xsorusb14_ESO wrote: »xsorusb14_ESO wrote: »A. Its not my ThreadThechemicals wrote: »
B. I've had it happen to me plenty of times of PvP, and its been known about for months.
C. Blazing Shield is rather overpowered even without this bug.
a. Thanks for your comment then
b. The bug appears to only happen when you stack a blazing shield that is hit but not destroyed and he recasts it over and over while self detonating them but not delivering the damage of the shield until he is ready.* For this to happen he would have to stack it over and over while not hitting you with the shield, then when he decides he wants to use the bug, he would the detonate it on you. Do you know how difficult that bug is to pull off in a pvp setting? He cant use the bug unless you are hitting his shield for some kind of dmg/not breaking his shield too/not being hit by his shield also/ and finally he casts a shield that does hit you. Needs a fix, but the chance of this happening is low for a 6 second spell with a 1k or less shield for most players at3.5k health of less. Maybe thats why he demonstrated it in pve?
c. Blazing shield is not overpowered because Templar cant shadow cloak,bolt escape, or dragonblood. to stay alive. Each one of those skills has impressive morphs. Maybe you should take a step back and look at templar more closely.
A. not very hard, since its fairly common in PvP.
B. You have Honor the Dead, which heals for far more then Dragonblood.
His mission is to exaggerate the usefulness of all decent non-DK abilities. He's been going on about blazing shield for a while now, always using unbelievably high and completely bollocks damage figures.
xsorusb14_ESO wrote: »onlinegamer1 wrote: »xsorusb14_ESO wrote: »onlinegamer1 wrote: »BLAZING SHIELD IV
Cast Time: Instant
Target: Self
Duration: 6 seconds
Creates damage shield for 30% Max Health that lasts 6 seconds. Each nearby target increases shield strength by 4%. Returns 53% of damage taken to nearby enemies when effect ends.
========================================================
1. I bolded the important part - the damage it does.
2. It deals damage "when it ends"
3. It "ends" under 2 circumstances: you knock it down, or 6 seconds passes
Lets assume 3000 health (because, math). That's a 900 point shield to start off. Add 4% as soon as you go near it (120 more, or now a 1020 point shield).
As soon as you DEAL 1020 damage to the templar, you TAKE 53% of that. 53% of 1020 = 540.
540 != 2000 or 3000.
Now, lets add players. Lets add 9 more (total 10, because, math).
900 pts to start.
4% * 10 = 120 * 10 or 1200.
Total shield: 2100
Total damage when it pops: 2100 * 53%, or 1113 damage to everyone nearby*.
1113 != 2000 or 3000.
To the OP, we know - math is hard. But, have you tried not lying about Blazing Shield?
(* Arguably, that's 11,130 damage total.)
You might wanna actually read up on the subject before you talk about it.
Just a heads up
You might want to take a math class.
Just a heads up.
http://gyazo.com/5af4785c6c7fad1b47f5f69a53d720c4
http://gyazo.com/74bc78d783eff15b24283f812124a77a
http://gyazo.com/e5bd0fa3fc2ccc3ee2623eeea00e8da2
http://www.reddit.com/r/elderscrollsonline/comments/2cwp2i/bug_finally_figured_out_why_templars_blazing/
[Moderator Note: Edited per our rules on Flaming]
ViciousWayz wrote: »Over 4k damage from a level 17 LOLLLL This is nothing new. I've noticed this on my lowbie Temp for ages now and I'm surprised it's taking getting all this attention to fix this when Batswarm honestly did not need another nerf. Batswarm also has a lot more tell signs than blazing shield and Batswarm IS AN ULTIMATE.
Bats? Not really a big deal. It's lame, but not "OP". Vamps themselves need a bigger detriment to their existence than a flame damage vulnerability that has only resulted in large numbers of Dunmer vampires with a standard issue flame resist enchant.
Blazing Shield? Not really a big deal. What else is the Templar going to do? Heal me to death? You a Sorc? Bolt away. You a Nightblade? Stealth away. You a DK? Root em and back peddle.
Yeah they can just time a spear charge and get you with it anyways. But if you're smart and just CCing and kiting, it should hit you for around 200 DMG...not 2000...
monkeymystic wrote: »There ya go.
Bat Swarm (or devouring swarm) ultimate got it's damage nerfed by 25% in 1.3.4 patch.[/b]
xsorusb14_ESO wrote: »xsorusb14_ESO wrote: »xsorusb14_ESO wrote: »xsorusb14_ESO wrote: »onlinegamer1 wrote: »xsorusb14_ESO wrote: »onlinegamer1 wrote: »xsorusb14_ESO wrote: »onlinegamer1 wrote: »xsorusb14_ESO wrote: »onlinegamer1 wrote: »xsorusb14_ESO wrote: »onlinegamer1 wrote: »BLAZING SHIELD IV
Cast Time: Instant
Target: Self
Duration: 6 seconds
Creates damage shield for 30% Max Health that lasts 6 seconds. Each nearby target increases shield strength by 4%. Returns 53% of damage taken to nearby enemies when effect ends.
========================================================
1. I bolded the important part - the damage it does.
2. It deals damage "when it ends"
3. It "ends" under 2 circumstances: you knock it down, or 6 seconds passes
Lets assume 3000 health (because, math). That's a 900 point shield to start off. Add 4% as soon as you go near it (120 more, or now a 1020 point shield).
As soon as you DEAL 1020 damage to the templar, you TAKE 53% of that. 53% of 1020 = 540.
540 != 2000 or 3000.
Now, lets add players. Lets add 9 more (total 10, because, math).
900 pts to start.
4% * 10 = 120 * 10 or 1200.
Total shield: 2100
Total damage when it pops: 2100 * 53%, or 1113 damage to everyone nearby*.
1113 != 2000 or 3000.
To the OP, we know - math is hard. But, have you tried not lying about Blazing Shield?
(* Arguably, that's 11,130 damage total.)
You might wanna actually read up on the subject before you talk about it.
Just a heads up
You might want to take a math class.
Just a heads up.
And this is where I embarrass you for not taking my advice
http://gyazo.com/5af4785c6c7fad1b47f5f69a53d720c4
http://gyazo.com/74bc78d783eff15b24283f812124a77a
http://gyazo.com/e5bd0fa3fc2ccc3ee2623eeea00e8da2
http://www.reddit.com/r/elderscrollsonline/comments/2cwp2i/bug_finally_figured_out_why_templars_blazing/
In otherwords
So, basically, you just owned yourself by admitting the Blazing Shield is fine, just bugged.
You may want to stop replying now, its getting embarrassing.
You claimed that the damage numbers couldn't be achieved, I then warned you that you should read up on the topic before ya posted...
And you think i should be embarrassed?
Would you like a shovel?
I was right - those damage numbers CANNOT BE ACHIEVED under normal circumstances, which was what we're talking about in this thread. The fact that there is a bug making it happen right now is 100% irrelevant to that claim.
Again, please stop replying, the adults are talking.
You accused him of lying, I pointed out you were wrong and should read up on a subject before posting about it.
You can't spin your way out of it, Just apologize to the OP and accept you were wrong.
He is lying, read the OP.
Point out the part he's lying about.
Can Blazing shield Crit for 2-3k or not?
No it can't. I believe (but don't quote me on this), the cap of the +4% increase to the 53% damage return per nearby enemy caps at 6 like most other abilities (and they need to be within the 6 meter range to be counted).
Besides, you really shouldn't be taking on a Templar at close range anyways. Blazing Shield + Biting Jabs/Puncturing Sweeps is going to wreck you a new one.
Did you really just come into a thread, and proceed to completely ignore the screenshots posted up above that very clearly show that it can then proceed to tell someone not to take on a Templar at Close range anyway just in case it can hit for 2k-3k?
Without exploiting a bug with blazing shield the templar would have to have 6 people in close range when they cast it, crit and have about 5k health for that to be possible.
There is a bug people exploit with blazing shield and there is also a bug in PvP that makes things do more damage than they are supposed to.
and yet...That still doesn't change the fact that its possible to do now does it?
It is possible to hit for 5k with ANY ability in the game with the current PvP bug .. so I guess yes it is possible for absolutely any spell in the game under the right bug to hit for that much. Happy?
Only it has nothing to do with that bug
Well then they are using the other bug .. which has absolutely nothing to do with blazing shield's power. Exploiting bugs is exploiting bugs and the bug should be fixed. Blazing shield used without exploiting bugs can in no way hit the damage people are claiming. The entire point of this is to get the skill nerfed because of the potential it can do when exploiting bugs .. which you seem to be all for.
So when talking about the damage blazing shield can do I am talking about the legitimate non bug exploiting version. I guess if it fits your agenda to get it nerfed to pretend the abuse of an exploit is the normal damage parameters then go ahead and cry away I hope you don't drown in tears of screaming NERF.
monkeymystic wrote: »There ya go.
Bat Swarm (or devouring swarm) ultimate got it's damage nerfed by 25% in 1.3.4 patch.
Meanwhile the low magicka cost ability Blazing Shield is rocking 2000-3000 AoE crits like never before.
It is hilarious how a magicka templar ability (Blazing Shield) is still stronger than all the ultimates in the game.
onlinegamer1 wrote: »BLAZING SHIELD IV
Cast Time: Instant
Target: Self
Duration: 6 seconds
Creates damage shield for 30% Max Health that lasts 6 seconds. Each nearby target increases shield strength by 4%. Returns 53% of damage taken to nearby enemies when effect ends.
========================================================
1. I bolded the important part - the damage it does.
2. It deals damage "when it ends"
3. It "ends" under 2 circumstances: you knock it down, or 6 seconds passes
Lets assume 3000 health (because, math). That's a 900 point shield to start off. Add 4% as soon as you go near it (120 more, or now a 1020 point shield).
As soon as you DEAL 1020 damage to the templar, you TAKE 53% of that. 53% of 1020 = 540.
540 != 2000 or 3000.
Now, lets add players. Lets add 9 more (total 10, because, math).
900 pts to start.
4% * 10 = 120 * 10 or 1200.
Total shield: 2100
Total damage when it pops: 2100 * 53%, or 1113 damage to everyone nearby*.
1113 != 2000 or 3000.
To the OP, we know - math is hard. But, have you tried not lying about Blazing Shield?
(* Arguably, that's 11,130 damage total.)
the 3k damage happens when you activate another shield before you activate blazing shield.Luvsfuzzybunnies wrote: »onlinegamer1 wrote: »BLAZING SHIELD IV
Cast Time: Instant
Target: Self
Duration: 6 seconds
Creates damage shield for 30% Max Health that lasts 6 seconds. Each nearby target increases shield strength by 4%. Returns 53% of damage taken to nearby enemies when effect ends.
========================================================
1. I bolded the important part - the damage it does.
2. It deals damage "when it ends"
3. It "ends" under 2 circumstances: you knock it down, or 6 seconds passes
Lets assume 3000 health (because, math). That's a 900 point shield to start off. Add 4% as soon as you go near it (120 more, or now a 1020 point shield).
As soon as you DEAL 1020 damage to the templar, you TAKE 53% of that. 53% of 1020 = 540.
540 != 2000 or 3000.
Now, lets add players. Lets add 9 more (total 10, because, math).
900 pts to start.
4% * 10 = 120 * 10 or 1200.
Total shield: 2100
Total damage when it pops: 2100 * 53%, or 1113 damage to everyone nearby*.
1113 != 2000 or 3000.
To the OP, we know - math is hard. But, have you tried not lying about Blazing Shield?
(* Arguably, that's 11,130 damage total.)
Wow how insightful. Never mind that didn't figure in crits or pots that can increase damage cause no one uses pots or every gets a critical hit. Not to mention any other damage increasing skill or ability/passive.
mike.gaziotisb16_ESO wrote: »Mojomonkeyman wrote: »mike.gaziotisb16_ESO wrote: »Out of curiosity, what DoT reading off the Bat Swarm tool-tip do magicka based classes get after today's change?
Depending on my magicka buffs and spell dmg I was getting somewhere between 250-280 yesterday.
Unfortunately not at home atm, so I can't check myself
135 Spelldmg & 2440 Magicka = 277 Dmg Tick Tooltip Batswarm here
Thanks for that info! Sounds like there hasn't been much change for us magicka builds then, only for stamina builds with high weapon damage.
It's a shame my Sorc doesn't have a decent damage ultie and has to rely on this mediocre ability for an ultie and take all the vampiric problems that it comes with. A ~250 pbAoE damage is decent but nothing to write home about.
I miss the Standard when I play with my Sorc but I miss so much more from my Sorc when I play the DK.
As they have pointed out reactivation the shield over and over before it pops. Afaik activating other shields doesnt add to blazing suns damage. Unless this is the intended use by the designers this should have been hot fixed by now.the 3k damage happens when you activate another shield before you activate blazing shield.Luvsfuzzybunnies wrote: »onlinegamer1 wrote: »BLAZING SHIELD IV
Cast Time: Instant
Target: Self
Duration: 6 seconds
Creates damage shield for 30% Max Health that lasts 6 seconds. Each nearby target increases shield strength by 4%. Returns 53% of damage taken to nearby enemies when effect ends.
========================================================
1. I bolded the important part - the damage it does.
2. It deals damage "when it ends"
3. It "ends" under 2 circumstances: you knock it down, or 6 seconds passes
Lets assume 3000 health (because, math). That's a 900 point shield to start off. Add 4% as soon as you go near it (120 more, or now a 1020 point shield).
As soon as you DEAL 1020 damage to the templar, you TAKE 53% of that. 53% of 1020 = 540.
540 != 2000 or 3000.
Now, lets add players. Lets add 9 more (total 10, because, math).
900 pts to start.
4% * 10 = 120 * 10 or 1200.
Total shield: 2100
Total damage when it pops: 2100 * 53%, or 1113 damage to everyone nearby*.
1113 != 2000 or 3000.
To the OP, we know - math is hard. But, have you tried not lying about Blazing Shield?
(* Arguably, that's 11,130 damage total.)
Wow how insightful. Never mind that didn't figure in crits or pots that can increase damage cause no one uses pots or every gets a critical hit. Not to mention any other damage increasing skill or ability/passive.
not working as intended.
Sallington wrote: »Anything useful that players are wanting added into the game all fall under the category of "Yer ruinin my 'mersion!"
the problem is it has to be refereshed over and over without anyone in range if some one is in range the dmg is not stacked to the next shield.Luvsfuzzybunnies wrote: »As they have pointed out reactivation the shield over and over before it pops. Afaik activating other shields doesnt add to blazing suns damage. Unless this is the intended use by the designers this should have been hot fixed by now.
Sallington wrote: »Anything useful that players are wanting added into the game all fall under the category of "Yer ruinin my 'mersion!"
Yep going from godmode, to semi-godmode hurts. Now you can only hold15 players beating you way longer than any other class, instead 20.DK was nerfed so deep underground now people start crying about other classes.
xsorusb14_ESO wrote: »onlinegamer1 wrote: »xsorusb14_ESO wrote: »onlinegamer1 wrote: »xsorusb14_ESO wrote: »onlinegamer1 wrote: »xsorusb14_ESO wrote: »onlinegamer1 wrote: »xsorusb14_ESO wrote: »onlinegamer1 wrote: »BLAZING SHIELD IV
Cast Time: Instant
Target: Self
Duration: 6 seconds
Creates damage shield for 30% Max Health that lasts 6 seconds. Each nearby target increases shield strength by 4%. Returns 53% of damage taken to nearby enemies when effect ends.
========================================================
1. I bolded the important part - the damage it does.
2. It deals damage "when it ends"
3. It "ends" under 2 circumstances: you knock it down, or 6 seconds passes
Lets assume 3000 health (because, math). That's a 900 point shield to start off. Add 4% as soon as you go near it (120 more, or now a 1020 point shield).
As soon as you DEAL 1020 damage to the templar, you TAKE 53% of that. 53% of 1020 = 540.
540 != 2000 or 3000.
Now, lets add players. Lets add 9 more (total 10, because, math).
900 pts to start.
4% * 10 = 120 * 10 or 1200.
Total shield: 2100
Total damage when it pops: 2100 * 53%, or 1113 damage to everyone nearby*.
1113 != 2000 or 3000.
To the OP, we know - math is hard. But, have you tried not lying about Blazing Shield?
(* Arguably, that's 11,130 damage total.)
You might wanna actually read up on the subject before you talk about it.
Just a heads up
You might want to take a math class.
Just a heads up.
And this is where I embarrass you for not taking my advice
http://gyazo.com/5af4785c6c7fad1b47f5f69a53d720c4
http://gyazo.com/74bc78d783eff15b24283f812124a77a
http://gyazo.com/e5bd0fa3fc2ccc3ee2623eeea00e8da2
http://www.reddit.com/r/elderscrollsonline/comments/2cwp2i/bug_finally_figured_out_why_templars_blazing/
In otherwords
So, basically, you just owned yourself by admitting the Blazing Shield is fine, just bugged.
You may want to stop replying now, its getting embarrassing.
You claimed that the damage numbers couldn't be achieved, I then warned you that you should read up on the topic before ya posted...
And you think i should be embarrassed?
Would you like a shovel?
I was right - those damage numbers CANNOT BE ACHIEVED under normal circumstances, which was what we're talking about in this thread. The fact that there is a bug making it happen right now is 100% irrelevant to that claim.
Again, please stop replying, the adults are talking.
You accused him of lying, I pointed out you were wrong and should read up on a subject before posting about it.
You can't spin your way out of it, Just apologize to the OP and accept you were wrong.
He is lying, read the OP.
Point out the part he's lying about.
Can Blazing shield Crit for 2-3k or not?
No it can't. I believe (but don't quote me on this), the cap of the +4% increase to the 53% damage return per nearby enemy caps at 6 like most other abilities (and they need to be within the 6 meter range to be counted). This of course is assuming the single cast of the shield, not multiple shields being recast before it breaks (which is how it can achieve those numbers).
Besides, you really shouldn't be taking on a Templar at close range anyways. Blazing Shield + Biting Jabs/Puncturing Sweeps is going to wreck you a new one. I hate to say it but L2P.
dylanjaygrobbelaarb16_ESO wrote: »I dont run out of battles trying not to hit people in order to exploit the shield and its usually only hitting for around 500 non crit. its the skill when working as intended is fine and dosent need to change. fix the exploit, dont nerf the shield.