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Why does Purifying Light only increase with Max Magicka

Koolio
Koolio
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I like to build my Magplar and MDK with high spell damage since they can survive without shields. But one of my Magplars better moves Purifying Light doesn’t increase with spell damage. Is this intentional?

I run 3 swift jewelry as well so I don’t have good Max Magicka at 27k. Now I have 4500 plus Spell damage but since this doesn’t scale right I can’t justify this move.

Can this please scale with both Max and Spell Damage
  • Koolio
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    Considering I read all you post and trust your insight. Is there a specific underlying reason that I don’t see for this?

    @Joy_Division
  • idk
    idk
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    If it does then it just does. There are some skills that scale mostly off of one stat, not both. Sorc pets are a good example. They get little benefit from spell damage.

    It is all in the formula Zos chose for the skill.
  • Koolio
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    idk wrote: »
    If it does then it just does. There are some skills that scale mostly off of one stat, not both. Sorc pets are a good example. They get little benefit from spell damage.

    It is all in the formula Zos chose for the skill.

    Right but they also chose to change light attacks which mainly scaled off spell damage and not max stats.

    Other than shields what other moves ONLY scale from one stat and not the other?
  • Minno
    Minno
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    The initial DMG it does scales off your mag stats. SD, penetration, CP stars, crit and max mag all contribute to the first hit DMG.

    The final DMG is a percentage. You'll never seeit hit solo for full amount anyway; so why ask the devs to make it more punishing to other solo players?
    Minno - DC - Forum-plar Extraordinaire
    - Guild-lead for MV
    - Filthy Casual
  • Koolio
    Koolio
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    Minno wrote: »
    The initial DMG it does scales off your mag stats. SD, penetration, CP stars, crit and max mag all contribute to the first hit DMG.

    The final DMG is a percentage. You'll never seeit hit solo for full amount anyway; so why ask the devs to make it more punishing to other solo players?

    So it scales with a percentage of max magic?

    If it never reaches its full potential solo why would it matter if it scaled from both?

    I also run with about 6-8 people so it does occasionally hit for max. It already can’t crit.

    Kinda strange that the class with Minor Sorcery available have moves that don’t (partially) scale with their stat buff don’t you think.

    It would be like StamDK venom claw scales with both Max Stam and WD on initial hit but damage over time ONLY scales with max Stam. Even though they have minor brutality available.

    Or Merciless Resolve bow ONLY scaled with Spell Damage
  • Brutusmax1mus
    Brutusmax1mus
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    Do you guys not recast your purifying so you get another 5 seconds of damage in? I hardly ever let mine explode if it's gonna be less then 6k, and even more rarely if i don't have a burst combo set up.

    Ive said it on the forums a ton of times, recastong before expiration gives you more time to get to cap.
  • Minno
    Minno
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    Koolio wrote: »
    Minno wrote: »
    The initial DMG it does scales off your mag stats. SD, penetration, CP stars, crit and max mag all contribute to the first hit DMG.

    The final DMG is a percentage. You'll never seeit hit solo for full amount anyway; so why ask the devs to make it more punishing to other solo players?

    So it scales with a percentage of max magic?

    If it never reaches its full potential solo why would it matter if it scaled from both?

    I also run with about 6-8 people so it does occasionally hit for max. It already can’t crit.

    Kinda strange that the class with Minor Sorcery available have moves that don’t (partially) scale with their stat buff don’t you think.

    It would be like StamDK venom claw scales with both Max Stam and WD on initial hit but damage over time ONLY scales with max Stam. Even though they have minor brutality available.

    Or Merciless Resolve bow ONLY scaled with Spell Damage

    I agree its not the best burst spell. But what I meant is that the dmg that is dealt is a percentage of the overall dmg you do to that target.

    And its intended to be group oriented and even more bigger picture is that templar is intended to be pressure oriented. Use of dots with specific mechanics for burst (or outside source). If you want a bigger BOOM, try unstable core; it ignores cc immunity and immovable pots and can burst after 4 seconds (also is unblocked/undodgable).
    Minno - DC - Forum-plar Extraordinaire
    - Guild-lead for MV
    - Filthy Casual
  • Minno
    Minno
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    Do you guys not recast your purifying so you get another 5 seconds of damage in? I hardly ever let mine explode if it's gonna be less then 6k, and even more rarely if i don't have a burst combo set up.

    Ive said it on the forums a ton of times, recastong before expiration gives you more time to get to cap.

    I do not. But then again I use unstable core over purifying light lol.
    Minno - DC - Forum-plar Extraordinaire
    - Guild-lead for MV
    - Filthy Casual
  • ccmedaddy
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    Minno wrote: »
    If you want a bigger BOOM, try unstable core; it ignores cc immunity and immovable pots and can burst after 4 seconds (also is unblocked/undodgable).
    Wait does this mean I can put Unstable Core on someone and CC them right after? I'm still confused by how these abilities work this patch lol.
  • Minno
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    ccmedaddy wrote: »
    Minno wrote: »
    If you want a bigger BOOM, try unstable core; it ignores cc immunity and immovable pots and can burst after 4 seconds (also is unblocked/undodgable).
    Wait does this mean I can put Unstable Core on someone and CC them right after? I'm still confused by how these abilities work this patch lol.

    no the bubble still stops all CC attempts while the bubble is active. But you can CC them first and place UC for a follow up burst ;).

    Works better if you dont run enduring rays so UC lasts only 4 seconds.
    Minno - DC - Forum-plar Extraordinaire
    - Guild-lead for MV
    - Filthy Casual
  • SaintSubwayy
    SaintSubwayy
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    Minno wrote: »
    The initial DMG it does scales off your mag stats. SD, penetration, CP stars, crit and max mag all contribute to the first hit DMG.

    The final DMG is a percentage. You'll never seeit hit solo for full amount anyway; so why ask the devs to make it more punishing to other solo players?

    in PVP you wont get the full DMG of the procc, but in PVE you nearly always will get the full Procc

    in 6Sec duration, with only 10k DPS you will even get the Procc....
    The "problem" with this skill is, that its main DMG source (the Pocc) cannot Krit, and scales badly since it only scales with mag magicka

    another Problem with the skill is, that it has a 6sec duration, and doesnt fit nicely into the 8sec Rota...you either get a 2sec downtime, or you can recast it too early and loose out on the DMG.

    IMO they should rework this skill, so its more reliable if you recast to early, and make it more competitive in PVE.

    Suggestion on how to rework the Base Skill (Morph changes are kept the same)

    Summon an expanding beam of pure sunlight to doom an enemy, dealing 410 Magic Damage to them and for 8 seconds and releasing X ammount of Magic DMG (scaling with SD and max Mag) for each Second the Skill was applied at the End of the Duration.This Skill can now Krit

    Purifying Light:
    When the effect ends, a pool of sunlight remains attached to the enemy, healing nearby allies for 327 Health every 2 seconds for 8 seconds.

    Power of the Light:
    Targets are also affliced with Minor Fracture and Minor Breach, reducing their Physical Resistance and Spell Resistance by 1320 for 8 seconds.

    Those changes would make it more usefull in PVE, while not making it tied to your DMG dealt, so it becomes less of a Zerg skill in PVP aswell.

    PC EU
    vAA HM / vHRC HM / vSO HM / vMoL HM / vHoF HM / vAS HM / vCR HM / vSS HM / vKA HM

    Flawless Conqueror / Immortal Redeemer / Dawnbringer / Griphon Heart / Master Angler / Spirit Slayer

  • Vapirko
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    I like it as is. Stamina Templar’s are one of the last stamina classes where it makes sense to build into max Stam.
  • Checkmath
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    The skill can not crit, because otherwise you would get double effects off of crits (crits filling up the porc faster and then a huge increase of damage, when the proc would crit).
    PvE wise this skill in most content reaches the maximum anyway pretty fast. If it would scale with spelldamage too, would only increase its damage.
    PvP wise in a 1v1 situation, you probably will not get the full proc damage anyway, so why even raise the cap, if you dont reach it. In a situation of a group focusing one enemy, this skill starts to be very unfair and overperforming, since it can reach its full potential without you doing anything. Additionally, the damage is similar to unstable core or curse, meaning it can not be blocked and therefore almost inevitable or unmitigable. It only would encourage lazy play for templars by adding backlash to an enemy in PvP and letting your friends fill up the proc. A damage proc of such high value in that case is not deserved, if you didnt fill up the proc yourself.
    (only speaking about the proc at the end of the skills duration, not about the initial hit)
  • Joy_Division
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    Koolio wrote: »
    Considering I read all you post and trust your insight. Is there a specific underlying reason that I don’t see for this?

    @Joy_Division

    It's a legit question.

    My guess it's a relic from Launch when spell/weapon damage were not nearly as important in determining how much damage we did, when the devs figured healers would max out their magicka pool and thus tying the damage just to that would get the highest numbers.

    I figure the devs haven't changed this because it's necessary for this ability to have a damage cap and the current model in their eyes is good enough. As someone who plays a templar with a race that does not have a max magicka boost, I too dislike how it works and wish spell damage mattered in that formula.

    I'll put it on my list of things the devs ought to look into to regarding templars.
  • SaintSubwayy
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    Vapirko wrote: »
    I like it as is. Stamina Templar’s are one of the last stamina classes where it makes sense to build into max Stam.

    Well stamplar can also reach the highest wd due to the unique 6% passive.
    So stacking stamis even more effective since youre not as far behind in WD than other classes, which will try to get some more WD due to scaling
    Also more stam= more time in fight before you get towards a critical resource lvl ;)
    PC EU
    vAA HM / vHRC HM / vSO HM / vMoL HM / vHoF HM / vAS HM / vCR HM / vSS HM / vKA HM

    Flawless Conqueror / Immortal Redeemer / Dawnbringer / Griphon Heart / Master Angler / Spirit Slayer

  • Minno
    Minno
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    Minno wrote: »
    The initial DMG it does scales off your mag stats. SD, penetration, CP stars, crit and max mag all contribute to the first hit DMG.

    The final DMG is a percentage. You'll never seeit hit solo for full amount anyway; so why ask the devs to make it more punishing to other solo players?

    in PVP you wont get the full DMG of the procc, but in PVE you nearly always will get the full Procc

    in 6Sec duration, with only 10k DPS you will even get the Procc....
    The "problem" with this skill is, that its main DMG source (the Pocc) cannot Krit, and scales badly since it only scales with mag magicka

    another Problem with the skill is, that it has a 6sec duration, and doesnt fit nicely into the 8sec Rota...you either get a 2sec downtime, or you can recast it too early and loose out on the DMG.

    IMO they should rework this skill, so its more reliable if you recast to early, and make it more competitive in PVE.

    Suggestion on how to rework the Base Skill (Morph changes are kept the same)

    Summon an expanding beam of pure sunlight to doom an enemy, dealing 410 Magic Damage to them and for 8 seconds and releasing X ammount of Magic DMG (scaling with SD and max Mag) for each Second the Skill was applied at the End of the Duration.This Skill can now Krit

    Purifying Light:
    When the effect ends, a pool of sunlight remains attached to the enemy, healing nearby allies for 327 Health every 2 seconds for 8 seconds.

    Power of the Light:
    Targets are also affliced with Minor Fracture and Minor Breach, reducing their Physical Resistance and Spell Resistance by 1320 for 8 seconds.

    Those changes would make it more usefull in PVE, while not making it tied to your DMG dealt, so it becomes less of a Zerg skill in PVP aswell.

    reason it has 6 seconds as it is synergy with the ultimate generation passive. You can do the same for Total Dark/UC but you will see a DPS loss on UC if you take enduring rays passive. Plus less than 2k cost for unblocked burst has to have some downsides.

    I agree it could be reworked, but currently templar is balanced according to many of us.
    Minno - DC - Forum-plar Extraordinaire
    - Guild-lead for MV
    - Filthy Casual
  • kojou
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    It would make sense to scale off a combination of max resource and damage IMO and I would like it if it did considering my Stamplar is set up to be WD focused.

    I'm not sure the skill needs a buff though, and if it was a net-zero change then why spend time on it? I use it on my Stamplar for the minor fracture anyway.

    If it does need a buff, then making it scale off WD/SD and max resource would certainly do the trick.
    Playing since beta...
  • SaintSubwayy
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    Minno wrote: »
    Minno wrote: »
    The initial DMG it does scales off your mag stats. SD, penetration, CP stars, crit and max mag all contribute to the first hit DMG.

    The final DMG is a percentage. You'll never seeit hit solo for full amount anyway; so why ask the devs to make it more punishing to other solo players?

    in PVP you wont get the full DMG of the procc, but in PVE you nearly always will get the full Procc

    in 6Sec duration, with only 10k DPS you will even get the Procc....
    The "problem" with this skill is, that its main DMG source (the Pocc) cannot Krit, and scales badly since it only scales with mag magicka

    another Problem with the skill is, that it has a 6sec duration, and doesnt fit nicely into the 8sec Rota...you either get a 2sec downtime, or you can recast it too early and loose out on the DMG.

    IMO they should rework this skill, so its more reliable if you recast to early, and make it more competitive in PVE.

    Suggestion on how to rework the Base Skill (Morph changes are kept the same)

    Summon an expanding beam of pure sunlight to doom an enemy, dealing 410 Magic Damage to them and for 8 seconds and releasing X ammount of Magic DMG (scaling with SD and max Mag) for each Second the Skill was applied at the End of the Duration.This Skill can now Krit

    Purifying Light:
    When the effect ends, a pool of sunlight remains attached to the enemy, healing nearby allies for 327 Health every 2 seconds for 8 seconds.

    Power of the Light:
    Targets are also affliced with Minor Fracture and Minor Breach, reducing their Physical Resistance and Spell Resistance by 1320 for 8 seconds.

    Those changes would make it more usefull in PVE, while not making it tied to your DMG dealt, so it becomes less of a Zerg skill in PVP aswell.

    reason it has 6 seconds as it is synergy with the ultimate generation passive. You can do the same for Total Dark/UC but you will see a DPS loss on UC if you take enduring rays passive. Plus less than 2k cost for unblocked burst has to have some downsides.

    I agree it could be reworked, but currently templar is balanced according to many of us.

    well the only thing on this skill that could need a rework is that allies can also stack up the Boom...therefore making this skill way to zerg friendly IMO.

    Scaling is lackluster from a PVE perspective, where you cannot stack as much extra Magicka, than SD.
    600 from siroria + 400 from Berserker gylph + 500 SS vs. the not even 5K max Magicka from Horn.

    PVP wise the skill seems to be in a good spot (except the zerg part). PVE...well I Solarflare will out DPS pretty easy with its 4x 40% LA boost, + the Pulse DMG. or then slot something defensive, like Ritual or BoL when its needed.
    PC EU
    vAA HM / vHRC HM / vSO HM / vMoL HM / vHoF HM / vAS HM / vCR HM / vSS HM / vKA HM

    Flawless Conqueror / Immortal Redeemer / Dawnbringer / Griphon Heart / Master Angler / Spirit Slayer

  • Brutusmax1mus
    Brutusmax1mus
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    Minno wrote: »
    Minno wrote: »
    The initial DMG it does scales off your mag stats. SD, penetration, CP stars, crit and max mag all contribute to the first hit DMG.

    The final DMG is a percentage. You'll never seeit hit solo for full amount anyway; so why ask the devs to make it more punishing to other solo players?

    in PVP you wont get the full DMG of the procc, but in PVE you nearly always will get the full Procc

    in 6Sec duration, with only 10k DPS you will even get the Procc....
    The "problem" with this skill is, that its main DMG source (the Pocc) cannot Krit, and scales badly since it only scales with mag magicka

    another Problem with the skill is, that it has a 6sec duration, and doesnt fit nicely into the 8sec Rota...you either get a 2sec downtime, or you can recast it too early and loose out on the DMG.

    IMO they should rework this skill, so its more reliable if you recast to early, and make it more competitive in PVE.

    Suggestion on how to rework the Base Skill (Morph changes are kept the same)

    Summon an expanding beam of pure sunlight to doom an enemy, dealing 410 Magic Damage to them and for 8 seconds and releasing X ammount of Magic DMG (scaling with SD and max Mag) for each Second the Skill was applied at the End of the Duration.This Skill can now Krit

    Purifying Light:
    When the effect ends, a pool of sunlight remains attached to the enemy, healing nearby allies for 327 Health every 2 seconds for 8 seconds.

    Power of the Light:
    Targets are also affliced with Minor Fracture and Minor Breach, reducing their Physical Resistance and Spell Resistance by 1320 for 8 seconds.

    Those changes would make it more usefull in PVE, while not making it tied to your DMG dealt, so it becomes less of a Zerg skill in PVP aswell.

    reason it has 6 seconds as it is synergy with the ultimate generation passive. You can do the same for Total Dark/UC but you will see a DPS loss on UC if you take enduring rays passive. Plus less than 2k cost for unblocked burst has to have some downsides.

    I agree it could be reworked, but currently templar is balanced according to many of us.

    well the only thing on this skill that could need a rework is that allies can also stack up the Boom...therefore making this skill way to zerg friendly IMO.

    Scaling is lackluster from a PVE perspective, where you cannot stack as much extra Magicka, than SD.
    600 from siroria + 400 from Berserker gylph + 500 SS vs. the not even 5K max Magicka from Horn.

    PVP wise the skill seems to be in a good spot (except the zerg part). PVE...well I Solarflare will out DPS pretty easy with its 4x 40% LA boost, + the Pulse DMG. or then slot something defensive, like Ritual or BoL when its needed.

    But only 1 can be on a player. 3 templars can't put 3 proofing lights on the same person at the same time. So it better work like that.
  • BNOC
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    Do you guys not recast your purifying so you get another 5 seconds of damage in? I hardly ever let mine explode if it's gonna be less then 6k, and even more rarely if i don't have a burst combo set up.

    Ive said it on the forums a ton of times, recastong before expiration gives you more time to get to cap.

    I recast if I've been put on the defensive or I know it's going to be soggy
    vMSA - Magplar - Xbox EU - 15/11/16
    578,000 - 36 Minutes 58 Seconds (Top 2 World?)

    vMSA - Magplar - Xbox NA
    569,000 - 40 minutes (350CP, Non optimised runs)
  • LuxLunae
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    Koolio wrote: »
    I like to build my Magplar and MDK with high spell damage since they can survive without shields. But one of my Magplars better moves Purifying Light doesn’t increase with spell damage. Is this intentional?

    I run 3 swift jewelry as well so I don’t have good Max Magicka at 27k. Now I have 4500 plus Spell damage but since this doesn’t scale right I can’t justify this move.

    Can this please scale with both Max and Spell Damage

    I agree with you considering those changes in the racials..they need to definitely change it to

    Purifying light => Spell damage
    Power of the light => weapon damage.
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