Taleof2Cities wrote: »The trait mechanics on Bloodthirsty were changed for the Stonethorn patch, @WacArnold ... be sure you're staying up to date with the patch notes:Bloodthirsty: This trait now grants up to 350 Weapon and Spell Damage against targets under 90% Health, scaling linearly per 1% missing Health, rather than granting a flat 10% damage increase against targets under 25% Health.
The change is not a nerf per se.
However, there's no easy answer when you evaluate your specific build against what other needs you have for your magblade.
I recommend trying out specific jewelry trait combos on the UESP build editor and/or PTS to see what fits for your playstyle.
https://en.uesp.net/wiki/UESPWiki:EsoBuildEditor
Waffennacht wrote: »I think bloodthirsty would work for you in the way you want only via DoT.
Sounds like your trouble is hitting the opponent to finish them, which bloodthirsty wont be much better for you unless there is a DoT already on them (then it'll get the bloodthirsty buff and hopefully be enough to finish them)
The idea is, placing 1 or 2 dots, burst to get them low, DoTs maintain pressure until you can kill. If no DoTs you run the risk of a Dodge roll cancelled heal to negate ur burst
I don't even want to ask where the 388.889 is coming from. According to my own calculation Infused provides 104 additional damage over normal (278 - 174). This is what we need to match and:danthemann5 wrote: »MATH WARNING!
An infused ring with weapon (or spell) damage enchant provides 278 WD
A bloodthirsty ring with weapon damage provides 174 WD from 100% target health to 90% target health.
From 90% target health to 0% target health, WD scales from 174 WD to 524 WD (174+350 bloodthirsty bonus)
Thus y=-388.889x + 524 where x is percentage of target health and y is weapon damage.
Solving for x where y=278 (the break even point between infused WD and bloodthirsty + WD) yields a value of 26.74%
Therefore, at target health greater than about 27%, infused weapon damage is more damage. At less than about 27% target health, bloodthirsty + WD over takes infused WD.
That's for 1 individual piece of jewelry.
3 infused WD jewelry gives 834 WD constant
3 bloodthirsty + WD has the same "break even" point as above, 26.74% target health
2 infused WD and 1 BT +WD has a "break even" point of 26.74% target health, same as above
1 infused WD and 2 BT +WD has a "break even" point of 26.74% target health, same as above
So in effective use, infused WD is going to be more damage the vast majority of the time. Bloodthirsty only overtakes infused WD at 27% target health. In my experience, targets vary rarely spend any amount of time that state. Either they heal out of it or die shortly thereafter.
In my experience and opinion based on math, bloodthirsty is not desirable in PvP.
danthemann5 wrote: »Let me see if I can give a more clear explanation about how I came to the conclusion I did.
I made a comparison of two cases:
A gold ring with the infused trait and weapon damage enchant, giving a total WD of 287, and
A gold ring with the bloodthirsty trait and weapon damage, giving a minimum WD of 174 at a target health greater than or equal to 90% and a maximum weapon damage of 174 (from the enchant) + 350 (maximum bonus from BT at 0% target health) for a total of 524.
If we consider target health as our x values and weapon damage as our y values, we have 2 data points to work with. Since we know the bloodthirsty trait scales linearly, this is sufficient for our purposes:
point 1: x=0.9; y=174
point 2: x=0; y=524
From the above, we can see the y-intercept (the point at which our line crosses the y-axis, where x=0) is part of the known data, 524.
We can also calculate the slope of our line:
m = (y2-y1)/(x2-x1)
m = (524-174)/(0-0.9)
m = (350)/(-0.9)
m = -388.8888...
That's where the -388.889 comes from.
So, to find what I call the "break even" point, we find where the two graphs cross.
Graph 1 (infused WD) is a horizontal line y=287. This is so because in this case, WD does not vary with target health, it remains at a constant value.
Graph 2 (BT + WD) is a line which slopes downward from 0 target health to 0.9 target health and then remains constant at 174 from 0.9 to 1, described by the equation in slope-intercept forms as y=-388.889x+524.
The point at which the two graphs cross is the x value where the y values of both are equal, at y=287, thus:
287=-388.889x+524, solving for x:
x=(287-524)/-388.889
x=0.60941
Or 61% target health, where BT+WD overtakes infused WD.
Interestingly, that's not what I got yesterday. That's embarrassing.
Jman100582 wrote: »bloodthirsty is good on classes that lack executes. Stamplar, magdk, magden, magcro all do pretty well with 3 bloodthirsty instead of 3 infused
danthemann5 wrote: »I think a case can be made for using 1 piece or possibly 2 pieces of bloodthirsty jewelry. That case being a build that has low WD (or SD), such as a proc build. With a lower base weapon damage, the additional WD of bloodthirsty below 60% target health becomes a greater fraction of your overall WD, which could make the difference between finishing off an opponent or having them heal out of execute range.
In any case, I think it's entirely player preference.