Prodigy: Now grants equal Critical Chance.
Dexterity: Now increases Critical Damage and Healing Done per piece worn, up to 2% at the final rank, rather than Weapon Critical (as Prodigy now grants Weapon Critical as well)
Wolf_Watching wrote: »Yea. Feels like they should honestly swap the crit and crit damage on the armor. As it stands, LA is incredibly overloaded with passives for PvE when they are already the go to for PvE due to range requirements anyway (ie no need to give them more supremacy when it’s already there by far).
Skjaldbjorn wrote: »Wolf_Watching wrote: »Yea. Feels like they should honestly swap the crit and crit damage on the armor. As it stands, LA is incredibly overloaded with passives for PvE when they are already the go to for PvE due to range requirements anyway (ie no need to give them more supremacy when it’s already there by far).
Honestly, just having both armor types give flat critical is fine. It keeps off-meta builds perfectly viable without punishing either side.
You're right when it goes to PvE, but when it goes to PvP its exactly oposite thing. In PvP it's stam which dominates the game.
Just here to give my full agreement. PVE stamina is essentially already dead in endgame, this is just desecrating the corpse.
Skjaldbjorn wrote: »Just here to give my full agreement. PVE stamina is essentially already dead in endgame, this is just desecrating the corpse.
Pissing on the grave. Sad days. As one of a few Stam mains still left, this just pushes me further out the door. I loved the first two patches of the year. Some real good balance directions. This is a giant leap backwards.
shrekt4303 wrote: »Skjaldbjorn wrote: »Just here to give my full agreement. PVE stamina is essentially already dead in endgame, this is just desecrating the corpse.
Pissing on the grave. Sad days. As one of a few Stam mains still left, this just pushes me further out the door. I loved the first two patches of the year. Some real good balance directions. This is a giant leap backwards.
I mean, whats stopping stam builds from running light armor now?
shrekt4303 wrote: »
I mean, whats stopping stam builds from running light armor now?
shrekt4303 wrote: »
I mean, whats stopping stam builds from running light armor now?
The fact that they're not reworking all the mag sets to give spell and weapon crit.
MashmalloMan wrote: »Why are people saying 11% or 10% crit chance loss due to the change?
shrekt4303 wrote: »Skjaldbjorn wrote: »Just here to give my full agreement. PVE stamina is essentially already dead in endgame, this is just desecrating the corpse.
Pissing on the grave. Sad days. As one of a few Stam mains still left, this just pushes me further out the door. I loved the first two patches of the year. Some real good balance directions. This is a giant leap backwards.
I mean, whats stopping stam builds from running light armor now?
MashmalloMan wrote: »Why are people saying 11% or 10% crit chance loss due to the change? 1 piece of Medium and Light on live gives 1% critical chance each so at most, Stam toons in PVE will only lose 6% crit chance in favour of 12% crit damage because.... the meta would most likely shift for both sides to go 6/1 instead of 7.
With 6 Medium/1 Light you'd only lose 2% stam cost reduction, 4% stam regen and 2% crit damage for 939 pen, 1% crit chance and 2% max stam/hp/mag from Undaunted. Since stam is already strapped for Pen and Mag already has too much, sacrificing a tiny bit of sustain when sustain is already pretty easy, for the other bonuses more than evens out for both sides.
In regards to which armor type should have which bonus? I see why they chose Medium armor for Crit Damage.
- The final bonus for Medium armor is "damage" focussed.
- Medium armor is suppose to be the stealth/sneaking armor type, to which sneaking in this game provides your first attack from stealth a guaranteed crit making Crit Damage much more meaningful than Crit Chance.
- For pve end game: Sets and Weapons in the game for Stam support a more Crit Chance heavy focus, so offering Crit Damage on your armor will better serve stam players since they can better utilize it. Relequen has 2 crit lines, AY offers the highest crit chance 5 piece bonus in the game, Daggers for DW offer Crit Chance and Bow's offer Crit Chance.
Edit: I do see the arguement that being stuck with the 2 meta sets because crit/pen is so low is a bit annoying while mag has a lot more freedom, but at least from a thematical standpoint, their decision makes perfect sense. Like the issue of stam pen being too low, ZOS can introduce more group sets to cover the issues present like the introduction they just made with that 3500 aoe pen tank set or the fact that Alkosh now scales to 6000 pen, not to mention Tremorscale only effecting physical pen. What if they released a weapon crit group buff set for example like how mag has a group 15% crit damage done set.
Anyway, crit chance is the lowest issue on the totem pole for pve stam in endgame, seeing as playing ranged is always going to be in favour vs playing in melee.
MashmalloMan wrote: »Why are people saying 11% or 10% crit chance loss due to the change?
They're taking crit chance out of medium armor and replacing it with crit damage.
So you're losing all the crit chance from your medium armor.
What good is more crit damage if you don't crit?
It's fair if you're actually making a choice, like daggers vs axe or thief vs shadow.
Light vs medium isn't a valid choice, unless they're going to adjust every set in the game so that everything gives both stam and mag recovery/max stats, and every set gives weapon and spell crit.
What good is more crit damage if you don't crit?
Skjaldbjorn wrote: »This creates a new problem. Let's say you keep AY for Crit. What light set are you running? Diamond's Victory? Goodbye Relequen, goodbye Minor Slayer. This is a bad direction.
Skjaldbjorn wrote: »Mag won't go 6/1 unless they're cros, most likely, or running kilt. They already underpen currently after the changes last patch. Dropping another nearly 1k pen for a tiny bit of crit damage wouldn't be a viable trade. It'd only make sense with the kilt. What the changes really effectively did was just buff kilt for mag.
MashmalloMan wrote: »@Skjaldbjorn I never suggested using 5-7 light pieces, we're never going to replace Relequen it seems and you'd be giving up 10-14% stam cost reduction + 20-28% stam regen. You can fit 1-2 pieces of light armor via your monster set slots easily. Point is, it's much less than the 10/11% mentioned when you consider everything. It's only like 5-7% crit chance loss for some great bonuses to Crit Damage and Pen which Medium Stam users need.
How does mag have an issue with pen? They have more than enough using 6 pieces for around 5634 pen + 700 from cp + 9000 from major/minor breach puts them at 15334 pen out of 18200. That's only about 2800 remaining which can be covered by Alkosh, the new tank set for 3500 pen or close to full via infused Crusher. If anything, Mag is looking for excuses to lower their innate pen for other bonuses so the changes to Medium buffing Light is 100% going to put the mag meta in 5/2 or 6/1 which as you mentioned is already happening because of the Kilt anyway.
However, I agree, I don't like being shoehorned into running 2 specific sets and I can see how one would be annoyed since Crit Chance is a lot more universally build friendly than Crit Damage is. Crit Damage's viability is directly tied to how well you can Crit, so not building for Crit Chance would directly effect the passives value while Crit Chance from Light Armor is almost always welcome in any build scenario.
>Crit went from 90% chance to 84%
>Omg I don't crit
MashmalloMan wrote: »Like the issue of stam pen being too low, ZOS can introduce more group sets to cover the issues present like the introduction they just made with that 3500 aoe pen tank set or the fact that Alkosh now scales to 6000 pen, not to mention Tremorscale only effecting physical pen.
>Crit went from 90% chance to 84%
>Omg I don't crit
RogueShark wrote: »The problem with this is a lot of groups... have no reason to run support sets that buff penetration. Because, as you said, mag has more than enough penetration. And most groups stack mag because of the superior AoE as well as the ability to do mechanics or maintain DPS where stam/melee cannot. As it stands right now, having a split of mag and stam in a group is not optimal because then support sets are split. I have to 'bring my own' in regards to penetration, which comes at the cost of crit.
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