It's not weapon damage and spell damage glyphs that got buffed, but "the overall power of weapon enchantments" which has been "slightly increased". Weapon dmg and spell dmg glyphs are jewellery enchantments, weapons enchantments are things like fire damage, absorb magicka etc. I imagine the reason why they have been buffed is to make them still viable compared to poisons, considering that when you apply a poison to your weapon that will replace your weapon enchantment for as long as the poison has charges, as if it were a temporary weapon glyph. And it looks like poisons might be a real game-changer.
@Panth141 My bad, thanks for correcting me! Still, I imagine that must be a change that was made to balance the poisons system. And no buffs to weapon and spell damage glyphs anyway.
It's not weapon damage and spell damage glyphs that got buffed, but "the overall power of weapon enchantments" which has been "slightly increased". Weapon dmg and spell dmg glyphs are jewellery enchantments, weapons enchantments are things like fire damage, absorb magicka etc. I imagine the reason why they have been buffed is to make them still viable compared to poisons, considering that when you apply a poison to your weapon that will replace your weapon enchantment for as long as the poison has charges, as if it were a temporary weapon glyph. And it looks like poisons might be a real game-changer.
Has someone tested which one is better for overall DPS in PvE enchant or poison?
@Lucius_Aelius Come to think of it, you're right! I forgot about that glyph! It will be interesting to see how the values will be buffed at the end when it goes live, after they have had time to test it all and balance it.
The internal cooldown appears to be 10 seconds so maximum uptime of 50% or 174 spell/weapon damage on average
The internal cooldown appears to be 10 seconds so maximum uptime of 50% or 174 spell/weapon damage on average
Did they change the icd for weapon enchants with the patch?
That would be funny. ZOS: "Hey guys we doubled the potency of weapon enchants to be a tough choice compared to poisons - but actually we more then doubled the CD on them so they are weaker than before. Better grind that poison mats - poisons soon coming to your crownstore "
The internal cooldown appears to be 10 seconds so maximum uptime of 50% or 174 spell/weapon damage on average
Did they change the icd for weapon enchants with the patch?
That would be funny. ZOS: "Hey guys we doubled the potency of weapon enchants to be a tough choice compared to poisons - but actually we more then doubled the CD on them so they are weaker than before. Better grind that poison mats - poisons soon coming to your crownstore "
Nope...Its always been that ICD.
The Elemental procs are all 5 seconds for their ICD.
and 2.5 seconds with Powered Trait previously...I would run Powered on my Weapons generally because it kept up the disease status effect pretty much 100% of the time.
The internal cooldown appears to be 10 seconds so maximum uptime of 50% or 174 spell/weapon damage on average
Did they change the icd for weapon enchants with the patch?
That would be funny. ZOS: "Hey guys we doubled the potency of weapon enchants to be a tough choice compared to poisons - but actually we more then doubled the CD on them so they are weaker than before. Better grind that poison mats - poisons soon coming to your crownstore "