phaneub17_ESO wrote: »From what I gather is that the cooldown never changes, the same as if you were to upgrade a weapon from White to Legendary the cooldown remains at 50% reduction rate, only the potency level increases from 10 to 30%. Heartland Conqueror only affects the increased potency as well leaving the reduction rate alone.
Increase the effectiveness of your Weapon Traits by 100%. This does not effect Ornate or Intricate traits.
phaneub17_ESO wrote: »No, I get what you're saying, but the cooldown is hard coded at 50% reduction rate consistently, that portion of it is not going to be affected by the set. Only the part that increases enchant potency changes, that is intentional.
Torugs Pact has a lower than 50% cool down, so it is possible to do. I agree that the description is misleading .
Imo, balance-wise its a very good thing that heartland conqueror doesn't reduce enchant cooldown further with infused. If it did, you could push the cooldown of damage enchants below 1 second by combining infused + torugs + heartland, which would effectively result in a 100% dps increase on top. This would push such a type of build beyond what I would consider balanced (I checked build editor and could reach a combined enchant damage of over 16k per second...). Since enchants don't scale, it would simply create a loophole for a potentially op proctank build, which ZOS just tried to remove from the game. So no, thank you.
MurderMostFoul wrote: »The 60% potency increase and 50% cooldown reduction provided by infused are both multiplicative modifiers. If you increase them both by 100%, you are effectively doubling the effect of heartland conqueror on the infused trait, whereas it only applies once to all other traits. Roughly represented mathematically:
100% increase x (60% potency increase x 50% cooldown reduction) = 100% increase x 60% potency increase x 50% cooldown reduction
versus
100% increase x (60% potency increase x 50% cooldown reduction) =/= 100% increase x 60% potency increase x 100% increase x 50% cooldown reduction
The second example reflects heartland conqueror effecting both the potency increase and cooldown reduction of infused. Mathematically, that doesn't make since. It would be applying the 100% modifier twice, which would make it way better on infused then any other trait. That certainly wasn't the intention.
Imo, balance-wise its a very good thing that heartland conqueror doesn't reduce enchant cooldown further with infused. If it did, you could push the cooldown of damage enchants below 1 second by combining infused + torugs + heartland, which would effectively result in a 100% dps increase on top. This would push such a type of build beyond what I would consider balanced (I checked build editor and could reach a combined enchant damage of over 16k per second...). Since enchants don't scale, it would simply create a loophole for a potentially op proctank build, which ZOS just tried to remove from the game. So no, thank you.
With normal enchants, you can get approximately 8k tooltip damage every 1.04s (only prismatic enchants have a 16k tt, but that's another issue entirely).
Imo, balance-wise its a very good thing that heartland conqueror doesn't reduce enchant cooldown further with infused. If it did, you could push the cooldown of damage enchants below 1 second by combining infused + torugs + heartland, which would effectively result in a 100% dps increase on top. This would push such a type of build beyond what I would consider balanced (I checked build editor and could reach a combined enchant damage of over 16k per second...). Since enchants don't scale, it would simply create a loophole for a potentially op proctank build, which ZOS just tried to remove from the game. So no, thank you.
So, balance wise, it's actually a terrible thing that Heartland doesn't reduce the cooldown. Atm it's an absolutely awful 5 piece bonus when you compare it to Torug's (which gives more damage and a lower cooldown) or any other set for that matter.
Septimus_Magna wrote: »Wouldnt the overall enchant effect be increased by 200% if it reduced the cooldown by 100% and increased the dmg by 100%? Right now its not double dipping so it appears to be in line with precise, nirnhoned, sharpened etc.
Imo, balance-wise its a very good thing that heartland conqueror doesn't reduce enchant cooldown further with infused. If it did, you could push the cooldown of damage enchants below 1 second by combining infused + torugs + heartland, which would effectively result in a 100% dps increase on top. This would push such a type of build beyond what I would consider balanced (I checked build editor and could reach a combined enchant damage of over 16k per second...). Since enchants don't scale, it would simply create a loophole for a potentially op proctank build, which ZOS just tried to remove from the game. So no, thank you.
With normal enchants, you can get approximately 8k tooltip damage every 1.04s (only prismatic enchants have a 16k tt, but that's another issue entirely).
Read more careful, I said 'combined enchant damage'. On any magbuild running flame/shock staff front and ice staff back with blockade of frost you can easily keep proccing both enchants at the same time. And to top it off, you would gain constant immobilizations from the frost enchant + blockade combo. Furthermore, where is this 1.04s number coming from? If hearlands would cut the enchant cooldown further in half, then that would push the cd well below 1 second, which is impossible to achieve rn, and precisely what would push this build type to being op.
All in all, it would be very unfun to play against. You should not be able to get ~ 9.5k tooltip damage per second (blockade tick + frost enchant, see build below for reference) + constant immobilizations on target just from keeping up blockade of frost on the backbar, and you should not be able to get ~ 17.8k tooltip damage per second (light attack + crushing shock + flame enchant) from simply light attack weaving your spammable on the frontbar on a 40k+ hp tank. This is not healthy for the game. Just for reference, vateshran destro had ~ 3k tooltip damage per second and was considered one of the most op sets. As explained, this setup would have up to ~16.5k tooltip damage per second just from the enchants.
For reference: https://en.uesp.net/wiki/Special:EsoBuildEditor?id=352377
Imo, balance-wise its a very good thing that heartland conqueror doesn't reduce enchant cooldown further with infused. If it did, you could push the cooldown of damage enchants below 1 second by combining infused + torugs + heartland, which would effectively result in a 100% dps increase on top. This would push such a type of build beyond what I would consider balanced (I checked build editor and could reach a combined enchant damage of over 16k per second...). Since enchants don't scale, it would simply create a loophole for a potentially op proctank build, which ZOS just tried to remove from the game. So no, thank you.
So, balance wise, it's actually a terrible thing that Heartland doesn't reduce the cooldown. Atm it's an absolutely awful 5 piece bonus when you compare it to Torug's (which gives more damage and a lower cooldown) or any other set for that matter.
Explain why a highly adaptable set like heartland conqueror, that has a wide plethora of use cases, should be as strong as a highly specialized set like torugs pact in its very own niche. I guess you also think heartland should give ~ 400 spell and weapon damage then when used with nirnhoned front + backbar?
Imo the set is perfectly fine, looks pretty strong actually. You can easily use it with a combo like sharpened front and defending backbar, to get a slightly weaker spriggans/spinners and fortified brass combo in one set. Or you can use it on a combo like dw nirn + sharpened frontbar and powered backbar. What makes this set good in general, is that you can get an offensive effect on the front and a defensive effect on the backbar. It doesnt need to be as good as highly specialized sets in their own niches. In fact, that would make this set flat out op.
MurderMostFoul wrote: »The 60% potency increase and 50% cooldown reduction provided by infused are both multiplicative modifiers. If you increase them both by 100%, you are effectively doubling the effect of heartland conqueror on the infused trait, whereas it only applies once to all other traits. Roughly represented mathematically:
100% increase x (60% potency increase x 50% cooldown reduction) = 100% increase x 60% potency increase x 50% cooldown reduction
versus
100% increase x (60% potency increase x 50% cooldown reduction) =/= 100% increase x 60% potency increase x 100% increase x 50% cooldown reduction
The second example reflects heartland conqueror effecting both the potency increase and cooldown reduction of infused. Mathematically, that doesn't make since. It would be applying the 100% modifier twice, which would make it way better on infused then any other trait. That certainly wasn't the intention.
@MurderMostFoul I'm sorry, I think you made a couple mistakes, correct me if I'm wrong.
- Infused doesn't give a potency increase of 60%, infused (by itself) gives a 30% potency increase.
- Statements like "100% increase x (60% potency increase x 50% cooldown reduction)" have no meaning. Admittedly, the tooltip is very vague, it's not immediately clear what increasing "the effectiveness of weapon traits" means. Either it means that the dps added by using infused is doubled, or it means that multiplier on enchantment damage (which is added by infused) is doubled (i.e. infused increases enchant damage by a factor of 2,6, so heartland increase that to a factor of 5,2).
You also said, infused + heartland would be way better than any other trait, this is also false. It's hard to compare the effectiveness of traits, but consider this:
- If you use sharpened and heartland, you gain 3276 penetration. That is about 95% of the spinner 5 piece bonus.
- If you use infused and heartland, you only gain a 30% increase (additively stacking) to your enchantment potency (i.e. enchantment dps is increased by 3,2x). If you were to use Torug's Pact and infused, your enchantment dps would be increased by 5,2x. You can see that the effectiveness of heartland is far smaller than the effectiveness of another 5 piece set. See the op for explanation.
Dagoth_Rac wrote: »So Infused Heartland versus Infused non-Heartland makes, for example, a 5000 flame glyph go from 5000 to 6153 (i.e., 5000 / 1.3 = 3846, and 3846 * 1.6 = 6153). And that is the whole of the 5-piece bonus? Wow. That is incredibly weak. Am I misunderstanding it?
MurderMostFoul wrote: »MurderMostFoul wrote: »The 60% potency increase and 50% cooldown reduction provided by infused are both multiplicative modifiers. If you increase them both by 100%, you are effectively doubling the effect of heartland conqueror on the infused trait, whereas it only applies once to all other traits. Roughly represented mathematically:
100% increase x (60% potency increase x 50% cooldown reduction) = 100% increase x 60% potency increase x 50% cooldown reduction
versus
100% increase x (60% potency increase x 50% cooldown reduction) =/= 100% increase x 60% potency increase x 100% increase x 50% cooldown reduction
The second example reflects heartland conqueror effecting both the potency increase and cooldown reduction of infused. Mathematically, that doesn't make since. It would be applying the 100% modifier twice, which would make it way better on infused then any other trait. That certainly wasn't the intention.
@MurderMostFoul I'm sorry, I think you made a couple mistakes, correct me if I'm wrong.
- Infused doesn't give a potency increase of 60%, infused (by itself) gives a 30% potency increase.
- Statements like "100% increase x (60% potency increase x 50% cooldown reduction)" have no meaning. Admittedly, the tooltip is very vague, it's not immediately clear what increasing "the effectiveness of weapon traits" means. Either it means that the dps added by using infused is doubled, or it means that multiplier on enchantment damage (which is added by infused) is doubled (i.e. infused increases enchant damage by a factor of 2,6, so heartland increase that to a factor of 5,2).
You also said, infused + heartland would be way better than any other trait, this is also false. It's hard to compare the effectiveness of traits, but consider this:
- If you use sharpened and heartland, you gain 3276 penetration. That is about 95% of the spinner 5 piece bonus.
- If you use infused and heartland, you only gain a 30% increase (additively stacking) to your enchantment potency (i.e. enchantment dps is increased by 3,2x). If you were to use Torug's Pact and infused, your enchantment dps would be increased by 5,2x. You can see that the effectiveness of heartland is far smaller than the effectiveness of another 5 piece set. See the op for explanation.
Thanks, fixed the %s, I was mixed up with jewelry infused.
My main point was that it would be twice as effective on infused then any other trait.
100% increase x (30% potency increase x 50% cooldown reduction) =/= 100% increase x 30% potency increase x 100% increase x 50% cooldown reduction
The above is just a simple algebraic expression of this point. Heartland Conqueror's "Increase the effectiveness of your Weapon Traits by 100%" is most rationally interpreted as a x2 multiplier. Applying this multiplier twice doesn't make sense mathematically (as reflected in the equation) and it would create a inconsistencies with the set's application from trait to trait.
Dagoth_Rac wrote: »So Infused Heartland versus Infused non-Heartland makes, for example, a 5000 flame glyph go from 5000 to 6153 (i.e., 5000 / 1.3 = 3846, and 3846 * 1.6 = 6153). And that is the whole of the 5-piece bonus? Wow. That is incredibly weak. Am I misunderstanding it?
@Dagoth_Rac You understood it perfectly, thanks. And yes, it is weak. A lot of ppl didn't read the OP carefully though.
Imo, balance-wise its a very good thing that heartland conqueror doesn't reduce enchant cooldown further with infused. If it did, you could push the cooldown of damage enchants below 1 second by combining infused + torugs + heartland, which would effectively result in a 100% dps increase on top. This would push such a type of build beyond what I would consider balanced (I checked build editor and could reach a combined enchant damage of over 16k per second...). Since enchants don't scale, it would simply create a loophole for a potentially op proctank build, which ZOS just tried to remove from the game. So no, thank you.
With normal enchants, you can get approximately 8k tooltip damage every 1.04s (only prismatic enchants have a 16k tt, but that's another issue entirely).
Read more careful, I said 'combined enchant damage'. On any magbuild running flame/shock staff front and ice staff back with blockade of frost you can easily keep proccing both enchants at the same time. And to top it off, you would gain constant immobilizations from the frost enchant + blockade combo. Furthermore, where is this 1.04s number coming from? If hearlands would cut the enchant cooldown further in half, then that would push the cd well below 1 second, which is impossible to achieve rn, and precisely what would push this build type to being op.
All in all, it would be very unfun to play against. You should not be able to get ~ 9.5k tooltip damage per second (blockade tick + frost enchant, see build below for reference) + constant immobilizations on target just from keeping up blockade of frost on the backbar, and you should not be able to get ~ 17.8k tooltip damage per second (light attack + crushing shock + flame enchant) from simply light attack weaving your spammable on the frontbar on a 40k+ hp tank. This is not healthy for the game. Just for reference, vateshran destro had ~ 3k tooltip damage per second and was considered one of the most op sets. As explained, this setup would have up to ~16.5k tooltip damage per second just from the enchants.
For reference: https://en.uesp.net/wiki/Special:EsoBuildEditor?id=352377
@HankTwo Cooldown reduction stacks multiplicatively. If heartland+infused were to give 69% cooldown reduction and Torug's 33% reduction, then enchantment cooldown would be 5.00s*0.310*0.670=1.04s (roughly), that is far from being half a second.
Imo, balance-wise its a very good thing that heartland conqueror doesn't reduce enchant cooldown further with infused. If it did, you could push the cooldown of damage enchants below 1 second by combining infused + torugs + heartland, which would effectively result in a 100% dps increase on top. This would push such a type of build beyond what I would consider balanced (I checked build editor and could reach a combined enchant damage of over 16k per second...). Since enchants don't scale, it would simply create a loophole for a potentially op proctank build, which ZOS just tried to remove from the game. So no, thank you.
With normal enchants, you can get approximately 8k tooltip damage every 1.04s (only prismatic enchants have a 16k tt, but that's another issue entirely).
Read more careful, I said 'combined enchant damage'. On any magbuild running flame/shock staff front and ice staff back with blockade of frost you can easily keep proccing both enchants at the same time. And to top it off, you would gain constant immobilizations from the frost enchant + blockade combo. Furthermore, where is this 1.04s number coming from? If hearlands would cut the enchant cooldown further in half, then that would push the cd well below 1 second, which is impossible to achieve rn, and precisely what would push this build type to being op.
All in all, it would be very unfun to play against. You should not be able to get ~ 9.5k tooltip damage per second (blockade tick + frost enchant, see build below for reference) + constant immobilizations on target just from keeping up blockade of frost on the backbar, and you should not be able to get ~ 17.8k tooltip damage per second (light attack + crushing shock + flame enchant) from simply light attack weaving your spammable on the frontbar on a 40k+ hp tank. This is not healthy for the game. Just for reference, vateshran destro had ~ 3k tooltip damage per second and was considered one of the most op sets. As explained, this setup would have up to ~16.5k tooltip damage per second just from the enchants.
For reference: https://en.uesp.net/wiki/Special:EsoBuildEditor?id=352377
If you want to use two dmg glyphs on the front and back, then yes, you can get an 8k proc every second on one bar and an 8k procs every two seconds on the backbar (the cooldown is still more than 1s, so the enchantment doesn't proc with every tick of blockade). On top of that, if you account for barswapping, you will do even less damage.
Imo, balance-wise its a very good thing that heartland conqueror doesn't reduce enchant cooldown further with infused. If it did, you could push the cooldown of damage enchants below 1 second by combining infused + torugs + heartland, which would effectively result in a 100% dps increase on top. This would push such a type of build beyond what I would consider balanced (I checked build editor and could reach a combined enchant damage of over 16k per second...). Since enchants don't scale, it would simply create a loophole for a potentially op proctank build, which ZOS just tried to remove from the game. So no, thank you.
With normal enchants, you can get approximately 8k tooltip damage every 1.04s (only prismatic enchants have a 16k tt, but that's another issue entirely).
Read more careful, I said 'combined enchant damage'. On any magbuild running flame/shock staff front and ice staff back with blockade of frost you can easily keep proccing both enchants at the same time. And to top it off, you would gain constant immobilizations from the frost enchant + blockade combo. Furthermore, where is this 1.04s number coming from? If hearlands would cut the enchant cooldown further in half, then that would push the cd well below 1 second, which is impossible to achieve rn, and precisely what would push this build type to being op.
All in all, it would be very unfun to play against. You should not be able to get ~ 9.5k tooltip damage per second (blockade tick + frost enchant, see build below for reference) + constant immobilizations on target just from keeping up blockade of frost on the backbar, and you should not be able to get ~ 17.8k tooltip damage per second (light attack + crushing shock + flame enchant) from simply light attack weaving your spammable on the frontbar on a 40k+ hp tank. This is not healthy for the game. Just for reference, vateshran destro had ~ 3k tooltip damage per second and was considered one of the most op sets. As explained, this setup would have up to ~16.5k tooltip damage per second just from the enchants.
For reference: https://en.uesp.net/wiki/Special:EsoBuildEditor?id=352377
Let us generously assume that you can pull 12k dps with that. It is still far from being OP or even from being decent. Remember, you need two 5pc bonuses, two weapon traits and two enchantments to get 12k dps. It would be atrocious in both PvE and PvP. Perhaps you aren't particularly experienced with veteran content and pvp yet, 12k dps isn't a lot of damage.
Imo, balance-wise its a very good thing that heartland conqueror doesn't reduce enchant cooldown further with infused. If it did, you could push the cooldown of damage enchants below 1 second by combining infused + torugs + heartland, which would effectively result in a 100% dps increase on top. This would push such a type of build beyond what I would consider balanced (I checked build editor and could reach a combined enchant damage of over 16k per second...). Since enchants don't scale, it would simply create a loophole for a potentially op proctank build, which ZOS just tried to remove from the game. So no, thank you.
With normal enchants, you can get approximately 8k tooltip damage every 1.04s (only prismatic enchants have a 16k tt, but that's another issue entirely).
Read more careful, I said 'combined enchant damage'. On any magbuild running flame/shock staff front and ice staff back with blockade of frost you can easily keep proccing both enchants at the same time. And to top it off, you would gain constant immobilizations from the frost enchant + blockade combo. Furthermore, where is this 1.04s number coming from? If hearlands would cut the enchant cooldown further in half, then that would push the cd well below 1 second, which is impossible to achieve rn, and precisely what would push this build type to being op.
All in all, it would be very unfun to play against. You should not be able to get ~ 9.5k tooltip damage per second (blockade tick + frost enchant, see build below for reference) + constant immobilizations on target just from keeping up blockade of frost on the backbar, and you should not be able to get ~ 17.8k tooltip damage per second (light attack + crushing shock + flame enchant) from simply light attack weaving your spammable on the frontbar on a 40k+ hp tank. This is not healthy for the game. Just for reference, vateshran destro had ~ 3k tooltip damage per second and was considered one of the most op sets. As explained, this setup would have up to ~16.5k tooltip damage per second just from the enchants.
For reference: https://en.uesp.net/wiki/Special:EsoBuildEditor?id=352377
@HankTwo Cooldown reduction stacks multiplicatively. If heartland+infused were to give 69% cooldown reduction and Torug's 33% reduction, then enchantment cooldown would be 5.00s*0.310*0.670=1.04s (roughly), that is far from being half a second.
I still don't understand where you are getting this 69% number from. Infused decreases enchant cooldown by 50%. If heartland would multiplicatively double that, it would lead to a 0.5 * 0.5 = 0.25 --> 75% reduction of enchant cooldown. Combined with torugs this would result in a 0.5 * 0.5 * 0.67 = 0.1675 --> 83.25% cooldown reduction.
Imo, balance-wise its a very good thing that heartland conqueror doesn't reduce enchant cooldown further with infused. If it did, you could push the cooldown of damage enchants below 1 second by combining infused + torugs + heartland, which would effectively result in a 100% dps increase on top. This would push such a type of build beyond what I would consider balanced (I checked build editor and could reach a combined enchant damage of over 16k per second...). Since enchants don't scale, it would simply create a loophole for a potentially op proctank build, which ZOS just tried to remove from the game. So no, thank you.
With normal enchants, you can get approximately 8k tooltip damage every 1.04s (only prismatic enchants have a 16k tt, but that's another issue entirely).
Read more careful, I said 'combined enchant damage'. On any magbuild running flame/shock staff front and ice staff back with blockade of frost you can easily keep proccing both enchants at the same time. And to top it off, you would gain constant immobilizations from the frost enchant + blockade combo. Furthermore, where is this 1.04s number coming from? If hearlands would cut the enchant cooldown further in half, then that would push the cd well below 1 second, which is impossible to achieve rn, and precisely what would push this build type to being op.
All in all, it would be very unfun to play against. You should not be able to get ~ 9.5k tooltip damage per second (blockade tick + frost enchant, see build below for reference) + constant immobilizations on target just from keeping up blockade of frost on the backbar, and you should not be able to get ~ 17.8k tooltip damage per second (light attack + crushing shock + flame enchant) from simply light attack weaving your spammable on the frontbar on a 40k+ hp tank. This is not healthy for the game. Just for reference, vateshran destro had ~ 3k tooltip damage per second and was considered one of the most op sets. As explained, this setup would have up to ~16.5k tooltip damage per second just from the enchants.
For reference: https://en.uesp.net/wiki/Special:EsoBuildEditor?id=352377
Let us generously assume that you can pull 12k dps with that. It is still far from being OP or even from being decent. Remember, you need two 5pc bonuses, two weapon traits and two enchantments to get 12k dps. It would be atrocious in both PvE and PvP. Perhaps you aren't particularly experienced with veteran content and pvp yet, 12k dps isn't a lot of damage.
Ofc I was not talking about PvE but PvP. And if you think 12k constant tooltip dps is atrocious in PvP, especially in no CP, you have no clue what you are talking about. Again for reference, vateshran destro had ~ 3k tooltip dps with malacath pre patch and was considered grossly overpowered. This would be 4 times as much. Or look at typical destro ult tooltips, they are usually in the range of ~ 8, maybe 9k (on well rounded builds, not bomber ofc). I mean let me ask you this, what do you think is the average dps and hps when two good players are dueling each other in no CP? It is the same kind of argument as when people kept saying ~ 1.2k true dps from a single set in PvP is weak... well guess what, its not.
Edit: I dont disagree that simply combining heartland + infused is not strong on the life server atm (so without the extra cooldown reduction you are suggesting). But as long as edge cases like the one explained above exist, where the effective dps suddenly skyrockets, I dont want this combination in the game.
relentless_turnip wrote: »Heartland is a very good set it may end up making up part of the meta. If double barred it is a powerful offensive and defensive set. Even if you want to capitalise on the infused trait with torugs pact the damage glyph hits very hard. I was testing this with others on the PTS. It is very decent considering how tanky you become with these 2 sets.
I am using this on my magdk.
Sithis helm, 1 piece domihaus, heartlands, front bar BSW(sharpened) and maelstrom powered resto back bar. Feels pretty good 👍
Imo, balance-wise its a very good thing that heartland conqueror doesn't reduce enchant cooldown further with infused. If it did, you could push the cooldown of damage enchants below 1 second by combining infused + torugs + heartland, which would effectively result in a 100% dps increase on top. This would push such a type of build beyond what I would consider balanced (I checked build editor and could reach a combined enchant damage of over 16k per second...). Since enchants don't scale, it would simply create a loophole for a potentially op proctank build, which ZOS just tried to remove from the game. So no, thank you.
With normal enchants, you can get approximately 8k tooltip damage every 1.04s (only prismatic enchants have a 16k tt, but that's another issue entirely).
Read more careful, I said 'combined enchant damage'. On any magbuild running flame/shock staff front and ice staff back with blockade of frost you can easily keep proccing both enchants at the same time. And to top it off, you would gain constant immobilizations from the frost enchant + blockade combo. Furthermore, where is this 1.04s number coming from? If hearlands would cut the enchant cooldown further in half, then that would push the cd well below 1 second, which is impossible to achieve rn, and precisely what would push this build type to being op.
All in all, it would be very unfun to play against. You should not be able to get ~ 9.5k tooltip damage per second (blockade tick + frost enchant, see build below for reference) + constant immobilizations on target just from keeping up blockade of frost on the backbar, and you should not be able to get ~ 17.8k tooltip damage per second (light attack + crushing shock + flame enchant) from simply light attack weaving your spammable on the frontbar on a 40k+ hp tank. This is not healthy for the game. Just for reference, vateshran destro had ~ 3k tooltip damage per second and was considered one of the most op sets. As explained, this setup would have up to ~16.5k tooltip damage per second just from the enchants.
For reference: https://en.uesp.net/wiki/Special:EsoBuildEditor?id=352377
@HankTwo Cooldown reduction stacks multiplicatively. If heartland+infused were to give 69% cooldown reduction and Torug's 33% reduction, then enchantment cooldown would be 5.00s*0.310*0.670=1.04s (roughly), that is far from being half a second.
I still don't understand where you are getting this 69% number from. Infused decreases enchant cooldown by 50%. If heartland would multiplicatively double that, it would lead to a 0.5 * 0.5 = 0.25 --> 75% reduction of enchant cooldown. Combined with torugs this would result in a 0.5 * 0.5 * 0.67 = 0.1675 --> 83.25% cooldown reduction.
@HankTwo I explained the 69% percent number in the OP...if you reply to the topic, pls read the OP first. I never suggested that Heartland should decrease the cooldown by another factor of 0.5. Again, it's all written in the OP. I certainly never suggested that the enchantment cooldown should be lower than 1s.
Imo, balance-wise its a very good thing that heartland conqueror doesn't reduce enchant cooldown further with infused. If it did, you could push the cooldown of damage enchants below 1 second by combining infused + torugs + heartland, which would effectively result in a 100% dps increase on top. This would push such a type of build beyond what I would consider balanced (I checked build editor and could reach a combined enchant damage of over 16k per second...). Since enchants don't scale, it would simply create a loophole for a potentially op proctank build, which ZOS just tried to remove from the game. So no, thank you.
With normal enchants, you can get approximately 8k tooltip damage every 1.04s (only prismatic enchants have a 16k tt, but that's another issue entirely).
Read more careful, I said 'combined enchant damage'. On any magbuild running flame/shock staff front and ice staff back with blockade of frost you can easily keep proccing both enchants at the same time. And to top it off, you would gain constant immobilizations from the frost enchant + blockade combo. Furthermore, where is this 1.04s number coming from? If hearlands would cut the enchant cooldown further in half, then that would push the cd well below 1 second, which is impossible to achieve rn, and precisely what would push this build type to being op.
All in all, it would be very unfun to play against. You should not be able to get ~ 9.5k tooltip damage per second (blockade tick + frost enchant, see build below for reference) + constant immobilizations on target just from keeping up blockade of frost on the backbar, and you should not be able to get ~ 17.8k tooltip damage per second (light attack + crushing shock + flame enchant) from simply light attack weaving your spammable on the frontbar on a 40k+ hp tank. This is not healthy for the game. Just for reference, vateshran destro had ~ 3k tooltip damage per second and was considered one of the most op sets. As explained, this setup would have up to ~16.5k tooltip damage per second just from the enchants.
For reference: https://en.uesp.net/wiki/Special:EsoBuildEditor?id=352377
Let us generously assume that you can pull 12k dps with that. It is still far from being OP or even from being decent. Remember, you need two 5pc bonuses, two weapon traits and two enchantments to get 12k dps. It would be atrocious in both PvE and PvP. Perhaps you aren't particularly experienced with veteran content and pvp yet, 12k dps isn't a lot of damage.
Ofc I was not talking about PvE but PvP. And if you think 12k constant tooltip dps is atrocious in PvP, especially in no CP, you have no clue what you are talking about. Again for reference, vateshran destro had ~ 3k tooltip dps with malacath pre patch and was considered grossly overpowered. This would be 4 times as much. Or look at typical destro ult tooltips, they are usually in the range of ~ 8, maybe 9k (on well rounded builds, not bomber ofc). I mean let me ask you this, what do you think is the average dps and hps when two good players are dueling each other in no CP? It is the same kind of argument as when people kept saying ~ 1.2k true dps from a single set in PvP is weak... well guess what, its not.
Edit: I dont disagree that simply combining heartland + infused is not strong on the life server atm (so without the extra cooldown reduction you are suggesting). But as long as edge cases like the one explained above exist, where the effective dps suddenly skyrockets, I dont want this combination in the game.
12k dps is atrocious, if you actually consider the fact that it takes two 5pc sets, two weapon glyphs and two weapon traits to get there. The vateshran destro only takes up two equipment slots on either the frontbar or the backbar, you can't compare the two. You can run 2x dot proc sets and vateshran backbar with infused damage glyphs on stamina and get way higher dps from your procs alone (I wouldn't suggest it though).