What worries me, is the removal of the critical requirement. This makes it more easily available for everyone, especially classes who experience little detriment by using Malacath. I still hope they will eventually disallow Malacath from affecting proc sets, provided this is even possible for them code wise.
ItsJustHashtag wrote: »Just as malacath doesn’t work on siege and was fixed to do so it should not work on proc sets either.
ItsJustHashtag wrote: »Just as malacath doesn’t work on siege and was fixed to do so it should not work on proc sets either.
Five bucks says Malacath's prevents crit heals as well as damage by the end of this PTS cycle, but they keep it buffing proc sets.
I mean, I'm all for making certain procs trigger on crits so they don't work with malacath, but making all procs not work with malacath makes the item useless. You get more damage doing without it even if your crit chance isn't that high, so using it with effects that cannot crit is really the only big use for it.
I mean, I'm all for making certain procs trigger on crits so they don't work with malacath, but making all procs not work with malacath makes the item useless. You get more damage doing without it even if your crit chance isn't that high, so using it with effects that cannot crit is really the only big use for it.
If that would make Malacath useless, then its value can be increased to make it useful outside of proc sets and I do not think this is what anybody wants. People complained about it since it came out even without a reference to proc sets.
What worries me, is the removal of the critical requirement. This makes it more easily available for everyone, especially classes who experience little detriment by using Malacath. I still hope they will eventually disallow Malacath from affecting proc sets, provided this is even possible for them code wise.
relentless_turnip wrote: »ItsJustHashtag wrote: »Just as malacath doesn’t work on siege and was fixed to do so it should not work on proc sets either.
Five bucks says Malacath's prevents crit heals as well as damage by the end of this PTS cycle, but they keep it buffing proc sets.
What was your thought trail leading to that conclusion?
My gut says they would take the "increase the curse" path instead of reducing the % damage buff.
My gut says they would take the "increase the curse" path instead of reducing the % damage buff.
Good. In my eyes, Malacaths was never meant for this non sense. It was something to open up a different playstyle instead of only stacking everything into crit, which is meta literally everywhere except no cp.
My gut says they would take the "increase the curse" path instead of reducing the % damage buff.
Good. In my eyes, Malacaths was never meant for this non sense. It was something to open up a different playstyle instead of only stacking everything into crit, which is meta literally everywhere except no cp.
Huh? When have things like mothers sorrow/whatever the stam version is called, khajiit, thief/shaodw mundus, ... been meta anywhere in PvP? I thought it was always more along the lines of Fury, Bright-Throath, Shackle, NMA, Sprig/Spin, various sustain and defensive sets, ... alongside of procs ofc. Not one of those sets aside from NMA contains a single crit bonus and NMA can hardly be considered a crit set either.
Players just took whatever crit they could get without having to give up on other stats, but it was (and still is) hardly worth building for.
The fact that there are other broken proc sets doesn't mean that this buff should go live!
Caluurion's is already one of the strongest proc sets without Malacath...
My gut says they would take the "increase the curse" path instead of reducing the % damage buff.
Good. In my eyes, Malacaths was never meant for this non sense. It was something to open up a different playstyle instead of only stacking everything into crit, which is meta literally everywhere except no cp.
It always bothered me that it became so popular. If they increase the curse and/or disallow it from affecting proc sets, they might just increase its effect to actually support this playstyle more. Maybe even enough to make it useful enough in pve. (Even if not competitive with crit stacking.)
I'm a Caluurion nightblade and I don't even want to run Malacath, because NB is the crit class. Procs aren't the only damage you do in your combos. Other classes may have different ideas, but with Caluurion in particular there is also the pesky fact that it includes 2 lines of crit. You give up a fair amount of stats by running that set with Malacath. I'm moderately concerned, but holding out hope that ZOS will address this in some form before it goes live. Isth3reno1else suggested the following solutions in the below video:
1. A global cooldown on (damage) procs, effectively meaning you can't run multiple procs in a build.
2. Disabling Malacath from buffing proc damage.
3. Reduction of proc damage across the board.
I would add further options:
4. Reduce proc damage via no CP battle spirit only.
5. Put crit activation back onto Caluurion and add it to other sets that may be OP with Malacath.
6. Other ideas from this thread.
I'd hate option 3 which, when implemented properly, would basically make Malacath mandatory for procs to be competitive.
My gut says they would take the "increase the curse" path instead of reducing the % damage buff.
Good. In my eyes, Malacaths was never meant for this non sense. It was something to open up a different playstyle instead of only stacking everything into crit, which is meta literally everywhere except no cp.
It always bothered me that it became so popular. If they increase the curse and/or disallow it from affecting proc sets, they might just increase its effect to actually support this playstyle more. Maybe even enough to make it useful enough in pve. (Even if not competitive with crit stacking.)
Stacking crit in noCP....mechanical acuity, the sleeper set.
Mathmatically, Malacath is way over loaded. A player needs at least 50% crit rate and 50% crit damage after target impen to match it. That takes a serious build investment. Malacath allows you to take that investment and put it elsewhere and get the same damage, plus more defense, or pen, whatever. That is BEFORE taking proc sets into account.
My gut says they would take the "increase the curse" path instead of reducing the % damage buff.
Good. In my eyes, Malacaths was never meant for this non sense. It was something to open up a different playstyle instead of only stacking everything into crit, which is meta literally everywhere except no cp.
It always bothered me that it became so popular. If they increase the curse and/or disallow it from affecting proc sets, they might just increase its effect to actually support this playstyle more. Maybe even enough to make it useful enough in pve. (Even if not competitive with crit stacking.)
Stacking crit in noCP....mechanical acuity, the sleeper set.
Mathmatically, Malacath is way over loaded. A player needs at least 50% crit rate and 50% crit damage after target impen to match it. That takes a serious build investment. Malacath allows you to take that investment and put it elsewhere and get the same damage, plus more defense, or pen, whatever. That is BEFORE taking proc sets into account.
The part about crit damage is not entirely true due to how damage mods add up.
For the sake of argument, imagine if a warden slotted 5 animal companion skills, which would grant them a +10% global damage mod.
Imagine the dealt 1000 base damage with an attack, this results in:
1000 * 1.1 = 1100 => They dealt 100 extra damage, as expected.
If they also equip malacaths, that damage mod increases to +35%. Let's do the math again:
1000 * 1.35 = 1350 => 350 extra damage... right??
Nope, because at this point, the warden has been playing with the 10% damage mod for ages and considers dealing 1100 "normal". As it turns out, malacaths only multiplied the damage by (1350/1100) = 1.227, or a 22.7% multiplicative damage modifier.
Now let's take a look at crit, which IS a multiplicative damage mod separate from other additive damage. Let's assume a 50% crit chance. In that case we only need a (.227 / .5) = 45.4% damage modifier after impen to match malacaths.
Each damage mod makes malacaths less appealing, and the CP system is filled with these kinds of modifiers.
Other sources include Berserk, Vulnerability and a bunch of random passives all over the place (dw swords, necro DOT abilities, blah blah).
Im seeing a whole lot of nerf talk without any real evidence of malacaths "obscene" damage with proc sets everytime iv used it iv taken it straight back off, even with 3 proc sets, its really not that strong in no cp.
I’m not sure why you would do a Malacath’s build with Caalurion’s. It has two crit bonuses in the set. One you could maybe overlook if the fifth piece bonus was good enough, but not two. And even with the Malacath’s bonus on top of Caalurion’s newly buffed damage you need a hell of a lot more damage than that to successfully burst anybody down.
Of course you are doing 135% of the tooltip, but the tooltip doesn't matter when you are comparing it to critical damage because that's not a additive % bonus.
Malacath still OP.
People like Kristofer ESO work with well over 200% crit damage already and his favored Gryphon set got buffed too.