Grandchamp1989 wrote: »150 would have been much less restrictive. Don't think we'll see many cats around
PrinceShroob wrote: »Base 50% increase in damage with a critical hit
15% from Backstabber
10% from Fighting Finesse
20% from Major Force
10% from Minor Force
12% from Khajiit Feline Ambush passive
17% from Shadow with all divines
5% per Elemental Weakness from Elemental Catalyst (maximum 15%)
10% from Minor Brittle
1% per stack of Hunter's Focus from Harpooner's Wading Kilt (maximum 10%)
12% from Sul-Xan's Torment
2% per piece from Medium Armor Dexterity passive (maximum 14%)
10% from Nightblade Hemorrhaging passive/10% from Templar's Piercing Spear passive/10% from Warden's Glacial Presence passive (if the enemy has recently been Chilled)
That's an absolute -- though highly unlikely -- maximum of 205%.
Let's assume that Major Force and Minor Force, Backstabber, and Fighting Finesse are basic buffs. That's a minimum of 105%. Half the classes offer an additional 10% Critical Damage bonus, so 115%. Since the developers seem to want to hybridize builds, let's say that we'll take 10% from 5 pieces of Medium Armor, so 125%. The Harpooner's Wading Kilt is new and required purchasing Blackwood and Greymoor, so let's add its bonus -- 135%. Let's split the difference between Khajiit's Feline Ambush and the Shadow (let's assume that you wouldn't run Shadow if you were a Khajiit), adding 15%, making 150%. Notably, we have to include Feline Ambush and Dexterity together, since you could be a Khajiit in Medium Armor (we don't want to make it Khajiit or Shadow or Medium Armor).
A sensible cap on Critical Damage is 150%, since that doesn't leave Khajiit, stamina characters, or any particular class out in the cold. Unfortunately, this leaves out Minor Brittle, Elemental Catalyst, and Sul-Xan's Torment. One could make the argument that you could do Wading Kilt or Minor Brittle, since they both add 10%. The Kilt can't maintain stacks in certain trials, so Minor Brittle would be a reasonable alternative. Assuming that most magicka characters are wearing Bahsei's Torment and are running Thief, Elemental Catalyst could be considered to replace the Critical Damage bonus from using Medium Armor and losing Shadow.
A cap of 150% allows for meaningful build choices (if your run is primarily Khajiit you can drop Elemental Catalyst, for example) while still making one feel like most sources of Critical Damage are helpful and wanted and not being terribly thought-intensive.
SaintSubwayy wrote: »
this would just result in stacking Spelldamage instead and butcher build diversity to nearly 0.
Tha Critdmg cap is good, however 125% is a bit low imo.
Im not sure if you can count brittle and EC into the c alculation, since its not a buff on the player but rather a debuff on the enemy!
if thats the case, then we're at 150% already (125% player cap and 25% from Brittle and EC)
However imo the players max Critdmg cap should be arround 140% due to classes like NB having up to 20% (10% Passive and up to 10% from a fully stacked bowproc) from the class alone and khajiit also having 12% on race already.
With the base critdmg at 50% you'll exceed the cap pretty quickly or we need to dropp CP stars like Fithing finesse and / or Backstabber and maybe even Minor force.
PrinceShroob wrote: »Base 50% increase in damage with a critical hit
15% from Backstabber
10% from Fighting Finesse
20% from Major Force
10% from Minor Force
12% from Khajiit Feline Ambush passive
17% from Shadow with all divines
5% per Elemental Weakness from Elemental Catalyst (maximum 15%)
10% from Minor Brittle
1% per stack of Hunter's Focus from Harpooner's Wading Kilt (maximum 10%)
12% from Sul-Xan's Torment
2% per piece from Medium Armor Dexterity passive (maximum 14%)
10% from Nightblade Hemorrhaging passive/10% from Templar's Piercing Spear passive/10% from Warden's Glacial Presence passive (if the enemy has recently been Chilled)
That's an absolute -- though highly unlikely -- maximum of 205%.
Let's assume that Major Force and Minor Force, Backstabber, and Fighting Finesse are basic buffs. That's a minimum of 105%. Half the classes offer an additional 10% Critical Damage bonus, so 115%. Since the developers seem to want to hybridize builds, let's say that we'll take 10% from 5 pieces of Medium Armor, so 125%. The Harpooner's Wading Kilt is new and required purchasing Blackwood and Greymoor, so let's add its bonus -- 135%. Let's split the difference between Khajiit's Feline Ambush and the Shadow (let's assume that you wouldn't run Shadow if you were a Khajiit), adding 15%, making 150%. Notably, we have to include Feline Ambush and Dexterity together, since you could be a Khajiit in Medium Armor (we don't want to make it Khajiit or Shadow or Medium Armor).
A sensible cap on Critical Damage is 150%, since that doesn't leave Khajiit, stamina characters, or any particular class out in the cold. Unfortunately, this leaves out Minor Brittle, Elemental Catalyst, and Sul-Xan's Torment. One could make the argument that you could do Wading Kilt or Minor Brittle, since they both add 10%. The Kilt can't maintain stacks in certain trials, so Minor Brittle would be a reasonable alternative. Assuming that most magicka characters are wearing Bahsei's Torment and are running Thief, Elemental Catalyst could be considered to replace the Critical Damage bonus from using Medium Armor and losing Shadow.
A cap of 150% allows for meaningful build choices (if your run is primarily Khajiit you can drop Elemental Catalyst, for example) while still making one feel like most sources of Critical Damage are helpful and wanted and not being terribly thought-intensive.
I don’t think they are additive.
I don’t think they are additive.
PrinceShroob wrote: »I don’t think they are additive.
According to the character menu, Feline Ambush, Fighting Finesse, Dexterity, and Minor Force are additive. Presumably all increases in Critical Damage that affect the player are additive. Not entirely certain that Elemental Catalyst and Minor Brittle are additive, but if the others are, then they likely are, as well.
Note that the patch notes say "your Critical Strikes will not deal more than 125% damage or healing in total" which must be incorrect; a critical hit without any additional Critical Damage deals 50% more damage, meaning 150% damage, so I'm not entirely sure whether the restriction is just additional critical damage (in which case the cap is actually 175%, since it doesn't include the base 50%) or critical damage in total.
Dagoth_Rac wrote: »Grandchamp1989 wrote: »150 would have been much less restrictive. Don't think we'll see many cats around
Why would there be no cats? Light armor has always been popular in PvE because they could reach the pen cap easier, allowing everyone to focus on other areas of damage. Now Khajiit will be able to reach Crit Damage cap easier, allowing them to focus on other areas of damage. I would not be surprised to see light armor all-Khajiit groups become meta in PvE, so groups can reach pen cap and crit damage cap with fewer support sets.
Wolf_Watching wrote: »I’m not even sure what goal is being achieved by placing a cap on this at all besides stifling creativity. Unless I’m mistaken, this will not stop people from building crit in PvE as we still are both, A) crit-starved, and B- left with a lack of better or even equal options to build for.