Lightspeedflashb14_ESO wrote: »@Alpha-Lupi that is not how damage works. You do not just cast it once then forget about it. You recast it when the dot expires.
Using your own numbers-
Lightning Flood: 693 x 6 = 4158 Damage over time.
Liquid lightning: 605 x 10 = 6050 Damage over time.
So we take all damage over a minute
Lightning Flood: 693 x 60 = 41,580 Damage over time.
Liquid lightning: 605 x 60 = 36300 Damage over time.
As you can see, that is almost exactly the 15% increase in dps that is promised by using flood but you have to cast flood 10 times and liquid only 6 in that minute making that 15% DPS increase a 33% increase in magic used.
Lightspeedflashb14_ESO wrote: »@Alpha-Lupi that is not how damage works. You do not just cast it once then forget about it. You recast it when the dot expires.
Using your own numbers-
Lightning Flood: 693 x 6 = 4158 Damage over time.
Liquid lightning: 605 x 10 = 6050 Damage over time.
So we take all damage over a minute
Lightning Flood: 693 x 60 = 41,580 Damage over time.
Liquid lightning: 605 x 60 = 36300 Damage over time.
As you can see, that is almost exactly the 15% increase in dps that is promised by using flood but you have to cast flood 10 times and liquid only 6 in that minute making that 15% DPS increase a 33% increase in magic used.
f047ys3v3n wrote: »I actually switched the morph to LF when they increased the LF damage. I did this for 3 reasons.
1) The range of LL has always been tiny and very hard to keep enemies, even bosses, in. Really any movement at all and there out. For this reason it is not much of an AOE. Really it is more like a single enemy DOT that is also not sticky. This makes it a pretty unreliable source of damage in practice. It is good in a few fights with very stationary bosses, and garbage in many fight that have movement mechanics or bosses that tanks have to move a little when tanking.
2) The damage per second is actually more. Since I never have enough magic to use a spam-able and have to do a full heavy every rotation anyway the extra duration between casts does not equate to any more casts of something else anyway. ZOS has eliminated spam-able use for all but cheat engine users anyway so you might as well buff the DOT's up some since they are really all you have. I might add that this is very inconvenient in many of the older fights that have mechanics clearly designed for spam-able use and that play poorly with ZOS decision to make ground cast DOT's the rule rather than the exception. ZOS does a very poor job of understanding how ill conceived balance changes and the entire rewriting of the sources of damage, resource management, and the cadence of combat, translate to how the content plays. Try vDSA again sometime and witness how poorly designed it now feels.
3) LL and wall both have 6 second morphs. This is clearly the sub optimal morph for wall but the advantage of perfectly synced DOT duration is very high. Furthermore, both hits of haunting curse come out to 12 seconds. This syncs your 3 best DOT's leaving only the 8 second unstable familiar DOT unsynced. That is unfortunate but the unstable familiar DOT is the least impressive. It deals less damage per every 2 seconds than LF does every 1 second and requires two bar slots. I am continually on the fence about whether to run it or frags. Frags has just proven difficult for me to manage well enough though I do think it the better option.
Anyhow, I like the new LF a lot better than LL, which I always found a terrible pain to use. I still wish that it was a true instant cast though instead of the jerry rigged version they added to 2 button cast skills since it likes to hang and sometimes mis-cast when lag hits.