WrathOfInnos wrote: »It sounded strange at first, but the more I think about these passives the more I like them. Basically there are 4 stats to split between Medium and Light Armor, and if the goal is to make each unique and choose the best place for each stat, then I think the devs hit the nail on the head.
6-7% Crit Chance: Stamina builds have an easier time building this, with better crit sets, and easier access to dagger and bow critical passives. Magicka needs this stat more.
12-14% Crit Damage: Because Stamina has an easier time building crit chance (even after these changes) they benefit more from crit damage. In Magicka groups there’s always the option to have a DPS slot Elemental Catalyst (stam groups struggle to fit all the support sets in 12 man content, and there’s no way in 4 man).
5634-6573 Penetration: Similar to the EC point above, a Stamina group has the option to run an Alkosh DPS build for 6000 pen now, while Magicka groups may have a hard time fitting this on a tank (especially after the PA buff). If needed, Stamina builds also have access to better penetration sets than Magicka, as well as skills like PotL and Crystal Weapon for armor debuffs. Light Armor is also apparently intended as the counter to heavy armor in the new combat triangle. Overall Magicka needs penetration more than Stamina.
12-14% Weapon/Spell Damage: This seems to be the most debatable stat. Stam can get a better multiplier already from Fighter’s Guild passives, but Magicka makes up for this with a larger Mag pool and sets like Siroria, BSW or Spell Strat (although these are uncommon in the Bahsei + crit set meta). I suspect it was given to stamina to balance the fact that Magicka got crit chance and penetration, and because players are used to seeing high weapon damage on medium armor builds.
WrathOfInnos wrote: »It sounded strange at first, but the more I think about these passives the more I like them. Basically there are 4 stats to split between Medium and Light Armor, and if the goal is to make each unique and choose the best place for each stat, then I think the devs hit the nail on the head.
6-7% Crit Chance: Stamina builds have an easier time building this, with better crit sets, and easier access to dagger and bow critical passives. Magicka needs this stat more.
12-14% Crit Damage: Because Stamina has an easier time building crit chance (even after these changes) they benefit more from crit damage. In Magicka groups there’s always the option to have a DPS slot Elemental Catalyst (stam groups struggle to fit all the support sets in 12 man content, and there’s no way in 4 man).
5634-6573 Penetration: Similar to the EC point above, a Stamina group has the option to run an Alkosh DPS build for 6000 pen now, while Magicka groups may have a hard time fitting this on a tank (especially after the PA buff). If needed, Stamina builds also have access to better penetration sets than Magicka, as well as skills like PotL and Crystal Weapon for armor debuffs. Light Armor is also apparently intended as the counter to heavy armor in the new combat triangle. Overall Magicka needs penetration more than Stamina.
12-14% Weapon/Spell Damage: This seems to be the most debatable stat. Stam can get a better multiplier already from Fighter’s Guild passives, but Magicka makes up for this with a larger Mag pool and sets like Siroria, BSW or Spell Strat (although these are uncommon in the Bahsei + crit set meta). I suspect it was given to stamina to balance the fact that Magicka got crit chance and penetration, and because players are used to seeing high weapon damage on medium armor builds.
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)
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)
The big problem with stamina currently is not that whether they have critical chance or critical damage, but that they have no penetration so they have to build for penetration too which reduces their ability to catch up to the magic magicka builds which only have to care about critical.
Solution is kinda simple, even if not that obvious and have nothing to do with which kind of critical the dexterity passive grant. Simply need to put penetration equivalent to the light armor passive into the dexterity passive as well: "... and increases your weapon penetration by 939 for each piece worn" (with rank up 313 at rank 1, 626 at rank 2 and 939 at rank 3)
That way light armor builds grant critical chance and spell penetration while medium armor builds grant critical damage and weapon penetration, so both armor type only have to compensate for one missing buff
llBlack_Heartll wrote: »WrathOfInnos wrote: »It sounded strange at first, but the more I think about these passives the more I like them. Basically there are 4 stats to split between Medium and Light Armor, and if the goal is to make each unique and choose the best place for each stat, then I think the devs hit the nail on the head.
6-7% Crit Chance: Stamina builds have an easier time building this, with better crit sets, and easier access to dagger and bow critical passives. Magicka needs this stat more.
12-14% Crit Damage: Because Stamina has an easier time building crit chance (even after these changes) they benefit more from crit damage. In Magicka groups there’s always the option to have a DPS slot Elemental Catalyst (stam groups struggle to fit all the support sets in 12 man content, and there’s no way in 4 man).
5634-6573 Penetration: Similar to the EC point above, a Stamina group has the option to run an Alkosh DPS build for 6000 pen now, while Magicka groups may have a hard time fitting this on a tank (especially after the PA buff). If needed, Stamina builds also have access to better penetration sets than Magicka, as well as skills like PotL and Crystal Weapon for armor debuffs. Light Armor is also apparently intended as the counter to heavy armor in the new combat triangle. Overall Magicka needs penetration more than Stamina.
12-14% Weapon/Spell Damage: This seems to be the most debatable stat. Stam can get a better multiplier already from Fighter’s Guild passives, but Magicka makes up for this with a larger Mag pool and sets like Siroria, BSW or Spell Strat (although these are uncommon in the Bahsei + crit set meta). I suspect it was given to stamina to balance the fact that Magicka got crit chance and penetration, and because players are used to seeing high weapon damage on medium armor builds.
Stam is already so far behind Mag. Look at any groups running they all want Mag.
As a Tank I’m not going to slot Alkosh just so 1 or 2 Stam plays can try and reach cap and let Mag way over pen.
Stam have so many limitation, as they require to be in close range and most mechanics don’t cater to proximity.
DPS test show Mag and Stam close, so it’s irrelevant change drama bonuses. Now they are worse.
Skjaldbjorn wrote: »WrathOfInnos wrote: »It sounded strange at first, but the more I think about these passives the more I like them. Basically there are 4 stats to split between Medium and Light Armor, and if the goal is to make each unique and choose the best place for each stat, then I think the devs hit the nail on the head.
6-7% Crit Chance: Stamina builds have an easier time building this, with better crit sets, and easier access to dagger and bow critical passives. Magicka needs this stat more.
12-14% Crit Damage: Because Stamina has an easier time building crit chance (even after these changes) they benefit more from crit damage. In Magicka groups there’s always the option to have a DPS slot Elemental Catalyst (stam groups struggle to fit all the support sets in 12 man content, and there’s no way in 4 man).
5634-6573 Penetration: Similar to the EC point above, a Stamina group has the option to run an Alkosh DPS build for 6000 pen now, while Magicka groups may have a hard time fitting this on a tank (especially after the PA buff). If needed, Stamina builds also have access to better penetration sets than Magicka, as well as skills like PotL and Crystal Weapon for armor debuffs. Light Armor is also apparently intended as the counter to heavy armor in the new combat triangle. Overall Magicka needs penetration more than Stamina.
12-14% Weapon/Spell Damage: This seems to be the most debatable stat. Stam can get a better multiplier already from Fighter’s Guild passives, but Magicka makes up for this with a larger Mag pool and sets like Siroria, BSW or Spell Strat (although these are uncommon in the Bahsei + crit set meta). I suspect it was given to stamina to balance the fact that Magicka got crit chance and penetration, and because players are used to seeing high weapon damage on medium armor builds.
@WrathOfInnos I think the bigger issue Wrath is in the broader sense. As they've gone through their "normalization" and various adjustments to a lot of different stats, two stats came out leaps and bounds as the "best" - crit strike and penetration. Not having to itemize for or build supports around penetration opens up a lot of avenues for many more buff sets. Not having to itemize around crit enables sets like Bahsei, Diamond's Victory and others to shine. Damage as a raw stat has become less appealing with the massive amounts given to us with the stat revision.
It just feels like Mag got by far the better end of the armor passive trade. If Stam had Pen + Crit Scaling and Mag had Crit + Damage, I'd feel a lot better about it overall.
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)
The big problem with stamina currently is not that whether they have critical chance or critical damage, but that they have no penetration so they have to build for penetration too which reduces their ability to catch up to the magic magicka builds which only have to care about critical.
Solution is kinda simple, even if not that obvious and have nothing to do with which kind of critical the dexterity passive grant. Simply need to put penetration equivalent to the light armor passive into the dexterity passive as well: "... and increases your weapon penetration by 939 for each piece worn" (with rank up 313 at rank 1, 626 at rank 2 and 939 at rank 3)
That way light armor builds grant critical chance and spell penetration while medium armor builds grant critical damage and weapon penetration, so both armor type only have to compensate for one missing buff
WrathOfInnos wrote: »Mag getting crit damage wouldn't make any sense though. In the current trials meta, Magicka DPS builds have about 66% to 75% average crit chance (depending whether they choose Diamond's Victory + Bahsei or Medusa + Bahsei). Stamina trials meta (Rele + AY) has about 90% crit chance. Now if the decision had already been made to convert something to crit damage, so that hybrid armor bonuses could exist without redundancies, and someone had to pick one of the two builds above to lose 6-7% crit chance, the answer is pretty obvious. You don't take crit chance from the one that's already ~20% behind, you take a small step toward equalizing crit chance, and give the new crit damage to the build that can better utilize it (because they will still have higher crit chance after the change).
Magicka also have higher crit damage in a lot of situations. I mentioned that they can run EC (and should if there is at least one other DPS around benefitting from it). I'm sure you're aware of the pain point of Wardens, where Stamden has high crit chance, but struggles to proc minor brittle or their crit damage class passive. Magden on the other hand can easily get 20% crit damage, but in doing so they have to run Charged trait, giving up Precise and having no crit chance to capitalize on the extra damage. Warden may actually be the best example why Mag should get more crit chance, and stam should get more crit damage, but I think it applies to other classes nearly as well.
If we want to talk magnitude of bonuses that's a different story. It's day one of patch, so I have no idea how overall balance is between Mag and Stam. I think it's probably closer than on live, but we'll find out soon enough. Maybe it ends up that medium armor needs 3% weapon/spell damage per piece to compete with light armor's 929 penetration. All I'm saying is that the stats chosen were the correct ones IMO, and balance can be tweaked from here.
llBlack_Heartll wrote: »You are way off with your maths.
1. Stam don’t get invited to trials.
2. There is no way they are hitting 90% crit chance.
3. Dps test on a dummy stat that Mag and Stam out put nearly the same about of DPS. So it makes it irrelevant, if Stam do have higher crit, which mag isn’t far off anyways.
4. Mag is more favourable because the can play at range and continue damage, while going through mechanics.
Skjaldbjorn wrote: »
Grandchamp1989 wrote: »Mag already spec for crit (mother's etc) so they would benefit more from crit dmg
Stam struggle with getting their crit chance up so would benefit more from crit chance. That way they don't have to spec into crit chance and can instead spec into penetration.
They need to switch them around for Mag and Stam.




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.
NeillMcAttack wrote: »
the1andonlyskwex wrote: »I think you people are missing the forest for the trees here. Look at what happens to an actual 6/1 build on PTS compared to Live due to these changes.
For a stam 6/1 MA/LA build:
-5% Crit Chance
+12% Crit Damage and Healing
+930 Pen
For a mag 6/1 LA/MA build:
+2% Spell Damage
+2% Crit Damage and Healing
Based on that, it seems like stam is doing fine.
Another way of looking at it is to compare losing 6% crit chance and gaining 12% crit damage and healing to switching from the thief to the shadow mundus. The mundus swap trades 6% crit chance for only 11% crit damage and healing. If we treat the two mundus stones as equal, this change is actually a buff to stam (and nevermind the fact that in most cases the shadow is already better than the thief).
Bl4ckR3alm93 wrote: »the1andonlyskwex wrote: »I think you people are missing the forest for the trees here. Look at what happens to an actual 6/1 build on PTS compared to Live due to these changes.
For a stam 6/1 MA/LA build:
-5% Crit Chance
+12% Crit Damage and Healing
+930 Pen
For a mag 6/1 LA/MA build:
+2% Spell Damage
+2% Crit Damage and Healing
Based on that, it seems like stam is doing fine.
Another way of looking at it is to compare losing 6% crit chance and gaining 12% crit damage and healing to switching from the thief to the shadow mundus. The mundus swap trades 6% crit chance for only 11% crit damage and healing. If we treat the two mundus stones as equal, this change is actually a buff to stam (and nevermind the fact that in most cases the shadow is already better than the thief).
So we only lose 5% crit? Because currently dexterity gives 14% crit chance
the1andonlyskwex wrote: »Bl4ckR3alm93 wrote: »the1andonlyskwex wrote: »I think you people are missing the forest for the trees here. Look at what happens to an actual 6/1 build on PTS compared to Live due to these changes.
For a stam 6/1 MA/LA build:
-5% Crit Chance
+12% Crit Damage and Healing
+930 Pen
For a mag 6/1 LA/MA build:
+2% Spell Damage
+2% Crit Damage and Healing
Based on that, it seems like stam is doing fine.
Another way of looking at it is to compare losing 6% crit chance and gaining 12% crit damage and healing to switching from the thief to the shadow mundus. The mundus swap trades 6% crit chance for only 11% crit damage and healing. If we treat the two mundus stones as equal, this change is actually a buff to stam (and nevermind the fact that in most cases the shadow is already better than the thief).
So we only lose 5% crit? Because currently dexterity gives 14% crit chance
No, it gives 1% per piece of MA, which means if you're in 6/1 you lose 6% from the change to Dexterity and then gain 1% back from the change to Prodigy, totalling a loss of 5%.
Bl4ckR3alm93 wrote: »the1andonlyskwex wrote: »Bl4ckR3alm93 wrote: »the1andonlyskwex wrote: »I think you people are missing the forest for the trees here. Look at what happens to an actual 6/1 build on PTS compared to Live due to these changes.
For a stam 6/1 MA/LA build:
-5% Crit Chance
+12% Crit Damage and Healing
+930 Pen
For a mag 6/1 LA/MA build:
+2% Spell Damage
+2% Crit Damage and Healing
Based on that, it seems like stam is doing fine.
Another way of looking at it is to compare losing 6% crit chance and gaining 12% crit damage and healing to switching from the thief to the shadow mundus. The mundus swap trades 6% crit chance for only 11% crit damage and healing. If we treat the two mundus stones as equal, this change is actually a buff to stam (and nevermind the fact that in most cases the shadow is already better than the thief).
So we only lose 5% crit? Because currently dexterity gives 14% crit chance
No, it gives 1% per piece of MA, which means if you're in 6/1 you lose 6% from the change to Dexterity and then gain 1% back from the change to Prodigy, totalling a loss of 5%.
So ZoS didnt completely replace crit chance for medium armor? Sorry im on Console and only read patch notes. I thought we were going to lose 14% in replace of crit damage
the1andonlyskwex wrote: »Bl4ckR3alm93 wrote: »the1andonlyskwex wrote: »Bl4ckR3alm93 wrote: »the1andonlyskwex wrote: »I think you people are missing the forest for the trees here. Look at what happens to an actual 6/1 build on PTS compared to Live due to these changes.
For a stam 6/1 MA/LA build:
-5% Crit Chance
+12% Crit Damage and Healing
+930 Pen
For a mag 6/1 LA/MA build:
+2% Spell Damage
+2% Crit Damage and Healing
Based on that, it seems like stam is doing fine.
Another way of looking at it is to compare losing 6% crit chance and gaining 12% crit damage and healing to switching from the thief to the shadow mundus. The mundus swap trades 6% crit chance for only 11% crit damage and healing. If we treat the two mundus stones as equal, this change is actually a buff to stam (and nevermind the fact that in most cases the shadow is already better than the thief).
So we only lose 5% crit? Because currently dexterity gives 14% crit chance
No, it gives 1% per piece of MA, which means if you're in 6/1 you lose 6% from the change to Dexterity and then gain 1% back from the change to Prodigy, totalling a loss of 5%.
So ZoS didnt completely replace crit chance for medium armor? Sorry im on Console and only read patch notes. I thought we were going to lose 14% in replace of crit damage
No, you completely lose the 1% per piece you currently get on live. Your 14% number is old/wrong.
Bl4ckR3alm93 wrote: »the1andonlyskwex wrote: »Bl4ckR3alm93 wrote: »the1andonlyskwex wrote: »Bl4ckR3alm93 wrote: »the1andonlyskwex wrote: »I think you people are missing the forest for the trees here. Look at what happens to an actual 6/1 build on PTS compared to Live due to these changes.
For a stam 6/1 MA/LA build:
-5% Crit Chance
+12% Crit Damage and Healing
+930 Pen
For a mag 6/1 LA/MA build:
+2% Spell Damage
+2% Crit Damage and Healing
Based on that, it seems like stam is doing fine.
Another way of looking at it is to compare losing 6% crit chance and gaining 12% crit damage and healing to switching from the thief to the shadow mundus. The mundus swap trades 6% crit chance for only 11% crit damage and healing. If we treat the two mundus stones as equal, this change is actually a buff to stam (and nevermind the fact that in most cases the shadow is already better than the thief).
So we only lose 5% crit? Because currently dexterity gives 14% crit chance
No, it gives 1% per piece of MA, which means if you're in 6/1 you lose 6% from the change to Dexterity and then gain 1% back from the change to Prodigy, totalling a loss of 5%.
So ZoS didnt completely replace crit chance for medium armor? Sorry im on Console and only read patch notes. I thought we were going to lose 14% in replace of crit damage
No, you completely lose the 1% per piece you currently get on live. Your 14% number is old/wrong.
Ok so I just checked and the 14% is for the weapon damage so your right. Can you do me favor please. Can you put on Tzogvin's with Diamonds Victory or Relequan and tell me what the crit chance is unbuffed?Because now that I think about it, that is a huge buff if you play with the build right
the1andonlyskwex wrote: »Bl4ckR3alm93 wrote: »the1andonlyskwex wrote: »Bl4ckR3alm93 wrote: »the1andonlyskwex wrote: »Bl4ckR3alm93 wrote: »the1andonlyskwex wrote: »I think you people are missing the forest for the trees here. Look at what happens to an actual 6/1 build on PTS compared to Live due to these changes.
For a stam 6/1 MA/LA build:
-5% Crit Chance
+12% Crit Damage and Healing
+930 Pen
For a mag 6/1 LA/MA build:
+2% Spell Damage
+2% Crit Damage and Healing
Based on that, it seems like stam is doing fine.
Another way of looking at it is to compare losing 6% crit chance and gaining 12% crit damage and healing to switching from the thief to the shadow mundus. The mundus swap trades 6% crit chance for only 11% crit damage and healing. If we treat the two mundus stones as equal, this change is actually a buff to stam (and nevermind the fact that in most cases the shadow is already better than the thief).
So we only lose 5% crit? Because currently dexterity gives 14% crit chance
No, it gives 1% per piece of MA, which means if you're in 6/1 you lose 6% from the change to Dexterity and then gain 1% back from the change to Prodigy, totalling a loss of 5%.
So ZoS didnt completely replace crit chance for medium armor? Sorry im on Console and only read patch notes. I thought we were going to lose 14% in replace of crit damage
No, you completely lose the 1% per piece you currently get on live. Your 14% number is old/wrong.
Ok so I just checked and the 14% is for the weapon damage so your right. Can you do me favor please. Can you put on Tzogvin's with Diamonds Victory or Relequan and tell me what the crit chance is unbuffed?Because now that I think about it, that is a huge buff if you play with the build right
I'm a console player too. Hopefully someone else can help you out.
Bl4ckR3alm93 wrote: »Grandchamp1989 wrote: »Mag already spec for crit (mother's etc) so they would benefit more from crit dmg
Stam struggle with getting their crit chance up so would benefit more from crit chance. That way they don't have to spec into crit chance and can instead spec into penetration.
They need to switch them around for Mag and Stam.
If this goes live then the CP crit chance passive needs to be buffed or leave it alone.
llBlack_Heartll wrote: »[...]
You are way off with your maths.
1. Stam don’t get invited to trials.
2. There is no way they are hitting 90% crit chance.
3. Dps test on a dummy stat that Mag and Stam out put nearly the same about of DPS. So it makes it irrelevant, if Stam do have higher crit, which mag isn’t far off anyways.
4. Mag is more favourable because the can play at range and continue damage, while going through mechanics.
WrathOfInnos wrote: »Bl4ckR3alm93 wrote: »Grandchamp1989 wrote: »Mag already spec for crit (mother's etc) so they would benefit more from crit dmg
Stam struggle with getting their crit chance up so would benefit more from crit chance. That way they don't have to spec into crit chance and can instead spec into penetration.
They need to switch them around for Mag and Stam.
If this goes live then the CP crit chance passive needs to be buffed or leave it alone.
True, that one and Piercing. 700 simply is not enough to make a difference. And the Max Magicka + Max Stamina passives. Really all of these were much better when they had 4 ranks.