Maintenance for the week of December 15:
· [COMPLETE] PC/Mac: NA and EU megaservers for maintenance – December 15, 4:00AM EST (9:00 UTC) - 12:00PM EST (17:00 UTC)
· [COMPLETE] Xbox: NA and EU megaservers for maintenance – December 15, 4:00AM EST (9:00 UTC) - 12:00PM EST (17:00 UTC)
· [COMPLETE] PlayStation®: NA and EU megaservers for maintenance – December 15, 4:00AM EST (9:00 UTC) - 12:00PM EST (17:00 UTC)

Proc Set Rebalance - Issues

  • SGT_Wolfe101st
    SGT_Wolfe101st
    ✭✭✭✭✭
    Definitely NOT a fan of capping proc set damage. Like at all. Allowing sets to scale higher than their listed values is one of the more inspired design choices from this change. It's a fantastic change for PvE but obviously it's a problem in PvP.

    The single best solution is to globally nerf proc set damage by 50% via Battle Spirit and call it a day.

    Easy, breezy, beautiful and no need to globally nerf sets or tinker with scaling values. It solves the problem for the venue where it is actually a problem and leaves them alone everywhere else.

    This. While Stam may be king in PVP it is not in PVE. This patch continues to erode Stam DDs in PVE. Just reduce the dam via Battle Spirit and then work on over performing sets.
    Edited by SGT_Wolfe101st on April 22, 2021 5:35PM
    PS4 -NA AD

    Wood Elf - StamNB - DPS
    Nord - MagDK - Tank
    High Elf - MagSorc - DPS
    Dark Elf - Mag Warden- Healer
  • kalunte
    kalunte
    ✭✭✭✭✭
    @Tommy_The_Gun

    i think they should change how magicka and stamina affects ALL abilities the same way they are going to do with "procsets":

    - mag/stam for heal, shields and utility.
    - sp/wd for dmg
    - health for survival

    they tried to do this with armor penetration but they are struggling because it is caped.

    reduce ppl's multitasking is the only way to balance the game around different playstyle. right now there's only one proper way to pvp at cheesy lvls. the same setups dominates all kind of battleground for exemple.

    if we manage to have proper glasscanons, pressure brawlers and supports, either tanks or healer (not magsorcs with 20k hp shielding for eternity+2, foreverrollers that oneshots when then are not rolling or overbrawlers that stand still forever until they decided to turnarround and instablowyouup) then we could end up with a less obvious meta at least.
  • Derra
    Derra
    ✭✭✭✭✭
    ✭✭✭✭✭
    Well you do have up to 6573 pen passively....

    And that gets counteracted in practice by stamina having almost exclusive access to minor breach accompanied by weapon choices providing penetration (which coincidentally everybody uses).

    I don´t even know why i´m arguing. It takes 5 minutes of testing on pts to realize the discrepancy between stamina and magica proccs. There´s no real debate. A stam character will literally do more dmg with vateshran staff than a mag one.
    Edited by Derra on April 22, 2021 6:24PM
    <Noricum>
    I live. I die. I live again.

    Derra - DC - Sorc - AvA 50
    Derrah - EP - Sorc - AvA 50

  • Faylestar
    Faylestar
    ✭✭✭
    This will be a buff if you're one of the <5% meta chasers. This will be a nerf if you're a filthy casual.


    I do love some of the hyperbole. My Farm characters are hitting, with full weapon damage CP and their standard jewel traits (all fully gold, which they dont have on live because im not ever sinking the plating into that), a whopping... 4532 weapon damage and 3824 spell damage [4164 with full target dummy buffs].

    Which puts the mag build at roughly ~70% (85% with buffs) of the live proc damage, and the sta build a bit higher.

    I'm sure though, if you sacrifice significant amounts of anything that isnt weapon damage, you can get those sets to be slightly above where they are on live, which for most of them is "this is still pretty bad" most of the time.
  • Firstmep
    Firstmep
    ✭✭✭✭✭
    ✭✭✭
    Derra wrote: »
    Well you do have up to 6573 pen passively....

    And that gets counteracted in practice by stamina having almost exclusive access to minor breach accompanied by weapon choices providing penetration (which coincidentally everybody uses).

    I don´t even know why i´m arguing. It takes 5 minutes of testing on pts to realize the discrepancy between stamina and magica proccs. There´s no real debate. A stam character will literally do more dmg with vateshran staff than a mag one.

    And yet this penetration created a chasm of difference between mag and stam in Pve, in the exact opposite way.
    I do think procs should scale like abilities, with a mix of spd /wpd and mag /stam.
    I'm not even sure why they went with the current scaling method. It just seems lazy.
  • the1andonlyskwex
    the1andonlyskwex
    ✭✭✭✭✭
    ✭✭
    Firstmep wrote: »
    Derra wrote: »
    Well you do have up to 6573 pen passively....

    And that gets counteracted in practice by stamina having almost exclusive access to minor breach accompanied by weapon choices providing penetration (which coincidentally everybody uses).

    I don´t even know why i´m arguing. It takes 5 minutes of testing on pts to realize the discrepancy between stamina and magica proccs. There´s no real debate. A stam character will literally do more dmg with vateshran staff than a mag one.

    And yet this penetration created a chasm of difference between mag and stam in Pve, in the exact opposite way.
    I do think procs should scale like abilities, with a mix of spd /wpd and mag /stam.
    I'm not even sure why they went with the current scaling method. It just seems lazy.

    It seems like they're trying to make people choose between damage, healing, and durability, but it's not really working because of the way stat sourcing works. There are very few ways to trade off health or magicka for spell damage, because they usually come from different places. Spell damage mostly comes from weapon type, weapon traits, and jewelry enchants, while health and magicka come from attribute points and armor enchants. The result is that nobody is really trading away health for more spell damage, they're trading away mag recovery, range, or crit/status effect chance.
  • relentless_turnip
    relentless_turnip
    ✭✭✭✭✭
    ✭✭✭
    Firstmep wrote: »
    Derra wrote: »
    Well you do have up to 6573 pen passively....

    And that gets counteracted in practice by stamina having almost exclusive access to minor breach accompanied by weapon choices providing penetration (which coincidentally everybody uses).

    I don´t even know why i´m arguing. It takes 5 minutes of testing on pts to realize the discrepancy between stamina and magica proccs. There´s no real debate. A stam character will literally do more dmg with vateshran staff than a mag one.

    And yet this penetration created a chasm of difference between mag and stam in Pve, in the exact opposite way.
    I do think procs should scale like abilities, with a mix of spd /wpd and mag /stam.
    I'm not even sure why they went with the current scaling method. It just seems lazy.

    It seems like they're trying to make people choose between damage, healing, and durability, but it's not really working because of the way stat sourcing works. There are very few ways to trade off health or magicka for spell damage, because they usually come from different places. Spell damage mostly comes from weapon type, weapon traits, and jewelry enchants, while health and magicka come from attribute points and armor enchants. The result is that nobody is really trading away health for more spell damage, they're trading away mag recovery, range, or crit/status effect chance.

    An argument could be made for performance reasons. Given the additional calculation to equate a mix of stats. I dunno though...
  • katorga
    katorga
    ✭✭✭✭✭
    ✭✭
    Firstmep wrote: »
    Derra wrote: »
    Well you do have up to 6573 pen passively....

    And that gets counteracted in practice by stamina having almost exclusive access to minor breach accompanied by weapon choices providing penetration (which coincidentally everybody uses).

    I don´t even know why i´m arguing. It takes 5 minutes of testing on pts to realize the discrepancy between stamina and magica proccs. There´s no real debate. A stam character will literally do more dmg with vateshran staff than a mag one.

    And yet this penetration created a chasm of difference between mag and stam in Pve, in the exact opposite way.
    I do think procs should scale like abilities, with a mix of spd /wpd and mag /stam.
    I'm not even sure why they went with the current scaling method. It just seems lazy.

    It seems like they're trying to make people choose between damage, healing, and durability, but it's not really working because of the way stat sourcing works. There are very few ways to trade off health or magicka for spell damage, because they usually come from different places. Spell damage mostly comes from weapon type, weapon traits, and jewelry enchants, while health and magicka come from attribute points and armor enchants. The result is that nobody is really trading away health for more spell damage, they're trading away mag recovery, range, or crit/status effect chance.

    An argument could be made for performance reasons. Given the additional calculation to equate a mix of stats. I dunno though...

    Scaling proc sets on stats throws the entire performance issue out the window.

    When ZOS started the proc-acolypse it was for performance reasons that they changed all of the random or percentage based proc conditions in favor of fixed proc conditions and set cool downs. After that one light attack would proc all three sets on demand.

    Now, they are going to continually calculate the value of the proc based on ever-changing stat sheets? That is a huge computational increase. It makes a mockery of all the previous statements about making things more "performant".
    Edited by katorga on April 22, 2021 7:38PM
  • katorga
    katorga
    ✭✭✭✭✭
    ✭✭
    kalunte wrote: »
    @Tommy_The_Gun

    i think they should change how magicka and stamina affects ALL abilities the same way they are going to do with "procsets":

    - mag/stam for heal, shields and utility.
    - sp/wd for dmg
    - health for survival

    I really think this is the direction they are heading, to be honest.

  • doesurmindglow
    doesurmindglow
    ✭✭✭✭✭
    katorga wrote: »

    When ZOS started the proc-acolypse it was for performance reasons that they changed all of the random or percentage based proc conditions in favor of fixed proc conditions and set cool downs. After that one light attack would proc all three sets on demand.

    Now, they are going to continually calculate the value of the proc based on ever-changing stat sheets? That is a huge computational increase. It makes a mockery of all the previous statements about making things more "performant".

    For the life of me, I still don't understand why procs weren't simply nerfed commensurate with the percentage chance buff, ie: Proc used to have a 25% chance to do 10k damage? Now it has a 100% chance to do 2.5k damage.

    It wouldn't have been a perfect solution either, but it would have spared a lot of the nightmare they're now managing and apparently attempting to correct.
    Guildmaster : The Wild Hunt (formerly Aka Baka) : AD PC/NA
  • Rhaegar75
    Rhaegar75
    ✭✭✭✭✭
    Any comments from the Devs yet?
  • MrZeDark
    MrZeDark
    ✭✭✭
    Lets rephrase all of this -

    NERF Proc sets for PVP -- stay the heck away from PVE k thnxs.
  • Ranger209
    Ranger209
    ✭✭✭✭✭
    Looking forward more than ever to no proc campaign. Just hope its faction locked or not sure what I will do in game.
  • Goregrinder
    Goregrinder
    ✭✭✭✭✭
    ✭✭
    Firstmep wrote: »
    I think the scaling itself is fine, as it forces players to invest less on HP in order to get the same damage out of these sets as they had in Markarth. The problem is that there is no cap on these. If having no cap is the intention, then the base damage required to hit their old values should be increased by a lot. It's easy to get 5k weapon damage post CP 2.0. The requirement to hit old damage values needs to be closer to 7-8k weapon damage. Having no cap at that point is fine, because trying to get more WD/SD beyond 8k means you are giving up other things significantly, which should be fine if you are going for a glass cannon build using procs.

    Exept it doesn't, you can go 64 points into hp and still rock 7k wpd, and get more dmg on your procs.
    If you don't think that's viable, my stamplar on pts literally did that, and it's not even the best class for this type of build.

    So 7k is not a high enough number then. Maybe bump it up to 10k WD/SD.
  • jaws343
    jaws343
    ✭✭✭✭✭
    ✭✭✭✭✭
    Firstmep wrote: »
    I think the scaling itself is fine, as it forces players to invest less on HP in order to get the same damage out of these sets as they had in Markarth. The problem is that there is no cap on these. If having no cap is the intention, then the base damage required to hit their old values should be increased by a lot. It's easy to get 5k weapon damage post CP 2.0. The requirement to hit old damage values needs to be closer to 7-8k weapon damage. Having no cap at that point is fine, because trying to get more WD/SD beyond 8k means you are giving up other things significantly, which should be fine if you are going for a glass cannon build using procs.

    Exept it doesn't, you can go 64 points into hp and still rock 7k wpd, and get more dmg on your procs.
    If you don't think that's viable, my stamplar on pts literally did that, and it's not even the best class for this type of build.

    So 7k is not a high enough number then. Maybe bump it up to 10k WD/SD.

    It should probably be around 8K for WD and 6.5K for SD, where if you really push it you can reach the same damage as they currently do on live, but you have to push for it a lot to do so.
  • ealdwin
    ealdwin
    ✭✭✭✭✭
    katorga wrote: »
    kalunte wrote: »
    @Tommy_The_Gun

    i think they should change how magicka and stamina affects ALL abilities the same way they are going to do with "procsets":

    - mag/stam for heal, shields and utility.
    - sp/wd for dmg
    - health for survival

    I really think this is the direction they are heading, to be honest.

    I for one hope that is not the direction they decide to go.

    Considering that it is easier to stack Weapon Damage than it is to stack Spell Damage, which would result in Stamina builds having more overall power potential than Magicka builds. Keeping it so that skills, damage and healing, to scale from both W/S Damage and Stamina/Magicka helps alleviate that discrepancy. Also keep in mind that because Weapon Damage is easier to stack, it's also easier for Stamina builds to stack Weapon Damage + Health than it is for Magicka builds to stack Spell Damage + Health (since Magicka is more crucial for them). This would mean that in PVP specifically, Stam builds would be able to gain more power and defense that Magicka builds could.

    From a PVE perspective, I honestly don't see the problem with healers or tanks being able to do okay damage or dds having access to decent heals. As long as healers have better (or rather, the best) access to group buffs, tanks to debuffs and CCs, and dds to damage potential, those roles will be desired. Nerfing the potential of a DD to heal or a Healer to deal damage won't make the healer role more important. What will is making sure that healer-focused skills are the ones that provide crucial buffs to the group to help with damage or sustain.

    From a PVP perspective, the way I see it, there are two types of defense. Passive defense obtained through methods such as Max Health, Health Regen, Armor/Resistances, and Damage Mitigation. And, Reactive defense obtained through Heals, Shields, Positioning, Dodging, and Mobility. Passive defense is about being able to take a hit, while active defense is about being able to respond to a hit. Builds being able to do damage while having good reactive defense is, IMO, not as much a problem as builds being able to do damage or have while having passive defense.
    For example... A 20K Health build being able to heal back from a 15K burst is still a build that could die after a 15K burst—it just depends on who reacts to the burst better in combat. On the other hand, a 40K Health build being able to heal back from a 15K burst is a build who will very rarely die after that 15K burst. Allowing the 20K Health build to do better damage than the 40K Health build makes that 20K Health build more enticing—people like being able to kill stuff. However, people also tend to not like dying, and so will gravitate towards ways to avoid doing so. If people can't survive on the 20K build at all, they won't go with that option, and will gravitate towards the 40K build. Even more so if the 40K build can do damage close to (or better than) the 20K build. This is how we end up with tank or proc metas—people find builds that can be effective at passive defense and damage. So, in order to encourage more people to run builds that result in an overall lower TTK—and therefore more fun/dynamic PVP—there has to be the ability for reactive defense to satisfy their desire to not die couple with the access to damage to satisfy the desire to kill.

    Also consider that Stamina's reactive defense options—mobility, dodge rolling, etc.—don't scale from anything, while Magicka's—heals, shields—do. Putting Magicka reactive defense and damage on opposing scaling mechanics that don't apply to Stamina's reactive defense and damage, is a further nerf for Magicka builds.

    If healing is too strong in PVP, it would be far better to slightly nerf all heals across the board, and then buff all sources of % Healing Done—the already existing stat that effects healing. That way, Magicka specs don't face quite as devastating a nerf, but obtaining stronger heals across the board requires a little more work.
  • Canned_Apples
    Canned_Apples
    ✭✭✭✭✭
    Rhaegar75 wrote: »
    Any comments from the Devs yet?

    Nope.
    Have to wait for the patch notes this coming Monday, or no later than the following, if they intend to revise anything.

    @ZOS_BrianWheeler

    Hopefully they actually nerf these sets and not make things worse than they actually are.
    As it is now, I can only play in Cyrodiil because every other player is running multiple procs in BGs.
  • Rhaegar75
    Rhaegar75
    ✭✭✭✭✭
    Rhaegar75 wrote: »
    Any comments from the Devs yet?

    Nope.
    Have to wait for the patch notes this coming Monday, or no later than the following, if they intend to revise anything.

    @ZOS_BrianWheeler

    Hopefully they actually nerf these sets and not make things worse than they actually are.
    As it is now, I can only play in Cyrodiil because every other player is running multiple procs in BGs.

    Indeed I hope that the intention to nerf procs will be fulfilled...fingers crossed
  • AgentZenish
    AgentZenish
    ✭✭✭
    I assume this is why they initially wanted to extend no proc Cyrodiil to Update 31 because they knew this was coming. -_-
  • Waffennacht
    Waffennacht
    ✭✭✭✭✭
    ✭✭✭✭✭
    They best not make proc sets not worth running is all I'm saying.

    Too many people would rather them just gone than find an actual compromise
    Edited by Waffennacht on April 22, 2021 11:16PM
    Gamer tag: DasPanzerKat NA Xbox One
    1300+ CP
    Battleground PvP'er

    Waffennacht' Builds
  • NeillMcAttack
    NeillMcAttack
    ✭✭✭✭✭
    They should scale with max stats just like abilities. Besides that, I see very little problem with the scaling. Crimson hitting for a max of 10k and having almost no other means of pressure, no sustain, only heal being a proc, while they are slow and easily kite-able, seems fine honestly. People forget that any of these builds they are talking about have made real choices and are a lot squishier for it, or just a sponge, isn't that what we wanted? I say bring it on.
    People will rage as they die to procs as usual, but at least the proc user won't have capped resists, over 45k health(the reason it needs to scale like abilities), and tons of sustain!
    PC EU - NoCP PvP, is real PvP
    Tiidehunter Nord StamDK EP PvP Main
    Legion Commander Tresdin Stamplar DC PvE Main
    Sephirith Altmer MagPlar EP Gondar the Bounty Hunter Khajiit StamBlade DC
    The Dirge Redguard StamNecro EP Disruptor Stormcrafter Nord StamSorc AD
    Lone Druid Bosmer Stam Warden EP Necro-Phos Argonian MagBlade AD
    @ McAttack in game
    Played since beta, and then on console at release, until the game became unplayable on console.
  • doesurmindglow
    doesurmindglow
    ✭✭✭✭✭
    I think if damage and healing scaled with max offensive stats universally, we'd be a lot closer to a balance most players could live with. I 'd have some issues with the discrepancies others have pointed out with regard to stamina vs magicka, and perhaps the "target number" of around 5k WD/SD is too low, but there'd be less obviously imbalanced potential for high survivability paired with high damage, which seems like the setup they're explicitly trying to avoid.

    The problem is the remaining handful of proc sets scaling from max health: doing this gives us a handful of proc sets that allow you to hit harder as you become harder to kill, instead of the other way around.

    Those sets will obviously become the meta, find their way onto builds used by 20-man groups, generate reasonable player frustration, and ultimately be nerfed in a future patch. I think it's best we skip over that whole circus and just get the numbers right on this PTS cycle.
    Guildmaster : The Wild Hunt (formerly Aka Baka) : AD PC/NA
  • kalunte
    kalunte
    ✭✭✭✭✭
    katorga wrote: »
    kalunte wrote: »
    @Tommy_The_Gun

    i think they should change how magicka and stamina affects ALL abilities the same way they are going to do with "procsets":

    - mag/stam for heal, shields and utility.
    - sp/wd for dmg
    - health for survival

    I really think this is the direction they are heading, to be honest.

    i hope so too, it would be a good thing

    (and to any one who do not know me, i'm an off meta player forever unless the meta decides to stick to my playstyle, i dont need lessons about how to play, thanks a lot :p)
  • kalunte
    kalunte
    ✭✭✭✭✭
    ealdwin wrote: »
    katorga wrote: »
    kalunte wrote: »
    @Tommy_The_Gun

    i think they should change how magicka and stamina affects ALL abilities the same way they are going to do with "procsets":

    - mag/stam for heal, shields and utility.
    - sp/wd for dmg
    - health for survival

    I really think this is the direction they are heading, to be honest.

    I for one hope that is not the direction they decide to go.

    Considering that it is easier to stack Weapon Damage than it is to stack Spell Damage, which would result in Stamina builds having more overall power potential than Magicka builds. Keeping it so that skills, damage and healing, to scale from both W/S Damage and Stamina/Magicka helps alleviate that discrepancy. Also keep in mind that because Weapon Damage is easier to stack, it's also easier for Stamina builds to stack Weapon Damage + Health than it is for Magicka builds to stack Spell Damage + Health (since Magicka is more crucial for them). This would mean that in PVP specifically, Stam builds would be able to gain more power and defense that Magicka builds could.

    i love when mag based setups forget that they have 7k "free" spell penetration when they do their maths about dmg output.

    reaching or not the treshold and therefore the supposedly dmg output forgeting 7k armor pen while counting 700pôtential WD is awesome.
  • Firstmep
    Firstmep
    ✭✭✭✭✭
    ✭✭✭
    kalunte wrote: »
    ealdwin wrote: »
    katorga wrote: »
    kalunte wrote: »
    @Tommy_The_Gun

    i think they should change how magicka and stamina affects ALL abilities the same way they are going to do with "procsets":

    - mag/stam for heal, shields and utility.
    - sp/wd for dmg
    - health for survival

    I really think this is the direction they are heading, to be honest.

    I for one hope that is not the direction they decide to go.

    Considering that it is easier to stack Weapon Damage than it is to stack Spell Damage, which would result in Stamina builds having more overall power potential than Magicka builds. Keeping it so that skills, damage and healing, to scale from both W/S Damage and Stamina/Magicka helps alleviate that discrepancy. Also keep in mind that because Weapon Damage is easier to stack, it's also easier for Stamina builds to stack Weapon Damage + Health than it is for Magicka builds to stack Spell Damage + Health (since Magicka is more crucial for them). This would mean that in PVP specifically, Stam builds would be able to gain more power and defense that Magicka builds could.

    i love when mag based setups forget that they have 7k "free" spell penetration when they do their maths about dmg output.

    reaching or not the treshold and therefore the supposedly dmg output forgeting 7k armor pen while counting 700pôtential WD is awesome.

    Well don't forget that maces also give a fair amount of pen, and minor breach is pretty much only sourced from Stam skills/debuffs.
    Your average light armor build with a destro staff isn't going to get much more pen, than most Stam users running maces or a maul.
    Also it's not really 7k pen, Beacuse no one is going to wear 7 light pieces, let's be realistic here.
  • the1andonlyskwex
    the1andonlyskwex
    ✭✭✭✭✭
    ✭✭
    kalunte wrote: »
    ealdwin wrote: »
    katorga wrote: »
    kalunte wrote: »
    @Tommy_The_Gun

    i think they should change how magicka and stamina affects ALL abilities the same way they are going to do with "procsets":

    - mag/stam for heal, shields and utility.
    - sp/wd for dmg
    - health for survival

    I really think this is the direction they are heading, to be honest.

    I for one hope that is not the direction they decide to go.

    Considering that it is easier to stack Weapon Damage than it is to stack Spell Damage, which would result in Stamina builds having more overall power potential than Magicka builds. Keeping it so that skills, damage and healing, to scale from both W/S Damage and Stamina/Magicka helps alleviate that discrepancy. Also keep in mind that because Weapon Damage is easier to stack, it's also easier for Stamina builds to stack Weapon Damage + Health than it is for Magicka builds to stack Spell Damage + Health (since Magicka is more crucial for them). This would mean that in PVP specifically, Stam builds would be able to gain more power and defense that Magicka builds could.

    i love when mag based setups forget that they have 7k "free" spell penetration when they do their maths about dmg output.

    reaching or not the treshold and therefore the supposedly dmg output forgeting 7k armor pen while counting 700pôtential WD is awesome.

    Ugh, nobody's forgetting. Everybody is talking about the SD needed to get back to the proc damage they already have in u29, which already benefits from the exact same penetration.
    Edited by the1andonlyskwex on April 23, 2021 5:20PM
  • YandereGirlfriend
    YandereGirlfriend
    ✭✭✭✭✭
    ✭✭✭✭✭
    Firstmep wrote: »
    kalunte wrote: »
    ealdwin wrote: »
    katorga wrote: »
    kalunte wrote: »
    @Tommy_The_Gun

    i think they should change how magicka and stamina affects ALL abilities the same way they are going to do with "procsets":

    - mag/stam for heal, shields and utility.
    - sp/wd for dmg
    - health for survival

    I really think this is the direction they are heading, to be honest.

    I for one hope that is not the direction they decide to go.

    Considering that it is easier to stack Weapon Damage than it is to stack Spell Damage, which would result in Stamina builds having more overall power potential than Magicka builds. Keeping it so that skills, damage and healing, to scale from both W/S Damage and Stamina/Magicka helps alleviate that discrepancy. Also keep in mind that because Weapon Damage is easier to stack, it's also easier for Stamina builds to stack Weapon Damage + Health than it is for Magicka builds to stack Spell Damage + Health (since Magicka is more crucial for them). This would mean that in PVP specifically, Stam builds would be able to gain more power and defense that Magicka builds could.

    i love when mag based setups forget that they have 7k "free" spell penetration when they do their maths about dmg output.

    reaching or not the treshold and therefore the supposedly dmg output forgeting 7k armor pen while counting 700pôtential WD is awesome.

    Well don't forget that maces also give a fair amount of pen, and minor breach is pretty much only sourced from Stam skills/debuffs.
    Your average light armor build with a destro staff isn't going to get much more pen, than most Stam users running maces or a maul.
    Also it's not really 7k pen, Beacuse no one is going to wear 7 light pieces, let's be realistic here.

    Also don't forget that there's nothing stopping certain Magicka classes from running DW or Mauls either now that their bonuses are unified.

    A Magicka character might also benefit from the Staff 10% Penetration passive if they're using Force Pulse, Pulsar or Destro.
  • the1andonlyskwex
    the1andonlyskwex
    ✭✭✭✭✭
    ✭✭
    Firstmep wrote: »
    kalunte wrote: »
    ealdwin wrote: »
    katorga wrote: »
    kalunte wrote: »
    @Tommy_The_Gun

    i think they should change how magicka and stamina affects ALL abilities the same way they are going to do with "procsets":

    - mag/stam for heal, shields and utility.
    - sp/wd for dmg
    - health for survival

    I really think this is the direction they are heading, to be honest.

    I for one hope that is not the direction they decide to go.

    Considering that it is easier to stack Weapon Damage than it is to stack Spell Damage, which would result in Stamina builds having more overall power potential than Magicka builds. Keeping it so that skills, damage and healing, to scale from both W/S Damage and Stamina/Magicka helps alleviate that discrepancy. Also keep in mind that because Weapon Damage is easier to stack, it's also easier for Stamina builds to stack Weapon Damage + Health than it is for Magicka builds to stack Spell Damage + Health (since Magicka is more crucial for them). This would mean that in PVP specifically, Stam builds would be able to gain more power and defense that Magicka builds could.

    i love when mag based setups forget that they have 7k "free" spell penetration when they do their maths about dmg output.

    reaching or not the treshold and therefore the supposedly dmg output forgeting 7k armor pen while counting 700pôtential WD is awesome.

    Well don't forget that maces also give a fair amount of pen, and minor breach is pretty much only sourced from Stam skills/debuffs.
    Your average light armor build with a destro staff isn't going to get much more pen, than most Stam users running maces or a maul.
    Also it's not really 7k pen, Beacuse no one is going to wear 7 light pieces, let's be realistic here.

    Also don't forget that there's nothing stopping certain Magicka classes from running DW or Mauls either now that their bonuses are unified.

    A Magicka character might also benefit from the Staff 10% Penetration passive if they're using Force Pulse, Pulsar or Destro.

    The staff penetration passive isn't exactly useful, because it's a 10% reduction to remaining resistances after all other resistance reduction and penetration have been applied.
  • YandereGirlfriend
    YandereGirlfriend
    ✭✭✭✭✭
    ✭✭✭✭✭
    Firstmep wrote: »
    kalunte wrote: »
    ealdwin wrote: »
    katorga wrote: »
    kalunte wrote: »
    @Tommy_The_Gun

    i think they should change how magicka and stamina affects ALL abilities the same way they are going to do with "procsets":

    - mag/stam for heal, shields and utility.
    - sp/wd for dmg
    - health for survival

    I really think this is the direction they are heading, to be honest.

    I for one hope that is not the direction they decide to go.

    Considering that it is easier to stack Weapon Damage than it is to stack Spell Damage, which would result in Stamina builds having more overall power potential than Magicka builds. Keeping it so that skills, damage and healing, to scale from both W/S Damage and Stamina/Magicka helps alleviate that discrepancy. Also keep in mind that because Weapon Damage is easier to stack, it's also easier for Stamina builds to stack Weapon Damage + Health than it is for Magicka builds to stack Spell Damage + Health (since Magicka is more crucial for them). This would mean that in PVP specifically, Stam builds would be able to gain more power and defense that Magicka builds could.

    i love when mag based setups forget that they have 7k "free" spell penetration when they do their maths about dmg output.

    reaching or not the treshold and therefore the supposedly dmg output forgeting 7k armor pen while counting 700pôtential WD is awesome.

    Well don't forget that maces also give a fair amount of pen, and minor breach is pretty much only sourced from Stam skills/debuffs.
    Your average light armor build with a destro staff isn't going to get much more pen, than most Stam users running maces or a maul.
    Also it's not really 7k pen, Beacuse no one is going to wear 7 light pieces, let's be realistic here.

    Also don't forget that there's nothing stopping certain Magicka classes from running DW or Mauls either now that their bonuses are unified.

    A Magicka character might also benefit from the Staff 10% Penetration passive if they're using Force Pulse, Pulsar or Destro.

    The staff penetration passive isn't exactly useful, because it's a 10% reduction to remaining resistances after all other resistance reduction and penetration have been applied.

    It's useful in PvP, however, depending upon your class and build.

    And, as stated, they are free to use a Maul if they would like to. Higher Spell Damage and Penetration.
  • karekiz
    karekiz
    ✭✭✭✭✭
    ✭✭
    I mean this is what I generically tested:

    a3031wkoq5n8.jpg


    That was 100% investment into Spell Damage - including mundus/best race/double sword/Bloodthirsty SD etc. I think my generic MS/Siroria parse was 85ishK so it is definitely closer, but its still feels meh on Mag anyways.

    Running Zaans/Flame Blossom as Proc sets and siroria as Spell dmg boost <Though calruuions might be good, but it is very heavy on crit stats>.
    Edited by karekiz on April 23, 2021 6:47PM
Sign In or Register to comment.