codestripper wrote: »Do you think the only thing that changed were sticky DoTs? light attack damage, the duration of buffs, the duration of the storm atro ultimate, the wall of elements, I mean the tick rate of AOE abilities were adjusted back to 1 second but the damage has still been nerfed. Plus, hurricane is also technically a sticky dot, just on yourself, so that wasn't reverted back either. Finding builds with 1-2 sticky DoTs on live in various classes is fairly common.
codestripper wrote: »Do you think the only thing that changed were sticky DoTs? light attack damage, the duration of buffs, the duration of the storm atro ultimate, the wall of elements, I mean the tick rate of AOE abilities were adjusted back to 1 second but the damage has still been nerfed. Plus, hurricane is also technically a sticky dot, just on yourself, so that wasn't reverted back either. Finding builds with 1-2 sticky DoTs on live in various classes is fairly common.
I didn't say sticky DoTs was the only thing that's changed, I said "nothing has fundamentally changed between the two comparisons." - i.e. DPS output has merely been shifted around a bit in terms of what hits harder than what. Note the top 6 contributors to DPS remain the same, just in a slightly different order with 2 of those top contributors (LAs & Rele) still requiring good LA weaving.
Ergo, what has ZOS actually achieved here?
Hi,
I have a stupid question
I don’t understand the point of the change to sticky dots. I mean I get they wanted to simplify rotations by not having to apply them as often. But why not just increase the duration but leave the damage per second the same?
SeaUnicorn wrote: »Also was Soul Trap completely forgotten in recent pass through? It is still 10s duration and does less damage than a spammable. Not that we care, cuz nobody in their right state of mind even slots it anymore, it is so weak.
Necrotech_Master wrote: »SeaUnicorn wrote: »Also was Soul Trap completely forgotten in recent pass through? It is still 10s duration and does less damage than a spammable. Not that we care, cuz nobody in their right state of mind even slots it anymore, it is so weak.
i honestly have no idea what their goals are for the skill updates in this patch lol
Necrotech_Master wrote: »SeaUnicorn wrote: »Also was Soul Trap completely forgotten in recent pass through? It is still 10s duration and does less damage than a spammable. Not that we care, cuz nobody in their right state of mind even slots it anymore, it is so weak.
i honestly have no idea what their goals are for the skill updates in this patch lol
Whatever design concept ZOS had with 8.1.0 is completely mangled and inconsistent now that they, in a "kneejerk" reaction to the forum uproar, tried to split the difference and keep parts of their original plan while reverting other elements. It is a complete conceptual mess now, and they should just revert all the combat changes and start over next PTS.
Necrotech_Master wrote: »SeaUnicorn wrote: »Also was Soul Trap completely forgotten in recent pass through? It is still 10s duration and does less damage than a spammable. Not that we care, cuz nobody in their right state of mind even slots it anymore, it is so weak.
i honestly have no idea what their goals are for the skill updates in this patch lol
Whatever design concept ZOS had with 8.1.0 is completely mangled and inconsistent now that they, in a "kneejerk" reaction to the forum uproar, tried to split the difference and keep parts of their original plan while reverting other elements. It is a complete conceptual mess now, and they should just revert all the combat changes and start over next PTS.
I read the new release, where they are going to return to scaling LA and HA ---
I will admit to a fear, though --- "you didn't like the 2250 cap we had, then fine, it scales again, at 1% of half your lowest stat .... there you go, scaling"
I am exaggerating, and am really looking forward to some people on PTS confirming how it works.
I also tend to go for benefit of the doubt, and rally want to believe it's going to be better.
Auldwulfe
Iron_Warrior wrote: »So You guys changed flurry and jabs to 0.6 so they would be easier to weave. i want to ask this question: what about wreking blow? Why this skill is still at 0.8? Unlike jabs or flurry, people have been asking for a wreking blow/dyzzing swing cast time reduction for ages.
Unlike jabs or flurry, you would've gotten praise for changing the animation of this skill...
Iron_Warrior wrote: »So You guys changed flurry and jabs to 0.6 so they would be easier to weave. i want to ask this question: what about wreking blow? Why this skill is still at 0.8? Unlike jabs or flurry, people have been asking for a wreking blow/dyzzing swing cast time reduction for ages.
Unlike jabs or flurry, you would've gotten praise for changing the animation of this skill...
Both Jabs and Flurry were changed to 0.8s with 8.1.0.
Did I miss something in more recent patch notes?
Iron_Warrior wrote: »Iron_Warrior wrote: »So You guys changed flurry and jabs to 0.6 so they would be easier to weave. i want to ask this question: what about wreking blow? Why this skill is still at 0.8? Unlike jabs or flurry, people have been asking for a wreking blow/dyzzing swing cast time reduction for ages.
Unlike jabs or flurry, you would've gotten praise for changing the animation of this skill...
Both Jabs and Flurry were changed to 0.8s with 8.1.0.
Did I miss something in more recent patch notes?
No no, just double checked, you are absolutely right, it's at 0.8. Thought they have changed them to 0.6 with animation changes. Still i really want to see a dyzzing swing animation change so it would become usable again in the laggy cyrodill
MashmalloMan wrote: »Objective (PTS Week 3): Compare all class aoe static dots to eachother and check if the listed standard of 14% dps of a spammable, once a second actually applies.
Spoiler for prep, reasoning and what the standard is based on:Preperation:
- Khajiit passives on.
- 64/64 Stamina.
- No CP slottables or passives.
- No class passives.
- No passive increase from skills slotted like Fighters/Mages guild.
- No armor, jewelry or weapons slotted.
- No food.
- No mundus stone.
- No self applied buffs via potions or skills.
Reasoning:
- Standards should be a stepping off point to make every skill worth slotting at a base level.
- Passives from classes and morph effects are addative to what a skill is capable of at a minimum, thus they are removed from the equation. This aspect is what makes skills unique from each other so it shouldn't be accounted for when talking about standards, although those aspects are important for overall class balance and identity - that isn't the purpose of this post.
What is the standard really based on?
- The standard is based on instant melee cast spammables. Veiled Strike (unmorphed) is the prime example. The morphs increase in damage done by around 1% per rank (4 ranks) which puts it above the standard ZOS uses, just like class passives, ranking is a way for a skill to go above standards, every skills ranks up in some way.
- Instant melee spammables do not do 10% more damage than ranged spammables, ranged spammables do 10% less damage than melee spammables. Important distinction.
- Proof = (Veiled Strike) 3150 x 0.9 = (Imbue Weapon) 2835... if you reverse it, it comes out wrong. 2835 x 1.1 = 3118.5
Results:
- Winters Revenge (6m) - 399/1s over 12s. -30% movement speed, x5 status effect chance
- Lightning Splash (4m) - 381/1s over 10s. Damage Synergy.
- Lightning Flood (6m) - 511/1s over 10s. Damage Synergy.
- Twisting Path (15m cone) - 393/1s over 10s. Major Exp 4s.
- Unnerving Boneyard (6m) - 432/1s over 10s. +30% damage from corpse, Major Breach. Damage + Lifesteal Synergy.
- Eruption (5m)- 2440 + 432/1s over 15s. -70% movement speed
- Blazing Spear (6m) - 3174 + 245/1s over 10s. Resource restore synergy.
- Caltrops (8m) - 381/1s over 10s. -50% movement speed
- Necrotic Orb (8m/moving) - 428/1s over 10s. Resource restore synergy.
- Mystic Orb (8m/moving) - 442/1s over 10s. +100 mag/stam/hp reg, resource restore synergy.
Standard to compare to is 3150 damage from Veiled Strike. At 14% dps, that should be 441 damage per second.
- Winters Revenge needs a minimum 10% damage increase.
- Lightning Splash needs a minimum 16% damage increase.
- Lightning Flood increases in damage from the morph effect, so it's above the standard by nature, can't make an objective argument for where it should be.
- Twisting Path needs a minimum 13% damage increase.
- Boneyard needs a minimum 2% damage increase.
- Eruption and Blazing Spear are hard to be objective about because they have upfront damage that may be accounting for their damages power budget.
- Caltrops needs a minimum 16% damage increase.
- Necrotic Orb needs a minimum 3% damage increase.
- Mystic Orb is oddly the only skill to match the standard, but the skill increases in damage as it ranks (as well as for the regen)... This doesn't make sense as ranking shouldn't be used to meet standards, it should put it above standards.
Final thoughts:
Standards are used as a minimum baseline, many of these objectively fall short of that or have values that don't match. Why? What is the point of standards if they're not being used properly? The ranking, morph effects and class kits are what make the skills unique beyond the standards which is why I removed them from the equation to find how they factually compare to each other using ZOS's own logic.
Some classes are allowed to excel at different aspects of the game so I didn't find it necessary to compare things like Boneyard giving 30% more damage with a corpse or 10% more dot damage from the Necro kit which obviously makes it a very strong aoe static dot in comparison to the others. Again, those are special variables that are suppose to bring skills above standards, they're not used to meet them.
Then you have things like radius and duration which differs from as small as 4m to as large as 8m, yet none of the abilities seem to take that into account. Lightning Splash is the smallest at 4m, with the lowest dps, but it includes a synergy. Is it deliberately weaker because it has a synergy? We don't know if that was the logic, but we do understand the standards as ZOS clearly defined them, and it doesn't meet them objectively on almost all accounts. I wouldn't count Mystic Orb because it ranks up in damage to meet the standard.
So if we had let them ruin the game a year or so ago they wouldn't have to come back and ruin it now?
No thanks, I had a ton of fun in the game in the time since that failed idea and I am glad to have had it.
So if we had let them ruin the game a year or so ago they wouldn't have to come back and ruin it now?
No thanks, I had a ton of fun in the game in the time since that failed idea and I am glad to have had it.
Light attacks not being a major source of raw DPS but retaining a circa 20% contribution to overall DPS via all of the other already-associated perks - whilst additionaly improving resource recovery or something similar - would've "ruined the game", would it? That's the same sort of kneejerk non-argument that got bandied around nonstop two years ago.
And frankly, if you're going to render down your gameplay experience to "I had a ton of fun because my LAs continued to hit really hard" - essentially what you're implying with that second sentence..... then yikes.