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Sorc 1.6.3 Preview (From Livestream)

  • Flaminir
    Flaminir
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    Varicite wrote: »
    That opportunity exists. They can crit you for 50% more damage, and you can counter their crit damage all the way down to 0% more damage.



    1) Shields can be crit now, yes. But there is also a mechanic in place to reduce the extra damage from crits down to 0. No need to have crit shields if you can already reduce crits down to 0. No compensation necessary.

    2) Shields can be DoT'd and proc effects now, yes. It was entirely unfair that popping a shield completely negated an entire list of passives and abilities; this needed to change. No compensation necessary.

    3) Shield strength was reduced by 15% to curb the ability to endlessly be able to stack them while under fire. Personally, I would have raised their costs, but this basically serves the same function.

    HOWEVER, I most likely would have held off on this particular nerf until at least seeing how the results of the first 2 nerfs played out. I don't disagree w/ ZOS' stance on the matter, though.

    You say that Impenetrable is the counter to crit damage & can take it down to zero... thought you may not be aware that this is now longer the case (At least at the minute!). As things stand with 1.6 at the minute its not even close to this... its around 16% crit damage reduction from using a full 8 piece set of impen. Reinforced is now far stronger in 1.6 For more info see this thread:

    http://forums.elderscrollsonline.com/discussion/comment/1560989#Comment_1560989

    I do agree with you on the last part though.... whatever anybodies opinions, putting so many major changes to the same mechanic all in one patch is just crazy! 1st rule of testing... change one variable at a time... otherwise you have no idea what works & what doesn't!
    GM of the Unholy Legacy
    EU/EP
    Sorcerer Flaminir (Magicka) / Staminir (Stamina)
    Templar Elixiia (Magicka/Healer) / Lotti Velooni (Magicka)
    DragonKnight Xalora Flaminar (Tank) / Unholy-Dragon-Toad (Tank)
    Nightblade Aimee Owlious (Magicka) / Myttens (Stamina)
    Warden: Frosti-Tute (Magicka/Healer) Boops-Many-Snoots (Stamina/Tank)
  • Vis
    Vis
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    Vis wrote: »
    Tamanous wrote: »
    Lussura wrote: »
    Sadly this fixed nothing.

    Magicka sorc complaint: Not enough dps.

    These changes add spell power, more layered damage to increase dps and the destro staff ability (which evidently EVERY sorc in the game thinks is a core sorc ability) may be bugged and not as bad many think once fixed.

    Each one of those changes increased dps. Changes always come each and every patch too.

    What is your complaint again?

    Again, we don't know yet. To implement the passive they will be removing the cost reduction. The change may actually hurt sorcs more if the % per skill is too low.

    Ha! Called it!
    v14 Sorc Vae Exillis
    v14 DK Costs
    v14 NB 'Vis
    v14 Temp Fiat Lux

  • Varicite
    Varicite
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    You say that Impenetrable is the counter to crit damage & can take it down to zero... thought you may not be aware that this is now longer the case (At least at the minute!). As things stand with 1.6 at the minute its not even close to this... its around 16% crit damage reduction from using a full 8 piece set of impen

    But this is clearly unintended behavior, given the devs saying specifically that it should now be able to take crit damage down to 0.

    I don't think that we should attempt to balance the game around obvious bugs. : P

    I think this is mostly a case of ZOS raising crit% in response to PTS testing of 1.6.0, as well as not thoroughly having tested Impenetrable / CS.
    Teargrants wrote: »
    However, things change drastically when you spec into "reduced crit dmg" in the champion system. With 100 points in and no impen on, I see a -38% to the crit bonus dmg, and with just 840 impen I saw -60% to the crit bonus dmg. As you see the math doesn't seem to make sense.

    I hope that this gets ironed out prior to 1.6 going live or shortly thereafter, but in any case, that is a completely separate issue from shielding, no?


    Edited by Varicite on 18 February 2015 02:52
  • Septimus_Magna
    Septimus_Magna
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    Morvul wrote: »
    .
    At the moment though, medium armor Stamina (melee) builds do 20+% more damage then light armor magicka builds.
    The logick here seems to be that since they are forced into melee for their high dps, they are compensated by higher dps potenital and higher mitigation.
    In my opinion, that is double compensation though. They definetly should get something for beeing forced into melee, but massive DSPs and massive mitigation advantage is too much. It should be one or the other (or a lesser version of both)

    Melee might be a disadvantage is some situations but often its not. MA users just critical rush in and they have no disadvantage anymore, just high resist and physical damage. Its not like they have to walk all the way to the LA user.
    PC - EU (AD)
    Septimus Mezar - Altmer Sorcerer
    Septimus Rulanir - Orsimer Templar
    Septimus Desmoru - Khajiit Necromancer
    Septimus Iroh - Dunmer Dragon Knight
    Septimus Thragar - Dunmer Nightblade
    Septimus Jah'zar - Khajiit Nightblade
    Septimus Nerox - Redguard Warden
    Septimus Ozurk - Orsimer Sorcerer
  • Dracconis42
    Dracconis42
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    I know you guys are going to pan this but all OP in forums should really post the class and level they are talking or asking about when they start a thread and then others can decide if they need to read the whole thing to find their info.
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