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Velocious/Haunting Curse Side-by-Side Theoretical Test

  • FriedEggSandwich
    FriedEggSandwich
    ✭✭✭✭✭
    deleted sorry
    Edited by FriedEggSandwich on January 7, 2017 7:50AM
    PC | EU
  • Digiman
    Digiman
    ✭✭✭✭✭
    lygerseye wrote: »
    Alpheu5 wrote: »
    Image-Free Breakdown

    Parameters
    • 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
    Damage Values:
    • Velocious/Haunting Curse - 11,000 damage
    • Force Pulse - 7,500 damage
    • Crystal Fragments Proc - 18,000 damage

    Parse Info (Live):
    • Velocious Curse explosions: 6
    • Force Pulse casts: 15
    • Crystal Fragment casts: 4
    Curse Damage: 66,000
    Total Damage: 250,500
    DPS: 10,437.50

    Parse Info (U13):
    • Velocious Curse explosions: 4
    • Force Pulse casts: 18
    • Crystal Fragment casts: 5
    Curse Damage: 44,000
    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.
  • SnubbS
    SnubbS
    ✭✭✭✭✭
    They should make Haunting Curse unpurgable.
    Xbox NA: SnubbS
    GoW eSports player & part time ESO Pug Ball Zerger.
    GB
  • Dymence
    Dymence
    ✭✭✭✭✭
    Minalan wrote: »
    Dymence wrote: »
    @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.
  • Birdovic
    Birdovic
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    Dymence wrote: »
    Minalan wrote: »
    Dymence wrote: »
    @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
  • Dymence
    Dymence
    ✭✭✭✭✭
    Birdovic wrote: »
    Dymence wrote: »
    Minalan wrote: »
    Dymence wrote: »
    @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.
  • covenant_merchant
    covenant_merchant
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    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)

    Basically they dumbed down curse to appeal to low-skilled players who couldn't keep up a 3.5 second rotation uptime in PVE. At the expense of PVP.

    Only for one, you will still have to slot curse for PVE, if only for the lack of other useful skills, so the whole "freeing up space" is ridiculous. Not to mention that the way standard PVE bars are organised, you still will have to slot curse on front bar.

    As for PVP, it ruins the skill. You cannot do open-world long battles as a magsorc. The longer the battle, the more chances the enemy has to heal, get healed, purge that f.ing curse, flee (which atm is impossible with the 3.5 sec curse pulling nbs out of cloak, but will be so with a 6 second one), or wait for help to come and you to get pummeled.

    It's not a question of adaptation, for there is nothing to adapt to. 6 seconds is way too long, the pressure is lower, and by the time the 12 second explosion hit, though 70% of the time it will be cleansed/purged, the enemy is either dead, or on the offensive (and it's not one petty explosion without a burst that will make him go back to the defensive). Not to mention that enemies are rarely alone out there.
    Edited by covenant_merchant on January 7, 2017 12:58PM
  • Birdovic
    Birdovic
    ✭✭✭✭✭
    Dymence wrote: »
    Birdovic wrote: »
    Dymence wrote: »
    Minalan wrote: »
    Dymence wrote: »
    @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.
    Edited by Birdovic on January 7, 2017 12:59PM
  • Dymence
    Dymence
    ✭✭✭✭✭
    Birdovic wrote: »
    Dymence wrote: »
    Birdovic wrote: »
    Dymence wrote: »
    Minalan wrote: »
    Dymence wrote: »
    @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.

    Yes, given their motivation for this change, it makes far more sense to put it into the Daedric Prey morph, rather than Velocious Curse.
  • Icarus42
    Icarus42
    ✭✭✭
    Putting haunted curse on the back bar huh? Does anyone run full damage on their back bars? DPS loss sounds like to me.
    Ebonheart Pact - PC NA - Magicka Sorcerer
  • cschwingeb14_ESO
    cschwingeb14_ESO
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    6 seconds to burst is a long time. I can see why dueling sorcs might be able to make lemonade out of this. The second explosion has some good utility

    But small group pvp requires things like target swaps, and higher chances of purge. People also LoS a lot more than in open field duels. In 3.5 seconds, you have a decent chance to pin someone down and hit them with some other abilities before they can make it to cover. In 6 seconds there is no way.

    Making daedric prey the "echoing morph" would be better IMO. Another option would be to make haunting 4s and 4s. That timing lines up with Blockade very well for PvE use
  • BlackMadara
    BlackMadara
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    For the record, there isn't only one viable way to play sorc in pvp. Pet sorc is a thing. It requires more micromanagement but is very doable and effective in the right hands. I would like to see dual wield sorc be a thing again as well. And of course there are other ways to play sorc that many probably don't consider due to it not being "meta" to them (pvp meta for most games is a popularity contest imo)
  • BlackMadara
    BlackMadara
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    Double post
    Edited by BlackMadara on January 8, 2017 11:18PM
  • Zelos
    Zelos
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    Haunting Curse does not win, people like you and every one see your charts and say wow it does look like haunting curse is good.

    Your charts and everything forget to calculate one thing, Human Error.

    These charts are displaying a perfect rotation of what to do but no one is saying "what if I cast the Curse to early on accident the second explsion wont go off like in the charts", or I cast it 2 seconds too late then there will only be 3 explosions in the chart again. After having the curse at 3.5 seconds for years Magsorcs still cast it too early or too late, so the explosion wont happen all the time like in charts or however you rationalize it. You always will make a error casting it. You will never have a perfect rotation.

    That's not even explaining that it wont be usable in PvP since the burst timing will be off, so in your "Perfect" rotation charts give you a extra like 800 DPS in exchange for almost being useless in PvP. What an amazing Trade.
    Aeonhack - AD Stamina Nightblade - 5 Star General

    CP1200

    Creator and user of "Questionable" addons and game mechanics.
  • usmcjdking
    usmcjdking
    ✭✭✭✭✭
    ✭✭✭
    Digiman wrote: »
    lygerseye wrote: »
    Alpheu5 wrote: »
    Image-Free Breakdown

    Parameters
    • 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
    Damage Values:
    • Velocious/Haunting Curse - 11,000 damage
    • Force Pulse - 7,500 damage
    • Crystal Fragments Proc - 18,000 damage

    Parse Info (Live):
    • Velocious Curse explosions: 6
    • Force Pulse casts: 15
    • Crystal Fragment casts: 4
    Curse Damage: 66,000
    Total Damage: 250,500
    DPS: 10,437.50

    Parse Info (U13):
    • Velocious Curse explosions: 4
    • Force Pulse casts: 18
    • Crystal Fragment casts: 5
    Curse Damage: 44,000
    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.
    0331
    0602
  • Betheny
    Betheny
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    ✭✭
    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.
  • Torbschka
    Torbschka
    ✭✭✭✭
    I did read everything here and im playing on ps4 EU, so I cant really test it by myself (but im 100% top ps4 EU sorc trololol).

    I was theorycrafting with some oft my guys and I had the following Idea:

    Destro bar:

    Cfrag, entropy/wrath, IL, CS, destructive reach, ulti "x"

    Backbar:

    Classic + surge (if wrath)

    Combined with. Valkyn skoria.

    Wouldnt the 8% DMG buff combined with destructive reach + skoria Meteor (unblockable and umdodgeable) made up for the loss of curse ? (Cfrag, Meteor, dot ticking, cs, overall 8% DMG buff)

    Glad if someone would test that :)
  • usmcjdking
    usmcjdking
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    ✭✭✭
    Betheny 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.
    0331
    0602
  • EvilCroc
    EvilCroc
    ✭✭✭✭✭
    Ah, I see, using damn force pulse is obligatory. It is obvious for everyone except me.
    Silly me. Haunting curse is improvement, not a nerf.
  • Xeven
    Xeven
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    Icarus42 wrote: »
    Putting haunted curse on the back bar huh? Does anyone run full damage on their back bars? DPS loss sounds like to me.

    The damage is calculated by whichever bar you are on at the time of the explosion.
  • EvilCroc
    EvilCroc
    ✭✭✭✭✭
    My current "Dark Magic Sorcerer" skill bar:
    Crystal Fragments, Velocious Curse, Shattering Prison, Daedric Tomb , Dark Conversion, Suppression Field
    VC is a core skill in this. Bye bye my setup. I was not perfect, meta or top damage, but I liked it.
  • Zinaroth
    Zinaroth
    ✭✭✭✭✭
    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.

    Any proper Templar would cleanse it even at 4 seconds and a Templar who didn't do it within those 4 seconds will not have done it at all. So nothing changes when fighting a good player, and fighting a bad player you get two explosions, given that he will probably die during the first one anyway. Thus your point is invalid.
    Edited by Zinaroth on January 9, 2017 10:46AM
  • Betheny
    Betheny
    ✭✭✭✭✭
    ✭✭
    usmcjdking wrote: »
    Betheny 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.

    Yes you will.
  • Zedrian
    Zedrian
    ✭✭✭
    The original problem of the curse was that the PVP morph (Velocious Curse) was great in both PVP and PVE, and the PVE morph (Daedric Prey) was underwhelming and I am not even sure it would be better with a pet build. So all the non-pet magicka sorc build used Velocious both in PVP and PVE.

    I don't understand the focus on pet builds that ZOS is so obsessed with. Pet builds are perfect for bot and gold sellers (all toggle slot and automatic attacks). Is that what they are promoting/anticipating with Homestead?

    Instead why not keep a PVP morph (Velocious Curse) and make a new PVE Morph to replace Daedric Prey with Haunting Curse?

    I am a PVE player.
  • Elyu
    Elyu
    ✭✭✭
    Like I said on the sorc feedback thread (comment #357)

    Move the haunting curse effect to daedric prey
    Leave velocious curse as it is.

    PvE DD will choose daedric prey for increased casts = increased dps
    PvP non-pet will choose velocious for high uptime on burst combos
    Pet builds will choose daedric for the increased pet damage and will get slightly buffed as will have to cast 1/2 as often
  • Izaki
    Izaki
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    ✭✭
    Betheny 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. Claims like these are misinformation without any facts to back it up. People really need to learn the game mechanics, specifically in this case, the damage per global cool down. Curse was one of the highest damaging abilities that sorcs had access to per cast and per cool down (in both situations, much higher than Force Pulse). Haunting Curse reduces the damage per cast, but compensates by augmenting the damage per global cool down. Learn the difference, before making such stupid claims that you state as absolute facts.
    @ Izaki #PCEU
    #FrenchKiss #GoneFor2YearsAndMyGuildDoesn'tRaidAnymore
    #MoreDPSthanYou
    #Stamblade
  • Izaki
    Izaki
    ✭✭✭✭✭
    ✭✭
    Btw I tried out Haunting Curse now that I finally got access to PTS. I play a dual wield sorc with V.Curse on the back bar on live. So I was already used to having Curse on the back bar etc. Both explosions became unpredictable burst moments. First few tests I'm done took some getting used to. After around 30 minutes of using it in longer fights, I noticed that no one can see the second explosion coming, even if they know it is coming at some point. It much harder to keep track of two 6 sec explosions that just one 3.5 sec explosion. You have more time to set up your burst, you have more time to shield up before bursting, you have a second free explosion. I think that everyone here who is saying its absolute rubbish and that ZOS are pushing pet builds with this change, has simply no idea of what he is talking about and hasn't tested it out. Stop making assumptions, go test it.

    Now fun fact. I decided to go into open world PvP with an unmoprhed Curse yesterday night on my DW sorc. Thing is... You don't need Curse to kill squishy guys, lobbies, noobs, bad players, etc. when you 1vX. An empowered frag + endless fury is enough to kill pretty much anyone who's not built correctly. In the longer encounters, well you weren't going to win them in 3.5 seconds either. Once again, here the 6 sec Curse shines simply because you have time to actually shield up while your Curse is up on that dude who's been jesus beaming you from behind that tree, then turn around and quickly burst him down. 1vX on a DW build is pretty much unharmed with a 6 sec Curse. Don't forget that I don't have the auto-recast on live, so a second explosion buys you even more time and more pressure against tougher guys. This was all on a dual wield build that is capable of pulling off 20k Frags.
    Then I tried with a destro staff. Basically the same thing. You kill bad players with a Frag, a Force Pulse and a Fury. You don't need Curse for those guys, its a waste of magicka. But we all already knew that, right? Please, tell me you weren't putting Curse on every non-important/non-dangerous guy...

    At first, I was pretty mad at this change. Now after actually testing it out I share @Xeven 's position entirely on this new change and am looking forward to it.
    @ Izaki #PCEU
    #FrenchKiss #GoneFor2YearsAndMyGuildDoesn'tRaidAnymore
    #MoreDPSthanYou
    #Stamblade
  • Pinja
    Pinja
    ✭✭✭✭
    usmcjdking wrote: »
    Digiman wrote: »
    lygerseye wrote: »
    Alpheu5 wrote: »
    Image-Free Breakdown

    Parameters
    • 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
    Damage Values:
    • Velocious/Haunting Curse - 11,000 damage
    • Force Pulse - 7,500 damage
    • Crystal Fragments Proc - 18,000 damage

    Parse Info (Live):
    • Velocious Curse explosions: 6
    • Force Pulse casts: 15
    • Crystal Fragment casts: 4
    Curse Damage: 66,000
    Total Damage: 250,500
    DPS: 10,437.50

    Parse Info (U13):
    • Velocious Curse explosions: 4
    • Force Pulse casts: 18
    • Crystal Fragment casts: 5
    Curse Damage: 44,000
    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 then 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.
    Edited by Pinja on January 10, 2017 7:06PM
    Pinja for Dual Wands.
    Pinja's three server solutions:
  • tamrielwinner
    tamrielwinner
    ✭✭✭
    haunting is no good for pvp. i agree that changing daedric prey is the way to go. leave velocious.
  • Izaki
    Izaki
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    ✭✭
    Pinja wrote: »
    usmcjdking wrote: »
    Digiman wrote: »
    lygerseye wrote: »
    Alpheu5 wrote: »
    Image-Free Breakdown

    Parameters
    • 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
    Damage Values:
    • Velocious/Haunting Curse - 11,000 damage
    • Force Pulse - 7,500 damage
    • Crystal Fragments Proc - 18,000 damage

    Parse Info (Live):
    • Velocious Curse explosions: 6
    • Force Pulse casts: 15
    • Crystal Fragment casts: 4
    Curse Damage: 66,000
    Total Damage: 250,500
    DPS: 10,437.50

    Parse Info (U13):
    • Velocious Curse explosions: 4
    • Force Pulse casts: 18
    • Crystal Fragment casts: 5
    Curse Damage: 44,000
    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.

    If you're really bad at your rotation I guess what you say is true. Haunting Curse is a DPS increase no matter Frag procs or not, because you apply it at the same time as your Liquid Lightning and your Elemental Blockade. So you always prioritize Frags in an Haunting Curse rotation, because Curse is used as a DoT. Usually you never had 3 V. Curses in your normal rotation anyway, it was always 2. (LL > Blockade > Curse > 3 weaves > Curse > 2 weaves > restart).

    A. True. But Haunting is still just as reliable as Velocious is, with more room for lag/human error.
    B. How? Haunting Curse is used as a DoT. You cast Frags as soon as they are available, they are still prioritized, but not at the expense of Curse and a brief shift in the timing of your rotation.
    C. The second damage pulse isn't lost, its still there, its the whole point of Haunting Curse, the recast.

    There always were 2 Curses in a perfectly timed rotation. That doesn't change with Haunting Curse. You can a global cool down and you keep the damage of the second curse, allowing for an extra Force Pulse weave (extra chance to proc Ilambris).
    Squeezing in a third V.Curse into the current live rotation is a DPS loss. I've outlined the sorc rotation just above. If you add in an extra weave and an extra Curse you lose uptime on your 2 highest DPS skills: Liquid Lightning and Elemental Blockade. So if you did use 2 extra globals (1 for FP weave, 1 for Curse cancelled with bar swap), you'd lose 2 seconds uptime on both DoTs in each rotation, resulting in a tremendous DPS loss.
    Edited by Izaki on January 9, 2017 3:02PM
    @ Izaki #PCEU
    #FrenchKiss #GoneFor2YearsAndMyGuildDoesn'tRaidAnymore
    #MoreDPSthanYou
    #Stamblade
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