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Min/Max Combos (Very Early Theorycrafting)


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#331
irons

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Like I said before I did the math and I'm pretty sure that a DK in medium armor will be able to tank all master dungeons because you don't get much more tanky if you go with full heavy armor.

 

 

Sorry for the DP, but I forgot to include this thought:

 

I actually think that the 3% base regen won't be modified through extra % regen, but that all the +flat regen will be modified by further +% regen. You feel me?

 

3%+(X*Y%) where X is the flat regen you have and Y is 1+the percent of extra regen you get.

 

For example, if you have 100 stamina you'll automatically have 3/second. If you also have +10 regen from something, then you'll have 13/second. But, if you have something that gives +50% stamina regen then you'd have 3+(10*1.5) for 18.

I think it's the opposit. That the hp reg(%) only influences the base HP reg and that the hp reg(fix amount) doesn't get effected by it.

But it could also be that all get's boosted.



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#332
Musclemagic

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Like I said before I did the math and I'm pretty sure that a DK in medium armor will be able to tank all master dungeons because you don't get much more tanky if you go with full heavy armor.

 

 

I think it's the opposit. That the hp reg(%) only influences the base HP reg and that the hp reg(fix amount) doesn't get effected by it.

But it could also be that all get's boosted.

 

I don't think you'll be able to tank in full medium, because the set bonuses won't be focused on tanking like heavy armor set bonuses will be. I think that it's within these set bonuses that the gap between DK and other tanks will get smaller. Because I believe the armor bonuses will be a big factor, and that heavy armor bonuses will be for tanking. If this is accurate, then you won't be able to get away with medium armor even if the armor value isn't much less.

 

And yeah, it's just speculation. I wish we could just straight up ask a dev how regen's calculated. lol



#333
irons

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I don't think you'll be able to tank in full medium, because the set bonuses won't be focused on tanking like heavy armor set bonuses will be. I think that it's within these set bonuses that the gap between DK and other tanks will get smaller. Because I believe the armor bonuses will be a big factor, and that heavy armor bonuses will be for tanking. If this is accurate, then you won't be able to get away with medium armor even if the armor value isn't much less. And yeah, it's just speculation. I wish we could just straight up ask a dev how regen's calculated. lol

Interesting so you think the important factor will be set boni.While I can see that I personal thought that the most powerful set boni would be available through master dungeon gear and to get those you would allready have to be able to finnish them without those boni.From what I have seen the armor difference looks like this.Light Armor: 0.6Medium Armor: 1Heavy Armor: 1.2

 

/Edit:

I forgot something while you are surely right that heavy armor boni more likely (there will also be some for DPS)focus on tanks that a medium armor could have a set boni like evasion which might could be just as good as the tank bonus



#334
Nuke

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Alright after seeing the fire Mage dk setup I was sold. So let's say I create this class to be the best glass nuke it can be. Obviously I'll have a realistic amount of health, but is there a point where having too much magicka would be pointless? In other words, is magicka only good for having the ability to cast more spells or does it also increase spell damage/crit chance?

#335
irons

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Alright after seeing the fire Mage dk setup I was sold. So let's say I create this class to be the best glass nuke it can be. Obviously I'll have a realistic amount of health, but is there a point where having too much magicka would be pointless? In other words, is magicka only good for having the ability to cast more spells or does it also increase spell damage/crit chance?

It doesn't increase your damage (not in a direct way). However more magicka allows you do use your abilities more often. That's why you might should focus on magicka regeneration.

#336
Musclemagic

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Alright after seeing the fire Mage dk setup I was sold. So let's say I create this class to be the best glass nuke it can be. Obviously I'll have a realistic amount of health, but is there a point where having too much magicka would be pointless? In other words, is magicka only good for having the ability to cast more spells or does it also increase spell damage/crit chance?

 

As pure damage caster, with all MP abilities, I'd recommend going high MP for sure. You'll still probably want Dark Exchange. You'll be able to take expensive spells and almost never have to use normal weapon attacks (that do less damage than spells).



#337
Terhix

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As pure damage caster, with all MP abilities, I'd recommend going high MP for sure. You'll still probably want Dark Exchange. You'll be able to take expensive spells and almost never have to use normal weapon attacks (that do less damage than spells).

 

No Dark Exchange on DK :P.



#338
irons

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No Dark Exchange on DK :P.

But he could use Entropy :-)



#339
Musclemagic

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No Dark Exchange on DK :P.

 

.... I'm not thinking clearly right now apparently, haha! Good call! XD

 

 

But he could use Entropy :-)

 

Neither is Irons. I don't feel so bad anymore. /cheer!

 

 

 

Honestly though, Nuke, I wouldn't dedicate yourself to using that build quite yet. It'll definitely be good damage in PVE, but that was a really early build idea and I don't think it's that great of a concept anymore.

What is it that you like about it? We can definitely make a better build for you then that if we know what you're looking for.



#340
Nuke

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Ahh it's no biggy, I just want a squishy class that can fling some crazy damage. The class I've been putting together that looks pretty cool is a Daedric summoner in heavy armor with a two handed wep. Sorry for all the questions, but with that class could I not just put enough points into magicka to be able to summon pets and throw the rest in stam? Anyway if anybody wants to put a class together try that one out, I'd like to see why you do differently.

#341
irons

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Neither is Irons. I don't feel so bad anymore. /cheer!

 

Entropy used to give you magicka. I don't check the damn spreadsheet every day.



#342
Musclemagic

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Entropy used to give you magicka. I don't check the damn spreadsheet every day.

 

Haa! I was just teasing! :P

 

 

Ahh it's no biggy, I just want a squishy class that can fling some crazy damage. The class I've been putting together that looks pretty cool is a Daedric summoner in heavy armor with a two handed wep. Sorry for all the questions, but with that class could I not just put enough points into magicka to be able to summon pets and throw the rest in stam? Anyway if anybody wants to put a class together try that one out, I'd like to see why you do differently.

 

2h summoner in heavy.. interesting. Not much synergy going on, but in Heavy you won't have many resources so having pets is a good way to go about not requiring a lot. Anything in Heavy isn't really going to be squishy, but that's not a bad thing, I think something like this would work. It's not exactly high damage output, but your 2H swinging for a bit more--would work better with Haste though as a NB.. Summon Shade/Haste instead of two pets.. You'd get 1 pet still anyway, :P. You'd be able to spam Critical Charge, too, for burst..it's actually pretty good damage per resource. So maybe instead of taking Momentum you take Mage's Fury...

 

Pet 1

Pet 2

Critical Charge

Momentum

Immovable

 

Yeah, I think either:

NB-

Shade

Critical Charge or Teleport Strike

Haste

Momentum

Immovable

 

OR

 

Sorce-

Pet 1

Pet 2

Critical Charge

Mage's Fury

Immovable

 

The trick would just be getting out of the 3m minimum range for Critical Charge spam.

 

It all depends on what the morph abilities are though. Without the morphs, NB has a clear advantage if shade and sorce pets do the same damage.



#343
Nuke

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Sry wasn't clear, meant I was gonna make a squishy fire dk class for shits. Main class is the one I'm talking about and you've pretty much got the same setup I did. NB probably would be better, but the idea of 2h heavy armor dude surrounded with pets is too much for me to pass up. Might get boring with pets doing all the work but oh well. One thing I was curious about was how overload is going to workout. Turns light and heavy attacks into empowered versions that cost ultimate? Not sure if that just means every kind of attack you have, but it sounds pretty nasty with a 2-hander, especially if it worked with critical charge. If not I'll just go with storm atronach and be happy with another pet haha

#344
Nuke

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Another option may be having the 2h setup to go for casters/kiters. Then pulling out a 1h/shield that's slotted with the 2 pets and survivability for anyone running after you. Could just try and stay alive while the pets do the work haha. Idk just trying to think outside the box.

#345
Oberon

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One thing I was curious about was how overload is going to workout. Turns light and heavy attacks into empowered versions that cost ultimate? Not sure if that just means every kind of attack you have, but it sounds pretty nasty with a 2-hander, especially if it worked with critical charge. If not I'll just go with storm atronach and be happy with another pet haha

 

Light and heavy attacks are the standard free attacks that you get with every weapon.  They aren't the same as the active abilities that cost Magicka or Stamina, like Mage's Fury or Critical Charge.






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