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Tetator

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  1. Good morning everyone I've done math over the Week End to help me decide which will be my first character. i realized that i was missing a key data : By how many % does a critical strike increase base damage ? If my memory is correct, i've read somewhere that previous Elder Scrolls game had 100% damage increase for physical attacks, and 50% damage increase for magical attacks. That being said, we know the developer is different so i would not bet on it. The only thing that could orient me on a number in the game in on the dual weld tree, the last passive (Twin Blade and Blunt) grants 1,25% damage increase with swords, and 2,5% critical chance increase with daggers. As daggers and swords in ESO are doing exactly the same amount of damage, i would tend to believe that the developers did try to balance the whole thing and thus 1.25% damage = 2.5% crit chance. This would argue that a critical strike does +50% damage. Would you agree with this statement ? Have anybody read anything about this and be in a position to share what is the real number ? Thanks in advance
  2. Usually in MMO the crit damage bonus is as follow : - 100% damage bonus for physical crit - 50% damage bonus for magical crit Do we have any information about ESO and the way they deal with crit damage bonus ? Because it changes the math for sure ! Now to come back to the 15% damage increase in case of crit, my understanding is this one : If a normal hit does 100 damage Acording to me, a crit hit will do 200 damages With a Khajiit, it will be 215 (instead of 100% damage increase, i have 115%) If it's 50% then Yaije math is the correct one according to me except the formula is : final damage = damage * 1.5 * 1.15
  3. I have a BIG DOUBT here. The talent sais that "+1% damage per ...". The staff is, before anything, a weapon. Thus i would tend to consider that the 10% damage we are talking about is "weapon damage". Thus this would not affect spells damages. That being said : - Resto Staff does not perform any weapon damage as a blade for ex. (you do not have any resto staff skill that performs physical attacks, and light and heavy attacks are magic) - Most of the DKs i've seen were wearing Resto Staff. I would tend to say for the 10% damage bonus to their fire AOE spells. Could anybody say for a fact if this 10% bonus applies to weapon damage only, or any damage (including spells) ? Thanks
  4. So at best it's a 5% damage bonus for all spells. Makes for sense. But less interesting also Do you know if "Focused Charge" is benefiting from the weapon damage ? Will my level 50 sword Focused charge do more damage than if i do the same charge with a level 1 sword ? Focused charge is supposed to do magical damage so in my mind should only be influenced by Spell power, and no weapon power, but i could be wrong.
  5. Ok Many Many Thanks for your inputs. Following the Templar path then, and having a template turning around Focused Charge, my theory is that Focused Charge, as it's a magic based skill, and generate magic damage, is not influenced by the weapon i wear (IE, i can wear a level 1 sword or a level 50 sword that does 100 times more physical damage, it doesnt change the damage done by my spell). In my mind Focused Charge is just like a regular spell (fire ball for ex) that has a "skin" where my character will actually move to the other one. But there will be no real "weapon hit". According to me, magical damages are only influenced by spell power. Physical hit are influenced by weapon power. Thus Focused Charge, as it's a magic spell, that performs magical damage, is only influenced by spell power. The reason why i'm asking that is "What weapon should i choose", in order to optimise Focused Charge ? should I go for a massive 2 handed sword for ex (should we say that physical damage of the sword adds to or influence the magical damage of Focused Charge), or should i can go for a restoration staff let's say. Indeed, i am considerably looking at one passive of the restoration staff : Cycle of life. does any body knows if this passive will increase the damage of my Focused Charge ? Cycle of Life Rank 1/2While a restoration staff is equipped...+1% damage for every 20 health you have. Thanks in advance for your help
  6. The 2 builds i am currently hesitating into are : Sorcerer Kanjiit Heavy Armor 2H Weapon PVE bar : 1) Critical Charge 2) Surge 3) Momentum 4) Bolt Escape 5) Winged Twilight Pet PVP Bar : 1) Critical Charge 2) Surge 3) Bound Armor or Immovable 4) Bolt Escape 5) Winged Twilight Pet Purpose of this build is to buff myself (Momentum is Stamina Based, Surge is Magicka Based, so good equilibrium) and charge to the enemy. Critical Charge has a 100% crit chance which proc Surge to self heal. Bolt escape is stunning around me while moving me away, so that i can charge again. The Twilight pet is here for additional damage and healing me if below 30% health. Kanjiit is chosen because of the 15% damage increase when critical strike, which is garanteed with Critical Charge. After it's just that i'm full Heavy armor for damage mitigation. The 2nd build i'm hesistating with is : Templar Breton Heavy Armor 1h + Shield PVE bar : 1) Focused Charge 2) Puncture 3) Sun Fire 4) Immovable 5) Restoring aura. PVP Bar is made of healing spell and wearing healing staff. Purpose of this second build is to charge using focused charge, then Puncture for 40% resistance reduction (debuff), then Sun Fire (magic damage + DOT), Sun Fire also Snares, so that i can move away to charge again. Immovable is for armor and resistance upgrade + anti-CC, and restoring aura help to have sustainability. Breton is for natural magic resistance (PVP) and spell cost reduction. Your preference ?
  7. Good morning everyone I have been participating in the last 2 Beta sessions, and there is a "Spell" i do love : Charge. Initially the one i was using was the one in the 2hand weapon tree (Critical Charge). I loved it and found it was doing pretty sustained damage (i was level 15 at that time). I realize now that i'm studing which class to start with when the game will be realeased that there are 3 charge "spells" : - the 2 handed weapon "Critical Charge" that has a 100% crit rate - the 1hand+shield "Shield Charge" that also stun - the Templar Class " Focused Charge" I was wondering which charge was doing the most damage. Here is my analysis : - Critical Charge and Shield charge are both weapon "tree spells", cost stamina, and perform physical damage - Focused Charge is, on the other hand, a class spell, cost magicka, and perform magic damage My guess is that physical damage is increased by weapon power, and thus influenced by the weapon base damage. IE the more powerful my weapon is, the harder the charge will hit. Same thing for weapon power boosts like Momentum or Surge, that will according to be benefit to the physical damages induced by let's say Critical Charge. On the other hand, Focused Charge, that is magic damage based, will not directly benefit from the weapon (melee) power. The only thing that will improve Focused Charge is Spell Power, which mean items or buff that will increase spell power. On that regard, i would anticipate "Critical Charge" to scale up quicker that "Focused Charge" with level rising up. Moreover, i plan to be equipped with Heavy Armor, which i'm not sure i will be able to enchant with any "+++ Spell Power" but i don't know for a fact about it. PVP wise tho, i anticipate many people will be equiped with medium armor or heavy armor, which means heavy physical damage mitigation. That being said, physical damage mitigation will affect physical damage made (for ex with Critical Charge) but will not affect magic based charge like Focused Charge. The only thing that will affect Focused Charge is "Magic Resistance" which at the end is not really spread around. For sure light armors have huge magic resistance. Immobilisation (from Heavy Armor) also grant a nice bonus. but that's it. So my guess at that point is that : - Critical charge will do more damage in absolute as it will scale up quicker with levels (as it's benefiting from increased weapon power) - but taking into account physical and magical resistances in PVP, i anticipate that Focused Charge will do more damage as my guess is that magical resistance will be less that physical damage mitigation. I would love to ear your arguments regarding this analysis. and your thoughts in general. Thanks in advance
  8. I started from your proposal and updated it slightly, for discussion purpose : Weapon 1: Two handI. Critical Charge- Always hits with critical damage, combined with surge provides a self healII. Momentum - DamageIII. Winged TwilightIV.Final Death Blow : Either Mages Fury or Reverse SlashV. Bound Armor- Armor plus increased heavy damage with morph Purpose is to put on this first bar everything that could not be cast/kept from the second bar. Indeed, should 2nd weapon be a bow for exemple, then you could not cast Critical Charge nor Momentum ==> Must be on the first bar.Same for winged Twilight and Bound armor that are Toggled and thus would not remain if cast from 2nd bar.Regarding Final Death Blow, i'm wondering between the 2. Reverse Slash seems stronger but would mean a 3rd Stamina oriented capacity in this bar, and we know we need 50% stamina for CC break ... Thus pointing out to Mages Fury as best ... Not sure tho On the 2nd bar i put then what can be used as buff or defensive skills and remains afterwards :SurgeEncaseEvasionSnipe Your thoughts ?
  9. Would you consider that the racial passive effects (either Altmer or Dunmer) do apply to all "fire effects" like the Fire DOTs but also the Molten Weapon buff and so on ? Same question for "Weakness to elements" ? I would personally assure Weakness to Elements to work on every fire effects as it's a debuff of the target. However i fear that the racial effects will only apply to the DOTs, but nothing more. Your thoughts ?
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