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Flawless Ritual - what kind of numbers are we looking at ?

fxeconomisteb17_ESO
So it would be an increase "by 60%" at the end. But from how much ? Say from a Flames of Oblivion ?
"Is it true her wounds healed on their own ? Yes" No s***, at 75% health regen penalty!

I was a vampire like you, but then I took an idea to the head...
  • virtus753
    virtus753
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    So it would be an increase "by 60%" at the end. But from how much ? Say from a Flames of Oblivion ?

    The increase should be 60% of the base chance, whatever that is for the given damage source you’re looking at:

    https://en.uesp.net/wiki/Online:Combat

    Under “Vulnerable States” > “Status Effects” there is a table of damage sources and corresponding chance to apply a status effect.

    It depends how Flames is categorized. If it’s single-target direct damage, you’d get +60% on top of 10% (so 16% total chance). If single-target DoT, you’d get +60% on 3% (so nearly 5% total chance).
  • fxeconomisteb17_ESO
    virtus753 wrote: »
    So it would be an increase "by 60%" at the end. But from how much ? Say from a Flames of Oblivion ?

    The increase should be 60% of the base chance, whatever that is for the given damage source you’re looking at:

    https://en.uesp.net/wiki/Online:Combat

    Under “Vulnerable States” > “Status Effects” there is a table of damage sources and corresponding chance to apply a status effect.

    It depends how Flames is categorized. If it’s single-target direct damage, you’d get +60% on top of 10% (so 16% total chance). If single-target DoT, you’d get +60% on 3% (so nearly 5% total chance).

    So it's not worth slotting. Good to know. 40 points to save.
    "Is it true her wounds healed on their own ? Yes" No s***, at 75% health regen penalty!

    I was a vampire like you, but then I took an idea to the head...
  • virtus753
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    virtus753 wrote: »
    So it would be an increase "by 60%" at the end. But from how much ? Say from a Flames of Oblivion ?

    The increase should be 60% of the base chance, whatever that is for the given damage source you’re looking at:

    https://en.uesp.net/wiki/Online:Combat

    Under “Vulnerable States” > “Status Effects” there is a table of damage sources and corresponding chance to apply a status effect.

    It depends how Flames is categorized. If it’s single-target direct damage, you’d get +60% on top of 10% (so 16% total chance). If single-target DoT, you’d get +60% on 3% (so nearly 5% total chance).

    So it's not worth slotting. Good to know. 40 points to save.

    It’s definitely one of the least appealing damage ones, I’d say. At least it doesn’t have to be slotted, because that would be an absolute waste compared to the other choices. And while it does require 20 points in it to get to Mighty, that star isn’t so aptly named anymore. My guess is a decent number of players might skip these two stars in favor of mitigation and then come back to pick them up later.
  • Benoftheflies
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    It will be great for DK specifically cause of the combustion passives
  • virtus753
    virtus753
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    It will be great for DK specifically cause of the combustion passives

    Yeah, DK certainly stands to benefit more from this than most other classes, and players will want to take this eventually, because every little bit helps with damage.

    But the question for most, at least right now, will be its relative value. If you’re not high enough CP to take all the damage dealing and damage reduction nodes (i.e. at least 1530 CP), then you’ll have to decide whether an extra 30-60% of the base chance to apply a status effect (which works out to 0.3-12% additional chance, with chance inversely related to how common the source is) outweighs 8% damage reduction in PvE or up to 4% damage reduction everywhere CP is enabled. (Same question with Mighty.) On a parse that’s a very easy question, since dummies don’t fight back, but once you consider how much damage resistance we’ve lost in this new system, taking a node like Preparation over Battle Mastery/Mighty is likely a better use of points for actual PvE combat if you have to choose. Of course all that’s moot once you get enough CP, but most players are not there yet.

    ETA: autocorrect sucks.
    Edited by virtus753 on March 2, 2021 8:21PM
  • Urzigurumash
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    Flames of Oblivion is AoE direct damage. At least it always was. I have no idea about the new Champion system, but sounds like this one will be worth it for both Mag and Stam DK to me.

    Edited by Urzigurumash on March 2, 2021 11:33PM
    Xbox NA AD / Day 1 ScrubDK / Wood Orc Cuisine Enthusiast
  • virtus753
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    Flames of Oblivion is AoE direct damage. At least it always was. I have no idea about the new Champion system, but sounds like this one will be worth it for both Mag and Stam DK to me.

    If that’s the case, then you would gain 30-60% of 5% for a new total of 6.5-8% chance to proc a status effect from the ability. Assuming that chart from UESP is still correct, that is.

    An extra 1.5-3% chance to proc a status effect up to twice every five seconds isn’t nothing. And again, once you reach a certain amount of CP you can take this alongside all the mitigation passives, so it’s not a question of if but when: with this new CP system you will have to prioritize your investments depending on how much CP you have. Personally I wouldn’t take this before 8% damage reduction in PvE, even on a DK. To each their own, though.
  • Runefang
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    It's good enough that Stam are running flame enchants and Mag are running poison enchants now. The extra burning/poison damage procs with this passive is a dps gain.
  • Grandma
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    Runefang wrote: »
    It's good enough that Stam are running flame enchants and Mag are running poison enchants now. The extra burning/poison damage procs with this passive is a dps gain.

    As i'm told that is more because of the flat SD/WD increases resulting in Berserk not being as necessary as just more flat damage.
    GH / 3/04/2021 / Elemental Catalyst Necromancer
  • virtus753
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    Runefang wrote: »
    It's good enough that Stam are running flame enchants and Mag are running poison enchants now. The extra burning/poison damage procs with this passive is a dps gain.

    Flawless Ritual does nothing for poison. For that you'll need Battle Mastery, at the cost of another 40 blue CP to max out. If you're running off-stat enchantments, or using skills that do both types of damage, then eventually you will want to take both, because of course they will add some nonzero number to your damage.

    The question facing the majority of players is not whether these increase damage but how much at what cost? Most players are not at the point where they can take all the damage and all the mitigation stars (1500 at least, into the 1800s if you want off-stat stars). Until then they're going to have to sacrifice something -- and likely something more crucial -- for this additional chance at applying a status effect.
  • Runefang
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    Grandma wrote: »
    Runefang wrote: »
    It's good enough that Stam are running flame enchants and Mag are running poison enchants now. The extra burning/poison damage procs with this passive is a dps gain.

    As i'm told that is more because of the flat SD/WD increases resulting in Berserk not being as necessary as just more flat damage.

    It’s really only viable thanks to the passives because it’s the status effects rather than the enchants themselves that make it work. And even then it’s because a stam build would never proc burning and a mag build would never proc poisoned without the enchants so there’s no wasted chances.
    virtus753 wrote: »
    Runefang wrote: »
    It's good enough that Stam are running flame enchants and Mag are running poison enchants now. The extra burning/poison damage procs with this passive is a dps gain.

    Flawless Ritual does nothing for poison. For that you'll need Battle Mastery, at the cost of another 40 blue CP to max out. If you're running off-stat enchantments, or using skills that do both types of damage, then eventually you will want to take both, because of course they will add some nonzero number to your damage.

    The question facing the majority of players is not whether these increase damage but how much at what cost? Most players are not at the point where they can take all the damage and all the mitigation stars (1500 at least, into the 1800s if you want off-stat stars). Until then they're going to have to sacrifice something -- and likely something more crucial -- for this additional chance at applying a status effect.

    The top end players will grind a few weeks and get to optimal dps levels pretty quick anyway.
  • SimonBelmont
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    Does Flawless Ritual apply only to harmful/offensive effects, or does it also apply to healing/beneficial/defensive effects? The tool-tip says nothing about it being limited to offense alone.

    Not that any such beneficial effects that come to mind... Are there even any? :/
    Edited by SimonBelmont on May 13, 2021 9:22AM
  • virtus753
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    Does Flawless Ritual apply only to harmful/offensive effects, or does it also apply to healing/beneficial/defensive effects? The tool-tip says nothing about it being limited to offense alone.

    Not that any such beneficial effects that come to mind... Are there even any? :/

    Status effects are all harmful in the current state of the game. Martial ones are Poisoned, Diseased, Hemorrhaging, Sundered, and then magical ones are Concussed, Burning, Chilled, and Overcharged.

    These CP stars do not affect debuffs (like Breach) or impaired states (like stuns and snares), which are different categories of negative effects.

    Beneficial effects are buffs and are boosted by other things (e.g. Jorvuld’s).

    Edited because I kept missing effects. Oops.
    Edited by virtus753 on May 15, 2021 6:29PM
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