%
    - Altmer ~6.0%
    - Khajiit ~5.1%
    - Breton ~3.2%

    Sustained Damage (Dmg + Recovery Bonuses, assuming 1 Spell Dmg = 1 Mag Recovery)
    - Breton ~8.7%
    - Altmer ~7.5%
    - Dunmer ~6.9%
    - Khajiit ~6.4%

    Sustained Dmg with Minimum Survivability (Dmg + Recovery + Effective Health, with 1.1 Health = 1 Max Magicka)
    - Breton ~9.2%
    - Altmer ~8.3%
    - Khajiit ~7.6%
    - Dunmer ~7.2%

    Burst Dmg with Minimum Survivability (Spell Dmg, Max Max, Crit, Effective Health)
    - Dunmer ~7.2%
    - Altmer ~6.8%
    - Khajiit ~6.3%
    - Breton ~3.7%

    These rankings seem much more interesting than what we have currently. With Breton, Altmer, and Dunmer balanced with each other depending on content. Khajiit could arguably use a small PVE buff (being 3rd or 4th in every category above) but that’s a topic for another thread.
  • WrathOfInnos
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    @twing1_ Glad you found my discussion specifically on this issue. I didn’t want to get too far into details and suggestions in the other one, it was already devolving into nonsense, lol. It sounds like we agree on a lot of things.
  • Juhasow
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    These races do not feel very unique. Both have the same spell dmg, nearly the same max mag, a small hybrid stat bonus, and a small situational defensive bonus. Players of each race seem to want to be top DPS, but I don’t see a lot of willingness to compromise, which may be why no changes resulted from all the threads on Altmer changes. Trying to be as reasonable and unbiased as possible (I’m playing Breton and Khajiit now anyway), I’d like to propose the following:

    Altmer
    - 129 Spell Damage
    - 2500 Max Magicka
    - Restore 625 of your highest max resource when using a class ability every 6s
    - 10% Shield Strength

    Dunmer
    - 258 Weapon + Spell Dmg
    - 1875 Max Magicka + Stamina
    - Restore 625 of your lowest max resource when using a weapon ability every 6s
    - 2310 Fire Damage


    To summarize differences from Wrathstone release:
    - Altmer gain 500 Max Magicka (~0.8% DPS gain)
    - Altmer lose 129 Spell Damage (~2.0% DPS loss)
    - Altmer gain the equivalent of about 100 Magicka Recovery if they use class skills, and give up Stamina Recovery (situational ~1.5% DPS gain)
    - Altmer gain shield strength but give up mitigation while casting or channeling (more universal utility)
    - Dunmer gain Stamina Recovery if they use weapon skills (mostly flavor, but also helps to refill their already larger stamina pool)

    This would result in the following:
    - Dunmer returning to their spot as #1 burst DPS, and outperform Altmer by about 1% where sustain is not needed
    - Altmer returning to their spot as a midpoint between the damage of Dunmer and the sustain of Breton, without the passive defense of either
    - Altmer would still get a defense passive, but it would be tied to active defense (shields). Altmer should by squishy if caught off-guard. This would also benefit tanks and healers, and have no effect on damage output.
    - These changes would fit well with the lore. Altmer would have the largest Magicka pool and some ability to regenerate it. Dunmer would have more hybridization, without being made weak as a pure build, and their focus on Destruction and weapons would be more clear.

    Great changes if someone wants to kill of altmer as usefull race. Problem You dont see is that max magicka bonus is not multiplicative with other percentage bonuses when spell dmg is. So at the end dunmer would've something like 170 more spell dmg but 625 less magicka , more max stam and better stam sustain. 10% shields strenght is useless buff since two main shields mag builds are using are capped at max health value so in PvE that bonus would be non existant and PvP it would also not work fully many times. Equivalent of 200 mag regen (100/sec is 200 regen) wouldnt compensate for the losses.
    Edited by Juhasow on February 28, 2019 9:48PM
  • twing1_
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    @twing1_ Glad you found my discussion specifically on this issue. I didn’t want to get too far into details and suggestions in the other one, it was already devolving into nonsense, lol. It sounds like we agree on a lot of things.

    I agree that we agree on a lot of agreeably sensible changes.

    I've posted about this in the past as well in a thread called "lack of racial identity between altmer and dunmer" something or other, but as of recently I've been maintaining a consolidated list of theoretical racial changes that I would make if I could. This too, reflects my opinion on the dunmer and altmer.

    https://forums.elderscrollsonline.com/en/discussion/459197/racial-rebalance-v4-3-x#latest
  • WrathOfInnos
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    Juhasow wrote: »
    These races do not feel very unique. Both have the same spell dmg, nearly the same max mag, a small hybrid stat bonus, and a small situational defensive bonus. Players of each race seem to want to be top DPS, but I don’t see a lot of willingness to compromise, which may be why no changes resulted from all the threads on Altmer changes. Trying to be as reasonable and unbiased as possible (I’m playing Breton and Khajiit now anyway), I’d like to propose the following:

    Altmer
    - 129 Spell Damage
    - 2500 Max Magicka
    - Restore 625 of your highest max resource when using a class ability every 6s
    - 10% Shield Strength

    Dunmer
    - 258 Weapon + Spell Dmg
    - 1875 Max Magicka + Stamina
    - Restore 625 of your lowest max resource when using a weapon ability every 6s
    - 2310 Fire Damage


    To summarize differences from Wrathstone release:
    - Altmer gain 500 Max Magicka (~0.8% DPS gain)
    - Altmer lose 129 Spell Damage (~2.0% DPS loss)
    - Altmer gain the equivalent of about 100 Magicka Recovery if they use class skills, and give up Stamina Recovery (situational ~1.5% DPS gain)
    - Altmer gain shield strength but give up mitigation while casting or channeling (more universal utility)
    - Dunmer gain Stamina Recovery if they use weapon skills (mostly flavor, but also helps to refill their already larger stamina pool)

    This would result in the following:
    - Dunmer returning to their spot as #1 burst DPS, and outperform Altmer by about 1% where sustain is not needed
    - Altmer returning to their spot as a midpoint between the damage of Dunmer and the sustain of Breton, without the passive defense of either
    - Altmer would still get a defense passive, but it would be tied to active defense (shields). Altmer should by squishy if caught off-guard. This would also benefit tanks and healers, and have no effect on damage output.
    - These changes would fit well with the lore. Altmer would have the largest Magicka pool and some ability to regenerate it. Dunmer would have more hybridization, without being made weak as a pure build, and their focus on Destruction and weapons would be more clear.

    Great changes if someone wants to kill of altmer as usefull race. Problem You dont see is that max magicka bonus is not multiplicative with other percentage bonuses when spell dmg is. So at the end dunmer would've something like 170 more spell dmg but 625 less magicka , more max stam and better stam sustain. 10% shields strenght is useless buff since two main shields mag builds are using are capped at max health value so in PvE that bonus would be non existant and PvP it would also not work fully many times. Equivalent of 200 mag regen (100/sec is 200 regen) wouldnt compensate for the losses.

    I don’t think that’s true. Max Magicka bonuses get a % multiplier. Assuming Inner Light 7%, Warhorn 10%, Undaunted 6%, and CPs 20%, that 625 Magicka difference becomes 625 x 1.43 / 10.5 = 85 equivalent spell damage (buffed). The Dunmer 129 extra Spell damage gets multiplied by 1.3, becoming 167.

    So we’re weighing 82 buffed Spell Damage (about 1% DPS) against a moderate sustain passive. That’s a tough decision in my book.

    Then there are the fine details, like Sorcerers getting a little more out of Spell Damage (1.36 or 1.38 multiplier usually), or Nightblades getting a little more out of Max Magicka (1.51 multiplier). Different sources of damage bonuses results in them being more or less useful for different builds. I like this, it prevents a single META race, they all have pros and cons.

    I could probably be convinced that 150 Spell Damage on Altmer would be a better value than 129, but people tend to be wary about Altmer becoming too powerful. IMO they are looking like one of the worst options for Magicka DPS at the moment.

    The shield bonus would have to apply after the health % cap, or it would be useless. I had previously suggested a damage taken % reduction while shielded, but someone pointed out that wouldn’t be helpful to healers with healing Ward or Barrier, or DK tanks sharing Igneous Shield, so this new wording allows it to strengthen shields cast on others too.
    Edited by WrathOfInnos on February 28, 2019 10:32PM
  • WrathOfInnos
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    twing1_ wrote: »
    @twing1_ Glad you found my discussion specifically on this issue. I didn’t want to get too far into details and suggestions in the other one, it was already devolving into nonsense, lol. It sounds like we agree on a lot of things.

    I agree that we agree on a lot of agreeably sensible changes.

    I've posted about this in the past as well in a thread called "lack of racial identity between altmer and dunmer" something or other, but as of recently I've been maintaining a consolidated list of theoretical racial changes that I would make if I could. This too, reflects my opinion on the dunmer and altmer.

    https://forums.elderscrollsonline.com/en/discussion/459197/racial-rebalance-v4-3-x#latest

    @twing1_ Haha, I did the same a few weeks ago. https://forums.elderscrollsonline.com/en/discussion/458182/racial-passive-suggestions/p1
  • LeagueTroll
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    Yes, add back the fire dmg
  • Silver_Strider
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    I do believe there needs to be a larger divide between Dunmer and Altmer than is currently being provided but I personally don't agree with these suggestions as it completely neglects to take into consideration the other Magic races. Khajiit is already considered a discount Dunmer but on top of having more damage naturally than Khajiit, you also want to throw on more Fire Damage on top as well as sustain, even if it is off resource sustain? That sounds awful and completely unbalanced.

    The Altmer change would just put it even further below Breton in terms of DPS potential as well since the Max Magic buff wouldn't be able to offset the loss of the Spell Damage and the sustain passive wouldn't allow the same levels of flexibility as Breton's current sustain is capable of doing putting Altmer in 3rd place in terms of Magic DPS, not to mention it also loses some of its healer potency, which is slightly higher than Breton's admittedly but with this suggestion, you put Breton even more powerful in terms of Healers but due to the selfsame passive, you kind of screw Argonian's out of the role entirely as it would provide more sustain than Argonian's currently have as well as vastly superior heals as your larger magic pool+sustain means more utility for the group than Argonian's can hope to provide.

    In order to make these differences actually applicable, without completely overshadowing one another, you would need adjustments to all 5 of the races to be more equal in terms of their overall potential.

    Altmer
    Spell Recharge: Restore 600 Magic or Stamina, based on which is higher, upon activating a Class ability. This effect can occur once every 6 second. Increase Healing Done by 2%
    Syrabane's Boon: Increase Max Magic by 2000
    Elemental Talent: Increase Max Spell Damage by 179

    Argonian
    Resourceful: Increase Max Magic by 1000. Restore 3600 of your Max Health, Magic and Stamina upon drinking a potion.
    Argonian Resistance: Increase Max Health by 1250 and your Poison/Disease Resistance by 1155. Immune to Poison and Disease status effects
    Life Mender: Increase Healing Received/Done by 3%. Grants 10% Critical Damage and Healing

    Breton
    Gift of Magnus: Increase Max Magic by 1750
    Spell Annulment: Increase Spell Resistance by 2310 as well as an addition 2310 if afflicted by Burned, Chilled or Concussion status effects. Increase Magic and Stamina Regen by 125
    Reduce the cost of Magic Abilities by 6%.

    Dunmer
    Dynamic: Increase Max Magic and Stamina by 1250
    Resist Flame: Increase Max Health by 500 and Fire Resistance by 2310. Immunity to the Burned Status Effect
    Ruination: Increase Spell and Weapon damage by 258

    Khajiit
    Robustness: Increase Health, Magic and Stamina Regen by 100
    Lunar Blessing: Increase Max Health, Magic and Stamina by 750
    Feline Ambush: Increase Weapon and Spell Critical Chance by 5%. Reduce your Detection Radius in Stealth by 3m

    The difference between them all is that Dunmer has the highest Spell Damage of the Magic races but lacks all forms of sustain, on top of having less Max Magic than Altmer or Breton. Breton has less Magic than Altmer but the highest sustain, allowing for it to remain flexible in terms of sustain and utilize alternative options, such as different food, to enhance its damage. Altmer becomes an adept all around magic user, capable of performing any magic role without being OP. Khajiit proves a decent Crit buff on top of tri-stat sustain, while Argonians remain a solid utilitarian offering up some Tank options as well as decent sustain for the role, while giving it at least some mild DPS capabilities via Crit damage and not losing out on the Healing nature ZOS is pushing for the race.

    Balance :)
    Argonian forever
  • WrathOfInnos
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    @Silver_Strider My mistake, I did not intend to say Fire Damage in OP. I fixed it now, 2310 Fire Resist, no change from current patch there.
  • validifyedneb18_ESO
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    Claiming to want difference then falling back on DPS value percentages.

    If you want them to be different, ask for them to be more different.

    If you want their damage capabilities to be different, well, I can just ignore you.
    EU: Magden, Magknight, Stamsorc(*2), Magsorc
    NA: Magplar, Magden, PotatoBlade
  • WrathOfInnos
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    Claiming to want difference then falling back on DPS value percentages.

    If you want them to be different, ask for them to be more different.

    If you want their damage capabilities to be different, well, I can just ignore you.

    Well yeah, I want them to be different, but still balanced and powerful. Both are Elven spellcaster races in the lore, all we can ask for is to highlight their differences with these racial passives.

    If the goal was just to be different I could have said “remove all of the racial passives from Altmer”. They would then be the most unique race, but the result is that a vast majority of players would avoid using one.

    My actual goals were for the races to be:
    - Different from each other
    - Approximately equal in strength
    - Have a niche where they each are best
    - Lore friendly
    - Fun
  • WrathOfInnos
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    @Silver_Strider After reading your post in more detail, let me explain a little more. I agree a lot with your last paragraph, and this is basically what I’m suggesting. Using the ZoS idea of assigning set bonus values to passives, here’s what I was going for:

    Dunmer:
    2 Spell Dmg
    1.7 Max Magicka
    0 Mag Sustain
    3.7 Total

    Altmer:
    1 Spell Dmg
    2.3 Max Magicka
    0.8 Mag Sustain
    4.1Total

    Breton
    0 Spell Dmg
    1.8 Max Mag
    2.8 Mag Sustain
    4.6 Total

    Notice how the totals increase as the focus shifts toward sustain and away from damage. This is how the game is balanced, with pure damage being valued most. In fact nothing I said in the OP changes the Dunmer or Breton values shown here. I just placed Altmer a little more closer to the centerpoint between Dunmer and Breton, instead of it being essentially the same as Dunmer (all burst, no sustain).

    Your quote “The difference between them all is that Dunmer has the highest Spell Damage of the Magic races but lacks all forms of sustain, on top of having less Max Magic than Altmer or Breton. Breton has less Magic than Altmer but the highest sustain, allowing for it to remain flexible in terms of sustain and utilize alternative options, such as different food, to enhance its damage. Altmer becomes an adept all around magic user, capable of performing any magic role without being OP.” is exactly how I feel on the subject.

    I don’t want to get into too much detail in Khajiit in this thread, but my preference would be for it to fall between Dunmer and Altmer in terms of damage and sustain. It is currently falling short on the damage side, mostly because some of its resources are locked in health, and crit damage doesn’t synergizes well with the overpowered Shadow Mundus.
    Edited by WrathOfInnos on March 1, 2019 1:55AM
  • Silver_Strider
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    @Silver_Strider After reading your post in more detail, let me explain a little more. I agree a lot with your last paragraph, and this is basically what I’m suggesting. Using the ZoS idea of assigning set bonus values to passives, here’s what I was going for:

    Dunmer:
    2 Spell Dmg
    1.7 Max Magicka
    0 Mag Sustain
    3.7 Total

    Altmer:
    1 Spell Dmg
    2.3 Max Magicka
    0.8 Mag Sustain
    4.1Total

    Breton
    0 Spell Dmg
    1.8 Max Mag
    2.8 Mag Sustain
    4.6 Total

    Notice how the totals increase as the focus shifts toward sustain and away from damage. This is how the game is balanced, with pure damage being valued most. In fact nothing I said in the OP changes the Dunmer or Breton values shown here. I just placed Altmer a little more closer to the centerpoint between Dunmer and Breton, instead of it being essentially the same as Dunmer (all burst, no sustain).

    Your quote “The difference between them all is that Dunmer has the highest Spell Damage of the Magic races but lacks all forms of sustain, on top of having less Max Magic than Altmer or Breton. Breton has less Magic than Altmer but the highest sustain, allowing for it to remain flexible in terms of sustain and utilize alternative options, such as different food, to enhance its damage. Altmer becomes an adept all around magic user, capable of performing any magic role without being OP.” is exactly how I feel on the subject.

    I don’t want to get into too much detail in Khajiit in this thread, but my preference would be for it to fall between Dunmer and Altmer in terms of damage and sustain. It is currently falling short on the damage side, mostly because some of its resources are locked in health, and crit damage doesn’t synergizes well with the overpowered Shadow Mundus.

    I understand that but at the same time, I don't feel that to be fair to completely leave them with nothing either. The Crit Damage change sort of screwed Khajiit into being in the exact same spot is was before Wrathstone, being a decent race but not particularly powerful in anything due to other races overshadowing (Redguards in PvE, Bosmer in PvP) and that's still the case for Khajiit, just the races have changed. Giving them back their Crit Chance at 5% instead of the original 8% might at least allow them to be a bit closer to the other races and offset the damage difference with a little utility. At 5% crit, Khajiit should still be slightly weaker than Altmer or Dunmer, while having equivalent magic sustain to Altmer but offer more survivability with the extra health/stamina offered as the trade off. It takes Dunmer's hybrid abilities and exchanges some of the max resources for sustain. There would still be a difference but it would be much smaller than it currently is, which I feel is better.
    Argonian forever
  • Juhasow
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    Juhasow wrote: »
    These races do not feel very unique. Both have the same spell dmg, nearly the same max mag, a small hybrid stat bonus, and a small situational defensive bonus. Players of each race seem to want to be top DPS, but I don’t see a lot of willingness to compromise, which may be why no changes resulted from all the threads on Altmer changes. Trying to be as reasonable and unbiased as possible (I’m playing Breton and Khajiit now anyway), I’d like to propose the following:

    Altmer
    - 129 Spell Damage
    - 2500 Max Magicka
    - Restore 625 of your highest max resource when using a class ability every 6s
    - 10% Shield Strength

    Dunmer
    - 258 Weapon + Spell Dmg
    - 1875 Max Magicka + Stamina
    - Restore 625 of your lowest max resource when using a weapon ability every 6s
    - 2310 Fire Damage


    To summarize differences from Wrathstone release:
    - Altmer gain 500 Max Magicka (~0.8% DPS gain)
    - Altmer lose 129 Spell Damage (~2.0% DPS loss)
    - Altmer gain the equivalent of about 100 Magicka Recovery if they use class skills, and give up Stamina Recovery (situational ~1.5% DPS gain)
    - Altmer gain shield strength but give up mitigation while casting or channeling (more universal utility)
    - Dunmer gain Stamina Recovery if they use weapon skills (mostly flavor, but also helps to refill their already larger stamina pool)

    This would result in the following:
    - Dunmer returning to their spot as #1 burst DPS, and outperform Altmer by about 1% where sustain is not needed
    - Altmer returning to their spot as a midpoint between the damage of Dunmer and the sustain of Breton, without the passive defense of either
    - Altmer would still get a defense passive, but it would be tied to active defense (shields). Altmer should by squishy if caught off-guard. This would also benefit tanks and healers, and have no effect on damage output.
    - These changes would fit well with the lore. Altmer would have the largest Magicka pool and some ability to regenerate it. Dunmer would have more hybridization, without being made weak as a pure build, and their focus on Destruction and weapons would be more clear.

    Great changes if someone wants to kill of altmer as usefull race. Problem You dont see is that max magicka bonus is not multiplicative with other percentage bonuses when spell dmg is. So at the end dunmer would've something like 170 more spell dmg but 625 less magicka , more max stam and better stam sustain. 10% shields strenght is useless buff since two main shields mag builds are using are capped at max health value so in PvE that bonus would be non existant and PvP it would also not work fully many times. Equivalent of 200 mag regen (100/sec is 200 regen) wouldnt compensate for the losses.

    I don’t think that’s true. Max Magicka bonuses get a % multiplier. Assuming Inner Light 7%, Warhorn 10%, Undaunted 6%, and CPs 20%, that 625 Magicka difference becomes 625 x 1.43 / 10.5 = 85 equivalent spell damage (buffed). The Dunmer 129 extra Spell damage gets multiplied by 1.3, becoming 167.

    So we’re weighing 82 buffed Spell Damage (about 1% DPS) against a moderate sustain passive. That’s a tough decision in my book.

    Then there are the fine details, like Sorcerers getting a little more out of Spell Damage (1.36 or 1.38 multiplier usually), or Nightblades getting a little more out of Max Magicka (1.51 multiplier). Different sources of damage bonuses results in them being more or less useful for different builds. I like this, it prevents a single META race, they all have pros and cons.

    I could probably be convinced that 150 Spell Damage on Altmer would be a better value than 129, but people tend to be wary about Altmer becoming too powerful. IMO they are looking like one of the worst options for Magicka DPS at the moment.

    The shield bonus would have to apply after the health % cap, or it would be useless. I had previously suggested a damage taken % reduction while shielded, but someone pointed out that wouldn’t be helpful to healers with healing Ward or Barrier, or DK tanks sharing Igneous Shield, so this new wording allows it to strengthen shields cast on others too.

    According to ZoS
    Similarly to the note above, not all of the stats have been converted 1:1 in our adjustment from percentages to flat bonuses. The bonuses to Health, Magicka, and Stamina in particular will be lower compared to previously, since these will not scale with your Champion Point’s bonus of 20% increase. This is because they do not apply to your base stats, similarly to food or 5 piece bonuses. With this in mind, we increased some other areas of racial bonuses to make up for the potential loss of power.

    On live server it seems to work with racials though but it still remains to be seen is it bug or intended change because they never said they've changed their minds about new flat value racials not being affected by CP percentage bonus.

    Still even if it would work with CPs dunmers passives proposed by You would beat altmer ones. That shields idea seems like something made just to be made because someone was out of other ideas. It feels forced , not needed and with potential to come out as a mess that would be either super weak or way too strong based on how it would be calculated and in what enviroment.

    Also that altmer stat values changes seems pointless. Basically You're taking away 129 spell dmg from him and giving him 500 magicka and ~200 regen at best but the thing is current live server altmer can achieve very similar results. By giving away 1 spell dmg enchantment from jewelery and replacing it with mag regen enchantment he would loose ~60 spell dmg and ~600 max magicka but would gain ~70 mag regen (I included most common multipliers) when compared to high elf proposed by You so at the end Your changes are not changing much except for taking away secondary resource regen.
  • twing1_
    twing1_
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    Juhasow wrote: »
    Juhasow wrote: »
    These races do not feel very unique. Both have the same spell dmg, nearly the same max mag, a small hybrid stat bonus, and a small situational defensive bonus. Players of each race seem to want to be top DPS, but I don’t see a lot of willingness to compromise, which may be why no changes resulted from all the threads on Altmer changes. Trying to be as reasonable and unbiased as possible (I’m playing Breton and Khajiit now anyway), I’d like to propose the following:

    Altmer
    - 129 Spell Damage
    - 2500 Max Magicka
    - Restore 625 of your highest max resource when using a class ability every 6s
    - 10% Shield Strength

    Dunmer
    - 258 Weapon + Spell Dmg
    - 1875 Max Magicka + Stamina
    - Restore 625 of your lowest max resource when using a weapon ability every 6s
    - 2310 Fire Damage


    To summarize differences from Wrathstone release:
    - Altmer gain 500 Max Magicka (~0.8% DPS gain)
    - Altmer lose 129 Spell Damage (~2.0% DPS loss)
    - Altmer gain the equivalent of about 100 Magicka Recovery if they use class skills, and give up Stamina Recovery (situational ~1.5% DPS gain)
    - Altmer gain shield strength but give up mitigation while casting or channeling (more universal utility)
    - Dunmer gain Stamina Recovery if they use weapon skills (mostly flavor, but also helps to refill their already larger stamina pool)

    This would result in the following:
    - Dunmer returning to their spot as #1 burst DPS, and outperform Altmer by about 1% where sustain is not needed
    - Altmer returning to their spot as a midpoint between the damage of Dunmer and the sustain of Breton, without the passive defense of either
    - Altmer would still get a defense passive, but it would be tied to active defense (shields). Altmer should by squishy if caught off-guard. This would also benefit tanks and healers, and have no effect on damage output.
    - These changes would fit well with the lore. Altmer would have the largest Magicka pool and some ability to regenerate it. Dunmer would have more hybridization, without being made weak as a pure build, and their focus on Destruction and weapons would be more clear.

    Great changes if someone wants to kill of altmer as usefull race. Problem You dont see is that max magicka bonus is not multiplicative with other percentage bonuses when spell dmg is. So at the end dunmer would've something like 170 more spell dmg but 625 less magicka , more max stam and better stam sustain. 10% shields strenght is useless buff since two main shields mag builds are using are capped at max health value so in PvE that bonus would be non existant and PvP it would also not work fully many times. Equivalent of 200 mag regen (100/sec is 200 regen) wouldnt compensate for the losses.

    I don’t think that’s true. Max Magicka bonuses get a % multiplier. Assuming Inner Light 7%, Warhorn 10%, Undaunted 6%, and CPs 20%, that 625 Magicka difference becomes 625 x 1.43 / 10.5 = 85 equivalent spell damage (buffed). The Dunmer 129 extra Spell damage gets multiplied by 1.3, becoming 167.

    So we’re weighing 82 buffed Spell Damage (about 1% DPS) against a moderate sustain passive. That’s a tough decision in my book.

    Then there are the fine details, like Sorcerers getting a little more out of Spell Damage (1.36 or 1.38 multiplier usually), or Nightblades getting a little more out of Max Magicka (1.51 multiplier). Different sources of damage bonuses results in them being more or less useful for different builds. I like this, it prevents a single META race, they all have pros and cons.

    I could probably be convinced that 150 Spell Damage on Altmer would be a better value than 129, but people tend to be wary about Altmer becoming too powerful. IMO they are looking like one of the worst options for Magicka DPS at the moment.

    The shield bonus would have to apply after the health % cap, or it would be useless. I had previously suggested a damage taken % reduction while shielded, but someone pointed out that wouldn’t be helpful to healers with healing Ward or Barrier, or DK tanks sharing Igneous Shield, so this new wording allows it to strengthen shields cast on others too.

    According to ZoS
    Similarly to the note above, not all of the stats have been converted 1:1 in our adjustment from percentages to flat bonuses. The bonuses to Health, Magicka, and Stamina in particular will be lower compared to previously, since these will not scale with your Champion Point’s bonus of 20% increase. This is because they do not apply to your base stats, similarly to food or 5 piece bonuses. With this in mind, we increased some other areas of racial bonuses to make up for the potential loss of power.

    On live server it seems to work with racials though but it still remains to be seen is it bug or intended change because they never said they've changed their minds about new flat value racials not being affected by CP percentage bonus.

    Still even if it would work with CPs dunmers passives proposed by You would beat altmer ones. That shields idea seems like something made just to be made because someone was out of other ideas. It feels forced , not needed and with potential to come out as a mess that would be either super weak or way too strong based on how it would be calculated and in what enviroment.

    Also that altmer stat values changes seems pointless. Basically You're taking away 129 spell dmg from him and giving him 500 magicka and ~200 regen at best but the thing is current live server altmer can achieve very similar results. By giving away 1 spell dmg enchantment from jewelery and replacing it with mag regen enchantment he would loose ~60 spell dmg and ~600 max magicka but would gain ~70 mag regen (I included most common multipliers) when compared to high elf proposed by You so at the end Your changes are not changing much except for taking away secondary resource regen.

    They have stated that they've changed their minds about the racial passives not being affected by the cp bonus. They did this when they stated that food bonuses and all 5 pc item set bonuses too would be affected by the cp bonus.

    Unfortunately, this means that their racial balance has flown out the window, because some races have more max stats than others, and thus are getting buffed more heavily than others given this change.

    That is why in my theoretical rebalance, every race follows these guidelines:

    1. Each race will be granted exactly 3000 max resources distributed in some way between magicka, health, or stamina (with health receiving a 10% increase consistent with all other sources of health in the game)
    2. Each race will receive a small defensive bonus of relatively equal value (this already exists on most races)
    3. Each race will be given a sustain tool for at least one of their resources, and the effectiveness of this tool will diminish as a races offensive power increases
    4. Each race will be granted the equivalent of exactly two 2-4 pc item set bonuses (this greatly reduces the variability in this regard, as the current guideline of ~6.5 item set bonuses has proven to provide too much wiggle room)
    5. Each race will more or less reflect traditional TES lore.

    I believe that inherent in adopting these guidelines is a greater level of balance between the races. Consistency, after all, is the foundation of balance. Check out my detailed thread, if it interests you:

    https://forums.elderscrollsonline.com/en/discussion/459197/racial-rebalance-v4-3-x#latest
    Edited by twing1_ on March 1, 2019 6:48AM
  • Kadoin
    Kadoin
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    ✭✭
    Sorry, I have to say : NO. Already adapted to the changes on live, don't need them to change even more to protect someone's sorc build.
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