TheNeckerCube wrote: »I just noticed similarly the bug with Ancient Knowledge. I switched to an Inferno staff for the DOT dmg increase only to notice all the dmg in my DOT tooltips are lower than when with Lightning staff equipped.
TheNeckerCube wrote: »I am not reporting what OP is reporting, but the only similarity is that it seems Ancient Knowledge passive is not working correctly.
TheNeckerCube wrote: »
Urzigurumash wrote: »It makes no sense to me why Damage Done Bonuses would ever appear in tooltips. The Damage is not Done, there's no target, Damage Done relates to the amount of damage mitigated by the opponents armor. (660 to 1% Player, 364 to 1% Boss). So how is this calculated before Pen vs Armor is even calculable?
I remember once upon a time they did not? And then circa 2021 Ancient Knowledge started buffing tooltips, and Malacath followed shortly.
TheNeckerCube wrote: »I waited in line to get into Cyro, so no time to test now. In regard to the main issue, the only thing I changed today was swap my Deadly Lightning Staff with a Deadly Inferno Staff, everything else is the same (i.e trait, quality, CP, etc.). This way, I can see/experience the impact of my one change and what I noticed was lower DOT dmg in tooltips with the Deadly Inferno Staff equipped.
Another user in my guild confirmed my suspicion and testing wasn't too complex (i.e. literally went up to a dummy, cast Degeneration, observe DPS, do this a few times, then swap to other staff, and repeat test). The main thing looked for is on average higher dmg/dps from the Inferno staff since it increases DOT dmg. What I saw in my initial testing was that my (Deadly) Lightning staff yields higher dmg/dps vs. my (Deadly) Inferno staff which is consistent with tooltips.
Perhaps there is an issue with the Deadly Set?
I'll provide more specific numbers when I have more time to test, but there isn't anything else that should be discussed (i.e. no need to mention buffs, CP, etc.). The only thing that changed was the staff type and what to look for is higher DOT dmg from an inferno staff.
What I do need to mention is that pure DOT abilities like Solar Barrage does get buffed in the tooltip by an Inferno Staff and so does Wall of Elements. It appears that abilities with a Direct DMG + DOT component is what is affected by the issue I am reporting. Since I am not reporting what the OP is reporting. I don't care about the percent increase in dmg. I want to see that Inferno staff actually buffs my DOTs and it literally does not do what it says per Ancient Knowledge.
TheNeckerCube wrote: »I waited in line to get into Cyro, so no time to test now. In regard to the main issue, the only thing I changed today was swap my Deadly Lightning Staff with a Deadly Inferno Staff, everything else is the same (i.e trait, quality, CP, etc.). This way, I can see/experience the impact of my one change and what I noticed was lower DOT dmg in tooltips with the Deadly Inferno Staff equipped.
Another user in my guild confirmed my suspicion and testing wasn't too complex (i.e. literally went up to a dummy, cast Degeneration, observe DPS, do this a few times, then swap to other staff, and repeat test). The main thing looked for is on average higher dmg/dps from the Inferno staff since it increases DOT dmg. What I saw in my initial testing was that my (Deadly) Lightning staff yields higher dmg/dps vs. my (Deadly) Inferno staff which is consistent with tooltips.
Perhaps there is an issue with the Deadly Set?
I'll provide more specific numbers when I have more time to test, but there isn't anything else that should be discussed (i.e. no need to mention buffs, CP, etc.). The only thing that changed was the staff type and what to look for is higher DOT dmg from an inferno staff.
What I do need to mention is that pure DOT abilities like Solar Barrage does get buffed in the tooltip by an Inferno Staff and so does Wall of Elements. It appears that abilities with a Direct DMG + DOT component is what is affected by the issue I am reporting. Since I am not reporting what the OP is reporting. I don't care about the percent increase in dmg. I want to see that Inferno staff actually buffs my DOTs and it literally does not do what it says per Ancient Knowledge.
AK continues to work as intended for me (tested again today, with Degen this time since you mentioned it in your post), both with and without Deadly, so I am curious about those specific skills you're seeing an issue with when you get the chance.
For skills with a direct damage and a DoT component, which you mentioned you were particularly seeing an issue with, your overall damage will not change the same way with every skill. The inferno staff buffs the DoT part; the lightning buffs the direct. The ratio between the two components determines the difference in impact between an inferno and a lightning staff.
With a pure DoT like Degen or Elemental Blockade, inferno should outperform lightning, all else being equal. There are exceptions, though, in the form of channeled DoTs: Beam, both on Templar and on Arc, benefits from both staves equally.
For mixed direct/DoT skills heavily weighted towards the DoT side, like Vampire's Bane (theoretically about 82.3% DoT vs 17.7% direct, without Enduring Rays), or even Unstable Wall (72.1% DoT from the 11 ticks, 27.9% direct from the explosion), an inferno staff will be expected to outperform lightning, although the expected gap gets narrower the more balanced the two components are (either by design or by cutting off DoT ticks early).
For mixed direct/DoT skills that are weighted towards direct damage, like Blazing Spear, a lightning staff will be expected, on average, to outperform the inferno staff. In Spear's case, the lightning staff is boosting a theoretical 56% of the total damage of the skill, while inferno would boost only 44%, provided the skill is allowed to run its total duration and get all 10 of its DoT ticks in. Not even wearing Deadly Strike changes that expectation, although it does ever so slightly narrow the relative gap between staves.
TheNeckerCube wrote: »TheNeckerCube wrote: »I waited in line to get into Cyro, so no time to test now. In regard to the main issue, the only thing I changed today was swap my Deadly Lightning Staff with a Deadly Inferno Staff, everything else is the same (i.e trait, quality, CP, etc.). This way, I can see/experience the impact of my one change and what I noticed was lower DOT dmg in tooltips with the Deadly Inferno Staff equipped.
Another user in my guild confirmed my suspicion and testing wasn't too complex (i.e. literally went up to a dummy, cast Degeneration, observe DPS, do this a few times, then swap to other staff, and repeat test). The main thing looked for is on average higher dmg/dps from the Inferno staff since it increases DOT dmg. What I saw in my initial testing was that my (Deadly) Lightning staff yields higher dmg/dps vs. my (Deadly) Inferno staff which is consistent with tooltips.
Perhaps there is an issue with the Deadly Set?
I'll provide more specific numbers when I have more time to test, but there isn't anything else that should be discussed (i.e. no need to mention buffs, CP, etc.). The only thing that changed was the staff type and what to look for is higher DOT dmg from an inferno staff.
What I do need to mention is that pure DOT abilities like Solar Barrage does get buffed in the tooltip by an Inferno Staff and so does Wall of Elements. It appears that abilities with a Direct DMG + DOT component is what is affected by the issue I am reporting. Since I am not reporting what the OP is reporting. I don't care about the percent increase in dmg. I want to see that Inferno staff actually buffs my DOTs and it literally does not do what it says per Ancient Knowledge.
AK continues to work as intended for me (tested again today, with Degen this time since you mentioned it in your post), both with and without Deadly, so I am curious about those specific skills you're seeing an issue with when you get the chance.
For skills with a direct damage and a DoT component, which you mentioned you were particularly seeing an issue with, your overall damage will not change the same way with every skill. The inferno staff buffs the DoT part; the lightning buffs the direct. The ratio between the two components determines the difference in impact between an inferno and a lightning staff.
With a pure DoT like Degen or Elemental Blockade, inferno should outperform lightning, all else being equal. There are exceptions, though, in the form of channeled DoTs: Beam, both on Templar and on Arc, benefits from both staves equally.
For mixed direct/DoT skills heavily weighted towards the DoT side, like Vampire's Bane (theoretically about 82.3% DoT vs 17.7% direct, without Enduring Rays), or even Unstable Wall (72.1% DoT from the 11 ticks, 27.9% direct from the explosion), an inferno staff will be expected to outperform lightning, although the expected gap gets narrower the more balanced the two components are (either by design or by cutting off DoT ticks early).
For mixed direct/DoT skills that are weighted towards direct damage, like Blazing Spear, a lightning staff will be expected, on average, to outperform the inferno staff. In Spear's case, the lightning staff is boosting a theoretical 56% of the total damage of the skill, while inferno would boost only 44%, provided the skill is allowed to run its total duration and get all 10 of its DoT ticks in. Not even wearing Deadly Strike changes that expectation, although it does ever so slightly narrow the relative gap between staves.
First and foremost, thank you Virtus for patiently taking time to explain everything in great detail. I just want to let you know I really appreciate all the information you've shared.
I did my own testing using Degen today and I'm satisfied knowing more DOT damage is done on average with an Inferno staff vs. Lightning. I'll digress on all that I've said thus far, but I'm still disappointed with incorrect in game tooltips after equipping an Inferno staff with Ancient Knowledge enabled.
See y'all in game!
Urzigurumash wrote: »It makes no sense to me why Damage Done Bonuses would ever appear in tooltips. The Damage is not Done, there's no target, Damage Done relates to the amount of damage mitigated by the opponents armor. (660 to 1% Player, 364 to 1% Boss). So how is this calculated before Pen vs Armor is even calculable?
I remember once upon a time they did not? And then circa 2021 Ancient Knowledge started buffing tooltips, and Malacath followed shortly.
No, Damage Done modifiers are just percentage increases to your outgoing damage. They are calculated independently of pen/armor. The two things end up being multiplied.
If I have a tooltip of 100 damage and then go from 0% damage done bonus to +12% damage done, my tooltip should show 112.
Since the 100 and 112 are both calculated multiplicatively against the target’s armor mitigation, the same percentage of that tooltip damage passes through to the target regardless.
For example, if the target has 25% armor mitigation and no other source of mitigation, then I will do 75 damage without the 12% damage done bonus and 84 with it. The change in tooltip accurately reflects the relative increase provided by the damage done bonus: 112/100 = 84/75
Urzigurumash wrote: »Urzigurumash wrote: »It makes no sense to me why Damage Done Bonuses would ever appear in tooltips. The Damage is not Done, there's no target, Damage Done relates to the amount of damage mitigated by the opponents armor. (660 to 1% Player, 364 to 1% Boss). So how is this calculated before Pen vs Armor is even calculable?
I remember once upon a time they did not? And then circa 2021 Ancient Knowledge started buffing tooltips, and Malacath followed shortly.
No, Damage Done modifiers are just percentage increases to your outgoing damage. They are calculated independently of pen/armor. The two things end up being multiplied.
If I have a tooltip of 100 damage and then go from 0% damage done bonus to +12% damage done, my tooltip should show 112.
Since the 100 and 112 are both calculated multiplicatively against the target’s armor mitigation, the same percentage of that tooltip damage passes through to the target regardless.
For example, if the target has 25% armor mitigation and no other source of mitigation, then I will do 75 damage without the 12% damage done bonus and 84 with it. The change in tooltip accurately reflects the relative increase provided by the damage done bonus: 112/100 = 84/75
Thank you also for this reply, nobody has ever replied to me about this question. So in the equation provided at Part One of this thread:
https://forums.elderscrollsonline.com/en/discussion/422268/a-comprehensive-guide-on-damage-dealing-in-elder-scrolls-online
The first Parantheses do not accurately reflect Tooltips / outgoing damage before Crit ? The Damage Done Parantheses should be inside of the First Parantheses if it were to logically reflect Tooltips?
Average Damage done = (Skill Coefficient for Maximum Magicka*Maximum Magicka + Skill Coefficient for Spell Damage*SpellDamage+Flat Damage Amps)*(1 + Spell Critical Chance * Spell Critical Damage)*(1 + Damage Done )* (Spell Armor Mitigation)*(1 + Damage Taken)*(1+Execute Bonus)*(1+Bloodthirsty Bonus)
Urzigurumash wrote: »That makes sense, thanks for a great explanation of Damage Done!
Are there cases where White Text is buffed by Thaumaturge and Red Text by Master at Arms? One should know if it's Direct or DoT simply by the text color no?
Urzigurumash wrote: »That makes sense, thanks for a great explanation of Damage Done!
Are there cases where White Text is buffed by Thaumaturge and Red Text by Master at Arms? One should know if it's Direct or DoT simply by the text color no?
Any time!
Text color is meant to be an indicator, yes, but it is not always reliable, especially when things are changed. Damage Done stars show how the game actually treats the skill components in practice. As a result, it can also highlight bugs with both UI elements (like combat text) and actual performance (like buffs).
To continue with the example of Flurry, the undocumented change there to pure direct damage resulted in several bugs:
-The color of its damage text was not updated, creating even more confusion about what was intended. I can't recall if this was ever fixed.
-Flurry actually benefitted from Master at Arms AND Thaumaturge (in addition to Deadly Aim) for quite some time, a bug that was fixed and then recurred (and has since been re-fixed).
Urzigurumash wrote: »Urzigurumash wrote: »That makes sense, thanks for a great explanation of Damage Done!
Are there cases where White Text is buffed by Thaumaturge and Red Text by Master at Arms? One should know if it's Direct or DoT simply by the text color no?
Any time!
Text color is meant to be an indicator, yes, but it is not always reliable, especially when things are changed. Damage Done stars show how the game actually treats the skill components in practice. As a result, it can also highlight bugs with both UI elements (like combat text) and actual performance (like buffs).
To continue with the example of Flurry, the undocumented change there to pure direct damage resulted in several bugs:
-The color of its damage text was not updated, creating even more confusion about what was intended. I can't recall if this was ever fixed.
-Flurry actually benefitted from Master at Arms AND Thaumaturge (in addition to Deadly Aim) for quite some time, a bug that was fixed and then recurred (and has since been re-fixed).
Well not to get too philosophical here, but are you sure the Damage Done Stars are the definitive indicator? Are you sure everything buffed by the AoE Star is for sure mitigated by Evasion, everything buffed by both the Single Target and Direct Stars is for sure dodgeable unless stated otherwise, etc? I would assume the Damage Done Stars are as likely to be "wrong" as the Combat Text, or no?