kyle.wilson wrote: »Is it possible that the %boost is being applied to the calculation stack before passives, set, jewelry, and enchant bonuses?
This would drastically affect the total %.
kyle.wilson wrote: »Is it possible that the %boost is being applied to the calculation stack before passives, set, jewelry, and enchant bonuses?
This would drastically affect the total %.
kyle.wilson wrote: »Is it possible that the %boost is being applied to the calculation stack before passives, set, jewelry, and enchant bonuses?
This would drastically affect the total %.
That wouldn't explain why the % increase went from 247.9% to 194.8% when the only change made was removal of CP.
You're probably right because even gear se.
kyle.wilson wrote: »There seem to be a bunch of stealth nerfs lately that ZOS won't admit till massive amounts of players notice it.
Such as the pet regen nerf.
kyle.wilson wrote: »There seem to be a bunch of stealth nerfs lately that ZOS won't admit till massive amounts of players notice it.
Such as the pet regen nerf.
LiquidPony wrote: »kyle.wilson wrote: »There seem to be a bunch of stealth nerfs lately that ZOS won't admit till massive amounts of players notice it.
Such as the pet regen nerf.
Stealth nerfs or new bugs introduced and totally missed in the legendary ZOS "QA" process?
@kyle.wilsonkyle.wilson wrote: »Is it possible that the %boost is being applied to the calculation stack before passives, set, jewelry, and enchant bonuses?
This would drastically affect the total %.
With the recent Morrowind update myself and many others have noticed that Impale has been hitting much weaker than it used to in previous patches. This likely has something to do with ZOS making most raid buffs additive with CP instead of multiplicative. Impale's tooltip reads: "Throw a magic blade with lethal precision to strike an enemy, dealing X Magic Damage. Deals 300% more damage to targets at or below 25% Health."
With Morrowind, ZOS made skills or buffs with the wording "damage done" additive with CP instead of multiplicative. This change lowered the DPS ceiling which is what ZOS was trying to do, but it seems to be affecting some skills like Impale (which also have "damage done" wording) and indirectly nerfed them by pretty large amounts. Even last patch and before that, Impale and other % damage done skills like Puncturing Sweeps have been additive with minor slayer and minor berserk (again I'm assuming this is unintended), but now with CP also being additive these skills are hitting like wet noodles.
I decided to test Impale in a few different ways (10 to be exact):
CP used: 66 Master at Arms, 56 Elfborn, 56 Elemental Expert, 13 Thaumaturge, 10 Spell Erosion, 9 Staff Expert
Gear used: 5 Julianos (light), 1 Grothdarr (heavy), 1 Ilambris (medium), 1 vMA Inferno Staff (Sharpened), for minor slayer testing 3 Moondancer jewelry with 2 spell damage enchants, for non minor slayer testing 3 Willpower jewelry with 3 spell damage enchants. All gear was Legendary with magicka enchants and divines traits.
1) gear + CP + minor berserk + minor slayer
2) gear + CP + minor slayer
3) gear + CP + minor berserk
4) gear + CP
5) gear + minor slayer + minor berserk (no CP)
6) gear + minor slayer (no CP)
7) gear + minor berserk (no CP)
8) gear (no CP)
9) no gear + minor berserk (no CP)
10) no gear (no CP)
The increased damage done NEVER equaled to 300% except for when no gear, cp, or other buffs were applied to my character. Here are the damage results:
Damage before execute, Damage during execute, % increase, damage during execute if Impale worked as stated
1) 4844, 14280, 194.8%, 19376
2) 4592, 14029, 205.5%, 18368
3) 4728, 14250, 201.4%, 18912
4) 4475, 13996, 212.8%, 17900
5) 3361, 11693, 247.9%, 13444
6) 3138, 11471, 265.6%, 12552
7) 3250, 11655, 258.6%, 13000
8) 3026, 11431, 277.8%, 12104
9) 882, 3332, 277.8%, 3528
10) 817, 3267, 299.8%, 3268
The most important scenario is mainly the 1st one, because this is what most players who raid or do dungeons will be wearing. In this scenario Impale is only giving 194.8% extra damage during execute instead of 300% and 14280/19376 or 73.7% of the advertised value.
@ZOS_GinaBruno , @ZOS_RichLambert , @Wrobel
I haven't tested this with other skills yet, but I'm assuming this would also affect Executioner, Sweeps, Beam, passive executes, etc. as long as they have (deals x% more damage).
@LZH Working as intended. As You can see without any buffs it is 300% increase but more percentage buffs You add it becomes lesser value. Formula to get final dmg isnt just simply adding 300% to any value You have before execute range. More percentage bonuses You add the less effective each of them is , but when You added just this one buff You had almost 300%. The value before execute range is already affected by numerous percentage bonuses (minor slayer, minor berserk , CP, flame staff passive etc) and You're not increasing them but just raw value without them by 300%.
I've heared that they changed CP to be additive instead of multiplicative and this may cause lower dmg then before. I havnt tested yet is this true or not so I dont want to give not 100% correct calculations as example.
I'll give You advice. In scenario number 8 (gear , no CP) where You had ~278% change flame staff to lightning staff so You wont have 8% more single target abilities dmg boost and You'll see You'll get almost 300%
@LZH Working as intended. As You can see without any buffs it is 300% increase but more percentage buffs You add it becomes lesser value. Formula to get final dmg isnt just simply adding 300% to any value You have before execute range. More percentage bonuses You add the less effective each of them is , but when You added just this one buff You had almost 300%. The value before execute range is already affected by numerous percentage bonuses (minor slayer, minor berserk , CP, flame staff passive etc) and You're not increasing them but just raw value without them by 300%.
I've heared that they changed CP to be additive instead of multiplicative and this may cause lower dmg then before. I havnt tested yet is this true or not so I dont want to give not 100% correct calculations as example.
I'll give You advice. In scenario number 8 (gear , no CP) where You had ~278% change flame staff to lightning staff so You wont have 8% more single target abilities dmg boost and You'll see You'll get almost 300%
I understand why Impale is the way it is. My issue is that the skill is basically false advertising. It's literally only true if you have no damage done bonuses or any CP assigned. A situation that is pretty hard to come across. There's only 2 possible scenarios here: It's intended and ZOS sucks at both balancing executes and wording of execute tooltips OR it's not intended and ZOS is having troubles making it work correctly with damage done bonuses. My bet is on the second one.
Also, regarding it being additive with CP. When all I changed was CP I went from 247.9% without CP to 194.9% with CP.
@LZH Working as intended. As You can see without any buffs it is 300% increase but more percentage buffs You add it becomes lesser value. Formula to get final dmg isnt just simply adding 300% to any value You have before execute range. More percentage bonuses You add the less effective each of them is , but when You added just this one buff You had almost 300%. The value before execute range is already affected by numerous percentage bonuses (minor slayer, minor berserk , CP, flame staff passive etc) and You're not increasing them but just raw value without them by 300%.
I've heared that they changed CP to be additive instead of multiplicative and this may cause lower dmg then before. I havnt tested yet is this true or not so I dont want to give not 100% correct calculations as example.
I'll give You advice. In scenario number 8 (gear , no CP) where You had ~278% change flame staff to lightning staff so You wont have 8% more single target abilities dmg boost and You'll see You'll get almost 300%
I understand why Impale is the way it is. My issue is that the skill is basically false advertising. It's literally only true if you have no damage done bonuses or any CP assigned. A situation that is pretty hard to come across. There's only 2 possible scenarios here: It's intended and ZOS sucks at both balancing executes and wording of execute tooltips OR it's not intended and ZOS is having troubles making it work correctly with damage done bonuses. My bet is on the second one.
Also, regarding it being additive with CP. When all I changed was CP I went from 247.9% without CP to 194.9% with CP.
1st You say You understand then You prove You dont...
Skill isnt bad advertised it just underlie the same formula as every other skill in the game which You dont understand. Every skill dmg is counted based on base dmg value.
@LZH Working as intended. As You can see without any buffs it is 300% increase but more percentage buffs You add it becomes lesser value. Formula to get final dmg isnt just simply adding 300% to any value You have before execute range. More percentage bonuses You add the less effective each of them is , but when You added just this one buff You had almost 300%. The value before execute range is already affected by numerous percentage bonuses (minor slayer, minor berserk , CP, flame staff passive etc) and You're not increasing them but just raw value without them by 300%.
I've heared that they changed CP to be additive instead of multiplicative and this may cause lower dmg then before. I havnt tested yet is this true or not so I dont want to give not 100% correct calculations as example.
I'll give You advice. In scenario number 8 (gear , no CP) where You had ~278% change flame staff to lightning staff so You wont have 8% more single target abilities dmg boost and You'll see You'll get almost 300%
I understand why Impale is the way it is. My issue is that the skill is basically false advertising. It's literally only true if you have no damage done bonuses or any CP assigned. A situation that is pretty hard to come across. There's only 2 possible scenarios here: It's intended and ZOS sucks at both balancing executes and wording of execute tooltips OR it's not intended and ZOS is having troubles making it work correctly with damage done bonuses. My bet is on the second one.
Also, regarding it being additive with CP. When all I changed was CP I went from 247.9% without CP to 194.9% with CP.
1st You say You understand then You prove You dont...
Skill isnt bad advertised it just underlie the same formula as every other skill in the game which You dont understand. Every skill dmg is counted based on base dmg value.
@LZH Working as intended. As You can see without any buffs it is 300% increase but more percentage buffs You add it becomes lesser value. Formula to get final dmg isnt just simply adding 300% to any value You have before execute range. More percentage bonuses You add the less effective each of them is , but when You added just this one buff You had almost 300%. The value before execute range is already affected by numerous percentage bonuses (minor slayer, minor berserk , CP, flame staff passive etc) and You're not increasing them but just raw value without them by 300%.
I've heared that they changed CP to be additive instead of multiplicative and this may cause lower dmg then before. I havnt tested yet is this true or not so I dont want to give not 100% correct calculations as example.
I'll give You advice. In scenario number 8 (gear , no CP) where You had ~278% change flame staff to lightning staff so You wont have 8% more single target abilities dmg boost and You'll see You'll get almost 300%
I understand why Impale is the way it is. My issue is that the skill is basically false advertising. It's literally only true if you have no damage done bonuses or any CP assigned. A situation that is pretty hard to come across. There's only 2 possible scenarios here: It's intended and ZOS sucks at both balancing executes and wording of execute tooltips OR it's not intended and ZOS is having troubles making it work correctly with damage done bonuses. My bet is on the second one.
Also, regarding it being additive with CP. When all I changed was CP I went from 247.9% without CP to 194.9% with CP.
1st You say You understand then You prove You dont...
Skill isnt bad advertised it just underlie the same formula as every other skill in the game which You dont understand. Every skill dmg is counted based on base dmg value.
I completely understand. You are the one that isn't comprehending. Please explain to me how something that says "this will do X" but then does Y isn't false advertising. A game that doesn't properly convey skill effects is a poorly designed game.
First of all, yes, I was noticing the same thing with Reverse Slice and, thank you for that, I was actually trying to find info about this.
The reason why I was looking for this is not really because it's hitting lower than before, but because it's hitting lower than my spammable, while in execute range.
While there's an argument that Wrecking Blow is considerably slower (and, no, I'm not doing 2 in a row, so it's not getting empowered), while Reverse Slice is faster and easier to cancel, what about a magblade, hitting harder with Swallow Soul or Force Pulse than with Impale ?
BTW, here's what I mean:
While it's understandable if the damage ceiling was lowered, it is not OK for an execute to do less damage than the spammable, while in execute range.
To give a little context, I'm weaving heavies between both WB and RS, so both are buffed by Follow Up, and the 86% uptime for pots was due to lag at the beginning of the fight. It was 100% after reaching half HP.
Also, great care was taken in casting trap every rotation, so, both were buffed.
The results were consistent over 10+ parses. 25k wrecking blow, 23k reverse slice.
I haven't tried with raid buffs, but I plan to at some point. Fairly sure the results will be the same.
Yes, but here's the thing: 2H is slow as it is, then you consider faster casts, like Impale and Swallow/Force Pulse that have roughly the same cast time, but Swallow hits harder, and Force Pulse even harder.
For some builds begs the question: is it even worth to use the execute ?