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Magicka Damage Dealer: High Elf, Dark Elf, Khajiit, Breton, Ork
Stamina Damage Dealer: Dark Elf, Ork, Woodelf, Khajiit, High Elf, Imperial, Redguard
Tank: Imperial, Nord, Argonian, Ork
Healer: High Elf, Argonian, Breton, Dark Elf
Khajiit is just generally pretty good as you can build them as anything and they are just fine.
But as stated above those are the best in order for each race if you do wanna min max or get benefits for your role choice.
I would bump up some races specifically for PvP in their tier tho, like I would consider Imperial really good for stam dps in PvP just coz of their free health gain.
if you are not sure if you want to go magicka or stamina pick darkelf or khajitt. both races buff both equally so you can always swap around what you prefer.
despite that thomas post perfectly sums it up.
alsol those race passive are soo small and minor it realy dont matter
With that said, in my opinion there's only really a noticable difference with Argonians and their swim speed. They swim faster than any other race which is increadibly minor as a feature as you don't really spend much time in the water. And the Khajiitis stealth bonus is a bit more noticable but only in the beginning of the game.
Wrong, it DOES matter, it does matter on any skill level and on any role in any situation! This just luls people into taking races they might regret later on.
Sure, you can do stuff on a non fitting race. You can also do stuff with mediocre gear. You can do stuff without weaving. You can even do stuff difficult stuff naked. You can do stuff successfully without proper rotations, too.
So, does it make gear, weaving, rotations and all that stuff irrelevant? No!
Does it make gear, weaving, rotation and all that stuff only relevant for endgame scorepushers? No!
Does it affect anyone, on any level of play! Hell yes!
Exactly as race does.
But just to give the information that anyone can decide for himself if and how important it is. The bare minimum difference for endgame characters between best and worst race are 4-6% total damage, usually its up to 7-8% and for non endgame characters it can even be higher than this, about twice the amount. And this is the pure strength (max power), not taking stuff like sustain or survivability into account which can also be boosted by race passives and which are especially real and noticeable benefits for beginners.
On the other side stuff like swim speed is absolutely useless and you wont notice it in 99,9% of your playtime. There is literally no swimming content in this game. While on the other side the flame resistances on dark elves for example when playing vampires is directly in plenty content noticeable. Or the sustain gain on bretons (Magicka), Redguard (Stamina) or Imperials (Both). Also especially on non optimized / endgame chars you directly notice the difference in damage on any of the good races. And this is stuff which affects 90% of the content.
Agreed tbh.
Anyone who suggests doing meme things is ok and will be ok is just basically pushing someone into an expensive race change later down the road if they do want to start moving onto higher stuff at any point.
That is not something you can really expect everyone to decide day 1 when they start playing.
Is all fun and games until you wanna do something but people don't wanna take you coz of something like your race choice.
Both are good but Altmer is better for DPS simply because of their spell damage passive, it's just a flat out damage increase and has the same magicka pool.
Same reason Dunmer and Orc are better for Stam dps, both have weapon damage.
Its certainly not bad to be a Breton caster don't get me wrong but if we are talking tier's for their roles here then Altmer does better.
Nope.
Crunch some numbers. The biggest % benefit between the races is in Sustain, but the "Best" races are due to the flat boosts to Stat and weapon damage. The biggest stat boosts will be ~7-8% benefit in JUST stat. Since your skills don't get 100% of the stat added to the damage, the REAL value of the difference is far less.
5% difference at the top end of Meta is generous. 99.9% of the players are better off picking a race based on Fashion.
2000 Magicka
+ 258 Spell Damage (worth 2709 Magicka without buffs and > 3522 Magicka buffed, can be even worth more than 4064 Magicka), on top of the 2000 Magicka
+ Sustain worth 208 Recovery (doesnt get buffed)
Thats much more than just like 2% more HP, Stamina or Magicka...
Btw. the imperial gives for example 2000 Health, if that would be really just 2%, that person had to have 100k base Health. I am even not sure if you could reach that number on an absolute meme build.
For a Damage dealer that has about 18-20k Health this 2000 extra Health would be above 10% extra health.
And even for tanks who often run something like 40k health this are still 5% extra health, considering all the mitigation a tank can have (for example 96%) this little 2k extra Health can yield to 50k extra damage that can be absorbed on a tank with 96% mitigation.
If you want you can play around a little bit with this damage mitigation calculator: https://docs.google.com/spreadsheets/d/13qLcGi_8vxbRC22fdCcFlP2g-X1fQOZb1DYrnjO2wLk/edit#gid=287341575
Conclusion: numbers arent your best friends...
1. I did some number crunching.
2. You are wrong, flat boosts to stats and weapon damage are direct boosts to all your damage. Almost every single skill in the game and even Procs from Proc sets nowadays scale linear with your stats. Some have little constants build in but for the most part you can neglect them. Everthing else like percentual damage increases, increased damage taken debuffs, crit chance, crit damage, penetration and so on come afterwards. So increaseing flat stats by 10% would mean almost exactly a damage increase of 10% in the exact same situation / parse.
You can check it here for example: https://esoitem.uesp.net/viewSkills.php
If you click on skill coefficients you can even see the exact formula and the exact coefficients used.
The thing that might confuse you is that increasing Spell Damage alone by 10% wont lead to a 10% increase, as increaseing Magicka alone wont lead to a 10% increase, thats because the power is a combination of both, so you had to combine both to a Magicka equivalent or a Spell Damage equivalent.
The formula is for almost any skill: 10,5 * Spell Damage + Magicka. The 10,5 is the ratio in the skill coefficients info. In the past the ratio values werent unified but nowadays they are almost always 10,5 (at least I dont know a skill where it differs nowadays).
But the point is, yes your skills gets in most cases 100% (or at least 99%) of the (combined) stat increases, except for stuff like critical surge which is just a constant value that never changes.
3. There was a guy who even tested all this by several parses and he got about a little bit more than 7% difference as result. I am to lazy to find that post in the official forums again.
4. The differences on non endgame characters are still bigger. Because an increase of 50% of combined stats (by increasing Magicka, Spell Damage or even both equaly) you get a 50% increase in damage. So if you increase it on a lower base by the same flat amount this relatively yields to higher increases like for example 14-16% if you stats are half as high as those from an endgame character.
To your sustain point:
On the other hand, sustain, especially for damage dealers in organized groups is absolutely irrelevant because you get enough sustain for example from healers and through synergys and (better potions) or even food that you literally even if you dont get any sustain from your race you will probably even oversustain, especially considering that most damage dealers even utilize the off resource, too since hybridization. This on the other hand can render sustain passives completely useless.
But solo or in pvp you might not have such perfect situations with healers helping you to sustain, then those passives become valuable. But sustain races are usually weaker in power, this on the other hand allows you to trade power on a non sustain race for more sustain for example by changeing the enhancements from spell damage to recovery or cost reduction and achieve a similar sustain and power as a sustain race would give you. While you usually dont need the max possible sustain (it just makes no sense to get more at a point) you can reach this point usually even on non sustain races without being weaker than a sustain race. While its impossible to reach the max power level on a sustain race that a non sustain race can reach.
In the case of high elves you even get a race that has the highest power and also gives you some sustain and that makes them the best race for Magicka, also it allows for variations in builds (more sustain or more power).