kringled_1 wrote: »Concealed weapon on nightblades adds movement speed while invisible or in sneak, I believe it stacks with major expedition up to the 200% cap. Not sure if you wanted to include something as situational as that though, but it is very noticeable on my mag blade when in that setup.
And yet 300% is still slow
Give me one of them mustangs bred by that Ford fellow. Cuz I'm feeling the need for speed
It's worth noting that there's some physics glitches that will speed up your horse quite a bit. I'm not sure what exactly triggers it, but there are times when I land on something and then propelled off at fast speeds. Sometimes it happens with horse jumping too, where I'm propelled quite high into the air.
Oreyn_Bearclaw wrote: »kringled_1 wrote: »Concealed weapon on nightblades adds movement speed while invisible or in sneak, I believe it stacks with major expedition up to the 200% cap. Not sure if you wanted to include something as situational as that though, but it is very noticeable on my mag blade when in that setup.
Good call. I didnt even consider getting into sneak speed. Might want to do some testing. My instinct is that it works much like a sprint speed bonus. Stacks additively, but subject to the 200% cap. There is also a baseline sneak penealty that would need to be factored in, I don't know what that is off the top of my head. There are ways to remove/mitigate it.
If memory serves, I believe there was a point some time ago where sneak was not subject to the cap. You could actually do a vamp speed build that would move faster sneaking than you could sprinting, but I believe they slapped the same 200% cap on it. This was years ago, and I could certainly be remembering that incorrectly.
I think the basic Idea was use vamp to remove the penalty via passives, concealed weapon to boost movement speed by 25% (you cant sprint while sneaking, obviously), then whatever else you could do to actually break the 200% cap. It doesnt work any longer as far as I know.
vivisectvib16_ESO wrote: »I'm not noticing a difference in my movement speed when Celerity is slotted. Even in Advanced stats, Sprint Speed stays at 146% with or without Celerity slotted.
Is this cp node bugged?
handy summary.
"-Minor Expedition 10%" - I think minor exped is 15% not 10%.
- as someone else said, concealed wep is 25% on stealth speed, such that a nightblade often ends up being faster in sneak than out of it
handy summary.
"-Minor Expedition 10%" - I think minor exped is 15% not 10%.
- as someone else said, concealed wep is 25% on stealth speed, such that a nightblade often ends up being faster in sneak than out of it
They did update Minor Expedition to be 15% now. It was at one point 10%.
Concealed weapon works well on a nightblade, when it works. It is currently having some issues — I believe it fails to reapply if you are in stealth and barswap away from it and then back to it.
Oreyn_Bearclaw wrote: »I have posted some of this on a few other threads, but I thought it merited a separate post. I have been doing some testing regarding Movement and Mounted speed, the caps, and how they stack in the new CP system. I used RavSpeed as the addon to give me % values for speed.
Movement Speed: This is speed that applies to your character while they are on foot. Tooltip values that affect your speed on foot will either be labeled as "Movement Speed" or in some cases "Movement Speed while using Sprint" or "Movement Speed Bonus of Sprint", etc. Either way, the operative term seems to be "Movement Speed."
Anything labeled Movement Speed has Zero effect on your mounted speed (discussed later).
On foot, characters have a base walk speed of 100%. In other words, a brand new character with no other bonuses that simply walks forward is going at 100% speed for purposes of this thread. The fastest you can go on foot is 200%. Everything with a Movement Speed bonus seems to stack additively. Sprinting on foot is a 40% movement speed bonus. Any bonus that effects sprint speed, is simply added to that 40%.
Example 1. An orc that is in 7 medium armor is going to have two bonuses to sprint speed. 10% racial passive, and 21% (7*3) from medium armor. Therefore, when they press sprint, they get a 40+ 10 +21 a 71% bonus to movement speed when they sprint.
Example 2. A character that wears a Ring of the Hunt (45% movement speed out of combat, 15% in combat), with a steed mundus stone (10% movement speed), and 1 Gold swift trait (stock on ROTH), will move at 100+45+10+7= 162% while walking (out of combat) and 200% while sprinting (100+45+10+7+40=202, but you are subject to the cap). The same character in combat is going to lose 30% of their speed bonus from ROTH, but they could add Major expedition (30%) to again be at the speed cap while sprinting.
There are lots of things that give Movement Speed or Movement speed associated with sprint. All stack additively, you cant go over 200, but it is now very easy to get there. There are things to consider when building for movement speed however, primarily, are you sprinting, and are you in combat. A PVP build probably wants to be as close to the movement speed in combat without sprint. A mat farmer or a character you have parked for crafting might be fine with sprinting and be primarily focused for out of combat.
Example 3 (my Bosmer Crafter). Ring of the Hunt + 2 Gold Swift traits + Bosmer Racial passive + Steed Blessing + Steed Mundus+ 7 Divines will move at the cap without sprinting while out of combat (100+45+7+7+5+20+16=200%). Note that if you press sprint on this character, you get a small burst of speed that briefly takes you over the cap (looks like its around 220%, but very hard to gauge as it doesn't last long). There is a similar phenomenon while mounted (discussed later).
Things that Increase movement speed on foot (List is not all inclusive).
-Sprint 40%
-Major Expedition 30%
-Minor Expedition 15%
-Bosmer Passive 5%
-Steed Mundus 10% (16% with 7/7 gold divines traits)
-Ring of the Hunt (45% out of combat, 15% in combat)
-Swift Trait 7% (gold)
-Steeds Blessing (CP Slottable, 20% out of combat)
Things that are specifically tied to sprinting on foot
-Medium Armor Passives 3% per piece
-Orc Racial Passive 10%
-Hasty (CP passive) 8%
Please let me know if I am missing some obvious ones.
TLDR for Movement Speed (on foot): Cap is 200%, everything stacks additively.
Mounted Speed: This is a completely different animal. Nothing listed above affects mounted speed in any way as far as I can tell. There are only 4 things that affect the speed of your mount. 1. Speed training. 2. Sprint. 3. Major Gallop. 4 Gifted Rider.
Base movement speed on a mount is 115%. In other words, a brand new character that gets on a horse and walks forward will move at 115%. Speed training (max of 60pts) stacks additively as does Sprint Speed. Sprint speed on a mount is only 30% (not 40% like on foot). As far as I can tell, there is no way to compensate for a lack of training (other than buying it I suppose).
Example 4. A character that has speed trained his horse for 35 days will travel at 115+35= 150% while walking and 115+35+30= 180% while sprinting. With just these two factors, you need to feed your horse 51 times to be faster than a maxed character on foot.
Example 5. A character that has fully trained his mount will travel at 115+60= 175% while walking and 115+60+30= 205% while sprinting.
Here is where it gets a little interesting. The last two mount buffs, Major Gallop (30% from continuous attack passive) and Gifted Rider (10% from Slottable CP) seem to stack multiplicatively.
Example 6. A fully trained horse with Major Gallop will move at 175*1.3= 227.5% while walking and 205*1.3=266.5% while sprinting.
Example 7. With all four, your max speed is 205*1.4= 287%. This is a fully trained horse, with Major Gallop, Gifted Rider, and sprint. While walking, they would move at 175*1.4= 245%
287% seems to be the max cruising speed on a mount. You do get a burst of speed when you tap sprint. I have not seen a horse burst above 300%, which seems to be a hard cap on movement. The burst can be applied about every 4-5 seconds, so with the right cadence, you could get an average cruise speed north of 287 as far as I can tell. If they ever introduce a source of minor gallop (presumably 10%), my guess is that we would be hard capped at 300% on a mount.
Example 8. Even a brand new horse (no training) can beat someone on foot if they have the other buffs in play, but barely. (115+30)*1.4= 203%. If you dont have both Major Gallop and Gifted Rider, you are better off on foot until your horse is trained up a bit.
I am happy to update the list with buffs that I missed. Again, this is all done through observation based testing. Please let me know if I have missed anything, or if you believe I have made a mistake somewhere in the analysis.
Go Fast,
Bear
Oreyn_Bearclaw wrote: »I have posted some of this on a few other threads, but I thought it merited a separate post. I have been doing some testing regarding Movement and Mounted speed, the caps, and how they stack in the new CP system. I used RavSpeed as the addon to give me % values for speed.
Movement Speed: This is speed that applies to your character while they are on foot. Tooltip values that affect your speed on foot will either be labeled as "Movement Speed" or in some cases "Movement Speed while using Sprint" or "Movement Speed Bonus of Sprint", etc. Either way, the operative term seems to be "Movement Speed."
Anything labeled Movement Speed has Zero effect on your mounted speed (discussed later).
On foot, characters have a base walk speed of 100%. In other words, a brand new character with no other bonuses that simply walks forward is going at 100% speed for purposes of this thread. The fastest you can go on foot is 200%. Everything with a Movement Speed bonus seems to stack additively. Sprinting on foot is a 40% movement speed bonus. Any bonus that effects sprint speed, is simply added to that 40%.
Example 1. An orc that is in 7 medium armor is going to have two bonuses to sprint speed. 10% racial passive, and 21% (7*3) from medium armor. Therefore, when they press sprint, they get a 40+ 10 +21 a 71% bonus to movement speed when they sprint.
Example 2. A character that wears a Ring of the Hunt (45% movement speed out of combat, 15% in combat), with a steed mundus stone (10% movement speed), and 1 Gold swift trait (stock on ROTH), will move at 100+45+10+7= 162% while walking (out of combat) and 200% while sprinting (100+45+10+7+40=202, but you are subject to the cap). The same character in combat is going to lose 30% of their speed bonus from ROTH, but they could add Major expedition (30%) to again be at the speed cap while sprinting.
There are lots of things that give Movement Speed or Movement speed associated with sprint. All stack additively, you cant go over 200, but it is now very easy to get there. There are things to consider when building for movement speed however, primarily, are you sprinting, and are you in combat. A PVP build probably wants to be as close to the movement speed in combat without sprint. A mat farmer or a character you have parked for crafting might be fine with sprinting and be primarily focused for out of combat.
Example 3 (my Bosmer Crafter). Ring of the Hunt + 2 Gold Swift traits + Bosmer Racial passive + Steed Blessing + Steed Mundus+ 7 Divines will move at the cap without sprinting while out of combat (100+45+7+7+5+20+16=200%). Note that if you press sprint on this character, you get a small burst of speed that briefly takes you over the cap (looks like its around 220%, but very hard to gauge as it doesn't last long). There is a similar phenomenon while mounted (discussed later).
Things that Increase movement speed on foot (List is not all inclusive).
-Sprint 40%
-Major Expedition 30%
-Minor Expedition 15%
-Bosmer Passive 5%
-Steed Mundus 10% (16% with 7/7 gold divines traits)
-Ring of the Hunt (45% out of combat, 15% in combat)
-Swift Trait 7% (gold)
-Steeds Blessing (CP Slottable, 20% out of combat)
Things that are specifically tied to sprinting on foot
-Medium Armor Passives 3% per piece
-Orc Racial Passive 10%
-Hasty (CP passive) 8%
Please let me know if I am missing some obvious ones.
TLDR for Movement Speed (on foot): Cap is 200%, everything stacks additively.
Mounted Speed: This is a completely different animal. Nothing listed above affects mounted speed in any way as far as I can tell. There are only 4 things that affect the speed of your mount. 1. Speed training. 2. Sprint. 3. Major Gallop. 4 Gifted Rider.
Base movement speed on a mount is 115%. In other words, a brand new character that gets on a horse and walks forward will move at 115%. Speed training (max of 60pts) stacks additively as does Sprint Speed. Sprint speed on a mount is only 30% (not 40% like on foot). As far as I can tell, there is no way to compensate for a lack of training (other than buying it I suppose).
Example 4. A character that has speed trained his horse for 35 days will travel at 115+35= 150% while walking and 115+35+30= 180% while sprinting. With just these two factors, you need to feed your horse 51 times to be faster than a maxed character on foot.
Example 5. A character that has fully trained his mount will travel at 115+60= 175% while walking and 115+60+30= 205% while sprinting.
Here is where it gets a little interesting. The last two mount buffs, Major Gallop (30% from continuous attack passive) and Gifted Rider (10% from Slottable CP) seem to stack multiplicatively.
Example 6. A fully trained horse with Major Gallop will move at 175*1.3= 227.5% while walking and 205*1.3=266.5% while sprinting.
Example 7. With all four, your max speed is 205*1.4= 287%. This is a fully trained horse, with Major Gallop, Gifted Rider, and sprint. While walking, they would move at 175*1.4= 245%
287% seems to be the max cruising speed on a mount. You do get a burst of speed when you tap sprint. I have not seen a horse burst above 300%, which seems to be a hard cap on movement. The burst can be applied about every 4-5 seconds, so with the right cadence, you could get an average cruise speed north of 287 as far as I can tell. If they ever introduce a source of minor gallop (presumably 10%), my guess is that we would be hard capped at 300% on a mount.
Example 8. Even a brand new horse (no training) can beat someone on foot if they have the other buffs in play, but barely. (115+30)*1.4= 203%. If you dont have both Major Gallop and Gifted Rider, you are better off on foot until your horse is trained up a bit.
I am happy to update the list with buffs that I missed. Again, this is all done through observation based testing. Please let me know if I have missed anything, or if you believe I have made a mistake somewhere in the analysis.
Go Fast,
Bear
Noticed in your example you did not account for the swift trait on the ring of wild hunt itself.
Which leads me a question about the ring of wild hunt. I know we get 45% speed boost out of combat, but it is also has the swift trait, so I always figured we really received a 52% bump from it in total because of the swift trait 7% and 45% from the ring itself.
If not, then it sounds like a bug. The ring should because if not then can we re-trait it to something else and not loss the 7% speed bump since it doesn’t work on the ring.
BTW thanks for your post.
Stay safe everyone and ZOS please fix the green tree micromanaging
YandereGirlfriend wrote: »It's super selfish but I would love to have the impact of Snares on Movement Speed discussed.
I am not currently solid on how they influence one another nor how they are stacked with other snares. I had thought that a Snare was multiplicative with your Movement Speed but I've heard other players say that it stacks additively. I've also never been clear on whether or not different Snares overwrote each other with the greatest magnitude Snare taking precedence or whether or not they truly did stack (and, if so, stack in which fashion?).
If anyone has any insights on this topic I (and likely many other readers) would be immensely grateful.
Oreyn_Bearclaw wrote: »Oreyn_Bearclaw wrote: »I have posted some of this on a few other threads, but I thought it merited a separate post. I have been doing some testing regarding Movement and Mounted speed, the caps, and how they stack in the new CP system. I used RavSpeed as the addon to give me % values for speed.
Movement Speed: This is speed that applies to your character while they are on foot. Tooltip values that affect your speed on foot will either be labeled as "Movement Speed" or in some cases "Movement Speed while using Sprint" or "Movement Speed Bonus of Sprint", etc. Either way, the operative term seems to be "Movement Speed."
Anything labeled Movement Speed has Zero effect on your mounted speed (discussed later).
On foot, characters have a base walk speed of 100%. In other words, a brand new character with no other bonuses that simply walks forward is going at 100% speed for purposes of this thread. The fastest you can go on foot is 200%. Everything with a Movement Speed bonus seems to stack additively. Sprinting on foot is a 40% movement speed bonus. Any bonus that effects sprint speed, is simply added to that 40%.
Example 1. An orc that is in 7 medium armor is going to have two bonuses to sprint speed. 10% racial passive, and 21% (7*3) from medium armor. Therefore, when they press sprint, they get a 40+ 10 +21 a 71% bonus to movement speed when they sprint.
Example 2. A character that wears a Ring of the Hunt (45% movement speed out of combat, 15% in combat), with a steed mundus stone (10% movement speed), and 1 Gold swift trait (stock on ROTH), will move at 100+45+10+7= 162% while walking (out of combat) and 200% while sprinting (100+45+10+7+40=202, but you are subject to the cap). The same character in combat is going to lose 30% of their speed bonus from ROTH, but they could add Major expedition (30%) to again be at the speed cap while sprinting.
There are lots of things that give Movement Speed or Movement speed associated with sprint. All stack additively, you cant go over 200, but it is now very easy to get there. There are things to consider when building for movement speed however, primarily, are you sprinting, and are you in combat. A PVP build probably wants to be as close to the movement speed in combat without sprint. A mat farmer or a character you have parked for crafting might be fine with sprinting and be primarily focused for out of combat.
Example 3 (my Bosmer Crafter). Ring of the Hunt + 2 Gold Swift traits + Bosmer Racial passive + Steed Blessing + Steed Mundus+ 7 Divines will move at the cap without sprinting while out of combat (100+45+7+7+5+20+16=200%). Note that if you press sprint on this character, you get a small burst of speed that briefly takes you over the cap (looks like its around 220%, but very hard to gauge as it doesn't last long). There is a similar phenomenon while mounted (discussed later).
Things that Increase movement speed on foot (List is not all inclusive).
-Sprint 40%
-Major Expedition 30%
-Minor Expedition 15%
-Bosmer Passive 5%
-Steed Mundus 10% (16% with 7/7 gold divines traits)
-Ring of the Hunt (45% out of combat, 15% in combat)
-Swift Trait 7% (gold)
-Steeds Blessing (CP Slottable, 20% out of combat)
Things that are specifically tied to sprinting on foot
-Medium Armor Passives 3% per piece
-Orc Racial Passive 10%
-Hasty (CP passive) 8%
Please let me know if I am missing some obvious ones.
TLDR for Movement Speed (on foot): Cap is 200%, everything stacks additively.
Mounted Speed: This is a completely different animal. Nothing listed above affects mounted speed in any way as far as I can tell. There are only 4 things that affect the speed of your mount. 1. Speed training. 2. Sprint. 3. Major Gallop. 4 Gifted Rider.
Base movement speed on a mount is 115%. In other words, a brand new character that gets on a horse and walks forward will move at 115%. Speed training (max of 60pts) stacks additively as does Sprint Speed. Sprint speed on a mount is only 30% (not 40% like on foot). As far as I can tell, there is no way to compensate for a lack of training (other than buying it I suppose).
Example 4. A character that has speed trained his horse for 35 days will travel at 115+35= 150% while walking and 115+35+30= 180% while sprinting. With just these two factors, you need to feed your horse 51 times to be faster than a maxed character on foot.
Example 5. A character that has fully trained his mount will travel at 115+60= 175% while walking and 115+60+30= 205% while sprinting.
Here is where it gets a little interesting. The last two mount buffs, Major Gallop (30% from continuous attack passive) and Gifted Rider (10% from Slottable CP) seem to stack multiplicatively.
Example 6. A fully trained horse with Major Gallop will move at 175*1.3= 227.5% while walking and 205*1.3=266.5% while sprinting.
Example 7. With all four, your max speed is 205*1.4= 287%. This is a fully trained horse, with Major Gallop, Gifted Rider, and sprint. While walking, they would move at 175*1.4= 245%
287% seems to be the max cruising speed on a mount. You do get a burst of speed when you tap sprint. I have not seen a horse burst above 300%, which seems to be a hard cap on movement. The burst can be applied about every 4-5 seconds, so with the right cadence, you could get an average cruise speed north of 287 as far as I can tell. If they ever introduce a source of minor gallop (presumably 10%), my guess is that we would be hard capped at 300% on a mount.
Example 8. Even a brand new horse (no training) can beat someone on foot if they have the other buffs in play, but barely. (115+30)*1.4= 203%. If you dont have both Major Gallop and Gifted Rider, you are better off on foot until your horse is trained up a bit.
I am happy to update the list with buffs that I missed. Again, this is all done through observation based testing. Please let me know if I have missed anything, or if you believe I have made a mistake somewhere in the analysis.
Go Fast,
Bear
Noticed in your example you did not account for the swift trait on the ring of wild hunt itself.
Which leads me a question about the ring of wild hunt. I know we get 45% speed boost out of combat, but it is also has the swift trait, so I always figured we really received a 52% bump from it in total because of the swift trait 7% and 45% from the ring itself.
If not, then it sounds like a bug. The ring should because if not then can we re-trait it to something else and not loss the 7% speed bump since it doesn’t work on the ring.
BTW thanks for your post.
Stay safe everyone and ZOS please fix the green tree micromanaging
@Hotdog_23
In example 1, I wasnt accounting for any Ring of Hunt or swift.
In example 2 and 3, I did include the 7% from a gold swift ring. . That was before the CP passives changed, giving us celerity as another source of 10% speed.
In example 3, I actually included 2 swift traits (7+7), which was my Bosmer crafter that is actually at the speed cap without sprinting. It used to take 2 swift traits, but now with celerity giving you 10% movement speed, you have a few more options. You can drop a swift trait and actually still be slightly over (at least on a bosmer), you could use another race, or if running steed, wear a few less pieces of Divines if you wanted to, just as examples. Plenty of options to get to the cap without sprinting if that is your goal. You can also get to the cap while sneaking (vamps and NBs can do it easily), which is not a bad option for mat farming if you dont want to engage with enemies.
The swift trait applies to all types of movement speed other than mounted speed, for which it has no effect. So none of my mounted examples include the swift trait, because it doesn't change anything.
A stock Ring of the Hunt is actually 52% out of combat speed, and 22% in combat movement speed , including the swift trait (on foot). Remember that the difference is always 30%, so if you want to be at the same speed in and out of combat, you simply need to add major expedition while in combat.
Bobby_V_Rockit wrote: »Is there anyway to actually see your speed bonus? I’m on console and it only tells us sneak speed bonus (143% for me) but I’m using celerity cp (10% mvmt speed), steeds blessing (20% mvmt speed), ring if wild hunt (45% mvmt speed bonus, swift trait 7% and Steed Mundus for that last 16%. Do we just add that up? If so, and being additive, does that make 100 (base rate) + 10 + 20 + 45 + 7 + 16 = 198%?
Oreyn_Bearclaw wrote: »Bobby_V_Rockit wrote: »Is there anyway to actually see your speed bonus? I’m on console and it only tells us sneak speed bonus (143% for me) but I’m using celerity cp (10% mvmt speed), steeds blessing (20% mvmt speed), ring if wild hunt (45% mvmt speed bonus, swift trait 7% and Steed Mundus for that last 16%. Do we just add that up? If so, and being additive, does that make 100 (base rate) + 10 + 20 + 45 + 7 + 16 = 198%?
@Bobby_V_Rockit
I dont think you can see it without addons. But yes, speed on foot is additive with 200% as the max. In your scenario, assuming 7 divines with steed to give 16 percent, you are at 198% of Speed out of combat without sprinting.. If you can find 2 more percent, you can get to speed cap without sprint.
In your scenario, once you are in combat, your steed blessing disappears, and your ring drops to 15%. That means you need to make up 52% in combat. Major or Minor expedition and Sprint easily gets you there. If you dont want to sprint, you need both Major and Minor expedition and another gold swift trait.
Grandchamp1989 wrote: »
Necrotech_Master wrote: »in regards to sneak speed, its effectively the same as unmounted speed, at base sneak just applies a negative move speed (sneak penalty) which i think is around -50%, if you have vampire or one of the other sets that negates this (assuming not bugged), then the sneak penalty becomes 0% (no positive or negative effect)
it is very possible to get to the move speed cap while sneaking
my stealth toon right now is set up so that he can hit that pretty easily (and was actually well over the cap with something like major expedition)
this toon is set up as vamp NB
- vamp removes sneak penalty
- NB concealed weapon bonus
- ring of wild hunt
- green CP slottable for out of combat move speed (20% at 50 points)
- at least 1 swift trait for ring of the wild hunt, i dont remember if i used that on the other 2 jewelry as well
25% concealed weapon + 45% wild hunt + 20% cp slottable + 7% swift (assuming 1 swift trait) = +97% move speed on top of the base 100% speed, i could probably max that out changing 1 more jewelry to swift assuming its not already set up that way
the other sets i use to pair with that is 3pc night terror (sneak cost and reduced detect) and 5pc darloc brae (sneak cost and reduced detect and the sustain)
infinite sneak at speed cap with basically infinite cloak too if I wanted/needed
Oreyn_Bearclaw wrote: »Necrotech_Master wrote: »in regards to sneak speed, its effectively the same as unmounted speed, at base sneak just applies a negative move speed (sneak penalty) which i think is around -50%, if you have vampire or one of the other sets that negates this (assuming not bugged), then the sneak penalty becomes 0% (no positive or negative effect)
it is very possible to get to the move speed cap while sneaking
my stealth toon right now is set up so that he can hit that pretty easily (and was actually well over the cap with something like major expedition)
this toon is set up as vamp NB
- vamp removes sneak penalty
- NB concealed weapon bonus
- ring of wild hunt
- green CP slottable for out of combat move speed (20% at 50 points)
- at least 1 swift trait for ring of the wild hunt, i dont remember if i used that on the other 2 jewelry as well
25% concealed weapon + 45% wild hunt + 20% cp slottable + 7% swift (assuming 1 swift trait) = +97% move speed on top of the base 100% speed, i could probably max that out changing 1 more jewelry to swift assuming its not already set up that way
the other sets i use to pair with that is 3pc night terror (sneak cost and reduced detect) and 5pc darloc brae (sneak cost and reduced detect and the sustain)
infinite sneak at speed cap with basically infinite cloak too if I wanted/needed
Couldnt you also drop a swift trait and add Celerity from the red CP tree? I think that gives you an even 100% (200% total). I have actually been meaning to try that.
Disclaimer, I have not done any sneak speed tests, I am only assuming they are additive. I remember way back before speed caps were introduced, the fastest toon you could make was a sneaky NB vamp. The could absolutely fly in stealth if you went all in on it. They might have even been faster than a fully trained horse if memory serves. I remember we were doing a guild event very early on and one of the things was a race course. I was lapping people. People thought I was hacking. LOL
Necrotech_Master wrote: »Oreyn_Bearclaw wrote: »Necrotech_Master wrote: »in regards to sneak speed, its effectively the same as unmounted speed, at base sneak just applies a negative move speed (sneak penalty) which i think is around -50%, if you have vampire or one of the other sets that negates this (assuming not bugged), then the sneak penalty becomes 0% (no positive or negative effect)
it is very possible to get to the move speed cap while sneaking
my stealth toon right now is set up so that he can hit that pretty easily (and was actually well over the cap with something like major expedition)
this toon is set up as vamp NB
- vamp removes sneak penalty
- NB concealed weapon bonus
- ring of wild hunt
- green CP slottable for out of combat move speed (20% at 50 points)
- at least 1 swift trait for ring of the wild hunt, i dont remember if i used that on the other 2 jewelry as well
25% concealed weapon + 45% wild hunt + 20% cp slottable + 7% swift (assuming 1 swift trait) = +97% move speed on top of the base 100% speed, i could probably max that out changing 1 more jewelry to swift assuming its not already set up that way
the other sets i use to pair with that is 3pc night terror (sneak cost and reduced detect) and 5pc darloc brae (sneak cost and reduced detect and the sustain)
infinite sneak at speed cap with basically infinite cloak too if I wanted/needed
Couldnt you also drop a swift trait and add Celerity from the red CP tree? I think that gives you an even 100% (200% total). I have actually been meaning to try that.
Disclaimer, I have not done any sneak speed tests, I am only assuming they are additive. I remember way back before speed caps were introduced, the fastest toon you could make was a sneaky NB vamp. The could absolutely fly in stealth if you went all in on it. They might have even been faster than a fully trained horse if memory serves. I remember we were doing a guild event very early on and one of the things was a race course. I was lapping people. People thought I was hacking. LOL
i know i have a minimum of 1 swift trait since its the one that comes with the ring of the wild hunt (and this is a regular ring, not recreated ring and didnt want to spend transmute on it)
i also had made this character before that red cp movement slottable was added so i built without it, but it is something i had considered
as far as sneaking speed is concerned, the "penalty" as far as im aware was just a negative speed modifier, but if you were vamp or had set that removed the penalty, your sneak speed was basically same as "running" speed (there is a difference too between "walking" and "running" before you get to sprinting, though i dont think many people use actual "walking" unless they are doing RP)