I only had this past beta weekend to really get into the game and try things, but there are a couple things Im curious about. My apologies if some of this seems obvious or a no brainer for some of you. I just didnt have time to make it very far (lvl 14).
When we're looking at passives, and the passive saysabilities, is that referring to just Weapon abilities? Or does that include spells (both)?
"[Passive] Unholy Knowledge - Reduce the Magicka and Stamina costs of all abilities."
- If spells are applicable to that, does that ability stack with[Passive] Expert Mage - Reduces the cost of all lightning-based spells.?This affects both weapon and class abilities, and stacks additively as you mentioned. Keep in mind cost reduction has an aggregate softcap. (unsure at which point the softcap kicks in, but I've heard its around 20-25%)
Damage Done while stealthed, is that only applicable to physical weapons (ie. Bows, swords etc.) or does that include the Destruction Staff and/or spells? Though I can see the appeal behind use Snipe (with longshots passive), stealthed. Just a general question.I've tested this with spells, and before my spell connects with the target I break stealth and the bonus damage does not apply, I run a life siphon nightblade, so I figured stealth would affect the amount I could heal for based on lifedrain damage. It didn't work even though it was instant cast. Have not tested this with destruction staff skills.
The Khajit racial "Carnage (3 ranks) - Increases Critical rating for melee attacks by (1/2/3)% and damage done by successful Critical Hits by (5/10/15)%."
- Although it clearly states that it increases the critical rating for melee attacks, is the "damage done" portion of the racial still specific to melee attacks? Or does the Critical multiplier apply to all Critical Hits, regardless of weapon/spell type?
Damage done by crits applies to spells and melee attacks, khajiit is regarded as one of the strongest races in terms of passives currently because of this. Also Crit Damage is not soft capped.
This is just theory crafting question, but is there any point in having all item slots filled with the same armor type? Or is it more advantageous to mix and match. Say 5 Light Armor and 2 Medium for a Sorcerer? 5 Light armor for the Increase Crit Damage, and 2 Medium Armor for the Dexterity Passive bonus? Or is this just all relevant to how I play and what suits me?
This depends entirely on where your gaps in gear enchants come into play, as most of the armor piece bonuses are affected by the stat cap system. For instance, as front line healing CC nightblade, I take all heavy armor with magicka on it currently. Making sure to put points into the +armor and +resists passives per piece. This is meant to offset my heavy magicka stacking. Also keep in mind there are passives which require you to have atleast 5 worn pieces to become active.
On that same note, are there any Set Bonus armors in the game? Any that are known about, rather.
I want to say yes, but should leave this answer to the closed beta testers
I cant seem to find any info on Werewolf, Vampire, Dark Brotherhood or the Thieves guild? Are they not in yet, or am I just not looking in the right places?
Werewolves and Vamps are in - thieves and DB I don't think are. From what I can tell Werewolves and Vamps are Closed beta only at the moment. Check ESOhead for general skill descriptions.
I have more questions, but I'll refrain and hope for the best from these.