Elwendryll wrote: »2H gives a 30% stamina regen bonus on kill. 2H has access to brawler with master weapon, providing very high trash dps with good survivability, since it gives a scaling shield (even without target). The self heal is nice, I guess, but it's 1.6k to 2k every time you use the spammable, when you have access to crit surge that will passively heal you for 4-6k every second on any crit damage. The solo target execute damage is just higher.
When I first read it, I also had the idea of combining it with crushing weapon. Wonder if it could work nicely with Malacath + new Torugs. BTW, have you guys noticed how they buffed penetration on pve? Now no one needs to have any pen whatsoever with new Duneripper, Torug's and Alkosh.
Dude, what? I didn't really think I'd have to have to explain this, but here we are..... Crystal Weapon is a skill and 2H is a weapon. You can have Crystal Weapon on your bar with a 2H BattleAxe/Greatsword equipped, there's nothing stopping you.
I thought most PvEers don't care about stam in a trial scenario because it lacks the survivability that Dampening/Hardened Ward gives regardless of its higher DPS output normally. Unless I missed a lot in my year long hiatus.
Elwendryll wrote: »Dude, what? I didn't really think I'd have to have to explain this, but here we are..... Crystal Weapon is a skill and 2H is a weapon. You can have Crystal Weapon on your bar with a 2H BattleAxe/Greatsword equipped, there's nothing stopping you.
I was listing some of the things that made me prefer 2H over DW in trial, since the first part of your message was about the damage being pretty close. Sorry about that, my format was just bad.
Also. In practice, as I only play stamsorc in trials (people can run what they want in my group) sustain is clearly not an issue on stamsorc already, same with survivability. So, yes, that ability gives more sustain and more survivability. But it's not something the class is lacking, to me it's not even a trade, you get less damage for something you don't need.
I did try using Crystal weapons instead of Wrecking Blow, I also tried using it only to keep the debuff up. I'll go test it again this evening. But the dps loss was closer to 5k.
To me, the 2 potential benefits are the armor debuff and prophecy. The issue is that I have magsorcs in my entourage, most people I play with don't change their main every update. It sure is a nice benefit otherwise. And about the armor debuff... Depends on the group I guess. But looking at all the buffs to penetration across the board (as if they were planning to remove CPs), I'm not convinced that this debuff will not be wasted in overpen.
So yes. The skill has nice utilities. But slotting it isn't a no-brainer. I had to think for a while to consider if the benefits are worth the damage loss. It turned out that for me it isn't the case. You maybe have a different experience, every trial group is different I guess, I've been running 2h/bow stamsorc in this group for a year now, and from my perspective, I really don't see why I would slot that. That's all
Did you reallocate your CP to offset the additional armor shred in your Crystal parse?
If so it sounds like the ability needs (at most) a small damage bump. It's already competitive with Rapid Strikes and is quite close to Wrecking Blow (about 2-2.5k DPS behind accounting for LA buff from WB).
Dps difference aside. Can you guys provide feedback on if crystal weapon weaves smoothly?
I have heard a lot of people claiming it works, and a lot of people claiming it is like crushing weapon and feels bad to weave.
Dps difference aside. Can you guys provide feedback on if crystal weapon weaves smoothly?
I have heard a lot of people claiming it works, and a lot of people claiming it is like crushing weapon and feels bad to weave.
I believe around 5800 is if the Crusher debuff is Torug's and Infused, about 6400 for Infused and without Infused about 6900. I'm actually not sure which is applied on the 21m dummy, but even in the worse case, you would be by 400. It does say Overpenetration is 0% though.
Still agree a bit of a damage boost is doable. As its been suggested, reworking the Blood Magic passive to deal damage equal to the heal would probably suffice. Maybe even equal to half the heal.
For me, I tested it with a two hander, then immediately switched to a nightblade and tested weaving with surprise attack just to give myself the best feel for it I could.
I feel like crystal weapon doesnt weave properly and feels the same as crushing weapon. I dont have a high ms.
Did you reallocate your CP to offset the additional armor shred in your Crystal parse?
If so it sounds like the ability needs (at most) a small damage bump. It's already competitive with Rapid Strikes and is quite close to Wrecking Blow (about 2-2.5k DPS behind accounting for LA buff from WB).
Elwendryll wrote: »
(http://imgur.com/a/YzKZWYJ )
My dps comparison. Nerf to rele and Lokke shows on the dummy... And my PTS performance is quite bad, this is the exact same build I do 89.3k on live with. Most importantly, compare the light attack damage and the spammable damage. Everything else is pretty close, just some parse variation.
Elwendryll wrote: »While I agree this opens up interesting combos for PvP, for PvE it's lacking.
While the ability isn't 100% useless, it's hard to justify slotting it for PvE.
Since posts are already complaining about the potential to stack with Crushing, it will probably be nerfed and become a dead skill before the PTS is complete.For me, I tested it with a two hander, then immediately switched to a nightblade and tested weaving with surprise attack just to give myself the best feel for it I could.
I feel like crystal weapon doesnt weave properly and feels the same as crushing weapon. I dont have a high ms.
SA is one of the best weaving animations is the game. Crushing Weapon is one the worst. I hope they think about that when they finalize the animation. Hint. Pls just copy the SA animation if you are going to copy.
What is up with "1000" pen? Why not 1324 for an even 2%.
Elwendryll wrote: »
(http://imgur.com/a/YzKZWYJ )
My dps comparison. Nerf to rele and Lokke shows on the dummy... And my PTS performance is quite bad, this is the exact same build I do 89.3k on live with. Most importantly, compare the light attack damage and the spammable damage. Everything else is pretty close, just some parse variation.
This is basically coming in line with what we've been saying, that on average the total dps difference will be in the 1k-2k range. Your light attacks and spammable damage aggregated is ~2.5k dps lower with Crystal Weapon, about as expected. However you should claw some of it back either from the rest of the skills thanks to the 2% higher weapon damage you get from slotting Crystal Weapon (Expert Mage passive) or in trial cases when Alkosh uptime is below 100% and the armor shred comes in handy. In your parses the disparity grows looking at the rest of the parse, probably just due to the randomness of crit and human errors in parses.
What you and celestro seem to be saying is that your own progression groups are already predominantly magicka and contain magsorcs so the two major benefits (Minor Prophecy and armor shred) are either already there or irrelevant in your context, so you'd rather take the 1k-2k extra damage. To which I would counter argue that if better damage is what you care about, you should look to optimise you progression group composition and you'll see more than measly 2k increases. I find it a bit bizarre to care about such an insignificant dps loss in face of all the benefits provided, when considerably bigger dps gains can be made elsewhere (like bringing another Necro instead of a 2nd Sorc for example).
Anyway, just going back to your comments early on that prompted my intervention.Elwendryll wrote: »While I agree this opens up interesting combos for PvP, for PvE it's lacking.
While the ability isn't 100% useless, it's hard to justify slotting it for PvE.
I think what we can come to an agreement is that in solo and 4-man PvE content where Alkosh will be likely completely lacking and both sustain and self-heals are useful, Crystal Weapon is worth slotting for the multitudes of reasons listed. And while it might not provide the highest singe-target parse in a trial scenario, its passive benefit will likely open doors for stamsorcs in progression raids where magsrocs are either currently not present or are being phased out. That's leaving only a small subset cases where it's not useful, when you're been brought along purely as a parser in a raid and your only concern is picking what does the most dps.
I dunno. The skill just doesn't feel that worth it is the most I can say about it. Ultimately, I'm still highly likely to use Crystal Weapons in a lot of trials based off certain circumstances in the group composition, but will it always be useful in all circumstances? I just don't see it.Elwendryll wrote: »
(http://imgur.com/a/YzKZWYJ )
My dps comparison. Nerf to rele and Lokke shows on the dummy... And my PTS performance is quite bad, this is the exact same build I do 89.3k on live with. Most importantly, compare the light attack damage and the spammable damage. Everything else is pretty close, just some parse variation.
This is basically coming in line with what we've been saying, that on average the total dps difference will be in the 1k-2k range. Your light attacks and spammable damage aggregated is ~2.5k dps lower with Crystal Weapon, about as expected. However you should claw some of it back either from the rest of the skills thanks to the 2% higher weapon damage you get from slotting Crystal Weapon (Expert Mage passive) or in trial cases when Alkosh uptime is below 100% and the armor shred comes in handy. In your parses the disparity grows looking at the rest of the parse, probably just due to the randomness of crit and human errors in parses.
What you and celestro seem to be saying is that your own progression groups are already predominantly magicka and contain magsorcs so the two major benefits (Minor Prophecy and armor shred) are either already there or irrelevant in your context, so you'd rather take the 1k-2k extra damage. To which I would counter argue that if better damage is what you care about, you should look to optimise you progression group composition and you'll see more than measly 2k increases. I find it a bit bizarre to care about such an insignificant dps loss in face of all the benefits provided, when considerably bigger dps gains can be made elsewhere (like bringing another Necro instead of a 2nd Sorc for example).
Anyway, just going back to your comments early on that prompted my intervention.Elwendryll wrote: »While I agree this opens up interesting combos for PvP, for PvE it's lacking.
While the ability isn't 100% useless, it's hard to justify slotting it for PvE.
I think what we can come to an agreement is that in solo and 4-man PvE content where Alkosh will be likely completely lacking and both sustain and self-heals are useful, Crystal Weapon is worth slotting for the multitudes of reasons listed. And while it might not provide the highest singe-target parse in a trial scenario, its passive benefit will likely open doors for stamsorcs in progression raids where magsrocs are either currently not present or are being phased out. That's leaving only a small subset cases where it's not useful, when you're been brought along purely as a parser in a raid and your only concern is picking what does the most dps.
Elwendryll wrote: »
(http://imgur.com/a/YzKZWYJ )
My dps comparison. Nerf to rele and Lokke shows on the dummy... And my PTS performance is quite bad, this is the exact same build I do 89.3k on live with. Most importantly, compare the light attack damage and the spammable damage. Everything else is pretty close, just some parse variation.
This is basically coming in line with what we've been saying, that on average the total dps difference will be in the 1k-2k range. Your light attacks and spammable damage aggregated is ~2.5k dps lower with Crystal Weapon, about as expected. However you should claw some of it back either from the rest of the skills thanks to the 2% higher weapon damage you get from slotting Crystal Weapon (Expert Mage passive) or in trial cases when Alkosh uptime is below 100% and the armor shred comes in handy. In your parses the disparity grows looking at the rest of the parse, probably just due to the randomness of crit and human errors in parses.
What you and celestro seem to be saying is that your own progression groups are already predominantly magicka and contain magsorcs so the two major benefits (Minor Prophecy and armor shred) are either already there or irrelevant in your context, so you'd rather take the 1k-2k extra damage. To which I would counter argue that if better damage is what you care about, you should look to optimise you progression group composition and you'll see more than measly 2k increases. I find it a bit bizarre to care about such an insignificant dps loss in face of all the benefits provided, when considerably bigger dps gains can be made elsewhere (like bringing another Necro instead of a 2nd Sorc for example).
Anyway, just going back to your comments early on that prompted my intervention.Elwendryll wrote: »While I agree this opens up interesting combos for PvP, for PvE it's lacking.
While the ability isn't 100% useless, it's hard to justify slotting it for PvE.
I think what we can come to an agreement is that in solo and 4-man PvE content where Alkosh will be likely completely lacking and both sustain and self-heals are useful, Crystal Weapon is worth slotting for the multitudes of reasons listed. And while it might not provide the highest singe-target parse in a trial scenario, its passive benefit will likely open doors for stamsorcs in progression raids where magsrocs are either currently not present or are being phased out. That's leaving only a small subset cases where it's not useful, when you're been brought along purely as a parser in a raid and your only concern is picking what does the most dps.
Oh yeah, of course for 4 man and solo content Crystal Weapon is definitely preferable over anything else without a doubt. And I don't deny that using it in trials optimized to a fine tee would result in more DPS. With all of the possible penetration options, CP is going to inherently be directed elsewhere that will result in small gains overall. And these small gains are obtained by the group as a whole, improving group DPS. I'm aware. But contributing only 1000 armor reduction is equivalent to about 10 CP in Piercing I believe? Maybe more in some cases to account for debuffs that don't have 100% uptime but still. I'm not seeing that as much of a big gain as you propose. Even ignoring that CP has been frozen to 810, whereas that 10 would've been all the more insignificant, after relocating most of the CP that would've otherwise been in like Piercing or Spell Erosion, the diminishing returns become even greater when you're redirecting that last 10 CP or however much.
I dunno. The skill just doesn't feel that worth it is the most I can say about it. Ultimately, I'm still highly likely to use Crystal Weapons in a lot of trials based off certain circumstances in the group composition, but will it always be useful in all circumstances? I just don't see it.
MashmalloMan wrote: »All that being said, it's all a little unfortunate, even if they seemingly met the goals they probably set out to complete, I'd prefer the skill to function like an instant spammable rather than Crushing Weapon, especially since it's so reliant on the condition of lag, targetting and line of sight, which is at an all time low right now.
Dps difference aside. Can you guys provide feedback on if crystal weapon weaves smoothly?
I have heard a lot of people claiming it works, and a lot of people claiming it is like crushing weapon and feels bad to weave.
MashmalloMan wrote: »Since posts are already complaining about the potential to stack with Crushing, it will probably be nerfed and become a dead skill before the PTS is complete.For me, I tested it with a two hander, then immediately switched to a nightblade and tested weaving with surprise attack just to give myself the best feel for it I could.
I feel like crystal weapon doesnt weave properly and feels the same as crushing weapon. I dont have a high ms.
SA is one of the best weaving animations is the game. Crushing Weapon is one the worst. I hope they think about that when they finalize the animation. Hint. Pls just copy the SA animation if you are going to copy.
Agreed, Bound Armaments should be fulfilling the delayed burst skill slot, not the spammable just because it can be delayed (by not light/heavy attack weaving for 2 gcds) with Crushing Weapon and an Ultimate. That is such a huge niche scenario and extremely clunky to use. Trying to land light/heavy attacks in melee range in pvp is a nightmare, you're going to waste tons of damage potential trying to line something like this up. It's just going to buff bow gankers.
In regards to the skill becoming useless upon release, all I have to say is look at the chain of events regarding U24-U27 for DK's Poop fist. I mean, what even is it anymore? Ranged/Melee, Cast time, Instant, it's all over the place. It's mainly useful for pve dungeons/trials, which seems to be what's happenning here, it could be a lot better, and I'm afraid it's about to get a lot worse.What is up with "1000" pen? Why not 1324 for an even 2%.
1324 isn't 2% in pve OR pvp, they're calculated slightly differently so it's sort of impossible for ZOS to match one or the other unless they change the math of the game, but technically, it's already 2% for pve, your request seems to be based off pvp.
MashmalloMan wrote: »I dunno. The skill just doesn't feel that worth it is the most I can say about it. Ultimately, I'm still highly likely to use Crystal Weapons in a lot of trials based off certain circumstances in the group composition, but will it always be useful in all circumstances? I just don't see it.Elwendryll wrote: »
(http://imgur.com/a/YzKZWYJ )
My dps comparison. Nerf to rele and Lokke shows on the dummy... And my PTS performance is quite bad, this is the exact same build I do 89.3k on live with. Most importantly, compare the light attack damage and the spammable damage. Everything else is pretty close, just some parse variation.
This is basically coming in line with what we've been saying, that on average the total dps difference will be in the 1k-2k range. Your light attacks and spammable damage aggregated is ~2.5k dps lower with Crystal Weapon, about as expected. However you should claw some of it back either from the rest of the skills thanks to the 2% higher weapon damage you get from slotting Crystal Weapon (Expert Mage passive) or in trial cases when Alkosh uptime is below 100% and the armor shred comes in handy. In your parses the disparity grows looking at the rest of the parse, probably just due to the randomness of crit and human errors in parses.
What you and celestro seem to be saying is that your own progression groups are already predominantly magicka and contain magsorcs so the two major benefits (Minor Prophecy and armor shred) are either already there or irrelevant in your context, so you'd rather take the 1k-2k extra damage. To which I would counter argue that if better damage is what you care about, you should look to optimise you progression group composition and you'll see more than measly 2k increases. I find it a bit bizarre to care about such an insignificant dps loss in face of all the benefits provided, when considerably bigger dps gains can be made elsewhere (like bringing another Necro instead of a 2nd Sorc for example).
Anyway, just going back to your comments early on that prompted my intervention.Elwendryll wrote: »While I agree this opens up interesting combos for PvP, for PvE it's lacking.
While the ability isn't 100% useless, it's hard to justify slotting it for PvE.
I think what we can come to an agreement is that in solo and 4-man PvE content where Alkosh will be likely completely lacking and both sustain and self-heals are useful, Crystal Weapon is worth slotting for the multitudes of reasons listed. And while it might not provide the highest singe-target parse in a trial scenario, its passive benefit will likely open doors for stamsorcs in progression raids where magsrocs are either currently not present or are being phased out. That's leaving only a small subset cases where it's not useful, when you're been brought along purely as a parser in a raid and your only concern is picking what does the most dps.
Yeah.. but isn't what you just explained, exactly how ZOS designs every aspect of this game. They want us to have options, they don't want 1 size fits all. Yes, to most people a class based spammable is 100% necessary, it's the most basic building block for classes and it's what made Stam DK, Stam Sorc and Mag Sorc feel a little underwhelming for a long time in terms of class identity, but we should not expect something like a class spammable to 100% replace every other option.
In this scenario, ZOS chose the skill to fulfill utility over dps, thats very much clear to me. It seems to be the same reason they designed Poop Fist the way they did, it's almost identical in fact.
- Small, yet meaningful debuff with low duration designed to have higher uptimes when used as a spammable for DPS builds over tanks/healers. Check.
- Synergy with buffing the rest of the toolkit instead of higher, straight dps from the skill by itself like Rapid Strikes/Wrecking Blow. Check.
- Damage Done Debuff improving all your other damage ticks (DK's a "dot" class).
- -10% cost for 3s and +2% weapon/spell damage (Sorcs have high passive sustain, allowing them to pump more weapon/spell damage).
- Spammable, so provides easy 100% uptime of the classes specific minor group buff. Aka, Minor Brutality vs Minor Prophecy. Check.
This is all intentional, at least from my point of view. The fact that it parses so close to Wrecking Blow/ Rapid Strikes, yet slightly lower is enough that you'd want to drop it entirely for more straight dps if your sustain/debuff/buff conditions were met by someone else in your party. The skills were designed to compliment the class design as well as pve group scenarios.
I mean, if you look at weapon skill lines, sometimes over half their passives only apply to the skills used within them, so it stands to reason that they should be designed to be stronger by themselves.
DW skills get extra damage to CC'ed enemies and extra damage in execute range. Bow skills get up to +12% dmg from range and +25% from light attack weaving. Destruction Staves get 10% penetration and resource return. 2H passives are kinda outdated and have nothing that buffs them directly, the skills themselves are powerful and the skill line is much cheaper on sustain than DW. Thats also why 2H is such a strong weapon line to use imo, even when you barely slot any of the skills, the passives are active all the time.
All that being said, it's all a little unfortunate, even if they seemingly met the goals they probably set out to complete, I'd prefer the skill to function like an instant spammable rather than Crushing Weapon, especially since it's so reliant on the condition of lag, targetting and line of sight, which is at an all time low right now.