Narvuntien wrote: »Probably better to just buff Stam Sorc rather than have the skill have different effects. Implosion was a balance nightmare now its gone stam sorcs can be buffed.
Implosion was a full random.
When I playing sorc my implosion fire once at month. When others sorc just heroic slash me their implosion hit 12k when I am 23k Hp build. Screw it, new passive much better
Olupajmibanan wrote: »But back to the topic. Boss hp is going down faster at lower health thanks to all of the execute mechanics present in trial group. Taking first 15% of boss's hp usually takes longer than last 15% of boss's hp. From this perspective replacing Implosion with Amplitude is a buff for both magsorc and stamsorc.
Olupajmibanan wrote: »Looking at my msorc parses (on target centurion with full 12-group buffs), implosion proc rate is laughable. On a stamsorc, the proc rate is somewhat higher but still seems to be weaker than downscaling damage buff that awaits with the new patch.
Olupajmibanan wrote: »What I wanted to say with all this is that this change does hurt only a small portion of all Sorcerers.
Olupajmibanan wrote: »2.) As PvP stamsorc goes, I have mixed feelings. It seems to be a slight buff for Spin2w or 2h burst stamsorc. With new Amplitude, you get your targets to execute treshold easier. On the other hand, Bleed stamsorc will take a hit for sure.
1.) What I wanted to say with all this is that this change does hurt only a small portion of all Sorcerers.
Implosion was a full random.
When I playing sorc my implosion fire once at month. When others sorc just heroic slash me their implosion hit 12k when I am 23k Hp build. Screw it, new passive much better
It was only random if you decided not to use it. I had a 36% chance to proc it. It was glorious combined with VD. With the changes, both of the inofficial class spammables (Steel Tornado and Blood Craze) are more effective if used by other StamClasses.
But it's so OP.
Okay, we'll bring it back but this is its new effect.
When hitting a target below 15% health, you have a 6% chance to implode them or yourself for 15k oblivion damage.
I think it should fit nicely with the rest of the Stamsorc kit.
Damn, I should have added THAT to my suggestion threadIs the Implosion AoE? Then it would be great candidate for phoenix set bombing.
I think every pvp Sorс wants to return to the implosion because the new amplitude is very weak,it is practically nothing in pvp when the enemy is not full HP,Sorс is not a ganker
Lightspeedflashb14_ESO wrote: »Implosion was a full random.
When I playing sorc my implosion fire once at month. When others sorc just heroic slash me their implosion hit 12k when I am 23k Hp build. Screw it, new passive much better
It was only random if you decided not to use it. I had a 36% chance to proc it. It was glorious combined with VD. With the changes, both of the inofficial class spammables (Steel Tornado and Blood Craze) are more effective if used by other StamClasses.
No idea how you think you had a 36% chance but you might think that since you had 6 different sources of damage that you had a 36% chance. That is not how percentage chance works. You still had a only 6% chance per source.
I think every pvp Sorс wants to return to the implosion because the new amplitude is very weak,it is practically nothing in pvp when the enemy is not full HP,Sorс is not a ganker
I swear Joy or one of the class reps said our offensive capability was getting looked at... This doesn't feel like that!
I swear Joy or one of the class reps said our offensive capability was getting looked at... This doesn't feel like that!
I remember this as well.
I admit, I have expected the result to look slightly different, albeit the passive being a good step.
Ever since these patchnotes were published, I have payed attention to all the fights that I had in pve and always studied the recap. I especially looked at boss fights and longer trashmob encounters. (I am a rather damage oriented tank)
My trashmob encounters were usually around 2M damage dealt. Implosion normally procs 5-7 times, with all hits together dealing roughly 100-150k damage. (mind you it scales with max health at the moment)
Now I am not great with math, but looking at an entire fight, we could say that the new passive deals an average of 5% damage, right ?
If we take the pessimistic base damage of 1,850,000 dealt over an entire fight without implosion, the new passive would give me like 92k extra damage, provided my math is even realistic. So I don't know, if this passive even a real damage increase ? At best, it's basically equal. For DDs whom deal less damage with implosion, the passive might be an upgrade.
I swear Joy or one of the class reps said our offensive capability was getting looked at... This doesn't feel like that!
I remember this as well.
I admit, I have expected the result to look slightly different, albeit the passive being a good step.
Ever since these patchnotes were published, I have payed attention to all the fights that I had in pve and always studied the recap. I especially looked at boss fights and longer trashmob encounters. (I am a rather damage oriented tank)
My trashmob encounters were usually around 2M damage dealt. Implosion normally procs 5-7 times, with all hits together dealing roughly 100-150k damage. (mind you it scales with max health at the moment)
Now I am not great with math, but looking at an entire fight, we could say that the new passive deals an average of 5% damage, right ?
If we take the pessimistic base damage of 1,850,000 dealt over an entire fight without implosion, the new passive would give me like 92k extra damage, provided my math is even realistic. So I don't know, if this passive even a real damage increase ? At best, it's basically equal. For DDs whom deal less damage with implosion, the passive might be an upgrade.
I see what you are saying, that's interesting. For me in PvP is just feel that execution was a thing / role we had going as a class and that brutal execution when it did kick in filled that role.
Admittedly when folks hit 20% it probably was already game over. However with the tank meta on the up that last 15% on good players was nice to have when it happened.
I dunno. It's like the dunmer changes for me, stats are one aspect but the concept of the changes is another. And i just don't really feel the vibe for this
It also would not be too strong. Because some other classes for example get 8% damage all the time.
Lightspeedflashb14_ESO wrote: »Implosion was a full random.
When I playing sorc my implosion fire once at month. When others sorc just heroic slash me their implosion hit 12k when I am 23k Hp build. Screw it, new passive much better
It was only random if you decided not to use it. I had a 36% chance to proc it. It was glorious combined with VD. With the changes, both of the inofficial class spammables (Steel Tornado and Blood Craze) are more effective if used by other StamClasses.
No idea how you think you had a 36% chance but you might think that since you had 6 different sources of damage that you had a 36% chance. That is not how percentage chance works. You still had a only 6% chance per source.
If you have 6 damage ticks per second, then each second you have roughly 31% chance to proc at least once (assuming the target's HP remains within range).
Anyway, didn't like the old implosion. Free damage coming out of nowhere. Not fun for the victim, not fun for the sorc (me). The new passive made me sigh, but for geeky reasons rather than player reasons. Why discrete function with branching?
There is one proposal I would like to make. To make amplitude more consistent and more impactful all over the fight.
If we were to just increase the maximum value, it could become too good in some situations.
But the floor could be raised to prevent it from becoming irrelevant on low health.
100-90%: 10% damage
89-70% : 9% damage
69-50% : 8% damage
49-30% : 7% damage
29-10% : 6% damage
9-0% : 5% damage
This way the damage would be more consistent, without raising its potential and without making the loss of Implosion seem so impactful on low health.
It also would not be too strong. Because some other classes for example get 8% damage all the time.
LiquidPony wrote: »There is one proposal I would like to make. To make amplitude more consistent and more impactful all over the fight.
If we were to just increase the maximum value, it could become too good in some situations.
But the floor could be raised to prevent it from becoming irrelevant on low health.
100-90%: 10% damage
89-70% : 9% damage
69-50% : 8% damage
49-30% : 7% damage
29-10% : 6% damage
9-0% : 5% damage
This way the damage would be more consistent, without raising its potential and without making the loss of Implosion seem so impactful on low health.
It also would not be too strong. Because some other classes for example get 8% damage all the time.
But that "8% all the time" is a Minor buff that can be had from other sources.