MLGProPlayer wrote: »I'm fine with with this being the new 1pc meta. It's better than having to re-farm vMA again after their brilliant idea with those weapons.
However, it's simply overtuned right now. Rather than adding more drawbacks to it, scale down its performance. 3000 spell damage from a 1pc set is insane. Necropotence, a 5pc set, only gives you ~600 effective spell damage. Siroria, which is much harder to stack, and is also a 5pc set, only gives you ~900 effective spell damage (plus minor slayer). This single piece of gear gives you more spell damage than 2 full 5pc sets (it gives you more SD than 4-5 full sets, if you could wear 4-5 sets)
MLGProPlayer wrote: »I'm fine with with this being the new 1pc meta.
Numbers don't translate to actions. Having a terrible bar rotation or skill execution, or simply standing in pools of bad stuff or running for your life from a scary AoE when you should be hitting your rhythm is all it takes to negate any numerical superiority. This is why many proc sets tend to perform well for a large number of players whereas raw damage tends to be less impressive unless execution is immaculate. So simply declaring it better because the numbers check out isn't going to cut it here.
In my experience of soloing a little bit of contentwith the item I can say that I don't often get super impressive numbers and staying alive is something I have to work much harder at. Even worse, if I mess up and fail I often loose my source of stacks to regain my power, thus leaving me in a numerically worse situation than where I started with no means of making up for that lost ground in terms of power.
In PvE at least rebuilding stacks isn't something you can do easily in a trial so its not like you can just drop stacks when you have too many.
I will try to do a breakdown of this set, from a theorycrafting point of view.
Expect numbers, but no parses.
For the demonstration, I will use "1p bonus" as a scaling tool. It is, so to speak, one the 2-4 bonus you get on sets, or the 1p bonus of monster sets.
. What is Thrassian's Strangler real net worth ?
What does it provides ?
1 – Killing an enemy grants you a persistent stack of Sload’s Call, up to a maximum of 20 stacks. Each stack increases your Spell Damage by 150.
So, for every ennemy killed (up to 20), you get 150 SP.
Thrassian is a 1p bonus, as such it should be compared as others 1p bonus. The standard for 1p SP bonus is 129 SP.
Let's also note that the standard for a 5p bonus is 300 SP.
(Since the 'normalization' of set, the "standard" bonus for 5p is around 2,3x the worth of a 1p.)
Basically, Thrassian gives you the worth of a 5p standard bonus with 2 stacks.
It means that the maximum 20 stacks gives you 10 times the worth of a 5p, or 23 times the worth of a 1p bonus.
What is the drawback ?
Each stack also increases your damage taken by 2%.
So, for every ennemy killed (up to 20), you take 2% more damages, up to 40%.
This increase is multiplicative with damages reduction, and not additive. It cannot be offset by CP or armor alone.
But, if the incoming damages is increased by X%, you can increase your life by X%, and take the same damages (in life%) as before.
As to speak, to offset Thrassian's drawback, you have to increase your life by X%, where X is 2x [nb of stacks].
In the worst case, it is worth 40% of your max life.
What is the net value of the set fully stacked ?
Most DD play PvE content with around 18k max life. (Rounded up)
It means the drawback of TS could be offset with 7200 more HP.
1p life bonus is worth 1206 HP. Which means, the drawback of TS costs you around 6x 1p bonus.
Overall, the net value of TS fully stacked is 16 1p raw bonus.
(Which would translate into 2064 SP worth.)
What if the set is not fully stacked ?
Let's assume that, while building, you have permanently offset the drawback of a fully stacked TS. It costs 6p 1p bonus worth.
So the scaling of TS net worth with stacks is the following :
You break even at 5 stacks. (Which means the build is worth starting 6 stacks.)
At 7 stacks, the net gain is worth a 5p standard bonus.
At 9 stacks, you have the net gain of a 5p stacked Siroria.
How does it compare to other sets ?
I think a graph is more explicit :
So, Thrassian's (mitigated) is worth more than 3 times Siroria when on 20 stacks.
How easy is it to build ?
Actually, this is an easy question.
+7k2 health is pretty easy to have and can be achieved with Attributes points alone. You will sacrifice a bit of your max ressource that, in turn, may make sustain a bit harder.
But you will still have access to 2 full 5p sets.
Overall, this set overperforms from a theorycrafting point of view.
I didn't do the breakdown with the new curse added (heal reduction), but I think it is pointless. Fully charged Thrassian is so powerful that you will want to throw a whole 2-3-4-5 bonus set to mitigate its effect and it will still be better than Siroria or the like.
My suggestion :
The idea of such a kiss-curse is great, but the total number of SP given is too damn high.
Based on this breakdown, I would do this suggestion :
- Lower the max stacks to 7.
- Increase the damage increase taken from 2% to 5,7%.
- Remove the healing taken / shield strengh reduction.
The net gain while on 7 stacks will be around the value of Julianos if you wish to go for extra health points. It won't be an auto-include without any drawback anymore.
However, this set will still be one-of-a-kind, as it offers you a trade of survivability for max damages. The canon-glass builds will have a tremendous raw gain of 1k SP. It will still be played by top players who rely on timed shields / healing to survive.
The max count of stacks being lower, it will be more accessible during trials, and if you die, it will be refilled more quickly.
That's my take on the set.
I absolutely agree.That's another reason why there is a problem with this set.
You are going to die on red telegraphed zones, or lack dps because of cluncky rotation.
But what about top players ? They will flawlessly gain a huge edge over lower skill players. You raise the ceiling and lower the floor... exactly the opposite of what that update wanted to do.
You forgot to take into account one more thing, in ESO spell and weapon damage gives you not only damage, but also healing power, on top of that all that damage and healing benefit from crits. So, for example, Rapid Regeneration with additional 3000 spell damage, 60% chance crit and 160% crit damage will heal you for 11418 HP more in 5 seconds, before recent 40% healing nerf and 6850 HP in 5 seconds after 40% healing nerf. Burning Embers will heal you for 4971 HP more in 10 seconds, for 2982 HP in 10 seconds with 40% healing nerf. Puncturing Sweep will heal for 665 HP more on single target in 1 second, 399 HP more after healing nerf. So the only thing player need worry about is to not be oneshoted(7200 HP increase), after that player by his own can easily bypass this "curse", even with 40% healing nerf, even without changing one of the item sets for additional healing.
Seems guys in ZOS don't understand how their own game works.
Damage Dealers will compensate "curse" part and on average will receive 1000-1500 free spell power. It will leads to more power creep and more skipping of mechanics. At Overland and Dungeons no one will want healer in the group, better to take additional Damage Dealer and burn boss down before he even start any dangerous mechanics. It's already reality, but will be even worse.Septimus_Magna wrote: »Like someone already mentioned, heals also scale off spell dmg so self healing reduction compared to your normal unbuffed heals will be less than 40%. Dedicated healers already overheal in 99% of the time so I dont see this as an issue at all. It actually makes healers more desirable which is a good thing!
You are right, i did not take into account that base healing also suffer from -40% healing recieved. I think it will be hard to balance this item. If this item stays in dungeons and trial setups, then good parties will overcome "curses" of this item and will get more power creep, while low skill parties will not be able to use this item. In PvP i see it as a tool for fast moving, kiting snipers with swift jewelry. I just hope that this item will help achieve new interesting types of gameplay and interactions, not another power creep and cancerous oneshots.ALeoCat_ESO wrote: »This does not take into account the default heal value is also reduced by 40%
To simplify things, counteracting the 40% more damage with 40% more health makes it 40% harder to heal you relative to your previous value. The 40% healing recieved nerf makes it 66.67% harder to heal than before. These multiply together making it take 2.333 times as much healing needed to heal you the same as before.
Septimus_Magna wrote: »From the outset its obvious these kiss-curse sets and skills are extremely powerful in the hands of skilled players and literally a curse for the average low level DD. It not necessarily a bad thing if you adjust your build for it. Everyone thinks 40% extra dmg taken is a major issue with 18k health, with 25k health its a completely different story.
Like someone already mentioned, heals also scale off spell dmg so self healing reduction compared to your normal unbuffed heals will be less than 40%. Dedicated healers already overheal in 99% of the time so I dont see this as an issue at all. It actually makes healers more desirable which is a good thing!
The reduction of dmg shields is also not a big problem if you increase your health.
Hardened Ward/Dampen Magic is capped at 60% health:
Shield size with 18k health -> 10.8k
Shield size with 25k health -> 15k
Shield size with 25k health + 20 stacks of TS -> 9k
Depending on the way the TS shield debuff is applied it might end up being more than a 9k shield. This is only 36% of the max 25k health so the value depends on the order of calculations. It could also be possible to increase the shield size with CP into Bastion.
MLGProPlayer wrote: »I'm fine with with this being the new 1pc meta.
I'm not.
For a single, simple reason : there is no stamina counterpart.
ALeoCat_ESO wrote: »To simplify things, counteracting the 40% more damage with 40% more health makes it 40% harder to heal you relative to your previous value. The 40% healing recieved nerf makes it 66.67% harder to heal than before. These multiply together making it take 2.333 times as much healing needed to heal you the same as before.
EDIT : 40 stacks over 8 DDs would mean +750 SP / person mean. Which means 937.5 in Damage Pool (minor and major bonus).
Mean Damage Pool before boost is 8k. That is 12% increase, and, as such, 12% overall group dps.
Septimus_Magna wrote: »From the outset its obvious these kiss-curse sets and skills are extremely powerful in the hands of skilled players and literally a curse for the average low level DD. It not necessarily a bad thing if you adjust your build for it. Everyone thinks 40% extra dmg taken is a major issue with 18k health, with 25k health its a completely different story.
Like someone already mentioned, heals also scale off spell dmg so self healing reduction compared to your normal unbuffed heals will be less than 40%. Dedicated healers already overheal in 99% of the time so I dont see this as an issue at all. It actually makes healers more desirable which is a good thing!
The reduction of dmg shields is also not a big problem if you increase your health.
Hardened Ward/Dampen Magic is capped at 60% health:
Shield size with 18k health -> 10.8k
Shield size with 25k health -> 15k
Shield size with 25k health + 20 stacks of TS -> 9k
Depending on the way the TS shield debuff is applied it might end up being more than a 9k shield. This is only 36% of the max 25k health so the value depends on the order of calculations. It could also be possible to increase the shield size with CP into Bastion.
Please do your math in no-cp pvp where shields are not limitted by max health but max magicka
Where, when you stack everything to magicka (to reach 40k mag in noCp you have to focus everything to max mag), you have 9k max shield. Shield size isnt increased by spell damage and that 40% more damage received plus 40% shield reduction puts your shield strength (not numbers but effective shield strength) to poor numbers.
Shield reduction alone decreases it to 5400 and remember i get 40% more damage from enemies. Real strength is at 4000 at most. For skill that costs 4200 mag and cannot crit its poor.
Septimus_Magna wrote: »Like I said, I still have to test the new 6.0.2 changes but the %based dmg in ESO is usually not the actual percentage. When I tested the new BRP dual-wield effect it increased my outgoing dmg by roughly 6% while the tooltip says 10% dmg increase for example.
Dagoth_Rac wrote: »EDIT : 40 stacks over 8 DDs would mean +750 SP / person mean. Which means 937.5 in Damage Pool (minor and major bonus).
Mean Damage Pool before boost is 8k. That is 12% increase, and, as such, 12% overall group dps.
Spell damage is not the same as actual damage done. Max Magicka is roughly half of your tooltip calculation, and is possibly even more than half because magicka scales better than spell damage on magicka builds (whereas weapon damage scales better than max stamina on stamina builds). So a 12% increase in spell damage should be closer to 6% actual DPS. You are also giving up something to wear Thrassian Stranglers, probably a 5-piece bonus or a monster set, and that lost opportunity needs to be calculated in, as well.
Septimus_Magna wrote: »Like I said, I still have to test the new 6.0.2 changes but the %based dmg in ESO is usually not the actual percentage. When I tested the new BRP dual-wield effect it increased my outgoing dmg by roughly 6% while the tooltip says 10% dmg increase for example.

Septimus_Magna wrote: »Septimus_Magna wrote: »From the outset its obvious these kiss-curse sets and skills are extremely powerful in the hands of skilled players and literally a curse for the average low level DD. It not necessarily a bad thing if you adjust your build for it. Everyone thinks 40% extra dmg taken is a major issue with 18k health, with 25k health its a completely different story.
Like someone already mentioned, heals also scale off spell dmg so self healing reduction compared to your normal unbuffed heals will be less than 40%. Dedicated healers already overheal in 99% of the time so I dont see this as an issue at all. It actually makes healers more desirable which is a good thing!
The reduction of dmg shields is also not a big problem if you increase your health.
Hardened Ward/Dampen Magic is capped at 60% health:
Shield size with 18k health -> 10.8k
Shield size with 25k health -> 15k
Shield size with 25k health + 20 stacks of TS -> 9k
Depending on the way the TS shield debuff is applied it might end up being more than a 9k shield. This is only 36% of the max 25k health so the value depends on the order of calculations. It could also be possible to increase the shield size with CP into Bastion.
Please do your math in no-cp pvp where shields are not limitted by max health but max magicka
Where, when you stack everything to magicka (to reach 40k mag in noCp you have to focus everything to max mag), you have 9k max shield. Shield size isnt increased by spell damage and that 40% more damage received plus 40% shield reduction puts your shield strength (not numbers but effective shield strength) to poor numbers.
Shield reduction alone decreases it to 5400 and remember i get 40% more damage from enemies. Real strength is at 4000 at most. For skill that costs 4200 mag and cannot crit its poor.
First of all, if you're running TS you should be squishy. If you can stay at 18k health and just slap on a 10.8k shield to mitigate the extra 40% incoming dmg you're getting all the benefits at a small cost.
Like I said, I still have to test the new 6.0.2 changes but the %based dmg in ESO is usually not the actual percentage. When I tested the new BRP dual-wield effect it increased my outgoing dmg by roughly 6% while the tooltip says 10% dmg increase for example.
Septimus_Magna wrote: »Last night I did a quick test to get a better understanding of the negative effects of Thrassian Stranglers.
Results
- The increased incoming dmg with 20 stacks was 28.6% with both physical and fire dmg.
- The shield size with 0 CP into Bastion was reduced by 45%, Im not sure why this is more than the intended 40%.
- The shield size with 20 CP into Bastion was reduced by 36.7%.
- The shield size with 40 CP into Bastion was reduced by 30.2%.
Basically, I feel everyone here is like :
"You get a lot of SP, but actually, even if you try to mitigate, it will be complicated / strain on healer etc... because of 40% curse."
I'm saying :
"You still get too [Snip] much SP even with a curse on 10-12% that is perfectly manageable without changes."
And there lies another problem : everyone will play TS because they will share stacks to not have a curse skyrocketing too high...
It will be an incentive to finish adds if I'm low on stacks / rebuilding. But it will also be an incentive to let others do the killing blows if I'm high enough. (pun intended)
In the end, we won't have 1-2 guys running TS and stacking 20 stacks, relying on others to survive, but 40 stacks distributed among 8 DD is perfectly manageable for everyone and still increase the overall group dps.
EDIT : 40 stacks over 8 DDs would mean +750 SP / person mean. Which means 937.5 in Damage Pool (minor and major bonus).
Mean Damage Pool before boost is 8k. That is 12% increase, and, as such, 12% overall group dps. The price to pay is 10% more strain on healers.
12% group dps is more than 100% uptime in Major Slayer. (Major Slayer impact is multiplicative with CP and thus gives a little less that 12%).
[Edited for profanity bypass]
Septimus_Magna wrote: »Last night I did a quick test to get a better understanding of the negative effects of Thrassian Stranglers.
Results
- The increased incoming dmg with 20 stacks was 28.6% with both physical and fire dmg.
- The shield size with 0 CP into Bastion was reduced by 45%, Im not sure why this is more than the intended 40%.
- The shield size with 20 CP into Bastion was reduced by 36.7%.
- The shield size with 40 CP into Bastion was reduced by 30.2%.
Hmm... That's actually +40% more damages, not +28%...?
Without stacks : 1041
With stacks : 1458
Increased damages : (1458-1041)/1041 = 40,0%
So it works as intended ^.^