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.
Proc scaling is a good thing
Yup, they are in proportion... totally...
Skullstachio wrote: »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.
JerBearESO 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.
relentless_turnip wrote: »JerBearESO 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.
Vercingetorix 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
JerBearESO wrote: »relentless_turnip wrote: »JerBearESO 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....
relentless_turnip wrote: »JerBearESO wrote: »relentless_turnip wrote: »JerBearESO 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.
relentless_turnip wrote: »Yes player Bs snipe hit for more, but it was not equal to player As snipe + proc
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.
Mahabahabtha wrote: »So CP 2.0 was only a "Minor Change"
JerBearESO wrote: »relentless_turnip wrote: »JerBearESO 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....
JerBearESO wrote: »relentless_turnip wrote: »JerBearESO 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....