Grandchamp1989 wrote: »Since they want weapon dmg to be more comparable to crit wouldn't it makes sense to try a weapon dmg build instead of crit to see if it's so..?
There are new buffs on the dummy on PTS that aren't on live, if I understood correctly?
So, all the dps comparisons are not relevant? And that means the loss is actually bigger?
Olupajmibanan wrote: »
You should use Cutting Dive on your Warden, instead of Wrecking Blow. +2% dmg for slotting and the stacking Bleed is enough to even surpass WB damage and Empower buff. Dummy gets off-balanced periodically so if you time your rotation to refresh dots and beetles just before off-balance, and then cast as many Cutting Dives as possible during off-balance period, your dps output will be higher. Not even mentioning that as of PTS, Bleeds proc their own status effect different from that from standard physical damage
Also I think, that you will get slightly better dps output by switching Maelstrom Bow to Blackrose Dual Wield.
Will try that today and post the results.
Septimus_Magna wrote: »
The new raid dummies have 100% uptime of major vulnerability so you cannot directly compare parses.
Parses on the PTS would be lower if you adjust for this so the dps loss is indeed higher.
Olupajmibanan wrote: »
I don't understand this statement. Major Vulnerability uptime on the dummy on live is 100% too. It was added along with Minor Brittle last update.
Septimus_Magna wrote: »
My bad, I meant minor brittle.
Dunno how some people only lost less than 10% or even parse the same. Maybe it's just their class but I main magden and lost 15%
I was already average with my 85k and now total trash with low 70s. Also something weird is up with bloodthirsty. I only gain 2-3k on trial dummy from arcane. And infused actually beats bloodthirsty by 1-2k, wtf. Same with Siroria over false god, only 1k difference. No matter what gear, jewelery traits, mundus I used, it was always within 3-4k dps. Same with cp stars, very little difference which ones I slotted. Next patch is all about rotation I guess and which class is higher on foodchain.
Olupajmibanan wrote: »
Weapon damage got increased by 1000 at base which means that WD from sets is much less potent now due to stat diminishing returns.
And by nerfing crit chance without nerfing critical damage, they only increased the need for crit chance sets.
Stat diminishing returns for spell damage? Can you explain that? Never have I heard of that before. I know damage done suffers from heavy diminishing returns, but spell damage is always static, isn't it? If I add 100 spell damage to 2000 spell damage, it will buff my ability by the same amount as if I added 100 spell damage to 5000 spell damage. Why would it not?
Olupajmibanan wrote: »
No, definitely not.
If you add 100 spell damage, it will increase the damage of your skills by x%
If you add another 100, it will increase the damage of your skills further, but less than the previous 100 SD.
Formula (as observed by Asayre) is
((x * 10,5 * (respective modifiers))/((maximum magicka) + (maximum spell damage) * 10,5)
x is newly added spell damage. You may also calculate damage from added magicka, however you remove the 10,5 coeficient from the nominator in that case. Note that values in the denominator are before adding x.
Shortly, the more spell damage and magicka you already have, the less bonus damage you get for increasing these stats further.
Foolebuilt_33 wrote: »
Thats very false low 90s with 100% uptime on vuln and brittle which is roughly a 10k increase so subtract that from what parse is to see what the numbers are pre markarth so 90s now is 80s before the addition to vuln and brittle on pts on live right now currently average is 100k+ and for classes like magsorc and magcro 107k+ stam is 110k+ where as on pts stam is low 90s with full uptime on vuln and brittle
Olupajmibanan wrote: »
Target Iron Attronach is affected by Minor Brittle as well. It was fixed in PTS patch 6.2.2. (https://forums.elderscrollsonline.com/en/discussion/comment/6976799#Comment_6976799) and when Markarth went live (live patch 6.2.5), Target Iron Attro was already correctly affected by both, Minor Brittle and Major Vulnerability.
So I still don't get what the PTS dummy has, but live dummy hasn't. Could you please elaborate?
CleymenZero wrote: »
I think they weren't aware of the brittle and vuln additions to the dummy.
I don't know why this thought is out there, kept repeating it to OP. He still counts brittle as a 10k addition to a parse when 10% extra crit damage 60% (crit chance) of the time is 6% extra effective crit damage.
So it's like 206/200 which is a 3% damage increase in a very lazily calculated way.
That's if your consider the added damage plus the reduction in time it would then take to drop the dummy, it's probably a 5-6k increase.
CleymenZero wrote: »
You do know that dummy already has 100% brittle and vuln on it right?
That means, stop adding and subtracting 10k to everything, there is no difference.
So the average good player does 91-93k on the dummy so a low 90 is similar to live. I'm saying similar because I don't know if the level skill of players is comparable.
Sidenote, I hate my autocorrect who swaps correct words for crap words...
CleymenZero wrote: »
The common dps parse on trial Atro ils currently in the low 90s so there is little to no change.
ExistingRug61 wrote: »
I wouldn’t call this diminishing returns, rather linear returns.
But this is because I am looking at the absolute change rather than the relative percentage change, like you are.
Ie:
Adding 100 spell damage will always add the same amount of absolute dps, say 1k or whatever, irrespective of your current spell damage and magicka. This is the definition of a linear relationship, where the output keeps increasing at the same rate relative to the input indefinitely.
But yes in relative percentage terms if your starting spell damage and magicka is already higher, this would mean starting dps is higher so the 1k extra is a lower percentage increase.
To me a diminishing return is something where the same increase leads to a lower absolute gain the more you have of it. Not many things in the game work like this, with the CP1.0 returns from cp invested being the most obvious example that has existed.
Olupajmibanan wrote: »
@Darktrox
100k is entirely possible, but I am too lazy to try more.
This already incorporates my proposals
ExistingRug61 wrote: »
I wouldn’t call this diminishing returns, rather linear returns.
But this is because I am looking at the absolute change rather than the relative percentage change, like you are.
Ie:
Adding 100 spell damage will always add the same amount of absolute dps, say 1k or whatever, irrespective of your current spell damage and magicka. This is the definition of a linear relationship, where the output keeps increasing at the same rate relative to the input indefinitely.
But yes in relative percentage terms if your starting spell damage and magicka is already higher, this would mean starting dps is higher so the 1k extra is a lower percentage increase.
To me a diminishing return is something where the same increase leads to a lower absolute gain the more you have of it. Not many things in the game work like this, with the CP1.0 returns from cp invested being the most obvious example that has existed.
Okay, so it was just hysteria afterall, because there is no diminishing returns. It just means that 100 spell damage added to 2000 spell damage makes a bigger difference than adding it to 5000 spell damage. But it increases your output just the same, which was my point.
@Olupajmibanan Another interesting could it be... can you share what CP you're slotting? Perhaps that would help. I'm really a bit frustiared as I can't really past 93k and I'm Experienced the most with Stamden as it's what I main on live. Weird. I'm suspecting there's something around the status effects (Burning / Poison) I'm mostly missing.
ExistingRug61 wrote: »Addendum to the above:
While each individual damage stat ( damage + max stat, crit, crit damage) all provide linear returns with themselves, because they are multiplicative with each other this means that having a high value in one increases the relative value increasing the others, ie they aren’t linear with each other.
Septimus_Magna wrote: »
Do you know how this affects the jewelry traits? Bloodthirsty gives a high amount of weapon/spell damage for a short period so could it be beneficial to run Infused or even Robust/Arcane?
Olupajmibanan wrote: »
Spell damage and magicka are the same stat, so you may directly compare them.
Bloodthirsty beats Infused at around 60% of boss hp. The general rule remains unchanged, Infused is better in short fights (like solo arenas) while BT is better for long fights (like vet trials).
Arcane is definitely the worst option due to removed 20% magicka modifier from Champion system. Arcane will be useful only in non-CP PvP.
ExistingRug61 wrote: »
Arcane/Robust is also the worst option in nocp pvp - for the same reason it is now the worst in cp: not having the 20% modifier.
Actually there is an exception to this: if for some reason your jewellery isn’t fully upgraded. This is because arcane/robust lose less comparatively at lower quality than infused, and infused also gives less benefit if the enchant is also lower quality. From memory I think it’s somewhere around blue quality and below where this becomes the case, so it shouldn’t ever happen for any play that is at least somewhat serious.