ZOS_JessicaFolsom wrote: »paulsimonps wrote: »I am going to assume that the fix is either the fact that the Infused and Torugs 30% increase are not additive, and are instead multiplicative or that the 1s cooldown decrease is on the wrong side of the formula when done with Torug's Pacts cooldown decrease.
You have the right idea. This is the patch note:
Torug’s Pact: This item set now reduces the cooldown of your weapon enchantment by 30% instead of one second, and is multiplicative with the cooldown reduction of the Infused trait.
ZOS_JessicaFolsom wrote: »paulsimonps wrote: »I am going to assume that the fix is either the fact that the Infused and Torugs 30% increase are not additive, and are instead multiplicative or that the 1s cooldown decrease is on the wrong side of the formula when done with Torug's Pacts cooldown decrease.
You have the right idea. This is the patch note:
Torug’s Pact: This item set now reduces the cooldown of your weapon enchantment by 30% instead of one second, and is multiplicative with the cooldown reduction of the Infused trait.
The oblivion damage glyph is way too powerful in its current state and will be completely broken once the Patch hits the live servers.
Here are some ideas how to fix it:
1. Heals you instead of dealing damage
2. Goes through shields/block but is reduced by mitigation and resistance
3. Has a global cooldown of 5 seconds, you can't buff it or decrease it's damage so why should you be able to decrease the cooldown?
4. Battlespirit applies to it ---> 50% damage nerf
5. People gain immunity for 5 seconds against oblivion damage glyphs when they are hit with one
Choose any of these but please for the sake of pvp nerf it.
paulsimonps wrote: »The oblivion damage glyph is way too powerful in its current state and will be completely broken once the Patch hits the live servers.
Here are some ideas how to fix it:
1. Heals you instead of dealing damage
2. Goes through shields/block but is reduced by mitigation and resistance
3. Has a global cooldown of 5 seconds, you can't buff it or decrease it's damage so why should you be able to decrease the cooldown?
4. Battlespirit applies to it ---> 50% damage nerf
5. People gain immunity for 5 seconds against oblivion damage glyphs when they are hit with one
Choose any of these but please for the sake of pvp nerf it.
1. No one will use that.
2. Would make it useless.
3. It can be buffed by Infused and Torugs strength buff.
4. Maybe
5. Make shield breaker and knight slayer useless as well as the enchant.
This will be the next reign of terror which will flood cyrodiil. Farewell scrubs, noobs and xv1 heros your tools are stronger than before, no tank will ever block your sight, no skilled player will be in your way, no "troll" will disturb your brainless marsh from one keep to the next.
Welcome to Eso: Zerglings Unlimited
On a serious note, oblivion damage glyphs need to be nerfed drastically or changed into a heal, anything that counters all counterplay is bad design very bad design.
Waffennacht wrote: »I disagree with everyone whom says a 1-2k DMG is playable.
The amount of healing both over time and burst is so high 1-2k is worthless.
3-4k is balanced - every weave is not.
After it's fixed it'll be powerful no doubt.
Just saying that oblivion glyph would be worthless if cut in half - just like how fire frost and Lightning Glyphs are worthless now
Waffennacht wrote: »I disagree with everyone whom says a 1-2k DMG is playable.
The amount of healing both over time and burst is so high 1-2k is worthless.
3-4k is balanced - every weave is not.
After it's fixed it'll be powerful no doubt.
Just saying that oblivion glyph would be worthless if cut in half - just like how fire frost and Lightning Glyphs are worthless now
The assumption that fire frost and lightning enchants are worthless currently is simply wrong.
This will be the next reign of terror which will flood cyrodiil. Farewell scrubs, noobs and xv1 heros your tools are stronger than before, no tank will ever block your sight, no skilled player will be in your way, no "troll" will disturb your brainless marsh from one keep to the next.
Welcome to Eso: Zerglings Unlimited
On a serious note, oblivion damage glyphs need to be nerfed drastically or changed into a heal, anything that counters all counterplay is bad design very bad design.
Why is the sky falling all of a sudden?
The oblivion damage glyph has been in eso since at least 2014 (technically call glyph of 'decrease health' dealing X 'unresistable damage' although the damage was renamed 'oblivion damage' roughly 1 - 1 1/2 years ago)
Torugs pact has been in eso since at least 2014
The infused weapon trait has been in eso since at least 2014
Does anyone really think that nobody thought to combine any/all of the above during all this time? Of course they did! Maybe there is a reason why it never became the meta (sigh).
Unfortunately, people get curious when threads like this hype this stuff up. As a result, I have no doubt that there will be an influx of folks trying it out. Will it last? I doubt it.
This will be the next reign of terror which will flood cyrodiil. Farewell scrubs, noobs and xv1 heros your tools are stronger than before, no tank will ever block your sight, no skilled player will be in your way, no "troll" will disturb your brainless marsh from one keep to the next.
Welcome to Eso: Zerglings Unlimited
On a serious note, oblivion damage glyphs need to be nerfed drastically or changed into a heal, anything that counters all counterplay is bad design very bad design.
Why is the sky falling all of a sudden?
The oblivion damage glyph has been in eso since at least 2014 (technically call glyph of 'decrease health' dealing X 'unresistable damage' although the damage was renamed 'oblivion damage' roughly 1 - 1 1/2 years ago)
Torugs pact has been in eso since at least 2014
The infused weapon trait has been in eso since at least 2014
Does anyone really think that nobody thought to combine any/all of the above during all this time? Of course they did! Maybe there is a reason why it never became the meta (sigh).
Unfortunately, people get curious when threads like this hype this stuff up. As a result, I have no doubt that there will be an influx of folks trying it out. Will it last? I doubt it.
Waffennacht wrote: »Waffennacht wrote: »I disagree with everyone whom says a 1-2k DMG is playable.
The amount of healing both over time and burst is so high 1-2k is worthless.
3-4k is balanced - every weave is not.
After it's fixed it'll be powerful no doubt.
Just saying that oblivion glyph would be worthless if cut in half - just like how fire frost and Lightning Glyphs are worthless now
The assumption that fire frost and lightning enchants are worthless currently is simply wrong.
I have never had any of those in a death recap.
I can't see giving up resource poisons/Oblivion/wpn spell DMG glyph/prismatic for Lightning fire or Frost
If you're talking pve well then maybe? I dunno, I PvP
ZOS_JessicaFolsom wrote: »paulsimonps wrote: »I am going to assume that the fix is either the fact that the Infused and Torugs 30% increase are not additive, and are instead multiplicative or that the 1s cooldown decrease is on the wrong side of the formula when done with Torug's Pacts cooldown decrease.
You have the right idea. This is the patch note:
Torug’s Pact: This item set now reduces the cooldown of your weapon enchantment by 30% instead of one second, and is multiplicative with the cooldown reduction of the Infused trait.
Why is the sky falling all of a sudden?
The oblivion damage glyph has been in eso since at least 2014 (technically call glyph of 'decrease health' dealing X 'unresistable damage' although the damage was renamed 'oblivion damage' roughly 1 - 1 1/2 years ago
TheMrAfrica wrote: »The change/nerf to Torug's Pact in 3.1.1 renders it useless/redundant when combined with infused when using damage enchants. I posted the following in its own thread for discussion:
In 3.1.1, Torug's Pact's 1 second cooldown reduction on enchants was changed to a 30% multiplicative reduction instead. This means that when combined with infused, in the 3.1.0 PTS the cooldown on damage enchants such as fire was 1 second, while in 3.1.1 it is 1.4 seconds.
1.4 seconds means you can only weave in the enchant on every other light attack, which is no different than just using infused without Torug's Pact. This renders Torug's Pact's cooldown reduction useless for damage enchants, which outside of Oblivion damage, were not over-performing.
So here is my proposal: Change the 30% multiplicative bonus to 40% so that when Torug's is combined with infused, a damage enchant has a cooldown of 1.2 seconds, allowing weaving while still being long enough to prevent continous light attack spam proccing the enchant. In addition, either :
1. Have the Oblivion damage enchant's cooldown be changed changed from 4 seconds to 6ish so the cooldown is nerfed from 1.4 to 1.8 when combined with infused, or
2. Have its damage nerfed by closer to 20-30% instead of 6%, which is the current nerf on the PTS.
Throughout the PTS forums there is an almost unanimous agreement that it was the Oblivion enchant, not Torug's Pact, that was the problem. Hopefully a solution is found that doesn't involve nerfing an already niche and arguably under-performing set.
in a 1 on 1 situation this set up doesnt seem so bad since its easy to counter it with a HoT spell and just dash out higher damage than 3k per 1.2 sec. But in BGs a pre-assambled team of tanks will definitely use this and 2 shot people in 3 seconds.
Why is the sky falling all of a sudden?
The oblivion damage glyph has been in eso since at least 2014 (technically call glyph of 'decrease health' dealing X 'unresistable damage' although the damage was renamed 'oblivion damage' roughly 1 - 1 1/2 years ago
No it hasn't. It was changed to oblivion damage recently. Before that it was unresistable damage, which was mitigated by battlespirit but not by resists.
Agreed with respect to the cooldown.TheMrAfrica wrote: »"I don't think you can call Torug's pact underperforming. Just underused.
It's particularly lethal for Mag DKs and magplars, but still really good on Stam characters. Many people don't want to sacrifice the 2-4 bonuses to get the 5th, but they don't realize that 5th bonus is ridiculous if used correctly.
Drop sharpened for infused and then Mix and match any of these three:
3000 dmg and 552 Stam regen /every 2s
3000 dmg and 552 mag recovery every 2s
3000 dmg and 1300 heal every 2s
532 spell/weapon dmg with full uptime
532 spell/weapon debuff with full uptime
3700 resistance debuff with full uptime
2964 obliv dmg every 3s
I personally use the wep dmg increase, Stam regen, and obliv dmg, but I'm toying with the idea of dropping obliv dmg and running the weapon dmg debuff and combining that with choking talon's maim to really lower my enemy's dmg"
(Edit: screwed up the quote function, my bad)
The issue is that you can have those 4s enchants activate every 2 seconds and have the 10s enchants have full uptime while only using infused. With Torug's combined with infused, those 2s cooldowns are still 2s cooldowns, and full uptime is still full uptime - you don't actually gain any benefit from Torug's cooldown reduction while using infused.
The only benefit Torug's gives you while using infused is the 30% increase on the enchantments tooltip, which is an extremely weak 5 piece bonus with already mediocre 2-4 piece bonuses.
Your math is off. After this patch my character will be stronger than he currently is simply because infused effect increase is going up, therefore Torug's 30% will be multiplying a larger number.TheMrAfrica wrote: »Agreed with respect to the cooldown.TheMrAfrica wrote: »"I don't think you can call Torug's pact underperforming. Just underused.
It's particularly lethal for Mag DKs and magplars, but still really good on Stam characters. Many people don't want to sacrifice the 2-4 bonuses to get the 5th, but they don't realize that 5th bonus is ridiculous if used correctly.
Drop sharpened for infused and then Mix and match any of these three:
3000 dmg and 552 Stam regen /every 2s
3000 dmg and 552 mag recovery every 2s
3000 dmg and 1300 heal every 2s
532 spell/weapon dmg with full uptime
532 spell/weapon debuff with full uptime
3700 resistance debuff with full uptime
2964 obliv dmg every 3s
I personally use the wep dmg increase, Stam regen, and obliv dmg, but I'm toying with the idea of dropping obliv dmg and running the weapon dmg debuff and combining that with choking talon's maim to really lower my enemy's dmg"
(Edit: screwed up the quote function, my bad)
The issue is that you can have those 4s enchants activate every 2 seconds and have the 10s enchants have full uptime while only using infused. With Torug's combined with infused, those 2s cooldowns are still 2s cooldowns, and full uptime is still full uptime - you don't actually gain any benefit from Torug's cooldown reduction while using infused.
The only benefit Torug's gives you while using infused is the 30% increase on the enchantments tooltip, which is an extremely weak 5 piece bonus with already mediocre 2-4 piece bonuses.
That 30% bonus though is not too shabby. In my case, that's equivalent to 130ish Stam regen, 120ish weapon dmg, and 400ish oblivion dmg every 3s. Downside is I have to give up sharpened, but I usually play in a group (BGs / PvP, was top 20 in each category last week and #3 in deathmatch) so I get armor debuffs from teammates.
I will no longer use it though. I'm a Stam character and need the 2-4 piece bonus.
I've already bought infused necropotence staves for my sorc and my DK will get sidelined for a while but I've bought him some infused spriggan gear (been gifted it as well thanks to @Eraos) and I've also locked down some infused seventh legion weapons.. I think I'll run viper, seventh legion, and bloodspawn with the new lover mundus.
With your numbers that means all the 5 piece bonus of torug's pact would offer you next patch is 43 stam regen, 120 weapon damage, and 133 damage a second. That is a really bad 5 piece bonus. Torug's will need a significant buff to its potency bonus for it to be viable in its current state since the cooldown reduction is redundant with infused.