YandereGirlfriend wrote: »So I did a little bit of math about skills because I was just interested in looking into the numbers. On the UESP they have all damage values based on characters with the same stats, so skills can be compared to each other fairly directly. Normal single target 'spammables' do a consistent amount of damage around 5717, so I use that as the base value.
Fatecarver does 42% of that damage per tick, 3 times a second, giving it, unbuffed by crux, a damage of 126% per second, meaning that Fatecarver without crux does more damage than some of the single target spammables like Cutting Dive and Flame Skull. Snipe on its own without the status effect does 118% damage, meaning that if you have one character just hard casting Fatecarver without crux, and an archer spamming Snipe without Hawk Eye stacks, the Fatecarver would do better in single target. Once you introduce crux or additional targets, Fatecarver just wins, hands down. There is downtime between beams, but since Flail does 93% damage it isn't nearly that much of a loss.
AOE spammables, skills like Impulse and Carve do 83% damage per cast, well under what Fatecarver does, costing more resources, and not having nearly as much reach. Now, I love Elemental Explosion, it does a sizable amount of damage per cast, but it only does 169% damage, so you spend two seconds casting a skill to do a little under 2 spammables worth of damage to enemies in an area, though that damage is still decent, being what you'd expect of the up front damage of Meteor.
Another skill I looked at was Scorch, specifically the stamina morph that makes both hits do the same 'lower' damage, but doing it more rapidly, and each hit does only 124% damage, meaning that technically an unbuffed Fatecarver does more damage dry cast than the shalk explosion, and yes I know you'd be mixing other skills in to make up the damage, since Fatecarver prevents the use of other skills, but that being said. Sub-Assault is essentially 1s of crux empowered Fatecarver damage, at roughly the same cost (a little over), and spread out over 6s.
I say this because I run dungeons with friends on the weekend, it's the only way I still reliably engage with ESO, and every day I think to myself "I want to bring something other than my arcanist", but I don't want to waste my friends time by causing unnecessary friction. The defensive morph of Fatecarver so strongly outpaces so many other damage options that I'd be a fool not to run them outside of trying some sort of precise trial build, but just derping around with the beam makes everything else look, honestly, like a joke.
I'd love to bring my magicka sorc and zap my enemies, but Fatecarver out damages it so easily. I'd love to bring my stam sorc, using a bow with whatever fun skills I could mix in with storm calling, but even against single targets Fatecarver just wins. I'd love to bring my elementalist warden, but for all the extra skills I'm throwing out I would still be accomplishing less. I don't want to waste my friends time, so I settle with beaming, but it'd be nice if there were other options in the same zip code as Fatecarver.
Fun bit of extra trivia. Grim Focus and Relentless Focus do pretty much exactly 200% damage in this frame of reference.
Well the issue here is Light Attack weaving. I think its always been inferred that the damage from fatecarver sits above the "base damage" of other skills due to it being a channel and the "missed" dps from missing 4 LAs over the duration. A fairer assessment when comparing the damage to other skills would be to include the LA attack damage in the equation for the skills that allow to fire off a LA every second.
It's still super gross damage and far above any other options.
And that framing creates like an implicit penalty to anyone who isn't at the level of 100% weaving efficiency, which describes like 99.9% of ESO players.
And Guys, please don't worry so much about the technical feasibility! I can tell you it would be easier than you think.
Right, so why is he spending his time with the Fighters Guild? Spending enough time to consider Merric a second father, no less.
Maybe the prince's father (what ever his name was) has secret plans to remarry and produce a new heir, so he has to get rid of the current one somehow. What's better for that than sending him to dangerous missions, a war, etc?
I think the best they could do is have the leaders sign some kind of ceasefire treaty, where everyone gives up possible claim to the throne, and they promise to remain within the borders of their respective alliances. Of course that would leave room for all kinds of Cyrodiil shenanigans by those not bound by the alliances *cough* Telvanni *cough* but I really doubt they would declare a clear victor within the scope of ESO lore.
What would we do with Cyrodiil? Is there anything of use there?
Lol! Well, at one point Lyris (I think) speaks of Abnur and Mannimarco as a matching set, like they couldn't have one without the other, which did make me wonder how Mannimarco fooled Abnur. Or maybe he didn't, and Abnur just calculated how useful he could be to the empire. Turns out he miscalculated in the end, but treating Mannimarco as a piece on the game board would fit with his general world view.
I actually think they were aware (or must have been aware, at least...) that Mannimarco was a necromancer and most probably not the most trustful person. Still, they were careless enough to entrust him with the ritual. There's a saying here about how "greed rots your brain", and I sense this could have been the case here.
Does it have to have the capacity to hold something within it? Because if so, that narrows your options down. An unbreakable container...hmm...they don't have access to plastic. Something made of iron? An iron lockbox, perhaps. Don't go to the same person who crafts the boxes for the Thieves Guild, though: those things are very easily opened and pilfered.
I don't think it has to, so you could just use a brick, an iron rod, or a grain of sand as a phylactery.
ESO_player123 wrote: »I think ToT PvP would be a lot better if you could not view your opponent's hand/draw and cooldown piles (unless a card or combo allows you to do so). If this were a real card game you would not have that ability, so why is it allowed in ToT?
Just a suggestion of course, others may disagree.
As a bonus suggestion, if you play 2 of the same agent card, they should combine, merging the value and HP of the original cards into 1 new card. This might help reduce agent bloat on the board.
You cannot view the opponent's hand, only the draw/discard piles and the tavern.
I think ToT PvP would be a lot better if you could not view your opponent's hand/draw and cooldown piles (unless a card or combo allows you to do so). If this were a real card game you would not have that ability, so why is it allowed in ToT?
Just a suggestion of course, others may disagree.
As a bonus suggestion, if you play 2 of the same agent card, they should combine, merging the value and HP of the original cards into 1 new card. This might help reduce agent bloat on the board.