So one thing I am curious about is you keep throwing around the words wrong, right, flawed, and bad, but offer no reasoning behind why.
So what is the correct method in your opinion to measure dps and why?
I would like to see a parse on a 6 million dummy. The target dummy with all the debuffs is not an accurate assessment of what werewolves are being used for.
It´s by far the best target dummy to use when comparing different classes. Since all buffs/debuffs are up 100% of the time, there´s a standardization with the testing, (which you won´t find anywhere else), which is a necessity when comparing different classes/setups.
Actually, having all buff/debuffs active 100% of the time heavily skews the results. It hides the weaknesses of builds that don't have access to those buffs (like werewolf), making them seem more equivalent to builds that can provide those buffs on their own.
Look at these two results again:
77,012 DPS with 100% uptime on all buffs. That's pretty impressive.
Now without the extra buffs:
46,562 DPS. That's roughly a 40% drop, meaning those buffs provided nearly half of the DPS in the first parse.
So congratulations, you cheesed a parse to make werewolf look better than it is.
Raid dps vs solo dps is very different things.
The first with 77k requires not only an optimized toon but also an organized raid, this healers, tanks, buffs from different classes all in the optimized build gear themselves coordinating ults for maximum uptime.
The second is self buffed and debuffed, and after the patch you will see that 46k on a 6mil is very respectable.
Think the consensus is more that with the mass Nerfs ww, who dont rely on maintaining heavy dots but La/Spammables. And the 100% buff ql improvements to blood moon is an indirect buff. From a pve perspective at least.
Yes the iron dummies ignores many of the buff deficiencies of a build but how is that better than the overrepresentation you get on a 6 mil from inherrent class buffs. It may be cheesy but it is also the most scientific method of comparing builds - controls all variables.
Marcus_Cassius wrote: »So 77k at the very best in WW form , a regular raid build with comparable high end gear pull 100K+(can find such parses all over the place) and has still access to range . Keep in mind you wont even be in that form 100% of the time. In Humanoid form molag kena setup with cp focus on light attacks isn't so good.
You lose 20% dps compare to any other raider , you cant range, and you dont even keep the form 100% of the time, how can anyone think they are fine ?
Werewolf was Nerfed, but compared to everyone else in the game werewolves came out "less nerfed". The High end game dps was shattered as a higher percentage of their damage came from dots. So competitively PvE wolves are in the running again.
lol, so show me a high end pve stam build tha was nerfed as bad as ww. I went from 70k dps down to 49kdps, same setup, same rotation on ww. Don't believe it watch this. Show me a class that lost 30% damage in scalebreaker in high end pve.
You tell me how werewolves came out ok. Now they are getting nerfed again.
Literally every single stam build was nerfed harder than Werewolf was. HIgh end was brought down from 100k+ down to high 70ks-80k because dot stacking is dead and that was were their strength came from. Werewolf is still more than capable of pulling those numbers due to their high damage spamable. Meaning they are right up there in dps with the human counterparts.
so your math doesn't work out. If you went from 100k damage to 80k damage that is only a 20% nerf, how is that nerfed harder than a 30% werewolf nerf?
Where is the 30% nerf coming from? your personal dps parse that you showcased where you didn't use the main damage ability during the parse? I just provided evidence that it is possible for werewolf to get to 77k dps on the pts server with all the changes. On live you can get to 85k with the werewolf still. You chose to leave out the highest damage ability in the werewolf kit after light attacks were nerfed, and wonder why after the nature of werewolf dps was changed that your dps was gutted.
Weave howls with your light attacks do more damage.
So one thing I am curious about is you keep throwing around the words wrong, right, flawed, and bad, but offer no reasoning behind why.
So what is the correct method in your opinion to measure dps and why?
I can't make you read, dude.I would like to see a parse on a 6 million dummy. The target dummy with all the debuffs is not an accurate assessment of what werewolves are being used for.
It´s by far the best target dummy to use when comparing different classes. Since all buffs/debuffs are up 100% of the time, there´s a standardization with the testing, (which you won´t find anywhere else), which is a necessity when comparing different classes/setups.
Actually, having all buff/debuffs active 100% of the time heavily skews the results. It hides the weaknesses of builds that don't have access to those buffs (like werewolf), making them seem more equivalent to builds that can provide those buffs on their own.
Look at these two results again:
77,012 DPS with 100% uptime on all buffs. That's pretty impressive.
Now without the extra buffs:
46,562 DPS. That's roughly a 40% drop, meaning those buffs provided nearly half of the DPS in the first parse.
So congratulations, you cheesed a parse to make werewolf look better than it is.
Raid dps vs solo dps is very different things.
The first with 77k requires not only an optimized toon but also an organized raid, this healers, tanks, buffs from different classes all in the optimized build gear themselves coordinating ults for maximum uptime.
The second is self buffed and debuffed, and after the patch you will see that 46k on a 6mil is very respectable.
That's you quoting the post where I explained why using the atronach produces skewed results. There's a few more examples if you look upthread. You've quoted most of them.Think the consensus is more that with the mass Nerfs ww, who dont rely on maintaining heavy dots but La/Spammables. And the 100% buff ql improvements to blood moon is an indirect buff. From a pve perspective at least.
Yes the iron dummies ignores many of the buff deficiencies of a build but how is that better than the overrepresentation you get on a 6 mil from inherrent class buffs. It may be cheesy but it is also the most scientific method of comparing builds - controls all variables.
Care to expand on the bolded part?
If we're comparing builds/classes, wouldn't inheirant class buffs be part of what we're comparing? If a build has more buffs/debuffs available to it, that's an advantage over a class that doesn't.
Marcus_Cassius wrote: »So 77k at the very best in WW form , a regular raid build with comparable high end gear pull 100K+(can find such parses all over the place) and has still access to range . Keep in mind you wont even be in that form 100% of the time. In Humanoid form molag kena setup with cp focus on light attacks isn't so good.
You lose 20% dps compare to any other raider , you cant range, and you dont even keep the form 100% of the time, how can anyone think they are fine ?
To the guys on PTS and posting parses - thank you.
Has anyone had a chance to test duels in test server? I primarily PVP so I am curious to how the new claw of life is operating with the heal. Is it helping tip the scale back some with the nerf to our main heal or is it even noticeable? Can we take down a heavy armor target again or are we still flinging our arms like wet noodles there?
My sincere apologies if this has already been discussed. I have browsed through the majority of the comments and hope I haven't missed it.
Werewolf was Nerfed, but compared to everyone else in the game werewolves came out "less nerfed". The High end game dps was shattered as a higher percentage of their damage came from dots. So competitively PvE wolves are in the running again.
lol, so show me a high end pve stam build tha was nerfed as bad as ww. I went from 70k dps down to 49kdps, same setup, same rotation on ww. Don't believe it watch this. Show me a class that lost 30% damage in scalebreaker in high end pve.
You tell me how werewolves came out ok. Now they are getting nerfed again.
Literally every single stam build was nerfed harder than Werewolf was. HIgh end was brought down from 100k+ down to high 70ks-80k because dot stacking is dead and that was were their strength came from. Werewolf is still more than capable of pulling those numbers due to their high damage spamable. Meaning they are right up there in dps with the human counterparts.
so your math doesn't work out. If you went from 100k damage to 80k damage that is only a 20% nerf, how is that nerfed harder than a 30% werewolf nerf?
Where is the 30% nerf coming from? your personal dps parse that you showcased where you didn't use the main damage ability during the parse? I just provided evidence that it is possible for werewolf to get to 77k dps on the pts server with all the changes. On live you can get to 85k with the werewolf still. You chose to leave out the highest damage ability in the werewolf kit after light attacks were nerfed, and wonder why after the nature of werewolf dps was changed that your dps was gutted.
Weave howls with your light attacks do more damage.
That parse was an intentionally minimized standard rotation to reduce aborant variation on attacks. Howl had it's damage reduced by 14% in scalebreaker, so would still be significantly lower post scalebreaker. So adding in Howl makes no significant change in comparing overall dps change between pre/post scalebreaker. If I added 10k dps with howl prescalebreaker parse, i would have only added 8.6k dps with howl in postscalebreaker parse. I'm not sure howl really adds 10k dps
I understand that adding howl into a rotation increases overall damage, I use howl in my rotation when runnin ww. The parse posted was to just show the severity of the damage change to ww with scalebreaker.
Now we will see how bad other stam classes get nerfed after the next update with over severe dot damage reduction. It may be bad.
There are some advantages for non-min/max to ww. For console Aus considering the connection the simplicity of ww means I can actually enjoy the content and pull comparable dps. More than my other stam toons.Marcus_Cassius wrote: »a regular raid build with comparable high end gear pull 100K+(can find such parses all over the place) and has still access to range
Not saying theyre fine - They need work. Few instances personally losing form so maybe you should practise how to maintain it. They lose range but they have a shorter set-up and can redeploy quickly with leap. And I also find kena a problem but other monster helms can be run with minimal loss in dps. Keen to test maarselokMarcus_Cassius wrote: ». Humanoid form molag kena setup with cp focus on light attacks isn't so good...... you cant range, and you dont even keep the form 100% of the time, how can anyone think they are fine ?
Marcus_Cassius wrote: »So 77k at the very best in WW form , a regular raid build with comparable high end gear pull 100K+(can find such parses all over the place) and has still access to range . Keep in mind you wont even be in that form 100% of the time. In Humanoid form molag kena setup with cp focus on light attacks isn't so good.
You lose 20% dps compare to any other raider , you cant range, and you dont even keep the form 100% of the time, how can anyone think they are fine ?
77k is the best I could do as a solo wolf on the raid dummy on the PTS after an hour of testing. No one is pulling 100k on pts, the players that were pulling 100k now are pulling 65k-81k on pts (from the various players I have talked with, and parse results posted) . With one other wolf utilizing feeding frenzy I was able to get to 81k. The top solo wolf I've seen is 77k and the top human I've seen was 81k. That's under 5% lower dps.
So if we compare the 85k that my wolf can pull on live vs the 110k+ (there are higher) that human form can pull. The wolf comes out over at least 25% less powerful.
I don't want to discount the fact that you are correct about some other issues that plague the wolf such as holding form, or melee only combat, or restrictive gear. But as far as it goes with comparable pve dps, Werewolf is looking a lot better to me.
And as I've already stated, bad testing methods are bad testing methods, no matter how popular they are. Though it does explain a few things about the state of this game that a class rep is here defending such a fundamentally flawed approach.
Was there something you didn't understand about why the atronach tests are unreliable, especially when comparing werewolf to other builds? Or is it just too much bother to do it right? I would have thought a class rep of all people want to get an accurate picture of how different builds compare to each other.
To the guys on PTS and posting parses - thank you.
Has anyone had a chance to test duels in test server? I primarily PVP so I am curious to how the new claw of life is operating with the heal. Is it helping tip the scale back some with the nerf to our main heal or is it even noticeable? Can we take down a heavy armor target again or are we still flinging our arms like wet noodles there?
My sincere apologies if this has already been discussed. I have browsed through the majority of the comments and hope I haven't missed it.
I have not had time to test out werewolf in a pvp setting yet. But I will be sure to share my findings next week when I get a chance to test some new and old staple set ups.
Does anyone have a particular set up they are interested in me testing out?
Care to expand on the bolded part?
To the guys on PTS and posting parses - thank you.
Has anyone had a chance to test duels in test server? I primarily PVP so I am curious to how the new claw of life is operating with the heal. Is it helping tip the scale back some with the nerf to our main heal or is it even noticeable? Can we take down a heavy armor target again or are we still flinging our arms like wet noodles there?
My sincere apologies if this has already been discussed. I have browsed through the majority of the comments and hope I haven't missed it.
I have not had time to test out werewolf in a pvp setting yet. But I will be sure to share my findings next week when I get a chance to test some new and old staple set ups.
Does anyone have a particular set up they are interested in me testing out?
Isnt this discussing the changes on pts? Silver linings in that ww are nerfed but nerfed less.There are some advantages for non-min/max to ww. For console Aus considering the connection the simplicity of ww means I can actually enjoy the content and pull comparable dps. More than my other stam toons.Marcus_Cassius wrote: »a regular raid build with comparable high end gear pull 100K+(can find such parses all over the place) and has still access to rangeNot saying theyre fine - They need work. Few instances personally losing form so maybe you should practise how to maintain it. They lose range but they have a shorter set-up and can redeploy quickly with leap. And I also find kena a problem but other monster helms can be run with minimal loss in dps. Keen to test maarselokMarcus_Cassius wrote: ». Humanoid form molag kena setup with cp focus on light attacks isn't so good...... you cant range, and you dont even keep the form 100% of the time, how can anyone think they are fine ?
Marcus_Cassius wrote: »Oh i hear you the fact to not have to weave is great. One game mechanism that is extremely unfair to some players.I will test with maarselok too . Maybe there's better setups.Is WW with cp focus on dots comparable dps on pts ?
Care to expand on the bolded part?
In content with limited players, sure. But say a class inherantly has major fracture as part of its kit. On a 6 mil dummy theyll do 10%-ish more when in reality both specs will have access to that from tanks. Same for buffs like berserk - contributed by the healer. Pretty much what a bunch of others have been saying. The iron dummy provides the most accurate relative comparison of each specs. dps under optimal raid conditions. It doesnt account for the value those classes bring, even if that value is redundant, in trial pve content because of support specs. Cause if your pulling the same dps on a 6 mill dummy with access to a redundant debuffs relative to another you're 'cheesing' your dps.
And besides, most of these tests are ignoring the contribution of the unique benefit of feeding frenzy that a wolf brings. At 1-3 % dps buff per player a single wolf is providing optimally 800-2.4k * 7 more effective dps than his dummy parse not taking into account the small sustain and ulti gen they bring. So instead of dismissing the iron atro comparisons as 'cheese' maybe just accept what an iron parse actually tells you with both its strengths and limitations. It is a relative comparison, nothing more - haha, maybe it'd be better to have a dummy which strips you of all redundant buffs so you are comparing your own dps without stealing from all the support buffs that others are giving you. The extra dps you gain from alkosh pen for example is in effect the dps of the tank after all. Youre just doing it for them.
We're also aware of some Werewolf abilities feeling "bare" in nature (such as Pounce) and are currently investigating some additional variation to help spice up their combat approach.
We're also aware of some Werewolf abilities feeling "bare" in nature (such as Pounce) and are currently investigating some additional variation to help spice up their combat approach.
@ZOS_BrianWheeler where you at on this?
Amdar_Godkiller wrote: »@Qbiken
What's your CP set up looking like now?
I was thinking something like this:
71 PWE (32% increase 56% of the time)
Physical Weapons Expert looks to be stronger than Master at Arms only because of Relequen damage not being impacted by MaA
66 Master at Arms (22% increase 73% of the time)
Since direct damage is now 73%.
56 Mighty (12% increase most of the time)
Pretty much always the third best option for WWs as we tend to lean heavily towards either thauma or MaA and benefit greatly from PWE. I think this could go as low as 49 cp, but it definitely shouldn't be any higher than 56.
41 Piercing (~6.9% increase to all non magic, non oblivion damage all the time, and multiplicative with other CP stars)
With full raid buffs up, though, this might not be the most efficient CP investment. In this case, taking out some and putting 3-14 in precise strikes, 6 in PWE (I think that gets to the next jump point but it might be 7), and 6 in Master at Arms would be best.
34 Precise Strikes (<= 9.3% increase 88% [relequen] of the time when you crit [60% of the time?], but is multiplicative with other bonuses) -
This number will decrease depending on how high your crit damage modifier is. Since it's so high in Raid situations, it might be less valuable than piercing so long as you are under-penetrating, however in solo play this will be close to 9.3% more damage when you crit, and in PVP it will almost always be at around 14% more damage due to lower base crit modifier on high crit resist targets.
2 Thauma (1% more damage 27% of the time)
It costs us 9 cp to even gain 1% more dps from this CP star, so not really practical beyond the first jump point.
" ...goal of the Werewolf experience - a fast paced threat that is a terrifying foe on the battlefield. Activating Werewolf abilities should feel distinct in nature from other abilities in terms of their consequences; they should feel more powerful, but more costly."
Previously, a big portion of Werewolf's burst damage came from the fact that their bleed applied from their Light Attacks dealt damage immediately, and could be spammed in quick succession. This made up for the fact that immediately Light Attacking would refresh the bleed. Now with the delay, we wanted to ensure you couldn't miss the damage, so we’re making sure these bleeds couldn't refresh if they were already active. [Bold] In addition to this, we've noticed a large disparity of the performance between the Pack Leader and Berserker morph, and are currently in the midst of investigating a healthier balance between the two, other than merely adding more damage to one. [/Bold]
We're also aware of some Werewolf abilities feeling "bare" in nature (such as Pounce) and are currently investigating some additional variation to help spice up their combat approach.
@Chrlynsch
Great write up! Particularly on the Pack Leader morph. Will be bookmarking this post and will use it as reference.