TechMaybeHic wrote: »Because they are hell bent that it takes 6 seconds to reach whip damage that can happen every 3, and want you to really have to work for it.
Probably with reasoning that you can't block or dodge the explosion
The final damage now deals a guaranteed amount of damage based on your highest offensive stats, rather than dealing damage based on the damage it took from you over the duration
The final damage now takes more overall damage to reach, to make the payout less reliably reached in PvP scenarios.
Power of the Light (morph): Increased the duration of Minor Breach from this morph to 7-10 seconds, up from 6-9. This effect is also no longer tracked over the base ability with the Ability Timers option enabled, to help you keep track of the core ability instead.
These abilities are now once again limited to having one active at a time, to fix numerous exploits and bugs with the ability. This means if you cast the ability on another target while it is active, it will remove the previous cast.
There's no contradiction. The tooltip damage is guaranteed damage even if you don't cause any further damage to the target, it works similar to Daedric Curse now. And that final detonation can be increased by up to 200% by attacking the target. It's a bit like execute scaling, tooltip shows you the lowest value + potential multiplier.Billium813 wrote: »1) I'm a bit confused.
Perhaps I don't understand, but it seems like these are contradictory statements. Is the final damage guaranteed or does it still require damage to reach?
I assume the former point is just poorly worded and that the maximum the final damage can deal now scales based on your highest offensive stats. TBH, it was never even moderately difficult in PvE to reach the max damage. For PvP, it might hurt the burst potential, but we shall see with testing.
The thing that concerns me is that the math doesn't add up. The initial hit scales with both stam/mag + weapon/spell damage, so the claim that final hit deals ~10% more damage while scaling only with w/s damage is nonsense to begin with.Billium813 wrote: »1) I'm a bit confused.
Perhaps I don't understand, but it seems like these are contradictory statements. Is the final damage guaranteed or does it still require damage to reach?
I assume the former point is just poorly worded and that the maximum the final damage can deal now scales based on your highest offensive stats. TBH, it was never even moderately difficult in PvE to reach the max damage. For PvP, it might hurt the burst potential, but we shall see with testing.
That 10% increase from initial hit would be 5822. Once it's scaled up to the maximum of 200% we get 11,644 damage on the final hit. And that's not even near the explosion power we have on live now. Looks like Templars were just hit with another nerf.
MashmalloMan wrote: »
100% more damage is double, 200% more damage is tripple. You miscalculated. Your 5822 would be 17466, not 11644.
Using same stats from PTS/Live:
29579 stamina
5514 weapon damage
Live:
4594 + 17369
PTS:
4594 + (5084 x 3)
= 4594 + (15252)
With this example, it's about a 14% nerf.
Multiplier is closer to 10.7% on the first tick, almost 11%. It's still a bit of a nerf for most builds since you're more likely to stack spell/weapon damage to 6-8k and have a lower stam pool of 25-28k, which means on live, most of, if not all your investment is purely going towards the tooltip.
On PTS, the coeffiecent scaling between something hard to increase(resources) and something easy to increase(damage) is split which is likely the reason for the lower tooltip, but seems unintentional on ZOS's part.
My example is based on a lower damage pool and higher stamina pool than most PVP builds would use, so you're going to see a larger nerf on a more meta setup with damage stacking.
MashmalloMan wrote: »
100% more damage is double, 200% more damage is tripple. You miscalculated. Your 5822 would be 17466, not 11644.
Using same stats from PTS/Live:
29579 stamina
5514 weapon damage
Live:
4594 + 17369
PTS:
4594 + (5084 x 3)
= 4594 + (15252)
With this example, it's about a 14% nerf.
Multiplier is closer to 10.7% on the first tick, almost 11%. It's still a bit of a nerf for most builds since you're more likely to stack spell/weapon damage to 6-8k and have a lower stam pool of 25-28k, which means on live, most of, if not all your investment is purely going towards the tooltip.
On PTS, the coeffiecent scaling between something hard to increase(resources) and something easy to increase(damage) is split which is likely the reason for the lower tooltip, but seems unintentional on ZOS's part.
My example is based on a lower damage pool and higher stamina pool than most PVP builds would use, so you're going to see a larger nerf on a more meta setup with damage stacking.
On live, the copied damage gets further multiplied by 1.5 because of the additional 50% physical/magic damage. Did you take that into consideration?
Also can someone test the tooltips in a PvP environment? I know going from a PVE zone to a PVP zone on live results in like a 50% lower backlash tooltip, and I wonder if that’s still the case on PTS. This change initially seems like raising the skill floor while simultaneously making the spell weaker + harder to build up, but I’d like to see some numbers.
It's about an 18% nerf to final hit.
MashmalloMan wrote: »
MashmalloMan wrote: »
This is the same way they said that “the level of challenge will be the same” when they nerfed our damage by 15-20% but only lowered enemy hp by 10%, or when they said ground DoTs will be between 10 and 15 seconds but left Ritual at 20+.
They state their goals and then implement things in a manner directly contradictory to their claims, leaving us with less and less hope that they will acknowledge these issues and address them.
@ZOS_GinaBruno A while back you asked what kind of communication we would like to see. Please ask the devs to be transparent about the fact that they’re nerfing a skill by double digits rather than claiming it will do the same damage as on live; ask them to acknowledge when they have neglected a skill that was clearly missed in the U35 week 3 static AoE duration reversion back on JULY 25; ask them to clarify why they have neglected stamplar’s pain points in favor of further nerfing it when it’s already just a pale imitation of magplar. Communication looks like respecting your player base by being honest about the actual impact of combat changes and responding (through skill changes and/or developer commentary) when implementation doesn’t match stated goals. It is not ok to claim you’re doing one thing but actually do another; it is not ok to ignore the plight of a class for ten+ weeks (stamplar is not alone in this); it is not ok, in the face of extreme pain points regarding class identity and power, to remain silent about those pain points while issuing further nerfs with a comment that does not accord with the actual changes. Please ask the developers for some sort of acknowledgment here, because we have had none whatsoever.
New UESP coefficients are in. The final explosion scales with a mix of highest resource and power. This is a slight buff to magplar and a nerf to stamplar or hybrid builds that don't put 64 points in an attribute. Same magicka and spell power as in my earlier post. The final damage went up to a maximum of 17,571.
- The final damage deals approximately 10% more damage than the initial hit at base and increases up to an additional 200% to reach similar values of power seen before.
- The final damage now takes more overall damage to reach, to make the payout less reliably reached in PvP scenarios.
New UESP coefficients are in. The final explosion scales with a mix of highest resource and power. This is a slight buff to magplar and a nerf to stamplar or hybrid builds that don't put 64 points in an attribute. Same magicka and spell power as in my earlier post. The final damage went up to a maximum of 17,571.