hedna123b14_ESO wrote: »Well RIP my builds...
Update:
I logged onto my live character and turned on health numbers, realized my pets health has been reduced by seemingly 25% from what I've remembered, I looked for videos with people who enabled resource numbers and looked directly at their pets.
I then asked a friend to level with me because he is new and is just about to reach level 50, got him to CP 20 and his pet's health have never changed since level 50 whereas originally they could level up to VR16/CP160.
OP has been updated.
Before:
Now:
IzakiBrotheSs wrote: »hedna123b14_ESO wrote: »Well RIP my builds...
I mean you can still use it. If you light attack weave (which I prefer during laggy situations) there isn't much difference between a fire and a lightning staff. I probably will stick to it just for have more chances to proc Ilambris on the front bar.
Wrobel and logic don't mix.James-Wayne wrote: »are you able to explain why its intended because clearly no one here sees the logic behind the decision?
Sallington wrote: »ZOS_GinaBruno wrote: »Hey guys, thanks for your patience. We can confirm that the change to the Lightning Staff AoE proc was intended.
Since the AoE was unintended, then all I have to say is, this mistake of yours actually improved gameplay and helped improve combat balance.
If I were @Wrobel I would backtrack and say, "We intended the current behavior on Live all along, and this change on the PTS was a mistake," and then bask in the kudos of improving combat balance.
I'm actually willing to bet the AOE was intended, but forgotten it was added. Then someone got fired, the change forgotten and now they think it was a bug lol.
And that's why, you always leave a note!
The moral of this discussion is that it is not okay to be making stealth/undocumented and released modifications to a product in which the community paid for as it is deceitful.I see several posts that assume that you can one-shot sorc pets.
Perhaps not everybody is aware of the other changes that took place with pets:
See the patch note here below: the incoming damage of a single hit is limited to 45% of the max pet health
PATCH 2.4.5 of May 31 this year:
FIXES & IMPROVEMENTS, BASE GAME PATCH
Combat & Gameplay
General
In addition to the Area of Effect damage reduction and PvP damage reduction, summoned pets now cannot take more than 45% of their Maximum Life in a single hit.
I see also several posts suggesting that the health of pets should be increased, in order to improve their survivability.
Regarding single target hits:
A sorc pet that would have 1000 health would be almost unkillable by single target hits,
because the max single hit damage to be absorbed is limited to 45% of 1000 is 450
with a relatively small 9k Ward, which you get from a 30k Mag pool, the pet can absorb 20 hits.
=> pretty much unkillable from single target damage.
Regarding AOE damage:
Summoned Sorc pets get 90% reduction on the incoming AOE damage.
If you want to test this 90% reduction for yourself, you can go to Wrothgar and let your pet Familiar fight against a Giant.
The Giant does only AOE damage and the petty pet self heals are enough to keep your Familiar alive without Shields (if your character crit chance is >40%).
Concluding:
IF your pet health would be only 1,000, and single target damage can therefore be ignored as long as your Shield is up, your Ward only needs to absorb the AOE damage AFTER the 90% damage reduction and even modest shields would easily absorb insane AOE damages from bosses.
Just because an individual such as a developer tells you that something has been added to makeup for a flawed design does not mean that the problem has came to a resolve. If that were the case, why is there discussions in the first place? Maybe people want their pets to have more health because they understand part of the problem to an extent through experience, whereas, others don't.We’re adding a damage limit to pets so they can’t be 1-shot. This should give you more time to shield them reactively instead of proactively. Also keep in mind that pets take less damage from AoE attacks to make up for the fact that they can’t intelligently move out of red telegraphs.
I will still be using lightning staff next update. The sergeants mail fix is going to help me out a lot. Finally got my sergeants jewelry too. 5 light 2 heavy full aether and sergeants mail sets +vMA lightning staff and I got a 87k heavy attack http://xboxdvr.com/gamer/Toast STS/video/21425150 (last 10 seconds of clip). Probably going to get bored of this build soon though, makes the game too easy.
Wrecking_Blow_Spam wrote: »I will still be using lightning staff next update. The sergeants mail fix is going to help me out a lot. Finally got my sergeants jewelry too. 5 light 2 heavy full aether and sergeants mail sets +vMA lightning staff and I got a 87k heavy attack http://xboxdvr.com/gamer/Toast STS/video/21425150 (last 10 seconds of clip). Probably going to get bored of this build soon though, makes the game too easy.
Is Seargents Mail better than elegance?
OP update:
The Tri Focus in the Destruction Staff skill line does not damage nearby enemies for 100% of the damage done at no point during the channel.
Testing considers same NPCs to rule out resistance.
This occurs on both pts and live, however, has been recently became public knowledge.
On PTS the splash damage has been increased by 6% in ratio to the damage done on the primary target (82% up from 76%).
Source: https://forums.elderscrollsonline.com/en/discussion/291198/lightning-staff-confusion#latest
Judas Helviaryn wrote: »Don't incorporate bugs into your builds, and you won't have [an] issue.
Pretty sure splash damage is based off distance from the main target. An updated tooltip would help clarify this.
My PvE Clannfear on live has the same health as my PvE Clannfear on the PTS, so I'm not sure what's going on in those screenshots. The only major pet discrepancy that I've been able to tell so far is regards to duelling. In short:
https://forums.elderscrollsonline.com/en/discussion/289695/duelling-pets-are-completely-broken#latest
It wasn't fixed with 2.6.1, which is incredibly annoying because it just means I have to go yet another week or so without being able to test my stuff properly. I hope it's not the case that by the time it does get fixed, the EU characters will be copied over and I lose access to my gear that isn't available on the PTS.
Pretty sure splash damage is based off distance from the main target. An updated tooltip would help clarify this.
Can someone else confirm this?
I have done a key string search through patch notes dating back to v1.4.4 on the forums and online, nothing of relevance.
I am getting same damage ratio numbers as the OP of the original source, seems fixated to distance.
Pretty sure splash damage is based off distance from the main target. An updated tooltip would help clarify this.
Can someone else confirm this?
I have done a key string search through patch notes dating back to v1.4.4 on the forums and online, nothing of relevance.
I am getting same damage ratio numbers as the OP of the original source, seems fixated to distance.
Yeah, that's for live at least. I will test it out myself on PTS later tonight.
Here is a clip from live. tick does 14089 and AoE damage is 18314 which is 129%. But the enemies that are farther away take all the same damage. IDK what's going on here
http://xboxdvr.com/gamer/Toast STS/video/21346584
Doesn't explain any distance bonus as the player was further away from the targets on the initial tick.
Note: If the primary target is stuck critically the AoE is critical, never does the splash damage exclusively critically strike, at least not on the date of that video.
@hrothbernThe moral of this discussion is that it is not okay to be making stealth/undocumented and released modifications to a product in which the community paid for as it is deceitful.I see several posts that assume that you can one-shot sorc pets.
Perhaps not everybody is aware of the other changes that took place with pets:
See the patch note here below: the incoming damage of a single hit is limited to 45% of the max pet health
PATCH 2.4.5 of May 31 this year:
FIXES & IMPROVEMENTS, BASE GAME PATCH
Combat & Gameplay
General
In addition to the Area of Effect damage reduction and PvP damage reduction, summoned pets now cannot take more than 45% of their Maximum Life in a single hit.
I see also several posts suggesting that the health of pets should be increased, in order to improve their survivability.
Regarding single target hits:
A sorc pet that would have 1000 health would be almost unkillable by single target hits,
because the max single hit damage to be absorbed is limited to 45% of 1000 is 450
with a relatively small 9k Ward, which you get from a 30k Mag pool, the pet can absorb 20 hits.
=> pretty much unkillable from single target damage.
Regarding AOE damage:
Summoned Sorc pets get 90% reduction on the incoming AOE damage.
If you want to test this 90% reduction for yourself, you can go to Wrothgar and let your pet Familiar fight against a Giant.
The Giant does only AOE damage and the petty pet self heals are enough to keep your Familiar alive without Shields (if your character crit chance is >40%).
Concluding:
IF your pet health would be only 1,000, and single target damage can therefore be ignored as long as your Shield is up, your Ward only needs to absorb the AOE damage AFTER the 90% damage reduction and even modest shields would easily absorb insane AOE damages from bosses.
Now, what post here are you referring to?
Please stay within this discussion and not take something external (that could potentially be irrelevant and outdated) to compromise constructive topics.
Let's be open minded here...
Pets having small health pools is not fine nor justified by a 45% cap to damage taken.
Anyone and especially those who have experience with pets know that end-game content has; AoEs DoTs that deal >10K to player >= 1.5K to pets per second, on-top of idiotic AI, what ever aggro they are holding, and status DoTs.
It is easy to keep them alive in trials and veteran dungeons, but only when the players use damage shields proactively, this is against ZoS' design as they are expected to be used reactively and requires the player to primarily focus on the pets.
The reason why this is bad for players is because it reduces diversity in; player skill set, role, and pet design (example: a "tank pet" such as the Clannfear should be capable of withstanding being hit hard multiple times to define a role just like any player/npc). This also becomes an annoyance in terms of situational events/phases during combat for the player where the player is forced to stop or reduce; mechanic avoidance, ally support, and damaging because of defensive micromanagement.
By force, it is referring to the fact that the Winged Twilight dying could leave a healing Sorcerer as a liability, having the Scamp die reduced DPS, having the Clannfear die reallocates aggro onto other players. All of which hinders 2 or more skill slots to be rendered as useless.Just because an individual such as a developer tells you that something has been added to makeup for a flawed design does not mean that the problem has came to a resolve. If that were the case, why is there discussions in the first place? Maybe people want their pets to have more health because they understand part of the problem to an extent through experience, whereas, others don't.We’re adding a damage limit to pets so they can’t be 1-shot. This should give you more time to shield them reactively instead of proactively. Also keep in mind that pets take less damage from AoE attacks to make up for the fact that they can’t intelligently move out of red telegraphs.
As for pvp, any good player can kill a pet in a matter of seconds because either they are with a group, or they deal high initial burst damage that is in combo of 3 or more (which can happen within a second) therefor making the 45% cap a redundancy and that is when health and resistance goes into play.
Another aspect is giving pets' resistance, the dynamic value of resistance only fortifies if the health pool is able to withstand multiple attacks, the more health you have the more times you can be hit (hypothetically) in which case makes resistance a multiplier to the amount of same magnitude hits that can be taken. If the number of hits taken can only ever be 3 times till health depletes, then having resistance also becomes a redundancy. Don't even bring up damage shields because as said, the pets may as well not even have resistance let alone health while the ward becomes a proactive ability, it is a lazy "fix" which many are fed up with getting and resigns to boring gameplay (what sane person wants this?)
So yes, the pets' vitality reduction was a nerf, not concurring would only come from one without gameplay experience and relies on contextual comprehension or has not bothered to read this comment at all. Interpret that however you wish, it is not said to be a personal attack but a correction as I wish for this game to get better and not be driven in the wrong way without something incentive on the problem at hand.
Thank you.
@Toast_STSI will still be using lightning staff next update. The sergeants mail fix is going to help me out a lot. Finally got my sergeants jewelry too. 5 light 2 heavy full aether and sergeants mail sets +vMA lightning staff and I got a 87k heavy attack http://xboxdvr.com/gamer/Toast STS/video/21425150 (last 10 seconds of clip). Probably going to get bored of this build soon though, makes the game too easy.
@OtarTheMad @SirMewser
The change to pet health happened with dark brotherhood
They said, they increase pet health by 5000 in pvp.
Yea, they did. But also decreased their health by roughly 5kSo they are much squishier in pve and even a bit squishier than before in pvp.
I reported it countless times and made threads about it, along with the 100 other pet bugs in existence, but it was never acknowledged by ZoS.
If I remember correctly, someone from Pax told me, that they plan to fix pet health and survival issues in the future.
As I just say on an another thread :
After a lot of reflection, I think the best solution should be to keep the "bug" fix but to apply the 100% splatch damage with the cumulated channeled attack. If you deal 2000 damage x3 then 2000 final damage, you should do 8000 splatch damage.
After all, the passive says "fully charged heavy shock attack damage nearby enemies for 100% of the damage done". Nothing say specifically "the last tick's damage", the HA shock is a channel and the "heavy attack" damage is the cumulated damage, not the last tick. ZOS already stated that when they applied molten armament's buff to all tick after a lot of threads.
At a conclusion : bug fixed, aoe damage still here, shock staff still relevant in endgame build and a new burst channeled aoe for magicka players.
Can the splash damage crit at least? Right now on live I believe it cannot crit.
Update:
I logged onto my live character and turned on health numbers, realized my pets health has been reduced by seemingly 25% from what I've remembered from the last time I had health numbers enabled, I looked for videos with people who enabled resource numbers and looked directly at their pets.
I then asked a friend to level with me because he is new and is just about to reach level 50, got him to CP 20 and his pet's health have never changed since level 50 whereas originally they could level up to VR16/CP160.
OP has been updated.
Before:
Now: