Seems Zos has it placed into the proc category which procs cannot crit.
It is a poor design regardless.
Alcast pointed out in his video that this skill is a spammabale in the way it was designed. However, the design of this added effect means it cannot be spammed. If it does the effect keeps being reapplied and never goes off until the player stops spamming it.
While Zos is trying to make an underused skill more attractive they forget how that skill would be used as it is designed,
Silver_Strider wrote: »Have you tried using Mechanical Acuity to test if crit was possible with Wild Impulse?
While I doubt RNG hates you so much that you wouldn't get any crits with a 40% crit chance over extended testing, a 100% crit chance would eliminate any possible doubt.
It makes sense that it doesn't crit because set procs do not crit.
It makes sense that it doesn't crit because set procs do not crit.
It's not a proc set. It's an ability altering set. It should be compared to the other ability altering weapon sets. Are there any other weapons in that category that prevent a crit from occuring? At least as far as the other destro staves are concerned, there are none.
Seems Zos has it placed into the proc category which procs cannot crit.
It is a poor design regardless.
Alcast pointed out in his video that this skill is a spammabale in the way it was designed. However, the design of this added effect means it cannot be spammed. If it does the effect keeps being reapplied and never goes off until the player stops spamming it.
While Zos is trying to make an underused skill more attractive they forget how that skill would be used as it is designed,
I think the ranged version is a spammable. But Pulsar is definitely a single use debuff skill. And I think that the staff is going to be strong in PVP, especially with the shield changes.
First of all, Pulsar hits targets with minor mangle, reducing health by 10%. That health reduction should also reduce the maximum size of the harness and hardened shields. So a 25K health target, with a 10K max shield, will now have 22.5K health and a 9K max shield, which is a pretty significant debuff. Add in the dot damage from the staff effect and Pulsar becomes very strong.
I plan on running this on my bomber with willpower jewelry, VD, and balorgh. Hit Pulsar first for the debuff and to apply the dot, soul tether, then proxy goes off, and then sap essence. The minor mangle is going to reduce the health of everyone immediately around you, making them easier to kill, the dot is going to make it harder for them to heal back up plus it should have a chance to apply status effects.
Another thing to keep in mind, from a spammable point of view, is this places the dot on every target you hit so you really don't need to use it as a spammable anymore, and with the lowered cost, its a pretty cheap aoe dot that works regardless of where enemies move once it is applied. And I imagine running a charged staff is going to increase the chance that every single target you hit is hit with either burning, concussed, or chilled.
Really excited for this staff.
It makes sense that it doesn't crit because set procs do not crit.
It's not a proc set. It's an ability altering set. It should be compared to the other ability altering weapon sets. Are there any other weapons in that category that prevent a crit from occuring? At least as far as the other destro staves are concerned, there are none.
It makes sense that it doesn't crit because set procs do not crit.
It's not a proc set. It's an ability altering set. It should be compared to the other ability altering weapon sets. Are there any other weapons in that category that prevent a crit from occuring? At least as far as the other destro staves are concerned, there are none.
Testing on PTS 10/4/18
Altmer Sorcerer wearing 5 Necro/5 Spinner (purple), 50k magicka, using lightning Wild Impulse staff
Crit chance = 40% Crit Multiplier = 67%
Fighting world boss
Wild Impulse damage does have a chance to proc status effects, but DOES NOT CRIT (bug?)
[0.00] Shock Ring - 9028
[1.98] Wild Impulse (Fire) - 4666
[5.03] Wild Impulse (Lightning) - 4832
[7.97] Wild Impulse (Ice) - 4666
Total non-crit damage = 23,192
DPS = 2899 (4 ticks over 8 seconds)
[0.00] CRIT Shock Ring - 15077
[1.98] Wild Impulse (Fire) - 4666
[5.03] Wild Impulse (Lightning) - 4832
[7.97] Wild Impulse (Ice) - 4666
Total CRIT damage = 29,241
DPS = 3655
Hypothetically, if Wild Impulse damage could CRIT and all of them did...
[0.00] CRIT Shock Ring - 15077
[1.98] CRIT Wild Impulse (Fire) - 7792
[5.03] CRIT Wild Impulse (Lightning) - 8069
[7.97] CRIT Wild Impulse (Ice) - 7792
Total Hypothetical CRIT damage = 38730
DPS = 4841
For comparison, on the same setup, this is the DPS for Liquid Lightning and Blockade of Storms:
Liquid Lightning
3581 (non-crit), 5980 (CRIT)
DPS range = 3581 - 5980 (10 ticks over 10 seconds)
Blockade of Storms
2933 (non-crit), 4898 (CRIT)
DPS range = 2933 - 4898 (8 ticks over 8 seconds)
Considering we have a Crit Chance of 40%, average DPS for each of these would be:
Liquid Lightning = 4551
Blockade of Storms = 3719
Wild Impulse (no crits on dot) = 3201
Wild Impulse (crits possible on dot) = 3676
So, if Wild Impulse can be fixed to crit on the dot, it will be comparable to Blockade. If the dot remains un-crittable, it will underperform Blockade by about 500 dps on a similar build. Still, having another dot available in the magicka kit is a welcome addition, and I think this weapon bonus is a fantastic idea. If someone has space on their bar and in their rotation to include Wild Impulse, it's definitely an attractive option.
@ZOS_GinaBruno Please pass this on to the itemization team. It would be great if we could get a response on whether the Wild Impulse dot is intended to be crittable. I believe that it should, as the data above shows that allowing this would simply put it more in line with Blockade.
ZOS_Gilliam wrote: »Greetings! Thank you for the in depth feedback on the item set, posts like these greatly help the team respond to input, internally balance, and make decisions. Just a few notes of clarification however since we've seen some confusion on it in the past.
Since this item set applies a unique effect on targets it affects, it is intentional that it will not Critically Strike. We balance this internally with the numbers we apply to the set, so that it has healthy balance of where it can be used in the game. While we generally tend to focus more on the performance of a set based on where it is sourced from, we still are mindful that you might want to find different ways to use them! We’re always open to suggestions and feedback on improving that aspect of our item set development, because there’s always room for getting better at it.
Another note on the current function of this item set, since our ability augmenting item sets tend to have a variety of development paths we can take.Currently the Wild Impulse set is designed to fit into the new purpose path where a player can use this ability that would generally be used very frequently, and instead manage it over a timed duration to gain a new benefit.
- Sometimes we take the direction of an ability enhancer, which simply adds a new bonus to you merely using an ability. For example, the Mender’s Ward or Spectral Cloak sets both fit into this category.
- Other times we take a very different direction where we want players to be able to use an ability they might have not used otherwise, for a new purpose. In this case we have sets such as Piercing Spray (Asylum Bow) or Rampaging Slash (Maelstrom One Hand and Shield).
That being said, we’re always monitoring the performance and perceptions that players vocalize on, so please keep at it!
ZOS_Gilliam wrote: »Greetings! Thank you for the in depth feedback on the item set, posts like these greatly help the team respond to input, internally balance, and make decisions. Just a few notes of clarification however since we've seen some confusion on it in the past.
Since this item set applies a unique effect on targets it affects, it is intentional that it will not Critically Strike. We balance this internally with the numbers we apply to the set, so that it has healthy balance of where it can be used in the game. While we generally tend to focus more on the performance of a set based on where it is sourced from, we still are mindful that you might want to find different ways to use them! We’re always open to suggestions and feedback on improving that aspect of our item set development, because there’s always room for getting better at it.
Another note on the current function of this item set, since our ability augmenting item sets tend to have a variety of development paths we can take.Currently the Wild Impulse set is designed to fit into the new purpose path where a player can use this ability that would generally be used very frequently, and instead manage it over a timed duration to gain a new benefit.
- Sometimes we take the direction of an ability enhancer, which simply adds a new bonus to you merely using an ability. For example, the Mender’s Ward or Spectral Cloak sets both fit into this category.
- Other times we take a very different direction where we want players to be able to use an ability they might have not used otherwise, for a new purpose. In this case we have sets such as Piercing Spray (Asylum Bow) or Rampaging Slash (Maelstrom One Hand and Shield).
That being said, we’re always monitoring the performance and perceptions that players vocalize on, so please keep at it!
Hey Gilliam, cool that you reply to this feedback thread. I get the overall tendency of the set item, and that you want it to be used as another DoT-effect based on Impulse. But I don't really understand why this one is able to critically strike, and the maelstrom twohander is not. If it is just the tooltip phrasing (one putting lingering elemental damage and one saying that the skill does damage over time) then I recommend rephrasing it and making it crittable. In it's current state I don't see it being used a lot, since it has to compete with either a maelstrom staff or a 5-piece set that can be front-barred (especially now that spell strategist is out). In AoE scenarios, it is easier to use a lightning staff and in single target scenarios, you have better options.
Secondly, the spell penetration is not a good 1 piece bonus. Having uneven spell penetration is somehting you do not want in optimised groups, or any group for that matter, because you're either missing the cap on one bar or overpenetrating on the other, making the bonus less effective.
ZOS_Gilliam wrote: »Greetings! Thank you for the in depth feedback on the item set, posts like these greatly help the team respond to input, internally balance, and make decisions. Just a few notes of clarification however since we've seen some confusion on it in the past.
Since this item set applies a unique effect on targets it affects, it is intentional that it will not Critically Strike. We balance this internally with the numbers we apply to the set, so that it has healthy balance of where it can be used in the game. While we generally tend to focus more on the performance of a set based on where it is sourced from, we still are mindful that you might want to find different ways to use them! We’re always open to suggestions and feedback on improving that aspect of our item set development, because there’s always room for getting better at it.
Another note on the current function of this item set, since our ability augmenting item sets tend to have a variety of development paths we can take.Currently the Wild Impulse set is designed to fit into the new purpose path where a player can use this ability that would generally be used very frequently, and instead manage it over a timed duration to gain a new benefit.
- Sometimes we take the direction of an ability enhancer, which simply adds a new bonus to you merely using an ability. For example, the Mender’s Ward or Spectral Cloak sets both fit into this category.
- Other times we take a very different direction where we want players to be able to use an ability they might have not used otherwise, for a new purpose. In this case we have sets such as Piercing Spray (Asylum Bow) or Rampaging Slash (Maelstrom One Hand and Shield).
That being said, we’re always monitoring the performance and perceptions that players vocalize on, so please keep at it!
Hey Gilliam, cool that you reply to this feedback thread. I get the overall tendency of the set item, and that you want it to be used as another DoT-effect based on Impulse. But I don't really understand why this one is able to critically strike, and the maelstrom twohander is not. If it is just the tooltip phrasing (one putting lingering elemental damage and one saying that the skill does damage over time) then I recommend rephrasing it and making it crittable. In it's current state I don't see it being used a lot, since it has to compete with either a maelstrom staff or a 5-piece set that can be front-barred (especially now that spell strategist is out). In AoE scenarios, it is easier to use a lightning staff and in single target scenarios, you have better options.
Secondly, the spell penetration is not a good 1 piece bonus. Having uneven spell penetration is somehting you do not want in optimised groups, or any group for that matter, because you're either missing the cap on one bar or overpenetrating on the other, making the bonus less effective.
Not all sets need to be optimal in PVE, some can be better served in PVP. So the spell pen is a welcome addition in that regard.
ZOS_Gilliam wrote: »Greetings! Thank you for the in depth feedback on the item set, posts like these greatly help the team respond to input, internally balance, and make decisions. Just a few notes of clarification however since we've seen some confusion on it in the past.
Since this item set applies a unique effect on targets it affects, it is intentional that it will not Critically Strike. We balance this internally with the numbers we apply to the set, so that it has healthy balance of where it can be used in the game. While we generally tend to focus more on the performance of a set based on where it is sourced from, we still are mindful that you might want to find different ways to use them! We’re always open to suggestions and feedback on improving that aspect of our item set development, because there’s always room for getting better at it.
Another note on the current function of this item set, since our ability augmenting item sets tend to have a variety of development paths we can take.Currently the Wild Impulse set is designed to fit into the new purpose path where a player can use this ability that would generally be used very frequently, and instead manage it over a timed duration to gain a new benefit.
- Sometimes we take the direction of an ability enhancer, which simply adds a new bonus to you merely using an ability. For example, the Mender’s Ward or Spectral Cloak sets both fit into this category.
- Other times we take a very different direction where we want players to be able to use an ability they might have not used otherwise, for a new purpose. In this case we have sets such as Piercing Spray (Asylum Bow) or Rampaging Slash (Maelstrom One Hand and Shield).
That being said, we’re always monitoring the performance and perceptions that players vocalize on, so please keep at it!
Hey Gilliam, cool that you reply to this feedback thread. I get the overall tendency of the set item, and that you want it to be used as another DoT-effect based on Impulse. But I don't really understand why this one is able to critically strike, and the maelstrom twohander is not. If it is just the tooltip phrasing (one putting lingering elemental damage and one saying that the skill does damage over time) then I recommend rephrasing it and making it crittable. In it's current state I don't see it being used a lot, since it has to compete with either a maelstrom staff or a 5-piece set that can be front-barred (especially now that spell strategist is out). In AoE scenarios, it is easier to use a lightning staff and in single target scenarios, you have better options.
Secondly, the spell penetration is not a good 1 piece bonus. Having uneven spell penetration is somehting you do not want in optimised groups, or any group for that matter, because you're either missing the cap on one bar or overpenetrating on the other, making the bonus less effective.
Not all sets need to be optimal in PVE, some can be better served in PVP. So the spell pen is a welcome addition in that regard.
@Masel92 I didn't understand this. Wild Impulse is not able to critically strike, nor apparently can the Maelstrom 2-hander.But I don't really understand why this one is able to critically strike, and the maelstrom twohander is not.
@Masel92 I didn't understand this. Wild Impulse is not able to critically strike, nor apparently can the Maelstrom 2-hander.But I don't really understand why this one is able to critically strike, and the maelstrom twohander is not.
@ZOS_Gilliam Thanks for the thoughtful reply. Understanding now that not critting is intentional, I would just question whether 3333 is really the best tooltip value for the dot. Slimming the time from 9 seconds to 8 seconds certainly helps it fit better into a standard Sorc PvE rotation, which usually needs to refresh every 8 seconds for Wall of Elements anyway, and that increased the dps slightly between the last PTS and this one.
I would suggest running an internal dps test with the Wild Impulse dot tooltip value set to 4000 and comparing the overall dps to Blockade of Elements.
If I apply that tooltip to my previous example in the OP, (understanding that with all buffs up the actual damage value is about 40% stronger than the tooltip, 45% for the shock damage due to the Sorc passive) this is what get:
[0.00] Shock Ring - 9028
[1.98] Wild Impulse (Fire) - 5600
[5.03] Wild Impulse (Lightning) - 7006
[7.97] Wild Impulse (Ice) - 5600
Total non-crit damage = 27,234
DPS = 3404 (4 ticks over 8 seconds)
[0.00] CRIT Shock Ring - 15077
[1.98] Wild Impulse (Fire) - 5600
[5.03] Wild Impulse (Lightning) - 7006
[7.97] Wild Impulse (Ice) - 5600
Total CRIT damage = 33,283
DPS = 4160
Average dps at 40% crit rate = 3706
Compared to...
Liquid Lightning = 4551
Blockade of Storms = 3719
Wild Impulse (current) = 3201
At least by my math, using the exact same build and parameters, if the tooltip for Wild Impulse was 4000, the average dps would be almost exactly that of Blockade. Given what Masel92 mentioned (i.e. the loss of a potential 4-5 piece or monster set), this value seems more appropriate to me. That's my opinion, anyway. I also agree with Masel92 that, while having more Spell Pen is certainly attractive, it's difficult to justify on a weapon for the reasons he mentioned.
ZOS_Gilliam wrote: »Greetings! Thank you for the in depth feedback on the item set, posts like these greatly help the team respond to input, internally balance, and make decisions. Just a few notes of clarification however since we've seen some confusion on it in the past.
Since this item set applies a unique effect on targets it affects, it is intentional that it will not Critically Strike. We balance this internally with the numbers we apply to the set, so that it has healthy balance of where it can be used in the game. While we generally tend to focus more on the performance of a set based on where it is sourced from, we still are mindful that you might want to find different ways to use them! We’re always open to suggestions and feedback on improving that aspect of our item set development, because there’s always room for getting better at it.
Another note on the current function of this item set, since our ability augmenting item sets tend to have a variety of development paths we can take.Currently the Wild Impulse set is designed to fit into the new purpose path where a player can use this ability that would generally be used very frequently, and instead manage it over a timed duration to gain a new benefit.
- Sometimes we take the direction of an ability enhancer, which simply adds a new bonus to you merely using an ability. For example, the Mender’s Ward or Spectral Cloak sets both fit into this category.
- Other times we take a very different direction where we want players to be able to use an ability they might have not used otherwise, for a new purpose. In this case we have sets such as Piercing Spray (Asylum Bow) or Rampaging Slash (Maelstrom One Hand and Shield).
That being said, we’re always monitoring the performance and perceptions that players vocalize on, so please keep at it!
Hey Gilliam, cool that you reply to this feedback thread. I get the overall tendency of the set item, and that you want it to be used as another DoT-effect based on Impulse. But I don't really understand why this one is able to critically strike, and the maelstrom twohander is not. If it is just the tooltip phrasing (one putting lingering elemental damage and one saying that the skill does damage over time) then I recommend rephrasing it and making it crittable. In it's current state I don't see it being used a lot, since it has to compete with either a maelstrom staff or a 5-piece set that can be front-barred (especially now that spell strategist is out). In AoE scenarios, it is easier to use a lightning staff and in single target scenarios, you have better options.
Secondly, the spell penetration is not a good 1 piece bonus. Having uneven spell penetration is somehting you do not want in optimised groups, or any group for that matter, because you're either missing the cap on one bar or overpenetrating on the other, making the bonus less effective.
Not all sets need to be optimal in PVE, some can be better served in PVP. So the spell pen is a welcome addition in that regard.
Thing is, will you use it over other sets in pvp? I haven't met anyone who would... But maybe you're the first
@Masel92 I didn't understand this. Wild Impulse is not able to critically strike, nor apparently can the Maelstrom 2-hander.But I don't really understand why this one is able to critically strike, and the maelstrom twohander is not.
@ZOS_Gilliam Thanks for the thoughtful reply. Understanding now that not critting is intentional, I would just question whether 3333 is really the best tooltip value for the dot. Slimming the time from 9 seconds to 8 seconds certainly helps it fit better into a standard Sorc PvE rotation, which usually needs to refresh every 8 seconds for Wall of Elements anyway, and that increased the dps slightly between the last PTS and this one.
I would suggest running an internal dps test with the Wild Impulse dot tooltip value set to 4000 and comparing the overall dps to Blockade of Elements.
If I apply that tooltip to my previous example in the OP, (understanding that with all buffs up the actual damage value is about 40% stronger than the tooltip, 45% for the shock damage due to the Sorc passive) this is what get:
[0.00] Shock Ring - 9028
[1.98] Wild Impulse (Fire) - 5600
[5.03] Wild Impulse (Lightning) - 7006
[7.97] Wild Impulse (Ice) - 5600
Total non-crit damage = 27,234
DPS = 3404 (4 ticks over 8 seconds)
[0.00] CRIT Shock Ring - 15077
[1.98] Wild Impulse (Fire) - 5600
[5.03] Wild Impulse (Lightning) - 7006
[7.97] Wild Impulse (Ice) - 5600
Total CRIT damage = 33,283
DPS = 4160
Average dps at 40% crit rate = 3706
Compared to...
Liquid Lightning = 4551
Blockade of Storms = 3719
Wild Impulse (current) = 3201
At least by my math, using the exact same build and parameters, if the tooltip for Wild Impulse was 4000, the average dps would be almost exactly that of Blockade. Given what Masel92 mentioned (i.e. the loss of a potential 4-5 piece or monster set), this value seems more appropriate to me. That's my opinion, anyway. I also agree with Masel92 that, while having more Spell Pen is certainly attractive, it's difficult to justify on a weapon for the reasons he mentioned.
The maelstrom twohander can critically strike, not the wild impulse, I meant it the other way around. On live the maelstrom one definitely does critically strike.
DoonerSeraph wrote: »@Masel92 I didn't understand this. Wild Impulse is not able to critically strike, nor apparently can the Maelstrom 2-hander.But I don't really understand why this one is able to critically strike, and the maelstrom twohander is not.
@ZOS_Gilliam Thanks for the thoughtful reply. Understanding now that not critting is intentional, I would just question whether 3333 is really the best tooltip value for the dot. Slimming the time from 9 seconds to 8 seconds certainly helps it fit better into a standard Sorc PvE rotation, which usually needs to refresh every 8 seconds for Wall of Elements anyway, and that increased the dps slightly between the last PTS and this one.
I would suggest running an internal dps test with the Wild Impulse dot tooltip value set to 4000 and comparing the overall dps to Blockade of Elements.
If I apply that tooltip to my previous example in the OP, (understanding that with all buffs up the actual damage value is about 40% stronger than the tooltip, 45% for the shock damage due to the Sorc passive) this is what get:
[0.00] Shock Ring - 9028
[1.98] Wild Impulse (Fire) - 5600
[5.03] Wild Impulse (Lightning) - 7006
[7.97] Wild Impulse (Ice) - 5600
Total non-crit damage = 27,234
DPS = 3404 (4 ticks over 8 seconds)
[0.00] CRIT Shock Ring - 15077
[1.98] Wild Impulse (Fire) - 5600
[5.03] Wild Impulse (Lightning) - 7006
[7.97] Wild Impulse (Ice) - 5600
Total CRIT damage = 33,283
DPS = 4160
Average dps at 40% crit rate = 3706
Compared to...
Liquid Lightning = 4551
Blockade of Storms = 3719
Wild Impulse (current) = 3201
At least by my math, using the exact same build and parameters, if the tooltip for Wild Impulse was 4000, the average dps would be almost exactly that of Blockade. Given what Masel92 mentioned (i.e. the loss of a potential 4-5 piece or monster set), this value seems more appropriate to me. That's my opinion, anyway. I also agree with Masel92 that, while having more Spell Pen is certainly attractive, it's difficult to justify on a weapon for the reasons he mentioned.
The maelstrom twohander can critically strike, not the wild impulse, I meant it the other way around. On live the maelstrom one definitely does critically strike.
That may be a bug though. Unfathomable Darkness is also capable of critting.
DoonerSeraph wrote: »@Masel92 I didn't understand this. Wild Impulse is not able to critically strike, nor apparently can the Maelstrom 2-hander.But I don't really understand why this one is able to critically strike, and the maelstrom twohander is not.
@ZOS_Gilliam Thanks for the thoughtful reply. Understanding now that not critting is intentional, I would just question whether 3333 is really the best tooltip value for the dot. Slimming the time from 9 seconds to 8 seconds certainly helps it fit better into a standard Sorc PvE rotation, which usually needs to refresh every 8 seconds for Wall of Elements anyway, and that increased the dps slightly between the last PTS and this one.
I would suggest running an internal dps test with the Wild Impulse dot tooltip value set to 4000 and comparing the overall dps to Blockade of Elements.
If I apply that tooltip to my previous example in the OP, (understanding that with all buffs up the actual damage value is about 40% stronger than the tooltip, 45% for the shock damage due to the Sorc passive) this is what get:
[0.00] Shock Ring - 9028
[1.98] Wild Impulse (Fire) - 5600
[5.03] Wild Impulse (Lightning) - 7006
[7.97] Wild Impulse (Ice) - 5600
Total non-crit damage = 27,234
DPS = 3404 (4 ticks over 8 seconds)
[0.00] CRIT Shock Ring - 15077
[1.98] Wild Impulse (Fire) - 5600
[5.03] Wild Impulse (Lightning) - 7006
[7.97] Wild Impulse (Ice) - 5600
Total CRIT damage = 33,283
DPS = 4160
Average dps at 40% crit rate = 3706
Compared to...
Liquid Lightning = 4551
Blockade of Storms = 3719
Wild Impulse (current) = 3201
At least by my math, using the exact same build and parameters, if the tooltip for Wild Impulse was 4000, the average dps would be almost exactly that of Blockade. Given what Masel92 mentioned (i.e. the loss of a potential 4-5 piece or monster set), this value seems more appropriate to me. That's my opinion, anyway. I also agree with Masel92 that, while having more Spell Pen is certainly attractive, it's difficult to justify on a weapon for the reasons he mentioned.
The maelstrom twohander can critically strike, not the wild impulse, I meant it the other way around. On live the maelstrom one definitely does critically strike.
That may be a bug though. Unfathomable Darkness is also capable of critting.
ZOS_Gilliam wrote: »
Since this item set applies a unique effect on targets it affects, it is intentional that it will not Critically Strike.
DoonerSeraph wrote: »@Masel92 I didn't understand this. Wild Impulse is not able to critically strike, nor apparently can the Maelstrom 2-hander.But I don't really understand why this one is able to critically strike, and the maelstrom twohander is not.
@ZOS_Gilliam Thanks for the thoughtful reply. Understanding now that not critting is intentional, I would just question whether 3333 is really the best tooltip value for the dot. Slimming the time from 9 seconds to 8 seconds certainly helps it fit better into a standard Sorc PvE rotation, which usually needs to refresh every 8 seconds for Wall of Elements anyway, and that increased the dps slightly between the last PTS and this one.
I would suggest running an internal dps test with the Wild Impulse dot tooltip value set to 4000 and comparing the overall dps to Blockade of Elements.
If I apply that tooltip to my previous example in the OP, (understanding that with all buffs up the actual damage value is about 40% stronger than the tooltip, 45% for the shock damage due to the Sorc passive) this is what get:
[0.00] Shock Ring - 9028
[1.98] Wild Impulse (Fire) - 5600
[5.03] Wild Impulse (Lightning) - 7006
[7.97] Wild Impulse (Ice) - 5600
Total non-crit damage = 27,234
DPS = 3404 (4 ticks over 8 seconds)
[0.00] CRIT Shock Ring - 15077
[1.98] Wild Impulse (Fire) - 5600
[5.03] Wild Impulse (Lightning) - 7006
[7.97] Wild Impulse (Ice) - 5600
Total CRIT damage = 33,283
DPS = 4160
Average dps at 40% crit rate = 3706
Compared to...
Liquid Lightning = 4551
Blockade of Storms = 3719
Wild Impulse (current) = 3201
At least by my math, using the exact same build and parameters, if the tooltip for Wild Impulse was 4000, the average dps would be almost exactly that of Blockade. Given what Masel92 mentioned (i.e. the loss of a potential 4-5 piece or monster set), this value seems more appropriate to me. That's my opinion, anyway. I also agree with Masel92 that, while having more Spell Pen is certainly attractive, it's difficult to justify on a weapon for the reasons he mentioned.
The maelstrom twohander can critically strike, not the wild impulse, I meant it the other way around. On live the maelstrom one definitely does critically strike.
That may be a bug though. Unfathomable Darkness is also capable of critting.
ZOS_Gilliam wrote: »Greetings! Thank you for the in depth feedback on the item set, posts like these greatly help the team respond to input, internally balance, and make decisions. Just a few notes of clarification however since we've seen some confusion on it in the past.
Since this item set applies a unique effect on targets it affects, it is intentional that it will not Critically Strike. We balance this internally with the numbers we apply to the set, so that it has healthy balance of where it can be used in the game. While we generally tend to focus more on the performance of a set based on where it is sourced from, we still are mindful that you might want to find different ways to use them! We’re always open to suggestions and feedback on improving that aspect of our item set development, because there’s always room for getting better at it.
Another note on the current function of this item set, since our ability augmenting item sets tend to have a variety of development paths we can take.Currently the Wild Impulse set is designed to fit into the new purpose path where a player can use this ability that would generally be used very frequently, and instead manage it over a timed duration to gain a new benefit.
- Sometimes we take the direction of an ability enhancer, which simply adds a new bonus to you merely using an ability. For example, the Mender’s Ward or Spectral Cloak sets both fit into this category.
- Other times we take a very different direction where we want players to be able to use an ability they might have not used otherwise, for a new purpose. In this case we have sets such as Piercing Spray (Asylum Bow) or Rampaging Slash (Maelstrom One Hand and Shield).
That being said, we’re always monitoring the performance and perceptions that players vocalize on, so please keep at it!
ZOS_Gilliam wrote: »Greetings! Thank you for the in depth feedback on the item set, posts like these greatly help the team respond to input, internally balance, and make decisions. Just a few notes of clarification however since we've seen some confusion on it in the past.
Since this item set applies a unique effect on targets it affects, it is intentional that it will not Critically Strike. We balance this internally with the numbers we apply to the set, so that it has healthy balance of where it can be used in the game. While we generally tend to focus more on the performance of a set based on where it is sourced from, we still are mindful that you might want to find different ways to use them! We’re always open to suggestions and feedback on improving that aspect of our item set development, because there’s always room for getting better at it.
Another note on the current function of this item set, since our ability augmenting item sets tend to have a variety of development paths we can take.Currently the Wild Impulse set is designed to fit into the new purpose path where a player can use this ability that would generally be used very frequently, and instead manage it over a timed duration to gain a new benefit.
- Sometimes we take the direction of an ability enhancer, which simply adds a new bonus to you merely using an ability. For example, the Mender’s Ward or Spectral Cloak sets both fit into this category.
- Other times we take a very different direction where we want players to be able to use an ability they might have not used otherwise, for a new purpose. In this case we have sets such as Piercing Spray (Asylum Bow) or Rampaging Slash (Maelstrom One Hand and Shield).
That being said, we’re always monitoring the performance and perceptions that players vocalize on, so please keep at it!
Hey Gilliam, cool that you reply to this feedback thread. I get the overall tendency of the set item, and that you want it to be used as another DoT-effect based on Impulse. But I don't really understand why this one is unable to critically strike, and the maelstrom twohander is. If it is just the tooltip phrasing (one putting lingering elemental damage and one saying that the skill does damage over time) then I recommend rephrasing it and making it crittable. In it's current state I don't see it being used a lot, since it has to compete with either a maelstrom staff or a 5-piece set that can be front-barred (especially now that spell strategist is out). In AoE scenarios, it is easier to use a lightning staff and in single target scenarios, you have better options.
Secondly, the spell penetration is not a good 1 piece bonus. Having uneven spell penetration is somehting you do not want in optimised groups, or any group for that matter, because you're either missing the cap on one bar or overpenetrating on the other, making the bonus less effective.