nukeemstudiosub17_ESO wrote: »Did you test it against the very same type of enemy every time?. When I did it to mudcrabs to test just the base numbers IE, no block mitigation or spell resist. My numbers were spot on.
Yes. Three independent tests. Each performed on the same mob type for each test. One was mudcrabs, one was lurchers, and one was gargoyles. My numbers were spot in as well. I was very thorough. then I performed subjective testing through instances and compared dps.
The biggest disparaty I was able to achieve was 17%, and that was on my tank gear.
Edit: Now, this does not mean I am necessarily right, but in all my tests I have not seen the full 22% apply. I'm not trying to advocate for this skill being op or anything, I have just tested something different.
nukeemstudiosub17_ESO wrote: »nukeemstudiosub17_ESO wrote: »Did you test it against the very same type of enemy every time?. When I did it to mudcrabs to test just the base numbers IE, no block mitigation or spell resist. My numbers were spot on.
Yes. Three independent tests. Each performed on the same mob type for each test. One was mudcrabs, one was lurchers, and one was gargoyles. My numbers were spot in as well. I was very thorough. then I performed subjective testing through instances and compared dps.
The biggest disparaty I was able to achieve was 17%, and that was on my tank gear.
Edit: Now, this does not mean I am necessarily right, but in all my tests I have not seen the full 22% apply. I'm not trying to advocate for this skill being op or anything, I have just tested something different.
Interesting!! My numbers seemed to be spot on as I said. I only tested it against one enemy mudcrabs. Withing a 2-3% marigin. Just wanted a solid base line to do the calculations.
Now the numbers would obviously be different with light compared to heavy, due to the passives of light armor giving a boost to spell damage and penetration.
Did you try with no armor? Just curious cause i did not. (will be today).
Which I do feel kind of stupid about not trying. As these would be the absolute baseline numbers needed to accurately evaluate the damage reduction.
Regardless as someone else said this is not an OP skill. Everyone seems to forget that a DK has a self heal that will heal them for 33% of their max health with absolutely no drawbacks.
As a nightblade I will say it really sucks having to loose that much damage to be able to maintain resources.
nukeemstudiosub17_ESO wrote: »nukeemstudiosub17_ESO wrote: »Did you test it against the very same type of enemy every time?. When I did it to mudcrabs to test just the base numbers IE, no block mitigation or spell resist. My numbers were spot on.
Yes. Three independent tests. Each performed on the same mob type for each test. One was mudcrabs, one was lurchers, and one was gargoyles. My numbers were spot in as well. I was very thorough. then I performed subjective testing through instances and compared dps.
The biggest disparaty I was able to achieve was 17%, and that was on my tank gear.
Edit: Now, this does not mean I am necessarily right, but in all my tests I have not seen the full 22% apply. I'm not trying to advocate for this skill being op or anything, I have just tested something different.
Interesting!! My numbers seemed to be spot on as I said. I only tested it against one enemy mudcrabs. Withing a 2-3% marigin. Just wanted a solid base line to do the calculations.
Now the numbers would obviously be different with light compared to heavy, due to the passives of light armor giving a boost to spell damage and penetration.
Did you try with no armor? Just curious cause i did not. (will be today).
Which I do feel kind of stupid about not trying. As these would be the absolute baseline numbers needed to accurately evaluate the damage reduction.
Regardless as someone else said this is not an OP skill. Everyone seems to forget that a DK has a self heal that will heal them for 33% of their max health with absolutely no drawbacks.
As a nightblade I will say it really sucks having to loose that much damage to be able to maintain resources.
I should test with no armor...
I'm having another nightblade help farm up some numbers later today. We will do some more in depth testing then.
Also, I'm using the percent difference equation;
( | V1 - V2 | / ((V1 + V2)/2) ) * 100
just so we are on the same page with that.
I was actually getting 6.68% upon testing... with my PvE dps build. Which is why I asked another nighblade to help test numbers, because it just didn't seem quite right.
So, a baseline would be good to establish.
But yea, GDB also gives impressive regens, making it useful even without the heal.
Thechemicals wrote: »Block casting is abused by
1. Dk;s - a passive that returns stamina per use of any earth skill
2. Night blades- siphoning 10% chance to return stam and magicka.
Its not block casting because everyone runs outa of stamina. However those things mentioned above, allow your to serious milk blocking for a longtime. L2P btw.
Siphoning is OP... just you forgot, the 22% less damage... lolchemicals
It's more like 10%, and you don't have to wory about regen or reduction gear. You can build straight damage and still sit above softcap with it on. It essentially is a toggle for insane burst or insane sustain.
dont tell me you people are going to call siphoning strikes OP...... If you had any idea of the crappy survivablilty of the NB class, you would realize how foolish you sound calling Siphoning strikes OP. its not. trust me. There are worse issues about currently.
I have played Nightblade practically exclusively in my time in ESO. I am well aware of what we are capable of.
I take extreme issue with your rating of Nightblade survivability. The sap and shield build, for example , can keep me up in a fight in PvP for a good long while. I have even outlasted dragonknights in my group.
In pve, I can have softcapped damage, and still maintain great dps (even while tanking) with it on. I can then toggle it off for burst at the beginning and end of the fight. Added benifit of Nightblade tanking is that you don't even care about stamina, so I just throw calthrops everywhere.
If only we all used a shield.
I tried a shield build once, could not get into it:(
Yea, annoying isn't it? I don't like it, but it works.
I prefer an evasive playstyle personally, one that uses distance and positioning to survive. Ofc, this style does not really work in large engagements. But sap spam does.
Thing is, its also easy enough to counter. Just stand out of range for a bit. Which is also a direct address to the OP, spread out, and wear out their stamina so their block drops. Easy enough.
I also faced a DK who, despite me having hit him at least 30-50 times with light attacks and flurries, COMBINED with shades. still managed to keep their block up.
very frustrating.
nukeemstudiosub17_ESO wrote: »nukeemstudiosub17_ESO wrote: »Did you test it against the very same type of enemy every time?. When I did it to mudcrabs to test just the base numbers IE, no block mitigation or spell resist. My numbers were spot on.
Yes. Three independent tests. Each performed on the same mob type for each test. One was mudcrabs, one was lurchers, and one was gargoyles. My numbers were spot in as well. I was very thorough. then I performed subjective testing through instances and compared dps.
The biggest disparaty I was able to achieve was 17%, and that was on my tank gear.
Edit: Now, this does not mean I am necessarily right, but in all my tests I have not seen the full 22% apply. I'm not trying to advocate for this skill being op or anything, I have just tested something different.
Interesting!! My numbers seemed to be spot on as I said. I only tested it against one enemy mudcrabs. Withing a 2-3% marigin. Just wanted a solid base line to do the calculations.
Now the numbers would obviously be different with light compared to heavy, due to the passives of light armor giving a boost to spell damage and penetration.
Did you try with no armor? Just curious cause i did not. (will be today).
Which I do feel kind of stupid about not trying. As these would be the absolute baseline numbers needed to accurately evaluate the damage reduction.
Regardless as someone else said this is not an OP skill. Everyone seems to forget that a DK has a self heal that will heal them for 33% of their max health with absolutely no drawbacks.
As a nightblade I will say it really sucks having to loose that much damage to be able to maintain resources.
I should test with no armor...
I'm having another nightblade help farm up some numbers later today. We will do some more in depth testing then.
Also, I'm using the percent difference equation;
( | V1 - V2 | / ((V1 + V2)/2) ) * 100
just so we are on the same page with that.
I was actually getting 6.68% upon testing... with my PvE dps build. Which is why I asked another nighblade to help test numbers, because it just didn't seem quite right.
So, a baseline would be good to establish.
But yea, GDB also gives impressive regens, making it useful even without the heal.
OK, we are done testing.
Equation Example;
Value based off of naked funnel health with toggle on/off
off,V1 = 272 and on,V2 = 242
( | V1 - V2 | / ((V1 + V2)/2) ) * 100
= ( | 272 - 242 | / ((272 + 242)/2) ) * 100
= ( | 30 | / (514/2) ) * 100
= ( 30 / 257 ) * 100
= 0.116732 * 100
= 11.6732% difference
We tried many variables and combinations. we tested weapon and magic, as well as heals.
We found that the ratio is the same regardless of crit, per ability used.
Naked, there was a 12% avg global penalty to spells.
Naked, there was a 18.4 avg global penalty to weapon damage.
Geared, (~900+ magica) 7% avg global penalty to spells. (the lowest % difference was 6.5% when both toggle on and off were past softcap (135) because softcap reduces the stat separately from SA.
Weapon Damage maintained a roughly 12% penalty with the gear and enchants we had.
Mutagen maintained a 9.5% penalty with the weapon damage we tested with. (If used before toggling SA on, you can keep the higher heal going by reapplying it)
Healing Springs maintained a 8.2% penalty.
We found that these rates applied consistently over the various skills and abilities we used.
So yea, not 22%. Try 6.5% for me
nukeemstudiosub17_ESO wrote: »nukeemstudiosub17_ESO wrote: »nukeemstudiosub17_ESO wrote: »Did you test it against the very same type of enemy every time?. When I did it to mudcrabs to test just the base numbers IE, no block mitigation or spell resist. My numbers were spot on.
Yes. Three independent tests. Each performed on the same mob type for each test. One was mudcrabs, one was lurchers, and one was gargoyles. My numbers were spot in as well. I was very thorough. then I performed subjective testing through instances and compared dps.
The biggest disparaty I was able to achieve was 17%, and that was on my tank gear.
Edit: Now, this does not mean I am necessarily right, but in all my tests I have not seen the full 22% apply. I'm not trying to advocate for this skill being op or anything, I have just tested something different.
Interesting!! My numbers seemed to be spot on as I said. I only tested it against one enemy mudcrabs. Withing a 2-3% marigin. Just wanted a solid base line to do the calculations.
Now the numbers would obviously be different with light compared to heavy, due to the passives of light armor giving a boost to spell damage and penetration.
Did you try with no armor? Just curious cause i did not. (will be today).
Which I do feel kind of stupid about not trying. As these would be the absolute baseline numbers needed to accurately evaluate the damage reduction.
Regardless as someone else said this is not an OP skill. Everyone seems to forget that a DK has a self heal that will heal them for 33% of their max health with absolutely no drawbacks.
As a nightblade I will say it really sucks having to loose that much damage to be able to maintain resources.
I should test with no armor...
I'm having another nightblade help farm up some numbers later today. We will do some more in depth testing then.
Also, I'm using the percent difference equation;
( | V1 - V2 | / ((V1 + V2)/2) ) * 100
just so we are on the same page with that.
I was actually getting 6.68% upon testing... with my PvE dps build. Which is why I asked another nighblade to help test numbers, because it just didn't seem quite right.
So, a baseline would be good to establish.
But yea, GDB also gives impressive regens, making it useful even without the heal.
OK, we are done testing.
Equation Example;
Value based off of naked funnel health with toggle on/off
off,V1 = 272 and on,V2 = 242
( | V1 - V2 | / ((V1 + V2)/2) ) * 100
= ( | 272 - 242 | / ((272 + 242)/2) ) * 100
= ( | 30 | / (514/2) ) * 100
= ( 30 / 257 ) * 100
= 0.116732 * 100
= 11.6732% difference
We tried many variables and combinations. we tested weapon and magic, as well as heals.
We found that the ratio is the same regardless of crit, per ability used.
Naked, there was a 12% avg global penalty to spells.
Naked, there was a 18.4 avg global penalty to weapon damage.
Geared, (~900+ magica) 7% avg global penalty to spells. (the lowest % difference was 6.5% when both toggle on and off were past softcap (135) because softcap reduces the stat separately from SA.
Weapon Damage maintained a roughly 12% penalty with the gear and enchants we had.
Mutagen maintained a 9.5% penalty with the weapon damage we tested with. (If used before toggling SA on, you can keep the higher heal going by reapplying it)
Healing Springs maintained a 8.2% penalty.
We found that these rates applied consistently over the various skills and abilities we used.
So yea, not 22%. Try 6.5% for me
Thank you everyone who ran their own tests!!!
The numbers are on the money.
The difference with armor must be due to the passives for each armor set. Also to the passives of the weapons and skill lines.
In retrospect, due to the fact that the passive skills in all trees increase damage among other things, I think, correct me if i am wrong the actual test would have to be done with a new character with no skill points in the passives, and no armor.
And test must be done with the same race. (I would think)
Not arguing with your numbers or logic.
Just wondering if you took the passives into account. Class, Weapon and racial passives.
Man... I use 1HShield with my imperial class Templar and
the ONLY SENSE of it is to block... You can't deal much damage, but block.
That's a shield for....
That some classes misuse combinations can't be that a skilline is nerfed which is alone for itself really not overpowered and good balanced.
It's the misuse of spamming special class skills.
do pvp. you should not tank many ppl because you can block like hell and do dmg while blocking.
Thechemicals wrote: »Block casting is abused by
1. Dk;s - a passive that returns stamina per use of any earth skill
2. Night blades- siphoning 10% chance to return stam and magicka.
Its not block casting because everyone runs outa of stamina. However those things mentioned above, allow your to serious milk blocking for a longtime. L2P btw.
Siphoning is OP... just you forgot, the 22% less damage... lolchemicals
It's more like 10%, and you don't have to wory about regen or reduction gear. You can build straight damage and still sit above softcap with it on. It essentially is a toggle for insane burst
I thought siphoning works with light or heavy attacks... therefore impossible to use while block casting...
Siphoning and leeching strikes do. Siphoning attacks has a chance to proc on all attacks.AltusVenifus wrote: »I thought siphoning works with light or heavy attacks... therefore impossible to use while block casting...
In an attempt to turn a flame-war into something informative: it was already mentioned that block-casting is going to be addressed during the most recent ESO-live. As taken from the ESO-Live transcript from Tamriel Foundry (source)
Q: Is block casting still going to be possible?
"Yeah, block was definitely something we talked about changing, we had a lot of really good ideas for changing it, but there’s so much stuff that went into this it’s something we didn’t have time for. It’s still on our radar and it’s something we plan to address in the future, but we wanted to focus on adding these specific features first."
If this is not the issue the OP was talking about, do correct me, his post was not very long. But the amount of straw man fallacies and "L2P" I see passing by in an attempt to sound witty are kind of laughable. I do not think anyone has issues with blocking as a defensive mechanic, and come on guys, you probably know this already.
S&B is *** in pvp, lets be real. There is a reason so many people flock to it while wearing light armor. Dont even try to lie here either, because the mitigation is just unreal and the bonus from light armor is even greater with the ability to block cast (broken mechanic).
since they want this game to be a rock paper scissors method, we need more ways to drain stamina faster. The solution is simple and will kill two birds one stone. The first bird is infinite blocking and taking laughable damage (unless jumped by 10+ people).
1) Make frost drain stamina and make lightning drain magicka. This adds risk vs reward to BOTH S&B users and staff users.
2) Doing the above will make fire not as appealing as it is since currently it is the go to staff (i use lightning screw fire unless on my fire mage). Maybe it will make it so people use fire and a different element as off weapon.
@ZOS this idea is something you should look into doing seriously. the snare from frost is a joke and the damage reduction from lightning is laughable. Not everyone wants to run caltrops just to drain stamina on perma block casters.
My idea is friendly for everyone.
S&B is *** in pvp, lets be real. There is a reason so many people flock to it while wearing light armor. Dont even try to lie here either, because the mitigation is just unreal and the bonus from light armor is even greater with the ability to block cast (broken mechanic).
since they want this game to be a rock paper scissors method, we need more ways to drain stamina faster. The solution is simple and will kill two birds one stone. The first bird is infinite blocking and taking laughable damage (unless jumped by 10+ people).
1) Make frost drain stamina and make lightning drain magicka. This adds risk vs reward to BOTH S&B users and staff users.
2) Doing the above will make fire not as appealing as it is since currently it is the go to staff (i use lightning screw fire unless on my fire mage). Maybe it will make it so people use fire and a different element as off weapon.
@ZOS this idea is something you should look into doing seriously. the snare from frost is a joke and the damage reduction from lightning is laughable. Not everyone wants to run caltrops just to drain stamina on perma block casters.
My idea is friendly for everyone.
Really like the ice/shock idea...
S&B is *** in pvp, lets be real. There is a reason so many people flock to it while wearing light armor. Dont even try to lie here either, because the mitigation is just unreal and the bonus from light armor is even greater with the ability to block cast (broken mechanic).
since they want this game to be a rock paper scissors method, we need more ways to drain stamina faster. The solution is simple and will kill two birds one stone. The first bird is infinite blocking and taking laughable damage (unless jumped by 10+ people).
1) Make frost drain stamina and make lightning drain magicka. This adds risk vs reward to BOTH S&B users and staff users.
2) Doing the above will make fire not as appealing as it is since currently it is the go to staff (i use lightning screw fire unless on my fire mage). Maybe it will make it so people use fire and a different element as off weapon.
@ZOS this idea is something you should look into doing seriously. the snare from frost is a joke and the damage reduction from lightning is laughable. Not everyone wants to run caltrops just to drain stamina on perma block casters.
My idea is friendly for everyone.
Really like the ice/shock idea...
Very Elderscrolls.
Me like.
S&B is *** in pvp, lets be real. There is a reason so many people flock to it while wearing light armor. Dont even try to lie here either, because the mitigation is just unreal and the bonus from light armor is even greater with the ability to block cast (broken mechanic).
since they want this game to be a rock paper scissors method, we need more ways to drain stamina faster. The solution is simple and will kill two birds one stone. The first bird is infinite blocking and taking laughable damage (unless jumped by 10+ people).
1) Make frost drain stamina and make lightning drain magicka. This adds risk vs reward to BOTH S&B users and staff users.
2) Doing the above will make fire not as appealing as it is since currently it is the go to staff (i use lightning screw fire unless on my fire mage). Maybe it will make it so people use fire and a different element as off weapon.
@ZOS this idea is something you should look into doing seriously. the snare from frost is a joke and the damage reduction from lightning is laughable. Not everyone wants to run caltrops just to drain stamina on perma block casters.
My idea is friendly for everyone.
Permablocking is getting nerfed bigtime in 1.6. You'll still be able to permablock everything, but you will never gain any ultimate unless you use light attacks, skills don't count to gain ulti anymore unless its like carve or WW abilities.
I just read the title and the OP
my response
Please fix players inability to figure out how to use the combat system in this game.
Block is a really great game mechanic. All kinds of players seem to defeat other players, even ones who block a lot.
You would be better off asking for some sort of debuff attack that makes the target drain extra stamina while blocking, (make shield heavy) instead of whining about the design of the entire mechanic.
I just read the title and the OP
my response
Please fix players inability to figure out how to use the combat system in this game.
Block is a really great game mechanic. All kinds of players seem to defeat other players, even ones who block a lot.
You would be better off asking for some sort of debuff attack that makes the target drain extra stamina while blocking, (make shield heavy) instead of whining about the design of the entire mechanic.
Actually, I'm not sure it's pretty ok in PVE. I could see people just holding their shield during a whole encounter, while casting some class abilities. Such a gameplay is not really exiting.AshySamurai wrote: »And stop thinking only about PvP. It's pretty ok in PvE.
I just read the title and the OP
my response
Please fix players inability to figure out how to use the combat system in this game.
Block is a really great game mechanic. All kinds of players seem to defeat other players, even ones who block a lot.
You would be better off asking for some sort of debuff attack that makes the target drain extra stamina while blocking, (make shield heavy) instead of whining about the design of the entire mechanic.
I just read the title and the OP
my response
Please fix players inability to figure out how to use the combat system in this game.
Block is a really great game mechanic. All kinds of players seem to defeat other players, even ones who block a lot.
You would be better off asking for some sort of debuff attack that makes the target drain extra stamina while blocking, (make shield heavy) instead of whining about the design of the entire mechanic.
No the combat system is easy, here let me explain it: Hold block, proceed to cast skills. Or there is the other method which is the go to in pvp. Get a 1H&S and permablock cast. Game system is easy to figure out.
The issue is that while someone permablocks, even if they are not a tank, the damage reduction vs ways around it is out of control. I do not care what people say, those defending this "mechanic" are simply not wanting to have to make any kind of decision other than what gear they want and what skills work good with block casting.
Argue it all day longThat is what it boils down to. You want to grab a shield and block all day long in pvp thats fine. The risk vs reward aspect should kick in and make it so you cant use skills while blocking. Sadly, ESO supports block casting.