Sorry to invade, but wouldnt you say you downplay the synergy a bit too much here? For example you compare the ability to winter's revenge and ask for similiar damage buff, but the advantage of synergy aside (procs of all the passives, alkosh, lokke etc...) the synergy also deals damage, one you obviously dont see on CMX as you cannot be the one using it, but one that is still part of ability. Both of these abilities actually reach similar total amount of damage (liquid more, but its also longer by 2s or so).
Just my observation, obviously liquid should tick 15 times not 14 times and well both Orbs and probably the pet are stronger than they should have been (if double barring and using one pet results in more damage than casting two abilities in the same time its probably more issue with the pet ^^)
Joy_Division wrote: »Sorry to invade, but wouldnt you say you downplay the synergy a bit too much here? For example you compare the ability to winter's revenge and ask for similiar damage buff, but the advantage of synergy aside (procs of all the passives, alkosh, lokke etc...) the synergy also deals damage, one you obviously dont see on CMX as you cannot be the one using it, but one that is still part of ability. Both of these abilities actually reach similar total amount of damage (liquid more, but its also longer by 2s or so).
Just my observation, obviously liquid should tick 15 times not 14 times and well both Orbs and probably the pet are stronger than they should have been (if double barring and using one pet results in more damage than casting two abilities in the same time its probably more issue with the pet ^^)
I'd hope ZOS doesn't make synergy skills weaker because a teammate might activate them.
WrathOfInnos wrote: »
WrathOfInnos wrote: »
5 mil damage from light attacks (25% of total), good god that looks boring as hell ...
WrathOfInnos wrote: »WrathOfInnos wrote: »
5 mil damage from light attacks (25% of total), good god that looks boring as hell ...
That % is likely going to increase as I refine the build. For the purpose of fair comparisons when testing the updated DoTs, I was running equal CP’s in Master at Arms and Thaumaturge (56 each for 20%).
It’s now clear that most DoTs (Entropy, Soul Trap, Flame Reach, Liquid Lightning, and Scalding Rune) are still not worth running in 5.2.3 so I will be removing a most (if not all) of the points from Thaumaturge. This means more will go into Staff Expert and Master at Arms, and Light Attacks will become a higher % of DPS.
BrightOblivion wrote: »To me, it feels less and less like I'm supplementing my ability damage with light attacks, and more and more like the opposite, like my class skills are doing backup to LClick LClick LClick LClick. LCli-
(Sorry. Out of resources. Gotta heavy attack.)
Oakmontowls_ESO wrote: »At least liquid lightning has the synergy, it's still going see more use than twisting path
WrathOfInnos wrote: »Oakmontowls_ESO wrote: »At least liquid lightning has the synergy, it's still going see more use than twisting path
That is true, Twisting Path has been in a pretty bad place the last couple patches. I have not made a Nightblade template on 5.2.3 so I don’t feel qualified to discuss it, but you should repeat my Liquid Lightning testing with Path and see if it’s better or worse.
Oakmontowls_ESO wrote: »At least liquid lightning has the synergy, it's still going see more use than twisting path
Oakmontowls_ESO wrote: »At least liquid lightning has the synergy, it's still going see more use than twisting path
Yeah the exact same argument can be made for other classes and their class specific DoTs....
A great comparison for someone would be to compare LL to boneyard (which also grants a synergy and secondary effects)
WrathOfInnos wrote: »Oakmontowls_ESO wrote: »At least liquid lightning has the synergy, it's still going see more use than twisting path
Yeah the exact same argument can be made for other classes and their class specific DoTs....
A great comparison for someone would be to compare LL to boneyard (which also grants a synergy and secondary effects)
True. I think Boneyard has a little more utility from the AoE Major Fracture and Breach as well as the synergy, so it should have slightly lower damage than Liquid/Flood. Blazing Spear loses a lot of utility from sharing the same synergy as Orbs, so it should have higher damage than Lightning or Boneyard (taking average procs of Burning Light into consideration). Winter’s Revenge offers very little utility, just a higher chance of Chill for AoE Minor Maim, and therefore should have higher damage than Blazing. Eruption has pretty limited utility as well, with its 70% snare. It is a better damage type since Flame damage gets buffed by Engulfing Flames, and I’d say it should slightly outperform the damage of Winter’s Revenge after adding the 10% from Engulfing. Twisting Path offers no real utility (the Major Expedition is a joke, and annoys allies more than helping them), and is the weakest damage type, Magic. Path should have higher damage than all of the skills listed previously.
There are of course other factors that affect the balance of these skills as well, AoE size and shape, Magicka cost, etc.
Oakmontowls_ESO wrote: »You forgot ritual which has a huge area, heals, and a purge synergy.WrathOfInnos wrote: »Oakmontowls_ESO wrote: »At least liquid lightning has the synergy, it's still going see more use than twisting path
Yeah the exact same argument can be made for other classes and their class specific DoTs....
A great comparison for someone would be to compare LL to boneyard (which also grants a synergy and secondary effects)
True. I think Boneyard has a little more utility from the AoE Major Fracture and Breach as well as the synergy, so it should have slightly lower damage than Liquid/Flood. Blazing Spear loses a lot of utility from sharing the same synergy as Orbs, so it should have higher damage than Lightning or Boneyard (taking average procs of Burning Light into consideration). Winter’s Revenge offers very little utility, just a higher chance of Chill for AoE Minor Maim, and therefore should have higher damage than Blazing. Eruption has pretty limited utility as well, with its 70% snare. It is a better damage type since Flame damage gets buffed by Engulfing Flames, and I’d say it should slightly outperform the damage of Winter’s Revenge after adding the 10% from Engulfing. Twisting Path offers no real utility (the Major Expedition is a joke, and annoys allies more than helping them), and is the weakest damage type, Magic. Path should have higher damage than all of the skills listed previously.
There are of course other factors that affect the balance of these skills as well, AoE size and shape, Magicka cost, etc.
Olupajmibanan wrote: »Even better comparison to demonstrate how underperforming Lightning Splash is Lightning Flood vs Mystic Orb.
Mystic Orb is avilable to anyone, has significantly lower cost, same duration, higher damage and provides even more powerful synergy than Lightning flood. Give me on reason to slot class skill instead of generic skill. Even synergy for Alkosh isn't a valid argument because Combustion + Harvest is absolutely suficient to keep solid Alkosh uptime.
Edit: One thing to add. You won't see true difference on Target Iron Attronach because Mystic Orb will never hit him all 20 times. But it can and will hit big bosses like dragons in Sunspire or Saint Olms all 20 times.
BrightOblivion wrote: »WrathOfInnos wrote: »WrathOfInnos wrote: »
5 mil damage from light attacks (25% of total), good god that looks boring as hell ...
That % is likely going to increase as I refine the build. For the purpose of fair comparisons when testing the updated DoTs, I was running equal CP’s in Master at Arms and Thaumaturge (56 each for 20%).
It’s now clear that most DoTs (Entropy, Soul Trap, Flame Reach, Liquid Lightning, and Scalding Rune) are still not worth running in 5.2.3 so I will be removing a most (if not all) of the points from Thaumaturge. This means more will go into Staff Expert and Master at Arms, and Light Attacks will become a higher % of DPS.
Oh, joy. /s
I don't know. Left clicks doing so dramatically much more damage than the skills in between them (which are more specific to the classes I'm playing than the weapon(s) I use is/are) really doesn't lend itself to any sort of power fantasy I might have. To me, it feels less and less like I'm supplementing my ability damage with light attacks, and more and more like the opposite, like my class skills are doing backup to LClick LClick LClick LClick. LCli-
(Sorry. Out of resources. Gotta heavy attack.)
Ick.
Sorry to invade, but wouldnt you say you downplay the synergy a bit too much here? For example you compare the ability to winter's revenge and ask for similiar damage buff, but the advantage of synergy aside (procs of all the passives, alkosh, lokke etc...) the synergy also deals damage, one you obviously dont see on CMX as you cannot be the one using it, but one that is still part of ability. Both of these abilities actually reach similar total amount of damage (liquid more, but its also longer by 2s or so).
Just my observation, obviously liquid should tick 15 times not 14 times and well both Orbs and probably the pet are stronger than they should have been (if double barring and using one pet results in more damage than casting two abilities in the same time its probably more issue with the pet ^^)
FrancisCrawford wrote: »Sorry to invade, but wouldnt you say you downplay the synergy a bit too much here? For example you compare the ability to winter's revenge and ask for similiar damage buff, but the advantage of synergy aside (procs of all the passives, alkosh, lokke etc...) the synergy also deals damage, one you obviously dont see on CMX as you cannot be the one using it, but one that is still part of ability. Both of these abilities actually reach similar total amount of damage (liquid more, but its also longer by 2s or so).
Just my observation, obviously liquid should tick 15 times not 14 times and well both Orbs and probably the pet are stronger than they should have been (if double barring and using one pet results in more damage than casting two abilities in the same time its probably more issue with the pet ^^)
Remarkably elementary question from somebody who's been playing as long as I have:
Whose stats determine a synergy's damage -- the original caster's or the activator's? I ask because it seems that only a magicka melee teammate would have good stats for a Conduit synergy, if that's indeed whose stats prevail.
kringled_1 wrote: »FrancisCrawford wrote: »Sorry to invade, but wouldnt you say you downplay the synergy a bit too much here? For example you compare the ability to winter's revenge and ask for similiar damage buff, but the advantage of synergy aside (procs of all the passives, alkosh, lokke etc...) the synergy also deals damage, one you obviously dont see on CMX as you cannot be the one using it, but one that is still part of ability. Both of these abilities actually reach similar total amount of damage (liquid more, but its also longer by 2s or so).
Just my observation, obviously liquid should tick 15 times not 14 times and well both Orbs and probably the pet are stronger than they should have been (if double barring and using one pet results in more damage than casting two abilities in the same time its probably more issue with the pet ^^)
Remarkably elementary question from somebody who's been playing as long as I have:
Whose stats determine a synergy's damage -- the original caster's or the activator's? I ask because it seems that only a magicka melee teammate would have good stats for a Conduit synergy, if that's indeed whose stats prevail.
As far as I know, the damage is calculated from the activator. Synergy damage is calculated like ultimates, taking the top of either weapon damage/max stamina or spell damage/max magicka. A magicka teammate however should have the spell penetration and spell crit numbers to get the better damage out of it. Harmony jewelry can boost the effect significantly, though. I'm also not sure if theres a floor level of damage from someone with low stats.
FrancisCrawford wrote: »kringled_1 wrote: »FrancisCrawford wrote: »Sorry to invade, but wouldnt you say you downplay the synergy a bit too much here? For example you compare the ability to winter's revenge and ask for similiar damage buff, but the advantage of synergy aside (procs of all the passives, alkosh, lokke etc...) the synergy also deals damage, one you obviously dont see on CMX as you cannot be the one using it, but one that is still part of ability. Both of these abilities actually reach similar total amount of damage (liquid more, but its also longer by 2s or so).
Just my observation, obviously liquid should tick 15 times not 14 times and well both Orbs and probably the pet are stronger than they should have been (if double barring and using one pet results in more damage than casting two abilities in the same time its probably more issue with the pet ^^)
Remarkably elementary question from somebody who's been playing as long as I have:
Whose stats determine a synergy's damage -- the original caster's or the activator's? I ask because it seems that only a magicka melee teammate would have good stats for a Conduit synergy, if that's indeed whose stats prevail.
As far as I know, the damage is calculated from the activator. Synergy damage is calculated like ultimates, taking the top of either weapon damage/max stamina or spell damage/max magicka. A magicka teammate however should have the spell penetration and spell crit numbers to get the better damage out of it. Harmony jewelry can boost the effect significantly, though. I'm also not sure if theres a floor level of damage from someone with low stats.
Oh. It can use the activator's best offensive stat. That's the third possibility I wasn't considering. Thanks!