Jman100582 wrote: »personally i run 1 kena 1 balorgh, 5 ravager, 5 stuhn. Stuhn backbar, brp dw frontbar. eventually gonna run balorgh once i get the right pieces. Caltrops is a must on the build, as well as tactician from the cp passives. Caltrops will end up keeping almost 100% uptime on both sets, as well as snare and major fracture. Unique and works decently well
MurderMostFoul wrote: »MartiniDaniels wrote: »ketsparrowhawk wrote: »sniperfire03 wrote: »Deadly front bar stuhns body balorgh monster with toppling charge. 2 hvy 5 med. Drop a rune a go to work. Your welcome!!!!!!!
I'll be honest I'm not a fan of deadly as it doesn't buff things like burning light, light and heavy attacks, the initial dmg of db/spear ult etc.
Maybe if running multiple dots like maelstrom 2h or master dw etc, otherwise I feel like it's not worth.
Have you tried it? I was having similar doubts but then I put it on and now I can't take it off! lol
Yes, interesting thing about deadly is that it is not shown in tooltip and is applied to target, not to you. So it's not bonus like minor berserk, which has diminishing returns in CP due to how +% damage done bonuses work in formula, but it is making target receive 20% more damage from jabs and dots, so you may say it increases all damage by plain 20%. But base WD&penetration is important too, if they are not sufficient then NMA will be better... so Deadly become good due to new Balorgh it seems.
Explain how +% damage has diminishing returns? My understanding is they are summed, 25+8=33%, etc. Additive or multiplicative, I did not think any positive increase could diminish.
It's technically not diminishing returns as the arithmetic increase of the base damage is equal to the stated +% damage, like the +25% damage from Malacath's for example. But, if you have any other source of +% damage, the actual damage increase you get is less than 25% when going from:
No Malacath's Band
to
Malacath's Band equipped.
And the actual damage increase is lessened further the more +% damage increase you have before equipping the ring.
To illustrate:
No +% damage-
100% -> Equip Malacath -> 125% -> 25% increase
Minor Berserk
108% -> Equip Malacath -> 133% -> 23.15% increase (25/108)
Minor Berserk+2H Sword Passive
114% -> Equip Malacath -> 139% -> 21.93% increase (25/114)
I've seen this referred to as appreciating/depreciating returns, which is probably more accurate. In your last example, you still get 39% more damage. In a real diminishing returns scenario you would get some less than a 39% increase in damage. I wanted to check to make sure there was not a "real" diminishing return there, because ... ZOS Math.
You do not get 39% more damage, you get 21.93% more damage. The 39% increase is what would be implied by tooltips.
In an example from game, I tested malacath on my Warden with a training dummy, and with passives, minor berserk, and various cp % gains the ring of Malacath increased my damage by 16.2%. Removing the % gain CP (while keeping magicka the same) to test the no-cp equivalent, I got a 20% damage increase with Malacath.
MurderMostFoul wrote: »MartiniDaniels wrote: »ketsparrowhawk wrote: »sniperfire03 wrote: »Deadly front bar stuhns body balorgh monster with toppling charge. 2 hvy 5 med. Drop a rune a go to work. Your welcome!!!!!!!
I'll be honest I'm not a fan of deadly as it doesn't buff things like burning light, light and heavy attacks, the initial dmg of db/spear ult etc.
Maybe if running multiple dots like maelstrom 2h or master dw etc, otherwise I feel like it's not worth.
Have you tried it? I was having similar doubts but then I put it on and now I can't take it off! lol
Yes, interesting thing about deadly is that it is not shown in tooltip and is applied to target, not to you. So it's not bonus like minor berserk, which has diminishing returns in CP due to how +% damage done bonuses work in formula, but it is making target receive 20% more damage from jabs and dots, so you may say it increases all damage by plain 20%. But base WD&penetration is important too, if they are not sufficient then NMA will be better... so Deadly become good due to new Balorgh it seems.
Explain how +% damage has diminishing returns? My understanding is they are summed, 25+8=33%, etc. Additive or multiplicative, I did not think any positive increase could diminish.
It's technically not diminishing returns as the arithmetic increase of the base damage is equal to the stated +% damage, like the +25% damage from Malacath's for example. But, if you have any other source of +% damage, the actual damage increase you get is less than 25% when going from:
No Malacath's Band
to
Malacath's Band equipped.
And the actual damage increase is lessened further the more +% damage increase you have before equipping the ring.
To illustrate:
No +% damage-
100% -> Equip Malacath -> 125% -> 25% increase
Minor Berserk
108% -> Equip Malacath -> 133% -> 23.15% increase (25/108)
Minor Berserk+2H Sword Passive
114% -> Equip Malacath -> 139% -> 21.93% increase (25/114)
I've seen this referred to as appreciating/depreciating returns, which is probably more accurate. In your last example, you still get 39% more damage. In a real diminishing returns scenario you would get some less than a 39% increase in damage. I wanted to check to make sure there was not a "real" diminishing return there, because ... ZOS Math.
You do not get 39% more damage, you get 21.93% more damage. The 39% increase is what would be implied by tooltips.
In an example from game, I tested malacath on my Warden with a training dummy, and with passives, minor berserk, and various cp % gains the ring of Malacath increased my damage by 16.2%. Removing the % gain CP (while keeping magicka the same) to test the no-cp equivalent, I got a 20% damage increase with Malacath.
The 39% increase is what would be implied by tooltips.
I've been monitoring various options with various chars (malubeth, balorgh, sellis etc.) and I'm not impressed with any (unless we are talking engine guardian on my magsorc...but hey magsorc is easy mode anyway).
I'm more and more keen on dropping the monster set option to have 2 x 5 sets and a mythic item. Torc is my next target for my stamplar.
MurderMostFoul wrote: »I can confirm, by dummy test, that Balorgh>Slime Craw, even with consuming minimal Ultimate to cast Crescent Sweep.
I'm not to interested in defensive Proc sets, as my BG Stamplar is highly mobile, with low resistance and high damage, looking to get in and out of fights quickly. That play style doesn't really jive with defensive proc sets that require longer engagements to feel useful. (I do see synergy with Engine Guardian, but that cheese is too funky)
Looking at other offensive sets beyond Balorgh, the only ones that catch my eye are Selenes and Kra'gh. I start my combo at range, so these two sets would avoid wasted procs. But Kra'gh's damage is meh and everyone knows to avoid Selene.
IDK, but the consistent, reliable proc from Balorgh just seems like a safe bet.
Balorgh, proc'ed at 80 Ult, provides a buff equal 80% of a 5-piece bonus, and about 186% of a one piece bonus. Any one know how that compares in ZOS's standardization scheme?
I really hope they address the survivability issue of stamplars next patch, in no cp it just feels awful. I've literally tried running 6k wpd build with malubeth and my vigor was ticking for like 2.5k, and that's not even a realistic build for bgs.
Its sad that on the orig healing class were better off running health Recovery than actual healing skills.
Meanwhile wardens can just hold block and not even punished for speccing into high hp Beacuse of arctic blast, not mention vines etc. It's just feels awful.
In cp the low healing isnt as much of an issue, but in no cp I haven't seen a stamplar that had decent survivability on a damage build.
My stamsorc can literally monkey around with full procsets with like 2k wpd and I don't even have to worry about my vigor dropping since crit surge just sustains my hp easily through most things.
I really hope they address the survivability issue of stamplars next patch, in no cp it just feels awful. I've literally tried running 6k wpd build with malubeth and my vigor was ticking for like 2.5k, and that's not even a realistic build for bgs.
Its sad that on the orig healing class were better off running health Recovery than actual healing skills.
Meanwhile wardens can just hold block and not even punished for speccing into high hp Beacuse of arctic blast, not mention vines etc. It's just feels awful.
In cp the low healing isnt as much of an issue, but in no cp I haven't seen a stamplar that had decent survivability on a damage build.
My stamsorc can literally monkey around with full procsets with like 2k wpd and I don't even have to worry about my vigor dropping since crit surge just sustains my hp easily through most things.
I agree in no cp stamplar completely suck, that's why I avoid no cp pvp it's just too much unfair.
I doubt zos will listen, they probably gonna nerf jabs and leave stamplar healing as it is and buff nightblades and sorcs because that's the majority class people play and ask for buffs.
What a joke.
MurderMostFoul wrote: »I really hope they address the survivability issue of stamplars next patch, in no cp it just feels awful. I've literally tried running 6k wpd build with malubeth and my vigor was ticking for like 2.5k, and that's not even a realistic build for bgs.
Its sad that on the orig healing class were better off running health Recovery than actual healing skills.
Meanwhile wardens can just hold block and not even punished for speccing into high hp Beacuse of arctic blast, not mention vines etc. It's just feels awful.
In cp the low healing isnt as much of an issue, but in no cp I haven't seen a stamplar that had decent survivability on a damage build.
My stamsorc can literally monkey around with full procsets with like 2k wpd and I don't even have to worry about my vigor dropping since crit surge just sustains my hp easily through most things.
I agree in no cp stamplar completely suck, that's why I avoid no cp pvp it's just too much unfair.
I doubt zos will listen, they probably gonna nerf jabs and leave stamplar healing as it is and buff nightblades and sorcs because that's the majority class people play and ask for buffs.
What a joke.
Not true.
I've done fine on my Stamplar in BGs this patch. Is it more challenging? Yes. But you can still be highly effective.
In Bgs, stam classes that don't have very strong class defenses or escape tools have to pick between being able to deal a lot of damage or take a lot of damage. You really can't do both. If you are like most people and you want to deal a lot of damage, then you have to pair your damage with high mobility and play a hit-and-run style.
MurderMostFoul wrote: »I really hope they address the survivability issue of stamplars next patch, in no cp it just feels awful. I've literally tried running 6k wpd build with malubeth and my vigor was ticking for like 2.5k, and that's not even a realistic build for bgs.
Its sad that on the orig healing class were better off running health Recovery than actual healing skills.
Meanwhile wardens can just hold block and not even punished for speccing into high hp Beacuse of arctic blast, not mention vines etc. It's just feels awful.
In cp the low healing isnt as much of an issue, but in no cp I haven't seen a stamplar that had decent survivability on a damage build.
My stamsorc can literally monkey around with full procsets with like 2k wpd and I don't even have to worry about my vigor dropping since crit surge just sustains my hp easily through most things.
I agree in no cp stamplar completely suck, that's why I avoid no cp pvp it's just too much unfair.
I doubt zos will listen, they probably gonna nerf jabs and leave stamplar healing as it is and buff nightblades and sorcs because that's the majority class people play and ask for buffs.
What a joke.
Not true.
I've done fine on my Stamplar in BGs this patch. Is it more challenging? Yes. But you can still be highly effective.
In Bgs, stam classes that don't have very strong class defenses or escape tools have to pick between being able to deal a lot of damage or take a lot of damage. You really can't do both. If you are like most people and you want to deal a lot of damage, then you have to pair your damage with high mobility and play a hit-and-run style.