LiquidPony wrote: »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.
The only people capable of running "perfect" tests in isolation work for ZOS. Certainly some of the data here could be extrapolated and analyzed to get at more exact values, but ... this isn't my job. And to be honest, if I'm going to have to spend that kind of time proving something that is so obvious to ZOS so they don't totally break their game ... well, I'll just go play something else.
ZOS has clearly failed to do the correct tests in isolation. Or at the very least their test expectations are entirely wrong.
But I'm totally bashing the devs. Just not blindly.
sfpiesb14_ESO wrote: »LiquidPony wrote: »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.
The only people capable of running "perfect" tests in isolation work for ZOS. Certainly some of the data here could be extrapolated and analyzed to get at more exact values, but ... this isn't my job. And to be honest, if I'm going to have to spend that kind of time proving something that is so obvious to ZOS so they don't totally break their game ... well, I'll just go play something else.
ZOS has clearly failed to do the correct tests in isolation. Or at the very least their test expectations are entirely wrong.
But I'm totally bashing the devs. Just not blindly.
Didn’t mean to criticize your testing at all. I thought it was great and very interesting.
Bashing devs is what mmo players have been doing for 30 years now. You at least provided data, analysis, and started an interesting discussion with other seemingly knowledgeable people.
LiquidPony wrote: »We're quite literally at the point where putting down a ground DoT and spamming one or two skills does 99% as much DPS as a complex, well-timed rotation.
sfpiesb14_ESO wrote: »I think the problem comes down to standardization. With all dots being basically the same damage/gcd and all spammables being the same damage/gcd it boils down to either running all dots or running only soammables with passive abilities. Once they buff dots up to the point where they’re better than spammables then we’re back into the dot meta and then they nerf dots again.
Standardization is a great place to START adjusting abilities and maybe that’s what they’re in the process of doing but if they are they haven’t been clear on that. What they should aim for is a mix of dots and passives with a spammable and a utility spell or 2 depending on the fight. How to do this I don’t know. My first inclination is to make class specific dots and melee dots deal more damage. Non class dots should deal less damage but have some utility (eg entropy on live). Then a passive ability like mage light and a utility ability like accelerate.
Also dots should deal more damage per cost than spammables and utility abilities that don’t do damage should be rather cheap.
Canned_Apples wrote: »Generic dots shouldn't carry you, they should focus on utility.
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: »Canned_Apples wrote: »Generic dots shouldn't carry you, they should focus on utility.
What is a "generic" DoT?
What do you mean by "carry"?
And no, they should not focus on utility, because they are not utility skills. Venom Arrow is a utility skill. Shrouded Daggers is a utility skill. Poison injection is not, it is a DPS skill. Rending slashes is not, it is a DPS skill.
This is a bad take. Where's my downvote button?
LiquidPony wrote: »
The problem was never DoT damage. This should be perfectly obvious because stamina builds continued to use the same balanced part spammable/part DoT rotations they always had, because stamina builds came out of Scalebreaker with the same number of DoTs they had before (they lost Caltrops and gained Soul Trap). The problem is the number of viable DoTs.
Bring back Elsweyr's DoT values. Stop the insanity.
Canned_Apples wrote: »LiquidPony wrote: »Canned_Apples wrote: »Generic dots shouldn't carry you, they should focus on utility.
What is a "generic" DoT?
What do you mean by "carry"?
And no, they should not focus on utility, because they are not utility skills. Venom Arrow is a utility skill. Shrouded Daggers is a utility skill. Poison injection is not, it is a DPS skill. Rending slashes is not, it is a DPS skill.
This is a bad take. Where's my downvote button?
Rending=Snare
Blood Craze=HoT
Degeneration= Magicka Return
Stuctured Entropy=HoT
Trap Beast=Minor Force/Root
Poison Injection already gets bonus damage for an execute
At least you tried (@LiquidPony)
LiquidPony wrote: »sfpiesb14_ESO wrote: »I think the problem comes down to standardization. With all dots being basically the same damage/gcd and all spammables being the same damage/gcd it boils down to either running all dots or running only soammables with passive abilities. Once they buff dots up to the point where they’re better than spammables then we’re back into the dot meta and then they nerf dots again.
Standardization is a great place to START adjusting abilities and maybe that’s what they’re in the process of doing but if they are they haven’t been clear on that. What they should aim for is a mix of dots and passives with a spammable and a utility spell or 2 depending on the fight. How to do this I don’t know. My first inclination is to make class specific dots and melee dots deal more damage. Non class dots should deal less damage but have some utility (eg entropy on live). Then a passive ability like mage light and a utility ability like accelerate.
Also dots should deal more damage per cost than spammables and utility abilities that don’t do damage should be rather cheap.
They could just roll everything back to Elsweyr, which was a generally well-regarded patch that most people seemed to like.
The problem they introduced in Scalebreaker was too many DoTs. At least from a PvE perspective, it makes no difference if DoTs are 2.5x or 10x the power of a spammable because there are only so many you can use.
Take a "classic" magsorc: Liquid Lightning and Blockade were it, because the class has no other DoTs and there were no worthwhile generic DoTs. Fast-forward to Scalebreaker, now you've got ... Destructive Reach, Degeneration, Mystic Orb, Scalding Rune, and Soul Trap all doing just as much damage as any other DoT. Suddenly it's better to drop everything else and just do whatever you can to keep all of those DoTs on target.
The problem was never DoT damage. This should be perfectly obvious because stamina builds continued to use the same balanced part spammable/part DoT rotations they always had, because stamina builds came out of Scalebreaker with the same number of DoTs they had before (they lost Caltrops and gained Soul Trap). The problem is the number of viable DoTs.
Bring back Elsweyr's DoT values. Stop the insanity.
LiquidPony wrote: »Canned_Apples wrote: »LiquidPony wrote: »Canned_Apples wrote: »Generic dots shouldn't carry you, they should focus on utility.
What is a "generic" DoT?
What do you mean by "carry"?
And no, they should not focus on utility, because they are not utility skills. Venom Arrow is a utility skill. Shrouded Daggers is a utility skill. Poison injection is not, it is a DPS skill. Rending slashes is not, it is a DPS skill.
This is a bad take. Where's my downvote button?
Rending=Snare
Blood Craze=HoT
Degeneration= Magicka Return
Stuctured Entropy=HoT
Trap Beast=Minor Force/Root
Poison Injection already gets bonus damage for an execute
At least you tried (@LiquidPony)
And in this week's episode of "I only PvP and can't be bothered to think about the other 99% of the game" ...
The snare on Rending Slashes is entirely useless in PvE and we don't need the Blood Craze HoT.
Poison Injection is still a garbage skill despite the execute damage.
Degeneration doesn't return magicka.
The only one of these that actually has any PvE utility is Trap Beast, which is also the weakest DoT of the bunch and, unsurprisingly, is only worth using because it does actually have utility.
SidewalkChalk5 wrote: »It's a simple fix.
1) Use a 1.75x for non-class DOT's, and a 2x modifier for class DOT's. That'll be a 20% nerf from live for class abilities, and a 30% nerf to non-class abilities.
2) Bringing down top-end extreme elite DPS (100k+!!) is a valid goal and can be accomplished by nerfing light attacks. -25% is entirely sensible, maybe even more because light attacks got over-buffed by Wrobel before he left. This is the most effective way to reduce the gap between the casual floor and elite ceiling (at least without punishing those who struggled to acquire BiS trials gear).
LiquidPony wrote: »SidewalkChalk5 wrote: »It's a simple fix.
1) Use a 1.75x for non-class DOT's, and a 2x modifier for class DOT's. That'll be a 20% nerf from live for class abilities, and a 30% nerf to non-class abilities.
2) Bringing down top-end extreme elite DPS (100k+!!) is a valid goal and can be accomplished by nerfing light attacks. -25% is entirely sensible, maybe even more because light attacks got over-buffed by Wrobel before he left. This is the most effective way to reduce the gap between the casual floor and elite ceiling (at least without punishing those who struggled to acquire BiS trials gear).
I for one don't agree that bringing down the "top-end extreme elite DPS" is really a valid goal.
Or at least, it's not a valid goal unless other considerations are made.
Any significant DPS nerf on the top end is going to really hurt the good-but-not-Hodor/MC teams that are out there trying to push achievements and scores.
Look at the PC/NA Sunspire leaderboards right now. There's like ... 3 teams that are actually even trying as far as I can tell. Kill DPS without adjusting the content or the achievements, what's that going to do to an end game community that appears to be teetering on the edge already?
WrathOfInnos wrote: »LiquidPony wrote: »SidewalkChalk5 wrote: »It's a simple fix.
1) Use a 1.75x for non-class DOT's, and a 2x modifier for class DOT's. That'll be a 20% nerf from live for class abilities, and a 30% nerf to non-class abilities.
2) Bringing down top-end extreme elite DPS (100k+!!) is a valid goal and can be accomplished by nerfing light attacks. -25% is entirely sensible, maybe even more because light attacks got over-buffed by Wrobel before he left. This is the most effective way to reduce the gap between the casual floor and elite ceiling (at least without punishing those who struggled to acquire BiS trials gear).
I for one don't agree that bringing down the "top-end extreme elite DPS" is really a valid goal.
Or at least, it's not a valid goal unless other considerations are made.
Any significant DPS nerf on the top end is going to really hurt the good-but-not-Hodor/MC teams that are out there trying to push achievements and scores.
Look at the PC/NA Sunspire leaderboards right now. There's like ... 3 teams that are actually even trying as far as I can tell. Kill DPS without adjusting the content or the achievements, what's that going to do to an end game community that appears to be teetering on the edge already?
“Teetering on the edge” is generous, many already fell (jumped? Were pushed?) I’m just hoping that a solid Dragonhold patch can resuscitate the end game community.
LiquidPony wrote: »sfpiesb14_ESO wrote: »I think the problem comes down to standardization. With all dots being basically the same damage/gcd and all spammables being the same damage/gcd it boils down to either running all dots or running only soammables with passive abilities. Once they buff dots up to the point where they’re better than spammables then we’re back into the dot meta and then they nerf dots again.
Standardization is a great place to START adjusting abilities and maybe that’s what they’re in the process of doing but if they are they haven’t been clear on that. What they should aim for is a mix of dots and passives with a spammable and a utility spell or 2 depending on the fight. How to do this I don’t know. My first inclination is to make class specific dots and melee dots deal more damage. Non class dots should deal less damage but have some utility (eg entropy on live). Then a passive ability like mage light and a utility ability like accelerate.
Also dots should deal more damage per cost than spammables and utility abilities that don’t do damage should be rather cheap.
They could just roll everything back to Elsweyr, which was a generally well-regarded patch that most people seemed to like.
The problem they introduced in Scalebreaker was too many DoTs. At least from a PvE perspective, it makes no difference if DoTs are 2.5x or 10x the power of a spammable because there are only so many you can use.
Take a "classic" magsorc: Liquid Lightning and Blockade were it, because the class has no other DoTs and there were no worthwhile generic DoTs. Fast-forward to Scalebreaker, now you've got ... Destructive Reach, Degeneration, Mystic Orb, Scalding Rune, and Soul Trap all doing just as much damage as any other DoT. Suddenly it's better to drop everything else and just do whatever you can to keep all of those DoTs on target.
The problem was never DoT damage. This should be perfectly obvious because stamina builds continued to use the same balanced part spammable/part DoT rotations they always had, because stamina builds came out of Scalebreaker with the same number of DoTs they had before (they lost Caltrops and gained Soul Trap). The problem is the number of viable DoTs.
Bring back Elsweyr's DoT values. Stop the insanity.
LiquidPony wrote: »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.
The only people capable of running "perfect" tests in isolation work for ZOS. Certainly some of the data here could be extrapolated and analyzed to get at more exact values, but ... this isn't my job. And to be honest, if I'm going to have to spend that kind of time proving something that is so obvious to ZOS so they don't totally break their game ... well, I'll just go play something else.
ZOS has clearly failed to do the correct tests in isolation. Or at the very least their test expectations are entirely wrong.
But I'm totally bashing the devs. Just not blindly.
LiquidPony wrote: »WrathOfInnos wrote: »LiquidPony wrote: »SidewalkChalk5 wrote: »It's a simple fix.
1) Use a 1.75x for non-class DOT's, and a 2x modifier for class DOT's. That'll be a 20% nerf from live for class abilities, and a 30% nerf to non-class abilities.
2) Bringing down top-end extreme elite DPS (100k+!!) is a valid goal and can be accomplished by nerfing light attacks. -25% is entirely sensible, maybe even more because light attacks got over-buffed by Wrobel before he left. This is the most effective way to reduce the gap between the casual floor and elite ceiling (at least without punishing those who struggled to acquire BiS trials gear).
I for one don't agree that bringing down the "top-end extreme elite DPS" is really a valid goal.
Or at least, it's not a valid goal unless other considerations are made.
Any significant DPS nerf on the top end is going to really hurt the good-but-not-Hodor/MC teams that are out there trying to push achievements and scores.
Look at the PC/NA Sunspire leaderboards right now. There's like ... 3 teams that are actually even trying as far as I can tell. Kill DPS without adjusting the content or the achievements, what's that going to do to an end game community that appears to be teetering on the edge already?
“Teetering on the edge” is generous, many already fell (jumped? Were pushed?) I’m just hoping that a solid Dragonhold patch can resuscitate the end game community.
Nothing in Dragonhold is going to bring anyone back IMO. The opposite, really. Morale has not been great since the first PTS patch notes dropped and it's just been getting worse.
Usually we get people coming back around with new end game content, new game systems, new classes. We're not getting any of that here. We're getting a lump of coal.
@LiquidPony wrote: »I want to start by quoting something that I think highlights why you've missed the mark, again, on DoTs: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.
Ignoring the fact that your percentage math makes no sense at all, I'd like to pick on this implication that the only reason DoTs are underperforming is that people aren't skilled enough to have "nanosecond perfect rotations". That's hogwash. The reason that DoTs are underperforming is because you over-nerfed them.
"Nanosecond perfect rotations" are not the crux of the issue; that's just one small part. You're missing the point. Your DoT values are simply too low.
Here's a simple demonstration. I've created a PTS character and tried to reduce variance as much as possible. 100% crit rate, no glyphs or poisons, no proc sets.
Observation: DoTs suck
Hypothesis: On a stamblade, Rending Slashes is not worth using and I'm better off spamming Surprise Attack again
Experiment: Four setups, all using the same gear (5 x Leviathan, 5 x Hunding's Rage, 2 x NMG; Divines armor w/ Stam enchants; Infused jewelry w/ Weapon Damage enchants; Precise weapons; Thief Mundus; Lavafoot food; Weapon Power pots; CP evenly distributed in Thaum/MaA except in the final test).
1. Spam LA + Surprise Attack 10 times
2. LA + Rending Slashes then LA + Surprise Attack 9 times
3. Replace Rending Slashes with a Fighters Guild ability, repeat test #1
4. Optimize CP by taking it out of Thaum, repeat test #1
5. With the CP from test #4, test with Rending Slashes again
ResultsTest 1 setup
Test 1
Test 2 setup
Test 2
Test 3 setup
Test 3
Test 4 setup
Test 4
Test 5 setup
Test 5
Analysis: In the most naive possible test, using Rending Slashes does result in slightly higher DPS (~3.12%). However, using more realistic test scenarios such as replacing Rending Slashes with a skill that grants a passive stat increase and optimizing CP around Direct Damage, higher DPS is achieved by simply spamming one skill. Note: because it's impossible to ensure that parses are all exactly the same duration, it's important to look at the total damage done and mean damage of each cast rather than simply comparing DPS.
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: ...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.
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.