I want to know if infused is worth it on legendary traits like the vma 2 hander with poison enchant on top.
Why would you destroy a vMA 2h with a Poison Glyph?
The additional Weapon Damage is part of the default Weapon Enchant of vMA Weapons. Using another Glyph means you lose the Weapon Damage as well. Its still shown on the Character Screen but it doesnt apply.
You can use poisons, though.
I want to know if infused is worth it on legendary traits like the vma 2 hander with poison enchant on top.
Why would you destroy a vMA 2h with a Poison Glyph?
The additional Weapon Damage is part of the default Weapon Enchant of vMA Weapons. Using another Glyph means you lose the Weapon Damage as well. Its still shown on the Character Screen but it doesnt apply.
You can use poisons, though.
I want to know if infused is worth it on legendary traits like the vma 2 hander with poison enchant on top.
Why would you destroy a vMA 2h with a Poison Glyph?
The additional Weapon Damage is part of the default Weapon Enchant of vMA Weapons. Using another Glyph means you lose the Weapon Damage as well. Its still shown on the Character Screen but it doesnt apply.
You can use poisons, though.
Sorry i meant with poisons not enchant.
I want to know if infused is worth it on legendary traits like the vma 2 hander with poison enchant on top.
Why would you destroy a vMA 2h with a Poison Glyph?
The additional Weapon Damage is part of the default Weapon Enchant of vMA Weapons. Using another Glyph means you lose the Weapon Damage as well. Its still shown on the Character Screen but it doesnt apply.
You can use poisons, though.
Sorry i meant with poisons not enchant.
The poisoneffect makes the enchantmenteffect useless during the active time of the poison. vMSA weapons have on of the strongest enchantmenteffects ingame and when you dont want it, you should better use a setstaff with poisons.
I want to know if infused is worth it on legendary traits like the vma 2 hander with poison enchant on top.
Why would you destroy a vMA 2h with a Poison Glyph?
The additional Weapon Damage is part of the default Weapon Enchant of vMA Weapons. Using another Glyph means you lose the Weapon Damage as well. Its still shown on the Character Screen but it doesnt apply.
You can use poisons, though.
Sorry i meant with poisons not enchant.
The poisoneffect makes the enchantmenteffect useless during the active time of the poison. vMSA weapons have on of the strongest enchantmenteffects ingame and when you dont want it, you should better use a setstaff with poisons.
Im talking about a VMA 2 hander sharp with poison, wondering if the extra damage from the infused ennchant would be worth it or wether to run precise/sharp. The part of the enchant that has weapon damage added remains when poison is applied.
I want to know if infused is worth it on legendary traits like the vma 2 hander with poison enchant on top.
Why would you destroy a vMA 2h with a Poison Glyph?
The additional Weapon Damage is part of the default Weapon Enchant of vMA Weapons. Using another Glyph means you lose the Weapon Damage as well. Its still shown on the Character Screen but it doesnt apply.
You can use poisons, though.
Sorry i meant with poisons not enchant.
The poisoneffect makes the enchantmenteffect useless during the active time of the poison. vMSA weapons have on of the strongest enchantmenteffects ingame and when you dont want it, you should better use a setstaff with poisons.
Im talking about a VMA 2 hander sharp with poison, wondering if the extra damage from the infused ennchant would be worth it or wether to run precise/sharp. The part of the enchant that has weapon damage added remains when poison is applied.
The enchantment is strong, but infused is useless for it, because the downtime for that enchantment dont works, because its allready active all time. So better nirnhoned, presice or sharpened.
I want to know if infused is worth it on legendary traits like the vma 2 hander with poison enchant on top.
Why would you destroy a vMA 2h with a Poison Glyph?
The additional Weapon Damage is part of the default Weapon Enchant of vMA Weapons. Using another Glyph means you lose the Weapon Damage as well. Its still shown on the Character Screen but it doesnt apply.
You can use poisons, though.
Sorry i meant with poisons not enchant.
The poisoneffect makes the enchantmenteffect useless during the active time of the poison. vMSA weapons have on of the strongest enchantmenteffects ingame and when you dont want it, you should better use a setstaff with poisons.
Im talking about a VMA 2 hander sharp with poison, wondering if the extra damage from the infused ennchant would be worth it or wether to run precise/sharp. The part of the enchant that has weapon damage added remains when poison is applied.
The enchantment is strong, but infused is useless for it, because the downtime for that enchantment dont works, because its allready active all time. So better nirnhoned, presice or sharpened.
Yes but what i mean is in horns of the reach the flat bonus damage is being increased by 10%. Will this mean that infused will be worth running on a vma weapon with a poison on top as it will make that flat damage 30% stronger with the addition of a poison on top. for example now a masters greatsword has a bonus of 189 damage but an infused master greatsword has a bonus of 210
@PS4_ZeColmeia, I never had a point whre critical chance was no longer valuable. What is torgue? Why Poisson and not binomial or normal approximation?
@dpencil1, your magicka % bonuses without Bound Armour is 16% or 24% with Bound Armour.
@Septimus_Magna Yeah, I've been following Gilliam's streams also. I don't think it's fair to say Sharp is only good in solo application. Certainly in top-tier coordinated raid guilds it will be unnecessary, but a large part of the community doesn't do that. For 4-man dungeons and pug normal trials, you can't rely on your team mates as much to provide all those juicy buffs. So for most people, and the content they generally run, Sharp and Precise are going to be very close in terms of overall effectiveness.
Tanis-Stormbinder wrote: »Ok got that on dual wield one infused one Precise may be bis but what enchants would work best in a duel wield setup for a Magicka Templar?
@Gilliamtherogue
Thanks for the response. You mentioned in your stream that you were optimizating your CP off of Asayre's webpage. Did you try working with his "Brute Force" button as well? Whenever I plug in my stats, assuming a lower uptime on Infused, Lover/Precise wins (and I am including Major Breach and about 40 points into Spell Erosion based on the page's recommendation). So, I guess I'm having a hard time reconciling that with your findings.
@Asayre would you be able to chime in on this?
P.S. I am making sure to not include any bonuses from mundus or traits when using the Brute Force button, then adding the suggested bonuses, recalculating using the normal calculation button, and applying those CP recommendations.
PS4_ZeColmeia wrote: »The reason I'm asking is its very easy on my hybrid to get high weapon crit and reasonable spell crit. I primarily cast spells, but it'd be nothing to get around 60ish weapon crit and still not take the thief mundus stone. What I am trying to balance though is since I'd be casting my stamina based skills around 30% of the time, but they would be in the 50-60% chance to crit while my spells would be 40-50% would the value of daggers be worth it with infused paired with say a poison or fire glyph. I am using a set that procs off of crits done and I'm focusing more on base damage than crit damage, so I don't want to start trading other sources of damage to drive crits through the roof.
I just wanted to get your input on the enchantment side so I could use it as a input as I start to DPS test and refine my stats and rotation.
@Gilliamtherogue
Thanks for the response. You mentioned in your stream that you were optimizating your CP off of Asayre's webpage. Did you try working with his "Brute Force" button as well? Whenever I plug in my stats, assuming a lower uptime on Infused, Lover/Precise wins (and I am including Major Breach and about 40 points into Spell Erosion based on the page's recommendation). So, I guess I'm having a hard time reconciling that with your findings.
@Asayre would you be able to chime in on this?
P.S. I am making sure to not include any bonuses from mundus or traits when using the Brute Force button, then adding the suggested bonuses, recalculating using the normal calculation button, and applying those CP recommendations.
Ollowaiin2 wrote: »Hello Asayre,
it's nice to see, that you spend much time in calculating stuff, just do your thing. But
I think you're too far away from the "reality" of the game.
For example: -I stopped reading for two minutes after reading Breton sorcerer. (High elf is better, compare the passives)
-I've red your article and you're not even testing the sets People are using now (the big battle: necropotence or netch's touch)
-I don't even want to start and look for mistakes in the calculation, because they are there (1 second, cp?)
maybe log on your character and just Play the game, even if you loose 2% dps? I think you loose the Goal of a game -> have fun
catch22atplay wrote: »Since i use different calculations based on my testing i come up with different numbers. Are they are not the same as the Ops. But let's ignore this for a moment. The Mage mundus is underrated by quite a bit. So ignoring my spreadsheet here's actual hits with mage and apprentice. Note that i'm using 4 divines and 3 infused on my gear as you should.
Mage vs Apprentice with Mage being the baseline
3218 vs 3223=0.16% increase for Apprentice
2440 vs 2447=0.29% increase for Apprentice
11319 vs 11347=0.25% increase for Apprentice
4767 vs 4486=6.26% increase for Mage
Note the last is my pet and pets Pulse does not increase damage with weapon power and instead increases via magicka.
Now let's say 87% of my damage is non pet and 13% oh my damage is from my one pets pulse. I'll average out the non pet damage to .25% increased damage.
So for Apprentice we get .25%*.87=0.22% for non pet stuff
For Mage we get 6.26%*.13=0.81%, 0.81% for the pet
So for 1 pet Mage beats Apprentice with a difference of 0.59%
Also note that i'm using bound aegis and inner light for the extra % increase to magicka and also the mettle passive and i'm using necropotence and Julianas. Results for the Mage would be less otherwise but it'll still beat Apprentice.
As regards the Thief vs the Shadow this depends on what your crit% is and what your crit damage% is. As an example with my gear as previously noted i have as follows.
The Shadow 52.5% crit and 85.6% crit damage
The Thief 64.2% crit and 70% crit damage
The results are the exact same and i mean exactly. If you use cp to increase crit damage more then the Thief starts pulling ahead. Now let's say you swap in a helm or whatever that increases crit% then the Shadow pulls ahead.
Enough of my ranting for now except to say i get as follows. Ignoring The Lover (penetration) atm as i haven't done the math for it yet. Again this is for my gear etc.
The Thief and The Shadow tied for #1
The Mage #3
The Apprentice #4
Penetration will be somewhere in there. I just don't know where yet. If i use Precise on one of my weapons then The Shadow takes the #1 spot for me and The Thief drops to #2.
so that pretty much answered my question. Just one more to confirm, enchants crit off of your highest crit chance correct? Example ice enchant would crit off of weapon crit if it was higher than spell crit.PS4_ZeColmeia wrote: »The reason I'm asking is its very easy on my hybrid to get high weapon crit and reasonable spell crit. I primarily cast spells, but it'd be nothing to get around 60ish weapon crit and still not take the thief mundus stone. What I am trying to balance though is since I'd be casting my stamina based skills around 30% of the time, but they would be in the 50-60% chance to crit while my spells would be 40-50% would the value of daggers be worth it with infused paired with say a poison or fire glyph. I am using a set that procs off of crits done and I'm focusing more on base damage than crit damage, so I don't want to start trading other sources of damage to drive crits through the roof.
I just wanted to get your input on the enchantment side so I could use it as a input as I start to DPS test and refine my stats and rotation.
Sorry if I'm being a bit slow but are you asking if using a damaging glyph like poison or fire be better than using a glyph of weapon damage?
If yes thenFor single target a glyph of poison/fireis pretty decent and has good chance of being better a glyph of weapon damage but your weaving needs to be very good to benefit properly from it.if not would you mind rephrasing?
An infused staff with a glyph of weapon damage will give 452 spell damage. Assuming 44k magicka and 3k spell damage, this would correspond to a 6.3% damage increase. In comparison an infused staff with a glyph of fire damage will do 3294 damage (i think, i can’t craft things on PTS and am just generating item codes) every 2 seconds. This damage will be modified by damage done, crit and resistance. But let’s go with the base value and see what modifier is require for it to be competitive with the glyph of weapon damage. Let’s assume you do 40k damage per second, then this amounts to a DPS increase of 4.1% meaning you would need a modifier of 1.54 to be comparable to a glyph of weapon damage. If you have used my CP calculator, we typically get a function value of 1.6 – 2.0 depending on stuff you put in. This is the average modifier, the modifier will be slightly different for a glyph (as it is direct damage) but it would like it has decent chance of being better than a glyph of weapon damage.
Side bonuses as you noted above are that it can marginally increase proc chance of certain sets and can provide secondary effects.
It's still unclear. Gilliam's ingame testings and Asayre's calculations seem to give different results. Knowing ZOS, i'll tend to follow the former.Hi !
Just to make sure I understand things the right way.
For raid groups DDs, they now have to use infused trait and not precise ?
It's still unclear. Gilliam's ingame testings and Asayre's calculations seem to give different results. Knowing ZOS, i'll tend to follow the former.Hi !
Just to make sure I understand things the right way.
For raid groups DDs, they now have to use infused trait and not precise ?
C'est encore sujet à débat. Les tests sur mannequin de Gilliam et les calculs d'Asayre semblent donner des résultats différents. De plus les résultats d'Asayre sont obtenus avec la pierre de l'amant tandis que Gilliam a testé 4 ou 5 pierres. Enfin avec ce dont est capable ZOS, je préfère me fier aux tests réels. Donc pour l'instant je pense m'orienter vers PRÉCIS + OMBRE.