Starlight_Whisper wrote: »
Anyone know exactly what the change is?
relentless_turnip wrote: »Sorry I don't understand. You just described the change. It's a new status effect proc'd from magic damage.
Starlight_Whisper wrote: »relentless_turnip wrote: »Sorry I don't understand. You just described the change. It's a new status effect proc'd from magic damage.
Fixed I meant chance.
relentless_turnip wrote: »Starlight_Whisper wrote: »relentless_turnip wrote: »Sorry I don't understand. You just described the change. It's a new status effect proc'd from magic damage.
Fixed I meant chance.
Apologies, it will be that same as other status effects. Alcast has a page on it. I believe it is 20% from an enchant and I can't remember the rest 😔
Edit: there you go!
Weapon enchants 20%
Standard ability 10%
Area of effect abilities 5%
Damage over time abilities 3%
Area of effect damage over time abilities 1%
This can be increased with charged trait, destro passive and through the new cp system.
Septimus_Magna wrote: »relentless_turnip wrote: »Starlight_Whisper wrote: »relentless_turnip wrote: »Sorry I don't understand. You just described the change. It's a new status effect proc'd from magic damage.
Fixed I meant chance.
Apologies, it will be that same as other status effects. Alcast has a page on it. I believe it is 20% from an enchant and I can't remember the rest 😔
Edit: there you go!
Weapon enchants 20%
Standard ability 10%
Area of effect abilities 5%
Damage over time abilities 3%
Area of effect damage over time abilities 1%
This can be increased with charged trait, destro passive and through the new cp system.
The overcharged status effect could actually work pretty well with the restore magicka weapon enchant because that also deals magic damage. Sustain will probably be a lot easier next patch because of the changes to base health which makes it possible to run max stat+regen (parse) buff food.
relentless_turnip wrote: »Septimus_Magna wrote: »relentless_turnip wrote: »Starlight_Whisper wrote: »relentless_turnip wrote: »Sorry I don't understand. You just described the change. It's a new status effect proc'd from magic damage.
Fixed I meant chance.
Apologies, it will be that same as other status effects. Alcast has a page on it. I believe it is 20% from an enchant and I can't remember the rest 😔
Edit: there you go!
Weapon enchants 20%
Standard ability 10%
Area of effect abilities 5%
Damage over time abilities 3%
Area of effect damage over time abilities 1%
This can be increased with charged trait, destro passive and through the new cp system.
The overcharged status effect could actually work pretty well with the restore magicka weapon enchant because that also deals magic damage. Sustain will probably be a lot easier next patch because of the changes to base health which makes it possible to run max stat+regen (parse) buff food.
True, I can't actually think of another enchant that is magic damage. So a good idea.
relentless_turnip wrote: »Septimus_Magna wrote: »relentless_turnip wrote: »Starlight_Whisper wrote: »relentless_turnip wrote: »Sorry I don't understand. You just described the change. It's a new status effect proc'd from magic damage.
Fixed I meant chance.
Apologies, it will be that same as other status effects. Alcast has a page on it. I believe it is 20% from an enchant and I can't remember the rest 😔
Edit: there you go!
Weapon enchants 20%
Standard ability 10%
Area of effect abilities 5%
Damage over time abilities 3%
Area of effect damage over time abilities 1%
This can be increased with charged trait, destro passive and through the new cp system.
The overcharged status effect could actually work pretty well with the restore magicka weapon enchant because that also deals magic damage. Sustain will probably be a lot easier next patch because of the changes to base health which makes it possible to run max stat+regen (parse) buff food.
True, I can't actually think of another enchant that is magic damage. So a good idea.
There is also Absorb Health which deals magic damage.
Sounds good but makes *yet another* of Templar's skills obsolete. This time we lose our Aura. Now anyone can apply magickasteal to a group using an aoe. Thanks for another nerf.
Sounds good but makes *yet another* of Templar's skills obsolete. This time we lose our Aura. Now anyone can apply magickasteal to a group using an aoe. Thanks for another nerf.
relentless_turnip wrote: »Starlight_Whisper wrote: »relentless_turnip wrote: »Sorry I don't understand. You just described the change. It's a new status effect proc'd from magic damage.
Fixed I meant chance.
Apologies, it will be that same as other status effects. Alcast has a page on it. I believe it is 20% from an enchant and I can't remember the rest 😔
Edit: there you go!
Weapon enchants 20%
Standard ability 10%
Area of effect abilities 5%
Damage over time abilities 3%
Area of effect damage over time abilities 1%
This can be increased with charged trait, destro passive and through the new cp system.
Oakmontowls_ESO wrote: »Sounds good but makes *yet another* of Templar's skills obsolete. This time we lose our Aura. Now anyone can apply magickasteal to a group using an aoe. Thanks for another nerf.
Only if your class has a magic damage aoe which I think is just night blade and templar and at a low rate, not to mention you will already have this debuff in any serious group.
Oakmontowls_ESO wrote: »Sounds good but makes *yet another* of Templar's skills obsolete. This time we lose our Aura. Now anyone can apply magickasteal to a group using an aoe. Thanks for another nerf.
Only if your class has a magic damage aoe which I think is just night blade and templar and at a low rate, not to mention you will already have this debuff in any serious group.
Oakmontowls_ESO wrote: »Sounds good but makes *yet another* of Templar's skills obsolete. This time we lose our Aura. Now anyone can apply magickasteal to a group using an aoe. Thanks for another nerf.
Only if your class has a magic damage aoe which I think is just night blade and templar and at a low rate, not to mention you will already have this debuff in any serious group.
No need to worry much, Aura guarantees the effect over long duration in AoE and it's free to cast. To make Overcharged to proc is RNG and over short duration.