I’m seeing it more and more. Probably 50% of the time now when I get hit with a fire siege I have to deal with 5 ticks instead of 3. I had gotten out of the habit of slotting a purge skill due to Plaguebreak but I’ve had to rethink that.
It's has always been like this and it is intended same as Scoria or VD procs on siege hits/kills
MachineGod wrote: »It's not working at intended and has been fixed numerous times in the past by the developers. This is just a re-occuring bug. See below from wolfhunter patch for just *1* example of many. ElfBane, VD, CP, Skills etc have always been adjusted to not interact and with good reason.
WrathOfInnos wrote: »Elf Bane is not a proc set. That patch note means siege cannot activate sets like Valkyn Skoria.
I think it's clever that Elf Bane and Deadly Strikes affect siege. Siege does fall into the category of Fire damage over time. Both are intended as PVP sets, and IMO siege has been a little underpowered for years.
Not particularly opposed to siege becoming a larger flat value, but this seems like a valid use of sets until then.
MachineGod wrote: »It's not working at intended and has been fixed numerous times in the past by the developers. This is just a re-occuring bug. See below from wolfhunter patch for just *1* example of many. ElfBane, VD, CP, Skills etc have always been adjusted to not interact and with good reason.
Holycannoli wrote: »Now we need a patch note that says "Item sets will no longer affect siege weapon damage"
Unless they come up with an item set designed specifically to do that.
Yep, that's the one mentioned above.MachineGod wrote: »WrathOfInnos wrote: »Elf Bane is not a proc set. That patch note means siege cannot activate sets like Valkyn Skoria.
I think it's clever that Elf Bane and Deadly Strikes affect siege. Siege does fall into the category of Fire damage over time. Both are intended as PVP sets, and IMO siege has been a little underpowered for years.
Not particularly opposed to siege becoming a larger flat value, but this seems like a valid use of sets until then.
Since you and other people seem insistent that sets etc should work with siege still even though I already provided 1 example of where sets are being disabled with use with them... Here is a few more then.
Where siege can no longer proc sets:
https://forums.elderscrollsonline.com/en/discussion/430154/pc-mac-patch-notes-v4-1-5-wolfhunter-update-19
That is describing a known issue with sets breaking the rule from 4.1.5 on an early PTS patch. Any updates to live patches will be captured below in 4.2.5.MachineGod wrote: »All AoE based effects stopped from interacting with siege:
https://forums.elderscrollsonline.com/en/discussion/435633/pts-patch-notes-v4-2-0
Just a bug fix correcting a loophole where siege could activate proc sets if used on destructible objects or other siege. Interestingly this is also when siege stopped critting, which may be a contributing factor in it's subsequent ineffectiveness.MachineGod wrote: »Item sets stopped from interacting while shooting siege:
https://forums.elderscrollsonline.com/en/discussion/441713/pc-mac-patch-notes-v4-2-5
That one is interesting. Very old (2016) but does show some general intent. That could be an argument for Deadly Strikes not working. Hard to say anything definitive since both of the passives mentioned were later removed from the game. Could have been a bandaid until the intended fix.MachineGod wrote: »Siege stopped from being buffed by various passives:
https://forums.elderscrollsonline.com/en/discussion/294849/pc-mac-patch-notes-v2-6-4-update-12-one-tamriel
This was a very general fix that prevented things like enchants and burning from circumventing the "procs can't proc procs" rule.MachineGod wrote: »Where siege weapons that proc status effects can no longer trigger item sets:
https://forums.elderscrollsonline.com/en/discussion/497974/pc-mac-patch-notes-v5-2-5-dragonhold-update-24
Another interesting one, but again very old (2015). This issue was again fixed in other ways, since Siege was later made unable to crit (unaffected by Axe or Dagger) and does not scale from Weapon/Spell damage (swords). I don't know if the penetration from Maces affects siege damage.MachineGod wrote: »Siege fixed to stop it benefitting from weapon passives:
https://forums.elderscrollsonline.com/en/discussion/163301/patch-notes-v2-0-4
Procs can't proc procs. And Olorime, seriously?MachineGod wrote: »Another set prevented from working with siege:
https://forums.elderscrollsonline.com/en/discussion/513128/pc-mac-patch-notes-v5-3-4-harrowstorm-update-25
Force Siphon, Expert Hunter, and Ice Furnace. I think we can all agree those fixes make sense. This is an interesting example because the same patch fixed a bug and allowed Emperor passives to increase siege damage as intended. Some passives are allowed to buff siege.MachineGod wrote: »A few passives, skills and sets fixed here:
https://forums.elderscrollsonline.com/en/discussion/227778/pc-mac-live-patch-notes-v2-2-4
I think we'd all like some clarity. Calling it an "obvious bug" that PVP sets are doing exactly what their tooltip describes is a stretch.MachineGod wrote: »@ZOS_Kevin @ZOS_GinaBruno If there could also be some official stance on this please it would be welcomed as some players are denying this obvious bug. I have also reported this bug already within another thread here: https://forums.elderscrollsonline.com/en/discussion/628830/cyrodiils-pvps-many-bugs-a-comprehensive-list#latest
Good to know, so the change to Twin Blade and Blunt has no affect in the current game. They could revert that change and everything would function exactly the same. That is why patch notes from 7-8 years ago are not necessarily useful information.MachineGod wrote: »Penetration does not affect siege.
Good point, you may have just uncovered a bug with frostbite and shield breaker. They do both have target conditions that could put them into the proc set category, but I'll agree there is no clear line between proc sets and non. They could fall into the arbitrary "proc" category and be excluded intentionally.MachineGod wrote: »Even if we don't match the above sets because "oh BSW is a proc set" let's look at some no proc sets that do not work with siege for example, Frostbite and Shield Breaker.
Everything in this game is an ability. Block is an ability. Dodge, sprint, heavy attack, light attack, bash: all abilities. Using any synergy counts as an ability. Siege is almost certainly considered an ability.MachineGod wrote: »Siege is not an ability. It's as simple as that.
I have 2 examples: Elf Bane and Deadly StrikesMachineGod wrote: »From my limited time to look for examples the above is what I could find. Believe me there are far more and in fact as a little test - try to find a single example of zenimax allowing a set to work with siege intentionally after the wolfhunter patch that stopped them.
WrathOfInnos wrote: »Good point, you may have just uncovered a bug with frostbite and shield breaker. They do both have target conditions that could put them into the proc set category, but I'll agree there is no clear line between proc sets and non. They could fall into the arbitrary "proc" category and be excluded intentionally.
WrathOfInnos wrote: »Everything in this game is an ability. Block is an ability. Dodge, sprint, heavy attack, light attack, bash: all abilities. Using any synergy counts as an ability. Siege is almost certainly considered an ability.
WrathOfInnos wrote: »I have 2 examples: Elf Bane and Deadly Strikes
MachineGod wrote: »Those 2 examples were pulled from the "no proc" sets list from No-CP. As *2* examples only and there is a clear line. ZOS has stated it many times. Read up on it and educate
MachineGod wrote: »Just clarifying the point here for everyone else that sets Should not interact with siege. Any edge cases where they are should be treated and reported as bugs. The above poster is simply wrong. Please see my above posts for the overwherelming evidence and clear fixes zenimax themselves have done.
MachineGod wrote: »Holycannoli wrote: »Now we need a patch note that says "Item sets will no longer affect siege weapon damage"
Unless they come up with an item set designed specifically to do that.
See my above post or this link for a much wider context:
https://forums.elderscrollsonline.com/en/discussion/comment/7830521/#Comment_7830521
They have actively prevented sets over the entire course of the game from interacting with siege including any forms of damage increase including sets, passives, skills and CP. They don't need such a patch note because it was never intended from the start. Zenimax have not indicated in any way that the opposite of this is true.
WrathOfInnos wrote: »MachineGod wrote: »Just clarifying the point here for everyone else that sets Should not interact with siege. Any edge cases where they are should be treated and reported as bugs. The above poster is simply wrong. Please see my above posts for the overwherelming evidence and clear fixes zenimax themselves have done.
I don't claim to know the answers. None of us have them. Just pointing out that there are 2 sides to this topic. [snip]
[Edited for Baiting]
WrathOfInnos wrote: »MachineGod wrote: »Just clarifying the point here for everyone else that sets Should not interact with siege. Any edge cases where they are should be treated and reported as bugs. The above poster is simply wrong. Please see my above posts for the overwherelming evidence and clear fixes zenimax themselves have done.
I don't claim to know the answers. None of us have them. Just pointing out that there are 2 sides to this topic. [snip]
[Edited for Baiting]
Theres nothing to ''have the answer'' to. This isnt a question, its a bug report. Zenimax should adress this before the PVP event. There are no ''2 sides'' to this.