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WW Spell Damage? Why?

ThePianist
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Brutal carnage and Savage strength now gains equal weapon and spell damage. Why?
  • superryan94
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    To enhance the psychic abilities of the savages.
  • Vevvev
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    Maybe because of that one scene in Greymoor where a werewolf behemoth was casting spells????? Yeah, it makes no sense for me either since their magicka heal scales off health, and all their abilities are stamina that deal physical or disease damage.

    Edit: Actually it may be so magicka werewolf's light attacks are buffed since their spell damage would be higher than their physical damage. But then again... why does someone have a magicka werewolf???
    Edited by Vevvev on July 18, 2021 3:27PM
    PC NA - Ceyanna Ashton - Breton Vampire MagDK
  • Spurius_Lucilius
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    They don’t want any exceptions. They want all skills that provides flat or percentage weapon damage to also provides spell damage, and these WW skills meet this criteria.
    PC NA Casual/PVP
  • Finedaible
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    Where is the theme consistency? I suppose they'll be wanting to grant WW form a 30% magicka increase as well? Are they going to make WW heavy attacks restore magicka too? This campaign to homogenize everything is kinda silly when they could have just made the heal scale with stamina and weapon power...
  • Integral1900
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    Best guess based on my own experience, on their end the system probably sees all damage regardless of whether it’s weapon or spell related as the same thing, a second level of code then deals with the differences between the two. It’s simpler just to remove the intermediary and standardise what you see so you get a WW with spell damage. Simple.

    TL DR
    They’re simplifying the code on their end, just ignore the side you don’t use
  • starkerealm
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    Vevvev wrote: »
    Maybe because of that one scene in Greymoor where a werewolf behemoth was casting spells????? Yeah, it makes no sense for me either since their magicka heal scales off health, and all their abilities are stamina that deal physical or disease damage.

    Edit: Actually it may be so magicka werewolf's light attacks are buffed since their spell damage would be higher than their physical damage. But then again... why does someone have a magicka werewolf???

    It'll also scale the bleed or dire wolves from the transform itself. Still not an ideal build, but it's not as bad an idea now in comparison to how it used to be.
  • stefj68
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    at this point they should also add Major Sorcery and Major Prophecy!!!

  • Tommy_The_Gun
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    stefj68 wrote: »
    at this point they should also add Major Sorcery and Major Prophecy!!!
    Tbh. If WW had skills & passives that scale with your highest offensive stat and buffs to your highest offensive stat, now that I think of it, magicka WW would be actually stronger than current WW that is stamina based (even though skills would still cost stamina). Simply because all of the sudden you would have less troubles sustaining magicka heal and WW mostly do LA for dmg (with only occasional skill use), so you could save your entire stamina pool for sprint & CC break.
  • NylAR
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    ThePianist wrote: »
    Brutal carnage and Savage strength now gains equal weapon and spell damage. Why?

    Easy - we have proc sets that scale off of spelldamage as well as weapon damage. A lot of hybrid builds and even spell casters rely heavily on these.

    So giving a werewolf equal spellpower to its weapon damage will mean that proc-based builds that otherwise play magicka will now have access to werewolf as well :) It's actually a step in a good direction. It's gunna need a few extra adjustments to be fully versatile though. It's also a great step in the hybrid viability direction as now you won't need to build just for stam to utilize werewolf and will not lose on anything on your hybrid guild.
    Skoomah wrote: »
    [Removed Quote]

    [Snip]

    [Edited for removed content]
    Edited by ZOS_Volpe on July 20, 2021 1:09PM
  • Skoomah
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    NylAR wrote: »
    ThePianist wrote: »
    Brutal carnage and Savage strength now gains equal weapon and spell damage. Why?

    Easy - we have proc sets that scale off of spelldamage as well as weapon damage. A lot of hybrid builds and even spell casters rely heavily on these.

    So giving a werewolf equal spellpower to its weapon damage will mean that proc-based builds that otherwise play magicka will now have access to werewolf as well :) It's actually a step in a good direction. It's gunna need a few extra adjustments to be fully versatile though. It's also a great step in the hybrid viability direction as now you won't need to build just for stam to utilize werewolf and will not lose on anything on your hybrid guild.
    Skoomah wrote: »
    [Removed Quote]
    [Removed Quote]

    None of the werewolf skills, passives, or sets we use make use of spell damage. I don't understand the change...
    Edited by ZOS_Volpe on July 20, 2021 1:10PM
  • Excelsus
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    Skoomah wrote: »
    NylAR wrote: »
    ThePianist wrote: »
    Brutal carnage and Savage strength now gains equal weapon and spell damage. Why?

    Easy - we have proc sets that scale off of spelldamage as well as weapon damage. A lot of hybrid builds and even spell casters rely heavily on these.

    So giving a werewolf equal spellpower to its weapon damage will mean that proc-based builds that otherwise play magicka will now have access to werewolf as well :) It's actually a step in a good direction. It's gunna need a few extra adjustments to be fully versatile though. It's also a great step in the hybrid viability direction as now you won't need to build just for stam to utilize werewolf and will not lose on anything on your hybrid guild.
    Skoomah wrote: »
    [Removed Quote]
    [Removed Quote]

    None of the werewolf skills, passives, or sets we use make use of spell damage. I don't understand the change...

    Werewolves tend to use relequin in pve which scales off your highest stat. Its an odd change that someone more analytical than me will twist into an op build. Werewolf nerfs incoming...
    Edited by ZOS_Volpe on July 20, 2021 1:11PM
  • Chrlynsch
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    It was mentioned before but if a character that stacked spell damage before transformed into werewolf their proc sets wouldn't become as powerful. Still not close to what a stam/wd focused wolf can do. But This change just promotes hybridization with possible changes to how abilities scale in the future, we might just see magicka ww be a thing.

    werewolf LA/HA were changed a while back to scale off of highest stats like all weapons. Hircine's blessing and morphs scaled off of highest crit%.

    If you look at the current changes on pts, LA werewolf might very well become the meta.

    -reduced roll dodge cost
    -reduced sprint cost
    -increased crit chance
    -reduced snare effectiveness
    -increased Penetration
    -reduced magicka cost
    Caius
    Pack Leader of Scourge Alliance- First Fang of Hircine, The Beast of Bruma
    PC NA
  • CleymenZero
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    It's just for consistency/standardization. I don't think there really is a reason other than that and it really is the least of my concerns.
  • Wolf_Eye
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    I do get the feeling that, with every update, ZOS is getting closer and closer to scrapping the idea of spell damage and weapon damage being two different things. I get the sense they're trying to slowly combine them into one. So it would be just damage.

  • CaffeinatedMayhem
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    Vevvev wrote: »
    Edit: Actually it may be so magicka werewolf's light attacks are buffed since their spell damage would be higher than their physical damage. But then again... why does someone have a magicka werewolf???

    Emphasis mine....

    You may or may not recall when Greymoor dropped to PTS the absolute forum outrage that it was no longer viable to have a stamina Vampire. Yet now, a year later, there are quite a few Stamina Nightblade Vampire build video making this Undeath+Pariah stacking issue the devs are trying to "fix" with U31.

    So now we can have Magicka WW, and run around shooting fireballs from our paws. On second thought... that sounds cool.
  • starkerealm
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    Vevvev wrote: »
    Edit: Actually it may be so magicka werewolf's light attacks are buffed since their spell damage would be higher than their physical damage. But then again... why does someone have a magicka werewolf???

    Emphasis mine....

    You may or may not recall when Greymoor dropped to PTS the absolute forum outrage that it was no longer viable to have a stamina Vampire. Yet now, a year later, there are quite a few Stamina Nightblade Vampire build video making this Undeath+Pariah stacking issue the devs are trying to "fix" with U31.

    So now we can have Magicka WW, and run around shooting fireballs from our paws. On second thought... that sounds cool.

    Ashen Grip: Fire breathing Werewolves since 2014.
  • Tannus15
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    it looks to me like ZoS is moving towards merging spell / weapon stats into a single stat. they are already breaking down the medium = stam and light = mag barrier.

    if they continue down this path you'll build for max resource and regen with attributes and food and be able to run any dps set on any build. which the more i think about it the better it sounds.
  • starkerealm
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    Tannus15 wrote: »
    it looks to me like ZoS is moving towards merging spell / weapon stats into a single stat. they are already breaking down the medium = stam and light = mag barrier.

    if they continue down this path you'll build for max resource and regen with attributes and food and be able to run any dps set on any build. which the more i think about it the better it sounds.

    Especially if it leads to us being able to reconstruct sets in different weights. Which, I'm actually, kinda cool with. It would really open up build options.
  • Skoomah
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    Tannus15 wrote: »
    it looks to me like ZoS is moving towards merging spell / weapon stats into a single stat. they are already breaking down the medium = stam and light = mag barrier.

    if they continue down this path you'll build for max resource and regen with attributes and food and be able to run any dps set on any build. which the more i think about it the better it sounds.

    Especially if it leads to us being able to reconstruct sets in different weights. Which, I'm actually, kinda cool with. It would really open up build options.

    We might see sets being retired completely if this is the case. Why have.an exact copy of a mag and stam version of sets.
  • Vevvev
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    Tannus15 wrote: »
    it looks to me like ZoS is moving towards merging spell / weapon stats into a single stat. they are already breaking down the medium = stam and light = mag barrier.

    if they continue down this path you'll build for max resource and regen with attributes and food and be able to run any dps set on any build. which the more i think about it the better it sounds.

    Especially if it leads to us being able to reconstruct sets in different weights. Which, I'm actually, kinda cool with. It would really open up build options.

    Heavy armor Burning Spellweave or Light Armor Elf Bane does sound very nice tbh.
    PC NA - Ceyanna Ashton - Breton Vampire MagDK
  • DrSlaughtr
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    Tannus15 wrote: »
    it looks to me like ZoS is moving towards merging spell / weapon stats into a single stat. they are already breaking down the medium = stam and light = mag barrier.

    if they continue down this path you'll build for max resource and regen with attributes and food and be able to run any dps set on any build. which the more i think about it the better it sounds.

    Especially if it leads to us being able to reconstruct sets in different weights. Which, I'm actually, kinda cool with. It would really open up build options.

    Yeah on that note I suggested on the crafting board that jewelry crafting needs updated because it costs too much to use crafted jewelry, and more and more people will be pushed to run one of not two crafted sets as these hybrid armor setups become a thing.

    As you can imagine, mat sellers immediately cried foul.
    I drink and I stream things.
  • WrathOfInnos
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    Finedaible wrote: »
    Where is the theme consistency? I suppose they'll be wanting to grant WW form a 30% magicka increase as well? Are they going to make WW heavy attacks restore magicka too? This campaign to homogenize everything is kinda silly when they could have just made the heal scale with stamina and weapon power...

    It seems like they’re moving toward making Weapon Damage and Spell Damage into a single stat. I predict they’ll be combined sometime in the next few major updates. I don’t see the same trend for Max Stamina and Max Magicka, these will likely stay different stats, and maintain their own uses and bonuses.
  • DrSlaughtr
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    Finedaible wrote: »
    Where is the theme consistency? I suppose they'll be wanting to grant WW form a 30% magicka increase as well? Are they going to make WW heavy attacks restore magicka too? This campaign to homogenize everything is kinda silly when they could have just made the heal scale with stamina and weapon power...

    It seems like they’re moving toward making Weapon Damage and Spell Damage into a single stat. I predict they’ll be combined sometime in the next few major updates. I don’t see the same trend for Max Stamina and Max Magicka, these will likely stay different stats, and maintain their own uses and bonuses.

    I don't think that will happen (nor do I want it to.)

    I certainly can see all sets giving both but I don't think the character sheet will change.

    One, it would take a lot of effort.

    Two, it would be fundamentally not Elder Scrolls

    Three, I can already think of the ways to cheese that system.
    I drink and I stream things.
  • WrathOfInnos
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    Finedaible wrote: »
    Where is the theme consistency? I suppose they'll be wanting to grant WW form a 30% magicka increase as well? Are they going to make WW heavy attacks restore magicka too? This campaign to homogenize everything is kinda silly when they could have just made the heal scale with stamina and weapon power...

    It seems like they’re moving toward making Weapon Damage and Spell Damage into a single stat. I predict they’ll be combined sometime in the next few major updates. I don’t see the same trend for Max Stamina and Max Magicka, these will likely stay different stats, and maintain their own uses and bonuses.

    I don't think that will happen (nor do I want it to.)

    I certainly can see all sets giving both but I don't think the character sheet will change.

    One, it would take a lot of effort.

    Two, it would be fundamentally not Elder Scrolls

    Three, I can already think of the ways to cheese that system.

    Think about all the recent changes though, it’s clearly moving toward that. Altmer and Orc both got Weapon + Spell Damage. Templars, Werewolves, Fighter’s Guild, Medium Armor, all got Weapon + Spell. All damage proc sets scale with Weapon or Spell, as do all ultimates and light/heavy attacks. The list of things that differentiates between weapon and spell is getting very short (still have different jewelry enchants, mundus stones, and named buffs for Sorcery and Brutailty).

    One of the biggest clues IMO was the change to Pelinal’s Aptitude. No reason to keep a set that equalizes Weapon and Spell Damage if the game mechanics are causing them to be equal already, or the same stat.

    Also consider that all NPC’a have only a single stat (Weapon Damage) that affects both their physical and magical/spell attacks. There’s not really any reason to keep the separate for players anymore, it just makes things hard for hybrids. Holding a melee weapon has always added damage to your spells, and holding a staff affects physical abilities within class or guild lines. I’m not sure all of this makes sense, but it’s well established in ESO.

    This also goes along with the effort to combine Physical and Spell Resistance into “Armor” and Physical and Spell Penetration into “Offensive Penetration”.

    Anyway, it’s just a theory, but seemingly one that’s already been implemented in many ways. Just a couple more steps down that road and it will be 100%.
  • starkerealm
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    @WrathOfInnos, don't forget that Heavy Armor and Light Armor were specifically altered to mention Martial and Magical damage mitigation (and vulnerability), separate from modifying resistances.
  • DrSlaughtr
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    Finedaible wrote: »
    Where is the theme consistency? I suppose they'll be wanting to grant WW form a 30% magicka increase as well? Are they going to make WW heavy attacks restore magicka too? This campaign to homogenize everything is kinda silly when they could have just made the heal scale with stamina and weapon power...

    It seems like they’re moving toward making Weapon Damage and Spell Damage into a single stat. I predict they’ll be combined sometime in the next few major updates. I don’t see the same trend for Max Stamina and Max Magicka, these will likely stay different stats, and maintain their own uses and bonuses.

    I don't think that will happen (nor do I want it to.)

    I certainly can see all sets giving both but I don't think the character sheet will change.

    One, it would take a lot of effort.

    Two, it would be fundamentally not Elder Scrolls

    Three, I can already think of the ways to cheese that system.

    Think about all the recent changes though, it’s clearly moving toward that. Altmer and Orc both got Weapon + Spell Damage. Templars, Werewolves, Fighter’s Guild, Medium Armor, all got Weapon + Spell. All damage proc sets scale with Weapon or Spell, as do all ultimates and light/heavy attacks. The list of things that differentiates between weapon and spell is getting very short (still have different jewelry enchants, mundus stones, and named buffs for Sorcery and Brutailty).

    One of the biggest clues IMO was the change to Pelinal’s Aptitude. No reason to keep a set that equalizes Weapon and Spell Damage if the game mechanics are causing them to be equal already, or the same stat.

    Also consider that all NPC’a have only a single stat (Weapon Damage) that affects both their physical and magical/spell attacks. There’s not really any reason to keep the separate for players anymore, it just makes things hard for hybrids. Holding a melee weapon has always added damage to your spells, and holding a staff affects physical abilities within class or guild lines. I’m not sure all of this makes sense, but it’s well established in ESO.

    This also goes along with the effort to combine Physical and Spell Resistance into “Armor” and Physical and Spell Penetration into “Offensive Penetration”.

    Anyway, it’s just a theory, but seemingly one that’s already been implemented in many ways. Just a couple more steps down that road and it will be 100%.

    There's a big difference between giving weapon and spell damage on sets and races vs completely eradicating weapon and spell damage.

    Mag damage functions off max mag. Weapon damage has very little to do with stamina. These things are hard coded and would require a complete rewrite of the combat engine. CP 2.0 isn't a fair comparison because it's really not that much different than 1.0.
    I drink and I stream things.
  • Chrlynsch
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    Finedaible wrote: »
    Where is the theme consistency? I suppose they'll be wanting to grant WW form a 30% magicka increase as well? Are they going to make WW heavy attacks restore magicka too? This campaign to homogenize everything is kinda silly when they could have just made the heal scale with stamina and weapon power...

    It seems like they’re moving toward making Weapon Damage and Spell Damage into a single stat. I predict they’ll be combined sometime in the next few major updates. I don’t see the same trend for Max Stamina and Max Magicka, these will likely stay different stats, and maintain their own uses and bonuses.

    I don't think that will happen (nor do I want it to.)

    I certainly can see all sets giving both but I don't think the character sheet will change.

    One, it would take a lot of effort.

    Two, it would be fundamentally not Elder Scrolls

    Three, I can already think of the ways to cheese that system.

    Think about all the recent changes though, it’s clearly moving toward that. Altmer and Orc both got Weapon + Spell Damage. Templars, Werewolves, Fighter’s Guild, Medium Armor, all got Weapon + Spell. All damage proc sets scale with Weapon or Spell, as do all ultimates and light/heavy attacks. The list of things that differentiates between weapon and spell is getting very short (still have different jewelry enchants, mundus stones, and named buffs for Sorcery and Brutailty).

    One of the biggest clues IMO was the change to Pelinal’s Aptitude. No reason to keep a set that equalizes Weapon and Spell Damage if the game mechanics are causing them to be equal already, or the same stat.

    Also consider that all NPC’a have only a single stat (Weapon Damage) that affects both their physical and magical/spell attacks. There’s not really any reason to keep the separate for players anymore, it just makes things hard for hybrids. Holding a melee weapon has always added damage to your spells, and holding a staff affects physical abilities within class or guild lines. I’m not sure all of this makes sense, but it’s well established in ESO.

    This also goes along with the effort to combine Physical and Spell Resistance into “Armor” and Physical and Spell Penetration into “Offensive Penetration”.

    Anyway, it’s just a theory, but seemingly one that’s already been implemented in many ways. Just a couple more steps down that road and it will be 100%.

    There's a big difference between giving weapon and spell damage on sets and races vs completely eradicating weapon and spell damage.

    Mag damage functions off max mag. Weapon damage has very little to do with stamina. These things are hard coded and would require a complete rewrite of the combat engine. CP 2.0 isn't a fair comparison because it's really not that much different than 1.0.

    They are taking steps in that direction though every patch.

    I could very easily see them changing weapon and Spell Damage into a single stat Power, and converting any sets that grant physical or Spell Damage into just granting Power instead. From there it is just unification of buffs like major brutality and major sorcery. They have even already started giving crit the similar treatment, as well as pen.
    Caius
    Pack Leader of Scourge Alliance- First Fang of Hircine, The Beast of Bruma
    PC NA
  • DrSlaughtr
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    Chrlynsch wrote: »
    Finedaible wrote: »
    Where is the theme consistency? I suppose they'll be wanting to grant WW form a 30% magicka increase as well? Are they going to make WW heavy attacks restore magicka too? This campaign to homogenize everything is kinda silly when they could have just made the heal scale with stamina and weapon power...

    It seems like they’re moving toward making Weapon Damage and Spell Damage into a single stat. I predict they’ll be combined sometime in the next few major updates. I don’t see the same trend for Max Stamina and Max Magicka, these will likely stay different stats, and maintain their own uses and bonuses.

    I don't think that will happen (nor do I want it to.)

    I certainly can see all sets giving both but I don't think the character sheet will change.

    One, it would take a lot of effort.

    Two, it would be fundamentally not Elder Scrolls

    Three, I can already think of the ways to cheese that system.

    Think about all the recent changes though, it’s clearly moving toward that. Altmer and Orc both got Weapon + Spell Damage. Templars, Werewolves, Fighter’s Guild, Medium Armor, all got Weapon + Spell. All damage proc sets scale with Weapon or Spell, as do all ultimates and light/heavy attacks. The list of things that differentiates between weapon and spell is getting very short (still have different jewelry enchants, mundus stones, and named buffs for Sorcery and Brutailty).

    One of the biggest clues IMO was the change to Pelinal’s Aptitude. No reason to keep a set that equalizes Weapon and Spell Damage if the game mechanics are causing them to be equal already, or the same stat.

    Also consider that all NPC’a have only a single stat (Weapon Damage) that affects both their physical and magical/spell attacks. There’s not really any reason to keep the separate for players anymore, it just makes things hard for hybrids. Holding a melee weapon has always added damage to your spells, and holding a staff affects physical abilities within class or guild lines. I’m not sure all of this makes sense, but it’s well established in ESO.

    This also goes along with the effort to combine Physical and Spell Resistance into “Armor” and Physical and Spell Penetration into “Offensive Penetration”.

    Anyway, it’s just a theory, but seemingly one that’s already been implemented in many ways. Just a couple more steps down that road and it will be 100%.

    There's a big difference between giving weapon and spell damage on sets and races vs completely eradicating weapon and spell damage.

    Mag damage functions off max mag. Weapon damage has very little to do with stamina. These things are hard coded and would require a complete rewrite of the combat engine. CP 2.0 isn't a fair comparison because it's really not that much different than 1.0.

    They are taking steps in that direction though every patch.

    I could very easily see them changing weapon and Spell Damage into a single stat Power, and converting any sets that grant physical or Spell Damage into just granting Power instead. From there it is just unification of buffs like major brutality and major sorcery. They have even already started giving crit the similar treatment, as well as pen.

    Those things are applied with a script. They can write a 50 line script and hit enter. 5 minutes later all sets that give damage give both. Same goes for sets and skills giving brutality and sorcery.

    They then rely on the community to catch any bugs.

    To merge combat stats into one would require hand written code on a massive level, would likely introduce countless issues near the level that they faced when the game first launched, and there's no reason to do it.

    "Okay I wanna be a WW sorcerer."

    Okay. They're making so you can. Go mag and become a WW, no different than what Stam does with vamp.

    All I'm trying to say is, it can't happen because it would require a massive amount of work by the developers and there's no gain. The more sets they make work for mag or stam the more you can hybridize. But your max stat is determined by your attributes and your weapon
    Edited by DrSlaughtr on July 21, 2021 3:59PM
    I drink and I stream things.
  • WrathOfInnos
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    Chrlynsch wrote: »
    Finedaible wrote: »
    Where is the theme consistency? I suppose they'll be wanting to grant WW form a 30% magicka increase as well? Are they going to make WW heavy attacks restore magicka too? This campaign to homogenize everything is kinda silly when they could have just made the heal scale with stamina and weapon power...

    It seems like they’re moving toward making Weapon Damage and Spell Damage into a single stat. I predict they’ll be combined sometime in the next few major updates. I don’t see the same trend for Max Stamina and Max Magicka, these will likely stay different stats, and maintain their own uses and bonuses.

    I don't think that will happen (nor do I want it to.)

    I certainly can see all sets giving both but I don't think the character sheet will change.

    One, it would take a lot of effort.

    Two, it would be fundamentally not Elder Scrolls

    Three, I can already think of the ways to cheese that system.

    Think about all the recent changes though, it’s clearly moving toward that. Altmer and Orc both got Weapon + Spell Damage. Templars, Werewolves, Fighter’s Guild, Medium Armor, all got Weapon + Spell. All damage proc sets scale with Weapon or Spell, as do all ultimates and light/heavy attacks. The list of things that differentiates between weapon and spell is getting very short (still have different jewelry enchants, mundus stones, and named buffs for Sorcery and Brutailty).

    One of the biggest clues IMO was the change to Pelinal’s Aptitude. No reason to keep a set that equalizes Weapon and Spell Damage if the game mechanics are causing them to be equal already, or the same stat.

    Also consider that all NPC’a have only a single stat (Weapon Damage) that affects both their physical and magical/spell attacks. There’s not really any reason to keep the separate for players anymore, it just makes things hard for hybrids. Holding a melee weapon has always added damage to your spells, and holding a staff affects physical abilities within class or guild lines. I’m not sure all of this makes sense, but it’s well established in ESO.

    This also goes along with the effort to combine Physical and Spell Resistance into “Armor” and Physical and Spell Penetration into “Offensive Penetration”.

    Anyway, it’s just a theory, but seemingly one that’s already been implemented in many ways. Just a couple more steps down that road and it will be 100%.

    There's a big difference between giving weapon and spell damage on sets and races vs completely eradicating weapon and spell damage.

    Mag damage functions off max mag. Weapon damage has very little to do with stamina. These things are hard coded and would require a complete rewrite of the combat engine. CP 2.0 isn't a fair comparison because it's really not that much different than 1.0.

    They are taking steps in that direction though every patch.

    I could very easily see them changing weapon and Spell Damage into a single stat Power, and converting any sets that grant physical or Spell Damage into just granting Power instead. From there it is just unification of buffs like major brutality and major sorcery. They have even already started giving crit the similar treatment, as well as pen.

    Those things are applied with a script. They can write a 50 line script and hit enter. 5 minutes later all sets that give damage give both. Same goes for sets and skills giving brutality and sorcery.

    They then rely on the community to catch any bugs.

    To merge combat stats into one would require hand written code on a massive level, would likely introduce countless issues near the level that they faced when the game first launched, and there's no reason to do it.

    "Okay I wanna be a WW sorcerer."

    Okay. They're making so you can. Go mag and become a WW, no different than what Stam does with vamp.

    All I'm trying to say is, it can't happen because it would require a massive amount of work by the developers and there's no gain. The more sets they make work for mag or stam the more you can hybridize. But your max stat is determined by your attributes and your weapon

    If the devs make a decision to combine Weapon and Spell Damage I’m sure the coders would find a way. I can think of a quick, dirty method that would be easy, possibly at the expense of efficiency.

    1. Give all players the old Pelinal’s 5pc bonus, equalizing Weapon and Spell Damage at all times
    2. Hide Spell Damage on the character sheet because it will always have the same value as weapon damage
    3. Maybe rename Weapon Damage to something generic like “Power”

    Then they could start the process of making sure everything references Weapon Damage/Power, and eventually delete Spell Damage from the spaghetti code :D
  • Skoomah
    Skoomah
    ✭✭✭✭✭
    ✭✭
    Chrlynsch wrote: »
    Finedaible wrote: »
    Where is the theme consistency? I suppose they'll be wanting to grant WW form a 30% magicka increase as well? Are they going to make WW heavy attacks restore magicka too? This campaign to homogenize everything is kinda silly when they could have just made the heal scale with stamina and weapon power...

    It seems like they’re moving toward making Weapon Damage and Spell Damage into a single stat. I predict they’ll be combined sometime in the next few major updates. I don’t see the same trend for Max Stamina and Max Magicka, these will likely stay different stats, and maintain their own uses and bonuses.

    I don't think that will happen (nor do I want it to.)

    I certainly can see all sets giving both but I don't think the character sheet will change.

    One, it would take a lot of effort.

    Two, it would be fundamentally not Elder Scrolls

    Three, I can already think of the ways to cheese that system.

    Think about all the recent changes though, it’s clearly moving toward that. Altmer and Orc both got Weapon + Spell Damage. Templars, Werewolves, Fighter’s Guild, Medium Armor, all got Weapon + Spell. All damage proc sets scale with Weapon or Spell, as do all ultimates and light/heavy attacks. The list of things that differentiates between weapon and spell is getting very short (still have different jewelry enchants, mundus stones, and named buffs for Sorcery and Brutailty).

    One of the biggest clues IMO was the change to Pelinal’s Aptitude. No reason to keep a set that equalizes Weapon and Spell Damage if the game mechanics are causing them to be equal already, or the same stat.

    Also consider that all NPC’a have only a single stat (Weapon Damage) that affects both their physical and magical/spell attacks. There’s not really any reason to keep the separate for players anymore, it just makes things hard for hybrids. Holding a melee weapon has always added damage to your spells, and holding a staff affects physical abilities within class or guild lines. I’m not sure all of this makes sense, but it’s well established in ESO.

    This also goes along with the effort to combine Physical and Spell Resistance into “Armor” and Physical and Spell Penetration into “Offensive Penetration”.

    Anyway, it’s just a theory, but seemingly one that’s already been implemented in many ways. Just a couple more steps down that road and it will be 100%.

    There's a big difference between giving weapon and spell damage on sets and races vs completely eradicating weapon and spell damage.

    Mag damage functions off max mag. Weapon damage has very little to do with stamina. These things are hard coded and would require a complete rewrite of the combat engine. CP 2.0 isn't a fair comparison because it's really not that much different than 1.0.

    They are taking steps in that direction though every patch.

    I could very easily see them changing weapon and Spell Damage into a single stat Power, and converting any sets that grant physical or Spell Damage into just granting Power instead. From there it is just unification of buffs like major brutality and major sorcery. They have even already started giving crit the similar treatment, as well as pen.

    Time to release ESO 2
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