20% reduction in HP on any mob (including bosses) at endgame is huge. I don't think the dot is worth it at all, particularly for AOE farming where it will just be overwritten constantly (at least with pulsar the 20% reduction hits and stays)
sir_dunnub17_ESO wrote: »I read before that the 20% is effectively less on regular enemies because it happens after the actual ability damage is done to the mob, have you found this to be true from using it?
20% reduction in HP on any mob (including bosses) at endgame is huge. I don't think the dot is worth it at all, particularly for AOE farming where it will just be overwritten constantly (at least with pulsar the 20% reduction hits and stays)
Pulsar doesn't reduce the max HP of bosses.
Elemental Ring is better in 99% of situations.sir_dunnub17_ESO wrote: »I read before that the 20% is effectively less on regular enemies because it happens after the actual ability damage is done to the mob, have you found this to be true from using it?
This is a fact.
I believe the pulsar reduction is 10% - 13%, not 20%. If the average mob health at level 40 is around 1000 and the ability damage is 145, then the reduction would have no benefit if the damage is applied first. Almost seems like a bug. Is the average mob health to ability damage ratio different at 50+? I suppose pulsar is useful as an opening attack against high health bosses who are not immune to special effects. Does this outweigh the relatively small elemental DOT? Still on the fence.
Pulsar is simply better.
It's also MAX health, not CURRENT health, so it reduces flat amount no matter when. You could use it on last 20% and get an instakill when paired with the damage itself I guess. Let's say the mob has 1000 HP. It will take away 130 (/200, dunno what number to believe, I still need 1 rank to morph it) regardless if it was taken from 1000 HP left or 200 HP left..
Elemental Ring COULD be better (for fights taking more than 10 seconds anyway), if the effect wasn't overwriting itself instead of stacking.. or if it was ticking WAY faster... I don't know, every 0.5 sec for 2 sec, instead of over 10 *** seconds (which is enough to overwrite it AT LEAST 4 times)
Most normal mobs in VR levels have between 2000-2500. Which means pulsar is useless since the AoE itself will chunk off more than pulsars health debuff does. Tougher mobs go to about 3500 and pulsar is marginally useful there. Big boss mobs can go to 25k-30k in which case it's nice but those fights you're either in a group that burns it down in 5s anyways or you're cheesing it with CC at which points it's largely irrelevant what you do.I believe the pulsar reduction is 10% - 13%, not 20%. If the average mob health at level 40 is around 1000 and the ability damage is 145, then the reduction would have no benefit if the damage is applied first. Almost seems like a bug. Is the average mob health to ability damage ratio different at 50+? I suppose pulsar is useful as an opening attack against high health bosses who are not immune to special effects. Does this outweigh the relatively small elemental DOT? Still on the fence.
50+ normal mob health easily scales into the 3000+, some even get into the the 10000+ range for solo bosses. That 20% health reduction is often the difference between life and death.
Jeez, how hard is it for you guys to understand..
Pulsar's first hit on a target, IN ADDITION TO IT'S OWN DAMAGE, reduces the mob's Health pool by 13%.
Let's say Pulsar hits for 200 damage and mob has 1000 HP.
First hit - > Pulsar deals 200 damage, mob is left at 800. Second part hits and takes away 13% of his max health (130). He's left at 670.
Each subsequent hit will only deal the base pulsar damage.
Let's say Pulsar hits for 200 damage, mob's max HP is 1000, but you already hit him with 2 heavy staff attacks on the way for 250 each. Mob now has 500 hp.
First Pulsar: deals 200+13%HP damage = 330 - mob now has 170 HP left which means that next pulsar (with 200 dmg only) will kill him anyway.
Jeez, how hard is it for you guys to understand..
Pulsar's first hit on a target, IN ADDITION TO IT'S OWN DAMAGE, reduces the mob's Health pool by 13%.
Let's say Pulsar hits for 200 damage and mob has 1000 HP.
First hit - > Pulsar deals 200 damage, mob is left at 800. Second part hits and takes away 13% of his max health (130). He's left at 670.
Each subsequent hit will only deal the base pulsar damage.
Let's say Pulsar hits for 200 damage, mob's max HP is 1000, but you already hit him with 2 heavy staff attacks on the way for 250 each. Mob now has 500 hp.
First Pulsar: deals 200+13%HP damage = 330 - mob now has 170 HP left which means that next pulsar (with 200 dmg only) will kill him anyway.
1. An Enemy has 1000 health. Pulsar does 115 damage at your level and applies a 10% health pool reduction debuff. Here’s what happens on your first cast. For an enemy that has 1000 health, you see 115 damage from pulsar to the health bar of the enemy because 10% of 1000 is 100, which is less than the damage you get from the spell. They both apply at the same time, they’re not additive in a single cast (so it’s not 1000 -(1000.*.10) = 900 – 115 Pulsar damage which would = 785. You get the health pool reduction and anything over it in Pulsar damage (in this case, 15 damage).
2. An enemy has 2000 health. Pulsar’s damage is 115 and has a 10% debuff at your level so the 1st cast takes that down 10% instantly to 1800 (becasue 10% of 2000 is greater than 115).
In real life testing in shadowfen:
MOB A (Wasp): HP = 661. 1st cast of Pulsar reduces HP to 550 doing the 111 listed damage of my Pulsar spell because 10% of 661 is 66.5. 66.5 < 111.
MOB B (Kagouti). HP = 1017. 1st cast of Pulsar reduces HP to 906 doing the 111 listed damage of my Pulsar spell because 10% of 1017 is 101.7. 101.7 < 111.
MOB C (Wamasu #1). HP = 3560. 1st cast of Pulsar reduces HP to 3204 doing the 10% debuff damage of 356 rather than the listed damage of my Pulsar spell because 10% of 3560 is 356. 356 > 111.
MOB C (Wamasu #2). *** = 3560. I hit first with a heavy attach from my staff for 150 damage, bringing the target down to 3410 HP (3506 – 150 = 3410), then I hit him with pulsar, which reduced his HP to 3204. If you look above, this is the exact same health pool that Wamasu #1 had after hitting him with the 10% reduction from Pulsar. I know my Pulsar only does 111 damage and my combat log did not register a crit. What happened here is that the < or > check for Pulsar’s damage and the 10% debuff check kicked in even after the first hit, saw that 10% of the STARTING health pool (not the current hit points) was greater than the 111 damage I would be doing with the flame attack of Pulsar, and applied that rather than the lower damage Pulsar hit.
This is completely incorrect.Jeez, how hard is it for you guys to understand..
Pulsar's first hit on a target, IN ADDITION TO IT'S OWN DAMAGE, reduces the mob's Health pool by 13%.
Let's say Pulsar hits for 200 damage and mob has 1000 HP.
First hit - > Pulsar deals 200 damage, mob is left at 800. Second part hits and takes away 13% of his max health (130). He's left at 670.
Each subsequent hit will only deal the base pulsar damage.
Let's say Pulsar hits for 200 damage, mob's max HP is 1000, but you already hit him with 2 heavy staff attacks on the way for 250 each. Mob now has 500 hp.
First Pulsar: deals 200+13%HP damage = 330 - mob now has 170 HP left which means that next pulsar (with 200 dmg only) will kill him anyway.