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Toggle abilities- pets etc...

Yajnho
Yajnho
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A question and an opinion...

First, does the 10% these abilities knock off the total mana pool effect the damage that mana abilities do? I suspect it does, but I have not attempted any testing to verify. Wondering if anyone has looked into it.

IF SO, then you have an ability that takes 2 slots (one on each bar), costs 10% of your mana pool AND negatively effects your baseline damage.

Since these abilities are generally NOT tied to a weapon, I am not sure why they turn off if you don't have them on both bars. If they effect both baseline damage and permanently deplete the resource pool it seems like overkill to have them also take a valuable slot on each bar to remain active.

Frankly, I would rather they were just on extended timers like several other abilities out there including several of the damage shields. These abilities don't shut off because you switched bars, you just have to periodically switch back and turn them back on. I would much rather the toggles behave this way. It would open up build diversity.
  • fyendiarb16_ESO
    fyendiarb16_ESO
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    Not having them disabled on switch kinda adds 2 ability slots to sorcerers though, kinda unfair don't you think?
  • zgrssd
    zgrssd
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    Yajnho wrote: »
    IF SO, then you have an ability that takes 2 slots (one on each bar), costs 10% of your mana pool AND negatively effects your baseline damage.
    That is the core of you asumption. And it is dead wrong. They do NOT reduce magic damage output. they reduce your max magica and take up a slot. That is it.

    If you think they are not worth the cost, don't slot and toggle them. There are 15 Class abilities. You cannot have all sloted anyway.
    Edited by zgrssd on June 8, 2014 3:01PM
    Elana Peterson (EU), Dominion, Imperial Sorc, Rune & Alchemy Crafting Char
    Leonida Peterson (EU), Daggerfall, Kajiit Nightblade, Tank & main Crafter
    Kurga Peterson (EU), Ebonhart, Ork Dragonknight, Provision Mule
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    Incendia Peterson (EU), Dominion, Dunmer Dragonknight, fire DPS & healer
    Haldor Belendor (EU), Ebonhart, Breton Sorcerer, Tank
    Fuliminictus Peterson (EU), Ebonhart, Altmer Sorcerer, Electric DPS

    Me babbling about PvE roles and Armor, Short Guide to Addon Programming (for Programmers)

    If you think anything I or somebody else said violates the Rules of this Forum, you are free to flag my posts. Till I get any notifcaion from this, I just asume you know you have no case against me or Zenimax disagrees with you.
  • Yajnho
    Yajnho
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    zgrssd wrote: »
    That is the core of you asumption. And it is dead wrong. They do NOT reduce magic damage output. they reduce your max magica and take up a slot. That is it.

    Have you tested this? I have not seen it tested anywhere. Doesn't mean it hasn't been, just means I haven't seen it. It was a question, thats why the IF SO was capitalized.

    All the abilities that add percentages to mana (and Stamina) add to your damage and push you towards the soft cap. Seems logical that something that reduced the pool would reduce the damage.

    Like I said, I would rather they behaved like several other abilities which are simply on a timer, like summons behaved in previous Elder Scrolls games. If they behaved this way they would not be "extra" abilities. Pretty much all classes have temporary buffs and/or DOTs which already behave this way.
  • Shaun98ca2
    Shaun98ca2
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    This is easily tested with anybody that uses any Damage tracker addon to test Damage of 1 ability summon then test ability again.

    Might even be bugged and nobody knew and can get fixed. Game is sure full of them.
  • zgrssd
    zgrssd
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    zgrssd wrote: »
    That is the core of you asumption. And it is dead wrong. They do NOT reduce magic damage output. they reduce your max magica and take up a slot. That is it.

    Have you tested this? I have not seen it tested anywhere. Doesn't mean it hasn't been, just means I haven't seen it. It was a question, thats why the IF SO was capitalized.[/quote]
    FTC. Two tries was all that is needed.

    Any other damage tracker addon can do it too. Tracking damage you do is something that is actually quite easy.
    Elana Peterson (EU), Dominion, Imperial Sorc, Rune & Alchemy Crafting Char
    Leonida Peterson (EU), Daggerfall, Kajiit Nightblade, Tank & main Crafter
    Kurga Peterson (EU), Ebonhart, Ork Dragonknight, Provision Mule
    Coldblood Peterson (EU) Argonian Templer, Daggerfall, Healer
    Incendia Peterson (EU), Dominion, Dunmer Dragonknight, fire DPS & healer
    Haldor Belendor (EU), Ebonhart, Breton Sorcerer, Tank
    Fuliminictus Peterson (EU), Ebonhart, Altmer Sorcerer, Electric DPS

    Me babbling about PvE roles and Armor, Short Guide to Addon Programming (for Programmers)

    If you think anything I or somebody else said violates the Rules of this Forum, you are free to flag my posts. Till I get any notifcaion from this, I just asume you know you have no case against me or Zenimax disagrees with you.
  • Lord_Hev
    Lord_Hev
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    Yes. Summons need a revamp. They should have never been a toggle in the first place. What a terrible design decision if I may be blunt. This is why they are useless. Because they have to balance their utility around the fact that they are easy cast & forget. Make them set-duration only, and then, there's room to work with in terms of balance. Then, they can be threatening DPS-dishers while still having drawbacks. (they are on a timer) Thus, the summoner has to actually plan when to unleash them.


    Daedric summoning. Not pet-day care worker. But, "Daedric summoning." I want to see a proper summoner ZOS. Toggles are not only imbalanced and under-poweredly broken, but they are not true to what conjuration is to TES series.
    Qaevir/Qaevira Av Morilye/Molag
    Tri-Faction @Lord_Hevnoraak ingame
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