Bobby_V_Rockit wrote: »Just get the free house in your capital city (Snugpod in Elden Root for example) and then get the precursor target dummy from Clockwork City. It only has 310k~ health, but it’ll give you a good idea of what kind of mob damage your doing before you die of boredom from the 3, 6 and 21million health ones
Bobby_V_Rockit wrote: »Just get the free house in your capital city (Snugpod in Elden Root for example) and then get the precursor target dummy from Clockwork City. It only has 310k~ health, but it’ll give you a good idea of what kind of mob damage your doing before you die of boredom from the 3, 6 and 21million health ones
Snugpod is 40K gold, the free AD home is in Auridon, Mara's Kiss Inn Room is the free AD home. But a good way for OP to get a dummy to practice on.
bathynomusESO wrote: »I'll have to work on getting a different target. I got a free room at the inn and placed the Target Ogrim. Before all the changes, I was topping out on this dummy for 13k dps. I changed mundus, all gear, weapon, and champion points several times today. The results were not good. In some cases I was getting about the same dps. In other cases, I dropped to about 3/4 or 1/2. I'll probably just go back to my old build and live with 20k. I think I waisted the whole day and about 100k gold and mats. I got my magicka to 55k and it seems to make little to no difference in staff damage. I was only able to get my crit to 29%, due to spending almost all of my gold. Mundus changes from spell damage, magicka, or penetration, again, made little to no difference.
bathynomusESO wrote: »I'll have to work on getting a different target. I got a free room at the inn and placed the Target Ogrim. Before all the changes, I was topping out on this dummy for 13k dps. I changed mundus, all gear, weapon, and champion points several times today. The results were not good. In some cases I was getting about the same dps. In other cases, I dropped to about 3/4 or 1/2. I'll probably just go back to my old build and live with 20k. I think I waisted the whole day and about 100k gold and mats. I got my magicka to 55k and it seems to make little to no difference in staff damage. I was only able to get my crit to 29%, due to spending almost all of my gold. Mundus changes from spell damage, magicka, or penetration, again, made little to no difference.
bathynomusESO wrote: »
The game used to use Weapon Damage for Staves when it launched, but that got changed like 5 years ago or something. Also note that Stamina and Magicka contribute to damage too. Including weapon attacks. So Staff damage is calculated between Spell Damage and max Magicka. If you google for it, you will find the exact formulas, but it isn't really necessary. Roughly speaking, they both factor in equally, and about 10 Magicka equals about 1 Spell Damage.Roughly speaking that is. The exact ratio varies between different Abilities. The same is true for stam based attacks, just with Weapon Damage And Max Stamina.
Ah, that makes sense. This is one of my first characters from game launch. Will try to up my crit and magicka. I would really like to keep my staff as strong as possible.
Simple answer: Animation cancelling.
It's a broken "feature" that the developers either couldn't/wouldn't fix because they thought it was "cool" or "interesting", and many of the hardcore streamers like it because it makes combat faster without the balancing. So a bug, became technique.
Players with arthritis? Too bad.
Big ping/slow internet? Too bad.
Suboptimal graphics/memory settings? Too bad.
If you don't have any weaknesses in performance, you may be blessed by the animation-cancelling gods and make high dps when you max all of your gear to the highest stats according to pts-theorycrafting.
Anyway, you could chase numbers--or you could relax since the end-game players tend to be wayyy to serious about their dps numbers than the content of the actual game. Don't let someone's gloating or snobbiness get in the way of enjoying the game. If you're blocked from certain content because of dps numbers (very rarely do you NEED to have specific dps values to prevent wipes), then you should learn to let go of that content, or change your character's playstyle to fit a "meta" mold in order to achieve that goal. I like to build the way I build. Sometimes it crosses over with the meta: Like last year I had a "bleed-build". I had no idea it was already known to be really good, I just like themes with my character creation. (:
Kryptonite_Kent wrote: »bathynomusESO wrote: »
The game used to use Weapon Damage for Staves when it launched, but that got changed like 5 years ago or something. Also note that Stamina and Magicka contribute to damage too. Including weapon attacks. So Staff damage is calculated between Spell Damage and max Magicka. If you google for it, you will find the exact formulas, but it isn't really necessary. Roughly speaking, they both factor in equally, and about 10 Magicka equals about 1 Spell Damage.Roughly speaking that is. The exact ratio varies between different Abilities. The same is true for stam based attacks, just with Weapon Damage And Max Stamina.
Ah, that makes sense. This is one of my first characters from game launch. Will try to up my crit and magicka. I would really like to keep my staff as strong as possible.
I do a lot of testing on gear sets, like a lot lol... what I have found out is that spell damage is > magicka for damage output, mainly because it takes a lot less spell damage to do the same amount of damage, and spell damage benefits from a couple of large buffs if you use them (which you should)
So 1000 magicka = roughly 100 spell damage and 50 spell damage is roughly a 1% damage increase, you can get 2 easy buffs (major and minor sorcery) for a total of 30% increased spell damage... every 100 spell damage you have is now 130, and 50 spell damage is 1% damage so you get a 0.6% damage increase from the buffs for every 100 spell damage you have.
Kryptonite_Kent wrote: »bathynomusESO wrote: »
The game used to use Weapon Damage for Staves when it launched, but that got changed like 5 years ago or something. Also note that Stamina and Magicka contribute to damage too. Including weapon attacks. So Staff damage is calculated between Spell Damage and max Magicka. If you google for it, you will find the exact formulas, but it isn't really necessary. Roughly speaking, they both factor in equally, and about 10 Magicka equals about 1 Spell Damage.Roughly speaking that is. The exact ratio varies between different Abilities. The same is true for stam based attacks, just with Weapon Damage And Max Stamina.
Ah, that makes sense. This is one of my first characters from game launch. Will try to up my crit and magicka. I would really like to keep my staff as strong as possible.
I do a lot of testing on gear sets, like a lot lol... what I have found out is that spell damage is > magicka for damage output, mainly because it takes a lot less spell damage to do the same amount of damage, and spell damage benefits from a couple of large buffs if you use them (which you should)
So 1000 magicka = roughly 100 spell damage and 50 spell damage is roughly a 1% damage increase, you can get 2 easy buffs (major and minor sorcery) for a total of 30% increased spell damage... every 100 spell damage you have is now 130, and 50 spell damage is 1% damage so you get a 0.6% damage increase from the buffs for every 100 spell damage you have.
Okay, gotta step in and comment on this... That's not how math works though! I'm not questioning your results here, or the logic behind your train of thought, just pointing out that percents are fractions of something, not a distinct thing on itself. Well, technically speaking, percents are a ratio, specifically a ratio in relation to 100, but the point here is, that they are always an amount of something else. So if you get a 1% increase, then the question is: "1% of what?" Damage is a fluctuating value, not a constant entity, so 1% increase in damage is like saying 1% increase in banana. What banana? All of them? A bunch? Just a single banana? How big a banana are we talking about here?
Now I do apologize for being pedantic, and do in fact agree on a general level with your findings. These days Spell Power is, according to my findings too, more valuable for raw damage potential than Max Magicka. A lot has changed over the years, and the traditional wisdom of mag builds going for larger resource pool, while stam builds focus on WD, do not necessarily hold true anymore.
The big turning point on this was the introduction of CP 2.0. See, back under the original CP system, investing CP into the trees also gave you a parentage based boost to the relevant stat. So, blue tree gamve you a boost to max Magicka. I think that was like 10% increase at the point it capped out. Combine this with 6% from Undaunted passive, and the 5% from inner light, and 4 or 6 from Magicka Controller (That's +2% per mage guild ability slotted, and back in the day, most everyone had Meteor slotted along with Magelight. Non sorcs often slotted in Degeneration for that Major Sorcery buff too, so that gave non sorcs a +6%. Of course Sorcs had +8% from Bound Aegis so... Didn't matter that much.) And do not forget that race bonuses used to be percentage buffs too, not flat values as they are these days. And a lot of the old META sets buffed max Magicka. People were rocking 55+k values back then. It also made their shields stronger too, since there was no health cap on shield size in those days.
But now, things have shifted. You get 1000 base Spell Damage to start with. CP no longer give % based buffs to stats and META (lol at facebook...) sets do not synergize as well with the mag Magicka route.
Also, do note that the amount that max Magicka contributes to actual damage varies from skill to skill, depending on what its coefficient on that skill actually is, so the actual math is lot trickier. That 1 to 10 ratio is just a rule of thumb, but close enough approximation to give you a sense of its impact, just not the actual value it contributes.
However, the real point behind all this is, that having resources does matter. Max Magicak contributes to your actual damage output, and without resources you wont be using a lot of skills. Like 9k Spell damage and 10k max mag will hit lot more harder than 90k max mag and 1k Spell damage build, but the latter will do lot more damage since they can keep going like an Energizer Bunny, where as the first build will have spent its load after one shot. So a balance between the two is required. Where that balance point lies is a trickier question and depends on your playstyle.
A Heavy Attack build should 'prolly go with emphasizing spell damage over max stat pool and recovery since heavy attacks replenish resources. I run around one one such build that doesn't even reach 30k, maxing out at 29.5k Magicka. But it doesn't matter, the constant heavy attacks keep my resources up, and with a base Spell Damage of 6k, and close to to 8k with buffs and Spell Power glyph proccing. I do plenty of damage as is.
So the end result is, prioritize Spell Damage, but do not ignore max Magicka. Especially if you have a resource intensive multi-skill rotation going.
Now couple of parting points - Of the 5 elements that contribute to actual damage - i.e. Spell Damage, max Magicka, Penetration, crit chance, and crit damage, the one that gives the clearest and most direct results to your over all damage is penetration. But only to a point. Over penetration is wasted, and penetration doesn't help with your heals eitehr. The other factors do. So keep that in mind as well. So to iterate. For organized play, you rarely need more than 7k. Solo play gets by with 9k, and 10k+ values only really make sense in PVP context.
The real moneymaker however, as far as dam is concerned, is getting crits. That is, if you get crits 50% of the time, doing 50% more damage on those hits, over all your damage output goes up by 25%. So if you do 20k, that goes up to 25k. If you do 40k, that goes up to 50k. If you do 60k then that rises to 75k. The point with percentages is, that the bigger the base value they modify, the bigger the end result is gonna be.
That's why getting a crit value up to 50% is so important, but if your base damage is nothing to write home about, then it doesn't really matter. So work on that first, then worry about crit value, and only worry about increasing your crit damage after you got crits on a consistent basis.
Wolf_Watching wrote: »Your self pen is way too much and your crit is incredibly low.
Crit should be around 50-60 self buffed. If not, you aren’t doing damage in pve.
Focus on sets that give lines of crit versus anything else.
Edit: health is also way too high (should shoot for 18-22k range). And primary stat is pretty low (should be at least be around 30k)
Wolf_Watching wrote: »Your self pen is way too much and your crit is incredibly low.
Crit should be around 50-60 self buffed. If not, you aren’t doing damage in pve.
Focus on sets that give lines of crit versus anything else.
Edit: health is also way too high (should shoot for 18-22k range). And primary stat is pretty low (should be at least be around 30k)
Question:
Crit is a %, so increasing this will increase the chance to crit, but not the damage.
Or is an attacked based on the number of crits in a certain time which increases over all damage?
Did that questions make sense?
Thanks,Tanks,
Z
Wolf_Watching wrote: »Your self pen is way too much and your crit is incredibly low.
Crit should be around 50-60 self buffed. If not, you aren’t doing damage in pve.
Focus on sets that give lines of crit versus anything else.
Edit: health is also way too high (should shoot for 18-22k range). And primary stat is pretty low (should be at least be around 30k)
Question:
Crit is a %, so increasing this will increase the chance to crit, but not the damage.
Or is an attacked based on the number of crits in a certain time which increases over all damage?
Did that questions make sense?
Thanks,Tanks,
Z
Some good info in this thread and some bad. But it should be pointed out that animation canceling and weaving are two separate things. Don’t even worry about animation canceling it’s more an advanced tactic.
Weaving is queuing up two abilities inside the global cooldown. Global cooldown is one second. This means you do an ability like a light attack and now you have one second before the next ability can fire but you can queue up a second ability to auto fire right after the first. The trick here is it fires the last ability you queued.
So a LA-spell-LA in a one second window is LA-LA the spell won’t fire. You canceled it with the LA.
Maybe you already know this but if you can space you skills (spells and attacks) by 800ms you will get more damage done as the ability will fire as soon as GCD is over.
If you are on PC there are plenty of addons to help get the timing correct. If not you just have to get a cadence. It’s actually very slow. Some people think you have to hit the keys as fast as you can but that is not correct. It’s hitting the correct keys at the correct time and it’s real close to a music beat.
Bobby_V_Rockit wrote: »Just get the free house in your capital city (Snugpod in Elden Root for example) and then get the precursor target dummy from Clockwork City. It only has 310k~ health, but it’ll give you a good idea of what kind of mob damage your doing before you die of boredom from the 3, 6 and 21million health ones