Would be nice if the slottable stars for spell damage and weapon damage weren't trash.
RandomKodiak wrote: »I may be missing something but in an optimised group that you know you will have to take a different CP or go over cap isn't it just more damage, even if it's not perfect? If you are on a Khajiit NB don't wear kilt, don't slot backstabber and wear a monster set or 2 1 piece crit instead. Even if not perfect it should still be more damage because you get to slot CPs that others can't because you are all at the same crit cap.
No, we don’t need that. It’s a meta shift and I don’t see why furries needs to be on par, you either race change or keep a lower damage race
-sincerely yours, breton BiS
No, we don’t need that. It’s a meta shift and I don’t see why furries needs to be on par, you either race change or keep a lower damage race
-sincerely yours, breton BiS
Different races getting more or less powerful is normal and expected, but getting to a stage where the main racial skill becomes completely worthless for a subset of players feel entirely counter to the pretty good progress over the last few patches getting racials fairlywell balanced.
- 50% Base
- 30% Major/Minor Force
- 15% EC
- 14% Medium
- 12% Khajiit
- 10% Brittle.
Grim focus was 2% crit damage per stage.
That was changed to 1% damage, and then to 60 spell/weapon damage which gives you an idea of where ZoS feel spell damage vs damage % vs crit damage % equate.
This means fighting finesse 10% crit damage should be equivalent to 300 spell damage, meaning the spell damage CP is half as good as it should be.
Either that or NB's got a massive buff to grim focus.
The challenge is finding good alternative CPs. Essentially the two crit damage ones are solid and then generally you have to choose some combination of the two paired CPs (ST/AoE and Direct/DoT). If your setup is heavily skewed in one direction on either of those pairings, then one of the two will be strong, while the other becomes worth less and less. Given the relative weakness of the SD/WD ones (see first post) this means that those hitting the cap without CP will likely be forced to take subpar 4th or even 3rd CP.
Easiest example would be Khajiit Stamplar using medium armour. They would get (in an optimised group):
- 50% Base
- 30% Major/Minor Force
- 15% EC
- 14% Medium
- 12% Khajiit
- 10% Brittle
- 10% Templar
That's 141% before Kilt or CP, so already 16% they get no value from, plus they will have to take a subpar gear option in place of Kilt and then potentially two subpar CPs (Jabs heavy Stamplar skews quite a bit to AoE and Direct so the ST and DoT stars are far less strong).
The challenge is finding good alternative CPs. Essentially the two crit damage ones are solid and then generally you have to choose some combination of the two paired CPs (ST/AoE and Direct/DoT). If your setup is heavily skewed in one direction on either of those pairings, then one of the two will be strong, while the other becomes worth less and less. Given the relative weakness of the SD/WD ones (see first post) this means that those hitting the cap without CP will likely be forced to take subpar 4th or even 3rd CP.
Easiest example would be Khajiit Stamplar using medium armour. They would get (in an optimised group):
- 50% Base
- 30% Major/Minor Force
- 15% EC
- 14% Medium
- 12% Khajiit
- 10% Brittle
- 10% Templar
That's 141% before Kilt or CP, so already 16% they get no value from, plus they will have to take a subpar gear option in place of Kilt and then potentially two subpar CPs (Jabs heavy Stamplar skews quite a bit to AoE and Direct so the ST and DoT stars are far less strong).
Can you be a little more honest about this? It's like you're not even trying to make a build that works.
Minor force is always provided by you, so it's an easy one to cut.
You don't have to run 7pc medium, you'll be better off using some light armour to hit pen cap, but whatever.
Most groups won't be running EC except as a replacement for backstabber.
Let's throw some quick theory craft around shall we?
- 50% Base
- 20% Major Force
- 14% Medium
- 12% Khajiit
- 10% Brittle
- 10% Templar
- 10% Fighting Finesse
126%
Looks pretty reasonable to me. So drop minor force and you're good to go on literally the worst case build. Now lets say you're a thinking cat and you decide running bah-sei is a good time, using ritual to keep your mag low, upping your pen and crit chance, 1pc slimecraw and 1pc crit, 7 light. With a few mag skills in your rotation you shouldn't have any issues with sustain even if you're not in 7m.
Slot backstabber or if the group really wants EC and you're at 127%. being 2% over cap when major force is up isn't a big deal.
You're confusing optimised group with the current meta. The current meta is to stack as much crit damage as possible.
If EC isn't helping, it'll be dropped for something else. That's what it means to be an optimised group. It's looking likely that dropping backstabber for EC is optimal next patch. *shrug* will wait and see.
If you're getting minor force for "free" because trap damage is really good, then it really is just swapping FF for another damage CP.
You're going to lose DPS this patch. Everyone is. That's the intent of a crit damage cap.
Will you lose dps relative to other builds is the question you should be focusing on and that's too dependant on what you end up running and what content you're doing and what your group wants to bring.
Ultimately your stamplar khajiit might not be the best setup for PvE trials, but then it's not exactly BiS on live right now so ...