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New 1h enchant nerf better idea..?

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How about instead of cutting the 1 hand enchant strength in half we keep the full strength and double the 2h enchant strength to make up for the lack of an enchant slot. Rather than make sword n board and dual wielders weaker.. by killing our enchants.

MagDK is going to be hit hard

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MagDK, already underperforming is now going to take a further hit with the racials.

The most common race, for obvious reasons was the Dunmer. The Dunmer was required, with the extra Flame damage, in order to make the MagDK hit at a reasonable level.

I actually enjoyed playing as MagDK, there is something very satisfying in whipping your enemy across the face with a flaming whip. May not have hit has hard as others, but it was still enjoyable.

If MagDK gets a buff, then all Dunmer MagDK's will just become Altmer MagDK's.

There needs to be some for of buff to MagDK due to it already underperforming and the Dunmers role in that build.

What was once a pretty balanced debate between Altmer / Dunmer as BIS for mag has gone, the winner is clearly Altmer by a mile, for essentially all MagDPS now. Breton has an honorable mention, but Dunmer is out of the race. Dunmer can now Stam but has no sustain, so it falls short to Redguard.

It's a pity, I have just finished leveling my Dunmer MagDK, I am building one of each race, so I don't want a 2nd Altmer (I have an Altmer Sorc). Dunmer just seems lost now, the perfect synergy between Dunmer and the underperforming MagDK is gone.

Draining Shot bugfix

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GG archer folk. Time to find a new bug playstyle to abuse enjoy.

Earthgore?

Looking for a casually active guild? The OBSIDIAN GUARD wants you. {NA/XB1}

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Are you looking for a casual guild? Do you have real life responsibilities that limit your game time? If so, then OBSIDIAN GUARD is the right guild for you.

We are an EP based guild that is open to any alliance. We are an active, but casual guild and have expanded the guild's experience online to Azura's Keep at obsidianguard.com and Discord for mobile chat. This is where our members organize groups for PvE/Undaunted dailies/dungeons. The guild hosts regular events such as a monthly lottery, dolmen and world boss completions, skyshard hunting, PvP nights, sewer runs, social trials, etc. We also hold special events/contests where prizes are awarded.

Once you've joined the guild in-game or visited Azura's Keep; you can find our Discord info and post an introduction (required for ranking up).

Interested in leveling your crafting? We have master crafters that can help you level your crafting skills or create gear for your characters. We have sister guilds that can help with provisioning, finding recipes, acquiring materials for crafting, or even farming for motifs. A huge benefit is that we do not charge guild fees. However, this means we do not have a trader. We do have a specific channel on Discord where you can post or request items to buy/sell/trade with other members. It is not required that you join our website or Discord to be a member.

Our core philosophies have always been to enjoy playing with a laid back crew whenever you can and help out other members when needed.

If you're interested in joining us, please reply to the forum with your Xbox Live GT and we'll get an invite sent ASAP. OBSIDIAN GUARD is one of the longest running active guilds on the Xbox One NA server. Come join a guild where everyone has helped shape it into a home away from home!

Pet scaling

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All pets will now inherit your bonuses and derived stats. This means your Critical Hit Chance, Critical Hit Multipliers, Champion Points, and other % damage or healing amplifications will be applied to any pet you summon. Item sets that summon pets will continue to not inherent your Critical Strike Chance.

Does this mean Sorc pets scale with magicka and spell damage now?

[Class Rep] Warden Feedback Thread

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The purpose of this thread is to give you a place to post your current top two pain points with the Warden. Our new Class Representatives will be keeping a close eye on this thread, and will utilize it to gather additional feedback for the notes they’re currently compiling for their first meeting with the Dev Team next week. Please be sure and keep your post clear and succinct, and focus more on what is currently frustrating you rather than potential solutions. Thanks!

No new character slots?

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Are we still getting our 1 free and additional purchasable character slots?

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Why can't we be angry at Abnur Tharn?

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... because I mean, he stole the amulet of Kings and ran away, after the main story and defeat of Molag Bal.

instead when the player meets him again they're like "Hurr durr, who are you? Oh! You say you're battlemage of Emperor Varen Aquilarios? ABSOLUTELY NO IDEA who that is. Not like he was the first person I spoke to since I escaped Coldharbour or anything. It's not like our merry band went into a Daedric plane to challenge a Daedric Prince. Being an adventurer SURE makes it hard to keep up with all your deeds, no matter how great!"

So PLEASE, can those of us that have completed the main story of the game have some extra dialogue?

Imperial StamDK Bugged?

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So this is just with volatile armor up. My red diamond tooltip is at 2275. No other skills are active.

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Well Nerf Ball SuperBowl IXX

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Had arrived! This years games will be held in your players racial passives neighborhood! Brought to you by you very own favorite bloggers! So grab your ****** and hold on tight!

RIP Pet Sorc

[Data Mining] New Crown Store Items from 4.3.0

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Warning: these pictures were datamined from the game client and may not be presented in the game right now. Most likely these items will appear in the Crown Store in the future, but it's not guaranteed! Also some of them are collectibles, so they will not be presented in the Crown Store at all. Manage your expectations accordingly.

Of Wolf and Raven - A casual, solo friendly guild. Beginners and Veterans welcome!

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Hi all! My name is RavenSworn, have been playing since beta started and loving this game so far!

I remembered the first few months of trying out the game, finding out how some of the mechanics work and so on. It was frustrating and I thought I would like to start a guild that focuses on new players or even returning players alike and help them gain some traction with the game play and such. It's my aim to help out these players and I would love to include those solo players that might need help once in a while with questing, grinding or what not.

I am also looking for veteran / new players to join us and help out with guild events or just managing some of the events planned out. We would appreciate and strongly recommend that you have Discord so as to keep up with our guild communications. Check out our discord servers and do drop by to ask around for more info. The servers are https://discord.gg/TUQYJxt . Dont worry if you can't VC with us, we are more then happy to welcome you to the guild!

There are many events that I am planning for the coming year with new dlcs so do drop me a pm, or a mail in the forums or ingame for an invite! Hope to see you in Tamriel and luck on your battles!


UPDATE *we have reached 400+members! We are looking for late night US based players or Oceanic players. Most of our players are playing in the EST/PST timezone so it would be awesome if we can get more late nighters, morning rushers or Oceanic / Aus players looking to find a home.

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One of our officers did some streaming, do watch out for it!
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Dolmen Run!
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The Aetherian Archives
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Hel Ra Citadel
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Sanctum Ophidia
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Maw of Lorkhaj
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PTS Update 21 - Feedback Thread for Racial Passive Changes

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This is the official feedback thread for the racial passive changes. After you have a chance to try out different combat scenarios, let us know what you think of the current balance and changes.

Angry Unicorn Traders (AUT) and Angry Narwhal Traders (ANT) seeks ACTIVE traders and players!

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Are you an ACTIVE trader and player? Do you want a high volume location where your crap will MOVE? Does actively participating in the community around you make you feel all warm and fuzzy, like you're farting rainbows?

If you've said YES to any of the above, then perhaps Angry Unicorn Traders is for you!. We're established as one of the server's premiere trading guilds, with a kiosk location in Rawl'kha, a full and active guild roster, weekly raffles, auctions, discord and other fun guild events! AUT typically has a waitlist for entry; please message @sylviermoone, @Philgo68 or @Spage to be added.

Want to get in on the ground floor?? Because demand to join AUT is so huge, we've added a second guild!!! Angry Narwhal Traders (ANT) is recruiting members!! Currently trading out of Skywatch and boy, do we have big dreams. Message @sylviermoone, @Philgo68, or @Talmak for an invite!

We do have sales/contributions minimums, details can be found at tinyurl.com/AngryArmy. Angry Narwhal Traders adheres to the similar contribution minimums as AUT.

PTS Update 21 - Feedback Thread for Housing

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This is the official feedback thread for Housing, including the new homes and furnishings. Specific feedback that the team is looking for includes the following:
  • What did you think of the two homes currently on the PTS for testing?
  • Specifically for the Elinhir Private Arena, what did you think of the lever-activated hazards? How responsive were these hazards, and did they feel impactful? What’s your feedback on the damage they provided and their positioning?
  • Did you like the new furnishings?
  • Do you have any other general feedback?

So with change in Combat Lead Designer...

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What do folks think is going to happen? Please do not make this about the former combat lead designer; he is gone. Focus on what you believe is going to happen.

PTS Update 21 - Feedback Thread for Depths of Malatar

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This is the official feedback thread for Depths of Malatar. Specific feedback that the team is looking for includes the following:
  • Did you enjoy this new dungeon?
  • How did the difficulty compare to existing dungeons on Normal and Veteran versions?
  • Did you complete Normal or Veteran (or both)?
  • Which was your favorite boss in this dungeon, and why?
  • What level and build was the character you used?
  • Do you have any other general feedback?

DPS Data and Analysis on Racial Passives through all PTS cycles (Updated as of PTS 4.2.4 Murkmire)

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Recently, I have decided to take some time to analyze the damage difference between several different races. With the upcoming changes to racial passives, I feel that this is as good of a time it gets to test and offer detailed statistics on the actual effective differences between racial passives.

My goal with these tests is to analyze the effective damage differences between the top and bottom races, as well as a few in between, and as such, this post will serve to document my testing procedures, my calculations, and my comments on the whole thing. I will keep these updated as I collect more data from subsequent PTS 4.3.x cycles.

The ultimate goal I am trying to achieve is to offer a view on the racial passive changes from an end-game PvE damage-dealer, and propose changes based on the data I collect. My desire is to lower the damage gap between the top and bottom races for both Stamina and Magicka damage-dealing and make each race good at either one of them. That will be a separate forum thread in its entirety.

Just as a disclaimer, I am currently more well-versed in Magicka damage-dealing, and testing damage differences between Magicka classes is much easier than Stamina classes due to sustain being much less of an issue on Magicka classes.

PTS v4.2.4 Murkmire v.1 (25 December, 2018)
TL;DR: on a MagSorc, Dunmer passives give them +6.4% damage, Argonians +1.94%, Khajiiti none. This should about the same on MagBlades. The difference is higher on MagDens and presumably MagPlars. Let's not talk about MagDKs.
This testing session happened while I was still in Hong Kong, sitting at around 250-300ms ping. I did this session solo, supplying my own Elemental Drain.

Magicka Sorcerer

To start off with, I tested a non-pet MagSorc build across three different races: Dunmer, Argonian, and Khajiit. I chose these races because Dunmer is considered BiS for the Murkmire update, Khajiiti have no Magicka-related passives, and I just like Argonians.

Relevant Passives:
Dunmer: +9% max Magicka, +7% Flame damage, +2% Shock damage
Argonian: +3% max Magicka, restore 4620 Magicka on potion (effectively at most 102.6 Magicka/s)
Khajiit: none

All of the parsing was done in this setup: https://imgur.com/a/zPJ72x2

A quick note about parsing: numbers can vary wildly between each parse, so I've taken steps to make sure I get a number that is as close to their average as possible without having to actually perform and document hundreds of parses.

All the rotations were static and exactly the same. For each race, I did five separate parses on the 3mil dummy, throwing away all parses with imperfect rotations and those that deviated from the average by too much through lucky or unlucky crits.

Parsing numbers:

Dunmer: 44370, 43517, 43214, 43135, 42563
Argonian: 42275, 41477, 41464, 41298, 41097
Khajiit: 41241, 41115, 41108, 40110, 40087

So, on average, the Dunmer did 43359.8 DPS, the Argonian did 41522.2, and the Khajiit did 40732.2.

Compared to Dunmer, Argonians deal 4.33% less damage, and Khajiiti deal 6.0% less damage.

Put in another way, compared to no racial passives, Dunmer get a 6.45% more damage, Argonians get 1.94%, and Khajiiti get none.

The damage gap is lower than the 10% I had anticipated, but this is still a significant damage gap that end-game raiders constantly obsess over; I can elaborate on this topic in a separate thread.

One thing I realized from this testing session is that the +% max Magicka racial passives are additive to existing +% max Magicka buffs.

Undaunted Mettle - 6%
Inner Light - 5%
Bound Aegis - 8%
Mages Guild - 2%

So Dunmer have effectively +30% max Magicka, Argonians have +24%, and Khajiiti have +21%. The calculations add up perfectly to the max Magicka values seen in the setup images I've linked above.

I've also checked the tooltip numbers on my abilities. Just from the tooltips, I have found that:

Dunmer, compared to Khajiit, deal
4.7% more damage with magic abilities
6.4% more damage with lightning abilities
10.0% more damage with flame abilities

Argonians, compared to Khajiit, deal
1.57% more damage with magic abilities
1.6% more damage with lightning abilities
1.56% more damage with flame abilities

(Take into consideration that the only lightning ability I have is on my backbar, which will have a slightly different damage number compared to the abilities on my frontbar due to losing the Spell Strategist 4pc bonus. The numbers are still close enough.)


Magicka Nightblade

Magblades are actually very similar to MagSorcs, stat wise, in that they also get 8% more Magicka from their Magicka Flood passive, same as Bound Aegis.

I did not actually test MagBlades simply because their dynamic rotations are much too complicated to be able to replicate perfectly every single time, especially for the sake of consistency.

I also forgot to collect numbers for them, so I'll just make an educated guess that the racial damage differences on MagBlades is almost exactly the same as MagSorcs, aside from the fact that they don't have lightning abilities, since they still get the same +% max Magicka values. Take this with a grain of salt.


Magicka Warden

I chose MagDens because they do not have that +8% max Magicka equivalent to Magicka Flood and Bound Aegis (unless you count Northern Storm, but it is typically not slotted for the sake of double-barring the Bear ultimate)

Undaunted Mettle - 6%
Inner Light - 5%
Mages Guild - 2%

So Dunmer have effectively +22% max Magicka, Argonians have +16%, and Khajiiti have +13%.

I also did not test Magicka Wardens, because I am not skilled enough at them. I was also tired of parsing at this point in this session.

I did collect some data, though, comparing tooltip differences between a Dunmer and a Khajiit MagDen in Zaan, Necropotence, and Master Architect.

Just based on the tooltips:
Dunmer, compared to Khajiit, deal
5.2% more damage with magic abilities
6.8% more damage with ice abilities
10.3% more damage with flame abilities

Comparing that to my MagSorc tooltip differences, the difference between racial passives is higher. This because MagDens do not have (IE use) the same +8% max Magicka passive as MagSorcs and MagBlades, and therefore the actual total +% max Magicka differences are higher.

MagSorc: Dunmer +30% max Magicka, value 42.9% more than Khajiit's +21% max Magicka
MagDen: Dunmer +22% max Magicka, value 69.2% more than Khajiit's +13% max Magicka

Based on that, the same can be said about MagPlars and MagDKs.

Magicka Templar

Did not test. My hypothesis is that their numbers and damage differences are similar to MagDens. Again, grain of salt.

Magicka Dragonknight

Also did not test. Same thing with MagPlars, except that 100% of their damage is flame damage, so Dunmer probably have full on 10.3% more damage with their passives.

Stamina

Didn't touch them; too tired at this point.

PTS v4.2.4 Murkmire v.2 (20-21 January, 2019)
TL;DR: MagSorc numbers the same as previously tested, MagPlars surprisingly slightly less damage difference between races, StamSorcs hard to test, but Redguards undisputably kings of Stamina
Now that I'm in the US, I'm sitting at 84-100ms ping. I also got my friend Cheetahbill to provide me with Elemental Drain, Orbs, and Worm; thanks for sticking with me for over 7 hours man.
This testing session took me over 9 hours, from 8pm to 4am, but I got much more parsing data. This time, I got Altmer numbers as well. I also stopped bothering with calculations of elemental damage, because they will no longer be an issue with the upcoming racial changes.

All of the following parses were done with the exact same rotations for each class, throwing away parses that differ too much due to exceptionally lucky or unlucky crits.

Magicka Sorcerer

3mil dummy, Elemental Drain, Orbs

Builds: https://imgur.com/a/2U2f1qp

Dunmer: 49590, 48580, 48690, 48359, 50644; Average - 49172.6
Altmer: 48832, 48996, 50941, 47951, 48523; Average - 49048.6
Argonian: 46382, 47735, 47928, 47388, 46172; Average - 47121.0
Khajiit: 45872, 46538, 46939, 46062, 45644; Average - 46211.0

Dunmer: 6.4% more damage
Altmer: 6.14% more damage
Argonian: 1.97% more damage
Khajiit: 0% more damage

Without Worm, I had no issues sustaining the full fight on Dunmer and Argonian without heavy attacks; however, I struggled trying to sustain the fight on Khajiit, so for my Khajiit and subsequent Altmer parses, I grouped with my pal who had a set of Worm's Raiments on, which helped a ton with sustain. Worm makes no difference in damage so I didn't bother testing my Dunmer and Argonian again, since they could sustain the fight just fine.

Magicka Templar

6mil dummy, Elemental Drain, Orbs, Worm

Builds: https://imgur.com/a/uqkJzIF

For my MagPlar parses, I was having trouble getting consistent numbers using Radiant Oppression, due to the trouble of starting and maintaining it consistently. So for these, I still had Radiant Oppression slotted, but I would not use it in favor of a consistent and static rotation.

Dunmer - 48793, 48129, 48246; Average - 48389.3
Altmer - 48246, 47807, 47809; Average - 47954.0
Argonian - 46063, 45443, 47341; Average - 46282.3
Khajiit - 46586, 44991, 45787; Average - 45788.0

Dunmer: 5.7% more damage
Altmer: 4.73% more damage
Argonian: 1.08% more damage
Khajiit: 0% more damage

If Radiant Oppression was used, the numbers would be higher based on the sustain of the race you're doing this on, especially those with higher Magicka pools, higher Magicka regen, or both.
These numbers also differ from my hypothesis from my previous testing session. However, I'm also not going to exclude the fact that parses can be unreliable in terms of consistency.

Stamina Sorcerer

I actually did try to get parses for StamSorcs as a baseline for Stamina classes. However, one thing I realized quickly early on is that Stamina sustain matters so much more. Case in point, Redguards can easily sustain a static rotation with two heavy attacks per rotation (in fact, it's over-sustaining their Stamina pool), but Bretons will struggle even with that. In that case, comparing the damage differences between races on Stamina classes is going to be much more difficult due to their differences being more reliant on sustain and being able to cast more before running out of Stamina.

So instead of parsing, I've decided to just take the raw damage tooltips from the exact same builds, and compare those damage numbers. The races I chose are Redguard, because BiS, Khajiit, because they're right after Redguards, Bretons, because they have absolutely nothing to benefit any Stamina setups, and Argonians, because I like scaly tails.

Builds: https://imgur.com/a/T4RWTFa

Since Khajiit, Argonians, and Bretons don't have any +% max Stamina passives, all their ability damage tooltips are exactly the same.

In that case, compared to the other races, Redguards have 3.8% more damage when on their frontbars, and 4.7% more damage when on their backbars. Assuming that one third of the time is spent on the bow bar, they have a total of 4.1% more damage just from their +10% max Stamina passive.

This actually adds up; with Stamina classes' lower Stamina pool (by about 10000) compared to their Magicka counterparts, the 10% max Stamina doesn't really buff damage at the same level that the 10% max Magicka on Altmer does.

Khajiiti crit gives them about 4.3% more damage (assuming crit damage is 150% base + 20% Precise Strikes + 10% Minor Force). 5.2% with Aggressive Horn.

The interesting part here is that the raw damage isn't the whole story. Redguards have the best Stamina sustain among the races, hands down, with their Adrenaline Rush passive equivalent to chugging a crafted Stamina potion on cooldown. Therefore, they are much more able to dish out more light-weaved ability spams while other races have to heavy attack, and this is the sole reason why Redguards are absolutely unmatched in terms of Stamina damage-dealing.

PTS v4.3.0 Wrathstone
WIP
Will update once I get numbers.
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