Honestly, the only thing I can say to this is: LMFAO.SidewalkChalk5 wrote: »If my stamina DK can be affected by multiple vipers ticking for ~800 each, i don't see why a sorc should not be affected by multiple sloads ticking for ~800 each.
Having a shield does not make one special.
The difference is that Sload's is irresistible. There's nothing whatsoever you can do about it but die if too much gets stacked onto you. Resistible damage is categorically different from a design perspective. One can choose to invest in resistance strategies to mitigate it. It takes MUCH more of that kind of damage for death to become inevitable. Making those mitigation investments (shields or armor or defensive buffs or CP or whatever) comes at a cost, making it balanced and acceptable that such damage can stack. You can either acknowledge the objective difference or you can play denial games. The facts won't change: these two things are different and nobody benefits from pretending that they are the same when they obviously aren't.
So distilled down, your argument is that sload's damage can not be lessened by investing into resistance.
To this, i reply: Sload hits for roughly the same as viper *after* resistances have been taken into account for viper.
In other words, the "resistance" to sload is already built-in into the base damage of the ability.
If viper/sheer venom are hitting for the same on you, lets say about 800, that means you literally have 0 resistance and damage reduction. 6400 damage over 4 seconds --> 6400/4 = 1600, divided by 2 (battlespirit) = 800. After that, stuff like maim, protection and resistances come into mind. On any normal and competent target using buffs and debuffs and has good resistance, viper dot will hit for like 350-400 max. Sloads hits at least 2 times as hard. You are just so wrong, my eyes are bleeding.
Sloads uptime in pvp is a lot higher than 50% with dots and weaving, so it will end up doing more damage than viper, even over a prolonged period of time. If your sload uptime is lower than 50% you are doing it wrong.Honestly, the only thing I can say to this is: LMFAO.SidewalkChalk5 wrote: »If my stamina DK can be affected by multiple vipers ticking for ~800 each, i don't see why a sorc should not be affected by multiple sloads ticking for ~800 each.
Having a shield does not make one special.
The difference is that Sload's is irresistible. There's nothing whatsoever you can do about it but die if too much gets stacked onto you. Resistible damage is categorically different from a design perspective. One can choose to invest in resistance strategies to mitigate it. It takes MUCH more of that kind of damage for death to become inevitable. Making those mitigation investments (shields or armor or defensive buffs or CP or whatever) comes at a cost, making it balanced and acceptable that such damage can stack. You can either acknowledge the objective difference or you can play denial games. The facts won't change: these two things are different and nobody benefits from pretending that they are the same when they obviously aren't.
So distilled down, your argument is that sload's damage can not be lessened by investing into resistance.
To this, i reply: Sload hits for roughly the same as viper *after* resistances have been taken into account for viper.
In other words, the "resistance" to sload is already built-in into the base damage of the ability.
If viper/sheer venom are hitting for the same on you, lets say about 800, that means you literally have 0 resistance and damage reduction. 6400 damage over 4 seconds --> 6400/4 = 1600, divided by 2 (battlespirit) = 800. After that, stuff like maim, protection and resistances come into mind. On any normal and competent target using buffs and debuffs and has good resistance, viper dot will hit for like 350-400 max. Sloads hits at least 2 times as hard. You are just so wrong, my eyes are bleeding.
My bad. I should have made it more clear i was talking about overall damage output, not necessarily damage per tick.
Viper has a 100% proc rate, sload only 10%, which makes up for the damage difference.
Sloads uptime in pvp is a lot higher than 50% with dots and weaving, so it will end up doing more damage than viper, even over a prolonged period of time. If your sload uptime is lower than 50% you are doing it wrong.Honestly, the only thing I can say to this is: LMFAO.SidewalkChalk5 wrote: »If my stamina DK can be affected by multiple vipers ticking for ~800 each, i don't see why a sorc should not be affected by multiple sloads ticking for ~800 each.
Having a shield does not make one special.
The difference is that Sload's is irresistible. There's nothing whatsoever you can do about it but die if too much gets stacked onto you. Resistible damage is categorically different from a design perspective. One can choose to invest in resistance strategies to mitigate it. It takes MUCH more of that kind of damage for death to become inevitable. Making those mitigation investments (shields or armor or defensive buffs or CP or whatever) comes at a cost, making it balanced and acceptable that such damage can stack. You can either acknowledge the objective difference or you can play denial games. The facts won't change: these two things are different and nobody benefits from pretending that they are the same when they obviously aren't.
So distilled down, your argument is that sload's damage can not be lessened by investing into resistance.
To this, i reply: Sload hits for roughly the same as viper *after* resistances have been taken into account for viper.
In other words, the "resistance" to sload is already built-in into the base damage of the ability.
If viper/sheer venom are hitting for the same on you, lets say about 800, that means you literally have 0 resistance and damage reduction. 6400 damage over 4 seconds --> 6400/4 = 1600, divided by 2 (battlespirit) = 800. After that, stuff like maim, protection and resistances come into mind. On any normal and competent target using buffs and debuffs and has good resistance, viper dot will hit for like 350-400 max. Sloads hits at least 2 times as hard. You are just so wrong, my eyes are bleeding.
My bad. I should have made it more clear i was talking about overall damage output, not necessarily damage per tick.
Viper has a 100% proc rate, sload only 10%, which makes up for the damage difference.
Also, this point is irrelevant in the context of pvp, because pvp is not about dps over a prolonged period of time. It is about applying pressure and timed burst. And the reality is that sloads is providing a LOT more pressure in a short timespan and synergizes a lot better with defile and burst combo's because of that. Viper isn't bad on builds focussed around proccing skoria for example, but sloads is more lethal on its own. By far.
what is relevant is that if my stamina character can have multiple DOTs stacked on him that eat away at his health bar, then so can a sorcerer. Having a shield does not make one a special snowflake.
what is relevant is that if my stamina character can have multiple DOTs stacked on him that eat away at his health bar, then so can a sorcerer. Having a shield does not make one a special snowflake.
What is relevant is that your stamina character has a higher mitigation (and probably major evasion) than a light armor Sorc and several reliable self heals. It’s not Sorcs fault the class toolkit is basically shields or bust.
what is relevant is that if my stamina character can have multiple DOTs stacked on him that eat away at his health bar, then so can a sorcerer. Having a shield does not make one a special snowflake.
What is relevant is that your stamina character has a higher mitigation (and probably major evasion) than a light armor Sorc and several reliable self heals. It’s not Sorcs fault the class toolkit is basically shields or bust.
My stamina character's HP bar gets damaged by everything that hits it tho, not just the stacked DOT.
If you account for the shield not allowing anything to touch the sorc HP bar except sload, your ability to prevent damage to your HP bar is far beyond that of a stam char. Therefore your demand to make sload not stackable on the grounds that "i dont have mitigation" has no merit.
The dot doesn't ignore the basic mechanics of every dot, Oblivion damage is an actual mechanic of this game.
Dots themselves are mechanics of this game...Asking this one specific dot to not follow the rules of every other dot, in that it stacks because you dislike Oblivion damage is silly.
If this was say...Poison damage, and it ignored shields...that would be ignoring the mechanics of every other Poison Ability in this game...however since this mechanic is Oblivion damage, it follows the mechanics of Oblivion damage.
what is relevant is that if my stamina character can have multiple DOTs stacked on him that eat away at his health bar, then so can a sorcerer. Having a shield does not make one a special snowflake.
What is relevant is that your stamina character has a higher mitigation (and probably major evasion) than a light armor Sorc and several reliable self heals. It’s not Sorcs fault the class toolkit is basically shields or bust.
My stamina character's HP bar gets damaged by everything that hits it tho, not just the stacked DOT.
If you account for the shield not allowing anything to touch the sorc HP bar except sload, your ability to prevent damage to your HP bar is far beyond that of a stam char. Therefore your demand to make sload not stackable on the grounds that "i dont have mitigation" has no merit.
That’s why you can dodge, roll and block far more efficient than any mag Sorc.
Even tho, they chose to be a full Tank and supposed to have 0 damage by game design cause Tanks are for tanking not for killing.
Here we go again: Players inventing rules and then getting mad when others don't follow them.
By game design, how much damage a player does depends on what build/equipment he uses, not on what label you decide to stick on him.
Want to do damage? Stack in magicka or stamina and weapon or spell damage.
Here we go again. Player-invented rule #2:
"If a player wants to do damage, he MUST stack magicka or stamina and weapon or spell damage, REGARDLESS of what equipment he uses!" (otherwise i'll get mad)
Even tho, they chose to be a full Tank and supposed to have 0 damage by game design cause Tanks are for tanking not for killing.
Here we go again: Players inventing rules and then getting mad when others don't follow them.
By game design, how much damage a player does depends on what build/equipment he uses, not on what label you decide to stick on him.
Want to do damage? Stack in magicka or stamina and weapon or spell damage.
Here we go again. Player-invented rule #2:
"If a player wants to do damage, he MUST stack magicka or stamina and weapon or spell damage, REGARDLESS of what equipment he uses!" (otherwise i'll get mad)
And yet you get mad because sorcs can build for big shields and high burst. The irony.
Even tho, they chose to be a full Tank and supposed to have 0 damage by game design cause Tanks are for tanking not for killing.
Here we go again: Players inventing rules and then getting mad when others don't follow them.
By game design, how much damage a player does depends on what build/equipment he uses, not on what label you decide to stick on him.
Want to do damage? Stack in magicka or stamina and weapon or spell damage.
Here we go again. Player-invented rule #2:
"If a player wants to do damage, he MUST stack magicka or stamina and weapon or spell damage, REGARDLESS of what equipment he uses!" (otherwise i'll get mad)
And yet you get mad because sorcs can build for big shields and high burst. The irony.
Not really. Not while there are means of dealing with them. Like, oh, sload, and shieldbreaker, you know, all that stuff they are mad about.
Even tho, they chose to be a full Tank and supposed to have 0 damage by game design cause Tanks are for tanking not for killing.
Here we go again: Players inventing rules and then getting mad when others don't follow them.
By game design, how much damage a player does depends on what build/equipment he uses, not on what label you decide to stick on him.
Want to do damage? Stack in magicka or stamina and weapon or spell damage.
Here we go again. Player-invented rule #2:
"If a player wants to do damage, he MUST stack magicka or stamina and weapon or spell damage, REGARDLESS of what equipment he uses!" (otherwise i'll get mad)
And yet you get mad because sorcs can build for big shields and high burst. The irony.
Not really. Not while there are means of dealing with them. Like, oh, sload, and shieldbreaker, you know, all that stuff they are mad about.
Good to know about ur l2p issues I guess.
Even tho, they chose to be a full Tank and supposed to have 0 damage by game design cause Tanks are for tanking not for killing.
Here we go again: Players inventing rules and then getting mad when others don't follow them.
By game design, how much damage a player does depends on what build/equipment he uses, not on what label you decide to stick on him.
Want to do damage? Stack in magicka or stamina and weapon or spell damage.
Here we go again. Player-invented rule #2:
"If a player wants to do damage, he MUST stack magicka or stamina and weapon or spell damage, REGARDLESS of what equipment he uses!" (otherwise i'll get mad)
And yet you get mad because sorcs can build for big shields and high burst. The irony.
Not really. Not while there are means of dealing with them. Like, oh, sload, and shieldbreaker, you know, all that stuff they are mad about.
Good to know about ur l2p issues I guess.
Hiding behind huge shields, with insane damage all stackable to hit at the same moment you hit your opponent with a CC which has no counter, removing whole hitpoint bars in the blink of an eye.
Yet complains about a 850/sec ticking DOT. Because it hurts.
But please, tell me more about *my* L2P issues.
Honestly, the only thing I can say to this is: LMFAO.SidewalkChalk5 wrote: »If my stamina DK can be affected by multiple vipers ticking for ~800 each, i don't see why a sorc should not be affected by multiple sloads ticking for ~800 each.
Having a shield does not make one special.
The difference is that Sload's is irresistible. There's nothing whatsoever you can do about it but die if too much gets stacked onto you. Resistible damage is categorically different from a design perspective. One can choose to invest in resistance strategies to mitigate it. It takes MUCH more of that kind of damage for death to become inevitable. Making those mitigation investments (shields or armor or defensive buffs or CP or whatever) comes at a cost, making it balanced and acceptable that such damage can stack. You can either acknowledge the objective difference or you can play denial games. The facts won't change: these two things are different and nobody benefits from pretending that they are the same when they obviously aren't.
So distilled down, your argument is that sload's damage can not be lessened by investing into resistance.
To this, i reply: Sload hits for roughly the same as viper *after* resistances have been taken into account for viper.
In other words, the "resistance" to sload is already built-in into the base damage of the ability.
If viper/sheer venom are hitting for the same on you, lets say about 800, that means you literally have 0 resistance and damage reduction. 6400 damage over 4 seconds --> 6400/4 = 1600, divided by 2 (battlespirit) = 800. After that, stuff like maim, protection and resistances come into mind. On any normal and competent target using buffs and debuffs and has good resistance, viper dot will hit for like 350-400 max. Sloads hits at least 2 times as hard. You are just so wrong, my eyes are bleeding.
My bad. I should have made it more clear i was talking about overall damage output, not necessarily damage per tick.
Viper has a 100% proc rate, sload only 10%, which makes up for the damage difference.
Honestly, the only thing I can say to this is: LMFAO.SidewalkChalk5 wrote: »If my stamina DK can be affected by multiple vipers ticking for ~800 each, i don't see why a sorc should not be affected by multiple sloads ticking for ~800 each.
Having a shield does not make one special.
The difference is that Sload's is irresistible. There's nothing whatsoever you can do about it but die if too much gets stacked onto you. Resistible damage is categorically different from a design perspective. One can choose to invest in resistance strategies to mitigate it. It takes MUCH more of that kind of damage for death to become inevitable. Making those mitigation investments (shields or armor or defensive buffs or CP or whatever) comes at a cost, making it balanced and acceptable that such damage can stack. You can either acknowledge the objective difference or you can play denial games. The facts won't change: these two things are different and nobody benefits from pretending that they are the same when they obviously aren't.
So distilled down, your argument is that sload's damage can not be lessened by investing into resistance.
To this, i reply: Sload hits for roughly the same as viper *after* resistances have been taken into account for viper.
In other words, the "resistance" to sload is already built-in into the base damage of the ability.
If viper/sheer venom are hitting for the same on you, lets say about 800, that means you literally have 0 resistance and damage reduction. 6400 damage over 4 seconds --> 6400/4 = 1600, divided by 2 (battlespirit) = 800. After that, stuff like maim, protection and resistances come into mind. On any normal and competent target using buffs and debuffs and has good resistance, viper dot will hit for like 350-400 max. Sloads hits at least 2 times as hard. You are just so wrong, my eyes are bleeding.
My bad. I should have made it more clear i was talking about overall damage output, not necessarily damage per tick.
Viper has a 100% proc rate, sload only 10%, which makes up for the damage difference.
Lower proc chance doesn't equal lower uptime. Viper procs only on a few specific melee attacks, which are much easier to avoid than "any dmg". Viper will only have higher uptime than Sloads if you are just standing there like a target dummy.
Never said anything about rune cage not overperforming. I also haven't really played sorc in months. The difference is that I dont expect to have hardcounters and free dmg to anything I struggle against and consider them balanced.Even tho, they chose to be a full Tank and supposed to have 0 damage by game design cause Tanks are for tanking not for killing.
Here we go again: Players inventing rules and then getting mad when others don't follow them.
By game design, how much damage a player does depends on what build/equipment he uses, not on what label you decide to stick on him.
Want to do damage? Stack in magicka or stamina and weapon or spell damage.
Here we go again. Player-invented rule #2:
"If a player wants to do damage, he MUST stack magicka or stamina and weapon or spell damage, REGARDLESS of what equipment he uses!" (otherwise i'll get mad)
And yet you get mad because sorcs can build for big shields and high burst. The irony.
Not really. Not while there are means of dealing with them. Like, oh, sload, and shieldbreaker, you know, all that stuff they are mad about.
Good to know about ur l2p issues I guess.
Hiding behind huge shields, with insane damage all stackable to hit at the same moment you hit your opponent with a CC which has no counter, removing whole hitpoint bars in the blink of an eye.
Yet complains about a 850/sec ticking DOT. Because it hurts.
But please, tell me more about *my* L2P issues.
Ofc viper would have 100% uptime against a target dummy. I just wrote that. But how is that relevant for actual PvP?
Ofc viper would have 100% uptime against a target dummy. I just wrote that. But how is that relevant for actual PvP?
In actual PvP, the target would not have been constantly bombarded by four separate DOT's on top of light attack/spammable spam. Which means even lower uptime for sload than the dummy had.
On the other hand, for viper to only have a 50% uptime, the target would need to be hit by a melee attack less than once every 8 seconds. I'm sure you'll agree even in PvP a melee attacker hits more often than that.
Chilly-McFreeze wrote: »Ofc viper would have 100% uptime against a target dummy. I just wrote that. But how is that relevant for actual PvP?
In actual PvP, the target would not have been constantly bombarded by four separate DOT's on top of light attack/spammable spam. Which means even lower uptime for sload than the dummy had.
On the other hand, for viper to only have a 50% uptime, the target would need to be hit by a melee attack less than once every 8 seconds. I'm sure you'll agree even in PvP a melee attacker hits more often than that.
Definitely harder to apply ranged dots or light attacks or whatever than melee attacks. Right.
Based on my own tests against actual players Sloads tends to have a 60-70% uptime. I don't have exact numbers for viper, but just yesterday i was fighting some players with both sets and Viper certainly wasn't up more often than Sloads (btw, you only need to not get hit for 4s after the Viper proc ends to reduce Viper uptime to 50%).
Xv1 shifts this even more into the favour of Sloads since most zerglings will just spam ranged stuff.
How often i get hit by melee attacks is entirely on my hands, unlike Sloads where i get a 60-70% uptime on me, no matter what i do ...
You see the issue?