MincMincMinc wrote: »Major_Mangle wrote: »For some reason ZOS decides to go against their principle that procs can't proc other procs (same with status effects since they're considered procs).
It's your procs can't proc your procs, this never applied to incoming damage, there is plenty of sets that proc on taking damage and they work regardless of how enemy sourced that damage.
The design intent was to stop runaway loops of procs proccing the proc that procs procs. %chance sources could have also solved this situation. However zos wanted it to be easier to numerically compare proc set strength damage vs time vs cooldown......Funny because it just gives players the ability to do simple math and find the meta proc set, instead of it being a cloud of mystery.
Incoming damage sets go off of all incoming damage probably to not have to check every source that comes in.
Urzigurumash wrote: »@Necrotech_Master Right so procs can proc procs, if they're worn on two different players? Can an ally's proc proc your proc or only an opponent's? Harbinger procs off direct damage procs being blocked by its wearer?
I remember planning to test if two players in Harbinger could set off an eternal chain reaction against each other but I never did.
Urzigurumash wrote: »Wow that's awesome, that's how it should be, it's more fun than nothing happening in those cases.
Sounds like Harbinger could use a buff then! I can go ahead and spam a beautiful post I made exactly 5 years ago, probably the most beautiful post I ever made:
https://forums.elderscrollsonline.com/en/discussion/492314/thews-of-the-harbinger-needs-a-buff
Necrotech_Master wrote: »Urzigurumash wrote: »Wow that's awesome, that's how it should be, it's more fun than nothing happening in those cases.
Sounds like Harbinger could use a buff then! I can go ahead and spam a beautiful post I made exactly 5 years ago, probably the most beautiful post I ever made:
https://forums.elderscrollsonline.com/en/discussion/492314/thews-of-the-harbinger-needs-a-buff
as far as im aware harbinger has always scaled on max hp, which works well in the high hp meta (i know it did get a bit of a nerf back when almost all procs had their scaling changed)
but its still pretty good on some niche builds, and is a great counter for multi-hit direct dmg attacks (such as bow ulti, runeblades, jabs, flurry, for example)
Urzigurumash wrote: »Necrotech_Master wrote: »Urzigurumash wrote: »Wow that's awesome, that's how it should be, it's more fun than nothing happening in those cases.
Sounds like Harbinger could use a buff then! I can go ahead and spam a beautiful post I made exactly 5 years ago, probably the most beautiful post I ever made:
https://forums.elderscrollsonline.com/en/discussion/492314/thews-of-the-harbinger-needs-a-buff
as far as im aware harbinger has always scaled on max hp, which works well in the high hp meta (i know it did get a bit of a nerf back when almost all procs had their scaling changed)
but its still pretty good on some niche builds, and is a great counter for multi-hit direct dmg attacks (such as bow ulti, runeblades, jabs, flurry, for example)
Last I used Flurry was Orange Text, it's blockable right now?
Harbinger used to scale off Current HP rather than Max. So it got weaker as the tank was whittled. It may have been the first scaled proc actually but nobody ever ran it prior to the 2020 change, hardly anybody had even heard of it.
Necrotech_Master wrote: »MincMincMinc wrote: »Major_Mangle wrote: »For some reason ZOS decides to go against their principle that procs can't proc other procs (same with status effects since they're considered procs).
It's your procs can't proc your procs, this never applied to incoming damage, there is plenty of sets that proc on taking damage and they work regardless of how enemy sourced that damage.
The design intent was to stop runaway loops of procs proccing the proc that procs procs. %chance sources could have also solved this situation. However zos wanted it to be easier to numerically compare proc set strength damage vs time vs cooldown......Funny because it just gives players the ability to do simple math and find the meta proc set, instead of it being a cloud of mystery.
Incoming damage sets go off of all incoming damage probably to not have to check every source that comes in.
that is true, but from your own sourced procs
for example, you cannot proc runecarvers blaze from burning/poisoned/hemorrhaging/diseased status effect dots
but, if its 2 different entities, it works a bit different
right now 2 players with leeching plate standing still could basically proc leeching on each other darn near indefinitely
leeching plate procs on taking dmg, and deals dmg to the enemy
2 players wearing this and standing still would basically be permanently sitting in poison puddles, because each players leeching would proc the other players leeching
that situation while a bit unlikely is currently possible in the current game
i think they probably typed shared pain as direct dmg, so that it wouldnt be considered dot dmg, and thus proc off itself from another player wearing shared pain (creating a situation similar to leeching plate, but being unable to avoid it)
seriously guys, this cannot go live as it is - it will generate way too much 'free' damage!!
seriously guys, this cannot go live as it is - it will generate way too much 'free' damage!!
CameraBeardThePirate wrote: »seriously guys, this cannot go live as it is - it will generate way too much 'free' damage!!
It got kinda nuked by removing its interaction with Maelstrom 2h. You could still use Draugrkin or Dragons with it, but at that point you're sacrificing a lot more (another 5 pc) just to eek out some extra damage with a set.