Its OP imo. I'm an average player and with this equipped I didn't even have to slot a self heal skill while soloing vet dungeons. My hp never dropped below 90%. It won't save you from 1 shots or if you stand stupid but the heal amount is insane when fighting trash, and most bosses have some sort of adds. I tried the new arena on vet and was stuck at last boss for 2 hours. I just couldn't stay alive with all the adds sniping and etc. When I went in more tanky then I didn't have enough dps to clear the wall and adds piled up also. Like I said I'm an average pug lol. Then I used the ring and cleared 1st try.
It needs to be toned down to like 5%. And I'm sure it will be nerfed totally useless after next patch. See what happened to stranglers. I took me hours of fishing to get stranglers. I'm not gonna make the same mistake with the ring. It's just a bite object for the dlc.
Waffennacht wrote: »Its OP imo. I'm an average player and with this equipped I didn't even have to slot a self heal skill while soloing vet dungeons. My hp never dropped below 90%. It won't save you from 1 shots or if you stand stupid but the heal amount is insane when fighting trash, and most bosses have some sort of adds. I tried the new arena on vet and was stuck at last boss for 2 hours. I just couldn't stay alive with all the adds sniping and etc. When I went in more tanky then I didn't have enough dps to clear the wall and adds piled up also. Like I said I'm an average pug lol. Then I used the ring and cleared 1st try.
It needs to be toned down to like 5%. And I'm sure it will be nerfed totally useless after next patch. See what happened to stranglers. I took me hours of fishing to get stranglers. I'm not gonna make the same mistake with the ring. It's just a bite object for the dlc.
If you couldnt solo vet dungeons before the ring; it was a you problem.
Waffennacht wrote: »Its OP imo. I'm an average player and with this equipped I didn't even have to slot a self heal skill while soloing vet dungeons. My hp never dropped below 90%. It won't save you from 1 shots or if you stand stupid but the heal amount is insane when fighting trash, and most bosses have some sort of adds. I tried the new arena on vet and was stuck at last boss for 2 hours. I just couldn't stay alive with all the adds sniping and etc. When I went in more tanky then I didn't have enough dps to clear the wall and adds piled up also. Like I said I'm an average pug lol. Then I used the ring and cleared 1st try.
It needs to be toned down to like 5%. And I'm sure it will be nerfed totally useless after next patch. See what happened to stranglers. I took me hours of fishing to get stranglers. I'm not gonna make the same mistake with the ring. It's just a bite object for the dlc.
If you couldnt solo vet dungeons before the ring; it was a you problem.
Waffennacht wrote: »Its OP imo. I'm an average player and with this equipped I didn't even have to slot a self heal skill while soloing vet dungeons. My hp never dropped below 90%. It won't save you from 1 shots or if you stand stupid but the heal amount is insane when fighting trash, and most bosses have some sort of adds. I tried the new arena on vet and was stuck at last boss for 2 hours. I just couldn't stay alive with all the adds sniping and etc. When I went in more tanky then I didn't have enough dps to clear the wall and adds piled up also. Like I said I'm an average pug lol. Then I used the ring and cleared 1st try.
It needs to be toned down to like 5%. And I'm sure it will be nerfed totally useless after next patch. See what happened to stranglers. I took me hours of fishing to get stranglers. I'm not gonna make the same mistake with the ring. It's just a bite object for the dlc.
If you couldnt solo vet dungeons before the ring; it was a you problem.
Nice.
I didn't say I can't solo vets without the ring. It's just alot easier. It frees up skill slot coz theres no need for any heal ability and thus also improves sustain alot. Even uber elitists like you still need some form of healing when soloing. And for people who currently cant solo dungeons or more difficult WBs, this ring makes it possible. Its almost game breaking imo. You dont need 90k dps to get heals. Even if you only do 10k, you heal 1500 per sec. And that's single target. If there's few adds then the heal is easily tripled. Its impossible to die if you constantly receive 5k ticks, just gotta move around and dps.
The healing isn't affected by battle spirit. It heals for 16% or potentially more with CP and healing bonuses. I don't really mind since it doesn't seem to work with most proc sets (I only found a few that worked) and also because major mending and vitality were nerfed. If it didn't work with any proc sets at all then I don't think it would be too OP in its current state.
YandereGirlfriend wrote: »The nerflings will never rest until everything is a bland grey paste of useless.
Extinct_Solo_Player wrote: »
i just tried that ring with ritual, 7 divines mending vitality etc and healed for around 200-263 on npcs which is pretty lackluster considering that number would be halved vs actual players with higher resistances etc
typical issue this ring has is op in pve but not in pvp. Like 6% healing in pvp from dmg isnt great
The healing isn't affected by battle spirit. It heals for 16% or potentially more with CP and healing bonuses. I don't really mind since it doesn't seem to work with most proc sets (I only found a few that worked) and also because major mending and vitality were nerfed. If it didn't work with any proc sets at all then I don't think it would be too OP in its current state.
relentless_turnip wrote: »The healing isn't affected by battle spirit. It heals for 16% or potentially more with CP and healing bonuses. I don't really mind since it doesn't seem to work with most proc sets (I only found a few that worked) and also because major mending and vitality were nerfed. If it didn't work with any proc sets at all then I don't think it would be too OP in its current state.
Have you tested this in a duel on the PTS?
I was curious how much healing it would add in PvP, but wasn't going to do PTS until the EU character copy.
relentless_turnip wrote: »The healing isn't affected by battle spirit. It heals for 16% or potentially more with CP and healing bonuses. I don't really mind since it doesn't seem to work with most proc sets (I only found a few that worked) and also because major mending and vitality were nerfed. If it didn't work with any proc sets at all then I don't think it would be too OP in its current state.
Have you tested this in a duel on the PTS?
I was curious how much healing it would add in PvP, but wasn't going to do PTS until the EU character copy.
Yeah, tested it against a player. The healing was not halved, in fact I was healing for about 18%-19% of damage done. I did an actual, proper 1v1 and the healing was barely noticeable even on stam dk, but I'm sure it will be better when fighting multiple players. Also it doesn't seem to work with poisons or status effects, so that likely contributed to as to why I didn't feel the healing very much.
MashmalloMan wrote: »I'm sorry but the video didn't really clarify anything for the major questions I've seen, not that it's OP's job or something, but there is already a couple threads about this topic, so I fail to see the difference or revelance of this thread.
The major questions I've seen are:
- Does the 15% heal get double dipped by battle spirit? (Damage -50%, healing -60%)
- Imo, it shouldn't because ZOS has gone out of their way in the past, to make sure other sources of healing from damage, only gets hit once from the -50% damage, not the -60% healing.
- Is it affected by proc sets?
- Imo it should, I think that makes for unique synergy and further adding any restrictions kills the idea behind the set.
- These 2 are probably obvious, but I think they're worth clarifying. Is their a cooldown and does it heal from dots?
- Correct me if I'm wrong, but I'm pretty sure there is no CD and it does heal from dots.
I haven't gotten to test it myself, but if someone knows the answers to the above questions, I'm sure you'd be helping others with the same thoughts.
My conclusion on how it should work:
- Does not double dip from battlespirit, in line with their current mechanics.
- Does heal from proc sets.
- Does heal from any damage tick, dot, direct, no CD.
- With the above 3 points in mind. 15% is too strong. I think it should be 10% which would be more in line with something like Crit Surge (3.3k base healing per second, can crit, averaging about 5.5-6k a second).
The thing that irritates me the most about the existence of this ring is that this general kind of perk is *Exactly* what Vampires need to make their skill line viable.
So why is it here, in a freakin Ring, and not in the skill tree!
Why can't this be in the Vampire tree, or attached to Vampire abilities only, or something like that?
The self heal that vampires need, that is pretty much meant for vamp characters, is now a slot that any fool can put on and sacrifice their monster set or something.
Its OP imo. I'm an average player and with this equipped I didn't even have to slot a self heal skill while soloing vet dungeons. My hp never dropped below 90%. It won't save you from 1 shots or if you stand stupid but the heal amount is insane when fighting trash, and most bosses have some sort of adds. I tried the new arena on vet and was stuck at last boss for 2 hours. I just couldn't stay alive with all the adds sniping and etc. When I went in more tanky then I didn't have enough dps to clear the wall and adds piled up also. Like I said I'm an average pug lol. Then I used the ring and cleared 1st try.
It needs to be toned down to like 5%. And I'm sure it will be nerfed totally useless after next patch. See what happened to stranglers. I took me hours of fishing to get stranglers. I'm not gonna make the same mistake with the ring. It's just a bite object for the dlc.
I think people saying that this will see no use in trials are not doing the math on this. It's not uncommon to see high end DPS groups have players pulling 100k+ DPS. That would be 15k healing per second. If nothing else it will definitely get use in trash pulls on PC, where the healing from this ring alone would be complete overkill.
@MashmalloManMashmalloMan wrote: »The major questions I've seen are:
- Does the 15% heal get double dipped by battle spirit? (Damage -50%, healing -60%)
- Imo, it shouldn't because ZOS has gone out of their way in the past, to make sure other sources of healing from damage, only gets hit once from the -50% damage, not the -60% healing.
brandoncoffmannub18_ESO wrote: »Lagging with a half broken controller so ignore the terrible lps..
I stay mostly at full health until after around 20 stacks of frenzy even using blood for blood, which you could easily toggle off at this point then re-toggle.
EDIT:
Be interesting to see vampire actually have a purpose in end game.
ExistingRug61 wrote: »@MashmalloManMashmalloMan wrote: »The major questions I've seen are:
- Does the 15% heal get double dipped by battle spirit? (Damage -50%, healing -60%)
- Imo, it shouldn't because ZOS has gone out of their way in the past, to make sure other sources of healing from damage, only gets hit once from the -50% damage, not the -60% healing.
Now, take this with a grain of salt as its been a while since I tested and I may not be remembering correctly, but it isn't quite as simple as this for healing from damage abilities. While they aren't double reduced by the two battle spirit reductions, I'm fairly sure the heals from these abilities are affected by the -60% healing rather than the -50% damage part of it.
ie: Rather than the heal being calculated at full value from the post-battle spirit damage (which is reduced by 50%), the heal is calculated from the pre-battle spirit damage and then reduced by the healing reduction of 60%.
For example, take swallow soul, which heals for 35% of the damage done (with no other healing modifiers). If I hit someone for 5k with this in PvP, the heal isn't simply 5k*0.35 = 1.75k. Rather it is 10k*0.35*(1-0.6)=1.4k (10k being the damage I would have done without battle spirit).
Another way of looking at this is the heals from all of these healing from damage abilities is that rather than simply healing for the listed percentage of the damage number you see when you hit the opposing player, there is an additional factor of
(1-healing reduction from battle spirit)/(1-damage reduction from battle spirit) = 0.8
that gets applied.
I'm fairly sure it works this way as back when the battle spirit healing was changed from -50% to -60%, knowing that healing from damage abilities weren't double reduced, I wondered if maybe the way ZOS had coded it would have meant that these abilities heals may not have been reduced (if they simply calculated from the post battle spirit damage), and likewise healing ward may not have had its heals changed (as this heals based on the damage shield size which also wasn't reduced). So I tested it to check if I could be clever and circumvent the healing reduction by using all of these sorts of abilities, but it turns out all of these sources of healing were reduced as well. Which I guess makes sense as it means all healing was affected equally.
Now as to what this means for the Ring of the Pale Order. Assuming it follows the same approach, this will mean that effectively it will heal for 15%*0.8 = 12% of the damage you see in PvP.
ExistingRug61 wrote: »brandoncoffmannub18_ESO wrote: »Lagging with a half broken controller so ignore the terrible lps..
I stay mostly at full health until after around 20 stacks of frenzy even using blood for blood, which you could easily toggle off at this point then re-toggle.
EDIT:
Be interesting to see vampire actually have a purpose in end game.
@brandoncoffmannub18_ESO
Quick question off topic, does the weapon/spell damage increase from simmering frenzy keep increasing indefinitely? (I know the cost increase does, but wasn't sure about the damage).
Because if it does, then it is theoretically possible to use enough multiplicative multipliers and tri cost reduction glyphs such that the increased damage you get from frenzy provides an increase in healing that outpaces the health cost increase, resulting in frenzy being sustainable indefinitely (until its cost simply becomes higher than your total health)
I previously theorised a couple of builds as a thought experiment to see if this was possible - using high crit and high crit damage as the main multiplicative multipliers (as well as some healing done/received, but crit is better as it also helps damage) in conjunction with the tri cost reduction glyphs. One was a stamblade that healed by doing damage using bloodthirst, blood craze and vigor, another being a petsorc sorc with regen and healing ward to heal and pets and the occasional frag for damage. In thoery these builds could reach some truly ridiculous weapon/spell damage, but I couldn't actually test them I don't have the gear and couldn't be bothered farming it just to test this (and can't use PTS as am on Xbox). Ring of the Pale Order actually would make such a build easier to achieve with less compromise, (although the crit chance nerfs have hindered them a bit) but I still don't know if it is even close to viable.