@Alcast
Regarding "Deep Freeze, " after trying to reproduce it on a number of different targets, the only ones I've been consistently able to do it on are Wasps. I wonder if it is a bugged hold-over from the old version of the Frost status effect. It applies immediately to them every time, dropping them to the ground and stunning them. Other ground-based mobs and even other flying mobs don't seem to be effected by it.
@ZOS_GinaBruno Any insight would be awesome.
I think it´s a comparable mechanic to explosion with fire dmg on zombies. Atleast i always thought it was...
Very good point, i completely forgot about this thanks for mentioning it. So that stuff is even stronger then I first thought lol.
So we have:
Burning > EXPLOISION
Chilled > DEEP FREEZE
Concussion > ?
@dpencil1 Do you know if only ONE Player can apply those status effects on a boss? Or can several players apply those effects on the boss?
I guess this would also allow us to use Spelldamage and a Magicka Damage/return Glyph on the weapons instead of Shock/Fire.
WrathOfInnos wrote: »Yep I can confirm 40k is relatively easy to hit, and there's not much RNG with known status effect timing so it is repeatable.
@Camb0Sl1ce that gear setup sounds like it lacks an Asylum staff.
WrathOfInnos wrote: »@Camb0Sl1ce IMO the imperfect asylum Destro is useless as of PTS 3.2.2. Very much hoping they bring this closer to the perfect version, like all of the other asylum weapons. In its current state, a charged trait non-set staff is more likely to proc status effects from force pulse/crushing shock than a imperfect Asylum (42% vs 33%).
As for gear, I can't speak for what Izaki is using, but I believe Julianos is the best 5 piece set for this build. The weapon slots are taken by a VMA and an asylum staff. And the other 5 gear slots can be a monster set (Ilambris/Slimecraw/nerieneth) and jewelry set (willpower, IA, Moondancer, or architect). If you don't want to use a monster helm, 5 piece IA, Moondancer, or Mother's Sorrow also works well with Julianos.
I'd say that the ultimate BiS would be Burning Spellweave however, if you can play with an Inferno Blockade. Since the Asylum procs Burning and Spellweave procs from Burning, it has 60-62% uptime for me on average on my Magblade, so I'm going to try that on Sorc.
WrathOfInnos wrote: »@Izaki Yeah, it made me sad to take frags off my bar. I was using it and loving it in 3.2.0 and 3.2.1, but with having to cast twice as many crushing shocks in 3.2.2 there just isn't any room in the rotation. This is by far the biggest disappointment with the asylum Destro nerf.
I tested the possibility of using frags instead of curse, but there is only room to use it once every 12s, and if you don't have a proc at that moment it becomes a DPS loss. Could maybe get 2 frags out if using blockade instead of unstable, but I'm getting much better results with unstable wall on PTS, since it allows me to proc a berserker glyph every 6 seconds when on my back bar. Frags might still be worth it in a group if no other sorcs are putting out minor prophecy, but even casting frags in a rigid rotation is not fun. The reactive gameplay of frag procs and flexible rotations was effectively removed when the status effects became every other (or every 3rd) cast. Really hoping they revert this change.
At least the pet is no longer mandatory, I can't stand that stupid scamp. It likes to hide in walls, disappears for no reason, goes braindead every time I enter vMoL first boss, cannot get behind pillars, dies on every explosion on Lunar twins, dies to every world shaper on serpent, chain lightnings everyone on Mage, and manages to stun everything everywhere right before my tanks tries to chain it in. Good riddance to pet builds. I want to play a sorcerer, not a Daedra babysitter.
Now if only we could get a decent health pool while petless. And I also wish mag warden had the option of dropping pets without crippling their DPS.
As for spellweave, that sounds interesting, I have not tried it. I did try scathing and nerieneth with good results. An asylum crushing shock can do many direct damage hits at once (3 beams, 2-3 status effect procs, enchant proc, simultaneous light attack weave). So it is pretty much a guaranteed proc for both these sets every 4s. Still prefer Julianos though, since no RNG involved.
With my build (Witchmother and Absorb Magic glyph), you don't have to heavy attack at all which leaves enough room for Frags.
WrathOfInnos wrote: »@Daila820
Good question, I can answer that
Mage stone is base 2028 max magicka. This gets a multiplier of 30% from my 4 divines armor pieces, then another 20% from Champion points. I'm an altmer (10%), with inner light (7%), bound aegis (8%), in a 5-1-1 setup with undaunted passives (6%). When warhorn is up it adds another 10%, so the third multiplier is 10+7+8+6+10=41%. Overall I get 2028 X 1.3 X 1.2 X 1.41 = 4461 max magicka. For every skill in this rotation except light and heavy attacks, the scaling is 10.5 magicka = 1 spell damage. Therefore 4461 magicka = 425 spell damage.
The Apprentice gives base 238 spell damage. This gets major and minor sorcery (if in a group with a Templar), for a total of 25%. The same 4 divines provides a 30% multiplier. So 238 X 1.3 X 1.25 = 387 Spell Damage.
For most skills in the game Mage will outperform Apprentice by 38 spell damage, or roughly 0.8% DPS (exceptions coming below). Mage also increases strength of shields and sorcerer pet damage (not used in my build, but matters to many) by about 10%, while apprentice affects neither.
This calculation relies on good Warhorn uptime, an is therefore most applicable to trials. It also does not take into account that light and heavy attacks scale more with spell damage than max magicka (40:1, or about 26% of the standard skill scaling).
To take it a step further, light and heavy attacks are about 19% of my DPS, while other skills are about 81%. So weighting these we can get:
(0.19 X 0.26 + 0.81) X 425 = 365 equivalent spell damage from Mage Stone. With the light and heavy adjustment (for rotation with one heavy attack every 12s), Apprentice will outperform Mage by 22 spell damage (about 0.5% DPS).
All this being considered, I am currently using empowered ward instead of hardened for the minor intellect group buff. I also cannot use necropotence on this petless build, so my magicka pool is low. I am taking Mage stone for the noticeably larger damage shields (10%) at the expense of an insignificant damage loss (0.5%).
Another factor to consider is that sorcerer mines scale more with spell damage (20:1) so I prefer apprentice when using Daedric Tomb.
TLDR: Use apprentice if you like to heavy attack or use a lot of mines, use Mage if you use shields, use pets, or do not use heavy attacks.
Not entirely sure the math works like that. You might want to go to a dummy and compare raw damage from skills (non-crit and crit) when using mage and apprentice mundus. From all testing I've done apprentice always came ahead.
WrathOfInnos wrote: »
Not entirely sure the math works like that. You might want to go to a dummy and compare raw damage from skills (non-crit and crit) when using mage and apprentice mundus. From all testing I've done apprentice always came ahead.
I'm pretty confident in these numbers, as I said they rely on Warhorn uptime. This is based on a good amount of testing, and building on the excellent work of @Asayre (who I would be very interested in hearing from on the topic). That being said, if anyone can point out any mistakes in the math I want to get them corrected, so open to being double checked (did most of the calculation and writing on my phone, so risk of fat finger typos).
Edit: Not saying you did this @Dymence, but many people I've heard testing the 2 stones on a dummy have used light and heavy attacks,m for comparison, which scale much better from spell damage than max magicka. I believe this is the source of the belief that apprentice is so much better. Will do some more testing next time I'm at my PC though.
WrathOfInnos wrote: »@Dymence Yep, that sounds like it makes sense. It's only the additional 18% from Warhorn and Bound Aegis that make Mage pull ahead for most skills. Were you getting the 6% from 5-1-1 armor undaunted passive as well?
WrathOfInnos wrote: »@Dymence Well, I found a flaw in my calculations. Just confirmed that the 20% multiplier from CP does not apply to the Mage Mundus (it also does not apply to Food buffs, Necropotence 5-piece, or Destruction Mastery 5-piece, but does apply to all other set bonuses, enchants, and attribute points).
This makes the Mage Stone weaker than I previously thought. Still worth using on a pet sorc, but questionable on other builds, even with Warhorn and building for max magicka it is ~1% lower DPS than Apprentice. It is probably still within the margin of error of a parse, but I cannot make the claim Mage is better. Redid all the numbers in the post above to avoid spreading misinformation.
WrathOfInnos wrote: »The other interesting consequence of this is that it puts infused large pieces even further ahead of divines. Any resources gained from infused have a hidden 20% multiplier from CP, but nothing gained from divines gets this bonus.
WrathOfInnos wrote: »Post above got cut off.
My current rotation uses crushing shock, unstable wall, liquid lightning, haunting curse and one heavy attack. The asylum procs are shown in bold and occur every 4s.
CS, CS, HA, CS, Swap, UW, Swap, CS, HC, CS, CS, Swap, LL, UW, Swap
Only status effect downtime is when I need to refresh ele drain (solo) or when mechanics get in the way in trials.
I could probably get a little more DPS out of force pulse, but I prefer the interrupts for vMA, vDSA, vHRC, and vMoL. This bar setup is most realistic for what I would run in trials (with Mage stone instead of lover).