I swear I did the math on VMA Bow at one time (which adds a flat amount each tick) and it did compound. The way ritual is worded I think this must be a bug, or it would just say "increases by 5% after the first tick" not "5% PER tick".
edit: Just tested Endless hail and it does compound.
OK I think I was using a different (read:wrong) idea of compounding. The first tick is base, second is (base*1.05), third is (base*1.1), fourth is (base*1.15) etc...
Increases the damage Volley deals by 430 each tick. This bonus increases by 143 every time Volley ticks, up to a maximum of 8 times.
... dealing 400 Physical Damage to enemies in the target area every 1 second for 12 seconds, after a 2 second delay.


Billium813 wrote: »
I swear I did the math on VMA Bow at one time (which adds a flat amount each tick) and it did compound. The way ritual is worded I think this must be a bug, or it would just say "increases by 5% after the first tick" not "5% PER tick".
edit: Just tested Endless hail and it does compound.
OK I think I was using a different (read:wrong) idea of compounding. The first tick is base, second is (base*1.05), third is (base*1.1), fourth is (base*1.15) etc...
So looking at Thunderous Volley:Increases the damage Volley deals by 430 each tick. This bonus increases by 143 every time Volley ticks, up to a maximum of 8 times.
and Endless Hail:... dealing 400 Physical Damage to enemies in the target area every 1 second for 12 seconds, after a 2 second delay.
My understanding of Thunderous Volley damage is that the 430 damage is the flat increase to the base and the +143 damage is the flat increase, compounded per tick.
plus
for the additional tick on the end that gets no more buffs (max of 8)
If I am correct, I personally would remove the "each tick" from Thunderous Volley's tool tip as it seems confusing.
What are we supposed to use then? Crushing shock? I mean for magplars, because stamplars at least can fall back on flurry. Dark flare is beyond bad with its nerfed damage and a cast time, it's so bad that barrage is still the better morph. I'd use the vampire spammable if it wasn't previously nerfed into the ground.
What are we supposed to use then? Crushing shock? I mean for magplars, because stamplars at least can fall back on flurry. Dark flare is beyond bad with its nerfed damage and a cast time, it's so bad that barrage is still the better morph. I'd use the vampire spammable if it wasn't previously nerfed into the ground.
What's a stamplar if we run flurry, though? In all seriousness, what do we have left of stamplar identity that hasn't been nerfed to the ground? Burning Light is down 67%; Ritual of Retribution is down 52-33%, depending on how soon you recast it. We're about to lose our class spammable to a generic weapon ability (again, might I add) that is bugged again due to poor versioning control, and we'll lose our class set because of massive uncompensated indirect nerfs.
Billium813 wrote: »
What's a stamplar if we run flurry, though? In all seriousness, what do we have left of stamplar identity that hasn't been nerfed to the ground? Burning Light is down 67%; Ritual of Retribution is down 52-33%, depending on how soon you recast it. We're about to lose our class spammable to a generic weapon ability (again, might I add) that is bugged again due to poor versioning control, and we'll lose our class set because of massive uncompensated indirect nerfs.
I do agree. When they added Major Savagery to Sun Fire and changed Biting Jabs to Major Brutality I got the distinct impression that they are changing Templar with a specific build in mind. Perhaps all their testers have a specific meta that they are running? Idk, but I feel like ZOS changes templar in a way that says "No, bad, you're not building Templar how we envisioned it". Would be nice if ZOS let us in on what they expect Templar to do. Perhaps they just want Templar to be the worst at everything since it can be a swiss army knife? Maybe each class is only allowed 1 best in class and Templars is supposed to be Healer, so they want Templar to be worse than alternative classes at DPS and Tank?
Here is my take... they periodically NERF things into the ground... so a few months later they can say, "We're implementing changes" to give you back what they nerfed originally. It seems that ZOS feels that they have to do something every patch, they can't just sit back and do nothing... which I think it what many people would be happy with. Instead, they have people on payroll that need to DO something, so instead of laying them off or leaving them open to be stolen away by another studio, they task them with adding dumb animations or 'balance changes'... to justify their jobs. It's a pendulum, sadly one that far too many MMOs seem to use.
While in the area, enemies take 900 Magic Damage every 2 seconds for 12 seconds which increases by 5% per tick

While in the area, enemies take 432 Magic Damage every 2 seconds for 20 seconds which increases by 12% per tick


James-Wayne wrote: »Oh no the Jabs animation and visuals is so bad and my single target damage has dropped massively. Deadly is useless now, no idea which set is good for Templar now. AOE damage is fine but its about single target damage that matters, the only class spammable has been crushed.