Good work. To bad to do, I am looking forward to the change for my PVP build. However I can support the nerf for infused trait in half to match the 2h weapons. However people asking for changing nirnhoned and this makes no sense as the 1 handed weapons have less weapon damage this would impact S&B to much.
Lightspeedflashb14_ESO wrote: »Good work. To bad to do, I am looking forward to the change for my PVP build. However I can support the nerf for infused trait in half to match the 2h weapons. However people asking for changing nirnhoned and this makes no sense as the 1 handed weapons have less weapon damage this would impact S&B to much.
Why would you be for halfing infused but not nirn? S/b doesn't run nirn. You are correct that the off hand nirn is useless, it only adds 12 weapon damage, but dual wield doesn't use nirn off hand, they use nirn main hand/infused off hand. 2 full weapon traits.
@Masel92 what do your parses look like using that set up? Nirn main/infused off hand, as that is the most commonly used set up for dual wield, not infused/infused.
And thank you for doing this, you always bring the data.
I run nirn on S&B in PVP. You can do some good damage with it in group play on a DK with invasion, pierce armor, double dot poision, venomous claw. This goes off very fast and then ranged DD backing me up means you rip trough people. The extra weapon damage is really important in that setup.
Dont forget the infused S&B Tank in PVE with Crusher and weaking enchantment. I understand the difference between H2 and DW is bigger on the moment due to upcoming changes but maybe H2 needs to buff rather than hurting S&B builds because of a melee DPS struggle between DW and H2. Merci
How much do the actual skills available from the weapon lines play into this in your opinion?
Rending slashes is way superior as a dot to brawler, and DW attacks has some execute amplification and bonus to disabled enemies. Could the availability of a good execute (reverse slash) for classes that don't have a class execute offset this?
So in a nutshell, if we exclude double enchant and extra stats from the equation, how much difference would the skills and passives still cause?
How about it is not supposed to be 100% balanced? DW is the dps weapon, 2H, the burst weapon, 1HS the tanking weapon. This is like complaining that fire staff is unbalanced because it does more single target damage than lightning or ice.
Buff bow.
LioraValkyrie wrote: »How about it is not supposed to be 100% balanced? DW is the dps weapon, 2H, the burst weapon, 1HS the tanking weapon. This is like complaining that fire staff is unbalanced because it does more single target damage than lightning or ice.
Buff bow.
This is my opinion also. Nobody questions that you MUST have a bow back barred on a stam build to produce effective DPS. If DW/Bow and 2H/Bow should be equal, why not 2H/DW as well? The problem is not that these weapons don't all produce identical DPS output in every combination, but that ZOS does not inform players from the outset what each weapon excels at and consequently people become attached to their weapon of choice before learning whether or not it is effective in the content they enjoy playing.
LioraValkyrie wrote: »How about it is not supposed to be 100% balanced? DW is the dps weapon, 2H, the burst weapon, 1HS the tanking weapon. This is like complaining that fire staff is unbalanced because it does more single target damage than lightning or ice.
Buff bow.
This is my opinion also. Nobody questions that you MUST have a bow back barred on a stam build to produce effective DPS. If DW/Bow and 2H/Bow should be equal, why not 2H/DW as well? The problem is not that these weapons don't all produce identical DPS output in every combination, but that ZOS does not inform players from the outset what each weapon excels at and consequently people become attached to their weapon of choice before learning whether or not it is effective in the content they enjoy playing.
LiquidPony wrote: »LioraValkyrie wrote: »How about it is not supposed to be 100% balanced? DW is the dps weapon, 2H, the burst weapon, 1HS the tanking weapon. This is like complaining that fire staff is unbalanced because it does more single target damage than lightning or ice.
Buff bow.
This is my opinion also. Nobody questions that you MUST have a bow back barred on a stam build to produce effective DPS. If DW/Bow and 2H/Bow should be equal, why not 2H/DW as well? The problem is not that these weapons don't all produce identical DPS output in every combination, but that ZOS does not inform players from the outset what each weapon excels at and consequently people become attached to their weapon of choice before learning whether or not it is effective in the content they enjoy playing.
Or even ... DW/DW. It would be really cool to be able to run something like Master/Maelstrom DW on one bar and Asylum DW on the other.
Unfortunately there's just no getting around Endless Hail. I'd like to see something like Shadow Silk get buffed/tweaked (it has a huge total tooltip but it's just not really viable because of the range limitation) because that would open up some interesting build possibilities. I suppose the problem is finding a way to buff 2H/DW or some other skill line in a way that doesn't just dramatically increase DPS for DW/Bow users.
3. Basic Weapon Damage
Dual wield ahs the highest base weapon damage in the game, because you get 6% additional weapon damage from the offhand. This leads to a discrepancy of roughly 200 weapon damage in the end
Hey!
I wanted to showcase the difference in pve-parsing between dual wield and a 2h weapon. The difference (based on my parses) is roughly 10% single target dps, which you trade off for a little bit more aoe damage. First of all, I did all parses with the same setup:
2 Medium Stormfist (so i could sustain alone)
5 Perfect Relequen
5 Advancing Yokeda
Infused Maelstrom Bow with absorb stamina enchantment.
Difference between dual wield and 2h was solely:
Dual wield with double infused (dagger+ axe) with poison and berserker enchantment.
2h with Battle axe, infused berserker.
I did around 25 different parses, but I will just show a few of them where the differences are pretty clear. I did parses on all classes, and the relations below hold for all of them in roughly the same magnitude and the same direction.
The Differences between 2h and dual wield consist of the following:
1. Second Enchantment, poisoned status effect and Full power of infused:
When you use Dual wield, you have access to a second enchantment. But not onyl that, the enchantment has full power (so it is equal to a 2h enchantment), and with the recent changes on the pts, procs all the time. On top of that, the infused trait is one of the few that actually retains the full power on a 1h weapon. So combining these two mechanics already put dual wield quite far ahead. Finally, sicne you can run a poison enchantment with a 20% chance to proc the poisoned status effect on a dual wield weapon, it will net you another dps gain, in this case it was a difference of roughly 400. Adding the 2k from the poisoned enchantment already leads to a dps boost of 2400 just from the second enchantment. Here are the examplary parses from my stamplar selfbuffed testings:
Dual Wield:
2h:
2. Heavy Weapons bleed:
When you look at the two contributions to dps from the two bleeds, you can see that the heavy weapon bleed does not do a lot more damage than the twin balde and blunt bleed, even though the chance to apply it is halved. This is due to the fact that the bleed only starts dealing damage after two seconds, meaning that an increased chance will often just lead to you refreshing the dot before it does something. Dual wield grants you close tot he same damage from bleeds with just one axe, and then enables you to run a dagger for 5% critical chance. In my parse, i have 3.7% higher critical chance when compared to the 2h parse (due to back bar times):
The two bleeds had roughly the same uptime, so here's another source of dps advantage from dual wield.
3. Basic Weapon Damage
Dual wield ahs the highest base weapon damage in the game, because you get 6% additional weapon damage from the offhand. This leads to a discrepancy of roughly 200 weapon damage in the end. Another reasonw hy dual wield outparsed the twohander. On top of this, the dual wield passives just fit more into the pve-scheme: you get additional critical chance, execute damage and damage against cc-ed enemies. To get higher damage on a twohander, you have to actively heavy attack just to get 7% more from the next direct attack. Straight off weaker in terms of damage output.
I will present this to the devs in hope of getting the weapons more in line.
Cheers,
Masel
mr_wazzabi wrote: »Hey!
I wanted to showcase the difference in pve-parsing between dual wield and a 2h weapon. The difference (based on my parses) is roughly 10% single target dps, which you trade off for a little bit more aoe damage. First of all, I did all parses with the same setup:
2 Medium Stormfist (so i could sustain alone)
5 Perfect Relequen
5 Advancing Yokeda
Infused Maelstrom Bow with absorb stamina enchantment.
Difference between dual wield and 2h was solely:
Dual wield with double infused (dagger+ axe) with poison and berserker enchantment.
2h with Battle axe, infused berserker.
I did around 25 different parses, but I will just show a few of them where the differences are pretty clear. I did parses on all classes, and the relations below hold for all of them in roughly the same magnitude and the same direction.
The Differences between 2h and dual wield consist of the following:
1. Second Enchantment, poisoned status effect and Full power of infused:
When you use Dual wield, you have access to a second enchantment. But not onyl that, the enchantment has full power (so it is equal to a 2h enchantment), and with the recent changes on the pts, procs all the time. On top of that, the infused trait is one of the few that actually retains the full power on a 1h weapon. So combining these two mechanics already put dual wield quite far ahead. Finally, sicne you can run a poison enchantment with a 20% chance to proc the poisoned status effect on a dual wield weapon, it will net you another dps gain, in this case it was a difference of roughly 400. Adding the 2k from the poisoned enchantment already leads to a dps boost of 2400 just from the second enchantment. Here are the examplary parses from my stamplar selfbuffed testings:
Dual Wield:
2h:
2. Heavy Weapons bleed:
When you look at the two contributions to dps from the two bleeds, you can see that the heavy weapon bleed does not do a lot more damage than the twin balde and blunt bleed, even though the chance to apply it is halved. This is due to the fact that the bleed only starts dealing damage after two seconds, meaning that an increased chance will often just lead to you refreshing the dot before it does something. Dual wield grants you close tot he same damage from bleeds with just one axe, and then enables you to run a dagger for 5% critical chance. In my parse, i have 3.7% higher critical chance when compared to the 2h parse (due to back bar times):
The two bleeds had roughly the same uptime, so here's another source of dps advantage from dual wield.
3. Basic Weapon Damage
Dual wield ahs the highest base weapon damage in the game, because you get 6% additional weapon damage from the offhand. This leads to a discrepancy of roughly 200 weapon damage in the end. Another reasonw hy dual wield outparsed the twohander. On top of this, the dual wield passives just fit more into the pve-scheme: you get additional critical chance, execute damage and damage against cc-ed enemies. To get higher damage on a twohander, you have to actively heavy attack just to get 7% more from the next direct attack. Straight off weaker in terms of damage output.
I will present this to the devs in hope of getting the weapons more in line.
Cheers,
Masel
@masel92
Reversal of the light attack nerf is a good start in fixing this. Did you get to discuss the light attack nerf? If so, what was their reasoning?
3. Basic Weapon Damage
Dual wield ahs the highest base weapon damage in the game, because you get 6% additional weapon damage from the offhand. This leads to a discrepancy of roughly 200 weapon damage in the end
Not disagreeing with the main topic, but how did you end-up at a difference of 200 WD?
Gold-quality, non-nirn dual-wield provides 1652 WD after applying the offhand passive, compared to 2H's 1571, which is a difference of just 81. If you use a setup with nirn on the DW mainhand, vs. a nirn 2H, the difference drops to 46 (since 2H gains 35 more WD from the trait, as it has a higher base WD value).
Even accounting for WD multipliers (major/minor brutality, Dawnbreaker passive slot bonus, etc.) it shouldn't come close to 200.
3. Basic Weapon Damage
Dual wield ahs the highest base weapon damage in the game, because you get 6% additional weapon damage from the offhand. This leads to a discrepancy of roughly 200 weapon damage in the end
Not disagreeing with the main topic, but how did you end-up at a difference of 200 WD?
Gold-quality, non-nirn dual-wield provides 1652 WD after applying the offhand passive, compared to 2H's 1571, which is a difference of just 81. If you use a setup with nirn on the DW mainhand, vs. a nirn 2H, the difference drops to 46 (since 2H gains 35 more WD from the trait, as it has a higher base WD value).
Even accounting for WD multipliers (major/minor brutality, Dawnbreaker passive slot bonus, etc.) it shouldn't come close to 200.