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Severe balancing issue regarding Torug's Pact changes/fixes and Oblivion Damage

  • Waffennacht
    Waffennacht
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    STEVIL wrote: »
    STEVIL wrote: »
    How the heck would a 950-1.3k DMG enchantment, even if it goes through mitigation be worth anything?

    Healing Ward's heal component heals for more than that value - completely negating the use of Oblivion Damage glyphs.

    It has to deal more damage than the abilities it exists to counter
    glavius wrote: »
    Yea, while it should reduced it should not be halved. It does already have less damage than the other enchants, and while it does ignore resists, it also doesn't apply status effects.

    Ok so, outside of PVP, on the PVE side, where shielded adversaries are rare, these same aspects already exists.

    OD does less tootip damage than fire glyph and does not proc burning and iirc cannot crit and has no racial or class "damage type" boosts.... and so it basically turns out to be a "pre-mitigated" effects which will help you (compared to fire say) in cases where the enemy has very high mitigation but otherwise be of less use.

    its a balance trade-off

    But once you move to PVP, fire is cut in half and OD is not so that basic same level of "balance trade-off" is destroyed and on top of that the number of shielded enemies goes way way up.

    See the problem?

    As for the bold, no sorry but a single attack add-on does not have to beat the effect of any given heal effect. A possible exception could be some channels but certainly not an enchant that just tags along with other attacks adding damage.

    thats just unfathomable?

    or do you really believe that every enchant has to be able to after mitigation and defenses surpass the healing rate of enemies?

    If they want to be used, yes.

    There is absolutely no reason to ever pick fire frost or lightning enchantments in PvP over Disease, Oblivion, WpnSpll DMG or poisons.

    If anything you make a good argument as to why the three elemental enchantments need a buff.

    And who the heck uses Oblivion in PvE??? It's sole existence is for PvP as a counter to the vast magnitude of mitigation.

    You also failed to address how this would ABSOLUTELY make Oblivion Damage worthless in PvP, and therefore the whole game

    Edit: to show the absolutely horrid idea of reducing Oblivion glyphs, let's take a full on Torug infused user - he now dedicated a whole armor set and weapon trait to gain 1300 unmitigated damage every other weave, or 750 dps in PvP....

    Now let's compare that to weapon spell DMG glyph, which gives 100% up time (or darn near) of 500ish wpn spell damage on the same set up.

    Without any buffs the Oblivion glyph will do a measly 950 DMG every 5 seconds.... That's worse than worthless

    Sorry but no - it has not been shown that effective 750 increase in dps in pvp is worthless. So what has not been shown does not need to be addressed beyond that. As stated before every "free added damage" bit does not in and of itself have to exceed the healing capability of the enemy - that was an unfounded claim.

    Second, as long as you keep comparing unmitigated, unshielded attacks vs the EFFECTIVE damage of OD, you are being misleading. if 500 spelldam equates to say 1500 extra damage per second from say a dot, an attack and a weave BEFORE shields or BEFORE mitigation then you have no basis whatsoever to claim that means it is so superior to use spldam enchants over OD as to be worthless.

    First I double dare you to find anyone who's gonna say 750 damage is going to be useful in PvP. Do you even play this game in top tier PvP? - Especially at the cost of a full set ad weapon trait.

    At an unbuffed 1900, Oblivion Glyph would become 950 - Every 5 seconds, Artic Wind does more damage on a magicka build (THAT'S saying something!)

    At BEST the effective damage of Oblivion Damage Glyphs are 3800 Right now - if you were to add the Mitigation of heavy armor glyph (with 0 penetration mind you) it becomes 4940 damage - this number is unrealistic in this meta and with the hypothetical toon having 0 penetration (also unrealistic)

    That's LIVE now - not OP by any means - but very niche

    Cut that in half the effective MAXIMUM mathematically proven effective damage becomes 2470 - (realistic number is closet to 1500) WELL BELOW the effective damage of the Glyphs being used to compare.

    So to use YOUR NUMBERS of 1500 per second that's 5 times more powerful than your proposed "solution"
    Gamer tag: DasPanzerKat NA Xbox One
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    Waffennacht' Builds
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  • Zer0oo
    Zer0oo
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    Any plans of changing torugs before it goes live?

    @ZOS_GinaBruno, @ZOS_JessicaFolsom
    Ice Furnace: This item set now grants Spell Damage, rather than Weapon Damage for the 4 piece bonus
    - Update 23
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