PhoenixGrey wrote: »Joy_Division wrote: »
Bad sorcs may be easy to kill, but a bad sorc is more dangerous than say a bad Stamplar because the latter require more experience and thought to play effectively.
Its also the other way around. I feel the ceiling that a sorc can reach in top tier gameplay is limited due to class limitations
In the highest MMR bg's on our server, I would rather fight a team of pet sorcs rather than well top tier stam players
The mag sorc is bound to get shredded with a well timed burst combos as they need to face tank all the damage and dont synergize well with their team mates.
There is no shimerring shield, wings or cloak to avoid certain death and no cp has limited dodge roll capabilities for mag classes. The only thing which would have saved you was the 30k non crittable shield stack which no longer exist after shield nerfs
shields became stronger after the change to allow crits/resistance. Issue it there are not enough crit resistance in the game to handle the now 1.8-1.9 modifers floating around cyro.
Sorcs also have bound aegis for not only 8% more max mag adding to their shields, but having access to the same block mitigation, if not superior, to that of DK/warden builds running SNB.
Oh, come now. No one uses Bound Aegis unless absolutely trolling. Not slotted, and definitely not activated.
And I think blocking still doesn't mitigate damage done to shields?
yea you are right bound ageis is doo doo if you already have a 10k shield at 2300 cost lol.
its what happens after the shields (assuming there is still dmg left).
Shields against a basic typical cyro targetCRIT (1.415 MOD):
15000 *(1-(0)/100)*(1.5+(10/100)+(20/100)+(10/100)-(3300/68/100)) * (1+(8-0)/100) = 21225 * 1.08 (SPILLOVER FROM VUL/MIT)
21225 * (1.08)*(.73) *(.91)*(0.50)*(0.917) = 6981
6981 - 10k shield = 3018 shield left.
Total Mit = 100% (shield protected fully)
Higher tooltip dmg (though not many above 25k unless glass cannon):CRIT (1.415 MOD):
25000 *(1-(0)/100)*(1.5+(10/100)+(20/100)+(10/100)-(3300/68/100)) * (1+(8-0)/100) = 35,375 * 1.08 (SPILLOVER FROM VUL/MIT)
35,375 * (1.08)*(.73) *(.91)*(0.50)*(0.917) = 11636
11636 - 10k shield = 1636 dmg
Total Mit = 95.7178% on shield+armor+3300 crit resists
with block:
1636 dmg * (1-50/100) = 818 dmg with basic block
Total Mit = 97.859%
But of course the shield is only subtracting an attack each time and the value carries over. 2x 15k attacks:CRIT (1.415 MOD):
15000 *(1-(0)/100)*(1.5+(10/100)+(20/100)+(10/100)-(3300/68/100)) * (1+(8-0)/100) = 21225 * 1.08 (SPILLOVER FROM VUL/MIT)
21225 * (1.08)*(.73) *(.91)*(0.50)*(0.917) = 6981
6981 - 3018 shield left (from the first example) = 3963 dmg
Then is blocked:
3963 * (1-50/100) = 1981
Total Mit = 91.358% in this case
97%+ mitigation without heavy resists nor major protection is OVER-PERFORMING.
And if you compare the shield back when they protected against crits but armor was after the shield (using the higher tooltip so you can see the comparison of dmg hitting a sorc):CRIT (1.415 MOD):Total Mit = 93.548% on shield
25000 *(1-(0)/100)*(no crits allowed under old formula) * (1+(8)/100) = 35,375 * (1.08)
35,375 * (1.08)*(.73) *(.91)*(0.50) = 12,689.79075
Then shield subtracts:
12,689 - 10000 = * armor (0.917) = 2465
2465 dmg
Total Mit = 93.548% on shield
with block:
2465 * (1-50/100) = 1232with basic block
Total Mit with block included= 96.4821%
Conclusion:
shields over performing and need to adjust calculation and or sorc shield value to where they reduced dmg before mitigation.
93%/96% versus 95%/97% total mitigation.
I would recommend the following changes to shields calculated:
- decrease sorc shield so its below 10k to match other shields.
If you place something like a 5k shield in its place:CRIT (1.415 MOD):Total Mit = 85.1068 in this case which matches closer to relying on solely block mitigation and if you block it doesn't go into the mid 90%'s
25000 *(1-(0)/100)*(1.5+(10/100)+(20/100)+(10/100)-(3300/68/100)) * (1+(8-0)/100) = 21225 * 1.08 (SPILLOVER FROM VUL/MIT)
21225 * (1.08)*(.73) *(.91)*(0.50)*(0.917) = 8,223.70185
8,223.70185 - 4500 shield = 3,723 dmg
- or adjust the formula entirely (might help with lag):1st adjust the duration so you can cast it and it last like 18 seconds like it used to.
Then adjust the formula:
25000 *(1-(0)/100)*(no crits allowed) * same vuln as live (1+(8-0)/100) = 35,375 * (1.08)
35,375 * (1.08) - 20000 (no battlespirit on shield values) = 18,205
18,205 *(.73) *(.91)*(no battlespirit mitigation allowed on attackers dmg) = 12,093.5815
Then armor and block are applied subtracts (non crit; crit and crit resistance can apply here if this dmg crits):
12,093.5815 * (0.917) = 11,089 dmg
Total Mit = 55.0321%
with block:
17180 * (1-50/100) = 8590 with basic block
Total Mit = 77.516%
Total Mit = 55.0321% without block
Total Mit = 77.516% with block
The second option would makes shield more like health and about protecting against burst instead of casting it like a buff and stacking so you ignore dmg; it also amkes it so classes with terrible 4k shields can get back the 10k shields they once had boosting their defense. First option is closer to the class audit they missed out on.
Block mitigation changes will need to be looked at as well. Only thing I can think of is removing the 0.5s cost for 1s and dropping the base mitigation to 25% from 50%. This way snb retains base block 50% and its only a slight nerf to DK pve tanks since we can assume the block mitigation stacking will be bringing them closer to pre-nerf levels:Current :
15000 dmg * base block 0.50 = 7500
15000 dmg * base block 0.50* other block mitigation ((1-(20snb + 10% DK+def Post 8)/100) = 15000 dmg * base block (0.50) * other block mitigation * (0.62) = 4,875
New changes:
15000 dmg * base block (.75) = 11,250
15000 dmg * base block (1-25/100)* other block mitigation ((1-(20snb + 10% DK+def Post 8)/100)
15000 dmg * base block (.75) instead of (.50) * other block mitigation ((1-(38)/100) = 6,975
Gosh, those are a lot of numbers just to say for you: "nerf shields!".
You're forgetting two things, heals and dodges. Shields are supposed to keep your health untouched. Because if they wouldn't, you needed a lot more heals. Sure, nerf them. But then give us magicka Vigor. Shields are quite bursty, but stamina gets additional dodgerolls to protect health 100% in a burst. Also helps avoid CCs and debuffs.
That mitigation calculation isn't a good argument. Just say that you want shields nerfed.
Dodge has cost increase mechanic and only can dodge direct instant cast. Shields do not.
You also can't compare shields to dodge because everyone can dodge roll, not everyone can shield unless they wear a certain armor.
Battlespirit and uncrit are great changes because it buffs lower shields while nerfing the strongest shield in the game.
Unless sorcs want to drop pets or speed lol
Stamina gets MORE dodgerolls than magicka, I said that. That's certainly an advantage.
That's fine because mag gets the shield access.
There's a way to nerf it 1v1 and make it better for versatile situations.
Doubt it. That was the idea behind the last rework already. Certain people were already licking their lips upon the thought of sorcs no longer wEarINg FuLl diVInes ANd tHreE daMAge SeTs. And... here we are, in full impen, with a defensive monster set. And those people still vent. If you can learn one thing from the forums of the last years, it's that people here will ALWAYS, ALWAYSALWAYSAAALLWAYYYS complain about sorcs, periodfullstopdot.
Just move your attention to the underperforming classes.
PhoenixGrey wrote: »Joy_Division wrote: »
Bad sorcs may be easy to kill, but a bad sorc is more dangerous than say a bad Stamplar because the latter require more experience and thought to play effectively.
Its also the other way around. I feel the ceiling that a sorc can reach in top tier gameplay is limited due to class limitations
In the highest MMR bg's on our server, I would rather fight a team of pet sorcs rather than well top tier stam players
The mag sorc is bound to get shredded with a well timed burst combos as they need to face tank all the damage and dont synergize well with their team mates.
There is no shimerring shield, wings or cloak to avoid certain death and no cp has limited dodge roll capabilities for mag classes. The only thing which would have saved you was the 30k non crittable shield stack which no longer exist after shield nerfs
shields became stronger after the change to allow crits/resistance. Issue it there are not enough crit resistance in the game to handle the now 1.8-1.9 modifers floating around cyro.
Sorcs also have bound aegis for not only 8% more max mag adding to their shields, but having access to the same block mitigation, if not superior, to that of DK/warden builds running SNB.
Oh, come now. No one uses Bound Aegis unless absolutely trolling. Not slotted, and definitely not activated.
And I think blocking still doesn't mitigate damage done to shields?
yea you are right bound ageis is doo doo if you already have a 10k shield at 2300 cost lol.
its what happens after the shields (assuming there is still dmg left).
Shields against a basic typical cyro targetCRIT (1.415 MOD):
15000 *(1-(0)/100)*(1.5+(10/100)+(20/100)+(10/100)-(3300/68/100)) * (1+(8-0)/100) = 21225 * 1.08 (SPILLOVER FROM VUL/MIT)
21225 * (1.08)*(.73) *(.91)*(0.50)*(0.917) = 6981
6981 - 10k shield = 3018 shield left.
Total Mit = 100% (shield protected fully)
Higher tooltip dmg (though not many above 25k unless glass cannon):CRIT (1.415 MOD):
25000 *(1-(0)/100)*(1.5+(10/100)+(20/100)+(10/100)-(3300/68/100)) * (1+(8-0)/100) = 35,375 * 1.08 (SPILLOVER FROM VUL/MIT)
35,375 * (1.08)*(.73) *(.91)*(0.50)*(0.917) = 11636
11636 - 10k shield = 1636 dmg
Total Mit = 95.7178% on shield+armor+3300 crit resists
with block:
1636 dmg * (1-50/100) = 818 dmg with basic block
Total Mit = 97.859%
But of course the shield is only subtracting an attack each time and the value carries over. 2x 15k attacks:CRIT (1.415 MOD):
15000 *(1-(0)/100)*(1.5+(10/100)+(20/100)+(10/100)-(3300/68/100)) * (1+(8-0)/100) = 21225 * 1.08 (SPILLOVER FROM VUL/MIT)
21225 * (1.08)*(.73) *(.91)*(0.50)*(0.917) = 6981
6981 - 3018 shield left (from the first example) = 3963 dmg
Then is blocked:
3963 * (1-50/100) = 1981
Total Mit = 91.358% in this case
97%+ mitigation without heavy resists nor major protection is OVER-PERFORMING.
And if you compare the shield back when they protected against crits but armor was after the shield (using the higher tooltip so you can see the comparison of dmg hitting a sorc):CRIT (1.415 MOD):Total Mit = 93.548% on shield
25000 *(1-(0)/100)*(no crits allowed under old formula) * (1+(8)/100) = 35,375 * (1.08)
35,375 * (1.08)*(.73) *(.91)*(0.50) = 12,689.79075
Then shield subtracts:
12,689 - 10000 = * armor (0.917) = 2465
2465 dmg
Total Mit = 93.548% on shield
with block:
2465 * (1-50/100) = 1232with basic block
Total Mit with block included= 96.4821%
Conclusion:
shields over performing and need to adjust calculation and or sorc shield value to where they reduced dmg before mitigation.
93%/96% versus 95%/97% total mitigation.
I would recommend the following changes to shields calculated:
- decrease sorc shield so its below 10k to match other shields.
If you place something like a 5k shield in its place:CRIT (1.415 MOD):Total Mit = 85.1068 in this case which matches closer to relying on solely block mitigation and if you block it doesn't go into the mid 90%'s
25000 *(1-(0)/100)*(1.5+(10/100)+(20/100)+(10/100)-(3300/68/100)) * (1+(8-0)/100) = 21225 * 1.08 (SPILLOVER FROM VUL/MIT)
21225 * (1.08)*(.73) *(.91)*(0.50)*(0.917) = 8,223.70185
8,223.70185 - 4500 shield = 3,723 dmg
- or adjust the formula entirely (might help with lag):1st adjust the duration so you can cast it and it last like 18 seconds like it used to.
Then adjust the formula:
25000 *(1-(0)/100)*(no crits allowed) * same vuln as live (1+(8-0)/100) = 35,375 * (1.08)
35,375 * (1.08) - 20000 (no battlespirit on shield values) = 18,205
18,205 *(.73) *(.91)*(no battlespirit mitigation allowed on attackers dmg) = 12,093.5815
Then armor and block are applied subtracts (non crit; crit and crit resistance can apply here if this dmg crits):
12,093.5815 * (0.917) = 11,089 dmg
Total Mit = 55.0321%
with block:
17180 * (1-50/100) = 8590 with basic block
Total Mit = 77.516%
Total Mit = 55.0321% without block
Total Mit = 77.516% with block
The second option would makes shield more like health and about protecting against burst instead of casting it like a buff and stacking so you ignore dmg; it also amkes it so classes with terrible 4k shields can get back the 10k shields they once had boosting their defense. First option is closer to the class audit they missed out on.
Block mitigation changes will need to be looked at as well. Only thing I can think of is removing the 0.5s cost for 1s and dropping the base mitigation to 25% from 50%. This way snb retains base block 50% and its only a slight nerf to DK pve tanks since we can assume the block mitigation stacking will be bringing them closer to pre-nerf levels:Current :
15000 dmg * base block 0.50 = 7500
15000 dmg * base block 0.50* other block mitigation ((1-(20snb + 10% DK+def Post 8)/100) = 15000 dmg * base block (0.50) * other block mitigation * (0.62) = 4,875
New changes:
15000 dmg * base block (.75) = 11,250
15000 dmg * base block (1-25/100)* other block mitigation ((1-(20snb + 10% DK+def Post 8)/100)
15000 dmg * base block (.75) instead of (.50) * other block mitigation ((1-(38)/100) = 6,975
Gosh, those are a lot of numbers just to say for you: "nerf shields!".
You're forgetting two things, heals and dodges. Shields are supposed to keep your health untouched. Because if they wouldn't, you needed a lot more heals. Sure, nerf them. But then give us magicka Vigor. Shields are quite bursty, but stamina gets additional dodgerolls to protect health 100% in a burst. Also helps avoid CCs and debuffs.
That mitigation calculation isn't a good argument. Just say that you want shields nerfed.
Dodge has cost increase mechanic and only can dodge direct instant cast. Shields do not.
You also can't compare shields to dodge because everyone can dodge roll, not everyone can shield unless they wear a certain armor.
Battlespirit and uncrit are great changes because it buffs lower shields while nerfing the strongest shield in the game.
Unless sorcs want to drop pets or speed lol
Stamina gets MORE dodgerolls than magicka, I said that. That's certainly an advantage.
That's fine because mag gets the shield access.
There's a way to nerf it 1v1 and make it better for versatile situations.
Doubt it. That was the idea behind the last rework already. Certain people were already licking their lips upon the thought of sorcs no longer wEarINg FuLl diVInes ANd tHreE daMAge SeTs. And... here we are, in full impen, with a defensive monster set. And those people still vent. If you can learn one thing from the forums of the last years, it's that people here will ALWAYS, ALWAYSALWAYSAAALLWAYYYS complain about sorcs, periodfullstopdot.
Just move your attention to the underperforming classes.
Only a few of us knew it buffed shields lol. Though some of us hoped it made smaller shields better but it didn't lol
PhoenixGrey wrote: »Joy_Division wrote: »
Bad sorcs may be easy to kill, but a bad sorc is more dangerous than say a bad Stamplar because the latter require more experience and thought to play effectively.
Its also the other way around. I feel the ceiling that a sorc can reach in top tier gameplay is limited due to class limitations
In the highest MMR bg's on our server, I would rather fight a team of pet sorcs rather than well top tier stam players
The mag sorc is bound to get shredded with a well timed burst combos as they need to face tank all the damage and dont synergize well with their team mates.
There is no shimerring shield, wings or cloak to avoid certain death and no cp has limited dodge roll capabilities for mag classes. The only thing which would have saved you was the 30k non crittable shield stack which no longer exist after shield nerfs
shields became stronger after the change to allow crits/resistance. Issue it there are not enough crit resistance in the game to handle the now 1.8-1.9 modifers floating around cyro.
Sorcs also have bound aegis for not only 8% more max mag adding to their shields, but having access to the same block mitigation, if not superior, to that of DK/warden builds running SNB.
Oh, come now. No one uses Bound Aegis unless absolutely trolling. Not slotted, and definitely not activated.
And I think blocking still doesn't mitigate damage done to shields?
yea you are right bound ageis is doo doo if you already have a 10k shield at 2300 cost lol.
its what happens after the shields (assuming there is still dmg left).
Shields against a basic typical cyro targetCRIT (1.415 MOD):
15000 *(1-(0)/100)*(1.5+(10/100)+(20/100)+(10/100)-(3300/68/100)) * (1+(8-0)/100) = 21225 * 1.08 (SPILLOVER FROM VUL/MIT)
21225 * (1.08)*(.73) *(.91)*(0.50)*(0.917) = 6981
6981 - 10k shield = 3018 shield left.
Total Mit = 100% (shield protected fully)
Higher tooltip dmg (though not many above 25k unless glass cannon):CRIT (1.415 MOD):
25000 *(1-(0)/100)*(1.5+(10/100)+(20/100)+(10/100)-(3300/68/100)) * (1+(8-0)/100) = 35,375 * 1.08 (SPILLOVER FROM VUL/MIT)
35,375 * (1.08)*(.73) *(.91)*(0.50)*(0.917) = 11636
11636 - 10k shield = 1636 dmg
Total Mit = 95.7178% on shield+armor+3300 crit resists
with block:
1636 dmg * (1-50/100) = 818 dmg with basic block
Total Mit = 97.859%
But of course the shield is only subtracting an attack each time and the value carries over. 2x 15k attacks:CRIT (1.415 MOD):
15000 *(1-(0)/100)*(1.5+(10/100)+(20/100)+(10/100)-(3300/68/100)) * (1+(8-0)/100) = 21225 * 1.08 (SPILLOVER FROM VUL/MIT)
21225 * (1.08)*(.73) *(.91)*(0.50)*(0.917) = 6981
6981 - 3018 shield left (from the first example) = 3963 dmg
Then is blocked:
3963 * (1-50/100) = 1981
Total Mit = 91.358% in this case
97%+ mitigation without heavy resists nor major protection is OVER-PERFORMING.
And if you compare the shield back when they protected against crits but armor was after the shield (using the higher tooltip so you can see the comparison of dmg hitting a sorc):CRIT (1.415 MOD):Total Mit = 93.548% on shield
25000 *(1-(0)/100)*(no crits allowed under old formula) * (1+(8)/100) = 35,375 * (1.08)
35,375 * (1.08)*(.73) *(.91)*(0.50) = 12,689.79075
Then shield subtracts:
12,689 - 10000 = * armor (0.917) = 2465
2465 dmg
Total Mit = 93.548% on shield
with block:
2465 * (1-50/100) = 1232with basic block
Total Mit with block included= 96.4821%
Conclusion:
shields over performing and need to adjust calculation and or sorc shield value to where they reduced dmg before mitigation.
93%/96% versus 95%/97% total mitigation.
I would recommend the following changes to shields calculated:
- decrease sorc shield so its below 10k to match other shields.
If you place something like a 5k shield in its place:CRIT (1.415 MOD):Total Mit = 85.1068 in this case which matches closer to relying on solely block mitigation and if you block it doesn't go into the mid 90%'s
25000 *(1-(0)/100)*(1.5+(10/100)+(20/100)+(10/100)-(3300/68/100)) * (1+(8-0)/100) = 21225 * 1.08 (SPILLOVER FROM VUL/MIT)
21225 * (1.08)*(.73) *(.91)*(0.50)*(0.917) = 8,223.70185
8,223.70185 - 4500 shield = 3,723 dmg
- or adjust the formula entirely (might help with lag):1st adjust the duration so you can cast it and it last like 18 seconds like it used to.
Then adjust the formula:
25000 *(1-(0)/100)*(no crits allowed) * same vuln as live (1+(8-0)/100) = 35,375 * (1.08)
35,375 * (1.08) - 20000 (no battlespirit on shield values) = 18,205
18,205 *(.73) *(.91)*(no battlespirit mitigation allowed on attackers dmg) = 12,093.5815
Then armor and block are applied subtracts (non crit; crit and crit resistance can apply here if this dmg crits):
12,093.5815 * (0.917) = 11,089 dmg
Total Mit = 55.0321%
with block:
17180 * (1-50/100) = 8590 with basic block
Total Mit = 77.516%
Total Mit = 55.0321% without block
Total Mit = 77.516% with block
The second option would makes shield more like health and about protecting against burst instead of casting it like a buff and stacking so you ignore dmg; it also amkes it so classes with terrible 4k shields can get back the 10k shields they once had boosting their defense. First option is closer to the class audit they missed out on.
Block mitigation changes will need to be looked at as well. Only thing I can think of is removing the 0.5s cost for 1s and dropping the base mitigation to 25% from 50%. This way snb retains base block 50% and its only a slight nerf to DK pve tanks since we can assume the block mitigation stacking will be bringing them closer to pre-nerf levels:Current :
15000 dmg * base block 0.50 = 7500
15000 dmg * base block 0.50* other block mitigation ((1-(20snb + 10% DK+def Post 8)/100) = 15000 dmg * base block (0.50) * other block mitigation * (0.62) = 4,875
New changes:
15000 dmg * base block (.75) = 11,250
15000 dmg * base block (1-25/100)* other block mitigation ((1-(20snb + 10% DK+def Post 8)/100)
15000 dmg * base block (.75) instead of (.50) * other block mitigation ((1-(38)/100) = 6,975
Gosh, those are a lot of numbers just to say for you: "nerf shields!".
You're forgetting two things, heals and dodges. Shields are supposed to keep your health untouched. Because if they wouldn't, you needed a lot more heals. Sure, nerf them. But then give us magicka Vigor. Shields are quite bursty, but stamina gets additional dodgerolls to protect health 100% in a burst. Also helps avoid CCs and debuffs.
That mitigation calculation isn't a good argument. Just say that you want shields nerfed.
Dodge has cost increase mechanic and only can dodge direct instant cast. Shields do not.
You also can't compare shields to dodge because everyone can dodge roll, not everyone can shield unless they wear a certain armor.
Battlespirit and uncrit are great changes because it buffs lower shields while nerfing the strongest shield in the game.
Unless sorcs want to drop pets or speed lol
Stamina gets MORE dodgerolls than magicka, I said that. That's certainly an advantage.
That's fine because mag gets the shield access.
There's a way to nerf it 1v1 and make it better for versatile situations.
Doubt it. That was the idea behind the last rework already. Certain people were already licking their lips upon the thought of sorcs no longer wEarINg FuLl diVInes ANd tHreE daMAge SeTs. And... here we are, in full impen, with a defensive monster set. And those people still vent. If you can learn one thing from the forums of the last years, it's that people here will ALWAYS, ALWAYSALWAYSAAALLWAYYYS complain about sorcs, periodfullstopdot.
Just move your attention to the underperforming classes.
Only a few of us knew it buffed shields lol. Though some of us hoped it made smaller shields better but it didn't lol
Illuvatarr wrote: »Illuvatarr wrote: »Balance and magsorcs in the same sentence. You almost had me though, I'll give you a 1/10 for the effort. 😂😂😂
I made a magsorc and had to drop it within two weeks because i felt dirty playing that character.
I am going to need to stand on a chair to stand above the level of hyperbole fueled horse manure and *** drama contained the absolute lie in the above post.
I've saw you in sotha plenty of times when i was pvping more often. You're not a good sorc.
When people say sorcs are op, they're not talking about the average joe.
We can duel some time then if you like:) happy to learn from you.
Been there, done that. You were running 2 pets, and kept resetting streaking away and LOSing behind rocks.
You're also one of the weakest high mmr sorcs on pc na. Every time i've seen you in a game you've had more death than kills. That's quite an achievement on a magsorc.
thankyourat wrote: »Illuvatarr wrote: »Mag sorcs are fine. If anything they, and the other mag classes, need stronger defenses against bow users to put them on par with stamina classes. All of the stamina classes are still superior to mag sorcs in the hands of equally skilled players.
That’s not true. There is very little any class can do to beat a magsorc in a 1v1. Some stamina builds may have a easier time dealing with them but overall they are still disadvantaged vs a magsorc. Sorc defenses are just too strong right now when boosted by resistances. So if you manage to get through the shields you still have to burst through 26k worth of resistances and 26k health before the sorc gets his burst heal from the matriarch. It’s just not going to happen against anyone that has decent experience at this game. Especially when you add that your burst combo will likely be interrupted due to the sorc LoSing around pets.
That’s just the defenses, the icing on the cake is the offense. The sorc has an all range toolkit with two abilities hitting harder than most ultimates in curse and frags with curse being completely unavoidable unless you have a class purge. Then you add in the dot from however many pets you are running giving you very easy to apply damage because most of it is fire and forget. No need to get into the mobility with streak and the sustain from dark exchange. I’m fine with sorcs having high damage and good mobility, but something has to be done with sorcs defensive. A class shouldn’t have the best mobility, the best damage mitigation in shield stanking and the highest burst damage. That’s just too op.
Nirnroot420 wrote: »@MaxJrFTW
I get getting frustrated about a particular class or build that's wrecking you. Just learn from the mistakes and get better.
Templars, in particular, have been buffed this patch to handle magsorcs. The improvements to gap closers mean that a purifying/vamp bane/toppling charge/sweeps/crescent combo puts most magsorcs down (high or low MMR) in seconds. If they survivve it, block heal until their burst passes and do it again, but better this time.
Magsorcs are hit hard by CCs since shields are so essential to their survivability, and they obviously can't cast it while under CC. They also can't take sustained melee pressure and streaking away hits their resources while your gap closers are likely cheaper.
Calling magsorcs who disagree with you "average" or "weak" (especially in addressing @PhoenixGrey in these terms) betrays your saltiness.
PhoenixGrey wrote: »Nirnroot420 wrote: »@MaxJrFTW
I get getting frustrated about a particular class or build that's wrecking you. Just learn from the mistakes and get better.
Templars, in particular, have been buffed this patch to handle magsorcs. The improvements to gap closers mean that a purifying/vamp bane/toppling charge/sweeps/crescent combo puts most magsorcs down (high or low MMR) in seconds. If they survivve it, block heal until their burst passes and do it again, but better this time.
Magsorcs are hit hard by CCs since shields are so essential to their survivability, and they obviously can't cast it while under CC. They also can't take sustained melee pressure and streaking away hits their resources while your gap closers are likely cheaper.
Calling magsorcs who disagree with you "average" or "weak" (especially in addressing @PhoenixGrey in these terms) betrays your saltiness.
Its ok dude. I think he has said what he wants to say and he is entitled to his opinion. He thinks I am trash and I m ok with it. He just needs more farming and he will be fine TBH.
He thinks these threads are only about top tier mag sorcs. Why the hell would a entire thread of 6.5k views be just for a 1-2% players in this game? Makes no sense whatsoever !
Though I do like the much needed buffs to magplars this patch. . Bring back speedy mist as well
PhoenixGrey wrote: »Joy_Division wrote: »
Bad sorcs may be easy to kill, but a bad sorc is more dangerous than say a bad Stamplar because the latter require more experience and thought to play effectively.
Its also the other way around. I feel the ceiling that a sorc can reach in top tier gameplay is limited due to class limitations
In the highest MMR bg's on our server, I would rather fight a team of pet sorcs rather than well top tier stam players
The mag sorc is bound to get shredded with a well timed burst combos as they need to face tank all the damage and dont synergize well with their team mates.
There is no shimerring shield, wings or cloak to avoid certain death and no cp has limited dodge roll capabilities for mag classes. The only thing which would have saved you was the 30k non crittable shield stack which no longer exist after shield nerfs
shields became stronger after the change to allow crits/resistance. Issue it there are not enough crit resistance in the game to handle the now 1.8-1.9 modifers floating around cyro.
Sorcs also have bound aegis for not only 8% more max mag adding to their shields, but having access to the same block mitigation, if not superior, to that of DK/warden builds running SNB.
Oh, come now. No one uses Bound Aegis unless absolutely trolling. Not slotted, and definitely not activated.
And I think blocking still doesn't mitigate damage done to shields?
yea you are right bound ageis is doo doo if you already have a 10k shield at 2300 cost lol.
its what happens after the shields (assuming there is still dmg left).
Shields against a basic typical cyro targetCRIT (1.415 MOD):
15000 *(1-(0)/100)*(1.5+(10/100)+(20/100)+(10/100)-(3300/68/100)) * (1+(8-0)/100) = 21225 * 1.08 (SPILLOVER FROM VUL/MIT)
21225 * (1.08)*(.73) *(.91)*(0.50)*(0.917) = 6981
6981 - 10k shield = 3018 shield left.
Total Mit = 100% (shield protected fully)
Higher tooltip dmg (though not many above 25k unless glass cannon):CRIT (1.415 MOD):
25000 *(1-(0)/100)*(1.5+(10/100)+(20/100)+(10/100)-(3300/68/100)) * (1+(8-0)/100) = 35,375 * 1.08 (SPILLOVER FROM VUL/MIT)
35,375 * (1.08)*(.73) *(.91)*(0.50)*(0.917) = 11636
11636 - 10k shield = 1636 dmg
Total Mit = 95.7178% on shield+armor+3300 crit resists
with block:
1636 dmg * (1-50/100) = 818 dmg with basic block
Total Mit = 97.859%
But of course the shield is only subtracting an attack each time and the value carries over. 2x 15k attacks:CRIT (1.415 MOD):
15000 *(1-(0)/100)*(1.5+(10/100)+(20/100)+(10/100)-(3300/68/100)) * (1+(8-0)/100) = 21225 * 1.08 (SPILLOVER FROM VUL/MIT)
21225 * (1.08)*(.73) *(.91)*(0.50)*(0.917) = 6981
6981 - 3018 shield left (from the first example) = 3963 dmg
Then is blocked:
3963 * (1-50/100) = 1981
Total Mit = 91.358% in this case
97%+ mitigation without heavy resists nor major protection is OVER-PERFORMING.
And if you compare the shield back when they protected against crits but armor was after the shield (using the higher tooltip so you can see the comparison of dmg hitting a sorc):CRIT (1.415 MOD):Total Mit = 93.548% on shield
25000 *(1-(0)/100)*(no crits allowed under old formula) * (1+(8)/100) = 35,375 * (1.08)
35,375 * (1.08)*(.73) *(.91)*(0.50) = 12,689.79075
Then shield subtracts:
12,689 - 10000 = * armor (0.917) = 2465
2465 dmg
Total Mit = 93.548% on shield
with block:
2465 * (1-50/100) = 1232with basic block
Total Mit with block included= 96.4821%
Conclusion:
shields over performing and need to adjust calculation and or sorc shield value to where they reduced dmg before mitigation.
93%/96% versus 95%/97% total mitigation.
I would recommend the following changes to shields calculated:
- decrease sorc shield so its below 10k to match other shields.
If you place something like a 5k shield in its place:CRIT (1.415 MOD):Total Mit = 85.1068 in this case which matches closer to relying on solely block mitigation and if you block it doesn't go into the mid 90%'s
25000 *(1-(0)/100)*(1.5+(10/100)+(20/100)+(10/100)-(3300/68/100)) * (1+(8-0)/100) = 21225 * 1.08 (SPILLOVER FROM VUL/MIT)
21225 * (1.08)*(.73) *(.91)*(0.50)*(0.917) = 8,223.70185
8,223.70185 - 4500 shield = 3,723 dmg
- or adjust the formula entirely (might help with lag):1st adjust the duration so you can cast it and it last like 18 seconds like it used to.
Then adjust the formula:
25000 *(1-(0)/100)*(no crits allowed) * same vuln as live (1+(8-0)/100) = 35,375 * (1.08)
35,375 * (1.08) - 20000 (no battlespirit on shield values) = 18,205
18,205 *(.73) *(.91)*(no battlespirit mitigation allowed on attackers dmg) = 12,093.5815
Then armor and block are applied subtracts (non crit; crit and crit resistance can apply here if this dmg crits):
12,093.5815 * (0.917) = 11,089 dmg
Total Mit = 55.0321%
with block:
17180 * (1-50/100) = 8590 with basic block
Total Mit = 77.516%
Total Mit = 55.0321% without block
Total Mit = 77.516% with block
The second option would makes shield more like health and about protecting against burst instead of casting it like a buff and stacking so you ignore dmg; it also amkes it so classes with terrible 4k shields can get back the 10k shields they once had boosting their defense. First option is closer to the class audit they missed out on.
Block mitigation changes will need to be looked at as well. Only thing I can think of is removing the 0.5s cost for 1s and dropping the base mitigation to 25% from 50%. This way snb retains base block 50% and its only a slight nerf to DK pve tanks since we can assume the block mitigation stacking will be bringing them closer to pre-nerf levels:Current :
15000 dmg * base block 0.50 = 7500
15000 dmg * base block 0.50* other block mitigation ((1-(20snb + 10% DK+def Post 8)/100) = 15000 dmg * base block (0.50) * other block mitigation * (0.62) = 4,875
New changes:
15000 dmg * base block (.75) = 11,250
15000 dmg * base block (1-25/100)* other block mitigation ((1-(20snb + 10% DK+def Post 8)/100)
15000 dmg * base block (.75) instead of (.50) * other block mitigation ((1-(38)/100) = 6,975
Gosh, those are a lot of numbers just to say for you: "nerf shields!".
You're forgetting two things, heals and dodges. Shields are supposed to keep your health untouched. Because if they wouldn't, you needed a lot more heals. Sure, nerf them. But then give us magicka Vigor. Shields are quite bursty, but stamina gets additional dodgerolls to protect health 100% in a burst. Also helps avoid CCs and debuffs.
That mitigation calculation isn't a good argument. Just say that you want shields nerfed.
Dodge has cost increase mechanic and only can dodge direct instant cast. Shields do not.
You also can't compare shields to dodge because everyone can dodge roll, not everyone can shield unless they wear a certain armor.
Battlespirit and uncrit are great changes because it buffs lower shields while nerfing the strongest shield in the game.
Unless sorcs want to drop pets or speed lol
Stamina gets MORE dodgerolls than magicka, I said that. That's certainly an advantage.
That's fine because mag gets the shield access.
There's a way to nerf it 1v1 and make it better for versatile situations.
Doubt it. That was the idea behind the last rework already. Certain people were already licking their lips upon the thought of sorcs no longer wEarINg FuLl diVInes ANd tHreE daMAge SeTs. And... here we are, in full impen, with a defensive monster set. And those people still vent. If you can learn one thing from the forums of the last years, it's that people here will ALWAYS, ALWAYSALWAYSAAALLWAYYYS complain about sorcs, periodfullstopdot.
Just move your attention to the underperforming classes.
Only a few of us knew it buffed shields lol. Though some of us hoped it made smaller shields better but it didn't lol
It didn't. It was a nerf, through and through. Sorcs simply did what they're always told - they adapted. In this case, adapted to the resistance meta we have and which is not unique to sorcs or magicka.
And it didn't work! On a large scale, shields aren't more powerful than stamina defenses. It's the PET that pushed sorc over the threshold. And you want to punish non-pet sorcs as much as pet ones. Don't you see the problem here?
Again, just improve the lacking classes. This game certainly doesn't need more nerfs and even more boring combat.
PhoenixGrey wrote: »Joy_Division wrote: »
Bad sorcs may be easy to kill, but a bad sorc is more dangerous than say a bad Stamplar because the latter require more experience and thought to play effectively.
Its also the other way around. I feel the ceiling that a sorc can reach in top tier gameplay is limited due to class limitations
In the highest MMR bg's on our server, I would rather fight a team of pet sorcs rather than well top tier stam players
The mag sorc is bound to get shredded with a well timed burst combos as they need to face tank all the damage and dont synergize well with their team mates.
There is no shimerring shield, wings or cloak to avoid certain death and no cp has limited dodge roll capabilities for mag classes. The only thing which would have saved you was the 30k non crittable shield stack which no longer exist after shield nerfs
shields became stronger after the change to allow crits/resistance. Issue it there are not enough crit resistance in the game to handle the now 1.8-1.9 modifers floating around cyro.
Sorcs also have bound aegis for not only 8% more max mag adding to their shields, but having access to the same block mitigation, if not superior, to that of DK/warden builds running SNB.
Oh, come now. No one uses Bound Aegis unless absolutely trolling. Not slotted, and definitely not activated.
And I think blocking still doesn't mitigate damage done to shields?
yea you are right bound ageis is doo doo if you already have a 10k shield at 2300 cost lol.
its what happens after the shields (assuming there is still dmg left).
Shields against a basic typical cyro targetCRIT (1.415 MOD):
15000 *(1-(0)/100)*(1.5+(10/100)+(20/100)+(10/100)-(3300/68/100)) * (1+(8-0)/100) = 21225 * 1.08 (SPILLOVER FROM VUL/MIT)
21225 * (1.08)*(.73) *(.91)*(0.50)*(0.917) = 6981
6981 - 10k shield = 3018 shield left.
Total Mit = 100% (shield protected fully)
Higher tooltip dmg (though not many above 25k unless glass cannon):CRIT (1.415 MOD):
25000 *(1-(0)/100)*(1.5+(10/100)+(20/100)+(10/100)-(3300/68/100)) * (1+(8-0)/100) = 35,375 * 1.08 (SPILLOVER FROM VUL/MIT)
35,375 * (1.08)*(.73) *(.91)*(0.50)*(0.917) = 11636
11636 - 10k shield = 1636 dmg
Total Mit = 95.7178% on shield+armor+3300 crit resists
with block:
1636 dmg * (1-50/100) = 818 dmg with basic block
Total Mit = 97.859%
But of course the shield is only subtracting an attack each time and the value carries over. 2x 15k attacks:CRIT (1.415 MOD):
15000 *(1-(0)/100)*(1.5+(10/100)+(20/100)+(10/100)-(3300/68/100)) * (1+(8-0)/100) = 21225 * 1.08 (SPILLOVER FROM VUL/MIT)
21225 * (1.08)*(.73) *(.91)*(0.50)*(0.917) = 6981
6981 - 3018 shield left (from the first example) = 3963 dmg
Then is blocked:
3963 * (1-50/100) = 1981
Total Mit = 91.358% in this case
97%+ mitigation without heavy resists nor major protection is OVER-PERFORMING.
And if you compare the shield back when they protected against crits but armor was after the shield (using the higher tooltip so you can see the comparison of dmg hitting a sorc):CRIT (1.415 MOD):Total Mit = 93.548% on shield
25000 *(1-(0)/100)*(no crits allowed under old formula) * (1+(8)/100) = 35,375 * (1.08)
35,375 * (1.08)*(.73) *(.91)*(0.50) = 12,689.79075
Then shield subtracts:
12,689 - 10000 = * armor (0.917) = 2465
2465 dmg
Total Mit = 93.548% on shield
with block:
2465 * (1-50/100) = 1232with basic block
Total Mit with block included= 96.4821%
Conclusion:
shields over performing and need to adjust calculation and or sorc shield value to where they reduced dmg before mitigation.
93%/96% versus 95%/97% total mitigation.
I would recommend the following changes to shields calculated:
- decrease sorc shield so its below 10k to match other shields.
If you place something like a 5k shield in its place:CRIT (1.415 MOD):Total Mit = 85.1068 in this case which matches closer to relying on solely block mitigation and if you block it doesn't go into the mid 90%'s
25000 *(1-(0)/100)*(1.5+(10/100)+(20/100)+(10/100)-(3300/68/100)) * (1+(8-0)/100) = 21225 * 1.08 (SPILLOVER FROM VUL/MIT)
21225 * (1.08)*(.73) *(.91)*(0.50)*(0.917) = 8,223.70185
8,223.70185 - 4500 shield = 3,723 dmg
- or adjust the formula entirely (might help with lag):1st adjust the duration so you can cast it and it last like 18 seconds like it used to.
Then adjust the formula:
25000 *(1-(0)/100)*(no crits allowed) * same vuln as live (1+(8-0)/100) = 35,375 * (1.08)
35,375 * (1.08) - 20000 (no battlespirit on shield values) = 18,205
18,205 *(.73) *(.91)*(no battlespirit mitigation allowed on attackers dmg) = 12,093.5815
Then armor and block are applied subtracts (non crit; crit and crit resistance can apply here if this dmg crits):
12,093.5815 * (0.917) = 11,089 dmg
Total Mit = 55.0321%
with block:
17180 * (1-50/100) = 8590 with basic block
Total Mit = 77.516%
Total Mit = 55.0321% without block
Total Mit = 77.516% with block
The second option would makes shield more like health and about protecting against burst instead of casting it like a buff and stacking so you ignore dmg; it also amkes it so classes with terrible 4k shields can get back the 10k shields they once had boosting their defense. First option is closer to the class audit they missed out on.
Block mitigation changes will need to be looked at as well. Only thing I can think of is removing the 0.5s cost for 1s and dropping the base mitigation to 25% from 50%. This way snb retains base block 50% and its only a slight nerf to DK pve tanks since we can assume the block mitigation stacking will be bringing them closer to pre-nerf levels:Current :
15000 dmg * base block 0.50 = 7500
15000 dmg * base block 0.50* other block mitigation ((1-(20snb + 10% DK+def Post 8)/100) = 15000 dmg * base block (0.50) * other block mitigation * (0.62) = 4,875
New changes:
15000 dmg * base block (.75) = 11,250
15000 dmg * base block (1-25/100)* other block mitigation ((1-(20snb + 10% DK+def Post 8)/100)
15000 dmg * base block (.75) instead of (.50) * other block mitigation ((1-(38)/100) = 6,975
Gosh, those are a lot of numbers just to say for you: "nerf shields!".
You're forgetting two things, heals and dodges. Shields are supposed to keep your health untouched. Because if they wouldn't, you needed a lot more heals. Sure, nerf them. But then give us magicka Vigor. Shields are quite bursty, but stamina gets additional dodgerolls to protect health 100% in a burst. Also helps avoid CCs and debuffs.
That mitigation calculation isn't a good argument. Just say that you want shields nerfed.
Dodge has cost increase mechanic and only can dodge direct instant cast. Shields do not.
You also can't compare shields to dodge because everyone can dodge roll, not everyone can shield unless they wear a certain armor.
Battlespirit and uncrit are great changes because it buffs lower shields while nerfing the strongest shield in the game.
Unless sorcs want to drop pets or speed lol
Stamina gets MORE dodgerolls than magicka, I said that. That's certainly an advantage.
That's fine because mag gets the shield access.
There's a way to nerf it 1v1 and make it better for versatile situations.
Doubt it. That was the idea behind the last rework already. Certain people were already licking their lips upon the thought of sorcs no longer wEarINg FuLl diVInes ANd tHreE daMAge SeTs. And... here we are, in full impen, with a defensive monster set. And those people still vent. If you can learn one thing from the forums of the last years, it's that people here will ALWAYS, ALWAYSALWAYSAAALLWAYYYS complain about sorcs, periodfullstopdot.
Just move your attention to the underperforming classes.
Only a few of us knew it buffed shields lol. Though some of us hoped it made smaller shields better but it didn't lol
It didn't. It was a nerf, through and through. Sorcs simply did what they're always told - they adapted. In this case, adapted to the resistance meta we have and which is not unique to sorcs or magicka.
And it didn't work! On a large scale, shields aren't more powerful than stamina defenses. It's the PET that pushed sorc over the threshold. And you want to punish non-pet sorcs as much as pet ones. Don't you see the problem here?
Again, just improve the lacking classes. This game certainly doesn't need more nerfs and even more boring combat.
Aren’t you the one who who crusaded for NB nerfs for like... forever?... And now that sorcs are right back at the top of the food chain it’s the “this game doesn’t need more nerfs” maneuver. Good one!
PhoenixGrey wrote: »Joy_Division wrote: »
Bad sorcs may be easy to kill, but a bad sorc is more dangerous than say a bad Stamplar because the latter require more experience and thought to play effectively.
Its also the other way around. I feel the ceiling that a sorc can reach in top tier gameplay is limited due to class limitations
In the highest MMR bg's on our server, I would rather fight a team of pet sorcs rather than well top tier stam players
The mag sorc is bound to get shredded with a well timed burst combos as they need to face tank all the damage and dont synergize well with their team mates.
There is no shimerring shield, wings or cloak to avoid certain death and no cp has limited dodge roll capabilities for mag classes. The only thing which would have saved you was the 30k non crittable shield stack which no longer exist after shield nerfs
shields became stronger after the change to allow crits/resistance. Issue it there are not enough crit resistance in the game to handle the now 1.8-1.9 modifers floating around cyro.
Sorcs also have bound aegis for not only 8% more max mag adding to their shields, but having access to the same block mitigation, if not superior, to that of DK/warden builds running SNB.
Oh, come now. No one uses Bound Aegis unless absolutely trolling. Not slotted, and definitely not activated.
And I think blocking still doesn't mitigate damage done to shields?
yea you are right bound ageis is doo doo if you already have a 10k shield at 2300 cost lol.
its what happens after the shields (assuming there is still dmg left).
Shields against a basic typical cyro targetCRIT (1.415 MOD):
15000 *(1-(0)/100)*(1.5+(10/100)+(20/100)+(10/100)-(3300/68/100)) * (1+(8-0)/100) = 21225 * 1.08 (SPILLOVER FROM VUL/MIT)
21225 * (1.08)*(.73) *(.91)*(0.50)*(0.917) = 6981
6981 - 10k shield = 3018 shield left.
Total Mit = 100% (shield protected fully)
Higher tooltip dmg (though not many above 25k unless glass cannon):CRIT (1.415 MOD):
25000 *(1-(0)/100)*(1.5+(10/100)+(20/100)+(10/100)-(3300/68/100)) * (1+(8-0)/100) = 35,375 * 1.08 (SPILLOVER FROM VUL/MIT)
35,375 * (1.08)*(.73) *(.91)*(0.50)*(0.917) = 11636
11636 - 10k shield = 1636 dmg
Total Mit = 95.7178% on shield+armor+3300 crit resists
with block:
1636 dmg * (1-50/100) = 818 dmg with basic block
Total Mit = 97.859%
But of course the shield is only subtracting an attack each time and the value carries over. 2x 15k attacks:CRIT (1.415 MOD):
15000 *(1-(0)/100)*(1.5+(10/100)+(20/100)+(10/100)-(3300/68/100)) * (1+(8-0)/100) = 21225 * 1.08 (SPILLOVER FROM VUL/MIT)
21225 * (1.08)*(.73) *(.91)*(0.50)*(0.917) = 6981
6981 - 3018 shield left (from the first example) = 3963 dmg
Then is blocked:
3963 * (1-50/100) = 1981
Total Mit = 91.358% in this case
97%+ mitigation without heavy resists nor major protection is OVER-PERFORMING.
And if you compare the shield back when they protected against crits but armor was after the shield (using the higher tooltip so you can see the comparison of dmg hitting a sorc):CRIT (1.415 MOD):Total Mit = 93.548% on shield
25000 *(1-(0)/100)*(no crits allowed under old formula) * (1+(8)/100) = 35,375 * (1.08)
35,375 * (1.08)*(.73) *(.91)*(0.50) = 12,689.79075
Then shield subtracts:
12,689 - 10000 = * armor (0.917) = 2465
2465 dmg
Total Mit = 93.548% on shield
with block:
2465 * (1-50/100) = 1232with basic block
Total Mit with block included= 96.4821%
Conclusion:
shields over performing and need to adjust calculation and or sorc shield value to where they reduced dmg before mitigation.
93%/96% versus 95%/97% total mitigation.
I would recommend the following changes to shields calculated:
- decrease sorc shield so its below 10k to match other shields.
If you place something like a 5k shield in its place:CRIT (1.415 MOD):Total Mit = 85.1068 in this case which matches closer to relying on solely block mitigation and if you block it doesn't go into the mid 90%'s
25000 *(1-(0)/100)*(1.5+(10/100)+(20/100)+(10/100)-(3300/68/100)) * (1+(8-0)/100) = 21225 * 1.08 (SPILLOVER FROM VUL/MIT)
21225 * (1.08)*(.73) *(.91)*(0.50)*(0.917) = 8,223.70185
8,223.70185 - 4500 shield = 3,723 dmg
- or adjust the formula entirely (might help with lag):1st adjust the duration so you can cast it and it last like 18 seconds like it used to.
Then adjust the formula:
25000 *(1-(0)/100)*(no crits allowed) * same vuln as live (1+(8-0)/100) = 35,375 * (1.08)
35,375 * (1.08) - 20000 (no battlespirit on shield values) = 18,205
18,205 *(.73) *(.91)*(no battlespirit mitigation allowed on attackers dmg) = 12,093.5815
Then armor and block are applied subtracts (non crit; crit and crit resistance can apply here if this dmg crits):
12,093.5815 * (0.917) = 11,089 dmg
Total Mit = 55.0321%
with block:
17180 * (1-50/100) = 8590 with basic block
Total Mit = 77.516%
Total Mit = 55.0321% without block
Total Mit = 77.516% with block
The second option would makes shield more like health and about protecting against burst instead of casting it like a buff and stacking so you ignore dmg; it also amkes it so classes with terrible 4k shields can get back the 10k shields they once had boosting their defense. First option is closer to the class audit they missed out on.
Block mitigation changes will need to be looked at as well. Only thing I can think of is removing the 0.5s cost for 1s and dropping the base mitigation to 25% from 50%. This way snb retains base block 50% and its only a slight nerf to DK pve tanks since we can assume the block mitigation stacking will be bringing them closer to pre-nerf levels:Current :
15000 dmg * base block 0.50 = 7500
15000 dmg * base block 0.50* other block mitigation ((1-(20snb + 10% DK+def Post 8)/100) = 15000 dmg * base block (0.50) * other block mitigation * (0.62) = 4,875
New changes:
15000 dmg * base block (.75) = 11,250
15000 dmg * base block (1-25/100)* other block mitigation ((1-(20snb + 10% DK+def Post 8)/100)
15000 dmg * base block (.75) instead of (.50) * other block mitigation ((1-(38)/100) = 6,975
Gosh, those are a lot of numbers just to say for you: "nerf shields!".
You're forgetting two things, heals and dodges. Shields are supposed to keep your health untouched. Because if they wouldn't, you needed a lot more heals. Sure, nerf them. But then give us magicka Vigor. Shields are quite bursty, but stamina gets additional dodgerolls to protect health 100% in a burst. Also helps avoid CCs and debuffs.
That mitigation calculation isn't a good argument. Just say that you want shields nerfed.
Dodge has cost increase mechanic and only can dodge direct instant cast. Shields do not.
You also can't compare shields to dodge because everyone can dodge roll, not everyone can shield unless they wear a certain armor.
Battlespirit and uncrit are great changes because it buffs lower shields while nerfing the strongest shield in the game.
Unless sorcs want to drop pets or speed lol
Stamina gets MORE dodgerolls than magicka, I said that. That's certainly an advantage.
That's fine because mag gets the shield access.
There's a way to nerf it 1v1 and make it better for versatile situations.
Doubt it. That was the idea behind the last rework already. Certain people were already licking their lips upon the thought of sorcs no longer wEarINg FuLl diVInes ANd tHreE daMAge SeTs. And... here we are, in full impen, with a defensive monster set. And those people still vent. If you can learn one thing from the forums of the last years, it's that people here will ALWAYS, ALWAYSALWAYSAAALLWAYYYS complain about sorcs, periodfullstopdot.
Just move your attention to the underperforming classes.
Only a few of us knew it buffed shields lol. Though some of us hoped it made smaller shields better but it didn't lol
You are really biasied about sorc.
Shields got buffed because sorcs sacrifise damage for resists. This is a trade between damage and tankiness.
Harness magicka by it self and the stacking with hardened is a problem, nerfing shields in general or nerfing Hardened ward is not a solution at all.
Nirnroot420 wrote: »@MaxJrFTW
I get getting frustrated about a particular class or build that's wrecking you. Just learn from the mistakes and get better.
Templars, in particular, have been buffed this patch to handle magsorcs. The improvements to gap closers mean that a purifying/vamp bane/toppling charge/sweeps/crescent combo puts most magsorcs down (high or low MMR) in seconds. If they survivve it, block heal until their burst passes and do it again, but better this time.
Magsorcs are hit hard by CCs since shields are so essential to their survivability, and they obviously can't cast it while under CC. They also can't take sustained melee pressure and streaking away hits their resources while your gap closers are likely cheaper.
Calling magsorcs who disagree with you "average" or "weak" (especially in addressing @PhoenixGrey in these terms) betrays your saltiness.
Nirnroot420 wrote: »@MaxJrFTW
I get getting frustrated about a particular class or build that's wrecking you. Just learn from the mistakes and get better.
Templars, in particular, have been buffed this patch to handle magsorcs. The improvements to gap closers mean that a purifying/vamp bane/toppling charge/sweeps/crescent combo puts most magsorcs down (high or low MMR) in seconds. If they survivve it, block heal until their burst passes and do it again, but better this time.
Magsorcs are hit hard by CCs since shields are so essential to their survivability, and they obviously can't cast it while under CC. They also can't take sustained melee pressure and streaking away hits their resources while your gap closers are likely cheaper.
Calling magsorcs who disagree with you "average" or "weak" (especially in addressing @PhoenixGrey in these terms) betrays your saltiness.
I'm not serious, just messing around. I use to play WoW on a server called Bleeding Hollow, BH forums were known for banter and trash talking. I guess old habits die hard, but i was kidding.
In fact i don't even PvP anymore. Last time i did any sort of pvp was may 17th. Actually not true, i did queue a bg with my nb a couple of weeks ago. Overall i've spent less than 15 mins pvping over the last 5 weeks.
It's also a fact that sorcs are op and these guys for whatever reason don't want to admit it.
oxygen_thief wrote: »
oxygen_thief wrote: »
I think your time might be better spent getting someone to teach you to read, the clue should have been in "I watched someone stream...".
oxygen_thief wrote: »oxygen_thief wrote: »
I think your time might be better spent getting someone to teach you to read, the clue should have been in "I watched someone stream...".
i can teach him too and why would you watch such a player?
GhostofDatthaw wrote: »Nirnroot420 wrote: »@MaxJrFTW
I get getting frustrated about a particular class or build that's wrecking you. Just learn from the mistakes and get better.
Templars, in particular, have been buffed this patch to handle magsorcs. The improvements to gap closers mean that a purifying/vamp bane/toppling charge/sweeps/crescent combo puts most magsorcs down (high or low MMR) in seconds. If they survivve it, block heal until their burst passes and do it again, but better this time.
Magsorcs are hit hard by CCs since shields are so essential to their survivability, and they obviously can't cast it while under CC. They also can't take sustained melee pressure and streaking away hits their resources while your gap closers are likely cheaper.
Calling magsorcs who disagree with you "average" or "weak" (especially in addressing @PhoenixGrey in these terms) betrays your saltiness.
I'm not serious, just messing around. I use to play WoW on a server called Bleeding Hollow, BH forums were known for banter and trash talking. I guess old habits die hard, but i was kidding.
In fact i don't even PvP anymore. Last time i did any sort of pvp was may 17th. Actually not true, i did queue a bg with my nb a couple of weeks ago. Overall i've spent less than 15 mins pvping over the last 5 weeks.
It's also a fact that sorcs are op and these guys for whatever reason don't want to admit it.
Because admitting something is strong leads for nerfs...
But
Zos has "nerfed" sorcs a couple times but they always seem to get stronger xD
PhoenixGrey wrote: »Joy_Division wrote: »
Bad sorcs may be easy to kill, but a bad sorc is more dangerous than say a bad Stamplar because the latter require more experience and thought to play effectively.
Its also the other way around. I feel the ceiling that a sorc can reach in top tier gameplay is limited due to class limitations
In the highest MMR bg's on our server, I would rather fight a team of pet sorcs rather than well top tier stam players
The mag sorc is bound to get shredded with a well timed burst combos as they need to face tank all the damage and dont synergize well with their team mates.
There is no shimerring shield, wings or cloak to avoid certain death and no cp has limited dodge roll capabilities for mag classes. The only thing which would have saved you was the 30k non crittable shield stack which no longer exist after shield nerfs
shields became stronger after the change to allow crits/resistance. Issue it there are not enough crit resistance in the game to handle the now 1.8-1.9 modifers floating around cyro.
Sorcs also have bound aegis for not only 8% more max mag adding to their shields, but having access to the same block mitigation, if not superior, to that of DK/warden builds running SNB.
Oh, come now. No one uses Bound Aegis unless absolutely trolling. Not slotted, and definitely not activated.
And I think blocking still doesn't mitigate damage done to shields?
yea you are right bound ageis is doo doo if you already have a 10k shield at 2300 cost lol.
its what happens after the shields (assuming there is still dmg left).
Shields against a basic typical cyro targetCRIT (1.415 MOD):
15000 *(1-(0)/100)*(1.5+(10/100)+(20/100)+(10/100)-(3300/68/100)) * (1+(8-0)/100) = 21225 * 1.08 (SPILLOVER FROM VUL/MIT)
21225 * (1.08)*(.73) *(.91)*(0.50)*(0.917) = 6981
6981 - 10k shield = 3018 shield left.
Total Mit = 100% (shield protected fully)
Higher tooltip dmg (though not many above 25k unless glass cannon):CRIT (1.415 MOD):
25000 *(1-(0)/100)*(1.5+(10/100)+(20/100)+(10/100)-(3300/68/100)) * (1+(8-0)/100) = 35,375 * 1.08 (SPILLOVER FROM VUL/MIT)
35,375 * (1.08)*(.73) *(.91)*(0.50)*(0.917) = 11636
11636 - 10k shield = 1636 dmg
Total Mit = 95.7178% on shield+armor+3300 crit resists
with block:
1636 dmg * (1-50/100) = 818 dmg with basic block
Total Mit = 97.859%
But of course the shield is only subtracting an attack each time and the value carries over. 2x 15k attacks:CRIT (1.415 MOD):
15000 *(1-(0)/100)*(1.5+(10/100)+(20/100)+(10/100)-(3300/68/100)) * (1+(8-0)/100) = 21225 * 1.08 (SPILLOVER FROM VUL/MIT)
21225 * (1.08)*(.73) *(.91)*(0.50)*(0.917) = 6981
6981 - 3018 shield left (from the first example) = 3963 dmg
Then is blocked:
3963 * (1-50/100) = 1981
Total Mit = 91.358% in this case
97%+ mitigation without heavy resists nor major protection is OVER-PERFORMING.
And if you compare the shield back when they protected against crits but armor was after the shield (using the higher tooltip so you can see the comparison of dmg hitting a sorc):CRIT (1.415 MOD):Total Mit = 93.548% on shield
25000 *(1-(0)/100)*(no crits allowed under old formula) * (1+(8)/100) = 35,375 * (1.08)
35,375 * (1.08)*(.73) *(.91)*(0.50) = 12,689.79075
Then shield subtracts:
12,689 - 10000 = * armor (0.917) = 2465
2465 dmg
Total Mit = 93.548% on shield
with block:
2465 * (1-50/100) = 1232with basic block
Total Mit with block included= 96.4821%
Conclusion:
shields over performing and need to adjust calculation and or sorc shield value to where they reduced dmg before mitigation.
93%/96% versus 95%/97% total mitigation.
I would recommend the following changes to shields calculated:
- decrease sorc shield so its below 10k to match other shields.
If you place something like a 5k shield in its place:CRIT (1.415 MOD):Total Mit = 85.1068 in this case which matches closer to relying on solely block mitigation and if you block it doesn't go into the mid 90%'s
25000 *(1-(0)/100)*(1.5+(10/100)+(20/100)+(10/100)-(3300/68/100)) * (1+(8-0)/100) = 21225 * 1.08 (SPILLOVER FROM VUL/MIT)
21225 * (1.08)*(.73) *(.91)*(0.50)*(0.917) = 8,223.70185
8,223.70185 - 4500 shield = 3,723 dmg
- or adjust the formula entirely (might help with lag):1st adjust the duration so you can cast it and it last like 18 seconds like it used to.
Then adjust the formula:
25000 *(1-(0)/100)*(no crits allowed) * same vuln as live (1+(8-0)/100) = 35,375 * (1.08)
35,375 * (1.08) - 20000 (no battlespirit on shield values) = 18,205
18,205 *(.73) *(.91)*(no battlespirit mitigation allowed on attackers dmg) = 12,093.5815
Then armor and block are applied subtracts (non crit; crit and crit resistance can apply here if this dmg crits):
12,093.5815 * (0.917) = 11,089 dmg
Total Mit = 55.0321%
with block:
17180 * (1-50/100) = 8590 with basic block
Total Mit = 77.516%
Total Mit = 55.0321% without block
Total Mit = 77.516% with block
The second option would makes shield more like health and about protecting against burst instead of casting it like a buff and stacking so you ignore dmg; it also amkes it so classes with terrible 4k shields can get back the 10k shields they once had boosting their defense. First option is closer to the class audit they missed out on.
Block mitigation changes will need to be looked at as well. Only thing I can think of is removing the 0.5s cost for 1s and dropping the base mitigation to 25% from 50%. This way snb retains base block 50% and its only a slight nerf to DK pve tanks since we can assume the block mitigation stacking will be bringing them closer to pre-nerf levels:Current :
15000 dmg * base block 0.50 = 7500
15000 dmg * base block 0.50* other block mitigation ((1-(20snb + 10% DK+def Post 8)/100) = 15000 dmg * base block (0.50) * other block mitigation * (0.62) = 4,875
New changes:
15000 dmg * base block (.75) = 11,250
15000 dmg * base block (1-25/100)* other block mitigation ((1-(20snb + 10% DK+def Post 8)/100)
15000 dmg * base block (.75) instead of (.50) * other block mitigation ((1-(38)/100) = 6,975
Gosh, those are a lot of numbers just to say for you: "nerf shields!".
You're forgetting two things, heals and dodges. Shields are supposed to keep your health untouched. Because if they wouldn't, you needed a lot more heals. Sure, nerf them. But then give us magicka Vigor. Shields are quite bursty, but stamina gets additional dodgerolls to protect health 100% in a burst. Also helps avoid CCs and debuffs.
That mitigation calculation isn't a good argument. Just say that you want shields nerfed.
Dodge has cost increase mechanic and only can dodge direct instant cast. Shields do not.
You also can't compare shields to dodge because everyone can dodge roll, not everyone can shield unless they wear a certain armor.
Battlespirit and uncrit are great changes because it buffs lower shields while nerfing the strongest shield in the game.
Unless sorcs want to drop pets or speed lol
Stamina gets MORE dodgerolls than magicka, I said that. That's certainly an advantage.
That's fine because mag gets the shield access.
There's a way to nerf it 1v1 and make it better for versatile situations.
Doubt it. That was the idea behind the last rework already. Certain people were already licking their lips upon the thought of sorcs no longer wEarINg FuLl diVInes ANd tHreE daMAge SeTs. And... here we are, in full impen, with a defensive monster set. And those people still vent. If you can learn one thing from the forums of the last years, it's that people here will ALWAYS, ALWAYSALWAYSAAALLWAYYYS complain about sorcs, periodfullstopdot.
Just move your attention to the underperforming classes.
Only a few of us knew it buffed shields lol. Though some of us hoped it made smaller shields better but it didn't lol
It didn't. It was a nerf, through and through. Sorcs simply did what they're always told - they adapted. In this case, adapted to the resistance meta we have and which is not unique to sorcs or magicka.
And it didn't work! On a large scale, shields aren't more powerful than stamina defenses. It's the PET that pushed sorc over the threshold. And you want to punish non-pet sorcs as much as pet ones. Don't you see the problem here?
Again, just improve the lacking classes. This game certainly doesn't need more nerfs and even more boring combat.
Aren’t you the one who who crusaded for NB nerfs for like... forever?... And now that sorcs are right back at the top of the food chain it’s the “this game doesn’t need more nerfs” maneuver. Good one!
Wasn't it the same with nightblades? Nightblades have been trying to convince the forums for years about how "easily counterable" Cloak was, how "broken Shade", how "difficult the rotation" and how "overused air quotes" were. You shouldn't point fingers.
But more importantly, I've been fine with nightblades since they changed the Incap stun cost. If you actually read more carefully, you would've seen that I advocated for bringing the other classes up. Still do.
Just good to know the community is totally objective and doesn't hold any personal grudges that influence their arguments...
(-_-)
I don’t know, I’m starting to think sorcs aren’t really OP. Only issue I have is their burst is a little over the top.
Targetable pets and passive damage in exchange for consuming two skill slots seems okay too. It’s good, but good =/ OP. Ward’s fine as is too.
Nirnroot420 wrote: »@MaxJrFTW
I get getting frustrated about a particular class or build that's wrecking you. Just learn from the mistakes and get better.
Templars, in particular, have been buffed this patch to handle magsorcs. The improvements to gap closers mean that a purifying/vamp bane/toppling charge/sweeps/crescent combo puts most magsorcs down (high or low MMR) in seconds. If they survivve it, block heal until their burst passes and do it again, but better this time.
Magsorcs are hit hard by CCs since shields are so essential to their survivability, and they obviously can't cast it while under CC. They also can't take sustained melee pressure and streaking away hits their resources while your gap closers are likely cheaper.
Calling magsorcs who disagree with you "average" or "weak" (especially in addressing @PhoenixGrey in these terms) betrays your saltiness.
I'm not serious, just messing around. I use to play WoW on a server called Bleeding Hollow, BH forums were known for banter and trash talking. I guess old habits die hard, but i was kidding.
In fact i don't even PvP anymore. Last time i did any sort of pvp was may 17th. Actually not true, i did queue a bg with my nb a couple of weeks ago. Overall i've spent less than 15 mins pvping over the last 5 weeks.
It's also a fact that sorcs are op and these guys for whatever reason don't want to admit it.
Mag sorc is the best magic class, but not as good as any of the stam classes, IMO.
Don't like sorcs - roll necro, turn into huge pile of bones and bash them a few times. If anything is brokengly op in the game right now - it's those guys, not sorcs.