It is not just because the 20% bonus is being removed, but also thanks to the upcoming SD/WD buff being far greater than the buff to the max stats. Anything that scales with SD/WD will just be a lot stronger in comparison.
It is not just because the 20% bonus is being removed, but also thanks to the upcoming SD/WD buff being far greater than the buff to the max stats. Anything that scales with SD/WD will just be a lot stronger in comparison.
Oh just wait. Flat max mag, 1000K spell damage, spell damage on swords, spell damage on orcs, combined weapon/spell damage cp. You will see stamina builds with 4-5K spell damage by default. None of the healing CP need to be slotted. That put class magicka heals in play for stamina builds.
Have you even checked PTS? you will have the same if not more max stats in most cases.
Have you even checked PTS? you will have the same if not more max stats in most cases.
Have you even checked PTS? you will have the same if not more max stats in most cases.
A lot of people aren’t realizing with base stats going up especially with health going up you can invest more into main stat and regen food or drink. Overall from what I’ve been seeing of people on pts resources are about the same or slightly higher. So the sets like necro and crafty are going to keep you about where you are now if not give you slightly more than you have on live.
If baseline goes up you’ll get bigger returns on the per engage modifiers still in the game. Example 7 light would give you 2% more stats from undaunted so 2% of 12000 versus 2% of 8000. (rough rounding of current base stats) The stated goal if I recall correctly is players to make choices and with choice comes sacrifice you can build for something but gotta sacrifice something to get there.
In the grand scheme of the current changes it appears they are trying to get build diversity to a point where most builds on most classes should be around similar levels of dps output.
Olupajmibanan wrote: »Have you even checked PTS? you will have the same if not more max stats in most cases.
A lot of people aren’t realizing with base stats going up especially with health going up you can invest more into main stat and regen food or drink. Overall from what I’ve been seeing of people on pts resources are about the same or slightly higher. So the sets like necro and crafty are going to keep you about where you are now if not give you slightly more than you have on live.
If baseline goes up you’ll get bigger returns on the per engage modifiers still in the game. Example 7 light would give you 2% more stats from undaunted so 2% of 12000 versus 2% of 8000. (rough rounding of current base stats) The stated goal if I recall correctly is players to make choices and with choice comes sacrifice you can build for something but gotta sacrifice something to get there.
In the grand scheme of the current changes it appears they are trying to get build diversity to a point where most builds on most classes should be around similar levels of dps output.
You seem to not understand this discussion. This is not about your max stats, this is about relative power of stat set bonuses.
It doesn't matter how much magicka or spell damage you have (don't forget that magicka and SD is the same stat, conversion ratio 1:10,5), relative power of set bonuses have changed and 1096 magicka set bonus, which was already weaker than 129 SD on live, is now even more weaker relatively to 129 SD set bonus. This makes magicka oriented sets much less desired. And this is what we are discussing here.
By your grand scheme, if you were using magicka oriented sets such as Necropotence (which weren't even close to meta btw), you'll see a diminish in their power relatively to SD sets and you'll likely switch to some non-magicka set. This is causing exactly the opposite of what we want - diversity. By driving out non-meta sets they reinforce current meta even more.
It is not just because the 20% bonus is being removed, but also thanks to the upcoming SD/WD buff being far greater than the buff to the max stats. Anything that scales with SD/WD will just be a lot stronger in comparison.
Oh just wait. Flat max mag, 1000K spell damage, spell damage on swords, spell damage on orcs, combined weapon/spell damage cp. You will see stamina builds with 4-5K spell damage by default. None of the healing CP need to be slotted. That put class magicka heals in play for stamina builds.
Pelinals on suicide watch.
sabresandiego_ESO wrote: »This is intentional, they rebalanced the game with the new base stats. No compensation is needed because they are not trying to keep the game the same. They intentionally swing the meta around every couple patches to keep the game new and interesting. A static game would be boring. I suggest adapting to whatever you find to work best in the upcoming patch. Cheers
honey_badger82 wrote: »I disagree that in live that sets that give you resources instead of damage or crit are weak. Here is why: I refuse to play the game with a timer constantly ticking over my head (food or drink buff). I have had guild members who build for damage stacking and are like oh... my tri stat food ran out I only have 10k health and like 22k magicka/ stamina.
All my builds currently are able to have 16k health and 28-32k in their primary damage resource without any food. I use food for vet DLC content. With very crappy rotations I can maintain over 40k dps on my templar tank hybrid. When I have parse food it goes up of course
@SgrugIm pretty sure the 20% were for base stats and dont include set stats.
@laksikus
I have just tested this on live. Magicka bonuses are affected by a 1.34x multiplier (tested using magblade, crafty alfiq set). That's 6% from undaunted, 8% from siphoning and 20% from champion points. Feel free to double check.
honey_badger82 wrote: »I disagree that in live that sets that give you resources instead of damage or crit are weak. Here is why: I refuse to play the game with a timer constantly ticking over my head (food or drink buff). I have had guild members who build for damage stacking and are like oh... my tri stat food ran out I only have 10k health and like 22k magicka/ stamina.
All my builds currently are able to have 16k health and 28-32k in their primary damage resource without any food. I use food for vet DLC content. With very crappy rotations I can maintain over 40k dps on my templar tank hybrid. When I have parse food it goes up of course
Blue food is 1 hour, and other foods are 2 hours... It is not exactly a short duration that requires a lot of management. I could do a whole post on the imbalance of food though.
I assume 40K is on the trial attronach dummy, which if that makes you happy I won't take that away from you, but some of us would like to be able to do more.
itscompton wrote: »@SgrugIm pretty sure the 20% were for base stats and dont include set stats.
@laksikus
I have just tested this on live. Magicka bonuses are affected by a 1.34x multiplier (tested using magblade, crafty alfiq set). That's 6% from undaunted, 8% from siphoning and 20% from champion points. Feel free to double check.
Same gear (Bright throats and Spinners with mismatched monster sets), same food, same mundus my 810 template Sorc on PTS winds up with just about 2K more max magic than on live. The build also has 1200 more SD on PTS. The extra stats make up for most of the loss of the bigger buffs from CP 1.0 on regular abilities. The only thing that took a sizable nerf damage wise was my LA's which hit for about 20% less now.
itscompton wrote: »@SgrugIm pretty sure the 20% were for base stats and dont include set stats.
@laksikus
I have just tested this on live. Magicka bonuses are affected by a 1.34x multiplier (tested using magblade, crafty alfiq set). That's 6% from undaunted, 8% from siphoning and 20% from champion points. Feel free to double check.
Same gear (Bright throats and Spinners with mismatched monster sets), same food, same mundus my 810 template Sorc on PTS winds up with just about 2K more max magic than on live. The build also has 1200 more SD on PTS. The extra stats make up for most of the loss of the bigger buffs from CP 1.0 on regular abilities. The only thing that took a sizable nerf damage wise was my LA's which hit for about 20% less now.
@itscompton Zeni have increased every characters base stats, to offset the 20% stat loss. What they didn't do is buff all max resource sets, jewellery/armour traits and foods by an appropriate amount.
So even though you may have higher stats on the pts, max resource sets are still substantially weaker than they are on live. Without the 20% multiplier, those sets will become utterly useless. A 20% nerf is huge, and max resource sets weren't particularly strong to begin with.
itscompton wrote: »itscompton wrote: »@SgrugIm pretty sure the 20% were for base stats and dont include set stats.
@laksikus
I have just tested this on live. Magicka bonuses are affected by a 1.34x multiplier (tested using magblade, crafty alfiq set). That's 6% from undaunted, 8% from siphoning and 20% from champion points. Feel free to double check.
Same gear (Bright throats and Spinners with mismatched monster sets), same food, same mundus my 810 template Sorc on PTS winds up with just about 2K more max magic than on live. The build also has 1200 more SD on PTS. The extra stats make up for most of the loss of the bigger buffs from CP 1.0 on regular abilities. The only thing that took a sizable nerf damage wise was my LA's which hit for about 20% less now.
@itscompton Zeni have increased every characters base stats, to offset the 20% stat loss. What they didn't do is buff all max resource sets, jewellery/armour traits and foods by an appropriate amount.
So even though you may have higher stats on the pts, max resource sets are still substantially weaker than they are on live. Without the 20% multiplier, those sets will become utterly useless. A 20% nerf is huge, and max resource sets weren't particularly strong to begin with.
After reading a few more of the posts I get what you're trying to say now. Making a move like replacing Bright Throats's with Caluurions loses a fair amount less Max Mag in CP 2.0 v 1.0 because of the way the boost works.
So I went on PTS and looked into how this affects a max stat vs proc build a bit more. If I leave all my other sets as is and swap Bright Throat for Caluurions I lose 4821 Max Mag (with Magelight on my bar) but gain 163 SD and 5% more crit chance.
For practical purposes I compared how this affects the damage of Soul Consuming Trap. Over the course of 10 seconds a build with Caluu does 16038 and BTB does 16596. This is 3.48% more. Caluurion's tooltip is 16472. So divide by 10 it gives an extra 1647 DPS. 1647 is 3.48% of 47327.
So if we take into account the 5% less crit chance this means for BTB to outperform Caluurions you need to be able to rock >48K DPS consistently for stretches of at least 11 seconds straight and uninterrupted, which I'd argue the majority of players can't do in PvE under the new system. Even after Battle Spirit that's still nearly 27K DPS and no one can sustain that much damage in PvP for more than a 1-2 second burst, and any 1 second burst will always be stronger if Caluurion's is included vs the extra raw stats. So again it wins hands down.
I should also point out that my Hardened Ward winds up being capped at just under 15K by my 24.8K health with either set and doesn't see any benefit at all from the extra Max Mag.
Conclusion: When the test is over and proc sets work again in Cyro they will rule PvP and will be the meta for everyone except for elite PvE DD's.