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Degeneration and Scaling Rune bug

Mange
Mange
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When you spec for Everlasting Magic in the mages guild line, these abilities get their duration increased but do not get the damage of the DoTs increased effectively nerfing your own damage since you are doing the same amount of damage over a longer period of time. DoTs are already generally weak in this game, considering how many abilities can instantly burst for the amount of damage you'll get from a DoT in 14 seconds, they are especially weak in PVP and losing damage on them because of increasing the duration is a terrible mechanic so I assume it's an overlooked bug.
Edited by Mange on 15 April 2014 01:19
  • GreasedLizard
    GreasedLizard
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    Ya wondered about this, as no 'abilities' really benefit from longer duration. Perhaps Volcanic Rune, but at the cost of Degeneration
  • Brasseurfb16_ESO
    Brasseurfb16_ESO
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    While a bit off topic, the Templar has the exact same issue with Enduring Rays passive it increases the duration of all your Dawn's Wrath spells but doesn't increase the dmg of Sun Fire, reducing its overall damage over time.
  • Mange
    Mange
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    Bump, still broken. Going to bump this after every patch to make sure it's acknowledged.
  • Mange
    Mange
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    Bump, after reading the recent patch notes this wasn't mentioned at all.
  • Mange
    Mange
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    Bump, still no mention of a fix for this or even signs of acknowledgement.
  • Comaetilico
    Comaetilico
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    Ya wondered about this, as no 'abilities' really benefit from longer duration. Perhaps Volcanic Rune, but at the cost of Degeneration

    no... not even volcanic... since it only makes the "rune" last longer and not the stun... so you actualy can leave the rune on the ground for 36 second instead of 30... but it will still stun for 4 sec on activation and not 4,8
  • Pyatra
    Pyatra
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    DoT on a Crit Surge Sorc build can be very viable for survivability in large scale combat in PVP (Assuming you aren't hitting the same 6 guys everytime). Assuming you are using one of the DoT AoEs that actually can crit.
    Edited by Pyatra on 16 May 2014 20:14
  • Mange
    Mange
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    Well there wasn't any mention of fixing this in the notes, but they did increase the damage on degeneration which was a good change. Last time I am going to put this out there if it isn't stealth fixed when the server comes up I'll just respec everything to remove the passive I suppose.
  • rotatorkuf
    rotatorkuf
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    i tested it out, the tooltip doesn't change (yay for fixed wording/tooltips/clarity....NOT)

    but, the actual damage output stays the same (aka not nerfed) with the extra 2.4 seconds (from passive)

    ex:

    before passive, ticked for 40 damage over 12 seconds

    after passive, ticked for 40 damage over 14.4 seconds
    Edited by rotatorkuf on 23 May 2014 06:08
  • Deimos
    Deimos
    rotatorkuf wrote: »
    i tested it out, the tooltip doesn't change (yay for fixed wording/tooltips/clarity....NOT)

    but, the actual damage output stays the same (aka not nerfed) with the extra 2.4 seconds (from passive)

    ex:

    before passive, ticked for 40 damage over 12 seconds

    after passive, ticked for 40 damage over 14.4 seconds

    So are you saying it adds 1 more tick for 40 dmg?

    [Edit]: Ok I tested myself and going from Everlasting Magic 1/2 to 2/2 added one more tick to the dot, the individual dot dmg stayed the same, so overall it's not a nerf or buff to dmg, you just need to recast spell less.
    Edited by Deimos on 25 May 2014 19:47
  • Pixelex
    Pixelex
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    Deimos wrote: »
    [Edit]: Ok I tested myself and going from Everlasting Magic 1/2 to 2/2 added one more tick to the dot, the individual dot dmg stayed the same, so overall it's not a nerf or buff to dmg, you just need to recast spell less.

    Is this info up-to-date and correct? ^^
    Meisterangler alias Masterfischi
    www.pixelex.net
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