ZOS_GinaBruno wrote: »Thanks for all your feedback so far, everyone. Just letting you know we've been reading your posts and are still evaluating all changes we've made so far.
Gilliamtherogue wrote: »ZOS_GinaBruno wrote: »Thanks for all your feedback so far, everyone. Just letting you know we've been reading your posts and are still evaluating all changes we've made so far.
Can we get some insider scoops on how the team is feeling about the changes so far, and discussions about potential changes? We don't expect everything the team wants to get through into each patch to happen, but I think it would be super helpful to have the team be a bit more transparent with their hopes/goals with these changes; even if they don't happen right away.
Lightspeedflashb14_ESO wrote: »
Of course i have. Lets do some maths: Sharpened is 2700 penetration, 660 penetration is 1% damage increase which is also boosted by critical chance. Lets consider we have 40% crit. chance and 70% crit. damage bonus which is lowered by crit resist to ~40% critical damage bonus. 2700 penetration is 2700/660 ~ 4% damage increse. Now we adding crit. chance: 4%+(4*0.4*0.4)=4,6% damage increase. Lets take oblivion enchant. Its 2100 unersistable damage every 5s, which is 2100/5= 420 dps alone. Infused shorten cd by half and boosting damage by 30% so its 2100*1.3/2.5=1090 dps. Infused alone bring 670 dps. In pvp i am doing about ~5k dps when fully boosted and my dots are running. But this is often lower because of healing, ccing, dots not running etc. So sharpened is 4,6% damage increase which is about 230 dps (5000*0.046) while infused is near 3 times stronger with 670 dps and often is much stronger then 3 times. Sharpened is good only in burst scenario when dps is near 15k, but no one will have those dps in pvp.
So 670 dps from infused oblivion enchant or 230 dps from sharpened? Even i counted only 1 enchant, u can have 2-3 infused enchants which boosting infused even in better spot.
Lets take precise trait on nb or templar. Lets consider we have 80% crit. damage bonus which is reduced by crit. resistance to 50%. Precise trait give us 9% bonus to crit. chance which is 9*0.5=4,5% damage increase which is comparamble to 4,6% damage increase from sharpened. But precise also boosting healing so who will take sharpened over precise? No one.
I dont have math for nirn. but its doesnt matter, when i compare infused, sharpened and precise its something like Infused by a large margin > precise > sharpened.
In PVE where crit damage is even higher, precise trait offset sharpened even more.
Thats why i dont understand so huge nerf to sharpened, 3300 penetration is much more comparable to precise, little better damage in pvp but not boosting healing and in pve its not so bad trait like it will be with 2700 pen. And nerfing oblivion enchant by 30-50% which also helps with traits balance.
First, your "analysis" is based soley on PVP because you want to use the BS/OD problem to make your case. So this argument holds no sway over the whole PVE realm where OD is not doubled in effectiveness as it is in PVP currently.
Second, you use your actual 5k dps from pvp actual play for the sharpened side and then use straight math (perfect timing) for your infused side? that is bad logic.
Third, since your argument is based off only one DPS value, in one type of play, using one type of enchant that is currently OP... it has very little to say about the overall balance of infused vs sharpened.
While personally i do think sharpened might be a tad low at this value, no comparison using this logic will support a need for the change.
I Still wating for changes on icestaff
ZOS_GinaBruno wrote: »Thanks for all your feedback so far, everyone. Just letting you know we've been reading your posts and are still evaluating all changes we've made so far.
Lightspeedflashb14_ESO wrote: »
Of course i have. Lets do some maths: Sharpened is 2700 penetration, 660 penetration is 1% damage increase which is also boosted by critical chance. Lets consider we have 40% crit. chance and 70% crit. damage bonus which is lowered by crit resist to ~40% critical damage bonus. 2700 penetration is 2700/660 ~ 4% damage increse. Now we adding crit. chance: 4%+(4*0.4*0.4)=4,6% damage increase. Lets take oblivion enchant. Its 2100 unersistable damage every 5s, which is 2100/5= 420 dps alone. Infused shorten cd by half and boosting damage by 30% so its 2100*1.3/2.5=1090 dps. Infused alone bring 670 dps. In pvp i am doing about ~5k dps when fully boosted and my dots are running. But this is often lower because of healing, ccing, dots not running etc. So sharpened is 4,6% damage increase which is about 230 dps (5000*0.046) while infused is near 3 times stronger with 670 dps and often is much stronger then 3 times. Sharpened is good only in burst scenario when dps is near 15k, but no one will have those dps in pvp.
So 670 dps from infused oblivion enchant or 230 dps from sharpened? Even i counted only 1 enchant, u can have 2-3 infused enchants which boosting infused even in better spot.
Lets take precise trait on nb or templar. Lets consider we have 80% crit. damage bonus which is reduced by crit. resistance to 50%. Precise trait give us 9% bonus to crit. chance which is 9*0.5=4,5% damage increase which is comparamble to 4,6% damage increase from sharpened. But precise also boosting healing so who will take sharpened over precise? No one.
I dont have math for nirn. but its doesnt matter, when i compare infused, sharpened and precise its something like Infused by a large margin > precise > sharpened.
In PVE where crit damage is even higher, precise trait offset sharpened even more.
Thats why i dont understand so huge nerf to sharpened, 3300 penetration is much more comparable to precise, little better damage in pvp but not boosting healing and in pve its not so bad trait like it will be with 2700 pen. And nerfing oblivion enchant by 30-50% which also helps with traits balance.
First, your "analysis" is based soley on PVP because you want to use the BS/OD problem to make your case. So this argument holds no sway over the whole PVE realm where OD is not doubled in effectiveness as it is in PVP currently.
Second, you use your actual 5k dps from pvp actual play for the sharpened side and then use straight math (perfect timing) for your infused side? that is bad logic.
Third, since your argument is based off only one DPS value, in one type of play, using one type of enchant that is currently OP... it has very little to say about the overall balance of infused vs sharpened.
While personally i do think sharpened might be a tad low at this value, no comparison using this logic will support a need for the change.
Yes i am doing only comparision from pvp perspective with broken oblivion damage. Without oblivion damage infused trait is very good balanced.
U write that infused trait is affected by timing, perfect rotations. Thats true but from my expirience i never have problem procing oblivion enchant every 5-6 sec. I can proc it from la, ha and skills, almost everything procing oblivion enchant.
From pve perspective i dont know how penetration is calculated, but somwhere i was reading thats is 330 per 1% damage. If its true sharpened is still king of the hill, if not precise is better.
From pvp perspective, if someone can get about 80% critical damage bonus which isnt so hard on nb or templar, precise is comparable to sharpened and nirnhoned. Nirnhoned i think will be best trait because isnt affected by shields. Thats why i think sharpened can have little bit bigger bonus. See u in vma.
Lightspeedflashb14_ESO wrote: »
Of course i have. Lets do some maths: Sharpened is 2700 penetration, 660 penetration is 1% damage increase which is also boosted by critical chance. Lets consider we have 40% crit. chance and 70% crit. damage bonus which is lowered by crit resist to ~40% critical damage bonus. 2700 penetration is 2700/660 ~ 4% damage increse. Now we adding crit. chance: 4%+(4*0.4*0.4)=4,6% damage increase. Lets take oblivion enchant. Its 2100 unersistable damage every 5s, which is 2100/5= 420 dps alone. Infused shorten cd by half and boosting damage by 30% so its 2100*1.3/2.5=1090 dps. Infused alone bring 670 dps. In pvp i am doing about ~5k dps when fully boosted and my dots are running. But this is often lower because of healing, ccing, dots not running etc. So sharpened is 4,6% damage increase which is about 230 dps (5000*0.046) while infused is near 3 times stronger with 670 dps and often is much stronger then 3 times. Sharpened is good only in burst scenario when dps is near 15k, but no one will have those dps in pvp.
So 670 dps from infused oblivion enchant or 230 dps from sharpened? Even i counted only 1 enchant, u can have 2-3 infused enchants which boosting infused even in better spot.
Lets take precise trait on nb or templar. Lets consider we have 80% crit. damage bonus which is reduced by crit. resistance to 50%. Precise trait give us 9% bonus to crit. chance which is 9*0.5=4,5% damage increase which is comparamble to 4,6% damage increase from sharpened. But precise also boosting healing so who will take sharpened over precise? No one.
I dont have math for nirn. but its doesnt matter, when i compare infused, sharpened and precise its something like Infused by a large margin > precise > sharpened.
In PVE where crit damage is even higher, precise trait offset sharpened even more.
Thats why i dont understand so huge nerf to sharpened, 3300 penetration is much more comparable to precise, little better damage in pvp but not boosting healing and in pve its not so bad trait like it will be with 2700 pen. And nerfing oblivion enchant by 30-50% which also helps with traits balance.
First, your "analysis" is based soley on PVP because you want to use the BS/OD problem to make your case. So this argument holds no sway over the whole PVE realm where OD is not doubled in effectiveness as it is in PVP currently.
Second, you use your actual 5k dps from pvp actual play for the sharpened side and then use straight math (perfect timing) for your infused side? that is bad logic.
Third, since your argument is based off only one DPS value, in one type of play, using one type of enchant that is currently OP... it has very little to say about the overall balance of infused vs sharpened.
While personally i do think sharpened might be a tad low at this value, no comparison using this logic will support a need for the change.
Yes i am doing only comparision from pvp perspective with broken oblivion damage. Without oblivion damage infused trait is very good balanced.
U write that infused trait is affected by timing, perfect rotations. Thats true but from my expirience i never have problem procing oblivion enchant every 5-6 sec. I can proc it from la, ha and skills, almost everything procing oblivion enchant.
From pve perspective i dont know how penetration is calculated, but somwhere i was reading thats is 330 per 1% damage. If its true sharpened is still king of the hill, if not precise is better.
From pvp perspective, if someone can get about 80% critical damage bonus which isnt so hard on nb or templar, precise is comparable to sharpened and nirnhoned. Nirnhoned i think will be best trait because isnt affected by shields. Thats why i think sharpened can have little bit bigger bonus. See u in vma.
in pve pen is the same but OD does not get the de facto BS double, so OD is not overpowering the calculations.
But as you say, except for OD, infused seems about right so the issue remains OD/BS to be fixed, not everything else changed to balance that out.
Lord_Dexter wrote: »I Still wating for changes on icestaff
Ice staff need some major tweaking to have viable ice tank builds @ZOS_GinaBruno
@Wrobel
overclocker303b14_ESO wrote: »Universally adjusted the values of some 1, 2, 3, and 4-piece bonus stats for all Item Sets:
Physical or Spell Penetration has been decreased by 22%
The only set I can think of that is even affected by this is Kragh's. Don't feel like it needed a nerf since the sharpened trait was already reduced significantly.
Not a huge deal but I think it might hurt newer players a bit since it is one of the easier monster sets to obtain. Aside from that I've tested a fair amount on PTS now and overall happy with the changes.
JustSnilloc wrote: »Also, Infused armor needs a buff too as it is currently inferior to Divines. My reasoning is the same as to why Prosperous should be buffed.
JustSnilloc wrote: »Divines - 124 Additional Points of Stat Recovery (*with corresponding Mundus)
Divines - 1065 Additional Points of Stamina/Magicka (*with corresponding Mundus)
Infused - 800 or 900 Additonal Points of Stam/Mag or Health. (Was infused armor buffed too? 866 or 975 if it was buffed).
krag's 1piece bonus is being balanced agiasnt other 1piece bonus like +wpndmg, to provide similar DPS increases, so 1 piece krags is comparable to 1 piece kena for example. The change to the sharpened trait is not related at all.
I'm not sure Prosperous is there yet.
So wearing seven pieces of gold Prosperous gear grants 77 recovery to all three resources. So let's say I'm wearing seven Prosperous, and I have Major and Minor Endurance and Intellect. (I'll ignore health for now since health recovery isn't important on most builds.) That's right around +100 recovery to each resource. Of course, I won't be running full Prosperous. But it might be useful as an off-trait, say, coupled with five or six pieces of Impenetrable in PVP (Well-Fitted currently plays this role on many stam PVP builds).
The cost of dodge-roll on my stamplar right now is 3716 stamina. With one gold Well-Fitted piece, that would go down to 3514, saving me 202 stamina every time I dodge roll. If I switch this out for a gold Prosperous piece (and have Major and Minor Endurance and Intellect), I lose these cost savings but gain something 14 stamina and magicka every two seconds. 28 seconds will need to pass before Prosperous gives me back enough stamina to equal Well-Fitted, and since I'm dodge rolling more often than every 28 seconds during a fight in Cyrodiil, I can't see any way Prosperous can even come close to Well-Fitted for stamina sustain.
So the question is whether the additional magicka sustain is worth losing all that stamina sustain by choosing 1-piece Prosperous over 1-piece Well-Fitted. I suspect the answer is No, since 14 magicka every two seconds is not going to make a noticeable difference in how often my stamplar can cast Ritual, or how often a stamblade can cast Cloak.
But I know ZOS maths and so I'm sure they ran through these same calculations. I just don't see the use yet.
phaneub17_ESO wrote: »I would like to see traits have dual purpose, for both Weapons and Armor traits.
Weapons:
Decisive - In addition to having a chance to generate additional Ultimate points it should also reduce the cost of Ultimate by 10% at two-handed gold.
Powered - Can you have it affect both Healing Done and Healing Received, so even non-healers can benefit from having it.
Precise - Have it also affect Critical Strike damage by half the value.
Infused - Love it, it's already a dual purpose trait and we need to see more like it!
Armor:
Prosperous - Having it grant resource recovery is a good start, add 5% resource cost reduction as well.
Well-Fitted - Is it too much to add Bash attack as well?
Sturdy - Also increasing amount of damage blocked by half as much?
MyrddinEmrys wrote: »Gonna put my 2¢ in:
The sharpened nerf seems a little extreme. Bring it down to 3.5k or 4k, but a 55% cut is unacceptable.
And before all the people start throwing accusations - NO, I don't have a sharpened vMA staff (I dont have any vMA staff for that matter)