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Damage Per Second

merpins
merpins
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Why lower the damage for dots? All that does is make it so players don't use those skills. It's damage per second that matters, so unless your dot has an added effect that is essential to you or your group, no DPS is going to use sticky dots with the change. This doesn't increases accessibility when it comes to skills and learning rotation. You lowered the damage and tic frequency of dots because you don't want the damage to be more over the new duration, but want the damage to be the same per cast? We don't care about per cast, we care about Damage Per Second. If you wanted to increase the timer of dots and ruin people's rotations, you should have left the tic frequency and damage and just increased the cost by a ton.
Edited by merpins on August 24, 2022 9:29PM
  • baltic1284
    baltic1284
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    The problem with DPS in any game for the most part but not always is the fact that usually what happens is 2 or 4 players with good DPS then dominate the whole battlefield and no other can do anything making game play boring for others. It also denies access to other builds of the game that can be used and eventually leads to DPS only builds for most of the game.
    It also makes entry into the game much harder for those that don't DPS and will and potentially can drive more customers away from the game making the game have an even smaller community.

    Nerfing DPS as they did which isn't as bad i have seen some games do can be ok and make the game more open for other builds and races to participate in PvP or even PVE game overall. This can attract more potential customers to the game and grow the community even more making the game more inviting and better balanced for all classes at the moment. Doesn't mean the players won't find a way around it just helps allow difference in the game overall.
  • Necrotech_Master
    Necrotech_Master
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    if your running a dps class, your going to be using as many dots as you can aside from 1 spammable

    the longer duration dots help make it a lot easier to keep up more dots

    some of the dps people ive run trials with say after patch they are using 7-9 dots and 1 spammable (only 7 if they need to include shield and/or heal)
    plays PC/NA
    handle @Necrotech_Master
    active player since april 2014

    i have my main house (grand topal hideaway) listed in the housing tours, it has multiple target dummies, scribing altar, and grandmaster stations (in progress being filled out), as well as almost every antiquity furnishing on display to preview them

    feel free to stop by and use the facilities
  • Ratzkifal
    Ratzkifal
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    merpins wrote: »
    Why lower the damage for dots? All that does is make it so players don't use those skills. It's damage per second that matters, so unless your dot has an added effect that is essential to you or your group, no DPS is going to use sticky dots with the change. This doesn't increases accessibility when it comes to skills and learning rotation. You lowered the damage and tic frequency of dots because you don't want the damage to be more over the new duration, but want the damage to be the same per cast? We don't care about per cast, we care about Damage Per Second. If you wanted to increase the timer of dots and ruin people's rotations, you should have left the tic frequency and damage and just increased the cost by a ton.

    It's a bit more complicated than that. Lowering the dps of dots but increasing their durations isn't lowering player dps.
    If you have longer durations you can have more dots active at the same time than before. That increases dps. But that also makes rotations more complicated and when enemies walk out of your ground-based abilities or you move on to the next target it will affect your dps negatively. That's why this update feels so much worse to play.

    Had they buffed main spammable damage instead of adjusting the dots people would maintain fewer dots at the same time, which would have actually simplified rotations. At least that's my understanding of things.
    This Bosmer was tortured to death. There is nothing left to be done.
  • Amottica
    Amottica
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    merpins wrote: »
    It's damage per second that matters,

    This is a misconception. It is Damage per action that matters. We focus on the end product which is DPS but the foundation is the results per action. This is the case with DPS for every MMORPG. It is why refreshing a DoT should occur right after the last tick happens vs a GCD earlier or later.

    As such Zenimax decreased the damage per tick for DoTs since they extended the duration. If they had kept the damage per tick with the extended duration it would have been a major buff to DoTs.

    I am not advocating for or justifying the changes that were made but just pointing this out concerning the question being asked.

  • Necrotech_Master
    Necrotech_Master
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    Amottica wrote: »
    merpins wrote: »
    It's damage per second that matters,

    This is a misconception. It is Damage per action that matters. We focus on the end product which is DPS but the foundation is the results per action. This is the case with DPS for every MMORPG. It is why refreshing a DoT should occur right after the last tick happens vs a GCD earlier or later.

    As such Zenimax decreased the damage per tick for DoTs since they extended the duration. If they had kept the damage per tick with the extended duration it would have been a major buff to DoTs.

    I am not advocating for or justifying the changes that were made but just pointing this out concerning the question being asked.

    i would have rather had the major buffs to dots, than needing twice as many skills to get the same effective dps lol, and the buff to dots of just having longer duration would have been nice palate cleanser for all the other nerfs, instead we just got a nice big nerf sandwich
    plays PC/NA
    handle @Necrotech_Master
    active player since april 2014

    i have my main house (grand topal hideaway) listed in the housing tours, it has multiple target dummies, scribing altar, and grandmaster stations (in progress being filled out), as well as almost every antiquity furnishing on display to preview them

    feel free to stop by and use the facilities
  • FluffWit
    FluffWit
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    I can't be bothered reading all the patch notes, did they at least go easier on dk sticky dots?

    A couple years back when sticky dots got a (much needed) nerf, DKs got a lesser nerf because it was accepted by the combat team that sticky dots are their classes identity.
  • Artim_X
    Artim_X
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    It's more of an issue for PvP where sticky DoTs that last a long time aren't worthwhile compared to building more for burst, but in PvE a new rotation that accounts for the DoT change should still be able to perform well with more opportunities to incorporate more skills/actions into a rotation due to the longer duration. Definitely my least favorite aspect of the patch.
    (AD) Artim X/Xirtām/Måtrix |PC/NA| Casual staff wielding vampire sorcerer/templar/arcanist
    Electric-Stun
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    • Roleplay Damage Dealing Build.
    • Gear: 5 Infallible Aether (All apparel light and Divines with Max Mag Enchants), 1 Slimecraw Guise for max spell critical (Divines, light, Max Mag Enchants), Maelstrom's Perfected Lightning Staff (infused/shock enchant), and Kinras's jewelry (bloodthirsty with spell damage enchant)/lightning staff (infused/flame/weapon damage enchant). 1 Mora's Whispers.
    • Ability-Bar 1: Critical Surge, Boundless Storm, Mages' Wrath, Lightning Flood, Shocking Soul (Shock damage, Class Mastery Signature Script, and Empower), and Power Overload.
    • Ability-Bar 2: Storm Pulsar, Streak, Shock Reach, Unstable Wall of Storms, Shocking Burst (Shock Damage, remove 1 negative effect, and interrupt) and Thunderous Rage.
      Solo: Use Kinras's chest, replace Mora with Ring of the Pale Order, and use a heavy Slimcraw piece for max critical.
    Electric-Pets
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    • Stress free one bar pet build .
    • Gear: 5 Infallible Aether (All apparel light and Divines with Max Mag Enchants. No chest piece), 1 medium Slimecraw for max spell critical (Divines, medium, Max Mag Enchants), Lightning Staff of the Sergeant (precise/shock enchant), Sergeant's chest (Divines and max magicka enchant), and Sergeant ring and necklace (bloodthirsty with spell damage enchant), Oakensoul ring (bloodthirsty with spell damage enchant)
    • Ability-Bar: Daedric Prey, Summon Volatile Familiar, Bound Armaments, Unstable Wall of Storms, Summon Twilight Matriarch, and Greater storm Atronach.
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    • My Healer Build.
    • Gear: 5 Spell Power Cure (All apparel light and Divines with Max Mag Enchants), 1 Slimecraw Guise for max spell critical (Divines, light, Max Mag Enchants), Maelstrom's Perfected Lightning Staff (Charged/shock enchant), and Infallible Aether jewelry (arcane with spell damage enchant)/restoration staff (Powered with absorb magicka enchant). 1 Mora's Whispers.
    • Ability-Bar 1: Power Surge, Boundless Storm, Blessing of Restoration, Energy Orb, Twilight Matriarch, and Replenishing Barrier.
    • Ability-Bar 2: Dark Deal, Overflowing Altar, Elemental Drain, Blockade of Storms, Twilight Matriarch, and Aggressive Horn.
    Electric-Ward
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    • My Meme Tank Build that uses high resistance and variety of wards.
    • Gear: 5 Brands of Imperium (All body pieces except Head and Shoulders, with Divine trait, and with Prismatic Defense Enchants), full Iceheart (1 light and 1 medium. Divines and Prismatic Enchant), and Combat Physician jewelry (bloodthirsty with Prismatic Recovery Enchants), Combat Physician restoration staff (Infused with hardening enchant), and combat physician ice staff (Infused with crusher enchant).
    • Ability-Bar 1: Critical Surge, Bound Aegis, Deep Thoughts, Boundless Storm, Healing Ward, and Replenishing Barrier.
    • Ability-Bar 2: Silver Leash (Elemental Drain if healer isn't running it), Bound Aegis, Frost Clench, Blockade of Frost, Empowered Ward, and Temporal Guard.
    Electric-Vamp
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    • Tanky stage 4 vampire utility focused PvP healer that can take down very inexperienced players but is primarily focused on working alongside others in an organized group, PUGs, or zergs.
    • Gear: 5 Torug's Pact (medium chest and body pieces light. All Impenetrable with Prismatic Enchants). Gaze of Sithis and 1 light Mighty Chudan/Pirate Skeleton (light shoulders, and impenetrable with Prismtaic Enchants). Knight Slayer (Swift with spell damage enchant)/lightning staff (infused with oblivion enchant)/restoration staff (infused with oblivion enchant).
    • Ability-Bar 1: Structured Entropy, Boundless Storm, Soul Splitting Trap, Radiating Regeneration, Healing Ward, and Life Giver.
    • Ability-Bar 2: Drain Vigor (Elemental Susceptibility), Race Against Time, Rune Cage, Radiant Magelight, Regenerative Ward, and Shatter Soul.
    Dawnfang
    https://media.tenor.com/ogWfvDdsqBIAAAAd/anime-black-clover.gif
    • My casual one bar heavy attack Templar build that primarily utilizes Aedric Spear abilities.
    • Gear: 5 Noble Duelist (Head or Shoulder and body pieces except Chest. All body pieces Divines with Max Mag Enchants), 1 light Slimecraw for max spell critical (Divines, light, Max Mag Enchant), Lightning Staff of the Sergeant (precise/shock enchant), Sergeant's chest (Divines and max magicka enchant), and Sergeant's Mail jewelry (One Ring and one Neck. Both bloodthirsty with spell damage enchant). 1 Oakensoul Ring (bloodthirsty with spell damage enchant).
    • Ability-Bar 1: Puncturing Sweep, Aurora Javelin, Toppling Charge, Blazing Spear, Radiant Ward/Breath of life, and Crescent Sweep.
    Duskfang
    https://media.tenor.com/Jo8aG_ouy_oAAAAd/ac-odyssey.gif
    • Tanky stage 4 vampire utility focused PvP healer that can take down very inexperienced players but is primarily focused on working alongside others in an organized group, PUGs, or zergs.
    • Gear: 5 Torug's Pact (Heavy Chest with light Head, Waist, Hands, and Feet. All body pieces Impenetrable. Health enchant on chest/head/legs and everything else Prismatic Enchants), 1 Medium Mighty Chudan/Pirate Skeleton Shoulder (Impenetrable, Prismatic Enchant), Knight Slayer Restoration Staff (Infused/Decrease Health enchant), and Knight Slayer jewelry (One Ring and one Neck. Both Swift with spell damage enchant). 1 Oakensoul Ring (Swift with Spell Damage Enchant).
    • Ability-Bar 1: Radiant Oppression, Race Against Time, Aurora Javelin, Breath of Life, Resolving Vigor, and Life Giver.
    Eye of the Queen
    https://i.pinimg.com/originals/fd/44/1c/fd441c8242af6ec35ada94496feb0901.gif
    • My casual one bar heavy attack Arcanist build that primarily utilizes Herald of the Tome abilities.
    • Gear: 5 Noble Duelist (Head or Shoulder and body pieces except Chest. All body pieces Divines with Max Mag Enchants), 1 light Slimecraw for max spell critical (Divines, light, Max Mag Enchant), Lightning Staff of the Sergeant (precise/shock enchant), Sergeant's chest (Divines and max magicka enchant), and Sergeant's Mail jewelry (One Ring and one Neck. Both bloodthirsty with spell damage enchant). 1 Oakensoul Ring (bloodthirsty with spell damage enchant).
    • Ability-Bar 1: Escalating Runeblades, Pragmatic Fatecarver, Cephaliarch's Flail, Rune of Displacement, Inspired Scholarship/Evolving Runemend, and The Languid Eye.
    Eye of the King
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    • Tanky stage 4 vampire utility focused PvP healer that can take down very inexperienced players but is primarily focused on working alongside others in an organized group, PUGs, or zergs.
    • Gear: 5 Torug's Pact (Heavy Chest with light Head, Waist, Hands, and Feet. All body pieces Impenetrable. Health enchant on chest/head/legs and everything else Prismatic Enchants), 1 Medium Mighty Chudan/Pirate Skeleton Shoulder (Impenetrable, Prismatic Enchant), Knight Slayer Restoration Staff (Infused/Decrease Health enchant), and Knight Slayer jewelry (One Ring and one Neck. Both Swift with spell damage enchant). 1 Oakensoul Ring (Swift with Spell Damage Enchant).
    • Ability-Bar 1: Escalating Runeblades, Race Against Time, Rune of Uncanny Adoration, Evolving Runemend, Resolving Vigor, and Life Giver.
    PvE Starter Gear
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    • Gear: 5 Law of Julianos (heavy chest, gloves/belt light, and the rest can be light or 1 medium piece if you're not wearing medium anywhere else on your body. All in training if grinding for XP or divines), Armor of the Seducer or Magnus' Gift head, shoulder, and staves (light with 1 medium piece if you are not already wearing 1 medium Julianos piece. All in training or divines. The staves should be training or infused), and 3 purple Willpower Jewelry with Arcane trait (can be bought from trading guilds for relatively cheap.
    • Check tamrieltradecentre.com for the best deals if you're not using a price checking addon).
    Race
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    • High elf, since you will not have issues with sustain, but other mag based races are also fine so this is more of a personal choice.
    Mundus Stones
    https://media.giphy.com/media/cT3wMhLGQWdKU/giphy.gif
    • PvP: The Steed for speed. Gotta go fast!
    • PvE Healing/Damage: The Thief for decent crit rate.
    • PvE Tanking: The Lady to get close to resistance cap.
    Current Champion Points
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    • DPS: Shadowstrike/ Master Gatherer, Meticulous Disassembly/Plentiful Harvest, Steed's Blessing, Sustaining Shadows, Exploiter, Weapons Expert, Fighting Finesse, Master-at-Arms, Celerity, Rejuvenation, Fortified, Boundless Vitality.
    • Healer Sorc: Shadowstrike/ Master Gatherer, Meticulous Disassembly/Plentiful Harvest, Steed's Blessing, Sustaining Shadows, Enlivening Overflow, Hope Infusion, Weapon's Expert, Arcane Supremacy, Celerity, Rejuvenation, Fortified, Boundless Vitality.
    • Tanky Sorc: Shadowstrike/ Master Gatherer, Meticulous Disassembly/Plentiful Harvest, Steed's Blessing, Sustaining Shadows, Ironclad, Enduring Resolve, Reinforced, Duelist's Rebuff, Bastion, Ward Master, Rejuvenation, Fortified.
    • PvP Sorc: Shadowstrike/ Master Gatherer, Meticulous Disassembly/Plentiful Harvest, Steed's Blessing, Sustaining Shadows, Enlivening Overflow, Weapon's Expert, Occult Overload, Arcane Supremacy, Bastion, Rejuvenation, Fortified, Boundless Vitality.
    • PvP Temp/Arcanist: Shadowstrike/ Master Gatherer, Meticulous Disassembly/Plentiful Harvest, Steed's Blessing, Sustaining Shadows, Enlivening Overflow, Weapon's Expert, From the Brink, Arcane Supremacy, Celerity, Rejuvenation, Fortified, Boundless Vitality.
    Favorite Foods and Potions
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    • Parse Food for PvE:(DPS) Ghastly Eye Bowl (increases Max Magicka by 4592 and Magicka Recovery by 459 for 2 hours).
    • Gold/Purple Food for Sorc PvP and Meme Tanking:(PvP) Clockwork Citrus Filet (increases Max Health by 3326, Health Recovery by 406 [useful if stage 1 vampire], Max Magicka by 3080, and Magicka Recovery by 338 for 2 hours). Witchmother's Potent Brew (Increase Max Magicka by 2856, Max Health by 3094, and Magicka Recovery by 315 for 2 hours.
    • Trash Potions when feeling cheap: Regular CP150 Essence of Magicka pots that I obtain frequently from playing the game or Crown Tri-Restoration Potion obtained from dailies.
    • Crafted Potions: Essence of Spell Critical (Bugloss, Lady's Smock, and Water Hyacinth). Without magelight this is my primary means of obtaining Major Prophecy on my Sorc, which increases my Spell Critical Rating. This also heals and restores magicka. Essence of Immovability (Columbine, Corn Flower, and Wormwood). I use this in PvP, since this gives me stealth detection, knockback immunity, and restores magicka (better to use it when competent allies are nearby, since it might reveal that you are surrounded by multiple players in stealth and you will not have an emergency pot available after use). Essence of Invisibility with only 2 ingredients (Blue Entoloma, Namira's Rot, Nirnroot, or Spider Egg). I use this in PvE content that requires stealth and if I need more speed I'll use Rapid Maneuver before using the potion. Essence of Invisibility with 3 ingredients (Blessed Thistle, Blue Entoloma, and Namira's Rot). Very useful in PvP alongside the vampire Dark Stalker passive, since you'll be invisible, ignore movement speed penalty while in Crouch, and you'll have a 30% movement speed boost from Major Expedition (I always have this slotted when riding from point A to B in PvP land, since gankers are always lurking). My templar/arcanist will mostly use Essence of Health (Tri-Stat Potion) Ingredients: (Mountain Flower, Columbine, and Bugloss).
  • dmnqwk
    dmnqwk
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    I would rather they backend the damage of dots if they struggle to realise why they're not in a good position.

    Right now we're got dots doing 18k over 20 seconds, whereas before they did 16k over 10.

    This means every 20 seconds you've lost 5k damage.

    Why 5k? Well, as was pointed out it's damage per action and currently you use a dot once per 20 seconds, and fill in the gap with your spammable that does 9k. So it's 18k + 9k = 27k vs 16k*2 = 32k.

    Since healing vastly outweights dot strength in terms of countering this, it's not an effective pvp change as nobody, nowhere, is dying from attrition (For death to attrition see the original Guild Wars and my hilariously fun Ranger/Elementalist degen build with a longbow that put -10 degen on players and watched them die to it with nothing they could do <3 ) thus making it a change for pve sense.

    What they should've done, if they'd realised, is make it so the dot deals 30k over 20 seconds, but is skewed so the first 10 seconds only sees 33% of the damage, while the final 10 seconds gets the remaining 67%. This would've made it so piling on the dots then pew pewing someone means you wanna time your burst towards the end of the dots... but also in pve it would've kept damage high from dots (making them strong and worthwhile) but also achieving their goal of making it easier for the rotation (in another post I explain how my Stamden has timers of 9, 10, 12, 15, 20, 22, 25, 32 and 60 to enjoy)
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