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Radiant Bastian kinda sucks, and suggested change

hexentb16_ESO
hexentb16_ESO
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It sounds good at first but if you calculate the numbers it kind of sucks and I wonder why it was added at all. Its heavy armor right? If you use it on your tank in pve or pvp the damage you do from its effect will be so low it'll be practically unnoticeable.

If you use it on a dps you'll just be wasting armor slots since other dps sets will increase your total damage done MUCH more and the other sets you could use for survivability would be far better choices too.

So lets say you want to deal the max damage it can do back to your attacker. You're going to have to take 42,500 damage...from a single attack. This will kill most players, tank or not. Now, my Necrotank with 100k health can handle that. But even then its not worth using the set.

This set needs a HUGE boost to be worth using. Personally, I'd swap the health stats for health recovery and increase the 5 set reflected damage % to at least 40% or even up to 60%. Now this may seem a bit much but think about it for a second. If a proper tank uses this set with those stats their damage mitigation will still cause the set to do barely any damage to the attacker.

If a dps used the set with those stats however it would be somewhat more useful. In pvp for example ultimates from good players hit my dps character for about 20k. That becomes 10k reflected at 50%. Now, if every hit caused the enemy to take 10k damage that would be OP as hell but thats just the ultimate. A standard hit from a good player in pvp does about 8k damage to my dps. That would come out to about 4k damage reflected at 50%. Even if you're using a multiple hit ability like Rapid Fire or Puncturing Sweeps that's easily survivable. Oh and my dps is pure damage, I don't use any survivability or heavy sets on him so the predicted damage reflected will be even lower after equipping this set with my proposed changes.

I think this set would really shine if it was buffed and used as a dps survivability set rather than a tanking set.
Edited by hexentb16_ESO on November 10, 2020 5:59PM
  • katorga
    katorga
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    Thews of Harbinger does more damage at 30K health or more, and you are mitigating damage while doing damage. Not sure if you could combine the two, blocking just reduces Bastion damage even more.

    Bastion is stickerbook fodder.
  • dcam86b14_ESO
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    The only I've experienced any use for was the Voidcaller.

    The Arena sets are really underwhelming as well outside of perfected ss and bow
  • hexentb16_ESO
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    katorga wrote: »
    Thews of Harbinger does more damage at 30K health or more, and you are mitigating damage while doing damage. Not sure if you could combine the two, blocking just reduces Bastion damage even more.

    Bastion is stickerbook fodder.

    One COULD combine the two with my proposed changes but even at 50% a Thews Necrotank would be crippling themselves.

    My no-guard pvp tank takes about 1k-2k damage from standard hits from good players in pvp. Thats 500-1k damage reflected per hit from that set. I'd still rather use a set like Warrior-poet, or Green Pact instead.
  • umagon
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    I tested this set in pvp on my tank and it was only returning 60 damage on average back to the attacking player. I like the concept of the set but it has too many restrictions on the return damage to make it useful. I think the set should return 100% of the received damage after being reduced by the damage mitigation the wearer of the set has. And the 4K cap needs to be exempt from the battle spirit debuff, and trigger off all damage types, but each target can only receive the return damage every 1 second.

    That way if an incoming attack of 8K+ damage will return 4K damage after it gets cut by set wear’s 50% damage reduction. That 4K damage would still be affected by the receiving player’s resistances; so, I am going to guess there would be about 2.8K damage return per second. And when health regeneration and heals get factored in for the receiving target is not over tuned.

    Because the way the set is working from what I saw in my test is that the damage is being cut by resistance the player who is wearing the set has, the resistances that the player who receiving the returning damage, and battle sprit. By the time all those damage reducing events occur the return damage is basically null, it can’t even out pace players health regeneration.
  • hexentb16_ESO
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    umagon wrote: »
    I tested this set in pvp on my tank and it was only returning 60 damage on average back to the attacking player. I like the concept of the set but it has too many restrictions on the return damage to make it useful. I think the set should return 100% of the received damage after being reduced by the damage mitigation the wearer of the set has. And the 4K cap needs to be exempt from the battle spirit debuff, and trigger off all damage types, but each target can only receive the return damage every 1 second.

    That way if an incoming attack of 8K+ damage will return 4K damage after it gets cut by set wear’s 50% damage reduction. That 4K damage would still be affected by the receiving player’s resistances; so, I am going to guess there would be about 2.8K damage return per second. And when health regeneration and heals get factored in for the receiving target is not over tuned.

    Because the way the set is working from what I saw in my test is that the damage is being cut by resistance the player who is wearing the set has, the resistances that the player who receiving the returning damage, and battle sprit. By the time all those damage reducing events occur the return damage is basically null, it can’t even out pace players health regeneration.

    I think it should be 100% too actually. I didn't go that high in my suggested change because it would freak out a lot of pvp'ers. Some of them complain and blame their losses on the most silly things sometimes.
    Edited by hexentb16_ESO on November 10, 2020 10:41PM
  • ajkb78
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    If it did its damage as oblivion damage it could be decent. It would be great to see actually, as with that change and an appropriate damage reflection percentage it would nicely undermine the tank meta.

    Tanks with high resistances would take less damage from it, so would put less damage back out.
    Glass cannons with low resistances would take more damage, and therefore do more damage back to their attacker. And as it would be oblivion damage it wouldn't matter if the attacker is wearing heavy armour, they would still feel a nasty sting from it. I mean, it's a heavy armour set but it could still be worn as weapons + jewelry.
  • hexentb16_ESO
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    I just had an idea. What if this set was actually really good at first but then the dev working on it over-nerfed their cool idea because they saw players getting angry over Thews? Thews isn't even that bad. A minor nuisance at most for people who go in guns blazing with the same old strategy but actually really easy to deal with if you think things through.

    Maybe some pvp'ers complaining should be ignored. I've even caught them blaming their loss on things as silly as enemy keeps having too many rocks around them. TBH I don't think sets deserve as much blame as they're given. I think maybe some people just need to take the loss and try to improve from it instead of making excuses. Heck, sometimes it doesn't matter how good you are, sometimes you just can't win in certain situations. Like when fighting against a really large or skilled group.

    Just an idea I had.
  • Qbiken
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    A set that passively returns damage without you doing anything should be weak. /thread
  • hexentb16_ESO
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    Qbiken wrote: »
    A set that passively returns damage without you doing anything should be weak. /thread

    Incorrect. It shouldn't be this week. Not when you need to take large amounts of damage for it to reach maximum strength.
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