Red_Feather wrote: »I just get excited about the idea of mythics being fun things to play with, but instead it feels like they are made to give the illusion of raising meta numbers while being a trap to restrict how the 0.001% meta number chasers play builds.
Something cool would be sprint for 5 seconds and lose half health and create a clone of your character.
Red_Feather wrote: »I just get excited about the idea of mythics being fun things to play with, but instead it feels like they are made to give the illusion of raising meta numbers while being a trap to restrict how the 0.001% meta number chasers play builds.
Something cool would be sprint for 5 seconds and lose half health and create a clone of your character.
I want to make a time remnant as well! ... Only this may not be the game to start introducing DCU abilities to ...
Mythic items should be niche, because the alternative is making something meta that everyone needs, thus making a "pay to win" item. I find myself using different mythic for different situations, and thats how it should be.
YandereGirlfriend wrote: »I don't really mind Mythic items benefiting niche playstyles but I DO mind them not being powerful enough to excel at them.
I also very much mind certain Mythics being de facto abandoned by the developers and left to wither away in the Great Scrap Heap of Unloved Sets.
The people still demand #Justice for the Thrassian Stranglers.
"other than that wierd healer necklace, it looks pretty useless but I wouldn't know.
I like mythics having a niche fit for builds. Obviously they're not perfect but I would say they are pretty well balanced right now... other than that wierd healer necklace, it looks pretty useless but I wouldn't know.
I agree something like this would be fun, however as long as the game shares potential builds between PvE and PvP, it's probably a no go. The closest thing that's already in the game is nightblade's Shadow Image and that is an extremely powerful skill in PvP. You also get invisibility from continuous sprinting as a stage 4 vampire. Perhaps you should PvP. Things are less cut and dry than they are in top level PvE.Red_Feather wrote: »I just get excited about the idea of mythics being fun things to play with, but instead it feels like they are made to give the illusion of raising meta numbers while being a trap to restrict how the 0.001% meta number chasers play builds.
Something cool would be sprint for 5 seconds and lose half health and create a clone of your character.
i disagree. mythics are another ZOS tool to sell dlcs. i mean look at how many mythics blackwood has. in one map only. only way to get it is by a seperate purchase. and things like sithis,fete,harpooner etc all great mythics.
Malacath's Band was great last year because it actually made non-critical builds (always been meta) become more viable.
Pretty sure it was PvP'ers who were pissed off that their critical resist traits and sets were getting bypassed, and dropping like flies.
If they wanted to nerf the ring to be weak, they should have named it "Trinimac's Band of Courage" and after the update/nerf, rename it to "Malacath's Band of Petty Vengeance." lol lore jokes.
Malacath's Ring didn't really get nerfed but tweaked. Sure the number isn't as high, but if you have any boosters to critical damage your critical hits will do more damage than base. It still boosts the damage of proc sets and now since crit hits are allowed the proc sets and abilities like Critical Surge that work based off critical hits will now fire.
Malacath's Ring didn't really get nerfed but tweaked. Sure the number isn't as high, but if you have any boosters to critical damage your critical hits will do more damage than base. It still boosts the damage of proc sets and now since crit hits are allowed the proc sets and abilities like Critical Surge that work based off critical hits will now fire.
Logical fallacy:
"You can still crit, so the damage will be just as good." The problem is that you aren't building for critical damage if you use this ring. So any set that gives critical chance bonus is actually a completely wasted slot, since critical damage bonus is more important here. (otherwise your critical hits are just the same as if it weren't critical).
If you can prove to me with an accurate theoretical calculation that -50% critical damage, while using sets/traits that give critical chance bonus, can stand on it's own rivaled against a critical build (after this nerf), then I will say I am dumb.
The problem is that the math I got is depressing:
Variables:
Crit chance (CC)
Non critical chance (NC)
Crit damage mult (CM)
Base damage, weapon/spell and resources (BD)
Simple theoretical stat strength formula =
CC*CM*BD + NC*BD = Total power
The point in a critical build is to empower the left portion of the equation CC*CM*BD.
The point to Malacath is to ignore that portion and focus solely on NC*BD.
[I'm ignoring penetration in this example as it is applied to damage based on total power]
An example of this is:
Critical build with buffs:
CC = 0.6 (60%)
CM = 1.9 (50% base + 40% bonuses)
BD = 3000
NC = 0.4 (40%)
TP1 = 3,420 (crit) + 1,200 (non crit)
Non-critical build, equivalent base damage required to equate to the critical damage bonuses:
CC = 0.1 (10%, only medium/light armor passives, let's say)
NC = 0.9 (90%)
CM = 1.0
TP2 = 4,620
4,620 = (0.1*1.0*BD2) + (0.9*BD2)
rearrange for BD2 (algebra)
BD2 = 4,620 / (0.1 + 0.9) = 4,620...
thus...
BD2 = 4,620 (including the 16% bonus)
BD3 = 3,881 before malacath is needed to equate. There are few raw damage and resource only sets that give this much difference compared to magicka sets. Goodluck finding an extra 881 boost to power to equate to critical.
Becuase the 3,000 base damage is kinda low, you can increase it to 4,000. But then the gap between critical and non-critical base damage gets even bigger. Also, critical hits and heals benefit from Shadow mundus. While many of the damage bonus sets that offer +500 weapon/spell damage only boost you damaging abilities.
This was all theoretical, and ignores common bonus sources such as jewelry enchants (because both builds have access to it).
BXR_Lonestar wrote: »The problem with mythic items right now IMO is the fact that the changes to proc set damage scaling has made most monster sets useless, and there aren't really any adequate replacements for the monster sets that were more general use. Thrassian Stranglers? They're niche and situational. Whalers kilt? Same thing. The mythic ring that gives you additional resources? Also niche.
Monster helms - especially the damage dealing kind, were very much plug and play, fire and forget kind of items where you equip them and get the benefit without thinking about them, but these mythics are so situational that they aren't really a great/adequate replacement for monster sets across the board. Perhaps that will change with the release of more mythics, but it definitely feels like the mythics are only good in such narrow situations or on such narrow builds that your often better to just use mismatched monster pieces.