Stamina PTS testing - Last updated 23rd Sept (PTS cycle 1)
Changelog
- 20/09: Thread created
- 21/09: Added changelog, changed the base gear template for unique weapons (no tests were done before this was changed, so all good!), added DPS test + commentary for Asylum weapons.
- 23/09: Is infused global? Does it buff all enchants or only the weapon it is on? Section added to "Infused testing" section. Added Poison Injection execute scaling test.
CURRENT PTS BUGS
- The maelstrom bow only empowers Endless Hail if the first tick hits the target while you are carrying the bow. It means that if you use Endless Hail and swap before the first tick hits, Hail will not be empowered.
- Using a non-infused bow with an enchant, firing at a target then swapping to a bar with an infused weapon in the main hand before the arrow hits the target will fire the enchant as if it was buffed by infused.
TODO LIST
- Comparison of optimal enchants combos, taking into account Infused trait
- Full DPS tests for all unique + crafted DW + bow weapon combos (stamina DK)
- DPS tests for optimum combos based on results from the DK tests for other classes (if I have time, somehow)
- DPS tests for 2H + Bow setups (DK)
- DPS tests for 2H + Bow setups (other classes)
This thread is here to help keep track of all the testing and results done with various combinations of traits, sets and enchants with different classes and rotations on the PTS. Due to the sheer amount of tests to be done, it will take multiple days and I'll try to update it as frequently as possible.
The goal is to get a good idea of how well the various setups now perform with the changes coming with Clockwork city, in particular the changes to unique weapons (Master, Maelstrom and Asylum).
Since it is impossible to test every possible setup (we are talking about billions of possibilities, each taking around 10mn to get proper data, so unless you got a time machine of some sort...), some parameters will be fixed, namely:
- Champion points distribution (see corresponding spoiler)
- Gear setup excluding weapons (1 setup for crafted weapons, 1 setup for Asylum / VMA / Master weapons)
- Race (Khajiit)
- Mundus (Warrior)
- Passives (everything unlocked)
- Food (Blue max HP / Stamina)
- Abilities slot (for short, unless necessary, I'll keep the same amount of fighters' guild abilities on a given bar to limit the impact of %WD increases)
- Potions (Weapon damage, Weapon critical, Stamina)
Specific mechanics (in particular when it comes to stats carrying over or overlapping CDs with enchants) will be called out and explained as necessary.
Do note that the goal is
not to get the highest parse possible on a target dummy, since some setups will perform better against a dummy than in a raid situation where access to penetration debuffs is guaranteed. To reduce variance between possible DPS parses, the number of flexible / utility slots on both front and backbar will be stated for each rotation, as it is a pretty significant factor in an actual trial scenario.
Maelstrom, Asylum and Master weapons will be referred to as "unique" from this point, to make it shorter.
Do note that due to high similarities between all stamina DD builds in PvE, the deviation due to different classes is going to be extremely minimal. The initial tests, while done on DK, would have similar results on other classes (these might come at a later point).
Testing conditions
- No external buffs or debuffs
- Every fight starts with full ultimate
- Everything posted is the result of 3 parses on a 6m HP target dummy averaged out
- Only daggers used (no axes due to the bleed RNG)
- For general mechanic testing, unless class-specific, a DK will be used
The following setups are used as a basis for comparison, they are in no way the best setup in all situations, as they were done with whatever was readily available on the PTS. Both of these setups perform well in a solo environment, which means you will have to consider different sets in a group (Night Mother's Gaze, Vicious Ophidian, Sunderflame...) and that cheaper and / or more accessible options are absolutely possible.
Gear setup (no crafted weapons)Used with VMA, Master or Asylum daggers
Gear setup (crafted weapons)Used with 2 Hundings daggers
CP distribution
Infused testing
The infused trait is a pretty special trait in the way it works, and has been a pretty big deal since its strength has been discovered, making it the absolute best trait since Homestead for a main hand DW weapon, further strengthed with Horns of the Reach as the most popular trait (Sharpened) got nerfed while Infused received further buffs, but it's in big part its synergy with the Maelstrom bow making it so potent, since it not only empowered the enchant of the dagger, but also the enchant of the Maelstrom bow, allowing stamina builds to reach significant AoE, cleave and single target damage.
The interesting thing with Infused used to be that it only worked on your main hand weapon. The Maelstrom bow enchant would only consider your main hand trait to see whether or not to apply Infused, as such, using an offhand dagger infused with a non-infused main hand dagger would not empower Endless Hail on a bar swap.
To validate whether the change to unique weapons being changed to sets, we are casting endless hail on the backbar, wait for the first tick to happen (last updated: PTS cycle 1), then swap to the dual wield bar. Results as shown below:
As it currently stands, this mechanic is no longer valid, and the use of Infused as a competitive trait now has to be considered again.
23/09: Per request, I tested whether the Infused trait actually buffs all enchants or only the one of the weapon it is put on. I did it both for DW and some weapon swapping between a DW front bar and bow backbar, to see if the behavior is consistent within these two tests.
DW with main / offhand interactions:
There are quite a few aspects I wanted to check during this test: the first one was to remove any possibly inconsistency between what is shown on the character sheet and the actual damage, which is why I added both the light attack damage and the weapon damage as it appears on the character sheet - nothing out of the ordinary in this case. In all cases where I had a certain setup in one hand and another setup in the other hand, I obtained similar results, which indicates that swapping weapons has no actual impact on possible interactions between Infused and the enchants: having a main hand infused with a WD enchant and an offhand with no enchant and no infused will wield the same results as a offhand with Infused and a WD enchant and a main hand with no trait nor enchant.
An important point to take into consideration however is that in an actual combat scenario, damage proc enchants (such as Poison / Disease) will proc a lot more often if they are on your main hand. This is due to the high ticking rate of Endless Hail proccing it basically on cooldown. The WD glyph proccing on from light and heavy attacks should then be on your offhand, as there is no major benefit from trying to proc it every 0.5s due to its long cooldown.
As for testing its interaction with weapon swapping:
A consistent behavior is seen, as the only trait taken into consideration to buff the enchant is the one on the bow bar. However, there is an interesting mechanic/bug where if you do a light attack with a bow which has a WD enchant but no Infused, and then swap bars to a weapon which has an infused trait, the WD enchant will benefit from the Infused trait - which is most likely the reason why there were concerns that an Infused trait could buff other enchants - which is true for this very specific case.
Enchants testing
With the changes to unique weapons from enchant to set bonuses, it is required to once again test the enchants and their interactions between each other, especially on the backbar. While the old setup was benefitting most from having a poison enchant on your DW main hand (infused) and a weapon damage enchant on your offhand (variable) with a VMA bow backbar (variable), the new setups now require us to consider what enchant to us on the bow.
There are 3 significant enchants we are considering here: Disease, Poison and Weapon damage enchant with 2 different ranks. The disease enchant is now considered as it is right behind the Poison enchant in terms of damage and shares a different cooldown. We are also considering cp150 and cp160 weapon damage enchants, since they share a different cooldown and can possibly allow us to reach a higher uptime on this particular buff.
In the next test, we do the following actions:
(start on bow bar)
Endless Hail > LA > [wait for first tick of Endless Hail] (swap)
LA
This allows you to check interactions between enchants, you can see the results below:
What to make out of this:
- A given enchant type (poison, disease or weapon damage) of a given level (cp150 and 160 here) has a global cooldown. As such, if you proc an enchant on a bar then quickly swap to a bar with the exact same enchant, you will have to wait for the first enchant's cooldown to be finished. An enchant is not tied to a bar / weapon in particular.
- An enchant of a given level (cp150) shares a separate cooldown with enchants of different levels (cp160 in this example). Basically, you can reach 100% uptime on the weapon damage enchant without Infused by using 2 enchants of different levels.
Possible field applications involve using a Disease enchant on your bow bar and a Poison enchant on your DW bar to avoid getting the same cooldown. This is mainly useful if you are using non-infused weapons, as the cooldown is more significant.
Unique weapons carry-over
The main question asked here is "do the unique weapons' sets effect carry over on a weapon swap?". For instance, does the bonus weapon damage granted by a Master's bow works on both bars? To test this, each unique weapon will have a fitting test. You can find the results below:
Bows:
Maelstrom bow: With the change to a set bonus, the VMA bow requires the first tick of Endless Hail to be on the VMA bar as of PTS Cycle 1, so make sure it is not the last ability you are casting before swapping to your DW bar.
Master bow: The Master's bow correctly increases the damage on both bars, as long as you cast Poison Injection from the bar holding the Master's bow.
Asylum bow: The Asylum bow is tied to the bar where you cast Arrow spray, but any of the buffed abilities can be cast on either bar if running a bow / bow build.
Daggers:
Maelstrom daggers: (WARNING) There is currently an issue causing the Cruel Flurry enchant to ne negated if used with Poison Injection (possiby because the execute damage is recalculated on every single tick, resetting the buff), making those currently much less powerful than what they are supposed to be. This bug occurs both in execute and non-execute range.
Master daggers: The bonus damage to Rending slashes is calculated based on which bar you cast the ability, which means you can safely swap to another bar.
Asylum daggers: Asylum daggers require you to already have the required DoTs (Lacerate, Rending slashes and Deadly cloak) running to actually increase their duration, as such you want to cast Steel Tornado after applying your DoTs. Note that you may only increase the duration of an existing DoT once (no infinite Lacerate I'm afraid).
Poison Injection execute scaling
Since there were a few reports of poison injection dealing different damage from the live server values, as well as things being messy with the execute portion of this ability, I conducted a test on a dummy to see whether the execute damage was indeed broken or not. Be careful of all the possible variables if you try to replicate this test. Some values might have some deviation, since we don't necessarily get an exact % each time as the target dummy gets damaged, but more something like 45.2% or 44.9% or else. In both cases, this gives a good enough idea of how well the scaling is done.
As a reminder, Poison Injection gets up to 260% extra damage (or 3.6x damage multiplier) on a target with basically 1 HP remaining, which, considering the damage multiplier at 1% HP (3.54x), it is safe to say that the execute portion of Poison Injection isn't the culprit in this case.
DPS tests section
DW: Hundings
- Main hand: Infused - Poison
- Offhand: Precise - Weapon Damage
Bow: Maelstrom - Nirnhoned - Poison
This is one of the previous patch's optimized setup (assuming full penetration) as a basis for comparison (with an added poison enchant on bow bar). This is most likely not the best setup possible as of CWC, even more so on a target dummy, but sticking to it wouldn't result in too big a DPS loss compared to last patch. The most significant change here is that the VMA bow doesn't benefit from Infused on the front bar, so we are missing a large chunk of our damage. Again, as a reminder: the goal is not to get the highest DPS possible for every single setup, as some of the parameters are fixed, preventing us from ever reaching full penetration on any parse.
Bars and rotation:
DW: Noxious breath / Rending Slashes / Deadly cloak / Venomous Claw / Rearming Trap // Flawless Dawnbreaker
Bow: Molten armaments / <flex> / Razor caltrops / Poison Injection / Endless Hail // Standard of Might
(start on bow bar)
(prebuff: Molten armaments, Deadly cloak)
LA > Hail > LA > Poison Injection > LA > Razor Caltrops (swap)
HA > Rearming trap > HA Venomous Claw > HA > Rending Slashes > HA > Noxious breath (swap)
NB: There are a few variations possible on the front bar, based on situation and player preference, like alternating between Deadly cloak and Flames of Oblivion (whichever is not up) instead of having Noxious breath. In this specific case, I prefer to keep the rotation straightforward for this first example, and will cover further every build if need be
Parses:
Results (average)
DPS: 34,335
Major Fracture uptime: 80%
Minor Berzerk uptime: 0%
Stamina regen: 1306/s
Stamina drain: 979/s
DW: Asylum
- Main hand: Infused - Poison
- Offhand: Precise - Weapon Damage
Bow: Maelstrom - Nirnhoned - Poison
The Asylum weapons are the new unique weapons coming with Clockwork City. We are using here the same weapon traits and enchants as before, so we are essentially trading a full monster set for the Asylum daggers effect, which adds 10s to the duration of your ACTIVE Rending slashes, Deadly Cloak and Lacerate abilities, so you have to cast Steel Tornado AFTER casting the empowerable DoTs.
The first idea that comes to mind when seeing the effect is that you want to empower as many DoTs as possible, which would indeed technically be the most optimized rotation. However, in practice, you will refresh 2 DoTs on your front bar and then... You will be stuck with either refreshing the already empowered DoTs, or spamming Steel Tornado against a single target, both of which are extremely bad in terms of damage. To counteract this issue, I moved a DoT from the front bar to the backbar, and added a stronger single target spammable on the front bar (flexible) so that you always have something to do when your DoTs are already up.
Since it still comes with the huge drawback of having 4 DoTs on the backbar and all 5 abilities for single target damage on the front bar, you end up having to replace Molten armaments if you ever want to use a flexible ability, such as Purge, Vigor or else. As I really dislike dropping Vigor in the more recent trials, I simply decided to not bother empowering Deadly Cloak and Rending Slashes if I wasn't empowering Lacerate as well, saving me a bar slot and a lot of trouble when it comes to the rotation. This does mean that the only use of Asylum daggers then becomes to empower your ultimate and nothing else, which has significant drawbacks.
Following the idea of the previous setup, you suddenly have to face all the issues that come with Lacerate and its morphs (Rend & Thrive on Chaos). Thrive on Chaos is an extremely niche ability that will underperform in a lot of boss fights if you cannot guarantee a hit on multiple targets, in big part due to the ability being a straight line with a pretty mediocre range. When it comes to trash fights, the same issue occurs, but also, if you were to use it, the Asylum daggers wouldn't really do anything, because adds don't stay alive for 18 seconds when using an ultimate, ideally they die much faster than this, in which case using non-Asylum daggers would do a better a job it - or just another ultimate entirely (Standard of Might, Dawnbreaker for straight burst...). This leaves Rend, which then becomes a 28 seconds DoT. While it doesn't require to hit multiple targets, you definitely do not want to use it to kill adds, as just about any AoE ultimate will do a better job at it.
To keep going on the issue that comes with an empowered Rend: you kinda face the same issue you usually have with Standard, except even worse. Standard of Might is a strong ultimate of you can guarantee to keep damage reliably your enemy for its full duration, since you benefit from an extra 15% damage as long as you stand in it, which means that mechanics requiring you to move (like a color change on the Twins in Maw or the Storm Atronach in AA) make its optimal use harder. 17s can be troublesome to land in some fights, so a 28s DoT is far worse in this regard. It is only good if you are certain to both be buffed and have your opponent debuffed (Concussion + offbalance) for the next 28s after you cast Rend. Boss immunities and mechanics can be a lot of trouble in this regard, when some ultimates, slightly worse in static fights, become very efficient when you need to be on the move constantly (Conduit duty on HoF 2nd boss, steam dodging and whatnot) such as Ballista or Shooting Star - due to their high burst and shorter duration.
So, with Lacerate being an unoptimized tool for AoE, here comes the last issue: if you want the best setup possible through a trial or dungeon, you will need to constantly swap both weapons and abilities, and while it might be fine on PC with some addons, this simply makes Asylum daggers an absolute no-go for anyone not using one such addon - on top of not (currently) providing a significant enough damage increase for all the constraints that come with it.
As a final word: Asylum daggers are simply not worth it in any scenario as of PTS Cycle 1.
Bars and rotation:
Rotation 1 (headache warning)
DW: Deadly Cloak / Rending Slashes / Steel Tornado / <flex spammable> / Venomous Claw // Rend
Bow: Molten armaments / Rearming Trap / Razor caltrops / Poison Injection / Endless Hail // Flawless Dawnbreaker
<flex spammable> = Rapid strikes, Shrouded Daggers, Silver Shards... Depending on your needs in terms of cleave damage.
(start on bow bar)
(prebuff: Molten armaments)
[Pattern A]
LA > Hail > LA > Poison Injection > LA > Razor Caltrops > LA > Rearming Trap (swap)
[Pattern B = Rend Ultimate is NOT up AND Rending Slashes / Deadly Cloak do NOT have a buffed duration]
HA > Venomous Claw > HA > Rending Slashes > HA > Deadly Cloak > HA > Steel Tornado (swap)
[Pattern C = Rend Ultimate is NOT up AND Rending Slashes / Deadly Cloak have a buffed duration]
HA > Venomous Claw > [HA > flex spammable]*3 (swap)
[Pattern D = Rend Ultimate is up AND Rending Slashes / Deadly Cloak do NOT have a buffed duration]
HA > Rend > HA > Venomous Claw > HA > Rending Slashes > LA > Deadly Cloak > LA > Steel Tornado (swap)
[Pattern E = Rend Ultimate is up AND Rending Slashes / Deadly Cloak have a buffed duration]
HA > Rend > HA > Venomous Claw > HA > Steel Tornado > HA > flex spammable (swap)
When you don't have Rend up, pattern looks like A B A C A B A C... Once Rend is ready, replace B by D or C by E, based on whichever you are executing at the time.
NB: This is the "obvious" rotation, where you empower as many DoTs as possible with your daggers. Also, it is an absolute pain to get it done properly in a trial that has any mechanics requiring you to move around. It also takes up a slot on your backbar, multiple reasons for me to depreciate it. It performs just as well as a more standard rotation, so the DPS isn't quite its strength either,
but it is important to at least give it a shot once to know how good it is - turns out, not good at all.
Rotation 2
DW: Noxious breath / Rending Slashes / Steel Tornado / Venomous Claw / Rearming Trap // Rend
Bow: Molten armaments / <flex> / Razor caltrops / Poison Injection / Endless Hail // Flawless Dawnbreaker
(start on bow bar)
(prebuff: Molten armaments)
[Pattern A]
LA > Hail > LA > Poison Injection > LA > Razor Caltrops (swap)
[Pattern B = Rend Ultimate is NOT up]
HA > Rearming trap > HA Venomous Claw > HA > Rending Slashes > HA > Noxious breath (swap)
[Pattern C = Rend Ultimate is up]
HA > Rearming trap > HA Venomous Claw > LA > Rend > LA > Rending Slashes > LA > Steel Tornado > LA > Noxious Breath (swap)
Alternate patterns A and B, replace pattern B by C whenever Rend is ready to use.
NB: This is the final rotation I decided on when using those Asylum weapons, as it comes with a lot more flexibility and the rotation itself is A LOT easier to pull off without mistakes in an actual trial scenario. It also pulls a tiny bit higher DPS than a standard rotation, what's not to like... Well, mostly the fact that you will effectively need to swap both weapons and abilities like a madman during a trial, as for the DPS gain itself, we are talking about less than a 1% increase, so DPS deviation could be the only reason Asylum daggers look better. In regard to the other drawbacks, it's still not worth it to use those.
Parses (Rotation 2 used):
Results (average)
DPS: 34,453
Major Fracture uptime: 80%
Minor Berzerk uptime: 0%
Stamina regen: 1267/s
Stamina drain: 1277/s
>>> Many more tests to come
TL;DR
Biggest changes to take into account as of PTS Cycle 1:
- The Maelstrom Bow now requires your first Endless Hail tick to damage your enemy before you weapon swap
- The Maelstrom Bow (or any unique weapon set) no longer gets buffed by Infused, which should decrease all stamina DDs' DPS a bit.
- /!\ Maelstrom daggers do not work properly with Poison Injection (buff negated on next tick), rendering them much weaker. Wait until a fix before doing your own tests with those.
- No significant changes to weapon enchants' mechanics
- Tests in progress, do not expect to know which setup performs best for the first week
- Reminder: balance between setups is subject to change