@Asayre I just crafted some garbage white axes and tested it on my sorc. It does not proc the bleed DoT with crystal frags.
Alas.
Joy_Division wrote: »
I believe the Axe much actually hit the target through a basic attack or a melee skill in order to proc it's bleed. It's that way for weapon enchants.
@Asayre - You often say that X spellpower or Y penetration is approximately Z% damage increase. Can you offer some insight into how you came to such a conclusion?
reading your comment again
"When using both Torug and Infused, the average spell damage from the weapon damage enchant is increased by 368. If we subtract the 5 piece bonus from Julianos this means that Infused is only offering 69 spell damage or a bit over 1% increased DPS. Even Julianos and Infused would be better than Torug and Infused. I cannot find much merit to Torug and Infused."
I wonder if you didnt forget the +129 spell power of torugs wich would amount to +198 compared to Julianos ?
BTW this is all from a mag DK pvp perspective with something along the lines like Torugx5 VDX5 Skoriax2
For rough estimates, I assume that endgame magicka builds have around 40k magicka and 3k spell damage..
How did you arrive at those numbers? I'm a VR 11 sorc with 54 attribute points in Magicka and wearing 5-pc Julianos, 2-pc Soulshine (adds more max magicka), 2-pc Shadow Dancer (adds more max magicka) and my character sheet says I have 23355 Maximum Magicka and 1581 Spell Damage. My mundus stone is thief, so do have 67.4% spell critical. But at VR11 I'd seriously expect more than roughly half your estimates if they were sound.
How did you arrive at those numbers? I'm a VR 11 sorc with 54 attribute points in Magicka and wearing 5-pc Julianos, 2-pc Soulshine (adds more max magicka), 2-pc Shadow Dancer (adds more max magicka) and my character sheet says I have 23355 Maximum Magicka and 1581 Spell Damage. My mundus stone is thief, so do have 67.4% spell critical. But at VR11 I'd seriously expect more than roughly half your estimates if they were sound.
TL;DR – For PvE DPS: Sharpened > Precise > Nirnhoned
Precise can be better for organised groups running most armour debuffs in the game
When evaluating between these three item traits it is imperative to recall the average damage formula
where
The skill coefficient, a, depends on the skill in question and an excellent list of skill coefficients can be found at http://esoitem.uesp.net/viewSkills.php. b is around 10.5 for most abilities. Attacker Bonus refers to certain Champion Points like Elemental Expert, Mighty or Thaumathurge and includes certain skills and passives such as Major or Minor Berserk. For simplicity, we can just set this to one and ignore it for the large part.
Armour debuffs include Major/Minor Breach, 5 piece bonus of Roar of Alkosh and the Crushing Enchantment. An example of percentage penetration is Penetrating Magic (Destruction Staff). Flat Penetration includes the base penetration of 100, Concentration and Spell Erosion/Piercing.
In order to compare the three traits, we can convert both the additional flat penetration offered by Sharpened and the extra critical chance into Spell/Weapon Damage. Finally we can convert the Spell/Weapon damage equivalence to an increase in an arbitrary ability tooltip.
I’ll use a generic magicka build as an example, I’ll assume a Magicka pool of 40k and Spell Damage of 3k which is reasonably typical for endgame builds. Only legendary trait values are considered.
Nirnhoned
It increases the tooltip value of a weapon by 11% which in turn increases Spell/Weapon damage by 11% before any buffs. For a staff, this corresponds to a base increase in spell damage of 146 Spell Damage and for dual wielding swords it corresponds to 175 Spell Damage. Typically this base spell damage is buffed by 25% by Major and Minor Sorcery. So you would expect 183 Spell Damage for a staff and 219 Spell Damage for dual wielding swords. Thus if we’re dual wielding swords, Nirnhoned leads to an increase ability tooltip of roughly 3.2%.
Precise
The 7% increased weapon and spell critical can be converted to an equivalent spell damage with the following equation
A reasonably common spell critical for endgame builds is around 60% and a critical modifier between 0.6-0.7 is typical for most magicka builds. This assumes around 30 points in Elfborn which is a fairly common recommendation from my Champion Point optimisation spreadsheet (https://docs.google.com/spreadsheets/d/1Zp9v1Vp4Z7X6zfDfcxTwyAnejv-tEC5LujbXYBiVMDk/edit?usp=sharing) thus the spell damage equivalence for Precise is about
This translates to an increase in average ability tooltip by 3.5%. Note that we can reach this answer quicker by noting that
Sharpened
In a similar fashion to the previous section, the increased physical and spell penetration of Sharpened can be converted to an equivalent spell damage or more directly into an increase in ability tooltip
where Mitigation has been separated into a Sharpened component and everything else. The key concern here is that the Resistance of a target cannot go below zero. Let us consider a typical 4 person dungeon, bosses have around 18k resistance and trash have anywhere from 10 to 18k resistance (http://tamrielfoundry.com/topic/2-1-boss-resistance/). The main source of armour debuff is Major Breach (5280) and Flat Penetration for Magicka Characters is at least 4984 (100 base + 4884 Concentration). Flat Penetration is typically higher by around 1-2k depending on the number of points assigned into Spell Erosion. This means the average boss will have about 6.5k resistance and 100% of the Sharpened bonus is used meaning that it increase ability tooltip by
Unfortunately, Sharpened is useless on any mob with less than about 12k resistance as its resistance is already reduced to zero from other sources. So at first glance, the optimal trait seems to be Sharpened for bosses and Precise for trash, similar to the meta on Live.
But there may be another way around this, given that we are reaching unmitigated damage it is reasonable to remove all points from Spell Erosion and apply it all into Elfborn instead. Then a more interesting question would be how much resistance does Sharpened need to remove for it to be equivalent to Precise. Precise provides 3.5% increase in ability tooltip, this value can be achieved if Sharpened removes at least 1750 resistance. My optimal champion point spreadsheet tends to suggest around 30 points in Elfborn which corresponds to this value. Thus it is possible to simply use Sharpened for most trash and all bosses and put 66 points in Elfborn (67 points in Elfborn works the same as 66 points so spent the last point in something else like Staff Expert. In this way Sharpened is acting at worst equivalent to Precise but you get additional points in Elfborn thus increasing your average damage or it significantly outperforms Precise on bosses.
Although I've only discussed magicka builds primarily, this conclusion of using Sharpened in most situations holds true for stamina builds as well. Stamina builds do not have a Flat Penetration skill but this is compensated by several armour debuff methods.
On live server 10% Elfborn end up being 1,55 dmg modifier. If the base was 1.50 dmg modifier. I will test it on pts later.
I have
65 into thaum
92 into ele expert
10 into Elfborn
I mean, it is almost close to the prefered setup. Yet I do have high crit damage build so maybe I should put more points into Elfborn.
I am not saying that this setup is superior. I just do get good dps with it,maybe I can improve with tweaking CP more.
How did you arrive at those numbers? I'm a VR 11 sorc with 54 attribute points in Magicka and wearing 5-pc Julianos, 2-pc Soulshine (adds more max magicka), 2-pc Shadow Dancer (adds more max magicka) and my character sheet says I have 23355 Maximum Magicka and 1581 Spell Damage. My mundus stone is thief, so do have 67.4% spell critical. But at VR11 I'd seriously expect more than roughly half your estimates if they were sound.
The stats the he is assuming to be typical ARE typical of a v16 with capped CP points and majority/all legendary gear + mage/undaunted passive + spell damage enchants with BIS gear/jewelry all blue bi stat/tri stat food + major sorcery buff + inner light/meteor slotted + appropriate mundus stone. Not trying to offend but your stats seem oddly low.
It may just be because you're v11 without end game gear, I can't recall any of my v16s stats at that level. Safe to assume you aren't wearing willpower 3 pc jewelry and are without legendary gear? Also, unsure how your CP points are allocated as well.
From the live cast, Wrobel thinks this is balanced because Nirn and Precise help healing, where Sharpened only damage, and then situationally (when the mob or player has armor)
Looking at the numbers here... I don't get it. I can understand 1-2% better, but this?
Gilliamtherogue wrote: »
Because Sharpened has the potential to be beaten. If you had read the OP or understand how penetration worked you'd see that Sharpened may lose DPS values if there is no Physical or Spell resistance to shred. Sharpened is actually far worse than Precise in coordinated raid environments because of all of the other ways to reduce mob's/player mitigation. There's over 17k worth of Physical Resist shreds in the game, and most bosses have 18k resist. That immediately reduces a single Sharpened trait to less than 50% efficiency, not looking at the additional 5281 pen you can get from CP nodes.
@Gilliamtherogue
How are you testing the ICD of weapon damage enchants?
I made this staff on Live. Please ignore the fact that it is a Torug staff I just happened to be there
My base and crit light attack damage on Slimecraw without the enchant active is 863 and 1432, respectively. With the enchant active my base and crit damage is 934 and 1551, respectively. In the log below, the time between enchant proc is 10 seconds. I am trying to proc every second so I don't see how it could be 8 seconds.
By the way, which passive was reducing enchant ICD?
@Gilliamtherogue
How are you testing the ICD of weapon damage enchants?
I made this staff on Live. Please ignore the fact that it is a Torug staff I just happened to be there
My base and crit light attack damage on Slimecraw without the enchant active is 863 and 1432, respectively. With the enchant active my base and crit damage is 934 and 1551, respectively. In the log below, the time between enchant proc is 10 seconds. I am trying to proc every second so I don't see how it could be 8 seconds.
By the way, which passive was reducing enchant ICD?
hedna123b14_ESO wrote: »
That is misleading....for a stam build to get 17k pen you need to run sunderflame. It gives the group 6.78% increased damage. Assuming BiS group with 8 members pulling 35k each, group DPS is 280k. a 6.78 % increase would be around 19k dps. If some poor lad has to wear this crap to add 19k dps to the group he wont be pulling 35k... he would be lucky to break 25, most like barely scratching 20k...so you are gaining 19k but losing around 15k....a 4k dps gain for the group and one person has to heavy attack every 8 seconds and wear subpar gear to provide this, why would you want to torture your team mate so much? This is with a perfectly tuned group that stays together by the way. What about second boss of vMoL where the group is separate? Would would they do then?
Furthermore, you and I both ran with CSH core - top NA guild. I dont know how it was in your runs but in my runs Alkosh uptime was nowhere near 100% and without it being up for 100% sharpened is uncontested. However even with Alkosh up, sharpened provides 7.7% dps gain on bosses. I cant imagine a scenario where precise would even come close to this number.
For magicka builds it is a bit different. With Alkosh up your sharpened weapon gives you around 3% dps gain, where is without Alkosh up, you gain around 9.1%. Precise boosts DPS by anywhere between 3.6% (worst case) to 4.7% (best case). So for a magicka build with 100% alkosh uptime you would only gain around 1.7% dps at most from precise versus sharpened. Now since as we both are aware, it is unlikely that Alkosh will be up on target 100% of the time, I would much rather get a guaranteed 9.1% dps gain with a a occasional 1.7% dps loss than a potential 1.7% dps gain and a frequent 4+% dps loss.
TLDR Sharpened is BiS
Gilliamtherogue wrote: »
Sunderflame is a ~600 stamina and 8 weapon damage (both after amps) deficit by being v14 instead of v16, it loses very little stats when you compare it to say a gold v16 NMG setup. It also synergizes extremely well with a stamina DK using Molten Armaments and Spawn of Mephala.
35k is also very low for end game in the current patch, most properly functioning stamina builds are now breaking 40k with ease. I'm not sure how you got your numbers for the wearer apparently losing 4k DPS, but you should probably go try it before you just make up nonsensical numbers. There are obvious disadvantages that would need to be played around like twins, but you also wouldn't be using it since that fight is heavily AoE based as to single target.
Not to put you down, but you are not in core runs, and while Alkosh is not exactly 100%, it is at a high enough rate to out perform Sharpened from the testing I've gathered. Rakkhat has 18600 Physical Resit, reduced by the following;
-5280 Major Fracture
-1320 Minor Fracture
-2580 NMG
-1920 Infused Crusher
-2107 (70% up time Alkosh)
-3360 Sunder
-100 base
= -16667
leaves 1993 Phys resist, or 3.866% DPS to be gained from Sharpened . This also assumes you have no points put into Piercing Strikes, which is usually not the case.
Meanwhile end game stam builds run anywhere from 123% to 134% CHD in raid (223/234 with base 1 added), which multiplied by .075 (7.5% crit) is 9.225%-10.05% increase, which loses a little bit due to the remaining 1993 Phys Resist, which comes to a 8.857%-9.649% DPS boost.
hedna123b14_ESO wrote: »
Haha Gil you're funny.
1.A DK won't be running sunder flame, more like Morag or Toxic Defiance.
2. 40k on a fight with mechanics is not common Gil. Ive ran withcore I have a dps meter woth share enabled;)
3. I have no points into physical pen *no need with sharpened)
4. Then there is your crazy crit analysis. Where on earthe are you getting your numbers? Let's take a look at a stamplar 50 base, 12 trap, 10 Piercing Spear, 18.3 shadow, 8 % From CP. Total is 98.3. I'm assuming you're factoring in major force? Again I have yet to see major force be up every 9.5 seconds, but I'll be generous and say you have it up 20 put of every 30 seconds. This means a 1.2 multiplier. 1.2 x 98.3 = 118. Now that's on a templar with a passive modifier so a very crit favoring scenario. Now with endgame sets that stamplar is likely running anywhere fron 64.4 to 72.4 crit chance depending on race. Let's again assume a precise favoring scenario of him running 64.4 % crit chance. At 64.4% crit chance chance and 118% crit damage modifier you will average 1.76 times base damage. Now let's say we put on a precise staff. This puts us at 71.4% crit, or 1.84 times base damage. A 4.5% damage difference. Not sure how you are doing your math.
5. On a Stam build especially precise is weaker than it is on a magicka build due to lower crit damage modifier (more points in Thaumaturge since most are dot builds means less points in precise strikes) and higher average crit. This diminishes the importance of increasing crit chance. On a magicka build precise plays a much more important role, since the average magicka crit is lower than stam and the access to crit damage modifiers is higher.
6. Finally as for me not being in core runs that's just cute Gil...
@Gilliamtherogue
I tried it again with just a dagger and then with a 2H axe, just in case, and found that the ICD is 10 seconds.
Dagger
2H Axe