kylewwefan wrote: »Sharpened Daggers all the way. The critical hit damage multiplier from this setup makes them twice as effective than swords or maces.
Mordenkainen wrote: »Alright, so say I'm going for
5 Night Mothers Gaze
2 Kraghs
3 Agility (Jewelry only)
2 Hunding Daggers
Would there be anything better without looking at Trial gear?
Figured I'd ask because I am tad unsure about the sets you find out in the open world since One Tamriel.
Also please bare with me if my question/s seem stupid, I never played anything stamina related before.
Gilliamtherogue wrote: »Mordenkainen wrote: »Alright, so say I'm going for
5 Night Mothers Gaze
2 Kraghs
3 Agility (Jewelry only)
2 Hunding Daggers
Would there be anything better without looking at Trial gear?
Figured I'd ask because I am tad unsure about the sets you find out in the open world since One Tamriel.
Also please bare with me if my question/s seem stupid, I never played anything stamina related before.
5 NMG if no one else is running it, but if another player has it then swap it to 5 Twice Born Star
2 Kraghs for pure single target, 2 Velidreth for AoE
3 Vicious Ophidian or Alkosh over Agility inside dungeons+trials
2 Maelstrom Daggers is optimal unless doing dungeons/vMA where burst is favored, in which you'd run 5 VO then.
Mordenkainen wrote: »Gilliamtherogue wrote: »Mordenkainen wrote: »Alright, so say I'm going for
5 Night Mothers Gaze
2 Kraghs
3 Agility (Jewelry only)
2 Hunding Daggers
Would there be anything better without looking at Trial gear?
Figured I'd ask because I am tad unsure about the sets you find out in the open world since One Tamriel.
Also please bare with me if my question/s seem stupid, I never played anything stamina related before.
5 NMG if no one else is running it, but if another player has it then swap it to 5 Twice Born Star
2 Kraghs for pure single target, 2 Velidreth for AoE
3 Vicious Ophidian or Alkosh over Agility inside dungeons+trials
2 Maelstrom Daggers is optimal unless doing dungeons/vMA where burst is favored, in which you'd run 5 VO then.
Yeah, that's a lot more further along the road though. I literally got no trial gear at all for my NB so this was more thought as stuff basically to start with and eventually get that sweet Maelstrom/Trial stuff.
Gilliamtherogue wrote: »Mordenkainen wrote: »Gilliamtherogue wrote: »Mordenkainen wrote: »Alright, so say I'm going for
5 Night Mothers Gaze
2 Kraghs
3 Agility (Jewelry only)
2 Hunding Daggers
Would there be anything better without looking at Trial gear?
Figured I'd ask because I am tad unsure about the sets you find out in the open world since One Tamriel.
Also please bare with me if my question/s seem stupid, I never played anything stamina related before.
5 NMG if no one else is running it, but if another player has it then swap it to 5 Twice Born Star
2 Kraghs for pure single target, 2 Velidreth for AoE
3 Vicious Ophidian or Alkosh over Agility inside dungeons+trials
2 Maelstrom Daggers is optimal unless doing dungeons/vMA where burst is favored, in which you'd run 5 VO then.
Yeah, that's a lot more further along the road though. I literally got no trial gear at all for my NB so this was more thought as stuff basically to start with and eventually get that sweet Maelstrom/Trial stuff.
@Mordenkainen
If you're just starting off and trying to get into vMA then try something like 5 NMG, 3 Agility, and 4 Ashen Grip as you'll get some nice offensive stats and some extra health from Ashen. If you have access to Velidreth however you might want to run that as a 2 piece over 4 Ashen, and then fill in for health as a 2 piece or elsewhere.
You can also start doing normal trials pretty much immediately, since the requirements for them are absurdly low, and begin getting some Vicious Ophidian pieces, ideally 3 jewelry and 2 body pieces (non helm/shoulder). After you get a hold of 5 VO and 2 Maelstrom you can start doing Veteran Trials and getting gold VO jewelry, and maxing out your gear quality, etc.
blackmamba24 wrote: »@Gilliamtherogue thanks for sharing your build. I have a question though. I'm on ps4 and its kinda hard for me to do trials so I can't really get vo. I was wondering what do you think about
2x Velidreth
5 night mother
5 Spriggan
?
blackmamba24 wrote: »@Gilliamtherogue sorry I think I wasn't clear on what type of content I meant for maelstrom. Would the critical from leviathan be more beneficial than the penetration from Spriggan if major fracture isn't applied?
IzakiBrotheSs wrote: »Kinda don't agree on 1 thing... Caltrops IMHO is most effective on a stamina sorcerer as you get a chance to proc implosion on all targets in the huge radius of this skill...
Gilliamtherogue wrote: »IzakiBrotheSs wrote: »Kinda don't agree on 1 thing... Caltrops IMHO is most effective on a stamina sorcerer as you get a chance to proc implosion on all targets in the huge radius of this skill...
@IzakiBrotheSs On trash I agree, which is why in Trials you have 2 people running Caltrops (if the raid even has 2 stam builds anymore). Ideally a Sorc and a NB. However on boss fights, by the time a boss (yes, even HM rakkhat) gets to 15%, there won't be much time before they're dead to let the proc rate of Implosion to really see a gain in damage to put them over the raw damage NB's get from having more Crit Chance and Crit Hit Damage. It's very close, but stam NB still puts out more damage with Caltrops (less than 1% difference though).
Gilliamtherogue wrote: »IzakiBrotheSs wrote: »Kinda don't agree on 1 thing... Caltrops IMHO is most effective on a stamina sorcerer as you get a chance to proc implosion on all targets in the huge radius of this skill...
@IzakiBrotheSs On trash I agree, which is why in Trials you have 2 people running Caltrops (if the raid even has 2 stam builds anymore). Ideally a Sorc and a NB. However on boss fights, by the time a boss (yes, even HM rakkhat) gets to 15%, there won't be much time before they're dead to let the proc rate of Implosion to really see a gain in damage to put them over the raw damage NB's get from having more Crit Chance and Crit Hit Damage. It's very close, but stam NB still puts out more damage with Caltrops (less than 1% difference though).
IzakiBrotheSs wrote: »Gilliamtherogue wrote: »IzakiBrotheSs wrote: »Kinda don't agree on 1 thing... Caltrops IMHO is most effective on a stamina sorcerer as you get a chance to proc implosion on all targets in the huge radius of this skill...
@IzakiBrotheSs On trash I agree, which is why in Trials you have 2 people running Caltrops (if the raid even has 2 stam builds anymore). Ideally a Sorc and a NB. However on boss fights, by the time a boss (yes, even HM rakkhat) gets to 15%, there won't be much time before they're dead to let the proc rate of Implosion to really see a gain in damage to put them over the raw damage NB's get from having more Crit Chance and Crit Hit Damage. It's very close, but stam NB still puts out more damage with Caltrops (less than 1% difference though).
Very true but Caltrops doesn't stack does it? So Maybe one person running anti-cavalry and the other razor?
I have a question about the opening rotation... So at the moment, I'm empowering Rend, drinking my potion and then applying Soul Harvest as soon as its up. Is it wise to do this or should I just save my ultimate for the next Rend (meaning that Soul Harvest will only be used in execute phase)?
Also I have another question: Relentless Focus. When is the best time to reapply it? I'm on console as well, so I can't exactly see when the buff has run out so what would you suggest. This is my biggest problem on NB. I just can't seem to figure out when to fire the Assassin's Scourge. So far I apply the buff and fire off the Scourge at the beginning of each rotation. I keep it on the bow bar so I can animation cancel it quicker with the bar swaps:
Relentless Focus > swap > Rapids > Rending > Rapids > swap > Trap > Hail > Injection > Assassin's Scourge > swap > Rapids x2 > Rending > Rapids > swap > Trap > Hail > Injection > Relentless Focus > swap > Rapids x2 > etc.
So basically I'm reapplying the buff and firing off the thing every 10 seconds... Good or bad? Should I Reapply Focus straight away or should I only do it every 20 seconds? Also should I fire the bow off during the execute phase or just focus on spamming Killer's Blade while keeping the empowered DoTs up?
Thanks!
@InstantGilliamtherogue wrote: »IzakiBrotheSs wrote: »Kinda don't agree on 1 thing... Caltrops IMHO is most effective on a stamina sorcerer as you get a chance to proc implosion on all targets in the huge radius of this skill...
@IzakiBrotheSs On trash I agree, which is why in Trials you have 2 people running Caltrops (if the raid even has 2 stam builds anymore). Ideally a Sorc and a NB. However on boss fights, by the time a boss (yes, even HM rakkhat) gets to 15%, there won't be much time before they're dead to let the proc rate of Implosion to really see a gain in damage to put them over the raw damage NB's get from having more Crit Chance and Crit Hit Damage. It's very close, but stam NB still puts out more damage with Caltrops (less than 1% difference though).
Stam sorc has
+5% physical damage,
+8% max stam,
+6% weapon damage
and implosion.
I dont think nb can beat that.
Gilliamtherogue wrote: »@InstantGilliamtherogue wrote: »IzakiBrotheSs wrote: »Kinda don't agree on 1 thing... Caltrops IMHO is most effective on a stamina sorcerer as you get a chance to proc implosion on all targets in the huge radius of this skill...
@IzakiBrotheSs On trash I agree, which is why in Trials you have 2 people running Caltrops (if the raid even has 2 stam builds anymore). Ideally a Sorc and a NB. However on boss fights, by the time a boss (yes, even HM rakkhat) gets to 15%, there won't be much time before they're dead to let the proc rate of Implosion to really see a gain in damage to put them over the raw damage NB's get from having more Crit Chance and Crit Hit Damage. It's very close, but stam NB still puts out more damage with Caltrops (less than 1% difference though).
Stam sorc has
+5% physical damage,
+8% max stam,
+6% weapon damage
and implosion.
I dont think nb can beat that.
6% Critical Strike. (~8% damage)
10% Critical Strike Damage. (~12% damage)
Applying NMG. (5.16% damage for all stam builds)
vs
5% physical (5% damage)
8% stam (~3k more stam, ~4% increased Caltrop damage)
Believe you meant 4% weapon damage (main bar has Bound Arma & Hurricane, so 4%) (~2% increase Caltrop damage)
Implosion's proc rate from Caltrops would be 6% chance every second, or ~17s to gain one Implosion proc based off the math, which is ~25k proc damage gained every 17s.
In conclusion; 20% damage bonus on caltrops for the NB + 5.16% for all stam, or 25.16% increased Caltrop damage.
vs
11% damage bonus to caltrops + ~25k damage every 17s.
Therefor, you'd want a NB running it over a Stam sorc. Plus, Sorcs don't have the bar space to run Caltrops (unless they drop Surge) which is ill advised in real raiding, as you need to have form of self healing at all times to be competitive.
Only time you'd want a Sorc to use it over a NB is if the Sorc is wearing NMG instead of the NB, but that would be a DPS deficit as NB's are pulling less overall damage than Sorcs.
Gilliamtherogue wrote: »@InstantGilliamtherogue wrote: »IzakiBrotheSs wrote: »Kinda don't agree on 1 thing... Caltrops IMHO is most effective on a stamina sorcerer as you get a chance to proc implosion on all targets in the huge radius of this skill...
@IzakiBrotheSs On trash I agree, which is why in Trials you have 2 people running Caltrops (if the raid even has 2 stam builds anymore). Ideally a Sorc and a NB. However on boss fights, by the time a boss (yes, even HM rakkhat) gets to 15%, there won't be much time before they're dead to let the proc rate of Implosion to really see a gain in damage to put them over the raw damage NB's get from having more Crit Chance and Crit Hit Damage. It's very close, but stam NB still puts out more damage with Caltrops (less than 1% difference though).
Stam sorc has
+5% physical damage,
+8% max stam,
+6% weapon damage
and implosion.
I dont think nb can beat that.
6% Critical Strike. (~8% damage)
10% Critical Strike Damage. (~12% damage)
Applying NMG. (5.16% damage for all stam builds)
vs
5% physical (5% damage)
8% stam (~3k more stam, ~4% increased Caltrop damage)
Believe you meant 4% weapon damage (main bar has Bound Arma & Hurricane, so 4%) (~2% increase Caltrop damage)
Implosion's proc rate from Caltrops would be 6% chance every second, or ~17s to gain one Implosion proc based off the math, which is ~25k proc damage gained every 17s.
In conclusion; 20% damage bonus on caltrops for the NB + 5.16% for all stam, or 25.16% increased Caltrop damage.
vs
11% damage bonus to caltrops + ~25k damage every 17s.
Therefor, you'd want a NB running it over a Stam sorc. Plus, Sorcs don't have the bar space to run Caltrops (unless they drop Surge) which is ill advised in real raiding, as you need to have form of self healing at all times to be competitive.
Only time you'd want a Sorc to use it over a NB is if the Sorc is wearing NMG instead of the NB, but that would be a DPS deficit as NB's are pulling less overall damage than Sorcs.
I think your math is a bit off. 6% crit chance is nowhere near 8% more damage. The following math term can be used to determine the damage increase:
-1+(1+(crit chance * crit damage))/(1+((crit chance + 6%)* crit damage))
Asssuming an average crit damage of 1.2 and a crit chance of 80% we get a damage increase of 3,7%.
The same goes for crit damage. 10% crit damage should be less than 5% dps gain.
I don't see why you prefer the NMG user to use caltrops. Obviously you get more damage out of caltrops from a player wearing TBS (assuming someone else is wearing NMG) and caltrops is not needed to get 100% uptime on the armor debuff. Btw NMG gives more than 5.16% damage inc as long as the target has more than 2580 armor left.
Also i disagree with what you say about the bar space. Self healing is not bad but most of the time it's spike damage that kills you. So in most cases the extra healing wont help much.
Gilliamtherogue wrote: »Crit chance operates simply by interaction between Chance and damage, a more simple (why I use ~ in front) equation crit chance x CHD, or in this case .06 x 1.329(.5 base + .1 passive + .12 minor force + .183 full gold divines Shadow + .13 precise strikes x 1.3 Major Force) = .080574 or ~8% DPS.
Gilliamtherogue wrote: »Crit chance operates simply by interaction between Chance and damage, a more simple (why I use ~ in front) equation crit chance x CHD, or in this case .06 x 1.329(.5 base + .1 passive + .12 minor force + .183 full gold divines Shadow + .13 precise strikes x 1.3 Major Force) = .080574 or ~8% DPS.
Your equation has a very limited range of validity. It only works for base crit chance = 0%.
Also there are a few minor errors:
0.183 has to be 0.18 due to rounding
100% uptime on Major Force is highly unrealistic
0.06*1,329 <= 0,08 != 0,080574
Gilliamtherogue wrote: »Gilliamtherogue wrote: »Crit chance operates simply by interaction between Chance and damage, a more simple (why I use ~ in front) equation crit chance x CHD, or in this case .06 x 1.329(.5 base + .1 passive + .12 minor force + .183 full gold divines Shadow + .13 precise strikes x 1.3 Major Force) = .080574 or ~8% DPS.
Your equation has a very limited range of validity. It only works for base crit chance = 0%.
Also there are a few minor errors:
0.183 has to be 0.18 due to rounding
100% uptime on Major Force is highly unrealistic
0.06*1,329 <= 0,08 != 0,080574
CHD only rounds down after the final calculation, as all internal calculations in game do. If you have 12% increased weapon damage of say, 154, it would be 18 instead of 18.48. However if you were to add 12% of 154 and 16% of 154 it would be (18.48 + 24.64 ) = 43 instead of 42. Therefor the final CHD would be 1.32 instead of 1.329. However once you gain another source of .001, it will become 1.33.
And yes, that is correct about 100% uptime being unrealistic. But we're also assuming many other things with the math at hand. Even if we were to assume 50% major force uptime, the NB's raw damage would be ahead of the Sorc's. I have already agreed there are instances in which the Sorc would beat the NB pt for pt in damage in a few unique instances, but not without incurring survivability losses which would not bode well in the content that we are using our numbers from.
Gilliamtherogue wrote: »Gilliamtherogue wrote: »Crit chance operates simply by interaction between Chance and damage, a more simple (why I use ~ in front) equation crit chance x CHD, or in this case .06 x 1.329(.5 base + .1 passive + .12 minor force + .183 full gold divines Shadow + .13 precise strikes x 1.3 Major Force) = .080574 or ~8% DPS.
Your equation has a very limited range of validity. It only works for base crit chance = 0%.
Also there are a few minor errors:
0.183 has to be 0.18 due to rounding
100% uptime on Major Force is highly unrealistic
0.06*1,329 <= 0,08 != 0,080574
CHD only rounds down after the final calculation, as all internal calculations in game do. If you have 12% increased weapon damage of say, 154, it would be 18 instead of 18.48. However if you were to add 12% of 154 and 16% of 154 it would be (18.48 + 24.64 ) = 43 instead of 42. Therefor the final CHD would be 1.32 instead of 1.329. However once you gain another source of .001, it will become 1.33.
And yes, that is correct about 100% uptime being unrealistic. But we're also assuming many other things with the math at hand. Even if we were to assume 50% major force uptime, the NB's raw damage would be ahead of the Sorc's. I have already agreed there are instances in which the Sorc would beat the NB pt for pt in damage in a few unique instances, but not without incurring survivability losses which would not bode well in the content that we are using our numbers from.
Let's assume that rounding happens ONLY at the end of the calculation. That means elfborn jump points with the shadow mundus are different to jump points wihtout the shadow mundus. I'm 99% sure that's not true.
I be dumb. Could someone give what the rotation would be without maelstrom weapons?