- The final damage deals approximately 10% more damage than the initial hit at base and increases up to an additional 200% to reach similar values of power seen before.
- The final damage now takes more overall damage to reach, to make the payout less reliably reached in PvP scenarios.
Can anyone on PTS confirm what the new scaling to the max damage is like? If it's 2:1 on live, is it like ~3:1 on PTS?
MashmalloMan wrote: »Edit: Do you mean how much damage it takes? Like what the conversion is like?
I'm not sure, but I'm curious and will test when I can.
MashmalloMan wrote: »Edit: Do you mean how much damage it takes? Like what the conversion is like?
I'm not sure, but I'm curious and will test when I can.
Yeah, basically how much damage it takes to reach the damage cap on the 2nd hit’s tooltip * 3 to determine the new conversion ratio
MashmalloMan wrote: »MashmalloMan wrote: »Edit: Do you mean how much damage it takes? Like what the conversion is like?
I'm not sure, but I'm curious and will test when I can.
Yeah, basically how much damage it takes to reach the damage cap on the 2nd hit’s tooltip * 3 to determine the new conversion ratio
Tested on the 6m target dummy based on damage dealt, not tooltips.Final without Bonus = 3014
Final with Bonus = 3346
Multiplier = 11%/200%
Dmg Dealt = 2816
Dmg Bonus = 332
Dmg Conversion Rate = 11.79%
Final without Bonus = 3014
Final with Bonus = 3104
Multiplier = 3%/200%
Dmg Dealt = 1657
Dmg Bonus = 90
Dmg Conversion Rate = 5.4%
Final without Bonus = 3014
Final with Bonus = 3224
Multiplier = 6.9%/200%
Dmg Dealt = 3314
Dmg Bonus = 210
Dmg Conversion Rate = 6.3%
Final without Bonus = 3014
Final with Bonus = 4799
Multiplier = 59.2%/200%
Dmg Dealt = 21041
Dmg Bonus = 1785
Dmg Conversion Rate = 11.787%
Final without Bonus = 3014
Final with Bonus = 6810
Multiplier = 125.9%/200%
Dmg Dealt = 46588
Dmg Bonus = 3796
Dmg Conversion Rate = 8.14%
Final without Bonus = 4084
Final with Bonus = 11838
Multiplier = 189.8%
Dmg Dealt = 90888
Dmg Bonus = 7754
Dmg Conversion Rate = 11.72%
TLDR: Results varied, especially with only 1 or 2 attacks at the low end. Probably due to the math behind the scenes rounding to whole numbers. Seems to average around 8-12% of damage taken with more consistent damage tests. Results show 11.8% popping up more than once, out of the 6 tests, it came up 3 times. I feel like that counts for something and may indicate it's around 12%.
Example based on 14-25% nerf, new 12% conversion and 200% multiplier.
Someone with a 20k tooltip on live, may see that reduced to about 17k.
17k/3 = 5667 damage guaranteed. Remaining 11333 Damage obtained through the 200% multiplier.
11333/1.12 = 94.4k damage required to cap out the 200% multiplier.
That same person with 20k on live, would be required to deal 40k damage to cap it at the 50% rate.
So their statement stands true, pve won't really be effected because 94k damage across 6s is easy to do when we're capable of doing 120k dps now. For pvp... big difference.
Obviously, these are my tests and shouldn't be taken as fact, I could of not accounted for something thats giving me weird results, but my theory is it's now 12% instead of 50%. At minimum it's around 10%.
MashmalloMan wrote: »MashmalloMan wrote: »Edit: Do you mean how much damage it takes? Like what the conversion is like?
I'm not sure, but I'm curious and will test when I can.
Yeah, basically how much damage it takes to reach the damage cap on the 2nd hit’s tooltip * 3 to determine the new conversion ratio
Tested on the 6m target dummy based on damage dealt, not tooltips.Final without Bonus = 3014
Final with Bonus = 3346
Multiplier = 11%/200%
Dmg Dealt = 2816
Dmg Bonus = 332
Dmg Conversion Rate = 11.79%
Final without Bonus = 3014
Final with Bonus = 3104
Multiplier = 3%/200%
Dmg Dealt = 1657
Dmg Bonus = 90
Dmg Conversion Rate = 5.4%
Final without Bonus = 3014
Final with Bonus = 3224
Multiplier = 6.9%/200%
Dmg Dealt = 3314
Dmg Bonus = 210
Dmg Conversion Rate = 6.3%
Final without Bonus = 3014
Final with Bonus = 4799
Multiplier = 59.2%/200%
Dmg Dealt = 21041
Dmg Bonus = 1785
Dmg Conversion Rate = 11.787%
Final without Bonus = 3014
Final with Bonus = 6810
Multiplier = 125.9%/200%
Dmg Dealt = 46588
Dmg Bonus = 3796
Dmg Conversion Rate = 8.14%
Final without Bonus = 4084
Final with Bonus = 11838
Multiplier = 189.8%
Dmg Dealt = 90888
Dmg Bonus = 7754
Dmg Conversion Rate = 11.72%
TLDR: Results varied, especially with only 1 or 2 attacks at the low end. Probably due to the math behind the scenes rounding to whole numbers. Seems to average around 8-12% of damage taken with more consistent damage tests. Results show 11.8% popping up more than once, out of the 6 tests, it came up 3 times. I feel like that counts for something and may indicate it's around 12%.
Example based on 14-25% nerf, new 12% conversion and 200% multiplier.
Someone with a 20k tooltip on live, may see that reduced to about 17k.
17k/3 = 5667 damage guaranteed. Remaining 11333 Damage obtained through the 200% multiplier.
11333/1.12 = 94.4k damage required to cap out the 200% multiplier.
That same person with 20k on live, would be required to deal 40k damage to cap it at the 50% rate.
So their statement stands true, pve won't really be effected because 94k damage across 6s is easy to do when we're capable of doing 120k dps now. For pvp... big difference.
Obviously, these are my tests and shouldn't be taken as fact, I could of not accounted for something thats giving me weird results, but my theory is it's now 12% instead of 50%. At minimum it's around 10%.
gariondavey wrote: »MashmalloMan wrote: »MashmalloMan wrote: »Edit: Do you mean how much damage it takes? Like what the conversion is like?
I'm not sure, but I'm curious and will test when I can.
Yeah, basically how much damage it takes to reach the damage cap on the 2nd hit’s tooltip * 3 to determine the new conversion ratio
Tested on the 6m target dummy based on damage dealt, not tooltips.Final without Bonus = 3014
Final with Bonus = 3346
Multiplier = 11%/200%
Dmg Dealt = 2816
Dmg Bonus = 332
Dmg Conversion Rate = 11.79%
Final without Bonus = 3014
Final with Bonus = 3104
Multiplier = 3%/200%
Dmg Dealt = 1657
Dmg Bonus = 90
Dmg Conversion Rate = 5.4%
Final without Bonus = 3014
Final with Bonus = 3224
Multiplier = 6.9%/200%
Dmg Dealt = 3314
Dmg Bonus = 210
Dmg Conversion Rate = 6.3%
Final without Bonus = 3014
Final with Bonus = 4799
Multiplier = 59.2%/200%
Dmg Dealt = 21041
Dmg Bonus = 1785
Dmg Conversion Rate = 11.787%
Final without Bonus = 3014
Final with Bonus = 6810
Multiplier = 125.9%/200%
Dmg Dealt = 46588
Dmg Bonus = 3796
Dmg Conversion Rate = 8.14%
Final without Bonus = 4084
Final with Bonus = 11838
Multiplier = 189.8%
Dmg Dealt = 90888
Dmg Bonus = 7754
Dmg Conversion Rate = 11.72%
TLDR: Results varied, especially with only 1 or 2 attacks at the low end. Probably due to the math behind the scenes rounding to whole numbers. Seems to average around 8-12% of damage taken with more consistent damage tests. Results show 11.8% popping up more than once, out of the 6 tests, it came up 3 times. I feel like that counts for something and may indicate it's around 12%.
Example based on 14-25% nerf, new 12% conversion and 200% multiplier.
Someone with a 20k tooltip on live, may see that reduced to about 17k.
17k/3 = 5667 damage guaranteed. Remaining 11333 Damage obtained through the 200% multiplier.
11333/1.12 = 94.4k damage required to cap out the 200% multiplier.
That same person with 20k on live, would be required to deal 40k damage to cap it at the 50% rate.
So their statement stands true, pve won't really be effected because 94k damage across 6s is easy to do when we're capable of doing 120k dps now. For pvp... big difference.
Obviously, these are my tests and shouldn't be taken as fact, I could of not accounted for something thats giving me weird results, but my theory is it's now 12% instead of 50%. At minimum it's around 10%.
Great testing.
As for the reasoning behind this...wth?
I'd rather we just get a 6 second version of curse. Sheesh.
MashmalloMan wrote: »Begs the question why we need to guess to begin with.. how about just including the value in the tooltip, at minimum, the patch notes. It's the 10% nerf to boss health all over again from U35. I'm hoping they just goofed some numbers because their statements seemed to intend on keeping the status quo close to the same. I wouldn't think a double nerf is the same.
ZOS should also keep in mind that if it isn’t worth running this skill in PvE, stamina templar will lose the very last bit of group utility they still have. None of the other skills from this line are worth it, and Minor Sorcery is already not even desirable per se when Minor Brutality accomplishes the same thing from a class that has much more to offer to a group in general (just have everyone run weapon damage glyphs now that everything’s hybridized).
Stamina templar already brings nothing for those who run weapon damage glyphs, or if there’s a templar healer or tank running a Dawn’s Wrath skill. We don’t do competitive damage - in the sense that it is a dps loss to run this class when most other classes do more damage with comparable parses - and we have next to no group utility. Who would want one in group when there are far better options for damage and utility? If I can hit 120 on a stamplar, I am still actively hurting my group for running it when I could be doing more damage and providing more to my group on any other class.
Minor Sorcery is the only unique buff brought to any group by templar. My point above is that it is no longer irreplaceable because hybridization means a DK brings the same utility, just in a different way. Even if Minor Sorcery were still truly unique (in that Minor Brutality could not replace it), once a single templar on any role brings it, other templars immediately become redundant.
...
That means they’re not unlikely to show up in pugs, where they can easily make a stamina templar’s Minor Sorcery redundant. So if a group of any size or optimization has a tankplar, healplar, or magplar, stamina templar is redundant.
It's not a fair comparison because Templars have no group utilities that aren't already covered by other classes or weapons. A DK can use Igneous Weapons to give the whole group major buffs that are normally sourced in-class or through potions. DK can give the whole group a damage shield that doesn't take up an ultimate slot or rely on synergy like Bone Shield. DK can cause everyone's attacks to deal more damage by stacking Stone Giant. DK can make other magDKs in the group disproportionately stronger than any other class with Engulfing Flames and Encratis. DK is the only class that gets stronger the more of them you manage to stack in one group. StamDK along with stamNB and stamCro are also the only classes that benefit from group sets like Morag Tong. There's a good reason why DKs are topping the leaderboards.Billium813 wrote: »I mean, couldn't you say the same about DK and Minor Brutality though? More than one becomes redundant. Having DK Tanks and DK DPS only serves to increase the uptime on Minor Brutality, same for redundant Templars.