oxygen_thief wrote: »@Minno my ward in battlegrounds is 6598 for 2984 (5 light, 28.5k magicka, 22.5 health , 16.5 stamina)
my resistances is about 19.5/17.8/1.3(5 imp/2 wf) so shield blows away by one hit and i need to dodge, streak and block a lot. i dont feel that shields are over performing at all. do you want to reduce them, right?
I don’t understand your point. Are you saying shields aren’t powerful in general, or is your argument that your build needs work?
hes saying the equation says on a 1 hit basis, shields are strong but once you start fighting multiple people all you are doing is casting shields to keep up with the volume. Which is fine, because that is the argument of 4k shields being subpar (and they are).
Removing them from battlespirit is the only way forward, unless we completely redesign them. Best design is the psijic shield; costs nothing but has a cooldown mechanic. Shame it too is hampered by battlespirit which is in itself terribly designed to flatten the game for casuals.
probably they are organized "pro" newbies in golden gear with poisons, maxed guild skills and with a voice communication. i dont know why people do it but its a lot of such players in the battlegrounds tooHere just to confirm that there is a marked increase in the pet magsorc population in lowbie Cyrodiil. Some small groups are all pet sorcs. They are typically very strong and they cannot be beat when it's even numbers.
That's all, carry on.
Lattengrabscher wrote: »
oxygen_thief wrote: »@Iskiab i have full chudan to free one slot. i dont see how it is balanced if sorcs are forced to use 2 tanky sets just for not being too squishy.
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
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.
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.
Joy_Division wrote: »Yes you listed three criteria. Problem is that the way you listed them doesnt actually prescribe a "bad" player and it most definitely doesnt involve a braindead spamming of one button.Joy_Division wrote: »Joy_Division wrote: »To be honest it's not even about the under performing of some classes. Mag sorcs are by far the safest pick for pvp for a new player. They outperform any other class (some by a stupid amount) and for a class that can delete people from a mile away it is really mobile and tanky. Like i don't know how people are still in denial about it.
The devs are clearly in denial about it as well. Like magsorcs are really out of control in this expansion.
It’s people like you I have to thank for having my games filled with bot sorcs. Yeah, magsorc is def strong but idk I why it would be a good choice for a noob player. Bad sorcs and nbs are pretty much the easiest kills possible.
It's a good choice for a noob player because it has easy to play mechanics that have a much shorter learning curve than the other classes
- I don;t want to be here: *streak* gone. Every other class has to either build or at least think how to leave a situation they don;t want to be in (although NBs come close, without detect pots they be on an even higher level)
- I want to kill that guy: preloaded executed, undodgable/unblockable burst in 3.5 seconds, RNG max range (another) burst. At least a NB has to weave light attacks and time their execute.
- I need healing: Do I press my burst heal that hits two targets for max value or do I press my shield button that gives me virtual health equivalent to a burst heal?
That's all easy peasy comparatively speaking. What is questionable is that these same easy peasy mechanics also happen to be at least as strong - if not stronger - than other classes' mechanics that are are more complex and restrictive.
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.
Well technically if the sorc knows when to streak away and can sustain its ridiculous cost, knows how to land a burst of 4-5 different abilities and knows how to sustain shields when under pressure while also doing everything else you said, then maybe just maybe he is not so bad after all.
I mean i can literally make the exact same argument about templar. A bad templar just puts on heavy armor, starts blocking spamming breath of life on everyone and casting a preloaded burst ability that doesnt even require him to do dmg to the target for it to explode since other players can store dmg as well. Doesnt really sound more complex to me. If anything it sounds easier. Same for DKs same for NBs same for any other class tbh. So yeah, there is that.
Sure a bad sorc is probably more dangerous. But thats the nature of a more offensive class. Its obviously going to be more dangerous just as a tanky class like termplar or DK is probably going to be way more frustrating to fight against.
That's not the same argument. That's fulfilling one criteria (I need healing) when I listed three.
If you hold down block after casting Purifying Light, you will not get any burst out of the spell. A templar must continue to do things other than hold down block in order to get the damage curse would have, whereas a sorcerer could literally stand there AFK and get the explosion (2.5 seconds sooner no less). That's the whole point. Sorcerer mechanics are easier. And the templar is still in the same spot holding block if they don;t want to be there.
So, no, it's not the same.
The point of my example wasnt to compare sorc vs templar but to point out that other classes can be effective as well when played even by bad players and i gave you the most braindead example of someone completely new/very bad being actually very effective defensively and for group support by spamming literally one button and even be capable of being dangerous offensively. Your argument about not getting the explosion while blocking is completely missing the point of the example.
Yes sorcerer mechanics are easier to use, but that is when you actually get the hang of it. The issue with ur example is that the mechanics u listed and the correct way of using them is not usually done by a new/bad player so to say the learning curve is way easier or the class is easier to get into while listing those mechanics is not actually accurate and to subjective.
I mean, there is a reason why the majority of bad/new sorcs are choosing crystal blast over frags. Because the reality is while the sorc burst of lining up different abilities is prety straight forward and not hard to master, it is not in fact that easy to get into by a new/bad player. Same with shields and same with streak. Which is actually why bad/new sorcs are prety much free AP.
Point is, that better performing class does not actually equal to easier to get into for a new/bad player and while templar is in fact harder to master and doesnt perform as well it is in fact a much more straightforward class to get into and be effective at the beginning. Literally the first 3 abilities you get at level 3 is a single target/aoe spammable that heals you, a good single target/AOE dot providing a crit buff later on and one of the best burst heals which also heals other people. It really doesnt get much easier than that. Doesnt mean however that the class is easy to master or is going to perform just as good as a sorc later on.
You are not refuting that sorcerer is a good choice for a noob player.
You say it yourself: "the sorc burst of lining up different abilities is prety straight forward and not hard to master (i.e. shorter learning curve) ... while templar is in fact harder to master ."
That's the whole point. There is no disagreement there. Throw in easy mobility and one-button suriviability and that's the entire military trifecta of speed, firepower, and robustness all within relatively easy reach. Does the noob player want a shorter learning path to become reasonable effective and versatile? Sorcerer is a good choice. This isn't exactly controversial stuff.
Joy_Division wrote: »Yes you listed three criteria. Problem is that the way you listed them doesnt actually prescribe a "bad" player and it most definitely doesnt involve a braindead spamming of one button.Joy_Division wrote: »Joy_Division wrote: »To be honest it's not even about the under performing of some classes. Mag sorcs are by far the safest pick for pvp for a new player. They outperform any other class (some by a stupid amount) and for a class that can delete people from a mile away it is really mobile and tanky. Like i don't know how people are still in denial about it.
The devs are clearly in denial about it as well. Like magsorcs are really out of control in this expansion.
It’s people like you I have to thank for having my games filled with bot sorcs. Yeah, magsorc is def strong but idk I why it would be a good choice for a noob player. Bad sorcs and nbs are pretty much the easiest kills possible.
It's a good choice for a noob player because it has easy to play mechanics that have a much shorter learning curve than the other classes
- I don;t want to be here: *streak* gone. Every other class has to either build or at least think how to leave a situation they don;t want to be in (although NBs come close, without detect pots they be on an even higher level)
- I want to kill that guy: preloaded executed, undodgable/unblockable burst in 3.5 seconds, RNG max range (another) burst. At least a NB has to weave light attacks and time their execute.
- I need healing: Do I press my burst heal that hits two targets for max value or do I press my shield button that gives me virtual health equivalent to a burst heal?
That's all easy peasy comparatively speaking. What is questionable is that these same easy peasy mechanics also happen to be at least as strong - if not stronger - than other classes' mechanics that are are more complex and restrictive.
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.
Well technically if the sorc knows when to streak away and can sustain its ridiculous cost, knows how to land a burst of 4-5 different abilities and knows how to sustain shields when under pressure while also doing everything else you said, then maybe just maybe he is not so bad after all.
I mean i can literally make the exact same argument about templar. A bad templar just puts on heavy armor, starts blocking spamming breath of life on everyone and casting a preloaded burst ability that doesnt even require him to do dmg to the target for it to explode since other players can store dmg as well. Doesnt really sound more complex to me. If anything it sounds easier. Same for DKs same for NBs same for any other class tbh. So yeah, there is that.
Sure a bad sorc is probably more dangerous. But thats the nature of a more offensive class. Its obviously going to be more dangerous just as a tanky class like termplar or DK is probably going to be way more frustrating to fight against.
That's not the same argument. That's fulfilling one criteria (I need healing) when I listed three.
If you hold down block after casting Purifying Light, you will not get any burst out of the spell. A templar must continue to do things other than hold down block in order to get the damage curse would have, whereas a sorcerer could literally stand there AFK and get the explosion (2.5 seconds sooner no less). That's the whole point. Sorcerer mechanics are easier. And the templar is still in the same spot holding block if they don;t want to be there.
So, no, it's not the same.
The point of my example wasnt to compare sorc vs templar but to point out that other classes can be effective as well when played even by bad players and i gave you the most braindead example of someone completely new/very bad being actually very effective defensively and for group support by spamming literally one button and even be capable of being dangerous offensively. Your argument about not getting the explosion while blocking is completely missing the point of the example.
Yes sorcerer mechanics are easier to use, but that is when you actually get the hang of it. The issue with ur example is that the mechanics u listed and the correct way of using them is not usually done by a new/bad player so to say the learning curve is way easier or the class is easier to get into while listing those mechanics is not actually accurate and to subjective.
I mean, there is a reason why the majority of bad/new sorcs are choosing crystal blast over frags. Because the reality is while the sorc burst of lining up different abilities is prety straight forward and not hard to master, it is not in fact that easy to get into by a new/bad player. Same with shields and same with streak. Which is actually why bad/new sorcs are prety much free AP.
Point is, that better performing class does not actually equal to easier to get into for a new/bad player and while templar is in fact harder to master and doesnt perform as well it is in fact a much more straightforward class to get into and be effective at the beginning. Literally the first 3 abilities you get at level 3 is a single target/aoe spammable that heals you, a good single target/AOE dot providing a crit buff later on and one of the best burst heals which also heals other people. It really doesnt get much easier than that. Doesnt mean however that the class is easy to master or is going to perform just as good as a sorc later on.
You are not refuting that sorcerer is a good choice for a noob player.
You say it yourself: "the sorc burst of lining up different abilities is prety straight forward and not hard to master (i.e. shorter learning curve) ... while templar is in fact harder to master ."
That's the whole point. There is no disagreement there. Throw in easy mobility and one-button suriviability and that's the entire military trifecta of speed, firepower, and robustness all within relatively easy reach. Does the noob player want a shorter learning path to become reasonable effective and versatile? Sorcerer is a good choice. This isn't exactly controversial stuff.
Yes once you get the hang of it and once you start looking at the overall performance of the class. That's what you don't get. You are not describing bad or new players. You are describing players who actually know what they are doing while conveniently ignore that new and bad sorcs are pretty much the easiest kills while a bad Templar for example can be a hell to kill.
Let me pu it this way. There is a new player who wants to get into the game and wants an easy class to begin. You are actually telling me that ur first choice is to tell him to use a class with kinda complicated survivability and heal options, a mobility tool that murders ur magicka if u don't use it correctly and an offensive toolkit which requires lining up different abilities to hit at the same time. This is seriously ur first choice of an easy class to get into?
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
I made a magsorc and had to drop it within two weeks because i felt dirty playing that character.
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.
Emma_Overload wrote: »I made a magsorc and had to drop it within two weeks because i felt dirty playing that character.
I don't believe ANYBODY who says this. It just doesn't fit the mentality of the ESO player base that I've observed over the years. As far as I can tell, EVERYBODY is constantly searching for a better way of accomplishing their goals, and in PvP, the goal is to kill other players before they kill you.
I think if Mag Sorcs were really as overpowered as the forum "experts" say, you would see THREE things happen:
1) "Nerf Sorc" threads would disappear from the forums, because almost everyone would BE a Sorc.
2) The forums would be full of "Nerf Stamblade" and "Nerf Stamden" threads, because these are the specs that give us the most trouble.
3) @Fengrush would main a Mag Sorc, because I know for damn sure that guy doesn't care about nothing except killing everything he sees as quickly as possible
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.
Mag classes can dodge roll too. Not only that but mag classes and dodge roll and get slammed by AOE and other random stuff that goes through dodge.
The real culprit is resistance based mitigation over performing full stop. Block mitigation bonuses probably need to be reevaluated too... but the high resistance meta has existed for years before the block changes.
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.
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.
Emma_Overload wrote: »I made a magsorc and had to drop it within two weeks because i felt dirty playing that character.
I don't believe ANYBODY who says this. It just doesn't fit the mentality of the ESO player base that I've observed over the years. As far as I can tell, EVERYBODY is constantly searching for a better way of accomplishing their goals, and in PvP, the goal is to kill other players before they kill you.
I think if Mag Sorcs were really as overpowered as the forum "experts" say, you would see THREE things happen:
1) "Nerf Sorc" threads would disappear from the forums, because almost everyone would BE a Sorc.
2) The forums would be full of "Nerf Stamblade" and "Nerf Stamden" threads, because these are the specs that give us the most trouble.
3) @Fengrush would main a Mag Sorc, because I know for damn sure that guy doesn't care about nothing except killing everything he sees as quickly as possible
At this point you and phoenix person are living memes.
According to your logic nobody is asking for stamplar and magblade nerfs because everybody is playing one. You heard it here 1st guys! Stamplar and magblade are fotm op classes. I have yet to see a nerf thread so it has be the case.
FLASH NEWS: Most people prefer a balanced game.
Have some self respect and admit for once that you're crutching on a broken class.
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.
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.
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.
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.
PhoenixGrey 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.
What exactly did you accomplish in 2 weeks I would like to know ?
If you are a no cp player, did u actually reach high MMR bgs on our server?
Or you were satisfied with the potato farm and ready to pass judgements on the class.
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.
PhoenixGrey 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.
What exactly did you accomplish in 2 weeks I would like to know ?
If you are a no cp player, did u actually reach high MMR bgs on our server?
Or you were satisfied with the potato farm and ready to pass judgements on the class.
Here's the thing. I was new to the class, so i was as much a potato as anyone else i was playing with.
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.
Yet again, people aren't complaining about average sorcs. These threads are not directed at you.