the spectral bow already hits superhard. if it was to be buffed by the stacks' bonus it's base dmg should be adjusted too (so that it crit for the same amount as before) and will loose some dmg if no crit.
nightblade only thoughts.
On the PTS currentley, firing the spectral bow results in the crit damage granted by the stacks to drop off prior to the projectile landing - resulting in the proc itself not benefiting from the passive crit damage.
I think this is a pretty large oversight in the design, and ZOS should revisit the ability to make a small adjustment. Previously when the bow granted mitigation, it made sense for the bonus to drop upon firing - you were sacrificing passive mitigation for a short window to use your strongest burst ability. Personally I think crit damage is a MUCH more suitable passive for the stacks, and is a great change - however the bonus should be granted for a few seconds upon firing the bow to ensure that the burst ability benefits from the damage passive.
Firing the bow should grant the max crit modifier given by the stacks for 2-3 seconds (10%) as it's own unique buff. This synergizes well with the damage modifier given by incap/soul harvest, and allows for the burst ability to benefit from the damage passive. This would be totally appropriate from a pvp perspective, as the ult has a cast time and the bow has a minimum travel time resulting in plenty of available counterplay against the combo.
I really hope zos makes the right choice with this change. It's great to see the "assassin/burst" class get it's mitigation traded for much more suitable crit damage, now allow the burst ability to benefit from that as well.
Desyncs have absolutely nothing do do with the amount of dmg something deals.
Also garbage gameplay doesn't become more enjoyable if other's have to endure the same garbage (cast times, ...).
ItsJustHashtag wrote: »So y’all want to go back to 15-20k bow procs? Is that what I’m gathering?
Desyncs have absolutely nothing do do with the amount of dmg something deals.
@Rianai not geting desync'd by a skill doesnt mean this skill cant desync.
i'd like you to tell me where does desync comes if not from too high dmg in not enough time as it looks like you invested soo much time and effort to search where it comes from.
Yeah, I'm pretty sure that this is not even close to being correct. The only reason you may feel that high damage abilities are more prone to desync is because you notice/remember those big ticket items in your death recap. If a 2k ability desyncs 3 or 4 times, you may not even die — so unless you're closely monitoring the damage done to you you'd never know your health got desynced in the first place.i'm definatly against undodgeable/blockable mechanics and i understand very well how frustrating it is to miss but i'd rather have a fair game than another way of health desync mecanic.
health desync comes from TOO high dmg either with single target abilities (snipe, leap, spectral bow, incap, frags, PoTL, sweeps.. are the most common but scorch and blastbone can do the same if you're squishy) or procs (burning light being the most famous of them) and well aimed combos, but they are combos right?
id' rather have it to stack only up to 3times with 3/6/10% crit dmg/healing buff lasting for few sec after cast and deal less dmg than having some dumb "i win" button.
And it is pretty funny how you are defending procs that are enabeling absolutely ridiculous levels of dmg with little to zero effort from the users side and little to no counterplay for the target, while a little bit more dmg on a skill that has to be build up and then can be easily avoided is somehow a problem
And it is pretty funny how you are defending procs that are enabeling absolutely ridiculous levels of dmg with little to zero effort from the users side and little to no counterplay for the target, while a little bit more dmg on a skill that has to be build up and then can be easily avoided is somehow a problem
well, i did not noticed that left clicking was so teddious for some of us.. sorry for that.
As for being easily avoidable.. talking of caluurion it's a huge lol for you, you have the animation + .9 sec (before but droped to .75 sec) + the travel time to dodge it + you will know that it will ALWAYS proc on the first dmg you take. what's more avoidable than that? seriously?