Common misconception, convert to Effective Hit Points to see what is really going on. For example, 99% DR is a whole 10x order of magnitude stronger than 90% DR, not a mere 9%.Damage mitigation is multiplactive, and so has diminishing returns
EHP = HP / (1-DR) which becomes EHP = HP / (1-(Armor/66000))
Above, the scale on the left is the added % EHP multiplier from Armor. IIRC DR = Armor/66000 is an approximation, no idea if this is what is coded, other games like Warframe use a forumla that results in a linear Armor vs DR relationship. You can see that you have double (+100%) your original EHP at 33k armor, which is effectively the same TTK as from halving incoming damage.
Below is a graph of the relationship between your damage buff from 15k Pen, and enemy Armor values that affect it (input different Pen values and get a different curve).
The inflection points are where the enemy is no longer being fully penetrated, and where you run into the Armor cap. If you fight an enemy above the Armor cap, some of your Pen is being completely negated, because reducing 40k Armor to 33k Armor doesn't actually change their DR. Anyway tl;dr this is why stacked Armor or stacked Pen are so strong in PvP.
Ordinator199 wrote: »They should at the very least double it, and cut psijic quest line in half, and double the exp you get in dark brotherhood/thieves heists/quests.
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And that you can buy instant max level from crown store for alts is such a blatant cash grab.
SwordOfSagas wrote: »That might give me the chance to go touch grass and enter that terrible place known as outside!
I will not continue this further here but advise that you’ll need to understand what the terms ‘burden of proof’ and ‘controlled test’ (can use Gemini if you need a quick breakdown) mean to grasp what is being discussed before you visit.
Funny how Gemini is now disagreeing with you HUH

I will not continue this further here but advise that you’ll need to understand what the terms ‘burden of proof’ and ‘controlled test’ (can use Gemini if you need a quick breakdown) mean to grasp what is being discussed before you visit.



I will not discuss this further here but you’ll need to understand what the terms ‘burden of proof’ and ‘controlled test’ (can use Gemini if you need a quick breakdown) mean to truly understand what is being discussed before you visit.
1) The burden of proof requires a competent 3rd party acting as judge. In the context of ESO, ZOS is the 3rd party. I have provided my own evidence, as did others with close to 50+ hours of PTS 1v1 tests simulating real fights. It is now upto ZOS to examine this data and make the necessary adjustments.
2) This isn't a courtroom. ZOS released a series of combat balance changes and welcomed everyone to test and provide feedback. I and others tested these changes and voiced our opinion on them, backed with proof. You must also do the same thing in return. You simply cannot assume that these WW buffs are inherently balanced and leave the burden of proof on us while doing nothing in return. That's very disingenuous.
~thread~ my wonderful friend. I and many others provided parses (controlled tests) that demonstrate that it isn’t egregiously overhead from other damage specs on the top end (remember, the argument is that it does ‘this much sustained damage in a duel’ and it doesn’t have an actual burst move so we aren’t debating that 0.o).
If ZOS decides to balance off your 1 v 1 duels then they are welcome to do that as it is their game after all. You don’t appear to be comprehending what is being relayed or at least do not consider other insight on the matter beyond yours/those who ‘agree’ roughly with your viewpoint>
Hence why I keep saying ~the thread~ (~please~ migrate there to continue and I will happily meet you over there tomorrow). I want to keep this thread as constructive as I feel it can be and I, personally, don’t believe you/‘your party’ are willing the have a constructive conversation on the matter regarding what is logically-deemed, proper demonstration.
Extraordinary statement being ‘I did -x- amount in a duel’ (against who/why/how/what/etc.???; please don’t have me do this for ‘controlled test’ as well and why that is important for providing metric-based feedback).




Turtle_Bot wrote: »I've touched Sorc lots. It has been underbaked as a class for 12 years now, but the Mastery is undeniably strong. If you guys are referring to relatively underpowered MagSorc builds, there have been 0 metas where "stack max mag to do everything (from range)" has been balanced, either busted op or useless garbage, here's hoping the upcoming rework resolves this.Have you even touched the Sorc with anecdotal gameplay in actual content or are you still disillusioned based ONLY on PTS parse numbers/ number statistics? Sorc is still way underbaked, Idk what kind of stuff you're seeing but Sorc passives still need alot of work.
This is the crux of the issue and a lot of it stems from the fact there seems to be no real "Sorc Dev" on the team and hasn't been since probably Vvardenfell (or maybe even earlier) given how the Sorcerer changes have been handled over the years.Overload 3rd bar removal (completely killed the pets as a synergistic and integrated part of the class kit), that resulted in splitting the class into 2 separate distinct and conflicting playstyles that resulted in both of them needing to outsource many key aspects of their builds to non-class skills (or other class lines post sub-classing).
The refusal to expand Sorcerers abilities to have secondary effects/buff/debuff access, etc. Stems from some outdated (launch era) notion that classes need to rely on other classes to gain access the buffs that all of the other classes have not had to live be for years now, but sorcerer still suffers under (see some of the dev notes during U38-45 patch notes for proof of this).
U41 ward changes that were insane numbers buffs, but with zero added functionality beyond flat numbers increases, the numbers had to be that big or the buff would completely flop (see the ward nerf in U46 where the line just fell off a cliff in PvP, especially with sub-classing pushing damage infinitely high on top of that nerf and the line is only used for atro in PvE).
Design of crit surge needing to deal critical strikes to "heal over time" but no sticky DoTs in the kit for consistent damage ticks or access to major Prophecy/Savagery for years (and only really stamsorc eventually got that buff on armaments), oh and pets cannot proc this ability either.
The changes to max stats, their removal from the switch of Champion Point 1 system to Champion Point 2 system, the changes to the damage formula years ago to make max stats significantly lower than stacking weapon/spell damage, the shift of scaling healing off weapon/spell damage instead of max stats, and the constant changes to Sorcerers max stats passives/effects so that they are now a janky unreliable mess spread across multiple passives and skill lines (both of which are borderline useless in a sub-classing world).
Cast times on Sorcerer abilities to balance out access to streak (Sorc needing to keep away to ensure reliable use of defensive capabilities), but then giving every class infinite baseline speed at no cost and now sub-classing for streak on top of that speed as well without any cost to their other defensive capabilities such as removal of mitigation, cast times on their healing abilities, etc.
Everything being so generic it works better for non-sorc abilities than it does for sorc abilities
Keeping these flaws in the Sorcerers class kit has meant that the only way to make Sorcerer competitive (in any setting) is to bump the numbers up so stupidly high (see U41 ward changes, class sets and class masteries as proof) that there's no way to truly balance them.
These design fallacies ZOS has with Sorc really need to be addressed or the Sorc refresh will flop just as bad as everything else ZOS has tried with Sorc.
When doing Sorcs refresh, ZOS needs to:- delete the extremely outdated notion from their minds that Sorc needs other classes for basic buffs (resolve, brut/sorc, proph/sav) or debuffs (breach).
- delete cast times (especially hidden ones such as on fury/flood) as the "balancing" mechanics for streak now that every class sits at speed cap and has access to streak anyway (with sub-classing).
- delete the many internal conflicts inherent within sorcs design (the crit surge case and the pet v no pet resulting from overload 3rd bar removal as examples).
- stop trying to simply force big numbers through as the way to fix the classes inherent design flaws when a complete redesign from the ground up is required.
- start tying some of sorcs strengths to actual sorc abilities rather than being completely generic that better suits everything else than it does sorc abilities.
- remove the extreme redundancy from sorcs abilities (the class doesn't need like 6 sustain passives on top of 4-5 sustain based secondary effects and a sustain based class mastery, it's complete overkill).
- revert the shift of all of sorcs abilities into delayed burst for this "one big 5 stacked ability combo" that still deals less damage than just casting a single molten whip or timing MR + shulks does for DK or sub-classed builds respectively, allow the class some actual pressure abilities in its kit outside of overload to facilitate other playstyles.
Also, now that DK is giving the entire group major berserk when casting an ultimate (any ultimate) from the DK mastery as well as major heroism to the group (that also allows the caster to cast that ultimate much more frequently), on top of being a superior parse DD thanks to the abundance of cleave access DK has that Sorcerer does not have, Sorcerer needs it's own unique reason to bring it to groups since DK is taking the existing only reason to bring Sorcerers into end-game PvE group content at all (that being atro on a support for group major berserk).YandereGirlfriend wrote: »Exactly.
DK has the (awesome) "problem" where they have SO many great skills that you just want to slot them all and get severe FOMO when you are constrained by your scarce bar space.
Meanwhile, over in Sorc-Land, you could delete 75% of total Sorc skills and nobody would care - or even notice - because they are such collective dogwater that they haven't been slotted by serious players since the age of Elsweyr.
I will say, though, that when every class has as stacked skills as DK... the game will be absolutely cooking again. And it will be glorious.
Also, probably closer to 85% of sorcs abilities could be removed and nobody would notice. The only ones people would notice enough to complain about would be the pets (and only pet mains would complain), hurricane (this specific morph only) and Streak (PvP) (wow a whopping 6 out of 36 morphs of the entire kit would have people notice/complain if they got removed). Everything else is just too niche, completely redundant or just simply outclassed by better alternatives.
p.s. not counting atro anymore since it's redundant with DK mastery passive, also not counting ward anymore because U46 nerf completely killed it to the point that shield soul is a better shield than ward due to secondary effects + utility beyond just being a shield.
Spot on .. To be honest the only reason I think we see Streak to the level that we do in PvP is because someone picked up SC for the Hurricane / Lightning skill (for the Resolve) and figured there's a CC skill too so might as well. Streak has awful follow up potential for a CC ability and given it's 15m range it now falls short since everyone can slot either mobility skills that also provide CC immunities or can slot Toppling or Spear, both of which have a farther range than Streak.
I also agree that it's never just about changing numbers. One of the biggest pain points with Sorc skills is the underlying mechanics .. whether we're talking about ridiculously long and clumsy animations, to procs that don't synergize well, long cast times, or even ground based AoEs that are easily avoided and/or would confine the caster in combat.
Here's a great example: Haunting Curse vs Deep Fissure. On paper these two skills are similar, high scaling damage output that have two delayed bursts to their method of application. .. But those skills couldn't be farther apart. Deep Fissure not only scales to similar values as Curse but Curse has a clear telegraph which allows anyone who can count to 3 & 8 to heal through it. Fissure, on the other hand doesn't have a telegraph, it has an animation; that's a big difference. This helps to enable Fissure to apply at least one instance of damage as targets don't see it coming. Fissure can also apply to multiple targets whereas Curse can only be active on one target at a time. Curse does have an AoE potential but only for it's second instance. Fissure also has the benefit of following the caster and not being locked to an individual target, enabling the caster more flexibility in it's applications.
Not even looking at the major & minor debuffs Fissure brings, I'm just looking at the fundamental mechanical differences between how these two skills operate and it's easy to see why, even debuffs aside, Fissure is a much better choice than Curse. IMO for Haunting Curse to ever be viable it's not just about adjusting the numbers it about changing how the skill works to make it more competitive. And it's not just Curse, like you said, easily 85% of Sorc skills need attention.