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PTS Update 35 - Bug Reports for Combat & Class Abilities

  • lQrukl
    lQrukl
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    Weaving with Radiant Destruction/Oppression/Glory completely breaks templar animations!
    https://youtu.be/0XM9h0RaSJU

    I reported this before, but with new update it became even worse
  • YandereGirlfriend
    YandereGirlfriend
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    The new Bound Aegis does not properly apply the Expert Summoner passive when it is activated.

    The passive is only in effect for the 5 seconds that the Block Mitigation portion of the skill is active but it then drops off for the remaining 15 seconds of the effect.

    Contrast this with Bound Armaments that provides the Expert Summoner passive for the entire duration of the skill - regardless of if you have a dagger summoned or not.

    Please bring Bound Aegis into alignment with Bound Armaments with respect to this passive.
    Edited by YandereGirlfriend on July 18, 2022 3:25AM
  • MindOfTheSwarm
    MindOfTheSwarm
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    Thaumaturge has about 1 or 2 uses now. What they have done to DoT’s is just ridiculous. Honestly, they could keep every other change and this patch wouldn’t get half the negative response it does now.
    Edited by MindOfTheSwarm on July 18, 2022 4:34AM
  • Sandman929
    Sandman929
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    Thaumaturge has about 1 or 2 uses now. What they have done to DoT’s is just ridiculous. Honestly, they could keep every other change and this patch wouldn’t get half the negative response it does now.

    DoTs and Nocturnals Ploy are my big worries. I thought HoTs change was fine, but the PvE community has some concerns there.
  • proteinexe
    proteinexe
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    Not sure if this has been mentioned, but the change to the Guardian morph of Mender on the necromancer has rendered it less than useless.

    When testing it with duels, you'll summon the pet and it'll be dead within about 3 seconds depending the pressure you're taking. This is in duels, not even open world where you can feasibly have 8 people smashing you. I genuinely think it would die on cast in a situation with 8 people on you.

    My suggested change would be too:

    Have it still take 10% damage, and it still be a pet which can take damage, BUT have it so you can heal it. Therefore you'll have a pet which you can keep alive and the trade off is more resources taken to heal both yourself and now your pet, but the upside is you're taking 10% less damage. Additionally, instead of it reflecting your health (30k meaning it can take 3k damage), have it so it has a staple amount of health on it's own. Perhaps that equal to the Matriarch pet?

    Currently it is genuinely useless.


    P.S. I don't even play stamsorc, but you've essentially sent it back past the F tier and to the 'do not play' tier, please revert or change something so that you don't wipe out an entire class. I understand bowsorcs are busted and crystal weapon was too strong, but BA and other factors changed are like? A friend suggested to make it an insta cast ability like any other spammable with a similar payoff to frags where you have an X% chance to get a 'power' move in which it'll do X more damage, or a guarantee crit, or a fantastical buff like it'll become a knockdown or an AOE attack. Something to sweeten the dead skill, something.
  • Grandsheba
    Grandsheba
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    Im just wondering if yall ever look at all the classes and compare bonuses and negative effects to see if the values are similar enough to be balance?

    The necro spirit mender morph has a 10% damage sheild/ ignore, it heals and now dies at 3k damage and has a timer of 16. Lastly this skills heal has been reduced by 48%...

    Dragonknights scales have a 50% and their blood heals for 33% of their max hp

    Templars have "blanced worrior" a passive that gives 2 bonuses.

    Im just not seeing the balance when theres no standard on how many bonuses and negative effects classss get per skill.

    Currently only necromancers have a negative debuff for using their skills. Where other skills that have negatives ,such as hp cost, give a larger reward.

    Necromancers have summoners armor that just does a weaker version of reusable parts. If we compare this to the other classes armor bonuses

    Restoring focus:
    Create a rune of celestial protection and gain Major Resolve for 20 seconds, increasing your Physical Resistance and Spell Resistance by 5948. You also recover 242 Stamina every 1 second over the duration. Standing within the rune heals you for 959 Health every 1 second, which scales off your Max Health.

    Ice Fortress:
    Wrap a thick cloak of ice around you and your allies. The ice grants Major Resolve, increasing your Physical and Spell Resistance by 5948 for 25 seconds. You gain Minor Protection, reducing your damage taken by 5% for 25 seconds.

    Shadowy disguise:
    Cloak yourself in shadow to become invisible for 3 seconds. Your next direct damage attack used within 3 seconds will always be a Critical Strike. (This is the strongest armor in pvp, since you cant be hit. Not much for pve)


    Hurricane:
    Manifest yourself as pure air, buffeting nearby enemies with wind dealing 238 Physical Damage every 1 second for 20 seconds. The winds grow in damage and size, increasing up to 160% more damage and up to 9 meters in size. While in this form you gain Major Resolve and Minor Expedition, increasing your Physical and Spell Resistance by 5948 and your Movement Speed by 15%.

    Hardened armor:
    Release your inner Dragon to gain Major Resolve, increasing your Physical and Spell Resistance by 5948 for 20 seconds. You gain a damage shield that absorbs up to 5121 damage for 6 seconds, scaling off your Max Health. While active, the armor returns 1 Magic Damage to any enemy that uses a direct damage attack against you in melee range, scaling off your Physical and Spell Resistance.

    And then summoners armor:
    Wrap yourself in hardened bone, granting you Major Resolve, increasing your Physical Resistance and Spell Resistance by 5948 for 20 seconds. While active, reduce the cost of Blastbones, Skeletal Mage, and Spirit Mender by 15%. Creates a corpse when the effect completes.

    How are the bonuses and skills range balanced?
    Edited by Grandsheba on July 22, 2022 3:05PM
    "The Tower touches all the mantles of Heaven and by its apex one can be as he will. Be as he was and yet changed for all else on that path for those that walk after. This is [CHIM] the secret of how mortals become makers, and makers back to mortals."
  • seventyfive
    seventyfive
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    "Twin Slashes" and its morphs are not altered the way the set "The Stinging Slashes" describes. The bonus damage to the DOT-portion is added to the first 4-5 ticks (depending on desync) ticks and not to the last 5-6 ticks, as a result of the ability's duration increase on the PTS.

    Fixing this would improve the set but that is hardly a downside, seeing how rarely it is used on the live server.

    I have selected the Damage Over Time portion in the combat metrics below:

    31m8jd46hacd.png
  • virtus753
    virtus753
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    I'm loving its new functionality, but Backstabber should please be renamed to All-Sides-Stabber. Thank you.

    ETA: This is specifically for 3 mil dummies and trial atros. They are marked so all sides count as the flank for the purposes of Backstabber and Camo Hunter, etc. The 6 mil dummies and the Precursor do not have this problem.
    Edited by virtus753 on July 27, 2022 7:28PM
  • chessalavakia_ESO
    chessalavakia_ESO
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    Isobel appears to be using the old version of Jabs. I'm unsure if this is intended or not.
  • virtus753
    virtus753
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    Can someone please have a look at Ritual of Retribution? This is the second week in a row it’s been forgotten and still suffers from the Week 1-2 DoT nerfs but worse due to scaling (33-52% dps loss). Please remember this is a ground DoT and should be readjusted accordingly.

    The fact this was reported multiple times on the forums and in game last week as well as the week before and has been forgotten yet again (not even meriting a mention in known issues today) is not helping the sense that templars are being neglected this update.
    Edited by virtus753 on August 2, 2022 6:57AM
  • MashmalloMan
    MashmalloMan
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    https://forums.elderscrollsonline.com/en/discussion/613891/flurry-and-puncturing-strikes-still-bugged/p1?new=1

    Quoting my thread:
    1PNMX15.png

    Ran numerous tests to see if this ability and Puncturing Sweeps were behaving properly now. Long and short of it is, no.

    Findings:
    • Flurry and Puncturing Strikes proc set conditions that state "Direct Damage" and "DoT Damage". (Tested only with Plaguebreak and Azureblight set).
    • Flurry's status effect chance shows an average of 3% (single target dot), when it should be 10% for single target direct damage.
    • Puncturing Strikes' status effect chance shows an average of 3% (single target dot), when it should be 5% for aoe direct damage.
    • Flurry and Puncturing Strikes correctly update their tooltip AND damage done to direct, not dot for CP.
    • Flurry correctly updates the tooltip and damage done from single target, not aoe.
    • Puncturing Strikes correctly updates the tooltip and damage done from aoe, not single target.
    • MA DW correctly doesn't buff Flurry or Puncturing Strikes.

    Fixes needed:
    1. Flurry needs white combat text.
    2. Flurry and Puncturing Strikes should not proc sets like Azureblight.
    3. Flurry requires an update from 3% to 10% for status effect chance.
    4. Puncturing Strikes requires an update from 3% to 5% for status effect chance.

    Tests:
    Combat text still shows orange for Flurry (dot) and white for Puncturing Strikes (direct):
    4dd7vep.png

    Damage Type Calculations:

    Flurry single target vs aoe CP:
    • Tooltip = 2105
    • Damage done = 1431
    • Tooltip with single target = 2231
    • Damage done with single target = 1517
    • Tooltip with aoe = 2105
    • Damage done with aoe = 1431

    Flurry direct vs dot CP:
    • Tooltip = 2221
    • Damage done = 1625
    • Tooltip with direct = 2348
    • Damage done with direct = 1711
    • Tooltip with dot = 2221
    • Damage done with dot = 1625

    Puncturing Strikes direct vs dot CP:
    • Tooltip = 2782
    • Damage done = 2061
    • Tooltip with direct = 2949
    • Damage done with direct = 2185
    • Tooltip with dot = 2782
    • Damage done with dot = 2061

    Puncturing Strikes single target vs aoe CP:
    • Tooltip = 3056
    • Damage done = 2077
    • Tooltip with single target = 3056
    • Damage done with single target = 2077
    • Tooltip with aoe = 3239
    • Damage done with aoe = 2202

    Combat Metric's Screenshots:

    The screenshots are not the only tests I did, they're just the best way to illustrate the results I found over hours of testing. I tested morphs too. I also tested PB and Azureblight seperately to make sure they weren't proccing each other. The 2 first screenshots show 1 less tick of damage from Flurry and Puncturing Strikes because the first hit on combat metrix doesn't record and I didn't want to light attack to start the parse which would proc PB.

    For the status effect chances. Results speak for themselves, RNG is a factor, but over the course of multiple hours of tests, the same averages appeared.

    For reference on what base status effect chances are for those not aware:
    • 20% enchant
    • 10% direct single target
    • 5% direct aoe
    • 3% dot single target (what I believe Flurry and Puncturing Strikes scale from)
    • 1% dot aoe

    Since the value of the proc chance is theoretically really low at 3%, I tested without and with charged over long parses of just the one attack, no proc sets or enchants, no light/heavy attack weaving.
    • For non charged, they were consistently closer to single target dot's 3% chance rather than 1% of dot aoe or 5% from direct aoe.
    • For charged, they were consistently closer to single target dot's 13.95% chance rather than 4.65% of dot aoe or 23% from direct aoe.

    Flurry + Plaguebreak + Azureblight
    omjOCIK.png

    Puncturing Strikes + Plaguebreak + Azureblight
    OkyN7fW.png

    Flurry Non Charged Sundered = Expected Result of 3%, actual result 2.1%
    402ix1r.png

    Puncturing Strikes Non Charged Sundered = Expected Result of 3%, actual result 2.4%
    mMBpqlI.png

    Flurry Charged Sundered = Expected Result of 13.95%, actual result 13.2%
    9zGjfRK.png

    Puncturing Strikes Charged Sundered = Expected Result of 13.95%, actual result 11.6%
    oNq5eOP.png
    Edited by MashmalloMan on August 3, 2022 3:22AM
    PC Beta - 2200+ CP

    Stam Sorc Khajiit PvE/PVP Main || Stam Sorc Dark Elf PvP ||
    Stam Templar Dark Elf || Stam Warden Wood Elf || Stam DK Nord || Stam Necro Orc || Stam Blade Khajiit


    Mag Sorc High Elf || Mag Templar High Elf || Mag Warden Breton || Mag Necro Khajiit || Mag Blade Khajiit
  • francesinhalover
    francesinhalover
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    virtus753 wrote: »
    Flurry is somehow both Direct and Damage over Time.

    You said it wouldn't benefit from Thaumaturge back in 6.3.4 with the debut of the CP 2.0 system. But right now Flurry benefits from THREE 6% CP stars: Deadly Aim, Master at Arms, and Thaumaturge.

    Tested on live and on PTS.

    Please fix it. Again.

    A spammable no one uses got nerfed, nice!
    I am @fluffypallascat pc eu if someone wants to play together
    Shadow strike is the best cp passive ever!
  • francesinhalover
    francesinhalover
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    Necro bone transformation doesnt let players swap bars sometimes, happens a lot in pvp.

    Skeletal mage/archer aren't affected by necros dot dmg passive. The skills need the fix because they lost a lot of dmg.

    I am @fluffypallascat pc eu if someone wants to play together
    Shadow strike is the best cp passive ever!
  • PrinceShroob
    PrinceShroob
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    1. You have not corrected the duration of Searing Strike and Fiery Breath (and morphs) to account for the Searing Heat passive, causing them to be overlong by 4 seconds.

    2. You have not corrected the duration of Summon Shade and Dark Shade to account for the Dark Veil passive, causing the ability to be overlong by 2 seconds.

    3. The duration change to Deep Fissure causes its countdown to disappear from the ability timer when Ability Bar Timers are turned on, as the bar struggles to track the duration of Major and Minor Breach and the two delayed portions of the skill. The ability functions correctly on live and displays the timer for the delayed burst, then the timer for Major and Minor Breach if the ability is not cast again.

    Otherwise, I appreciate that Scalding Rune is now tracked appropriately by Ability Bar Timers.
  • virtus753
    virtus753
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    Solar Barrage's Empower appears to be lasting only the current live duration of 8 seconds, not the new duration of 22 seconds.

    Combat Metrics reports that Empower is lasting the full duration of Solar Barrage, but in testing the actual damage with no armor or weapons, just Solar Barrage up on the dummy, unarmed heavy attacks go from 36k crits to 24.5k crits after 8 seconds and continue that way for the remaining time. Without CP slotted, 30k crits go down to 18.2k after 8 seconds.
  • acastanza_ESO
    acastanza_ESO
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    wrong thread please delete
    Edited by acastanza_ESO on August 14, 2022 5:19AM
  • Sergykid
    Sergykid
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    Skeletal mage/archer aren't affected by necros dot dmg passive. The skills need the fix because they lost a lot of dmg.

    Skeletal Mage and Skeletal Archer are not doing dot damage. Tooltips say "deal damage every X seconds", which is a direct damage dealt every X seconds. Damage over time has tooltips like "deal damage over X seconds".
    -PC EU- / battlegrounds on my youtube
  • ramdrop
    ramdrop
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    Deleted as posted in error


    Edited by ramdrop on August 15, 2022 12:12PM
  • n333rs
    n333rs
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    Currently pts polar wind's base heal is healing far more than live version even though there has been nothing saying that it had the healing increased only the healing over time portion, please fix it because it will be overpowered if it goes live.
  • seventyfive
    seventyfive
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    Moten Whip does not get its Magicka Cost decreased by "Reduce Spell Cost" glyphs.

    (The reduction you're seeing is from light armor passive)

    Note that this is on PTS 8.14. I believe there were some fixes regarding cost reduction previously for this ability but this one remains.

    wvqw07zzwowc.png
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