I'm on the fence. Tbh, I think ZOS secretly likes it because it reduces two issues that always seemed to be mentioned. TTK and Sustain. - Undeath being so widely used on the regular now, reduces TTK and also reduces sustain (in cost increases).
It also pretty much nerfs health recovery into the ground though so... that point is kind of counter productive?
SkaraMinoc wrote: »Undeath is very strong if you are running mostly light armor. Once you hit the 33k armor soft cap, Undeath's mitigation is cut in half because damage reduction is calculated last. This scales linearly so at 0 armor, Undeath reduces damage by up to 30% and at 33k armor, Undeath reduces damage by up to 15%.
Some numbers:
10000 damage hit * 50% mitigation from 33k resist = 5000 damage
5000 damage * 0.85 from Undeath when at 50% health = 4250 damage taken
750 damage / 10000 original hit = 7.5% damage reduction
At 33k resist, 7.5% damage reduction from Undeath at 50% health is equivalent to 4950 armor / 1487 = 3.32 weight
At 25k resist, 9.3% damage reduction from Undeath at 50% health is equivalent to 6138 armor / 1487 = 4.12 weight
At 22k resist, 10% damage reduction from Undeath at 50% health is equivalent to 6600 armor / 1487 = 4.43 weight
Brass has a stat density of 4.3268.
Buffer of the Swift has a stat density of 4.2192.
This means that Undeath below 50% health with <= 22k resist is equivalent to wearing extra set of Brass or Swift.
At this point it starts to get overpowered.
At 18k resist, players at 33% health have their damage reduced by 14.54% from Undeath. This is equivalent to 9596 armor / 1487 = 6.453 which is the same as wearing Pariah at ~50% health (6.4243).
Conclusion: Vampire Stage 3 - Undeath is overpowered for low resist, low health players.
SkaraMinoc wrote: »Undeath is very strong if you are running mostly light armor. Once you hit the 33k armor soft cap, Undeath's mitigation is cut in half because damage reduction is calculated last. This scales linearly so at 0 armor, Undeath reduces damage up to 30% and at 33k armor, Undeath reduces damage up to 15%.
Some numbers:
10000 damage hit * 50% mitigation from 33k resist = 5000 damage
5000 damage * 0.85 from Undeath when at 50% health = 4250 damage taken
750 damage / 10000 original hit = 7.5% damage reduction
At 33k resist, 7.5% damage reduction from Undeath is equivalent to 4950 armor / 1487 = 3.32 weight
At 25k resist, 9.3% damage reduction from Undeath is equivalent to 6138 armor / 1487 = 4.12 weight
At 22k resist, 10% damage reduction from Undeath is equivalent to 6600 armor / 1487 = 4.43 weight
Brass has a stat density of 4.3268.
Buffer of the Swift has a stat density of 4.2192.
This means that Undeath below 50% health with <= 22k resist is equivalent to wearing extra set of Brass or Swift. At this point it starts to get overpowered.
At 18k resist, players at 33% health have their damage reduced by 14.54% from Undeath. This is equivalent to 9596 armor / 1487 = 6.453 which is the same as wearing Pariah at 50% health (6.4243).
Conclusion: Vampire Stage 3 - Undeath is overpowered for low resist players at low health.
HP regen nerf was a mistake.
Undeath is balanced by ramping costs, and I don't mind it really.
Dawnbreaker will be hitting like a freaking truck with a 20% damage boost against you.
SkaraMinoc wrote: »Undeath is very strong if you are running mostly light armor. Once you hit the 33k armor soft cap, Undeath's mitigation is cut in half because damage reduction is calculated last. This scales linearly so at 0 armor, Undeath reduces damage by up to 30% and at 33k armor, Undeath reduces damage by up to 15%.
Some numbers:
10000 damage hit * 50% mitigation from 33k resist = 5000 damage
5000 damage * 0.85 from Undeath when at 50% health = 4250 damage taken
750 damage / 10000 original hit = 7.5% damage reduction
At 33k resist, 7.5% damage reduction from Undeath at 50% health is equivalent to 4950 armor / 1487 = 3.32 weight
At 25k resist, 9.3% damage reduction from Undeath at 50% health is equivalent to 6138 armor / 1487 = 4.12 weight
At 22k resist, 10% damage reduction from Undeath at 50% health is equivalent to 6600 armor / 1487 = 4.43 weight
Brass has a stat density of 4.3268.
Buffer of the Swift has a stat density of 4.2192.
This means that Undeath below 50% health with <= 22k resist is equivalent to wearing extra set of Brass or Swift.
At this point it starts to get overpowered.
At 18k resist, players at 33% health have their damage reduced by 14.54% from Undeath. This is equivalent to 9596 armor / 1487 = 6.453 which is the same as wearing Pariah at ~50% health (6.4243).
Conclusion: Vampire Stage 3 - Undeath is overpowered for low resist, low health players.
I'd personally think Dark Convergence is fairly easily dealt with, and Hrothgar does about 4k damage to me, so thats alright too. Sure, hrothgar is a free 4k, but you also have up whatever bonus you could have gotten from a different 5 piece, so whatever.
SkaraMinoc wrote: »Undeath is very strong if you are running mostly light armor. Once you hit the 33k armor soft cap, Undeath's mitigation is cut in half because damage reduction is calculated last. This scales linearly so at 0 armor, Undeath reduces damage by up to 30% and at 33k armor, Undeath reduces damage by up to 15%.
Some numbers:
10000 damage hit * 50% mitigation from 33k resist = 5000 damage
5000 damage * 0.85 from Undeath when at 50% health = 4250 damage taken
750 damage / 10000 original hit = 7.5% damage reduction
At 33k resist, 7.5% damage reduction from Undeath at 50% health is equivalent to 4950 armor / 1487 = 3.32 weight
At 25k resist, 9.3% damage reduction from Undeath at 50% health is equivalent to 6138 armor / 1487 = 4.12 weight
At 22k resist, 10% damage reduction from Undeath at 50% health is equivalent to 6600 armor / 1487 = 4.43 weight
Brass has a stat density of 4.3268.
Buffer of the Swift has a stat density of 4.2192.
This means that Undeath below 50% health with <= 22k resist is equivalent to wearing extra set of Brass or Swift.
At this point it starts to get overpowered.
At 18k resist, players at 33% health have their damage reduced by 14.54% from Undeath. This is equivalent to 9596 armor / 1487 = 6.453 which is the same as wearing Pariah at ~50% health (6.4243).
Conclusion: Vampire Stage 3 - Undeath is overpowered for low resist, low health players.
ResidentContrarian wrote: »Shhh...Please don't bring this up! The forums will explode about how "vamps were already underpowered" or something if ZOS takes action against the passivel.
It may even be the only time you will see sorcs and NBs join hands...
If the issue is thematic, like having Vampire Templars and Vampire Fighter’s guild skill users, then I think it would be cool to tinge those “light-based” skills a blood red if used as a Vampire
Urzigurumash wrote: »ResidentContrarian wrote: »Shhh...Please don't bring this up! The forums will explode about how "vamps were already underpowered" or something if ZOS takes action against the passivel.
It may even be the only time you will see sorcs and NBs join hands...
Anybody who's uncomfortable with this post should make a post about un-nerfing HP Regen, that would immediately solve the issue that there isn't much benefit to playing as a Mortal.
Urzigurumash wrote: »Dawnbreaker will be hitting like a freaking truck with a 20% damage boost against you.
This is part of why it doesn't make sense to me that Vamps can even use Dawnbreaker. In a Mortal vs Vampire fight, whose Dawnbreaker hits harder, considering Undeath?
I have less concerns for any particular or specific adjustment, I just like a diverse ecosystem. I don't think StamPlars need a nerf, I don't think dedicated Vampires need a nerf, so it's more complicated than just Nerf Undeath or Nerf Dawnbreaker.
Un-nerfing HP Regen is the most obvious solution, but I know lots of players thought the stat detracted from the quality of PvP, so I don't want to just disregard their complaints. Perhaps the nerf to HP Regen was a step in the right direction. It's just brought up this other issue that there isn't a good alternative to Undeath.
Hence I made a poll. Does anybody else care whether there's an alternative to Undeath, or am I taking RP too far in caring whether Mortals are relevant in Cyrodiil, that's the gist of it.
You're forgetting that anyone who takes Vampirism is accepting a huge permanent nerf to their toon's appearance. You may not think of it as such, but take a gander at how many threads people have posted in this forum demanding to allow their Vampires to look normal but still keep the benefits. If you don't care how your toon looks, you have an advantage, but many many people are bothered by that change and it does make it a tradeoff.
TimeDazzler wrote: »The most bias poll I've ever seen, disgusting.
If the issue is thematic, like having Vampire Templars and Vampire Fighter’s guild skill users, then I think it would be cool to tinge those “light-based” skills a blood red if used as a Vampire
If the issue is thematic, like having Vampire Templars and Vampire Fighter’s guild skill users, then I think it would be cool to tinge those “light-based” skills a blood red if used as a Vampire
Maybe it's necessary for players to identify vampires? Could werewolves use polymorphs?
I'm considering to hide the face so that others wouldn't know to use fire or silver shards on my vamp templar