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7.0.1 - No acknowledgement of proc scale feedback?

  • Jaimeh
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    Yup, they are in proportion... totally...

    49v4x29ipwkm.png
  • Jaimeh
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    Yup, they are in proportion... totally...

    jeraaorcytir.png

  • JRManron
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    Easy solution... I don't belive there is one.

    WD/SD scaling sets damage begings to grow after 7k wd/sd compared to live. Less than that it's a decrease compared to live.

    Stat based (stam/mag) 38k and after that U see progres compared to live.

    Resistance based procs start to scale after 66k armor. (Both Phy and mag Resistances together to take account race and class passives)

    Health based scales from 48k if you want to see some progres on those. But damage scales on wd/sd and healing on %-based if you have 50k 100% - 40k 80% - 30k 60% and so on...

    Maybe that would solve some issues but not all.
    And maybe... Maybe BG would be fun place to be without the eternal proc mayhem and cyro may be a place to be some day.

    Alloy proc sets to crit again and please build it in BattleSpirit that procs are cut 50% in PvP environment.
  • NiteAdder
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    This is the reason they need to balance PVP and PVE separately. No reason for PVE to suffer nerf after nerf to make PVP balanced.
  • Dark_Lord_Kuro
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    Jameson18 wrote: »
    Not seeing anything in the patch notes. Did I miss it?

    Or is it seriously not being at least acknowledged?
    as i understand it 4 days arent egough for letting player test it, give feedback and then build the week2 pts itteration
  • jaws343
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    Jaimeh wrote: »
    Yup, they are in proportion... totally...

    jeraaorcytir.png

    That's insane. And only 10k above the cap. It looks like the scaling on that isn't functioning properly considering the tooltip for the set without any player buffs is like 4k. 36k seems like a mistake and not intended.
  • Volckodav
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    honestly what bug me here is that this scaling favor AGAIN stam build vs. magika, where stam is already dominant in pvp
  • Canned_Apples
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    NiteAdder wrote: »
    This is the reason they need to balance PVP and PVE separately. No reason for PVE to suffer nerf after nerf to make PVP balanced.

    Wrong, there’s no reason for pvp to suffer nerf after nerf to make pve balance.

    My pvp builds have been nerfed over and over because x y z was over performing in some random pve scenario.

    A lot of the changes are made to balance for pve.

    Let’s not forget that whole dot meta and homogenization of skills that was done for the sake of pve. It only became an issue because both sides were complaining about it.

    These crazy buffs to proc sets were all done to sell expansions/malacath to pvp players and now they’re nerfing them because they’re introducing new ones.

    Pvp players have been complaining about those crazy buffs and malacath ever since it was introduced to the pts but they ignored them.

    I didn’t buy that expansion and won’t buy the new one because I refuse to spend $60 on one virtual item.
    Unless they introduce a new class or skill line, I have no need for things like companions.
  • JerBearESO
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    Jodynn wrote: »
    Proc scaling is a good thing

    no different than saying stat scaling is a good thing. imagine! set effects that give stats, scaling with stats :)

    proc scaling is the result of misinformation and misunderstanding screaming as the voice "of the playerbase", and the devs having listened to the playerbase ironically at the worst time of all.

    the idea that procs are "free" isn't even true. when I use procs, I am PAYING for them with the stats that I would have if I were using stats instead; I am paying for them with the fact that my spamable tooltip is 7k when it could be 10k or more, and my best HoT is 15k with low crit, when it could be over 20k with good crit (COULD BE essentially 50% more healing while maintaining near equal overall damage output).

    Proc scaling is a BAD thing! Why are people not getting this? Arguments for proc scaling are being made as nothing more than statements without logical evaluation/explanation of the RESULTS of proc scaling, while arguments against proc scaling are dealt out with undeniable logic and math exposing the results as DISASTROUS for the game.

    Think about more than the desperately imagined, for what you perceive as today's solution is in fact tomorrow's nightmare.
  • Skullstachio
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    There is a reason procs scale now, because if a particular set is Underperforming/overperforming, the team will have an easier time tuning it up or down accordingly to the appropriate feedback.

    In the case of crimson twilight, it is over performing according to a lot of feedback so in a week or more, ZoS will be able to tone down its base damage which will inadvertently affect its scaling potential. I know it’s damage is affected by Total armor (physical/spell resistance) while the heal is affected by Max Health as far as this learning mind can deduce.
    If you see me anywhere. Know that I am sitting back with a bag of popcorn, watching as ESO burns the goodwill of its player base with practices that only disrespects the players time like it did to me and many others...

    If a game does not respect your time, best thing to do is move on from it and find something else.
  • Skullstachio
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    Jaimeh wrote: »
    Yup, they are in proportion... totally...

    jeraaorcytir.png

    And who are you to question almalexia’s motives? Pray you don’t end up like vox’s son.
    If you see me anywhere. Know that I am sitting back with a bag of popcorn, watching as ESO burns the goodwill of its player base with practices that only disrespects the players time like it did to me and many others...

    If a game does not respect your time, best thing to do is move on from it and find something else.
  • JerBearESO
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    There is a reason procs scale now, because if a particular set is Underperforming/overperforming, the team will have an easier time tuning it up or down accordingly to the appropriate feedback.

    adding another multiplicative variable to the mix does NOT make it easier to tune, it makes it harder....
  • doesurmindglow
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    I don't know yet if proc scaling is good or bad; I think the intent they're trying to achieve with it -- balance that puts damage at the expense of survivability, and vice versa -- is good.

    I still think a better solution would've been across the board nerfs to proc sets in directly inverse proportion with the percentage change buff they received in the earlier patch: if a set previously had a 25% chance to proc for 10k damage, with a 100% chance to proc it should only deal 2.5k damage.

    Not a perfect solution either, but likely less complicated and potentially exploitable as "stat-based scaling" is so far proving to be.
    Guildmaster : The Wild Hunt (formerly Aka Baka) : AD PC/NA
  • relentless_turnip
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    JerBearESO wrote: »
    Jodynn wrote: »
    Proc scaling is a good thing

    no different than saying stat scaling is a good thing. imagine! set effects that give stats, scaling with stats :)

    proc scaling is the result of misinformation and misunderstanding screaming as the voice "of the playerbase", and the devs having listened to the playerbase ironically at the worst time of all.

    the idea that procs are "free" isn't even true. when I use procs, I am PAYING for them with the stats that I would have if I were using stats instead; I am paying for them with the fact that my spamable tooltip is 7k when it could be 10k or more, and my best HoT is 15k with low crit, when it could be over 20k with good crit (COULD BE essentially 50% more healing while maintaining near equal overall damage output).

    Proc scaling is a BAD thing! Why are people not getting this? Arguments for proc scaling are being made as nothing more than statements without logical evaluation/explanation of the RESULTS of proc scaling, while arguments against proc scaling are dealt out with undeniable logic and math exposing the results as DISASTROUS for the game.

    Think about more than the desperately imagined, for what you perceive as today's solution is in fact tomorrow's nightmare.

    I think you have misinterpreted what people mean by free. They cost no resources to cast and no GCD either. You are building their value with your stats not spending them. You have not paid for anything.
    I believe proc scaling is a good idea currently implemented badly. If they scaled exactly as a similar skill it wouldn't be an issue. For instance what is the difference between poison injection and venomous smite? The latter has triple the damage with the same investment. This is how they should be looking at their effectiveness imo.
  • Moonsorrow
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    Week 3 is when they make the most biggest combat related adjustments usually.
  • JerBearESO
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    JerBearESO wrote: »
    Jodynn wrote: »
    Proc scaling is a good thing

    no different than saying stat scaling is a good thing. imagine! set effects that give stats, scaling with stats :)

    proc scaling is the result of misinformation and misunderstanding screaming as the voice "of the playerbase", and the devs having listened to the playerbase ironically at the worst time of all.

    the idea that procs are "free" isn't even true. when I use procs, I am PAYING for them with the stats that I would have if I were using stats instead; I am paying for them with the fact that my spamable tooltip is 7k when it could be 10k or more, and my best HoT is 15k with low crit, when it could be over 20k with good crit (COULD BE essentially 50% more healing while maintaining near equal overall damage output).

    Proc scaling is a BAD thing! Why are people not getting this? Arguments for proc scaling are being made as nothing more than statements without logical evaluation/explanation of the RESULTS of proc scaling, while arguments against proc scaling are dealt out with undeniable logic and math exposing the results as DISASTROUS for the game.

    Think about more than the desperately imagined, for what you perceive as today's solution is in fact tomorrow's nightmare.

    I think you have misinterpreted what people mean by free. They cost no resources to cast and no GCD either. You are building their value with your stats not spending them. You have not paid for anything.
    I believe proc scaling is a good idea currently implemented badly. If they scaled exactly as a similar skill it wouldn't be an issue. For instance what is the difference between poison injection and venomous smite? The latter has triple the damage with the same investment. This is how they should be looking at their effectiveness imo.

    I can't say I fully agree with this idea of procs being free, even the fact that they do not directly cost anything. Let's think it through with an example.

    Player A vs Player B; Player A is using a proc, we will say way of fire, and Player B is using a stats set instead, swamp raider perhaps. We will assume each player is using a bow, with otherwise matching builds for simplicity.

    they both fight for 4 GCD's worth, Each player attacking with a light attack and lethal arrow 4 times each.

    Player A's way of fire procs 2 times in this scenario, adding about 8k in damage before any mitigations.
    Player B's lethal arrows each hit harder than Player A's, the bonus damage gaining the value of their crit, so that Player B easily makes up the 8k damage Player A dealt with their proc.

    Now, did Player A use less stamina? Nope. In fact, THEY BOTH USED THE SAME AMOUNT OF STAMINA! meanwhile Player B is getting some nice tooltips on their poison injection, blighted blastbones, and toxic barrage which, if used in our scenario as a combo on both players, will easily result in Player B pulling ahead on damage output.

    The whole idea of procs being "free" is false....
  • axi
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    Luede wrote: »
    Week 1 is ALWAYS bug fixes and nothing more. If ZoS doesn’t touch the combat changes by week 3, you have your answer and can expect what you see now going Live. The gear scaling is fine on PTS. The highly inflated numbers you are seeing are being blown out of proportion:

    - Crimson: 10k tooltip with a HP focus (~45k)
    - 10k damage gets cut in half by Battle Spirit
    - Further 38% damage reduction from player resistances (typically around 25k resist)

    Even if the player doesn’t block (which cuts the damage in half AGAIN), or evade, or root/snare the enemy, they will at worst be taking around 3100 damage every 8 seconds. Any temporary HP boost lasts for at most 20 seconds and can be played around.

    did u ever use procc sets in pvp? there is no "cut in half" by battle spirit

    Battle spirit lowers dmg taken by 44%. Any dmg taken including procs.
  • JerBearESO
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    EVEN if the false idea of procs being "free" were true, there is absolutely no excuse for anyone in their right mind to try and solve it with this proc scaling madness. 'Force players to pull stats from other areas and put them into damage in order to use procs effectively'. Thats VERY bad.

    Proc cheese, as I have seen it, is usually based around the idea of going super high damage stats and using some not so easily counterplayed procs to push through that 100% healthbar burst. Proc scaling emphasizes this playstyle as being the only way to use procs.... It celebrates it instead of solving it!

    If they wanted a simple way of making procs "not free", all they had to do was make procs increase the cost of your slotted abilities, like vampire passive, the more procs the more cost. That would have made players pull stats OUT of damage in order to maintain resource management, thereby kicking proc cheese in the butt. It also would have kicked tank proc builds, which rely on being able to spam survivability. Heck, why isn't that on pts instead of proc scaling? I mean, it's not perfect (it's no Isolated Selection System) but at least its a temporary solution without the madness we have now.
    Edited by JerBearESO on April 28, 2021 12:06AM
  • relentless_turnip
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    JerBearESO wrote: »
    JerBearESO wrote: »
    Jodynn wrote: »
    Proc scaling is a good thing

    no different than saying stat scaling is a good thing. imagine! set effects that give stats, scaling with stats :)

    proc scaling is the result of misinformation and misunderstanding screaming as the voice "of the playerbase", and the devs having listened to the playerbase ironically at the worst time of all.

    the idea that procs are "free" isn't even true. when I use procs, I am PAYING for them with the stats that I would have if I were using stats instead; I am paying for them with the fact that my spamable tooltip is 7k when it could be 10k or more, and my best HoT is 15k with low crit, when it could be over 20k with good crit (COULD BE essentially 50% more healing while maintaining near equal overall damage output).

    Proc scaling is a BAD thing! Why are people not getting this? Arguments for proc scaling are being made as nothing more than statements without logical evaluation/explanation of the RESULTS of proc scaling, while arguments against proc scaling are dealt out with undeniable logic and math exposing the results as DISASTROUS for the game.

    Think about more than the desperately imagined, for what you perceive as today's solution is in fact tomorrow's nightmare.

    I think you have misinterpreted what people mean by free. They cost no resources to cast and no GCD either. You are building their value with your stats not spending them. You have not paid for anything.
    I believe proc scaling is a good idea currently implemented badly. If they scaled exactly as a similar skill it wouldn't be an issue. For instance what is the difference between poison injection and venomous smite? The latter has triple the damage with the same investment. This is how they should be looking at their effectiveness imo.

    I can't say I fully agree with this idea of procs being free, even the fact that they do not directly cost anything. Let's think it through with an example.

    Player A vs Player B; Player A is using a proc, we will say way of fire, and Player B is using a stats set instead, swamp raider perhaps. We will assume each player is using a bow, with otherwise matching builds for simplicity.

    they both fight for 4 GCD's worth, Each player attacking with a light attack and lethal arrow 4 times each.

    Player A's way of fire procs 2 times in this scenario, adding about 8k in damage before any mitigations.
    Player B's lethal arrows each hit harder than Player A's, the bonus damage gaining the value of their crit, so that Player B easily makes up the 8k damage Player A dealt with their proc.

    Now, did Player A use less stamina? Nope. In fact, THEY BOTH USED THE SAME AMOUNT OF STAMINA! meanwhile Player B is getting some nice tooltips on their poison injection, blighted blastbones, and toxic barrage which, if used in our scenario as a combo on both players, will easily result in Player B pulling ahead on damage output.

    The whole idea of procs being "free" is false....

    Players A's initial GCD kills player B with the same player input. Did it cost him more to do twice the damage? Yes player Bs snipe hit for more, but it was not equal to player As snipe + proc and player A could wear a second proc set with hardly any detriment to his individual tooltips across sets and his snipe skill.

    I understand your logic, but it isn't balanced. If my tooltip on a stat build equated to the same as 2 proc sets and their less invested spammable I could agree and stating only 2 proc sets isn't the reality. Most proc builds on live operate on at least 3 and on the PTS you can still comfortably use 2 and have higher damage than live.

    In PvP most the time it is about how much damage you can do in as few GCDs as possible. Proc sets all land in the first GCD and in the current iteration of proc scaling this has become much worse as it is incredibly easy to have your proc sets do an additional 50% damage compared to live.

    It is free because you don't use resources or GCDs to do it. Meaning you can do more with less input making some of your damage free comparatively to stat builds.
  • JerBearESO
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    JerBearESO wrote: »
    JerBearESO wrote: »
    Jodynn wrote: »
    Proc scaling is a good thing

    no different than saying stat scaling is a good thing. imagine! set effects that give stats, scaling with stats :)

    proc scaling is the result of misinformation and misunderstanding screaming as the voice "of the playerbase", and the devs having listened to the playerbase ironically at the worst time of all.

    the idea that procs are "free" isn't even true. when I use procs, I am PAYING for them with the stats that I would have if I were using stats instead; I am paying for them with the fact that my spamable tooltip is 7k when it could be 10k or more, and my best HoT is 15k with low crit, when it could be over 20k with good crit (COULD BE essentially 50% more healing while maintaining near equal overall damage output).

    Proc scaling is a BAD thing! Why are people not getting this? Arguments for proc scaling are being made as nothing more than statements without logical evaluation/explanation of the RESULTS of proc scaling, while arguments against proc scaling are dealt out with undeniable logic and math exposing the results as DISASTROUS for the game.

    Think about more than the desperately imagined, for what you perceive as today's solution is in fact tomorrow's nightmare.

    I think you have misinterpreted what people mean by free. They cost no resources to cast and no GCD either. You are building their value with your stats not spending them. You have not paid for anything.
    I believe proc scaling is a good idea currently implemented badly. If they scaled exactly as a similar skill it wouldn't be an issue. For instance what is the difference between poison injection and venomous smite? The latter has triple the damage with the same investment. This is how they should be looking at their effectiveness imo.

    I can't say I fully agree with this idea of procs being free, even the fact that they do not directly cost anything. Let's think it through with an example.

    Player A vs Player B; Player A is using a proc, we will say way of fire, and Player B is using a stats set instead, swamp raider perhaps. We will assume each player is using a bow, with otherwise matching builds for simplicity.

    they both fight for 4 GCD's worth, Each player attacking with a light attack and lethal arrow 4 times each.

    Player A's way of fire procs 2 times in this scenario, adding about 8k in damage before any mitigations.
    Player B's lethal arrows each hit harder than Player A's, the bonus damage gaining the value of their crit, so that Player B easily makes up the 8k damage Player A dealt with their proc.

    Now, did Player A use less stamina? Nope. In fact, THEY BOTH USED THE SAME AMOUNT OF STAMINA! meanwhile Player B is getting some nice tooltips on their poison injection, blighted blastbones, and toxic barrage which, if used in our scenario as a combo on both players, will easily result in Player B pulling ahead on damage output.

    The whole idea of procs being "free" is false....

    Players A's initial GCD kills player B with the same player input.

    Why is Player B running 6k health with no resistances....? No. Very no.
    Yes player Bs snipe hit for more, but it was not equal to player As snipe + proc

    BUT Player A's proc goes off every 2 GCD, so Player A's LA, lethal arrow, proc(way of fire), LA, lethal arrow would be about equal to Player B's LA, lethal arrow, LA lethal arrow, with Player B getting more out of BOTH lethal arrows and the extra damage being further boosted by any crit.

    as for procs all hitting on your opening GDC, this is somewhat true, but they will NOT kill your target EXCEPT for if you are running proc cheese, which relies moreso on the stats than the procs in actuality. Builds that are based around multiple procs hitting all together and thus killing a player on their own are not very good actually, as the procs with the power to do so are readily counterplayable.

    these things can get confusing I suppose, just examine more carefully and you will see the math does not lie.
  • JerBearESO
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    JerBearESO wrote: »
    If they wanted a simple way of making procs "not free", all they had to do was make procs increase the cost of your slotted abilities, like vampire passive, the more procs the more cost. That would have made players pull stats OUT of damage in order to maintain resource management, thereby kicking proc cheese in the butt. It also would have kicked tank proc builds, which rely on being able to spam survivability. Heck, why isn't that on pts instead of proc scaling? I mean, it's not perfect (it's no Isolated Selection System) but at least its a temporary solution without the madness we have now.

    We should really focus on this :) haha

  • JoeCapricorn
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    So CP 2.0 was only a "Minor Change"

    CP 2.0 was in the works for years and may have been something planned for Q3 or Q4 of 2020 but was delayed because of Covid-19 and work from home.


    I simp for vampire lords and Glemyos Wildhorn
  • Merforum
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    jaws343 wrote: »
    Jaimeh wrote: »
    Yup, they are in proportion... totally...

    jeraaorcytir.png

    That's insane. And only 10k above the cap. It looks like the scaling on that isn't functioning properly considering the tooltip for the set without any player buffs is like 4k. 36k seems like a mistake and not intended.

    Exactly the actual tooltip is 4K, this is OBVIOUSLY A TYPO. The problem I have with that set is that even though it is light armor it has ALL tank bonuses so should probably scale off HEALTH. But I can let that slide, if they make Draugr's Heritage which is 100% for tank and heavy and ABSOLUTELY should scale off HEALTH NOT Mag/stam.

    Procs were never any problem, and after the stat/dmg BOOSTs procs in PVP became worthless. The scaling seems redundant now. But since it totally affects PVE in a massive way, I vote for not going live with these. But 1 thing for sure it this does go live they better not change any of the HEALTH/tank scaling,

    Actually I don't mind if they revert scaling or leave it the way it is now but they must NOT make PVE Tanking even MORE difficult by changing the Health scaling even worse. Just make crimson not usable in PVP, I'm frankly sick of all the whining about it.
  • Merforum
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    JerBearESO wrote: »
    JerBearESO wrote: »
    Jodynn wrote: »
    Proc scaling is a good thing

    no different than saying stat scaling is a good thing. imagine! set effects that give stats, scaling with stats :)

    proc scaling is the result of misinformation and misunderstanding screaming as the voice "of the playerbase", and the devs having listened to the playerbase ironically at the worst time of all.

    the idea that procs are "free" isn't even true. when I use procs, I am PAYING for them with the stats that I would have if I were using stats instead; I am paying for them with the fact that my spamable tooltip is 7k when it could be 10k or more, and my best HoT is 15k with low crit, when it could be over 20k with good crit (COULD BE essentially 50% more healing while maintaining near equal overall damage output).

    Proc scaling is a BAD thing! Why are people not getting this? Arguments for proc scaling are being made as nothing more than statements without logical evaluation/explanation of the RESULTS of proc scaling, while arguments against proc scaling are dealt out with undeniable logic and math exposing the results as DISASTROUS for the game.

    Think about more than the desperately imagined, for what you perceive as today's solution is in fact tomorrow's nightmare.

    I think you have misinterpreted what people mean by free. They cost no resources to cast and no GCD either. You are building their value with your stats not spending them. You have not paid for anything.
    I believe proc scaling is a good idea currently implemented badly. If they scaled exactly as a similar skill it wouldn't be an issue. For instance what is the difference between poison injection and venomous smite? The latter has triple the damage with the same investment. This is how they should be looking at their effectiveness imo.

    I can't say I fully agree with this idea of procs being free, even the fact that they do not directly cost anything. Let's think it through with an example.

    Player A vs Player B; Player A is using a proc, we will say way of fire, and Player B is using a stats set instead, swamp raider perhaps. We will assume each player is using a bow, with otherwise matching builds for simplicity.

    they both fight for 4 GCD's worth, Each player attacking with a light attack and lethal arrow 4 times each.

    Player A's way of fire procs 2 times in this scenario, adding about 8k in damage before any mitigations.
    Player B's lethal arrows each hit harder than Player A's, the bonus damage gaining the value of their crit, so that Player B easily makes up the 8k damage Player A dealt with their proc.

    Now, did Player A use less stamina? Nope. In fact, THEY BOTH USED THE SAME AMOUNT OF STAMINA! meanwhile Player B is getting some nice tooltips on their poison injection, blighted blastbones, and toxic barrage which, if used in our scenario as a combo on both players, will easily result in Player B pulling ahead on damage output.

    The whole idea of procs being "free" is false....

    Yeah, I think they need to address all the FREE damage that crit, all kinds of passives, potions, glyphs, etc are giving people. I mean when you add up all the FREE damage from many sources, proc set damage seems terrible (as it is). And Procs aren't FREE, you are sacrificing a 5 piece bonus that might be better AND they have a cooldown.

    OH and to your example people keep overlooking is that procs are AVOIDABLE at times where as increased damage from stats is NOT, which is why it outperforms it.
    Edited by Merforum on April 28, 2021 2:58AM
  • Waffennacht
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    Abilities require way more investment to buff than proc sets.

    Some abilities scale so poorly that 700 spell damage will only increase the tooltip of a specific ability by 200 damage.

    Procs should scale like that past their base damage
    Gamer tag: DasPanzerKat NA Xbox One
    1300+ CP
    Battleground PvP'er

    Waffennacht' Builds
  • Joy_Division
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    JerBearESO wrote: »
    JerBearESO wrote: »
    Jodynn wrote: »
    Proc scaling is a good thing

    no different than saying stat scaling is a good thing. imagine! set effects that give stats, scaling with stats :)

    proc scaling is the result of misinformation and misunderstanding screaming as the voice "of the playerbase", and the devs having listened to the playerbase ironically at the worst time of all.

    the idea that procs are "free" isn't even true. when I use procs, I am PAYING for them with the stats that I would have if I were using stats instead; I am paying for them with the fact that my spamable tooltip is 7k when it could be 10k or more, and my best HoT is 15k with low crit, when it could be over 20k with good crit (COULD BE essentially 50% more healing while maintaining near equal overall damage output).

    Proc scaling is a BAD thing! Why are people not getting this? Arguments for proc scaling are being made as nothing more than statements without logical evaluation/explanation of the RESULTS of proc scaling, while arguments against proc scaling are dealt out with undeniable logic and math exposing the results as DISASTROUS for the game.

    Think about more than the desperately imagined, for what you perceive as today's solution is in fact tomorrow's nightmare.

    I think you have misinterpreted what people mean by free. They cost no resources to cast and no GCD either. You are building their value with your stats not spending them. You have not paid for anything.
    I believe proc scaling is a good idea currently implemented badly. If they scaled exactly as a similar skill it wouldn't be an issue. For instance what is the difference between poison injection and venomous smite? The latter has triple the damage with the same investment. This is how they should be looking at their effectiveness imo.

    I can't say I fully agree with this idea of procs being free, even the fact that they do not directly cost anything. Let's think it through with an example.

    Player A vs Player B; Player A is using a proc, we will say way of fire, and Player B is using a stats set instead, swamp raider perhaps. We will assume each player is using a bow, with otherwise matching builds for simplicity.

    they both fight for 4 GCD's worth, Each player attacking with a light attack and lethal arrow 4 times each.

    Player A's way of fire procs 2 times in this scenario, adding about 8k in damage before any mitigations.
    Player B's lethal arrows each hit harder than Player A's, the bonus damage gaining the value of their crit, so that Player B easily makes up the 8k damage Player A dealt with their proc.

    Now, did Player A use less stamina? Nope. In fact, THEY BOTH USED THE SAME AMOUNT OF STAMINA! meanwhile Player B is getting some nice tooltips on their poison injection, blighted blastbones, and toxic barrage which, if used in our scenario as a combo on both players, will easily result in Player B pulling ahead on damage output.

    The whole idea of procs being "free" is false....

    Can we now use a real example?

    Player A fires a single skill (Magnum Shot) while using the 4 following proc sets: Venomous Smite, virulent Shot, Sellistrix, and Azureblight. That single shot triggers: double poison DoT, Hunter Venom DoT, Virulent Shot DoT. In just 5 seconds, Player B is down to just 7.5K health, and the entire horse's stamina bar is drained and thus knocked off. All those DoTs then proc Azureblight and Sellistrix, from which the player only survives because they block cast Breath of Life. Player B has 1.5K health at the point. All this from a single attack by a person who invested all 64 points into the health attribute.

    Not even an ultimate can do such damage in a short amount of time to dismount a player and take their health down to full to 1.5 K through a block-casted Breath of Life. That is the definition of free damage.
    Make Rush of Agony "Monsters only." People should not be consecutively crowd controlled in a PvP setting. Period.
  • Vercingetorix
    Vercingetorix
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    jaws343 wrote: »
    Jaimeh wrote: »
    Yup, they are in proportion... totally...

    jeraaorcytir.png

    That's insane. And only 10k above the cap. It looks like the scaling on that isn't functioning properly considering the tooltip for the set without any player buffs is like 4k. 36k seems like a mistake and not intended.

    Please remember that any healing tooltip is reduced by 55% by Battle Spirit and can be further reduced by Defile. That said, I agree that the scaling on this set seems bugged.
    “Let your plans be dark and impenetrable as night, and when you move, fall like a thunderbolt.”
  • jaws343
    jaws343
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    They made a lot of changes. Potentially looks much better. But Mag is even further behind with the increase in Spell damage needed for proc scaling.
  • Jameson18
    Jameson18
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    Nice changes. Very nice.
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