What I'm saying is that since the removal of Unique Penetration Debuffs, the border between thos weapons has been reduced significantly, since you can not obtain that amount of penetration as easily.
Lightspeedflashb14_ESO wrote: »@Masel92 good stuff. thank you. I was thinking more for two handers them dual weild, I understand calculating for the bleed would be hard but at what point would a maul be better the 5% damage increase from the greatsword, in pve. I have tested on a dummy with a stamplar, just spamming jabs but combat metrics seems to think that I have 5510 pen when I should not have any. I would imagine that the break even point between greatsword and mauls would lower amount of people then daggers though.
And on this-What I'm saying is that since the removal of Unique Penetration Debuffs, the border between thos weapons has been reduced significantly, since you can not obtain that amount of penetration as easily.
I mentioned something to this effect in this thread- https://forums.elderscrollsonline.com/en/discussion/comment/5007693/#Comment_5007693 and people slammed me down.
Added a paragraph about weighted average damage values in section three.
worsttankever wrote: »Thank you for the exhaustive guide! I’m wondering if this might be a good place to document (for forum goers) how bad swapping, AOEs, DOTs etc interact.
From an older forum post I copy/pasted to my notes. Not sure if this is accurate:
How does bar scaling function?
Ground based AOEs: always update stats to the current bar on each new tick
Sticky DOTs: take a snapshot of the resource/damage stats on your impact bar, with the only exception being poison inject (which specifically had its code changed to address the execute scaling bugs after M'wind).
Onefrkncrzypope wrote: »Im having an issue with the average damage calculation. You include execute scaling and blood thirsty damage. using the formula would get you your average execute damage. To be more precise about actual average damage you would need to include multiple piecewise functions. A rough equation would be average damage(without execute and bloodthirsty)*time skill used above execute + average damage(with nonfunction based execute damage = bloodthirsty)*time skill used below execute + function based scaling(up to percentages skills like executioner, jesus beam...) *time below execute+ weird based function(jesus beam max mag bonus)*time skill used all of this divided by total time skill use
I understand that this is for a single skill but what I listed above lists more attributes that are need for a total consideration of a skill's dps. Now for a single usage just change time skill is used above or below to just Boolean true false statements(1 or 0) and set total time to 1.
just stumbled on this guide and learned a few things about the cp. let me understand this correctly that if it is a number like for example 12.8 it always gets rounded down to 12?
just stumbled on this guide and learned a few things about the cp. let me understand this correctly that if it is a number like for example 12.8 it always gets rounded down to 12?
Exactly. In many cases, investing into something that gives you 12.7% will most liekly be rounded down to 12%. It is done to simplify the math and improve performance due to lower processing requirements.
Amdar_Godkiller wrote: »A couple questions and comments related to status effects, enchantments, and proc sets.
1. Ice damage issues-
So on my WW, if I'm using a DW setup with an infused offhand weapon damage enchantment and a nirnhoned mainhand weapon with a frost enchantment, how many light attacks on average until I proc the deep freeze status effect? Will this sometimes also immobilize them or is that effect only connected to ice staves using blockade? I've never PVE'd as a mag build, but I've recently got into PVPing with Mag NB and Mag Warden when I'm not on my Redguard WereWarden or Orcplar, and I just don't quite have all the ins and out figured out as well as I typically do with stam builds particularly as it relates to elemental damage and charged traits and their primary and secondary status effects.
2. Maim vs bulk stat reduction-
Is minor maim stronger than either the infused or non-infused glyph of weakening for PVP? I'm thinking the glyph of weakening would be much stronger against stam builds than mag builds due to WD scaling better in general than SD. .I've been running Prismatic onslaught or the Oblivion enchant on my mainhand, after trying and not really liking the results with a poison enchantment, but honestly, I can melt faces in wolf form, and I feel like the prismatic glyph hits for much less than it should against vamps, probably because of penetration/resistance and the execute mitigation they get passively. The oblivion glyph is okay, but it's really just a place holder I feel til I find something more ideal. . .
3. Best proccing tools-
Another thing I wonder about with all the new heavy sets that are being converted into stam dps sets, has anyone tested which skills tend to have the highest proc chances for them? Ravager and Veiled are of particular interest.
For Example, I've personally found that Sloads + the fetcherfly skill that spreads to new hosts + skoria have a mildly hilarious interaction together. I have two dummies and activated it on the Clockwork Precursor, and the damage from the procs that the one magicka attack caused to both the targeted dummy and the trial dummy next to it was 58000 combined. This was on my semi hybrid stam warden werewolf mind you. (Pelinals, sloads, skoria setup instead of my usual Pelinals, prisoners rags, molag kena build).
4. Cost to kill ratio
I'd suggest another metric to guage damage in pvp besides DPS would be CTK or Cost To Kill. How much resource expenditure goes into your damage output essentially. For the fetcherfly attack I was getting 19 damage for every 1 magicka spent, for example. The benefit of sloads is therefore not primarily dps, but rather all the defensive and offensive and sustain related maneuvers that it's proc damage enables a competent user to perform.
I then entered Shor, and immediately stopped a zerg with that sloads setup at fort warden with just 4 other players arriving to help midway through my defense of the inner keep, and I was able to rack up 20+ kills in less than my first 2 minutes of equipping sloads, mostly utilitizing fetcherflies, acid spray, and the occasional Lethal Arrow and Poison injection. Once they finally got to me on the stairs. I kited them while dodge roll animation cancelling gripping shards into their front line, immobilizing them all, then went wolf and killed another 10-15.
Now I don't use sloads anymore, but I think it could be tweaked to be an interesting and non-toxic set to combat zerglings with a few minor changes to how it interacts with other proc sets and other abilities with cancerous compatibility. (Maybe change it to only proc on generic physical and magical damage, and making it so that if it procs a second time on one target, it instead jumps to a different target who has not been affected by sloads in the last 12 seconds..
just stumbled on this guide and learned a few things about the cp. let me understand this correctly that if it is a number like for example 12.8 it always gets rounded down to 12?
Exactly. In many cases, investing into something that gives you 12.7% will most liekly be rounded down to 12%. It is done to simplify the math and improve performance due to lower processing requirements.
thank you. so unless you are just above the number you have wasted cp.
also it appears the lover mundus performs better than the others in pve. is that mostly for high end content or any?
right now I am working on my mag sorc dps and am trying to get better especially on single targets.
As far as I know, secondary status effects were removed in Dragon Bones patch. In order to proc these, you would have to deal damage against target that is weak to a specific type of damage. In this case, Deep Freeze, requires the enemy to be weak against Frost damage, meaning they have to have 0 resistance against Frost.
With the removal of Weaknesses and Immunity against certain types of damage, secondary effects should be removed too.
Feel free to correct me ^^
As far as I know, secondary status effects were removed in Dragon Bones patch. In order to proc these, you would have to deal damage against target that is weak to a specific type of damage. In this case, Deep Freeze, requires the enemy to be weak against Frost damage, meaning they have to have 0 resistance against Frost.
With the removal of Weaknesses and Immunity against certain types of damage, secondary effects should be removed too.
Feel free to correct me ^^
Yeah that's true. I haven't seen any vulnerability effects since then.
I just thought I would bump this thread. Curious how much any of this changed due to Murkmire?
You're a remarkably poor troll.Divide by 2 in PVP? If ZOS multiplied by 0.5 instead, they will fix performance in PVP.
You're welcome.