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.
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?
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 wrote: »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.
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.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.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).
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?
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
I like it as is. Stamina Templar’s are one of the last stamina classes where it makes sense to build into max Stam.
SaintSubwayy 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.
SaintSubwayy 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.
SaintSubwayy wrote: »SaintSubwayy 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.
Brutusmax1mus wrote: »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 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