In a future patch during this PTS cycle, we will be increasing the total damage of any Damage over Time abilities that were adjusted in PTS v5.2.0 by approximately 20% to reduce situations where many of the abilities felt difficult to maintain outside of nanosecond perfect rotation. This means there will be an overall reduction in damage from DoT abilities of approximately 33% compared to what is currently on the Live megaservers.
In response to much of your feedback, we have increased the standards of our Damage over Time abilities by 20% compared to the original pass in PTS v5.2.0 to better encompass the fact that there are many “dead-zones” of time where these abilities fall off before you can reapply them.
LiquidPony wrote: »
Conclusion: Your DoT values are still wrong and it's not hard to see. I don't know what the correct DoT to spammable ratio should be, but what you've got now is wrong. It is not sufficient for DoTs to be marginally stronger than spammables; they need to be significantly stronger. Because, it's not just about "nanosecond perfect rotations". You also have to consider opportunity costs: I can simply slot some skill that grants a passive increase (Fighters Guild, Mages Guild, Animal Companions, Assassination, Grave Lord, etc), I can better optimize CP if I reduce my DoT damage, there are fights with phases where DoTs simply stop working, etc.
LiquidPony wrote: »
Conclusion: Your DoT values are still wrong and it's not hard to see. I don't know what the correct DoT to spammable ratio should be, but what you've got now is wrong. It is not sufficient for DoTs to be marginally stronger than spammables; they need to be significantly stronger. Because, it's not just about "nanosecond perfect rotations". You also have to consider opportunity costs: I can simply slot some skill that grants a passive increase (Fighters Guild, Mages Guild, Animal Companions, Assassination, Grave Lord, etc), I can better optimize CP if I reduce my DoT damage, there are fights with phases where DoTs simply stop working, etc.
Thank you for your thorough testing.
With this kind of evidence, it seems imperative that PTS is extended to allow for more testing and responsive number tweaking.
The only way to find what the right DoT to spammable ratio should be is through rigorous testing and feedback from players willing to do it. Clearly if ZOS knew how to assess the issue, it would have been fixed properly from patch 5.0.0.
LiquidPony wrote: »
Conclusion: Your DoT values are still wrong and it's not hard to see. I don't know what the correct DoT to spammable ratio should be, but what you've got now is wrong. It is not sufficient for DoTs to be marginally stronger than spammables; they need to be significantly stronger. Because, it's not just about "nanosecond perfect rotations". You also have to consider opportunity costs: I can simply slot some skill that grants a passive increase (Fighters Guild, Mages Guild, Animal Companions, Assassination, Grave Lord, etc), I can better optimize CP if I reduce my DoT damage, there are fights with phases where DoTs simply stop working, etc.
Thank you for your thorough testing.
With this kind of evidence, it seems imperative that PTS is extended to allow for more testing and responsive number tweaking.
The only way to find what the right DoT to spammable ratio should be is through rigorous testing and feedback from players willing to do it. Clearly if ZOS knew how to assess the issue, it would have been fixed properly from patch 5.0.0.
LiquidPony wrote: »
Conclusion: ...is not sufficient for DoTs to be marginally stronger than spammables; they need to be significantly stronger.
LiquidPony wrote: »
Conclusion: ...is not sufficient for DoTs to be marginally stronger than spammables; they need to be significantly stronger.
disagree.
and this is coming from a stamDK with 56-points in Thaum.
i want both "stack-and-forgot" and burst combo both be viables.
so looking at individual skills, i want DoT that ticks marginally weaker than spammable, because they are inherently less risk.
I miss 2 important tests here that would actually be telling the story better. One with precise CP distribution (56+56 when you do test where DoT is only 6.7% is very skewed) and one where you go all in on Master-at-Arms but you still use the DoT in rotation.
If not for sake of being correct then for sake of not showcasing data that can be misinterpreted. Like Test3 that shows 700 difference gain over Test2 even tho total damage dealt was 5k less
LiquidPony wrote: »I miss 2 important tests here that would actually be telling the story better. One with precise CP distribution (56+56 when you do test where DoT is only 6.7% is very skewed) and one where you go all in on Master-at-Arms but you still use the DoT in rotation.
If not for sake of being correct then for sake of not showcasing data that can be misinterpreted. Like Test3 that shows 700 difference gain over Test2 even tho total damage dealt was 5k less
What is "precise CP distribution"? If you do full parses on a DD-focused setup like a stamblade, and use Constellations to optimize CP, it will eventually optimize virtually every point out of Thaumaturge. Maybe 3-5% or something at most.
Putting 56 points in Thaumaturge was being extremely generous to Rending Slashes in the first place.
And DPS is ... damage divided by time. There's no way to ensure that each parse takes exactly the same amount of time to complete. You can simply look at the actual parse values and extrapolate. Yes, parse #2 has more total damage than parse #3 (and if you look at the mean values of all the skills, that makes perfect sense; Rending Slashes in parse #2 is very slightly stronger than skipping it altogether in parse #3).
Parse #4 shows that optimizing towards Direct Damage means that you're better off just spamming one skill than incorporating weak DoTs.
I will add a note to make sure that people are paying attention to total damage done and the actual mean damage of each cast in CMX, and also do another test with the loaded MaA CP while also using Rending Slashes.
Bladerunner1 wrote: »Test 1 hit 201k total damage
Test 2 - 209.5k total damage
Test 3 - 203.6k total damage
Test 4 - 222.2k total damage
The difference between test 2&3 is 2.8%, and it would have been a whole lot closer on PTS 5.2.0, like maybe 1%.
And test 4 has 100% direct damage. Direct damage is kind of a Nightblade-leaning thing, and physical weapon expert is buffing a huge portion of the parse compared to what you'd get on a normal DPS test.
You could just as easily slot an axe, use flurry as a spammable and go the other way with Thaumaturge, especially with oher classes that lean on their class DOTs. Some of the dots would be a lot harder to pass up on those builds, which could be cast aside on direct damage builds. All I know is my Nightblade is hitting much closer to my DK on the PTS, still not there yet, and each is using opposite damage styles instead of going one-sided on Thaumaturge like it is on live.
LiquidPony wrote: »I miss 2 important tests here that would actually be telling the story better. One with precise CP distribution (56+56 when you do test where DoT is only 6.7% is very skewed) and one where you go all in on Master-at-Arms but you still use the DoT in rotation.
If not for sake of being correct then for sake of not showcasing data that can be misinterpreted. Like Test3 that shows 700 difference gain over Test2 even tho total damage dealt was 5k less
What is "precise CP distribution"? If you do full parses on a DD-focused setup like a stamblade, and use Constellations to optimize CP, it will eventually optimize virtually every point out of Thaumaturge. Maybe 3-5% or something at most.
Putting 56 points in Thaumaturge was being extremely generous to Rending Slashes in the first place.
And DPS is ... damage divided by time. There's no way to ensure that each parse takes exactly the same amount of time to complete. You can simply look at the actual parse values and extrapolate. Yes, parse #2 has more total damage than parse #3 (and if you look at the mean values of all the skills, that makes perfect sense; Rending Slashes in parse #2 is very slightly stronger than skipping it altogether in parse #3).
Parse #4 shows that optimizing towards Direct Damage means that you're better off just spamming one skill than incorporating weak DoTs.
I will add a note to make sure that people are paying attention to total damage done and the actual mean damage of each cast in CMX, and also do another test with the loaded MaA CP while also using Rending Slashes.
I meant that 56/56 distribution is ideal in condition where DoT and Direct portion of DPS are equal. Speccing into Direct is gonna result in more DPS everytime if DoT portion of parse isnt higher.
So Parse 4 shows that optimizing CP around damage dealt results in higher DPS. Nothing more than that. It would result in DPS increase even with Rending being used (by replacing the one fighters guild skill).
As for Constellation, are you using manual input instead of parse import? I have doubts about the 'it will eventually optimize virtually every point out of Thaumaturge' since just poisons with relequen, hail, trap, DW DoT and possible maarselok will put your DoT portion in parse above 30%. Something parse import in constellation is being incorrect about.
Joy_Division wrote: »This is what happens when ZOS tries to fix something that was never a problem.
For 4 1/2 years, I dont recall any serious complaints regarding DoT damage, for PvE or PvP. There were only some annoyances that some of them, most notably Engulfing Flames and Spear Shards, the damage was lackluster. But for the most part, class DoTs were fine.
The ZOS had to fix them by standardizing all of the to follow the same formula (hooray for diversity!), removing the first tick on many of them (which makes it even harder to burst players down), which skewed things enough that they felt compelled to put a massive increase on all their damage (even though they were told it was too radical a change), and now with every PTS patch they're just throwing on massive nerfs and buffs to try and recapture the sweet spot the game already had before they tried to "fix" things. With all these changes, some abilities like Poison injection have had their mechanics altered and thus whatever % change ZOS decides upon will still result in a nerf from what it used to be able to do.
This is like a dog chasing it's tail. I know some people feel that with some of the buffs that ZOS is listening, but this sort of development cycle is not something that I think should be applauded.
LiquidPony wrote: »LiquidPony wrote: »I miss 2 important tests here that would actually be telling the story better. One with precise CP distribution (56+56 when you do test where DoT is only 6.7% is very skewed) and one where you go all in on Master-at-Arms but you still use the DoT in rotation.
If not for sake of being correct then for sake of not showcasing data that can be misinterpreted. Like Test3 that shows 700 difference gain over Test2 even tho total damage dealt was 5k less
What is "precise CP distribution"? If you do full parses on a DD-focused setup like a stamblade, and use Constellations to optimize CP, it will eventually optimize virtually every point out of Thaumaturge. Maybe 3-5% or something at most.
Putting 56 points in Thaumaturge was being extremely generous to Rending Slashes in the first place.
And DPS is ... damage divided by time. There's no way to ensure that each parse takes exactly the same amount of time to complete. You can simply look at the actual parse values and extrapolate. Yes, parse #2 has more total damage than parse #3 (and if you look at the mean values of all the skills, that makes perfect sense; Rending Slashes in parse #2 is very slightly stronger than skipping it altogether in parse #3).
Parse #4 shows that optimizing towards Direct Damage means that you're better off just spamming one skill than incorporating weak DoTs.
I will add a note to make sure that people are paying attention to total damage done and the actual mean damage of each cast in CMX, and also do another test with the loaded MaA CP while also using Rending Slashes.
I meant that 56/56 distribution is ideal in condition where DoT and Direct portion of DPS are equal. Speccing into Direct is gonna result in more DPS everytime if DoT portion of parse isnt higher.
So Parse 4 shows that optimizing CP around damage dealt results in higher DPS. Nothing more than that. It would result in DPS increase even with Rending being used (by replacing the one fighters guild skill).
As for Constellation, are you using manual input instead of parse import? I have doubts about the 'it will eventually optimize virtually every point out of Thaumaturge' since just poisons with relequen, hail, trap, DW DoT and possible maarselok will put your DoT portion in parse above 30%. Something parse import in constellation is being incorrect about.
If your DoT damage is 30% of your total damage, and Direct Damage is 60%, and your LA damage is 10%, you're going to end up putting the vast majority of your points in Master at Arms. About a 66/20 split IIRC. And then you'll do another parse and find that your ratio has changed and it will recommend moving a few more points, and so on.
LiquidPony wrote: »LiquidPony wrote: »I miss 2 important tests here that would actually be telling the story better. One with precise CP distribution (56+56 when you do test where DoT is only 6.7% is very skewed) and one where you go all in on Master-at-Arms but you still use the DoT in rotation.
If not for sake of being correct then for sake of not showcasing data that can be misinterpreted. Like Test3 that shows 700 difference gain over Test2 even tho total damage dealt was 5k less
What is "precise CP distribution"? If you do full parses on a DD-focused setup like a stamblade, and use Constellations to optimize CP, it will eventually optimize virtually every point out of Thaumaturge. Maybe 3-5% or something at most.
Putting 56 points in Thaumaturge was being extremely generous to Rending Slashes in the first place.
And DPS is ... damage divided by time. There's no way to ensure that each parse takes exactly the same amount of time to complete. You can simply look at the actual parse values and extrapolate. Yes, parse #2 has more total damage than parse #3 (and if you look at the mean values of all the skills, that makes perfect sense; Rending Slashes in parse #2 is very slightly stronger than skipping it altogether in parse #3).
Parse #4 shows that optimizing towards Direct Damage means that you're better off just spamming one skill than incorporating weak DoTs.
I will add a note to make sure that people are paying attention to total damage done and the actual mean damage of each cast in CMX, and also do another test with the loaded MaA CP while also using Rending Slashes.
I meant that 56/56 distribution is ideal in condition where DoT and Direct portion of DPS are equal. Speccing into Direct is gonna result in more DPS everytime if DoT portion of parse isnt higher.
So Parse 4 shows that optimizing CP around damage dealt results in higher DPS. Nothing more than that. It would result in DPS increase even with Rending being used (by replacing the one fighters guild skill).
As for Constellation, are you using manual input instead of parse import? I have doubts about the 'it will eventually optimize virtually every point out of Thaumaturge' since just poisons with relequen, hail, trap, DW DoT and possible maarselok will put your DoT portion in parse above 30%. Something parse import in constellation is being incorrect about.
If your DoT damage is 30% of your total damage, and Direct Damage is 60%, and your LA damage is 10%, you're going to end up putting the vast majority of your points in Master at Arms. About a 66/20 split IIRC. And then you'll do another parse and find that your ratio has changed and it will recommend moving a few more points, and so on.
That seems like bug. Using manual calculation of ratios my constellation seems to stabilize within one parse and it shouldnt move after that because its supposed to account for used CP distributon. Or better said, the calculation made on empty (without CP) parse will be nearly set in stone and have no reason to be changing. Getting anything less than 20 in Thaum should not be iany way feasible, not with guaranteed 1/3 of dps coming from DoTs no matter what.
WrathOfInnos wrote: »LiquidPony wrote: »LiquidPony wrote: »I miss 2 important tests here that would actually be telling the story better. One with precise CP distribution (56+56 when you do test where DoT is only 6.7% is very skewed) and one where you go all in on Master-at-Arms but you still use the DoT in rotation.
If not for sake of being correct then for sake of not showcasing data that can be misinterpreted. Like Test3 that shows 700 difference gain over Test2 even tho total damage dealt was 5k less
What is "precise CP distribution"? If you do full parses on a DD-focused setup like a stamblade, and use Constellations to optimize CP, it will eventually optimize virtually every point out of Thaumaturge. Maybe 3-5% or something at most.
Putting 56 points in Thaumaturge was being extremely generous to Rending Slashes in the first place.
And DPS is ... damage divided by time. There's no way to ensure that each parse takes exactly the same amount of time to complete. You can simply look at the actual parse values and extrapolate. Yes, parse #2 has more total damage than parse #3 (and if you look at the mean values of all the skills, that makes perfect sense; Rending Slashes in parse #2 is very slightly stronger than skipping it altogether in parse #3).
Parse #4 shows that optimizing towards Direct Damage means that you're better off just spamming one skill than incorporating weak DoTs.
I will add a note to make sure that people are paying attention to total damage done and the actual mean damage of each cast in CMX, and also do another test with the loaded MaA CP while also using Rending Slashes.
I meant that 56/56 distribution is ideal in condition where DoT and Direct portion of DPS are equal. Speccing into Direct is gonna result in more DPS everytime if DoT portion of parse isnt higher.
So Parse 4 shows that optimizing CP around damage dealt results in higher DPS. Nothing more than that. It would result in DPS increase even with Rending being used (by replacing the one fighters guild skill).
As for Constellation, are you using manual input instead of parse import? I have doubts about the 'it will eventually optimize virtually every point out of Thaumaturge' since just poisons with relequen, hail, trap, DW DoT and possible maarselok will put your DoT portion in parse above 30%. Something parse import in constellation is being incorrect about.
If your DoT damage is 30% of your total damage, and Direct Damage is 60%, and your LA damage is 10%, you're going to end up putting the vast majority of your points in Master at Arms. About a 66/20 split IIRC. And then you'll do another parse and find that your ratio has changed and it will recommend moving a few more points, and so on.
That seems like bug. Using manual calculation of ratios my constellation seems to stabilize within one parse and it shouldnt move after that because its supposed to account for used CP distributon. Or better said, the calculation made on empty (without CP) parse will be nearly set in stone and have no reason to be changing. Getting anything less than 20 in Thaum should not be iany way feasible, not with guaranteed 1/3 of dps coming from DoTs no matter what.
If 1/3 of damage is DoT and 2/3 is direct, then each 1% increase from Master at Arms is twice as valuable as a 1% increase from Thaumaturge. The jump from 20 to 28 Thaum is 3% DoT damage, or equivalent to 1% average damage for 8 points invested, so 0.125% gain per CP. The jump from 56 Master to 66 Master is 2% direct damage or 1.33% average damage for 10 points invested, yielding 0.133% gain per CP. The next jump in Master would be 72 for another 1% direct damage or 0.67% average damage costing 6 points or 0.11% per CP. So I agree that 66/20 is the correct split if it is a 1/3 DoT 2/3 direct parse.
LiquidPony wrote: »
Conclusion: ...is not sufficient for DoTs to be marginally stronger than spammables; they need to be significantly stronger.
disagree.
and this is coming from a stamDK with 56-points in Thaum.
i want both "stack-and-forgot" and burst combo both be viables.
so looking at individual skills, i want DoT that ticks marginally weaker than spammable, because they are inherently less risk.
WrathOfInnos wrote: »LiquidPony wrote: »LiquidPony wrote: »I miss 2 important tests here that would actually be telling the story better. One with precise CP distribution (56+56 when you do test where DoT is only 6.7% is very skewed) and one where you go all in on Master-at-Arms but you still use the DoT in rotation.
If not for sake of being correct then for sake of not showcasing data that can be misinterpreted. Like Test3 that shows 700 difference gain over Test2 even tho total damage dealt was 5k less
What is "precise CP distribution"? If you do full parses on a DD-focused setup like a stamblade, and use Constellations to optimize CP, it will eventually optimize virtually every point out of Thaumaturge. Maybe 3-5% or something at most.
Putting 56 points in Thaumaturge was being extremely generous to Rending Slashes in the first place.
And DPS is ... damage divided by time. There's no way to ensure that each parse takes exactly the same amount of time to complete. You can simply look at the actual parse values and extrapolate. Yes, parse #2 has more total damage than parse #3 (and if you look at the mean values of all the skills, that makes perfect sense; Rending Slashes in parse #2 is very slightly stronger than skipping it altogether in parse #3).
Parse #4 shows that optimizing towards Direct Damage means that you're better off just spamming one skill than incorporating weak DoTs.
I will add a note to make sure that people are paying attention to total damage done and the actual mean damage of each cast in CMX, and also do another test with the loaded MaA CP while also using Rending Slashes.
I meant that 56/56 distribution is ideal in condition where DoT and Direct portion of DPS are equal. Speccing into Direct is gonna result in more DPS everytime if DoT portion of parse isnt higher.
So Parse 4 shows that optimizing CP around damage dealt results in higher DPS. Nothing more than that. It would result in DPS increase even with Rending being used (by replacing the one fighters guild skill).
As for Constellation, are you using manual input instead of parse import? I have doubts about the 'it will eventually optimize virtually every point out of Thaumaturge' since just poisons with relequen, hail, trap, DW DoT and possible maarselok will put your DoT portion in parse above 30%. Something parse import in constellation is being incorrect about.
If your DoT damage is 30% of your total damage, and Direct Damage is 60%, and your LA damage is 10%, you're going to end up putting the vast majority of your points in Master at Arms. About a 66/20 split IIRC. And then you'll do another parse and find that your ratio has changed and it will recommend moving a few more points, and so on.
That seems like bug. Using manual calculation of ratios my constellation seems to stabilize within one parse and it shouldnt move after that because its supposed to account for used CP distributon. Or better said, the calculation made on empty (without CP) parse will be nearly set in stone and have no reason to be changing. Getting anything less than 20 in Thaum should not be iany way feasible, not with guaranteed 1/3 of dps coming from DoTs no matter what.
If 1/3 of damage is DoT and 2/3 is direct, then each 1% increase from Master at Arms is twice as valuable as a 1% increase from Thaumaturge. The jump from 20 to 28 Thaum is 3% DoT damage, or equivalent to 1% average damage for 8 points invested, so 0.125% gain per CP. The jump from 56 Master to 66 Master is 2% direct damage or 1.33% average damage for 10 points invested, yielding 0.133% gain per CP. The next jump in Master would be 72 for another 1% direct damage or 0.67% average damage costing 6 points or 0.11% per CP. So I agree that 66/20 is the correct split if it is a 1/3 DoT 2/3 direct parse.
Yeah that what I was trying to say. It cant go lower than that. Jump from 23% to 24% M-A-A is 9 points of CP (5 after 20%) yet Thaum all the way to 16% costs only 3 CP per %.
LiquidPony wrote: »LiquidPony wrote: »I miss 2 important tests here that would actually be telling the story better. One with precise CP distribution (56+56 when you do test where DoT is only 6.7% is very skewed) and one where you go all in on Master-at-Arms but you still use the DoT in rotation.
If not for sake of being correct then for sake of not showcasing data that can be misinterpreted. Like Test3 that shows 700 difference gain over Test2 even tho total damage dealt was 5k less
What is "precise CP distribution"? If you do full parses on a DD-focused setup like a stamblade, and use Constellations to optimize CP, it will eventually optimize virtually every point out of Thaumaturge. Maybe 3-5% or something at most.
Putting 56 points in Thaumaturge was being extremely generous to Rending Slashes in the first place.
And DPS is ... damage divided by time. There's no way to ensure that each parse takes exactly the same amount of time to complete. You can simply look at the actual parse values and extrapolate. Yes, parse #2 has more total damage than parse #3 (and if you look at the mean values of all the skills, that makes perfect sense; Rending Slashes in parse #2 is very slightly stronger than skipping it altogether in parse #3).
Parse #4 shows that optimizing towards Direct Damage means that you're better off just spamming one skill than incorporating weak DoTs.
I will add a note to make sure that people are paying attention to total damage done and the actual mean damage of each cast in CMX, and also do another test with the loaded MaA CP while also using Rending Slashes.
I meant that 56/56 distribution is ideal in condition where DoT and Direct portion of DPS are equal. Speccing into Direct is gonna result in more DPS everytime if DoT portion of parse isnt higher.
So Parse 4 shows that optimizing CP around damage dealt results in higher DPS. Nothing more than that. It would result in DPS increase even with Rending being used (by replacing the one fighters guild skill).
As for Constellation, are you using manual input instead of parse import? I have doubts about the 'it will eventually optimize virtually every point out of Thaumaturge' since just poisons with relequen, hail, trap, DW DoT and possible maarselok will put your DoT portion in parse above 30%. Something parse import in constellation is being incorrect about.
If your DoT damage is 30% of your total damage, and Direct Damage is 60%, and your LA damage is 10%, you're going to end up putting the vast majority of your points in Master at Arms. About a 66/20 split IIRC. And then you'll do another parse and find that your ratio has changed and it will recommend moving a few more points, and so on.
That seems like bug. Using manual calculation of ratios my constellation seems to stabilize within one parse and it shouldnt move after that because its supposed to account for used CP distributon. Or better said, the calculation made on empty (without CP) parse will be nearly set in stone and have no reason to be changing. Getting anything less than 20 in Thaum should not be iany way feasible, not with guaranteed 1/3 of dps coming from DoTs no matter what.
LiquidPony wrote: »
Conclusion: ...is not sufficient for DoTs to be marginally stronger than spammables; they need to be significantly stronger.
disagree.
and this is coming from a stamDK with 56-points in Thaum.
i want both "stack-and-forgot" and burst combo both be viables.
so looking at individual skills, i want DoT that ticks marginally weaker than spammable, because they are inherently less risk.
To me, dots seem riskier because I pay full price whether or not they run their full course. Also folks have more time to respond to them.
If dots are not worth casting... imagine aoe
sfpiesb14_ESO wrote: »Nothing to add other than this was a fascinating discussion and extremely insightful. OPs tests may be flawed but they highlight the complexity of the issue and the responses have been great. Not just blindly bashing the devs and it didn’t turn into a nerf sorc/cloak/temp thread or mindless name calling.