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SPELL VS WEAPON DMG- very imbalanced

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Replies: 18

Currently, it is very apparent that stacking weapon damage is much easier than stacking spell damage. As most know, with the removal of soft caps that came with 1.6, spell and weapon damage translate to the highest damage per value. The disparity between spell and weapon damage is huge and largely affects PVP as a whole.

 

Some proof below.

 

[[ MUNDUS ]]

The Warrior: increases weapon damage by 140.
No available spell damage mundus

 

[[ SKILLS ]]

That grant Major Brutality: +20% weapon damage:

**Two Handed, Momentum (+morphs)**
**Werewolf, Rousing Roar (Roar)**
Nightblade, Drain Power (+morphs)
Sorcerer, Surge (+morphs)

That grant Major Sorcery: +20% spell damage:
**Mages Guild, Entropy (+morphs)**
Nightblade, Sap Essence (Drain Power)
Sorcerer, Power Surge (Surge)

** indicates availability to all classes
Rally, or momentum is greater than entropy for one reason only. It is applied to caster vs having to be applied to target. Meaning that weapon damage can be buffed independently, and also in stealth. Entropy procs might of the guild so this is debatable.

 

[[ WEAPON VS SPELL DAMAGE PROC SETS ]]

WEAPON DAMAGE SETS:

 

RAVAGERS 5 PIECE- Procs almost 100% of the time with caltrops down.

[img]http://s29.postimg.org/4x1z6ceuf/ravagers.jpg[/img]

SKIRMISHER 5 PIECE- Infinite dodge roll + supposedly no cool down on this set = basically +400 static weapon dmg

[img]http://s4.postimg.org/ka7m2h44t/SKIRMISHER.jpg[/img]

SPELL DAMAGE SETS:

STYGIAN 5 PIECE- Really meh. It requires you are stealthed to get that 20% spell damage buff PER SPELL. So your first spell will hit hard, but will pull you out of stealth. I guess if you run invisibility pots and/or are a magicka nb it might be kinda ok. Otherwise much meh.

[img]http://s30.postimg.org/n3vul3sht/stygian.jpg[/img]

AIR 5 PIECE-  *ON A DODGEROLL* — A magicka build relying on dodge rolling to buff spell damage. Also with full stamina bonuses that are useless.

Like seriously?

[img]http://s23.postimg.org/oyklfbe0b/airset.jpg[/img]

BURNING SPELLWEAVE 5 piece- procs for 200 spell damage. HOWEVER you would have to run this in place of martial knowledge 4 piece, meaning trading 354 static spell damage for a chance at 200. Obviously nonsensical.

[img]http://s12.postimg.org/3tejltarx/BURNING_SPELLWEAVE.jpg[/img]

 

 

[[ ARMOR PASSIVES ]]

[img]http://s2.postimg.org/9loidje1l/image.jpg[/img]

Medium armor has this ^

No equivalents in light armor for increases to spell damage.

 

 

[[ MASTERS WEAPONS ]]

2h, Bow, DW all increase weapon damage significantly.

[img]http://s13.postimg.org/k79f91jnr/mastersgreatsword13.jpg[/img]
[img]http://s27.postimg.org/ub35eo75v/mastersbow.jpg[/img] [img]http://s3.postimg.org/ulc5jnrhv/mastersdagger.jpg[/img]
Destro, Resto do not increase spell damage at all.
[img]http://s12.postimg.org/5hpjozal9/mastersinferno.jpg[/img][img]http://s14.postimg.org/qsqqmsh9d/mastersresto.jpg[/img]

These could be some of the reasons as to why weapon damage is able to stack to 3-4k, where as spell damage is gimpy at apprx 2-3k generously. This & nirnhoned > reinforced leaves Magicka based builDs in a tough spot. People are free to stack whichever stat they prefer in 1.6 with the removals of soft caps. Many people choose to stack damage, or regen. Sometimes it’s best to balance both stats. However with this glaring disparity, those wishing to stack spell damage are at a distinct disadvantage. Few tweaks here and there to bring spell damage in line with weapon damage would make a huge difference.

  • This topic was modified 1 month, 4 weeks ago by Profile photo of Jules99 Jules99.

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