I guess there is another option for Empower to avoid an MA meta if it's going to be incredibly unpopular though:
Empower - increases the damage of fully-charged heavy attacks against monsters by 240%.
I'm basing that percentage on a lightning staff heavy which currently has 3 tics total on the PTS, so instead of 3 tics buffed by 80% it'd be the 1 final tic buffed by 240%.
This would likely open the door a bit more too for non-lightning (or resto, lolz) heavy builds... I think?
@Rimskjegg your sorc parse hasn't got any empower buff on the buff list.
i'm guessing you don't have the mages guild passive?
also your sorc is missing blue CP being slotted
both builds would benefit a lot with weapon expert giving the 20% extra heavy attack damage
@Rimskjegg your sorc parse hasn't got any empower buff on the buff list.
i'm guessing you don't have the mages guild passive?
also your sorc is missing blue CP being slotted
both builds would benefit a lot with weapon expert giving the 20% extra heavy attack damage
Yes, I thought I mentioned that Sorc doesn't have innate access to Empower, unlike DK.
No blue CP... whoops
MashmalloMan wrote: »@Rimskjegg For DK, you had a necklace as Mag instead of Stam with Spell Damage, as well as Gloves and Boots with Magicka that would go wasted as hybrid scaling only inherits the highest of the 2 sources from damage and max resources. Arcane and Robust happen to be the weakest of the jewelry traits, if you can update, try Bloodthirsty or even Infused.
For Sorc's, they typically don't fair too well against the non trial dummy's as they don't have innate access to major breach so you'll notice you're doing about 6-7k less penetration between the 2 parses despite using Light Armor, this is a substantial nerf to your dps. This is usually why the trial dummy is used to better compare parses 1 to 1, because in a group setting many of the shortcomings for the classes are covered like Sorc's missing Major Breach.
Those dummy's are perfectly fine for a solo or even a 4 man dungeon build for testing in some cases, but if that is the purpose, I would suggest slotting Razor Caltrops or Crushing Weapon on your Sorc to help with the massive gap.
@Rimskjegg your sorc parse hasn't got any empower buff on the buff list.
i'm guessing you don't have the mages guild passive?
also your sorc is missing blue CP being slotted
both builds would benefit a lot with weapon expert giving the 20% extra heavy attack damage
Yes, I thought I mentioned that Sorc doesn't have innate access to Empower, unlike DK.
No blue CP... whoops
yeah, but it should be on your buff for 10s every time you cast degeneration, so 40s. when you're running that build i recommend recasting degen every 10s instead of 24s. you lose out on dot damage, but you gain higher empower times
Wouldn't that just mean Resto and Inferno staff heavy attacks now do 3 times as much damage as before? Since all their boom is at the end. Nobody asked for heavy attack weaving to be the new meta, just close enough in damage so heavy attack users aren't denied any place in vet raids.
From top to Bottom Damage per Cast
Resto 328k
Lightning 320k
Duel Wield 210k
Bow 168k
Inferno 153k
Ice 132k
SwordandShield 128k
Greatsword 121k
All using the same Build during off balance with empower up.
acastanza_ESO wrote: »90k+ Resto Heavy Parses are Not Okay
Seriously. That's what the current version of this patch has enabled.
Resto staff is particularly egregious but across the board this is completely overboard on heavy attack builds.
Not to mention that classes like Sorcerer and Warden don't even have in-class access to empower, whereas Templars, DKs, Necros, and Nightblades ALL do. How is this fair?!
Also, this doesn't even require a fully charged heavy attack! So... a medium weaving meta? Seriously?
One step forward, two steps back doesn't even begin to describe this patch.
Sure you can, they just have to look at how many players have already quit and will continue to quit...YOU CANNOT QUANTIFY FUN ON A SPREADSHEET
Restoration staff:
No skill line passives increase Restoration staff damage.
Unempowered: 390 tic x 2 then 2,346 final hit = 3,126 total
PTS Empower: 703 tic x 2 then 4,223 final hit = 5,629 total
My Empower suggestion: 390 tic x 2 then 6,100 final hit = 6,880 total
With Sergeant's Mail & Noble Duelist:
Unempowered: 5,080 tic x 2 then 7,036 final hit = 17,136 total
PTS Empower: 9,144 x 2 then 12,665 final hit = 30,953 total
My Empower suggestion: 5,080 tic x 2 then 18,294 final hit = 28,454 total
Thoughts: reduce the final hit damage by 50%. Coupled with my Empower suggestion, this would give:
5,080 tic x 2 then 15,244 final hit = 25,404 total
Lightning staff:
With skill line passives - PM 10% resist ignored:
Unempowered: 651 tic x 2 then 1957 final hit = 3,259 total
PTS Empower: 1,173 tic x 2 then 3,522 final hit = 5,868 total
My Empower suggestion: 651 tic x 2 then 5088 final hit = 6,390 total
With Sergeant's Mail & Noble Duelist:
Unempowered: 5,341 tic x 2 then 6,647 final hit = 17,329 total
PTS Empower: 9,614 tic x 2 then 11,965 final hit = 31,193 total
My Empower suggestion: 5,341 tic x 2 then 17,282 final hit = 27,964 total
Thoughts: Leave this as it is.
Inferno staff:
With skill line passives - T-foc +12% fully-charged HA, PM 10% resist ignored, AK +10% ST dmg
Unempowered: 2,595 final hit
PTS Empower: 4,671 final hit
My Empower suggestion: 6,747 total
With Sergeant's Mail & Noble Duelist:
Unempowered: 7,285 final hit
PTS Empower: 13,113 final hit
My Empower suggestion: 18,941 final hit final hit
Thoughts: Leave this as it is since there's only a single hit occurring, so HA-buffing sets are only adding damage to 1 hit instead of 2 or 3.
Ice staff:
With skill line passives - PM 10% resist ignored
Unempowered: 2,127 final hit
PTS Empower: 3,829 final hit
My Empower suggestion: 5,530 final hit
With Sergeant's Mail & Noble Duelist:
Unempowered: 6,817 final hit
PTS Empower: 12,271 final hit
My Empower suggestion: 17,724 final hit
Thoughts: Again leave this as it is - same reasoning as for Inferno.
Bow:
With skill line passives - L-shots +12% dmg, H-Eye +25% dmg
Unempowered: 3,674 final hit
PTS Empower: 6,613 final hit
My Empower suggestion: 9,552 final hit
With Sergeant's Mail & Noble Duelist:
Unempowered: 8,364 final hit
PTS Empower: 15,055 final hit
My Empower suggestion: 21,746 final hit
Thoughts: leave this as it is, since it requires optimum distance & 5 stacks of Hawk Eye.
1H/SH:
With skill line passives - S+B +5% wp/sp
Unempowered: 1,966 final hit
PTS Empower: 3,539 final hit
My Empower suggestion: 5,112 final hit
With Sergeant's Mail & Noble Duelist:
Unempowered: 6,656 final hit
PTS Empower: 11,981 final hit
My Empower suggestion: 17,306 final hit
Thoughts: Leave this as it is since it's fairly similar to Ice staff damage.
DW:
With skill line passives - DW Exp +6% off-hand wp/sp, TB&B +284 wp/sp for sword x2
Unempowered: 793 x 2 final hit = 1486 total
PTS Empower: 1427 x 2 final hit = 2854 total
My Empower Suggestion: 2,062 x 2 final hit = 4,124 total
With Sergeant's Mail & Noble Duelist:
Unempowered: 5,483 x 2 final hit = 10,966 total
PTS Empower: 9869 x 2 final hit = 19,738 total
My Empower suggestion: 14,256 x 2 final hit = 28,512 total
Thoughts: as @Rimskjegg pointed out in a post below, DW should be fine being the most powerful under my proposition because it's purely single target melee, thus fitting the "greater risk, greater reward" theme - and I agree.
2H:
With skill line passives - H-weaps +284 wp/sp for Greatsword
Unempowered: 2,341 final hit
PTS Empower: 4,214 final hit
My Empower suggestion: 6,087 final hit
With Sergeant's Mail & Noble Duelist:
Unempowered: 7,013 final hit
PTS Empower: 12,623 final hit
My Empower suggestion: 18,234 final hit
Thoughts: Increase the fully-charged 2H HA by approximately 15%, to yield (with sergeant and noble buffs):
Unempowered: 7,382 final hit
PTS Empower: 13,288 final hit
My Empower suggestion: 19,193 final hit
Given the Forceful passive causes 2H light & heavy attacks to damage up to 3 nearby enemies, this makes a 2H HA setup with my version of Empower an attractive melee alternative to DW despite the ST damage being significantly lower (though lightning staff will still outperform it).
WrathOfInnos wrote: »I believe there is still more work to be done with Warden's Scorch ability and morphs. The dev comment states that that the 10s timing was "too disruptive with those who are familiar with the class" and I agree completely. However the new 9s version is not any better in this regard. The 3s rhythm is defined by casting Deep Fissure every 3rd skill, and casting it every 9th does not provide this rhythm.
It is implied by the notes that players can choose to cast Deep Fissure every 3s instead of waiting until 9s, but this results in significantly lower damage (in part because the 2nd hit at 9s is the powerful one). For comparison, a player using DF every 9s can do the following over 18s:
16X spammable (2376) + 2X Deep Fissure both hits (2850 + 3960) = 51636
While a player casting DF every 3s can do:
12X spammable (2376) + 6X Deep Fissure 1st hit (2850) = 45612
That is a massive difference, and anyone who cares about dealing damage effectively will be forced to use the 9s duration. This also fits poorly with every DoT in the game, where most are now 10, 15, 20 or 30s. If it were a 3s timer then at least we could plan around the 15 and 30s morphs of various skills for a clean rotation.
For Subterranean Assault, I'm very happy that the duration is back to 6s. However, as pointed out by @skinnycheeks this morph is underpowered compared to Deep Fissure, even if you ignore the armor debuffs. In the same 18s duration shown above, a player using SA can do:
15X spammable (2376) + 6X Subterranean hits (2591) = 51186
This all seems very backward. The 9s morph deals the most DPS, followed by the 6s morph, and the classic Warden 3s rhythm gives much lower DPS than either. Choosing a more active rotation is rewarded by dealing less damage. I'm for all 3 being similar, but recasting on 3s should deal slightly more damage overall than waiting until 9, and subterranean should fall between these 2 options.
My recommendation would be to swap the 1st and 2nd hits on Deep Fissure, so the larger one occurs first and only the weaker one is lost if recast early. This would result in the 3s rhythm producing 52,272 damage, and slightly outperforming the 9s with 51636. Then Subterranean could get a flat 5% increase to its damage, which would result in each hit dealing 2720 damage, and a total of 51960 in 18s with 12 spammables (almost directly between the 2 rotation options with Deep Fissure).
WrathOfInnos wrote: »I believe there is still more work to be done with Warden's Scorch ability and morphs. The dev comment states that that the 10s timing was "too disruptive with those who are familiar with the class" and I agree completely. However the new 9s version is not any better in this regard. The 3s rhythm is defined by casting Deep Fissure every 3rd skill, and casting it every 9th does not provide this rhythm.
It is implied by the notes that players can choose to cast Deep Fissure every 3s instead of waiting until 9s, but this results in significantly lower damage (in part because the 2nd hit at 9s is the powerful one). For comparison, a player using DF every 9s can do the following over 18s:
16X spammable (2376) + 2X Deep Fissure both hits (2850 + 3960) = 51636
While a player casting DF every 3s can do:
12X spammable (2376) + 6X Deep Fissure 1st hit (2850) = 45612
That is a massive difference, and anyone who cares about dealing damage effectively will be forced to use the 9s duration. This also fits poorly with every DoT in the game, where most are now 10, 15, 20 or 30s. If it were a 3s timer then at least we could plan around the 15 and 30s morphs of various skills for a clean rotation.
For Subterranean Assault, I'm very happy that the duration is back to 6s. However, as pointed out by @skinnycheeks this morph is underpowered compared to Deep Fissure, even if you ignore the armor debuffs. In the same 18s duration shown above, a player using SA can do:
15X spammable (2376) + 6X Subterranean hits (2591) = 51186
This all seems very backward. The 9s morph deals the most DPS, followed by the 6s morph, and the classic Warden 3s rhythm gives much lower DPS than either. Choosing a more active rotation is rewarded by dealing less damage. I'm for all 3 being similar, but recasting on 3s should deal slightly more damage overall than waiting until 9, and subterranean should fall between these 2 options.
My recommendation would be to swap the 1st and 2nd hits on Deep Fissure, so the larger one occurs first and only the weaker one is lost if recast early. This would result in the 3s rhythm producing 52,272 damage, and slightly outperforming the 9s with 51636. Then Subterranean could get a flat 5% increase to its damage, which would result in each hit dealing 2720 damage, and a total of 51960 in 18s with 12 spammables (almost directly between the 2 rotation options with Deep Fissure).
My recommendation would be to just make them both 3/6 Timers. Give them both major breach. And then something interesting to differentiate them. Like Sub Assault makes Hemorrhage Procs do more Damage for 10s. Fissure does extra damage to Chilled Targets.
This different timer stuff is annoying
WrathOfInnos wrote: »WrathOfInnos wrote: »I believe there is still more work to be done with Warden's Scorch ability and morphs. The dev comment states that that the 10s timing was "too disruptive with those who are familiar with the class" and I agree completely. However the new 9s version is not any better in this regard. The 3s rhythm is defined by casting Deep Fissure every 3rd skill, and casting it every 9th does not provide this rhythm.
It is implied by the notes that players can choose to cast Deep Fissure every 3s instead of waiting until 9s, but this results in significantly lower damage (in part because the 2nd hit at 9s is the powerful one). For comparison, a player using DF every 9s can do the following over 18s:
16X spammable (2376) + 2X Deep Fissure both hits (2850 + 3960) = 51636
While a player casting DF every 3s can do:
12X spammable (2376) + 6X Deep Fissure 1st hit (2850) = 45612
That is a massive difference, and anyone who cares about dealing damage effectively will be forced to use the 9s duration. This also fits poorly with every DoT in the game, where most are now 10, 15, 20 or 30s. If it were a 3s timer then at least we could plan around the 15 and 30s morphs of various skills for a clean rotation.
For Subterranean Assault, I'm very happy that the duration is back to 6s. However, as pointed out by @skinnycheeks this morph is underpowered compared to Deep Fissure, even if you ignore the armor debuffs. In the same 18s duration shown above, a player using SA can do:
15X spammable (2376) + 6X Subterranean hits (2591) = 51186
This all seems very backward. The 9s morph deals the most DPS, followed by the 6s morph, and the classic Warden 3s rhythm gives much lower DPS than either. Choosing a more active rotation is rewarded by dealing less damage. I'm for all 3 being similar, but recasting on 3s should deal slightly more damage overall than waiting until 9, and subterranean should fall between these 2 options.
My recommendation would be to swap the 1st and 2nd hits on Deep Fissure, so the larger one occurs first and only the weaker one is lost if recast early. This would result in the 3s rhythm producing 52,272 damage, and slightly outperforming the 9s with 51636. Then Subterranean could get a flat 5% increase to its damage, which would result in each hit dealing 2720 damage, and a total of 51960 in 18s with 12 spammables (almost directly between the 2 rotation options with Deep Fissure).
My recommendation would be to just make them both 3/6 Timers. Give them both major breach. And then something interesting to differentiate them. Like Sub Assault makes Hemorrhage Procs do more Damage for 10s. Fissure does extra damage to Chilled Targets.
This different timer stuff is annoying
I have no problem with them going back to 3/6. Just was trying to leave the option for anyone that wanted to only cast every 9-10s. I really don't want to be forced into that meta.
YOU CANNOT QUANTIFY FUN ON A SPREADSHEET
YOU CANNOT QUANTIFY FUN ON A SPREADSHEET
But you can quantify fun on an inanimate target dummy.
I'm not disagreeing with you in any way. I just find the "spreadsheet" complaint, specifically, to be hilarious, considering how this community bases basically everything on a parse number.
YOU CANNOT QUANTIFY FUN ON A SPREADSHEET
But you can quantify fun on an inanimate target dummy.
I'm not disagreeing with you in any way. I just find the "spreadsheet" complaint, specifically, to be hilarious, considering how this community bases basically everything on a parse number.
Based on my previous posts I decided to test all the weapon types on the PTS. These tests were done on the Target Centurion, Lambent, which is classified as a "normal trial dummy". I had all weapon skill line passives, had not allocated any stat points, and only utilised basic CP160 weapons, along with wearing 7 pieces of basic CP160 light armor with the penetration passive, giving a total of 10,977 penetration. I procced Empower using Empowering Grasp.
I then added Sergeant's Mail (+2580) & Noble Duelist (+2110) buffs (just on paper) to give some idea of what they can scale up to with PTS Empower.
I then recalculated what the hits would look like if Empower were changed to buff the final hit only by 160% (down from my earlier 240% suggestion), and added my thoughts on how to alter damage in some instances to provide more parity.Restoration staff:
No skill line passives increase Restoration staff damage.
Unempowered: 390 tic x 2 then 2,346 final hit = 3,126 total
PTS Empower: 703 tic x 2 then 4,223 final hit = 5,629 total
My Empower suggestion: 390 tic x 2 then 6,100 final hit = 6,880 total
With Sergeant's Mail & Noble Duelist:
Unempowered: 5,080 tic x 2 then 7,036 final hit = 17,136 total
PTS Empower: 9,144 x 2 then 12,665 final hit = 30,953 total
My Empower suggestion: 5,080 tic x 2 then 18,294 final hit = 28,454 total
Thoughts: reduce the final hit damage by 50%. Coupled with my Empower suggestion, this would give:
5,080 tic x 2 then 15,244 final hit = 25,404 totalLightning staff:
With skill line passives - PM 10% resist ignored:
Unempowered: 651 tic x 2 then 1957 final hit = 3,259 total
PTS Empower: 1,173 tic x 2 then 3,522 final hit = 5,868 total
My Empower suggestion: 651 tic x 2 then 5088 final hit = 6,390 total
With Sergeant's Mail & Noble Duelist:
Unempowered: 5,341 tic x 2 then 6,647 final hit = 17,329 total
PTS Empower: 9,614 tic x 2 then 11,965 final hit = 31,193 total
My Empower suggestion: 5,341 tic x 2 then 17,282 final hit = 27,964 total
Thoughts: Leave this as it is.Inferno staff:
With skill line passives - T-foc +12% fully-charged HA, PM 10% resist ignored, AK +10% ST dmg
Unempowered: 2,595 final hit
PTS Empower: 4,671 final hit
My Empower suggestion: 6,747 total
With Sergeant's Mail & Noble Duelist:
Unempowered: 7,285 final hit
PTS Empower: 13,113 final hit
My Empower suggestion: 18,941 final hit final hit
Thoughts: Leave this as it is since there's only a single hit occurring, so HA-buffing sets are only adding damage to 1 hit instead of 2 or 3.Ice staff:
With skill line passives - PM 10% resist ignored
Unempowered: 2,127 final hit
PTS Empower: 3,829 final hit
My Empower suggestion: 5,530 final hit
With Sergeant's Mail & Noble Duelist:
Unempowered: 6,817 final hit
PTS Empower: 12,271 final hit
My Empower suggestion: 17,724 final hit
Thoughts: Again leave this as it is - same reasoning as for Inferno.Bow:
With skill line passives - L-shots +12% dmg, H-Eye +25% dmg
Unempowered: 3,674 final hit
PTS Empower: 6,613 final hit
My Empower suggestion: 9,552 final hit
With Sergeant's Mail & Noble Duelist:
Unempowered: 8,364 final hit
PTS Empower: 15,055 final hit
My Empower suggestion: 21,746 final hit
Thoughts: leave this as it is, since it requires optimum distance & 5 stacks of Hawk Eye.1H/SH:
With skill line passives - S+B +5% wp/sp
Unempowered: 1,966 final hit
PTS Empower: 3,539 final hit
My Empower suggestion: 5,112 final hit
With Sergeant's Mail & Noble Duelist:
Unempowered: 6,656 final hit
PTS Empower: 11,981 final hit
My Empower suggestion: 17,306 final hit
Thoughts: Leave this as it is since it's fairly similar to Ice staff damage.DW:
With skill line passives - DW Exp +6% off-hand wp/sp, TB&B +284 wp/sp for sword x2
Unempowered: 793 x 2 final hit = 1486 total
PTS Empower: 1427 x 2 final hit = 2854 total
My Empower Suggestion: 2,062 x 2 final hit = 4,124 total
With Sergeant's Mail & Noble Duelist:
Unempowered: 5,483 x 2 final hit = 10,966 total
PTS Empower: 9869 x 2 final hit = 19,738 total
My Empower suggestion: 14,256 x 2 final hit = 28,512 total
Thoughts: Alter fully-charged DW so that only 1 hit is counted as the fully-charged heavy attack instead of both, then increase the damage of that final hit by 100%. This would lead to (with sergeant & noble buffs):
Unempowered: 5483 tic + 6,276 final hit = 11,759 total
PTS Empower: 9,869 tic + 11,297 final hit = 21,166 total
My Empower suggestion: 5,483 + 16,318 final hit = 21,801 total2H:
With skill line passives - H-weaps +284 wp/sp for Greatsword
Unempowered: 2,341 final hit
PTS Empower: 4,214 final hit
My Empower suggestion: 6,087 final hit
With Sergeant's Mail & Noble Duelist:
Unempowered: 7,013 final hit
PTS Empower: 12,623 final hit
My Empower suggestion: 18,234 final hit
Thoughts: Increase the fully-charged 2H HA by approximately 15%, to yield (with sergeant and noble buffs):
Unempowered: 7,382 final hit
PTS Empower: 13,288 final hit
My Empower suggestion: 19,193 final hit
I think the only potentially tricky change could be the dual wield one (or not, I dunno how it's coded), but that would be necessary to avoid DW overperforming everything else (and we don't need DW to be meta for HA builds as well). Otherwise, with tweaks to things like Resto I'd say an Empower that buffs fully-charged heavies by 160% would yield the sort of HA love you're looking to provide - and decrease the disparity between channeled heavies and one-hit heavies fairly significantly - and avoid the MA meta that will be very unpopular if it goes Live.
Really interesting results! Based on those numbers I think Dual Wield would look fine, honestly. So what if it hits a little more than Lightning Staff when it's single target and melee? Melee should be higher risk higher reward, but more importantly, Shock staff would be much stronger the minute you pulled in a single add as it would take the full brunt of the heavy attack. No need to mess with the basic coding of DW heavy attack, just tone down Resto staff heavies and change the Empower buff. Nice testing! (Edit:typo)
Do not release the combat changes, for now give us dungeons only.
It has to be said loud and clear: combat changes in U35 are disastrous and drastic changes that have been made each week on the PTS are rushed and not thought out well. They prove you missed the point with your initial vision and no 'adjustment' will change that. They have been made ad hoc only to minimize all the damage caused to combat system and to extinguish all the fire, but overall it still does not work. Example: Empower changes that make sets (like Galenwe) and abilities (like Ambush, Solar Barrage) obsolete, awkward and useless. At this point you clearly have not enough time to release thoroughly thought out and tested changes to core combat without harming your playbase.
How did we come to the point where we don't want the new DLC which we should be hyped for because all the things attached to it kill the excitement and anticipation completely.