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steinernein wrote: »trimsic_ESO wrote: »Soft cap stamina - dagger VR12 (legendary) + dagger VR11 (epic) - light attack about 125 - heavy attack about 175.
See how ridiculous are these numbers ?
You're doing it wrong; check your numbers again, specifically your log/parser, I am not going to bother doing a number check for you. For extra credit, go check what happens when you throw on various buffs.
You completely misunderstand what I write and apply it to a context I haven't even supplied yet, plus I haven't even made a concrete stance. I am merely saying it is deceptive (like how you completely owned yourself just now) and it may warrant people looking into.
But I'll be blunt, I have no interest in knowledge sharing with you (most of it is floating around anyways) so let's just move on and ignore each other.
Shaun98ca2 wrote: »Yes at range your "safe". Really your not your "safe" as long as you have Magicka which is a limited resource.
Stamina is ALSO a limited resource but your in Melee range which allows you further opportunities to Block and Stun which STOPS your opponents damage all together for a few seconds giving you free time to deal free damage.
Stamina increases your Light/Heavy Attacks which is FREE to be used at ANY time with increased damage above that of a Magicka users.
So your in Melee range with increased survivability and decent DPS.
Magicka your at range with Great DPS but much lower survivability all based on your Magicka which can run dry FAST leaving nothing but death.
Personally I would like to see a VR12 player FULL Stamina to show what kind of damage Light/Heavy Attacks produce for the various weapons to compare to a FULL Magicka users various attacks.
Sidrath I haven't read the entire thread, some the responses were simply too long, but I did searched you, and I am quite interested. You posted 900-1000 dps.
Have you done the theorycrafting behind this? the Magicka Class Spells vs Stamina Weapon abilities?
Because I would love if you could point to an error in my methodology. Controlling for all the above take. Take a Nightblade VR10 (I am VR4 atm so this is 2nd hand info)
As far as I know the Spell Damage at VR10 is 89 baseline.
Compare this to a Legendary Bow VR10 153 weapon damage.
Now lets take the three biggest nukes available to this character. Swallow Soul, Concealed Weapon (Surprise Attack), and lets compare it to the bow Venom arrow.
And lets assume he has 2k magicka, and 2k Stamina
http://esohead.com/skills/40823-venom-arrow
http://esohead.com/skills/36244-concealed-weapon
http://esohead.com/skills/35949-swallow-soul
If you input the above information then Venom Arrow deals 500 damage (Initial+dot), Concealed Weapon Dealing 394, and Swallow Soul 333. Meaning with a legendary weapon weapon according to ESOHEAD, weapon skills SHOULD be all things held equal about 50% more DPS than our biggest class nuke/melee.
This holds true for every weapon skill. Take DW rapid strikes if you input the above info, you get a total 675 damage. *** EDIT* Thing to note here being that its about 50% more DPS than the equivalent class melee skill Concealed Weapon/Surprise Attck.
Am I missing something or is there a bug in ESOhead?
Hi Frinkles!
Afraid I can't make 100% certainty comments on the abilities you've listed, and I definitely suspect some of the Esohead values are incorrect but a majority of those I came across matched in-game tooltips. That being said:
1. DoTs typically do more: Venom Arrow does indeed come out to higher than some direct damage attacks, and that's normal given it's a DoT. Those tend to get higher aggregate contributions from stats to compensate for their over-time nature. I would rather compare a Stam DoT to 3 Magicka DoTs (they occupy the same role on the toolbars of the respective builds), and then taking your same control conditions:
Venom Arrow: 523 Damage over 10s
Vampire's Bane (Templar): 653 Damage over 6.5s, will be 737 over 8.2s when they get around to fixing the Enduring Rays passive to scale both DoT duration and damage (as opposed to just duration).
Unstable Flame (Dragonknight): 1250 Damage over 10.5s
Scalding Rune (Mage's Guild): 532 Damage over 10s, AOE!
The Magicka DoTs tend to perform better, making them the high value actions that power some of the stronger sustained DPS builds.
2. Animation Windows matter: Attacks like Rapid Strikes show decent numbers on paper, but don't account for the game's animation windows. The ability lists a channel time of 1.25s but in practice locks you out from your next action for a bit longer than that. Animation windows matter as a lot of builds benefit from clipping light attack swings with an instant ability to maximise output. You can't do that properly with the channeled attacks.
Hope this helped a little.
steinernein wrote: »The execution time of light attack -> wrecking blow is 1.8s at near perfect timing, realistically it's going to be 1.9. Heavy attack is a DPS loss under most circumstances... so let's begin:
You aren't factoring in the 5% from using a sword, you aren't factoring in crit rate either, you aren't factoring in armor/armor penetration. Furthermore, you're looking at it in isolation rather than what optimized builds would be and how they stack up against the 'norm'. For instance, you aren't using Flawless Dawn Breaker nor are you looking at various weapon set ups.
There's also the question of itemization since you can't really act like Hunding's Rage and Soulshine doesn't do anything to the equation or when you factor in momentum or weapon swapping etc.
Either way, with Flawless Dawn Breaker and using a great sword, wrecking blow will hit on a marked target (I am a Nightblade) for 612~ and my light attack will hit for 181~ . So, without crits, and with that set up with no specific gear in mind I'll be reaching 441~ DPS at VR3 and with crits you'll be looking at 565~ DPS @ 48% crit rate (without Dawnbreaker, well the damage is much lower). There's always bashing too rather than block cancellation.
We haven't even begun discussing things like Momentum (yes, I realize it gets hit by soft cap pretty hard), Hunding's, or jewelry set ups. Nor have we discussed what you can do about damage intake. We're not talking about execution damage either (25% and under). Or factoring in dots, ults, whatever else have you or group buffs or group dynamic.
Nor we have begun to talk about stamina usage and what other classes are capable of and what the requirements are to keep it up.
Basically, you haven't done your homework and this discussion is utterly one sided which I resent and why I don't care to share anything beyond . Hint: Did you know that putting Executioner on the bar *** up the tool tip for wrecking blow?
The point is that you, like everyone else, look at stamina builds from top down rather than bottom up (negative/positive) and by doing so you utterly miss a lot of details that may or may not make stamina based builds competitive which really changes the nature of the conversation from blind requests for buffs to something a bit more accurate or closer to what an actual debugging/troubleshooting process resembles. Then again your attitude, as you illustrated above, lends itself to deliberate ignorance rather than understanding the underlying system.
I wouldn't be surprised if you didn't understand the Templar which is a conversation for another time.
Either way, I really don't wish to address you anymore as you have jack *** to add to this discussion so let's move on until you put some effort into this conversation.
Shaun98ca2 wrote: »Yes at range your "safe". Really your not your "safe" as long as you have Magicka which is a limited resource.
Stamina is ALSO a limited resource but your in Melee range which allows you further opportunities to Block and Stun which STOPS your opponents damage all together for a few seconds giving you free time to deal free damage.
Stamina increases your Light/Heavy Attacks which is FREE to be used at ANY time with increased damage above that of a Magicka users.
So your in Melee range with increased survivability and decent DPS.
Magicka your at range with Great DPS but much lower survivability all based on your Magicka which can run dry FAST leaving nothing but death.
Personally I would like to see a VR12 player FULL Stamina to show what kind of damage Light/Heavy Attacks produce for the various weapons to compare to a FULL Magicka users various attacks.
Screams "awesome" to me, instead.CapuchinSeven wrote: »
Again, I respect people's enthusiasm for Stamina builds. But to say "most people that have tried Stamina builds simply didn't know how to play one" is arrogant in the extreme, especially when your basis for saying so is killing Thunderbugs at Lv39.
the sad part is....i was putting out numbers like him on my DK in a staff and light armor by pretty much facerolling the keyboard (ok...i did have to push 3 buttons in a sequence in order to get the class to work). if he had put that much work into a staff build he'd probably be top on the charts. were talking micromanaging resources...timing animation cancellations precisely (he even admitted that if the lag was worse on his connections he couldn't have pulled it off), min/maxing stats (he was wearing FULL LEGENDARY GEAR)...
And he wasn't even hitting the low Numbers of someone in a staff build who wasn't playing like a monkey. in average gear. it's the horrible disparity were dealing with here...it has nothing to do with l2p. the TOP players in the game don't go near a stamina build. they are not even PRESENT in the top groups in trials. THIS is the issue...it has nothing to do with skill curves.
altrego9920_ESO wrote: »so your saying that even with PILES of data to prove that stamina as a usable skill line just doesn't cut it, the fact that NO SINGLE COMPETITIVE trial guild uses stamina lines, as well as THOUSANDS of players reporting that its not up to par... its just a L2P issue?
steinernein wrote: »altrego9920_ESO wrote: »so your saying that even with PILES of data to prove that stamina as a usable skill line just doesn't cut it, the fact that NO SINGLE COMPETITIVE trial guild uses stamina lines, as well as THOUSANDS of players reporting that its not up to par... its just a L2P issue?
No I am saying that the templar in question needed to L2P and run the numbers a bit more in order to squeeze out higher damage.
There aren't piles of data either as no one bothers with it; it's always second hand or people just quitting before actually pushing out a proper stamina build (like the templar in question).
And as for competitive guilds they always rush for the lowest hanging fruit and that's more of a class balance issue rather than a weapon balance one. Kind of obvious.
I am also saying that stamina builds can cut it outside of outliers/some extremely unfriendly fights but most people just don't bother because it's a hassle.
How many of you even know what optimal conditions mean and how to achieve it in regards to a stamina build? How many do you even know the itemization and requirements of one? Maybe one or two out of every thousand. And those that do know it don't necessarily have the resources to obtain it. Hence, it's a hassle and for most it isn't worth it.