Image-Free Breakdown
ParametersDamage Values:
- Critical chance is taken out of consideration to standardize numbers
- Weaving is taken out of consideration to standardize timing
- Crystal Fragments reliably procs every 4 abilities cast
- Abilities are cast at a rate of one per second
- Parses are 24 seconds long
- No Damage-Over-Time abilities are used
- Velocious/Haunting Curse - 11,000 damage
- Force Pulse - 7,500 damage
- Crystal Fragments Proc - 18,000 damage
Parse Info (Live):Curse Damage: 66,000
- Velocious Curse explosions: 6
- Force Pulse casts: 15
- Crystal Fragment casts: 4
Total Damage: 250,500
DPS: 10,437.50
Parse Info (U13):Curse Damage: 44,000
- Velocious Curse explosions: 4
- Force Pulse casts: 18
- Crystal Fragment casts: 5
Total Damage: 269,000
DPS: 11,208.33
So, in short, using fewer Curses allows for more DPS from other skills, correct? Doesn't it then also reason that by eliminating the use of Curse altogether, your DPS will go even higher?
Great, you've now proven that the Curse skill is useless in any form.
@Xeven
Just give up man, I've tried already but the emotional masses won't look at the change objectively. You can bring as many facts up as you want, it'll just be disregarded by their feelings.
My concern is that this is going to turn into a PVP versus PVE fight.
Where PVE players want the superior rotation 'haunting' variant. I don't dispute this, but then I don't PVE either outside of VMA.
PVP players want the short duration and more flexible 'Velocious' variant to deliver more unblockable and undodgable damage in PVP. You can't credibly dispute this either. Three in 12 seconds is better than two.
Why not do both? Leave Velicious Curse, and change the pet variant into 'haunting'.
@Xeven
Just give up man, I've tried already but the emotional masses won't look at the change objectively. You can bring as many facts up as you want, it'll just be disregarded by their feelings.
My concern is that this is going to turn into a PVP versus PVE fight.
Where PVE players want the superior rotation 'haunting' variant. I don't dispute this, but then I don't PVE either outside of VMA.
PVP players want the short duration and more flexible 'Velocious' variant to deliver more unblockable and undodgable damage in PVP. You can't credibly dispute this either. Three in 12 seconds is better than two.
Why not do both? Leave Velicious Curse, and change the pet variant into 'haunting'.
I think we can all agree that the change to velocious curse is a pretty mind boggling change. I have no idea what the thought process behind this was and I would be more than interested to know.
But the doomsaying needs to stop. People are going all over the place saying it will end sorc. This is not constructive, and it won't get anyone anywhere.
Personally I don't really care one way or another which curse goes live.
@Xeven
Just give up man, I've tried already but the emotional masses won't look at the change objectively. You can bring as many facts up as you want, it'll just be disregarded by their feelings.
My concern is that this is going to turn into a PVP versus PVE fight.
Where PVE players want the superior rotation 'haunting' variant. I don't dispute this, but then I don't PVE either outside of VMA.
PVP players want the short duration and more flexible 'Velocious' variant to deliver more unblockable and undodgable damage in PVP. You can't credibly dispute this either. Three in 12 seconds is better than two.
Why not do both? Leave Velicious Curse, and change the pet variant into 'haunting'.
I think we can all agree that the change to velocious curse is a pretty mind boggling change. I have no idea what the thought process behind this was and I would be more than interested to know.
But the doomsaying needs to stop. People are going all over the place saying it will end sorc. This is not constructive, and it won't get anyone anywhere.
Personally I don't really care one way or another which curse goes live.
Here, Rich says what he had in mind:
https://forums.elderscrollsonline.com/en/discussion/312717/balance-direction-in-update-13/p1
ZOS_RichLambert wrote: »Haunting Curse – This one falls into the “simplify” category. The goal was to free up globals for more abilities to be cast with this change. (i.e. – every 10.5 seconds you get to use 3 more abilities)
@Xeven
Just give up man, I've tried already but the emotional masses won't look at the change objectively. You can bring as many facts up as you want, it'll just be disregarded by their feelings.
My concern is that this is going to turn into a PVP versus PVE fight.
Where PVE players want the superior rotation 'haunting' variant. I don't dispute this, but then I don't PVE either outside of VMA.
PVP players want the short duration and more flexible 'Velocious' variant to deliver more unblockable and undodgable damage in PVP. You can't credibly dispute this either. Three in 12 seconds is better than two.
Why not do both? Leave Velicious Curse, and change the pet variant into 'haunting'.
I think we can all agree that the change to velocious curse is a pretty mind boggling change. I have no idea what the thought process behind this was and I would be more than interested to know.
But the doomsaying needs to stop. People are going all over the place saying it will end sorc. This is not constructive, and it won't get anyone anywhere.
Personally I don't really care one way or another which curse goes live.
Here, Rich says what he had in mind:
https://forums.elderscrollsonline.com/en/discussion/312717/balance-direction-in-update-13/p1
That's a pretty bad motivation to change the skill, in my opinion. It seems completely aimed towards PVE without regard for PVP, and I don't have the feeling that the skill needed to be simplified because it wasn't particularly hard to use.
@Xeven
Just give up man, I've tried already but the emotional masses won't look at the change objectively. You can bring as many facts up as you want, it'll just be disregarded by their feelings.
My concern is that this is going to turn into a PVP versus PVE fight.
Where PVE players want the superior rotation 'haunting' variant. I don't dispute this, but then I don't PVE either outside of VMA.
PVP players want the short duration and more flexible 'Velocious' variant to deliver more unblockable and undodgable damage in PVP. You can't credibly dispute this either. Three in 12 seconds is better than two.
Why not do both? Leave Velicious Curse, and change the pet variant into 'haunting'.
I think we can all agree that the change to velocious curse is a pretty mind boggling change. I have no idea what the thought process behind this was and I would be more than interested to know.
But the doomsaying needs to stop. People are going all over the place saying it will end sorc. This is not constructive, and it won't get anyone anywhere.
Personally I don't really care one way or another which curse goes live.
Here, Rich says what he had in mind:
https://forums.elderscrollsonline.com/en/discussion/312717/balance-direction-in-update-13/p1
That's a pretty bad motivation to change the skill, in my opinion. It seems completely aimed towards PVE without regard for PVP, and I don't have the feeling that the skill needed to be simplified because it wasn't particularly hard to use.
Yup 100% agreeing.
Simplifying does not help the sorcerer at all, it just contributes to dull gameplay more than anything else.
The only place for this change is the Daedric Prey I believe. Longer duration fits perfectly here.
Image-Free Breakdown
ParametersDamage Values:
- Critical chance is taken out of consideration to standardize numbers
- Weaving is taken out of consideration to standardize timing
- Crystal Fragments reliably procs every 4 abilities cast
- Abilities are cast at a rate of one per second
- Parses are 24 seconds long
- No Damage-Over-Time abilities are used
- Velocious/Haunting Curse - 11,000 damage
- Force Pulse - 7,500 damage
- Crystal Fragments Proc - 18,000 damage
Parse Info (Live):Curse Damage: 66,000
- Velocious Curse explosions: 6
- Force Pulse casts: 15
- Crystal Fragment casts: 4
Total Damage: 250,500
DPS: 10,437.50
Parse Info (U13):Curse Damage: 44,000
- Velocious Curse explosions: 4
- Force Pulse casts: 18
- Crystal Fragment casts: 5
Total Damage: 269,000
DPS: 11,208.33
So, in short, using fewer Curses allows for more DPS from other skills, correct? Doesn't it then also reason that by eliminating the use of Curse altogether, your DPS will go even higher?
Great, you've now proven that the Curse skill is useless in any form.
QFT
This guy sums up the problem, they gutted an ability to force us into using it less often. In short its become incredibly weakened and the sorcerer is relying on other abilities to compensate.
That isn't a buff or its gutting of a central playstyle.
usmcjdking wrote: »you will not gain higher DPS by removing PTS Curse from your rotation.
usmcjdking wrote: »you will not gain higher DPS by removing PTS Curse from your rotation.
But you will gain higher DPS by replacing its sorry ass with another, better skill.
leepalmer95 wrote: »With a 6s curse templars can now:
Go have a shower
Make themselves to food
Have a nap
Wake and make themselves some tea
Do a backflip irl
And still have enough time to purge the first curse nevermind the 2nd haunting explosion.
Gj zos now templars can ignore curse as well as dots.
usmcjdking wrote: »usmcjdking wrote: »you will not gain higher DPS by removing PTS Curse from your rotation.
But you will gain higher DPS by replacing its sorry ass with another, better skill.
No, you won't.
usmcjdking wrote: »you will not gain higher DPS by removing PTS Curse from your rotation.
But you will gain higher DPS by replacing its sorry ass with another, better skill.
usmcjdking wrote: »Image-Free Breakdown
ParametersDamage Values:
- Critical chance is taken out of consideration to standardize numbers
- Weaving is taken out of consideration to standardize timing
- Crystal Fragments reliably procs every 4 abilities cast
- Abilities are cast at a rate of one per second
- Parses are 24 seconds long
- No Damage-Over-Time abilities are used
- Velocious/Haunting Curse - 11,000 damage
- Force Pulse - 7,500 damage
- Crystal Fragments Proc - 18,000 damage
Parse Info (Live):Curse Damage: 66,000
- Velocious Curse explosions: 6
- Force Pulse casts: 15
- Crystal Fragment casts: 4
Total Damage: 250,500
DPS: 10,437.50
Parse Info (U13):Curse Damage: 44,000
- Velocious Curse explosions: 4
- Force Pulse casts: 18
- Crystal Fragment casts: 5
Total Damage: 269,000
DPS: 11,208.33
So, in short, using fewer Curses allows for more DPS from other skills, correct? Doesn't it then also reason that by eliminating the use of Curse altogether, your DPS will go even higher?
Great, you've now proven that the Curse skill is useless in any form.
QFT
This guy sums up the problem, they gutted an ability to force us into using it less often. In short its become incredibly weakened and the sorcerer is relying on other abilities to compensate.
That isn't a buff or its gutting of a central playstyle.
No. The post you quoted is woefully inaccurate.
Curse in the form provides lower DPS than live Velocious but significantly more Damage Per Cast. Since globals share the same cooldown, you will not gain higher DPS by removing PTS Curse from your rotation.
usmcjdking wrote: »Image-Free Breakdown
ParametersDamage Values:
- Critical chance is taken out of consideration to standardize numbers
- Weaving is taken out of consideration to standardize timing
- Crystal Fragments reliably procs every 4 abilities cast
- Abilities are cast at a rate of one per second
- Parses are 24 seconds long
- No Damage-Over-Time abilities are used
- Velocious/Haunting Curse - 11,000 damage
- Force Pulse - 7,500 damage
- Crystal Fragments Proc - 18,000 damage
Parse Info (Live):Curse Damage: 66,000
- Velocious Curse explosions: 6
- Force Pulse casts: 15
- Crystal Fragment casts: 4
Total Damage: 250,500
DPS: 10,437.50
Parse Info (U13):Curse Damage: 44,000
- Velocious Curse explosions: 4
- Force Pulse casts: 18
- Crystal Fragment casts: 5
Total Damage: 269,000
DPS: 11,208.33
So, in short, using fewer Curses allows for more DPS from other skills, correct? Doesn't it then also reason that by eliminating the use of Curse altogether, your DPS will go even higher?
Great, you've now proven that the Curse skill is useless in any form.
QFT
This guy sums up the problem, they gutted an ability to force us into using it less often. In short its become incredibly weakened and the sorcerer is relying on other abilities to compensate.
That isn't a buff or its gutting of a central playstyle.
No. The post you quoted is woefully inaccurate.
Curse in the form provides lower DPS than live Velocious but significantly more Damage Per Cast. Since globals share the same cooldown, you will not gain higher DPS by removing PTS Curse from your rotation.
Know, No?
In 'simplifying' things this thread even omitted the actual calculation of animation timing... In the plainest sense all animations notated are instant cast magical abilities which should give them the same frequency of frag procs.
Meaning that Damage output will be decided by the fluctuation of higher damage abilities which is curse.
To all so mention,
A.Curse damage is more reliable the FP.
B.Frag bursts aren't consistent, & better adapted to the old quicker refreshing curse.
C.Haunting saves you from pausing the damage of 1 curse animation frame, but it's a whole curse lost that 1 FP won't equal 2.
Sure at 10.5s of full contact you may've gained 1k damage with haunting, but at 12s your down about 10k from when the third curse would've gone off. Don't sound bite the results.