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Why is crit so good?

Larcomar
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Serious question. I guess I've always just accepted crit is king (pve obv), slotted MS and moved on. If I'm honest, most of my testing has usually been of other sets with MS, rather than of that one. I'm struck by the fact that crit sets like MS and leviathan got heavily nerfed this patch, but if anything that seems to be moving the meta more towards slotting them rather than away from it.

Is crit so strong because:

a) various races / classes (khajit, nb, temp etc) get bonuses to crit damage which act as a force multiplier when you boost crit. In which case, I wonder if it still makes sense for my lowly nord dk who doesn't to focus on it.

b) we're assuming things like high major force uptime from warhorn, and ofc constant minor force from either medusa / barbed trap etc. In which case I'm wondering if it still makes sense to stack crit when Im pugging / just tooling around with guildies, we're not seeing warhorns and I really can't be bothered with barbed trap. Yes, I hate it....

c) something else I'm missing....

Sorry if this is a dumb qu. It's just something I've wondered on and off about but never quite got around to testing / asking until the u29 changes. I'm conscious that alot of the builds alcast etc recommends assume pretty much perfect groups with perfect conditions - and in reality, the sort of content I do I just don't see that.

For bonus points.... Ive usually run lover till Im able to get to pen cap for group content, then aimed at 60% crit, then shifted to crit dmg. I'm guessing things have changed now tho. Is there a rough rule of thumb for u29 where the break point is where you shoudl stop stacking crit and switch to stacking crit dmg?
Edited by Larcomar on March 23, 2021 10:46AM
  • teh_squirrel
    It seemed like the nerf to crit values was supposed to make other stats more competitive but that is obviously not the case. Now crit is even more important. The alternatives such as stat stacking and weapon/spell damage stacking just don't do enough damage to be competitive. Adding spell or weapon damage just doesn't do enough and adding stats doesn't do enough. That is why crit is so powerful, it actually modifies your damage.

    I found post u29 that I need to run 2 crit sets to be the most effective but on some characters that is harder to do than on others. It took me a while to farm the inferno medusa staff but I think that is the way to go on a lot of mag toons.
  • Larcomar
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    It seemed like the nerf to crit values was supposed to make other stats more competitive but that is obviously not the case. Now crit is even more important. The alternatives such as stat stacking and weapon/spell damage stacking just don't do enough damage to be competitive. Adding spell or weapon damage just doesn't do enough and adding stats doesn't do enough. That is why crit is so powerful, it actually modifies your damage.

    I found post u29 that I need to run 2 crit sets to be the most effective but on some characters that is harder to do than on others. It took me a while to farm the inferno medusa staff but I think that is the way to go on a lot of mag toons.

    That's useful confirmation that crit still is king. But I guess I'm wanting to understand *why* that's the case. Especially, post nerf.

    I mean, spell damage gets +20% from major sorcery and some classes get another +10% from minor. Wpn damage on stam toons, im guessing you're getting +20% from major brutality, plus +15% from medium armor. What is it that makes crit so strong?

    Sorry im asking a basic qu. Its just one of those things Ive always "known" - but never quite worked out why. That sort of thing niggles me. Plus I slightly wonder if stacking crit on toons that say don't run in groups with alot of warhorns is actually the smart move
  • Tommy_The_Gun
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    Well, they wanted to make other specs more important, but as a result they made crit specs kinda useless...

    Maybe it is still good for optimized & organised trial runs with group buffs, but other than that it is kinda bad.

    I mean stacking enough crit chance (like 45% +) is too much tasking and you will be missing in other aspects of your build. So less dmg, penetration, sustain etc.

    And it brings the final point: are crit dmg boosting stats (Khajiit, NB passive, CP, gear sets) good or bad ? Personally I think that for majority of playerbase and builds it will be kinda bad, especially if you consider a fact that basically crit rate is an RNG stat.
    I think that stacking penetration and Weapon / spell dmg with max stats will be (overall) better and may even provide more consistent dmg. Especially if you pair it with brutality ring and other % dmg done modifiers (like CP or Essence Thief set for example).

    Unless of course you can somehow stack enough crit chance alongside other stats, without sacrificing too many important stats.
  • Vermintide
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    It's just the most efficient with the way character builds currently work. I don't know how many +/-% the difference is, but when you look at other sources available for spell damage, penetration, magicka etc... Jewellry, food, potions and armour passives etc can give you those; but there's no buff food that gives you a free 10% crit like max mag/stam, and there's no jewellery enchant that gives you 5% per piece like spell/weapon damage.

    With crit, you can get up to like 50% from Prophecy, Thief, precise weapon and maybe a class passive or two. Stick on Medusa/MS and suddenly you're packing 75%. So effectively wearing crit sets lets you have your cake and eat it. You can easily stack up to near guaranteed crits without leaving other aspects of your build significantly weaker, because you still have them from those other sources; whereas you wouldn't be able to compensate for lack of crit the other way round.

    To go back a year or two, this wasn't the case. The simple answer to "why" is because they tried to mess with the balance to make things more even, but in the end they just made damage/resources less important. Crit was nice to have but most people agreed you hit diminishing returns once you went over 50% on most classes, because you'd be sacrificing too much in other areas to reach those levels. You wanted to build for a good mix in most cases; which is still kiiiinda true, it's just that the best mix leans heavily towards crit.

    Same kinda deal with the armour passives they just changed. In theory removing the "5 peices or more" thing encourages a greater mix, but in reality it just made "welp, I'm a mag build, it's 7 light or nothing" a no-brainer.

    It's important to note, I think, that this only really applies to PVE. In PVE your enemies are always the same. You can mathematically optimise for that, and that's it, end of story, the most efficient build can be objectively determined. In PVP you don't know what you'll be up against, so min/maxing in the same way as a PVE build is a bad idea. The real way to shake up PVE meta would be to introduce a greater variety of stats/abilities for mobs, so it's no longer as simple as just "get to 18.2k pen then stack the most efficient damage stat".
    Edited by Vermintide on March 23, 2021 12:44PM
  • ThePedge
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    Buffs, as you say.
    Crit Damage
    Base - 50%
    NB only - 10%
    Khajiit only - 12%
    Major Force - 25%
    Minor Force - 10%
    Elemental Catalyst - 9%
    Minor Brittle - 10%

    So with all you're looking at 126%
    Without NB Khajiit 114%
    No brittle (not as common imo) 104%

    You can choose to do either 104 to 126% more damage per hit, or boost the base by whatever some spell damage would do. You'll need a lot of spell damage to double the value.

    That's not counting Shadow, as currently it's more efficient to run Thief and crit more often (same as MS/Medusa choice).

    Might be missing some buffs.
  • mocap
    mocap
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    cuz crit affect everything: single target damage, dot damage, aoe damage. Even healing.
  • Uvi_AUT
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    Thats why crit is an awful system in any mmorpg. It whould be removed completely.
    Registered since 2014, Customer Service lost my Forum-Account and can't find it.....
  • ThePedge
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    Also to answer your question I believe the break point for Shadow over Thief is if you have around 70% crit without Mundus.

    For example having Medusa, Mother's Sorrow and 2x Crit monster pieces, it's better to go Shadow. Use Siroria instead of one and use Thief.
  • Rebiludo
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    ThePedge wrote: »
    Buffs, as you say.
    Crit Damage
    Base - 50%
    NB only - 10%
    Khajiit only - 12%
    Major Force - 25%
    Minor Force - 10%
    Elemental Catalyst - 9%
    Minor Brittle - 10%

    So with all you're looking at 126%
    Without NB Khajiit 114%
    No brittle (not as common imo) 104

    Unless I'm mistaken, it's more. Buff and debuff are multiplicative, not additive.
    [50%+10%+12%+25%+10%] = 107% [9%+10%] = 19%
    1 x 2.07 x 1.19 = 2.46
    So with all you're looking at 146%
    Edited by Rebiludo on March 23, 2021 2:30PM
  • katorga
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    Uvi_AUT wrote: »
    Thats why crit is an awful system in any mmorpg. It whould be removed completely.

    Heh. It has only been present in every MMO since Ultima Online. Players love it.
  • BXR_Lonestar
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    Tbh, Crit is so good vs. just power stacking because power stacking doesn't yield high enough average damage to be competitive with a crit damage build when you look at all the avenues crit builds have for ramping the damage they do WHEN they crit. And it is very difficult to tone that down because if you improve the damage power stacking gives you, its ultimately also going to multiply the damage done by crit builds by increasing the base damage that gets ramped up when they do a critical hit.

    IMO, what they need to do is introduce a critical chance jewelry/weapon glyph, and really force those people who want to build for critical damage builds to REALLY lean into the concept of a critical damage build by pursuing the critical chance/critical damage stats to the exclusion of everything else. This is the only way to keep crit builds from benefiting from raising the average damage you can do with a raw power build so that they are at a more competitive level.
  • Mythreindeer
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    Uvi_AUT wrote: »
    Thats why crit is an awful system in any mmorpg. It whould be removed completely.

    I agree but once it’s in the game that’s it. What follows is usually balance destroying nerfs and buffs ad infinitum.
  • Bodycounter
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    I mean there is a Ring in this game which increases your damage by 25% but disables critical strikes. People are still going for critical strikes in PvE because it scales so well. People are even opting to go with two one-piece-bonusses of critical strike chance from monster sets instead of one two-piece-bonus.

    The reason being is the existence of critical damage modifiers in this game. Your base critical hit does 150% of your normal damage which would be fine from a balance perspective opposed to spell/weapon damage or maximum ressources. Since critical damage can easily be above 200% of your normal damage critical strikes became the number one priority in PvE after penetration.

    If monsters in PvE would be given a base value of Impenetrable the value of critical strikes could be less. This is what we have seen in PvP with Malacath being pretty strong and almost mandatory.
  • Everest_Lionheart
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    My experience so far this patch in PVE is that my weapon and spell damage numbers are significantly higher, crit percentage about the same but overall damage down by 9-10% across the board. I also don’t have all of my damage sources maxed. With 1170 being the new 810 and my current CP at 895 I still have a long way to go before I can recoup all of my damage.

    The general feeling when I play though and watching the numbers on the screen is that I crit less often despite a similar percentage and for quite a bit less than before. My charged DK whips were hitting 80k+ before and now barely 70K. Going even heavier in spell damage is not going to make up for the loss, so I’m forced to lean more into crit than ever. There was definitely an over correction in the middle part of the CP spectrum that set us back.
  • ThePedge
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    Rebiludo wrote: »
    ThePedge wrote: »
    Buffs, as you say.
    Crit Damage
    Base - 50%
    NB only - 10%
    Khajiit only - 12%
    Major Force - 25%
    Minor Force - 10%
    Elemental Catalyst - 9%
    Minor Brittle - 10%

    So with all you're looking at 126%
    Without NB Khajiit 114%
    No brittle (not as common imo) 104

    Unless I'm mistaken, it's more. Buff and debuff are multiplicative, not additive.
    [50%+10%+12%+25%+10%] = 107% [9%+10%] = 19%
    1 x 2.07 x 1.19 = 2.46
    So with all you're looking at 146%

    Ah yes I believe you're right. Didn't think about difference between Buff and Debuff
  • Vermintide
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    in PvP with Malacath being pretty strong

    Understatement of the year :D
  • AcadianPaladin
    AcadianPaladin
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    My magward (with bear) has been running Julianos and Necropotence. Good spell damage, good magicka pool, good regen, good pen, poor crit%. Just made her a set of Mother's Sorrow to replace the Necropotence set (same quality, traits and pieces). Then parsed her vs 3M target dummy several times with each set up and saw no noticeable difference to her dps. Not sure what to make of that but put the MS in the bank and am keeping Necropotence.
    PC NA(no Steam), PvE, mostly solo
  • JTD
    JTD
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    Uvi_AUT wrote: »
    Thats why crit is an awful system in any mmorpg. It whould be removed completely.
    I agree but once it’s in the game that’s it. What follows is usually balance destroying nerfs and buffs ad infinitum.

    ZOS has shown to implement radical changes so it's not beyond them to take it out. I would be Ok with the removal of a crit stat. In all the games/mmo/arpg-s i've played this concept has been a problem cause of the scaling it does. It tends to become wacky really fast.

    The concept of crit is just the ultimate power fantasy. Seeing those big numbers all over the place feels empowering. I'm excited when stuff crits as well. Gameplay wise I see more in a mechanical aquity style of crit management. With defined up and down times. For example other games have crit specifically tied to classes and gameplay mechanics and not necessarily as a broad gameplay blanket acros everhting.

    EG: fire mage in wow comes to mind.. where 2 crits of you fireblas (spammable) in a row give you a free nuke to use. Pyroclasm iirc.
    Edited by JTD on March 24, 2021 8:29AM
  • Larcomar
    Larcomar
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    Well, they wanted to make other specs more important, but as a result they made crit specs kinda useless...

    Maybe it is still good for optimized & organised trial runs with group buffs, but other than that it is kinda bad.

    I mean stacking enough crit chance (like 45% +) is too much tasking and you will be missing in other aspects of your build. So less dmg, penetration, sustain etc.

    And it brings the final point: are crit dmg boosting stats (Khajiit, NB passive, CP, gear sets) good or bad ? Personally I think that for majority of playerbase and builds it will be kinda bad, especially if you consider a fact that basically crit rate is an RNG stat.
    I think that stacking penetration and Weapon / spell dmg with max stats will be (overall) better and may even provide more consistent dmg. Especially if you pair it with brutality ring and other % dmg done modifiers (like CP or Essence Thief set for example).

    Unless of course you can somehow stack enough crit chance alongside other stats, without sacrificing too many important stats.
    My magward (with bear) has been running Julianos and Necropotence. Good spell damage, good magicka pool, good regen, good pen, poor crit%. Just made her a set of Mother's Sorrow to replace the Necropotence set (same quality, traits and pieces). Then parsed her vs 3M target dummy several times with each set up and saw no noticeable difference to her dps. Not sure what to make of that but put the MS in the bank and am keeping Necropotence.

    I think you may both be right. I get the theory other's have laid out in this post - there are an awful lot of buffs out there for crit damage. Thing is, outside an organised group, trial group or iron atro parse, you're unlikely to see them - and without those, crit obv isn't going to be as strong.

    I guess the question is *where* Zos have pitched it. I was looking at adding Medusa on top of MS, but just throwing a rough set together and doing a few quick and dirty tests on the 3m, I was coming out as it being a net dps loss against sets like overwhelming surge, which are good all rounders but definitely not BIS.

    Like I say, this was really quick and dirty; I'll try and doing something more scientific if I get the time. And I suspect that if I repeat the test on the iron atro Ill get the opposite result. But it was kind of an eye opener. It makes me wonder if I shd take another look at MS as well.

    I'm wondering if zos, in trying to make crit specs more balanced against other specs in high end groups, have ended up making it slightly worse than other specs where high uptime on major force etc aren't present. Like I say though, quick and dirty. It might be other variables.
  • zvavi
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    Well, they wanted to make other specs more important, but as a result they made crit specs kinda useless...

    Maybe it is still good for optimized & organised trial runs with group buffs, but other than that it is kinda bad.

    I mean stacking enough crit chance (like 45% +) is too much tasking and you will be missing in other aspects of your build. So less dmg, penetration, sustain etc.

    And it brings the final point: are crit dmg boosting stats (Khajiit, NB passive, CP, gear sets) good or bad ? Personally I think that for majority of playerbase and builds it will be kinda bad, especially if you consider a fact that basically crit rate is an RNG stat.
    I think that stacking penetration and Weapon / spell dmg with max stats will be (overall) better and may even provide more consistent dmg. Especially if you pair it with brutality ring and other % dmg done modifiers (like CP or Essence Thief set for example).

    Unless of course you can somehow stack enough crit chance alongside other stats, without sacrificing too many important stats.

    Is this a PvE post? I sit on 60%+ crit without thief and enjoying life...pen cap if tanks are running puncture+crusher... Enough spell damage and sustain... Your post is full of misinformations and opinions more than facts.
    Rebiludo wrote: »
    ThePedge wrote: »
    Buffs, as you say.
    Crit Damage
    Base - 50%
    NB only - 10%
    Khajiit only - 12%
    Major Force - 25%
    Minor Force - 10%
    Elemental Catalyst - 9%
    Minor Brittle - 10%

    So with all you're looking at 126%
    Without NB Khajiit 114%
    No brittle (not as common imo) 104

    Unless I'm mistaken, it's more. Buff and debuff are multiplicative, not additive.
    [50%+10%+12%+25%+10%] = 107% [9%+10%] = 19%
    1 x 2.07 x 1.19 = 2.46
    So with all you're looking at 146%

    Actually, when I was testing brittle, it was additive with other crit damage sources, so it was 126% not 146%
  • Bald_templar
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    First of all, crit still has the highest expectation value compared to building dmg. All the group buff increases your w/sd will also increase crit dmg value but reversely not the case. And while fighting bosses having large health pool, it’s less rng but really close to the expectation. Finally, crit utility is not linear, so it’s more than just expectation. For example even in over land farming, it is more effective to have a crit land and one shot things based on your crit chance instead of having to consistently two shot things without crit/didn’t crit. Plus people like to see some big numbers instead of tedious consistent numbers on their screen :)
  • MudcrabAttack
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    Sorry for the math post, but you can determine whether extra crit beats extra damage based on your Existing total stats before adding the extra resource

    Weapon/Spell damage buff:
    Damage bonus% = 100x (Weapon or spell damage buff)x (1+ damage multipliers) ÷ (Total Existing weapon or spell damage + total stamina or magicka ÷ 10.46)

    Stamina/Magicka buff:
    Damage bonus% = 100x (extra stamina or magicka buff) ÷ 10.46 x (1+ stamina or magicka multipliers) ÷ (Total weapon or spell damage + total Existing stamina or magicka ÷ 10.46)

    Crit Rating buff:
    Damage bonus% = 100x ((1- (Existing Crit% + Extra Crit%)/100 + Crit Multiplier x (Existing Crit% + Extra Crit%)/100) - (1- Existing Crit%/100 + crit multiplier x Existing Crit%/100)) ÷ (1- Existing Crit%/100 + crit multiplier x Existing Crit%/100)

    Crit Multiplier buff:
    Damage bonus% = 100x ((1- Crit%/100 + (Existing Crit Multiplier + Crit Multiplier buff) x Crit%/100) - (1- Crit%/100 + Existing Crit Multiplier x Crit%/100)) ÷ (1- Crit%/100 + Existing Crit Multiplier x Crit%/100)

    In most cases I was still coming up with crit% dealing more damage, like with thief mundus vs shadow, and precise trait vs anything else.
    Edited by MudcrabAttack on March 25, 2021 7:55PM
  • Vermintide
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    Been doing some rough testing (not scientific or precise at all, just me shooting spells at my dummy and comparing the numbers) for sets vs mundus and so on on my magblade. My usual gameplay is stuff like Maelstrom, vet dungeons, that kinda thing; so I'm not optimising for trials. For me the reliability of big damage (and therefore self healing) in controlled windows is more important than the statistical average of big damage over long parses.

    What I have come up with seems to be that in real world practical terms, you want to keep your crit chance and crit damage balanced; i.e if you have 70% crit chance, you want 70% crit damage, investing into one side of this equation without balancing it on the other side is less rewarding than just adding pure damage (i.e spell damage or magicka.) Worth noting that in my comparisons I'm running 3x Infused and 4x Divines.

    Running Medusa, Mother's Sorrow alongside the Thief gave me ~85% crit chance, but with 70% crit damage and comparatively low spell damage, resulting in lower overall damage. Swapping sorrow for Julianos actually improved damage, because the crit rating and crit damage values were balanced at ~70% each, with ~300 more base damage. Running Sorrow, Medusa and Shadow mundus gave similar results with a higher maximum, but slightly lower average; or in other words more variability. Running Sorrow and Medusa together with Apprentice mundus seemed to give the most balanced overall results, but that's unsurprising taken with the general trend here, because functionally in stat terms it's almost the same thing as running Julianos + Medusa with Thief mundus, or Julianos + Sorrow with the Shadow mundus.

    In other words, the diminishing returns point on my build seems to be ~70%, or in general whatever your ceiling is before one stat is out of balance with the others, if we use the cube visualisation from the poster above. Hypothetically, when I have enough CP to max out the Fighting Finesse slottable, that's when it'll be worth taking off the stopper and building fully towards crit- I'll have lower base damage but with 80x80 crit vs crit damage, the improvement is larger than simply adding raw damage currently.

    Swapping and changing things out like this to figure it out yourself does give an insight into how these things are balanced. The differences are very slight, because (wouldn't you know it) they calculated these things to be more or less equivalent to one another- When you change one source of stats for another, you're usually trading the equivalent amount. It's all about making sure they are in harmony; currently the challenge is making the most of your crits, and the sources you have available to do so will affect what you should be using.

    The top end meta only applies to you if you're running top end content with other top end players, and might not be the best thing for you running around soloing world bosses, for example. That's important to keep in mind.
    Edited by Vermintide on March 28, 2021 3:22AM
  • Uvi_AUT
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    katorga wrote: »
    Uvi_AUT wrote: »
    Thats why crit is an awful system in any mmorpg. It whould be removed completely.

    Heh. It has only been present in every MMO since Ultima Online. Players love it.

    No developers love it. RNG is an easy way to mask a lot of tuning without actually having to explain everything, because its RNG after all.
    Registered since 2014, Customer Service lost my Forum-Account and can't find it.....
  • KatzMainTank
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    Uvi_AUT wrote: »
    katorga wrote: »
    Uvi_AUT wrote: »
    Thats why crit is an awful system in any mmorpg. It whould be removed completely.

    Heh. It has only been present in every MMO since Ultima Online. Players love it.

    No developers love it. RNG is an easy way to mask a lot of tuning without actually having to explain everything, because its RNG after all.

    IDK...Blizz did a decent job with agility for mid-weight armor classes. BDO's crit is linked more to individual skills.
    I don't think it needs to be removed, but it is too spread out and easily accessible imo.
    Racials, weapons, armor weight, passives, CP, sets, mundus, pots, everywhere
    I do agree that devs overuse it though. In Zeni's case I think they've just grown dependent on it being THE dps stat with everything else being filler. Everything takes second chair to those juicy do everything for you dlc sets :p
    EP - V12 - Crafter
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  • Everest_Lionheart
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    Uvi_AUT wrote: »
    katorga wrote: »
    Uvi_AUT wrote: »
    Thats why crit is an awful system in any mmorpg. It whould be removed completely.

    Heh. It has only been present in every MMO since Ultima Online. Players love it.

    No developers love it. RNG is an easy way to mask a lot of tuning without actually having to explain everything, because its RNG after all.

    IDK...Blizz did a decent job with agility for mid-weight armor classes. BDO's crit is linked more to individual skills.
    I don't think it needs to be removed, but it is too spread out and easily accessible imo.
    Racials, weapons, armor weight, passives, CP, sets, mundus, pots, everywhere
    I do agree that devs overuse it though. In Zeni's case I think they've just grown dependent on it being THE dps stat with everything else being filler. Everything takes second chair to those juicy do everything for you dlc sets :p

    They made us to choose higher crit percentage over higher crit damage and tried to use more weapon damage or spell penetration to offset the losses.

    Last patch on Stamden I was running just north of 4K weapon damage and 56% crit and hitting 94k, this patch I’m running 5600 spell damage and 63% crit and only able to manage 84k. I was using shadow before and their now. Shadow I was hitting 81 which is why I made the switch.

    Stamblade I’ve gone even more wonky. 4400 weapon damage and 55% crit is now up to 6500 damage and 67% crit. Numbers are down from 79k to 71k. Had to go the thief here as well because shadow pulled me down to 67k.

    In the end they nerfed the damage so hard that most are forced now into percentage. My only exception where shadow still hits better than thief is on Magcro where the spell damage is up from 4200 to 5400 and crit percentage is unchanged at 56%. Overall I’m down from 86k to 78k, thief dropped me to 74k. I do notice when I crit now that I do a lot less damage.

    The kicker is even slotting crit CP on the champion bar we are still held way off the previous numbers. Sadly those CP slotables re not really risk vs reward, but almost mandatory to access content depending on which group you happen to play.

    I think this stat has been overturned in the opposite direction. Now of course some folks here north of 2000 CP may feel like things are decent enough, but anyone closer to the original max of 810 is definitely feeling the power drain while we claw back a percent or two 30 CP at a time (10 points to level but 30 points spread between 3 trees.)
  • phatmhat
    phatmhat
    Soul Shriven
    Great thread. I've wondered what to spec for too - crit or spell damage or penetration.

    Funny thing is I've come away seeing different opinions and experiences.

    I usually solo, but I'd like to be able to solo vet dungeons. (All these build makers say their certain solo builds can do this. I have a magplar, beamplar.) They all go heavy crit. But I wondered. Guess I'll see.

  • Amerises
    Amerises
    ✭✭✭✭
    phatmhat wrote: »
    Great thread. I've wondered what to spec for too - crit or spell damage or penetration.

    Funny thing is I've come away seeing different opinions and experiences.

    I usually solo, but I'd like to be able to solo vet dungeons. (All these build makers say their certain solo builds can do this. I have a magplar, beamplar.) They all go heavy crit. But I wondered. Guess I'll see.

    Solo play is different. You need to prioritize survivability vs raw damage. Can't be doing much dps if you're dead. In group content you have a good healer (as opposed to npc healer) and a tank which will take the heavy hits while you focus on dps. Utility on items and skills can be more important than dps as well, depending on content, maybe you want a ranged interrupt, or a set that heals at a certain health, or maybe a set that adds dmg at full health but gives armor at low health. Beamplar is good for survivability and dps, but its not great by any means.
    Edited by Amerises on June 25, 2021 1:30AM
  • LightYagami
    LightYagami
    ✭✭✭✭✭
    I mean there is a Ring in this game which increases your damage by 25% but disables critical strikes. People are still going for critical strikes in PvE because it scales so well. People are even opting to go with two one-piece-bonusses of critical strike chance from monster sets instead of one two-piece-bonus.

    You're quoting the OLD setting of Malacatch Band.
    Now it's 16% more damage and reduce your critical damage by half.

    https://eso-sets.com/set/malacaths-band-of-brutality
    No improvement on Cyrodill servers -> no ESO plus renewal.
  • Syrpynt
    Syrpynt
    ✭✭✭
    I mean there is a Ring in this game which increases your damage by 25% but disables critical strikes. People are still going for critical strikes in PvE because it scales so well. People are even opting to go with two one-piece-bonusses of critical strike chance from monster sets instead of one two-piece-bonus.

    You're quoting the OLD setting of Malacatch Band.
    Now it's 16% more damage and reduce your critical damage by half.

    https://eso-sets.com/set/malacaths-band-of-brutality

    His post was from March 23rd...
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