@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.
That's because "X" (raw value based on stats) You see on tooltip is already affected by numerous percentage bonuses like CP's , minor berserk , flame staff etc so tooltip value You see is not in fact "X" but already an Y=X+(A%+B%+C%+...)*X and in execute range Y=X+(A%+B%+C%+...+300%)*X . That's why without CP's , minor berserk and flame staff You have 300% because it's Y=X+300%*X .
You would want to see raw value always without seeing how percentage buffs affected tooltip ? Then I assume we would see many threads that CP's , minor berserk etc are bugged because You dont see tooltip changes and people would be confussed because adding some buffs would not affect tooltips. Or maybe You would want to see descritpion under tooltip saying "more percentage buffs You already applied then lower that 300% tolltip value will be because it's underlie the formula" ? Or just tell what would You want to see ? Because as I mentioned earlier everything with caclucating this skill dmg is correct and matches formula.
And I tell You this right now formula like Y=[X+(A%+B%+C%+...)*X]+300%*[X+(A%+B%+C%+...)*X] wont happen.
ztyhurstub17_ESO wrote: »@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.
That's because "X" (raw value based on stats) You see on tooltip is already affected by numerous percentage bonuses like CP's , minor berserk , flame staff etc so tooltip value You see is not in fact "X" but already an Y=X+(A%+B%+C%+...)*X and in execute range Y=X+(A%+B%+C%+...+300%)*X . That's why without CP's , minor berserk and flame staff You have 300% because it's Y=X+300%*X .
You would want to see raw value always without seeing how percentage buffs affected tooltip ? Then I assume we would see many threads that CP's , minor berserk etc are bugged because You dont see tooltip changes and people would be confussed because adding some buffs would not affect tooltips. Or maybe You would want to see descritpion under tooltip saying "more percentage buffs You already applied then lower that 300% tolltip value will be because it's underlie the formula" ? Or just tell what would You want to see ? Because as I mentioned earlier everything with caclucating this skill dmg is correct and matches formula.
And I tell You this right now formula like Y=[X+(A%+B%+C%+...)*X]+300%*[X+(A%+B%+C%+...)*X] wont happen.
I get what you are saying, but if the tool tip says something, then it should do what it says it does.
Maybe the easier solution would be if the developers just put the value the execute should hit at (i.e. instead of saying "Deals 300% more damage" in the tool tip say "Deals 9436 more damage").
ztyhurstub17_ESO wrote: »@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.
That's because "X" (raw value based on stats) You see on tooltip is already affected by numerous percentage bonuses like CP's , minor berserk , flame staff etc so tooltip value You see is not in fact "X" but already an Y=X+(A%+B%+C%+...)*X and in execute range Y=X+(A%+B%+C%+...+300%)*X . That's why without CP's , minor berserk and flame staff You have 300% because it's Y=X+300%*X .
You would want to see raw value always without seeing how percentage buffs affected tooltip ? Then I assume we would see many threads that CP's , minor berserk etc are bugged because You dont see tooltip changes and people would be confussed because adding some buffs would not affect tooltips. Or maybe You would want to see descritpion under tooltip saying "more percentage buffs You already applied then lower that 300% tolltip value will be because it's underlie the formula" ? Or just tell what would You want to see ? Because as I mentioned earlier everything with caclucating this skill dmg is correct and matches formula.
And I tell You this right now formula like Y=[X+(A%+B%+C%+...)*X]+300%*[X+(A%+B%+C%+...)*X] wont happen.
I get what you are saying, but if the tool tip says something, then it should do what it says it does.
Maybe the easier solution would be if the developers just put the value the execute should hit at (i.e. instead of saying "Deals 300% more damage" in the tool tip say "Deals 9436 more damage").
Still but an execute skill should be hit harder than any other skills.
ztyhurstub17_ESO wrote: »ztyhurstub17_ESO wrote: »@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.
That's because "X" (raw value based on stats) You see on tooltip is already affected by numerous percentage bonuses like CP's , minor berserk , flame staff etc so tooltip value You see is not in fact "X" but already an Y=X+(A%+B%+C%+...)*X and in execute range Y=X+(A%+B%+C%+...+300%)*X . That's why without CP's , minor berserk and flame staff You have 300% because it's Y=X+300%*X .
You would want to see raw value always without seeing how percentage buffs affected tooltip ? Then I assume we would see many threads that CP's , minor berserk etc are bugged because You dont see tooltip changes and people would be confussed because adding some buffs would not affect tooltips. Or maybe You would want to see descritpion under tooltip saying "more percentage buffs You already applied then lower that 300% tolltip value will be because it's underlie the formula" ? Or just tell what would You want to see ? Because as I mentioned earlier everything with caclucating this skill dmg is correct and matches formula.
And I tell You this right now formula like Y=[X+(A%+B%+C%+...)*X]+300%*[X+(A%+B%+C%+...)*X] wont happen.
I get what you are saying, but if the tool tip says something, then it should do what it says it does.
Maybe the easier solution would be if the developers just put the value the execute should hit at (i.e. instead of saying "Deals 300% more damage" in the tool tip say "Deals 9436 more damage").
Still but an execute skill should be hit harder than any other skills.
It should hit harder than any other "spammable" skills.
Technically Impale does, and I also agree that it is not doing as much damage as it should, but my point is with the developers monkeying around with what it multiplicative and additive all the time it would be better to just give us the flat value, and then we can argue about what the flat value could be instead of getting stuck on 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.
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.
That's because "X" (raw value based on stats) You see on tooltip is already affected by numerous percentage bonuses like CP's , minor berserk , flame staff etc so tooltip value You see is not in fact "X" but already an Y=X+(A%+B%+C%+...)*X and in execute range Y=X+(A%+B%+C%+...+300%)*X . That's why without CP's , minor berserk and flame staff You have 300% because it's Y=X+300%*X .
You would want to see raw value always without seeing how percentage buffs affected tooltip ? Then I assume we would see many threads that CP's , minor berserk etc are bugged because You dont see tooltip changes and people would be confussed because adding some buffs would not affect tooltips. Or maybe You would want to see descritpion under tooltip saying "more percentage buffs You already applied then lower that 300% tolltip value will be because it's underlie the formula" ? Or just tell what would You want to see ? Because as I mentioned earlier everything with caclucating this skill dmg is correct and matches formula.
And I tell You this right now formula like Y=[X+(A%+B%+C%+...)*X]+300%*[X+(A%+B%+C%+...)*X] wont happen.
@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.
That's because "X" (raw value based on stats) You see on tooltip is already affected by numerous percentage bonuses like CP's , minor berserk , flame staff etc so tooltip value You see is not in fact "X" but already an Y=X+(A%+B%+C%+...)*X and in execute range Y=X+(A%+B%+C%+...+300%)*X . That's why without CP's , minor berserk and flame staff You have 300% because it's Y=X+300%*X .
You would want to see raw value always without seeing how percentage buffs affected tooltip ? Then I assume we would see many threads that CP's , minor berserk etc are bugged because You dont see tooltip changes and people would be confussed because adding some buffs would not affect tooltips. Or maybe You would want to see descritpion under tooltip saying "more percentage buffs You already applied then lower that 300% tolltip value will be because it's underlie the formula" ? Or just tell what would You want to see ? Because as I mentioned earlier everything with caclucating this skill dmg is correct and matches formula.
And I tell You this right now formula like Y=[X+(A%+B%+C%+...)*X]+300%*[X+(A%+B%+C%+...)*X] wont happen.
@Juhasow
I am of the mind that it should be doing 300% more damage calculated where 100% = tooltip value, regardless of the constituent calculations inherent in the tooltip value. That's certainly what it was doing before, and it makes sense that the 300% would be based off the damage the ability says it does at any given moment.
I'm still figuring out how exactly Killer's Blade was affected, and how much of it is my fault. Right my killer's blade has a tooltip of 3,841 and hits for about 14k non-crit. Values are definitely lower than what they were pre-Morrowind, but that's most likely me taking points out of Mighty.
What does surprise me is that it used to crit for 30-32k, and now I seem to be lucky to get to 26k. Have they changed how the modifier is applied in relation to crit damage?
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.
@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.
That's because "X" (raw value based on stats) You see on tooltip is already affected by numerous percentage bonuses like CP's , minor berserk , flame staff etc so tooltip value You see is not in fact "X" but already an Y=X+(A%+B%+C%+...)*X and in execute range Y=X+(A%+B%+C%+...+300%)*X . That's why without CP's , minor berserk and flame staff You have 300% because it's Y=X+300%*X .
You would want to see raw value always without seeing how percentage buffs affected tooltip ? Then I assume we would see many threads that CP's , minor berserk etc are bugged because You dont see tooltip changes and people would be confussed because adding some buffs would not affect tooltips. Or maybe You would want to see descritpion under tooltip saying "more percentage buffs You already applied then lower that 300% tolltip value will be because it's underlie the formula" ? Or just tell what would You want to see ? Because as I mentioned earlier everything with caclucating this skill dmg is correct and matches formula.
And I tell You this right now formula like Y=[X+(A%+B%+C%+...)*X]+300%*[X+(A%+B%+C%+...)*X] wont happen.
@Juhasow
I am of the mind that it should be doing 300% more damage calculated where 100% = tooltip value, regardless of the constituent calculations inherent in the tooltip value. That's certainly what it was doing before, and it makes sense that the 300% would be based off the damage the ability says it does at any given moment.
I'm still figuring out how exactly Killer's Blade was affected, and how much of it is my fault. Right my killer's blade has a tooltip of 3,841 and hits for about 14k non-crit. Values are definitely lower than what they were pre-Morrowind, but that's most likely me taking points out of Mighty.
What does surprise me is that it used to crit for 30-32k, and now I seem to be lucky to get to 26k. Have they changed how the modifier is applied in relation to crit damage?
Tooltip value is already affected by numerous percentage bonuses and 300% more dmg on execute range applies only to base dmg of skill which is lower then on tooltip if You have percentage bonuses already applied to it. Otherwise You would get 300% from minor berserk 8% , 300% from cp's bonuses etc
@waitwhat If You have tooltip 3841 with spended CP and applied minor berserk then never expect to see 15364.
About lower dmg of killers blade then pre Morrowind they changed things and now all percentage bonuses from Cp are additive instead of multiplicative that includes mighty , master at arms and precise strikes so Your killers blade crit dmg should be lower then before Morrowind.
@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.
That's because "X" (raw value based on stats) You see on tooltip is already affected by numerous percentage bonuses like CP's , minor berserk , flame staff etc so tooltip value You see is not in fact "X" but already an Y=X+(A%+B%+C%+...)*X and in execute range Y=X+(A%+B%+C%+...+300%)*X . That's why without CP's , minor berserk and flame staff You have 300% because it's Y=X+300%*X .
You would want to see raw value always without seeing how percentage buffs affected tooltip ? Then I assume we would see many threads that CP's , minor berserk etc are bugged because You dont see tooltip changes and people would be confussed because adding some buffs would not affect tooltips. Or maybe You would want to see descritpion under tooltip saying "more percentage buffs You already applied then lower that 300% tolltip value will be because it's underlie the formula" ? Or just tell what would You want to see ? Because as I mentioned earlier everything with caclucating this skill dmg is correct and matches formula.
And I tell You this right now formula like Y=[X+(A%+B%+C%+...)*X]+300%*[X+(A%+B%+C%+...)*X] wont happen.
@Juhasow
I am of the mind that it should be doing 300% more damage calculated where 100% = tooltip value, regardless of the constituent calculations inherent in the tooltip value. That's certainly what it was doing before, and it makes sense that the 300% would be based off the damage the ability says it does at any given moment.
I'm still figuring out how exactly Killer's Blade was affected, and how much of it is my fault. Right my killer's blade has a tooltip of 3,841 and hits for about 14k non-crit. Values are definitely lower than what they were pre-Morrowind, but that's most likely me taking points out of Mighty.
What does surprise me is that it used to crit for 30-32k, and now I seem to be lucky to get to 26k. Have they changed how the modifier is applied in relation to crit damage?
Tooltip value is already affected by numerous percentage bonuses and 300% more dmg on execute range applies only to base dmg of skill which is lower then on tooltip if You have percentage bonuses already applied to it. Otherwise You would get 300% from minor berserk 8% , 300% from cp's bonuses etc
@waitwhat If You have tooltip 3841 with spended CP and applied minor berserk then never expect to see 15364.
About lower dmg of killers blade then pre Morrowind they changed things and now all percentage bonuses from Cp are additive instead of multiplicative that includes mighty , master at arms and precise strikes so Your killers blade crit dmg should be lower then before Morrowind.
So @Juhasow I get the part about how the tooltip value is already affected by multiple percentage bonuses. That's why the tooltip value increases when I drink a weapon power pot and gain major brutality.
Even if it isn't presently the case, however, I do believe that the 300% should apply to the tooltip value, and that is what it was doing before Morrowind.
@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.
That's because "X" (raw value based on stats) You see on tooltip is already affected by numerous percentage bonuses like CP's , minor berserk , flame staff etc so tooltip value You see is not in fact "X" but already an Y=X+(A%+B%+C%+...)*X and in execute range Y=X+(A%+B%+C%+...+300%)*X . That's why without CP's , minor berserk and flame staff You have 300% because it's Y=X+300%*X .
You would want to see raw value always without seeing how percentage buffs affected tooltip ? Then I assume we would see many threads that CP's , minor berserk etc are bugged because You dont see tooltip changes and people would be confussed because adding some buffs would not affect tooltips. Or maybe You would want to see descritpion under tooltip saying "more percentage buffs You already applied then lower that 300% tolltip value will be because it's underlie the formula" ? Or just tell what would You want to see ? Because as I mentioned earlier everything with caclucating this skill dmg is correct and matches formula.
And I tell You this right now formula like Y=[X+(A%+B%+C%+...)*X]+300%*[X+(A%+B%+C%+...)*X] wont happen.
@Juhasow
I am of the mind that it should be doing 300% more damage calculated where 100% = tooltip value, regardless of the constituent calculations inherent in the tooltip value. That's certainly what it was doing before, and it makes sense that the 300% would be based off the damage the ability says it does at any given moment.
I'm still figuring out how exactly Killer's Blade was affected, and how much of it is my fault. Right my killer's blade has a tooltip of 3,841 and hits for about 14k non-crit. Values are definitely lower than what they were pre-Morrowind, but that's most likely me taking points out of Mighty.
What does surprise me is that it used to crit for 30-32k, and now I seem to be lucky to get to 26k. Have they changed how the modifier is applied in relation to crit damage?
Tooltip value is already affected by numerous percentage bonuses and 300% more dmg on execute range applies only to base dmg of skill which is lower then on tooltip if You have percentage bonuses already applied to it. Otherwise You would get 300% from minor berserk 8% , 300% from cp's bonuses etc
@waitwhat If You have tooltip 3841 with spended CP and applied minor berserk then never expect to see 15364.
About lower dmg of killers blade then pre Morrowind they changed things and now all percentage bonuses from Cp are additive instead of multiplicative that includes mighty , master at arms and precise strikes so Your killers blade crit dmg should be lower then before Morrowind.
So @Juhasow I get the part about how the tooltip value is already affected by multiple percentage bonuses. That's why the tooltip value increases when I drink a weapon power pot and gain major brutality.
Even if it isn't presently the case, however, I do believe that the 300% should apply to the tooltip value, and that is what it was doing before Morrowind.
No @waitwhat You mistake 2 things. When You apply major brutality You ioncrease Your weapon dmg and weapon dmg same like max stamina are 2 things that creates base dmg value of skill. You increase flat value of weapon dmg by 20% and You have raw number which further base tooltip value will be scaled off. That's something totally different then percentage bonuses we're talking about here.
@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.
That's because "X" (raw value based on stats) You see on tooltip is already affected by numerous percentage bonuses like CP's , minor berserk , flame staff etc so tooltip value You see is not in fact "X" but already an Y=X+(A%+B%+C%+...)*X and in execute range Y=X+(A%+B%+C%+...+300%)*X . That's why without CP's , minor berserk and flame staff You have 300% because it's Y=X+300%*X .
You would want to see raw value always without seeing how percentage buffs affected tooltip ? Then I assume we would see many threads that CP's , minor berserk etc are bugged because You dont see tooltip changes and people would be confussed because adding some buffs would not affect tooltips. Or maybe You would want to see descritpion under tooltip saying "more percentage buffs You already applied then lower that 300% tolltip value will be because it's underlie the formula" ? Or just tell what would You want to see ? Because as I mentioned earlier everything with caclucating this skill dmg is correct and matches formula.
And I tell You this right now formula like Y=[X+(A%+B%+C%+...)*X]+300%*[X+(A%+B%+C%+...)*X] wont happen.
@Juhasow
I am of the mind that it should be doing 300% more damage calculated where 100% = tooltip value, regardless of the constituent calculations inherent in the tooltip value. That's certainly what it was doing before, and it makes sense that the 300% would be based off the damage the ability says it does at any given moment.
I'm still figuring out how exactly Killer's Blade was affected, and how much of it is my fault. Right my killer's blade has a tooltip of 3,841 and hits for about 14k non-crit. Values are definitely lower than what they were pre-Morrowind, but that's most likely me taking points out of Mighty.
What does surprise me is that it used to crit for 30-32k, and now I seem to be lucky to get to 26k. Have they changed how the modifier is applied in relation to crit damage?
Tooltip value is already affected by numerous percentage bonuses and 300% more dmg on execute range applies only to base dmg of skill which is lower then on tooltip if You have percentage bonuses already applied to it. Otherwise You would get 300% from minor berserk 8% , 300% from cp's bonuses etc
@waitwhat If You have tooltip 3841 with spended CP and applied minor berserk then never expect to see 15364.
About lower dmg of killers blade then pre Morrowind they changed things and now all percentage bonuses from Cp are additive instead of multiplicative that includes mighty , master at arms and precise strikes so Your killers blade crit dmg should be lower then before Morrowind.
So @Juhasow I get the part about how the tooltip value is already affected by multiple percentage bonuses. That's why the tooltip value increases when I drink a weapon power pot and gain major brutality.
Even if it isn't presently the case, however, I do believe that the 300% should apply to the tooltip value, and that is what it was doing before Morrowind.
No @waitwhat You mistake 2 things. When You apply major brutality You ioncrease Your weapon dmg and weapon dmg same like max stamina are 2 things that creates base dmg value of skill. You increase flat value of weapon dmg by 20% and You have raw number which further base tooltip value will be scaled off. That's something totally different then percentage bonuses we're talking about here.
Actually, I know that. I also know that's entirely different from the 300% bonus we're talking about.
Nothing in my post indicated that I didn't know those things.
@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.
That's because "X" (raw value based on stats) You see on tooltip is already affected by numerous percentage bonuses like CP's , minor berserk , flame staff etc so tooltip value You see is not in fact "X" but already an Y=X+(A%+B%+C%+...)*X and in execute range Y=X+(A%+B%+C%+...+300%)*X . That's why without CP's , minor berserk and flame staff You have 300% because it's Y=X+300%*X .
You would want to see raw value always without seeing how percentage buffs affected tooltip ? Then I assume we would see many threads that CP's , minor berserk etc are bugged because You dont see tooltip changes and people would be confussed because adding some buffs would not affect tooltips. Or maybe You would want to see descritpion under tooltip saying "more percentage buffs You already applied then lower that 300% tolltip value will be because it's underlie the formula" ? Or just tell what would You want to see ? Because as I mentioned earlier everything with caclucating this skill dmg is correct and matches formula.
And I tell You this right now formula like Y=[X+(A%+B%+C%+...)*X]+300%*[X+(A%+B%+C%+...)*X] wont happen.
@Juhasow
I am of the mind that it should be doing 300% more damage calculated where 100% = tooltip value, regardless of the constituent calculations inherent in the tooltip value. That's certainly what it was doing before, and it makes sense that the 300% would be based off the damage the ability says it does at any given moment.
I'm still figuring out how exactly Killer's Blade was affected, and how much of it is my fault. Right my killer's blade has a tooltip of 3,841 and hits for about 14k non-crit. Values are definitely lower than what they were pre-Morrowind, but that's most likely me taking points out of Mighty.
What does surprise me is that it used to crit for 30-32k, and now I seem to be lucky to get to 26k. Have they changed how the modifier is applied in relation to crit damage?
Tooltip value is already affected by numerous percentage bonuses and 300% more dmg on execute range applies only to base dmg of skill which is lower then on tooltip if You have percentage bonuses already applied to it. Otherwise You would get 300% from minor berserk 8% , 300% from cp's bonuses etc
@waitwhat If You have tooltip 3841 with spended CP and applied minor berserk then never expect to see 15364.
About lower dmg of killers blade then pre Morrowind they changed things and now all percentage bonuses from Cp are additive instead of multiplicative that includes mighty , master at arms and precise strikes so Your killers blade crit dmg should be lower then before Morrowind.
So @Juhasow I get the part about how the tooltip value is already affected by multiple percentage bonuses. That's why the tooltip value increases when I drink a weapon power pot and gain major brutality.
Even if it isn't presently the case, however, I do believe that the 300% should apply to the tooltip value, and that is what it was doing before Morrowind.
No @waitwhat You mistake 2 things. When You apply major brutality You ioncrease Your weapon dmg and weapon dmg same like max stamina are 2 things that creates base dmg value of skill. You increase flat value of weapon dmg by 20% and You have raw number which further base tooltip value will be scaled off. That's something totally different then percentage bonuses we're talking about here.
Actually, I know that. I also know that's entirely different from the 300% bonus we're talking about.
Nothing in my post indicated that I didn't know those things.
So why You give that as example which is totally pointless and missing the point ? They changed percentage bonuses to be additive instead of multiplicative now , end of story.
@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.
That's because "X" (raw value based on stats) You see on tooltip is already affected by numerous percentage bonuses like CP's , minor berserk , flame staff etc so tooltip value You see is not in fact "X" but already an Y=X+(A%+B%+C%+...)*X and in execute range Y=X+(A%+B%+C%+...+300%)*X . That's why without CP's , minor berserk and flame staff You have 300% because it's Y=X+300%*X .
You would want to see raw value always without seeing how percentage buffs affected tooltip ? Then I assume we would see many threads that CP's , minor berserk etc are bugged because You dont see tooltip changes and people would be confussed because adding some buffs would not affect tooltips. Or maybe You would want to see descritpion under tooltip saying "more percentage buffs You already applied then lower that 300% tolltip value will be because it's underlie the formula" ? Or just tell what would You want to see ? Because as I mentioned earlier everything with caclucating this skill dmg is correct and matches formula.
And I tell You this right now formula like Y=[X+(A%+B%+C%+...)*X]+300%*[X+(A%+B%+C%+...)*X] wont happen.
@Juhasow
I am of the mind that it should be doing 300% more damage calculated where 100% = tooltip value, regardless of the constituent calculations inherent in the tooltip value. That's certainly what it was doing before, and it makes sense that the 300% would be based off the damage the ability says it does at any given moment.
I'm still figuring out how exactly Killer's Blade was affected, and how much of it is my fault. Right my killer's blade has a tooltip of 3,841 and hits for about 14k non-crit. Values are definitely lower than what they were pre-Morrowind, but that's most likely me taking points out of Mighty.
What does surprise me is that it used to crit for 30-32k, and now I seem to be lucky to get to 26k. Have they changed how the modifier is applied in relation to crit damage?
Tooltip value is already affected by numerous percentage bonuses and 300% more dmg on execute range applies only to base dmg of skill which is lower then on tooltip if You have percentage bonuses already applied to it. Otherwise You would get 300% from minor berserk 8% , 300% from cp's bonuses etc
@waitwhat If You have tooltip 3841 with spended CP and applied minor berserk then never expect to see 15364.
About lower dmg of killers blade then pre Morrowind they changed things and now all percentage bonuses from Cp are additive instead of multiplicative that includes mighty , master at arms and precise strikes so Your killers blade crit dmg should be lower then before Morrowind.
So @Juhasow I get the part about how the tooltip value is already affected by multiple percentage bonuses. That's why the tooltip value increases when I drink a weapon power pot and gain major brutality.
Even if it isn't presently the case, however, I do believe that the 300% should apply to the tooltip value, and that is what it was doing before Morrowind.
No @waitwhat You mistake 2 things. When You apply major brutality You ioncrease Your weapon dmg and weapon dmg same like max stamina are 2 things that creates base dmg value of skill. You increase flat value of weapon dmg by 20% and You have raw number which further base tooltip value will be scaled off. That's something totally different then percentage bonuses we're talking about here.
Actually, I know that. I also know that's entirely different from the 300% bonus we're talking about.
Nothing in my post indicated that I didn't know those things.
So why You give that as example which is totally pointless and missing the point ? They changed percentage bonuses to be additive instead of multiplicative now , end of story.
Yes, they did do that. But realistically, it seems that the effect it has had on execute skills was unintended unless they planned on making them all hit like wet noodles (with the exception of mages' wrath because it is worded differently).
@Juhasow Look. We all know wat you mean. The thing is, the tool tip is misleading.@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.
That's because "X" (raw value based on stats) You see on tooltip is already affected by numerous percentage bonuses like CP's , minor berserk , flame staff etc so tooltip value You see is not in fact "X" but already an Y=X+(A%+B%+C%+...)*X and in execute range Y=X+(A%+B%+C%+...+300%)*X . That's why without CP's , minor berserk and flame staff You have 300% because it's Y=X+300%*X .
You would want to see raw value always without seeing how percentage buffs affected tooltip ? Then I assume we would see many threads that CP's , minor berserk etc are bugged because You dont see tooltip changes and people would be confussed because adding some buffs would not affect tooltips. Or maybe You would want to see descritpion under tooltip saying "more percentage buffs You already applied then lower that 300% tolltip value will be because it's underlie the formula" ? Or just tell what would You want to see ? Because as I mentioned earlier everything with caclucating this skill dmg is correct and matches formula.
And I tell You this right now formula like Y=[X+(A%+B%+C%+...)*X]+300%*[X+(A%+B%+C%+...)*X] wont happen.
@Juhasow
I am of the mind that it should be doing 300% more damage calculated where 100% = tooltip value, regardless of the constituent calculations inherent in the tooltip value. That's certainly what it was doing before, and it makes sense that the 300% would be based off the damage the ability says it does at any given moment.
I'm still figuring out how exactly Killer's Blade was affected, and how much of it is my fault. Right my killer's blade has a tooltip of 3,841 and hits for about 14k non-crit. Values are definitely lower than what they were pre-Morrowind, but that's most likely me taking points out of Mighty.
What does surprise me is that it used to crit for 30-32k, and now I seem to be lucky to get to 26k. Have they changed how the modifier is applied in relation to crit damage?
Tooltip value is already affected by numerous percentage bonuses and 300% more dmg on execute range applies only to base dmg of skill which is lower then on tooltip if You have percentage bonuses already applied to it. Otherwise You would get 300% from minor berserk 8% , 300% from cp's bonuses etc
@waitwhat If You have tooltip 3841 with spended CP and applied minor berserk then never expect to see 15364.
About lower dmg of killers blade then pre Morrowind they changed things and now all percentage bonuses from Cp are additive instead of multiplicative that includes mighty , master at arms and precise strikes so Your killers blade crit dmg should be lower then before Morrowind.
So @Juhasow I get the part about how the tooltip value is already affected by multiple percentage bonuses. That's why the tooltip value increases when I drink a weapon power pot and gain major brutality.
Even if it isn't presently the case, however, I do believe that the 300% should apply to the tooltip value, and that is what it was doing before Morrowind.
No @waitwhat You mistake 2 things. When You apply major brutality You ioncrease Your weapon dmg and weapon dmg same like max stamina are 2 things that creates base dmg value of skill. You increase flat value of weapon dmg by 20% and You have raw number which further base tooltip value will be scaled off. That's something totally different then percentage bonuses we're talking about here.
Actually, I know that. I also know that's entirely different from the 300% bonus we're talking about.
Nothing in my post indicated that I didn't know those things.
So why You give that as example which is totally pointless and missing the point ? They changed percentage bonuses to be additive instead of multiplicative now , end of story.
Yes, they did do that. But realistically, it seems that the effect it has had on execute skills was unintended unless they planned on making them all hit like wet noodles (with the exception of mages' wrath because it is worded differently).
Actually if they would make other bonuses additive and execute value multiplicative it would just cause dmg boost compared to pre Morrowind instead of dmg nerf they wanted.
@Juhasow Look. We all know wat you mean. The thing is, the tool tip is misleading.@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.
That's because "X" (raw value based on stats) You see on tooltip is already affected by numerous percentage bonuses like CP's , minor berserk , flame staff etc so tooltip value You see is not in fact "X" but already an Y=X+(A%+B%+C%+...)*X and in execute range Y=X+(A%+B%+C%+...+300%)*X . That's why without CP's , minor berserk and flame staff You have 300% because it's Y=X+300%*X .
You would want to see raw value always without seeing how percentage buffs affected tooltip ? Then I assume we would see many threads that CP's , minor berserk etc are bugged because You dont see tooltip changes and people would be confussed because adding some buffs would not affect tooltips. Or maybe You would want to see descritpion under tooltip saying "more percentage buffs You already applied then lower that 300% tolltip value will be because it's underlie the formula" ? Or just tell what would You want to see ? Because as I mentioned earlier everything with caclucating this skill dmg is correct and matches formula.
And I tell You this right now formula like Y=[X+(A%+B%+C%+...)*X]+300%*[X+(A%+B%+C%+...)*X] wont happen.
@Juhasow
I am of the mind that it should be doing 300% more damage calculated where 100% = tooltip value, regardless of the constituent calculations inherent in the tooltip value. That's certainly what it was doing before, and it makes sense that the 300% would be based off the damage the ability says it does at any given moment.
I'm still figuring out how exactly Killer's Blade was affected, and how much of it is my fault. Right my killer's blade has a tooltip of 3,841 and hits for about 14k non-crit. Values are definitely lower than what they were pre-Morrowind, but that's most likely me taking points out of Mighty.
What does surprise me is that it used to crit for 30-32k, and now I seem to be lucky to get to 26k. Have they changed how the modifier is applied in relation to crit damage?
Tooltip value is already affected by numerous percentage bonuses and 300% more dmg on execute range applies only to base dmg of skill which is lower then on tooltip if You have percentage bonuses already applied to it. Otherwise You would get 300% from minor berserk 8% , 300% from cp's bonuses etc
@waitwhat If You have tooltip 3841 with spended CP and applied minor berserk then never expect to see 15364.
About lower dmg of killers blade then pre Morrowind they changed things and now all percentage bonuses from Cp are additive instead of multiplicative that includes mighty , master at arms and precise strikes so Your killers blade crit dmg should be lower then before Morrowind.
So @Juhasow I get the part about how the tooltip value is already affected by multiple percentage bonuses. That's why the tooltip value increases when I drink a weapon power pot and gain major brutality.
Even if it isn't presently the case, however, I do believe that the 300% should apply to the tooltip value, and that is what it was doing before Morrowind.
No @waitwhat You mistake 2 things. When You apply major brutality You ioncrease Your weapon dmg and weapon dmg same like max stamina are 2 things that creates base dmg value of skill. You increase flat value of weapon dmg by 20% and You have raw number which further base tooltip value will be scaled off. That's something totally different then percentage bonuses we're talking about here.
Actually, I know that. I also know that's entirely different from the 300% bonus we're talking about.
Nothing in my post indicated that I didn't know those things.
So why You give that as example which is totally pointless and missing the point ? They changed percentage bonuses to be additive instead of multiplicative now , end of story.
Yes, they did do that. But realistically, it seems that the effect it has had on execute skills was unintended unless they planned on making them all hit like wet noodles (with the exception of mages' wrath because it is worded differently).
Actually if they would make other bonuses additive and execute value multiplicative it would just cause dmg boost compared to pre Morrowind instead of dmg nerf they wanted.
@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.
That's because "X" (raw value based on stats) You see on tooltip is already affected by numerous percentage bonuses like CP's , minor berserk , flame staff etc so tooltip value You see is not in fact "X" but already an Y=X+(A%+B%+C%+...)*X and in execute range Y=X+(A%+B%+C%+...+300%)*X . That's why without CP's , minor berserk and flame staff You have 300% because it's Y=X+300%*X .
You would want to see raw value always without seeing how percentage buffs affected tooltip ? Then I assume we would see many threads that CP's , minor berserk etc are bugged because You dont see tooltip changes and people would be confussed because adding some buffs would not affect tooltips. Or maybe You would want to see descritpion under tooltip saying "more percentage buffs You already applied then lower that 300% tolltip value will be because it's underlie the formula" ? Or just tell what would You want to see ? Because as I mentioned earlier everything with caclucating this skill dmg is correct and matches formula.
And I tell You this right now formula like Y=[X+(A%+B%+C%+...)*X]+300%*[X+(A%+B%+C%+...)*X] wont happen.
@Juhasow
I am of the mind that it should be doing 300% more damage calculated where 100% = tooltip value, regardless of the constituent calculations inherent in the tooltip value. That's certainly what it was doing before, and it makes sense that the 300% would be based off the damage the ability says it does at any given moment.
I'm still figuring out how exactly Killer's Blade was affected, and how much of it is my fault. Right my killer's blade has a tooltip of 3,841 and hits for about 14k non-crit. Values are definitely lower than what they were pre-Morrowind, but that's most likely me taking points out of Mighty.
What does surprise me is that it used to crit for 30-32k, and now I seem to be lucky to get to 26k. Have they changed how the modifier is applied in relation to crit damage?
Tooltip value is already affected by numerous percentage bonuses and 300% more dmg on execute range applies only to base dmg of skill which is lower then on tooltip if You have percentage bonuses already applied to it. Otherwise You would get 300% from minor berserk 8% , 300% from cp's bonuses etc
@waitwhat If You have tooltip 3841 with spended CP and applied minor berserk then never expect to see 15364.
About lower dmg of killers blade then pre Morrowind they changed things and now all percentage bonuses from Cp are additive instead of multiplicative that includes mighty , master at arms and precise strikes so Your killers blade crit dmg should be lower then before Morrowind.
So @Juhasow I get the part about how the tooltip value is already affected by multiple percentage bonuses. That's why the tooltip value increases when I drink a weapon power pot and gain major brutality.
Even if it isn't presently the case, however, I do believe that the 300% should apply to the tooltip value, and that is what it was doing before Morrowind.
No @waitwhat You mistake 2 things. When You apply major brutality You ioncrease Your weapon dmg and weapon dmg same like max stamina are 2 things that creates base dmg value of skill. You increase flat value of weapon dmg by 20% and You have raw number which further base tooltip value will be scaled off. That's something totally different then percentage bonuses we're talking about here.
Actually, I know that. I also know that's entirely different from the 300% bonus we're talking about.
Nothing in my post indicated that I didn't know those things.
So why You give that as example which is totally pointless and missing the point ? They changed percentage bonuses to be additive instead of multiplicative now , end of story.
Yes, they did do that. But realistically, it seems that the effect it has had on execute skills was unintended unless they planned on making them all hit like wet noodles (with the exception of mages' wrath because it is worded differently).
@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.
You're the one who don't understand tbh, impale and killer's blade are hitting people for 2-5k in PvP and they used to hit for 9-14k
@Juhasow Look. We all know wat you mean. The thing is, the tool tip is misleading.@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.
That's because "X" (raw value based on stats) You see on tooltip is already affected by numerous percentage bonuses like CP's , minor berserk , flame staff etc so tooltip value You see is not in fact "X" but already an Y=X+(A%+B%+C%+...)*X and in execute range Y=X+(A%+B%+C%+...+300%)*X . That's why without CP's , minor berserk and flame staff You have 300% because it's Y=X+300%*X .
You would want to see raw value always without seeing how percentage buffs affected tooltip ? Then I assume we would see many threads that CP's , minor berserk etc are bugged because You dont see tooltip changes and people would be confussed because adding some buffs would not affect tooltips. Or maybe You would want to see descritpion under tooltip saying "more percentage buffs You already applied then lower that 300% tolltip value will be because it's underlie the formula" ? Or just tell what would You want to see ? Because as I mentioned earlier everything with caclucating this skill dmg is correct and matches formula.
And I tell You this right now formula like Y=[X+(A%+B%+C%+...)*X]+300%*[X+(A%+B%+C%+...)*X] wont happen.
@Juhasow
I am of the mind that it should be doing 300% more damage calculated where 100% = tooltip value, regardless of the constituent calculations inherent in the tooltip value. That's certainly what it was doing before, and it makes sense that the 300% would be based off the damage the ability says it does at any given moment.
I'm still figuring out how exactly Killer's Blade was affected, and how much of it is my fault. Right my killer's blade has a tooltip of 3,841 and hits for about 14k non-crit. Values are definitely lower than what they were pre-Morrowind, but that's most likely me taking points out of Mighty.
What does surprise me is that it used to crit for 30-32k, and now I seem to be lucky to get to 26k. Have they changed how the modifier is applied in relation to crit damage?
Tooltip value is already affected by numerous percentage bonuses and 300% more dmg on execute range applies only to base dmg of skill which is lower then on tooltip if You have percentage bonuses already applied to it. Otherwise You would get 300% from minor berserk 8% , 300% from cp's bonuses etc
@waitwhat If You have tooltip 3841 with spended CP and applied minor berserk then never expect to see 15364.
About lower dmg of killers blade then pre Morrowind they changed things and now all percentage bonuses from Cp are additive instead of multiplicative that includes mighty , master at arms and precise strikes so Your killers blade crit dmg should be lower then before Morrowind.
So @Juhasow I get the part about how the tooltip value is already affected by multiple percentage bonuses. That's why the tooltip value increases when I drink a weapon power pot and gain major brutality.
Even if it isn't presently the case, however, I do believe that the 300% should apply to the tooltip value, and that is what it was doing before Morrowind.
No @waitwhat You mistake 2 things. When You apply major brutality You ioncrease Your weapon dmg and weapon dmg same like max stamina are 2 things that creates base dmg value of skill. You increase flat value of weapon dmg by 20% and You have raw number which further base tooltip value will be scaled off. That's something totally different then percentage bonuses we're talking about here.
Actually, I know that. I also know that's entirely different from the 300% bonus we're talking about.
Nothing in my post indicated that I didn't know those things.
So why You give that as example which is totally pointless and missing the point ? They changed percentage bonuses to be additive instead of multiplicative now , end of story.
Yes, they did do that. But realistically, it seems that the effect it has had on execute skills was unintended unless they planned on making them all hit like wet noodles (with the exception of mages' wrath because it is worded differently).
Actually if they would make other bonuses additive and execute value multiplicative it would just cause dmg boost compared to pre Morrowind instead of dmg nerf they wanted.
@Koensol for Your knowledge it was never dealing 300% dmg from tooltip on execute range only difference is dmg before morrowind was usually higher then now but not exact 300% higher then tooltip says. Why people wasnt crying before morrowind that dmg doesnt match value on tooltip ? Let's be honest whole this thread isnt about execute dmg beeing misleading but about dmg nerf in Morrowind.