Have you tried it? It's a damage loss if you can LA weave properly for every class except Arcanist, which still does less dps on average than most other classes in PVE since it's pretty undertuned.
In pvp? "increase your damage done to monsters by 15%." So you only get the pen and crit damage. Gankers already hit the crit cap, so that's useless, just the pen is good. Just make it not work in PVP if it's causing problems. It's an item clearly designed for PVE anyway. But I haven't heard people having problems with it in PVP in the PTS yet.
StarOfElyon wrote: »This is a gankers dream.
Thecompton73 wrote: »Oh no, people might actually die once in a while in PvP, the horror, the horror.
gariondavey wrote: »I think what you guys are missing is the stat density of this item is crazy for pvp. You can just change you dw axes to dw maces on nb or drop shadow mundas for a regen one or lover or whatever.
This mythic looks crazy strong.
Have you tried it? It's a damage loss if you can LA weave properly for every class except Arcanist, which still does less dps on average than most other classes in PVE since it's pretty undertuned.
In pvp? "increase your damage done to monsters by 15%." So you only get the pen and crit damage. Gankers already hit the crit cap, so that's useless, just the pen is good. Just make it not work in PVP if it's causing problems. It's an item clearly designed for PVE anyway. But I haven't heard people having problems with it in PVP in the PTS yet.
The top end parses that I’ve seen show light attack damage at around 10-13% of your overall damage. How is this item a damage loss if it gives you a flat 15% boost ON TOP of 15% critical damage and tons of pen.
In pvp? "increase your damage done to monsters by 15%." So you only get the pen and crit damage. Gankers already hit the crit cap, so that's useless, just the pen is good. Just make it not work in PVP if it's causing problems. It's an item clearly designed for PVE anyway. But I haven't heard people having problems with it in PVP in the PTS yet.
Dark_Lord_Kuro wrote: »Have you tried it? It's a damage loss if you can LA weave properly for every class except Arcanist, which still does less dps on average than most other classes in PVE since it's pretty undertuned.
In pvp? "increase your damage done to monsters by 15%." So you only get the pen and crit damage. Gankers already hit the crit cap, so that's useless, just the pen is good. Just make it not work in PVP if it's causing problems. It's an item clearly designed for PVE anyway. But I haven't heard people having problems with it in PVP in the PTS yet.
The top end parses that I’ve seen show light attack damage at around 10-13% of your overall damage. How is this item a damage loss if it gives you a flat 15% boost ON TOP of 15% critical damage and tons of pen.
Easy you also get less ultimate and enchant proc due to no light attack
ketsparrowhawk wrote: »However there are many builds that do not rely on light attacks all that much. Snipers and BEAM spammers come to mind. They will just enjoy a 12.5% damage increase with the possibility of crit spikes, vs the 16% with no crit spikes they'd get from malacath.
I haven't seen this thing in practice yet but just crunching some numbers it doesn't seem too terribly broken to me.
StarOfElyon wrote: »ketsparrowhawk wrote: »However there are many builds that do not rely on light attacks all that much. Snipers and BEAM spammers come to mind. They will just enjoy a 12.5% damage increase with the possibility of crit spikes, vs the 16% with no crit spikes they'd get from malacath.
I haven't seen this thing in practice yet but just crunching some numbers it doesn't seem too terribly broken to me.
That's what I'm saying. Losing light attack damage in pvp is nothing unless you're using something like crystal weapon. The curse in the "kiss-curse" is inconsequential.
ketsparrowhawk wrote: »...StarOfElyon wrote: »ketsparrowhawk wrote: »However there are many builds that do not rely on light attacks all that much. Snipers and BEAM spammers come to mind. They will just enjoy a 12.5% damage increase with the possibility of crit spikes, vs the 16% with no crit spikes they'd get from malacath.
I haven't seen this thing in practice yet but just crunching some numbers it doesn't seem too terribly broken to me.
That's what I'm saying. Losing light attack damage in pvp is nothing unless you're using something like crystal weapon. The curse in the "kiss-curse" is inconsequential.
Light attacks account for about 10% of your damage without crystal weapon or anything like that. Most builds do LA weave, and on those builds this mythic will essentially nullify itself. It will shine on certain builds and not on others. Just like Malacath shines or certain builds (dot/pressure builds) and not others.
Dark_Lord_Kuro wrote: »Have you tried it? It's a damage loss if you can LA weave properly for every class except Arcanist, which still does less dps on average than most other classes in PVE since it's pretty undertuned.
In pvp? "increase your damage done to monsters by 15%." So you only get the pen and crit damage. Gankers already hit the crit cap, so that's useless, just the pen is good. Just make it not work in PVP if it's causing problems. It's an item clearly designed for PVE anyway. But I haven't heard people having problems with it in PVP in the PTS yet.
The top end parses that I’ve seen show light attack damage at around 10-13% of your overall damage. How is this item a damage loss if it gives you a flat 15% boost ON TOP of 15% critical damage and tons of pen.
Easy you also get less ultimate and enchant proc due to no light attack
Velothi-Ur's amulet does not prevent light attacking, and light attack weaving still outperforms not weaving while using rhe amulet. This is because the light attacks can proc the enchants and give the ultigen.
Now, reducing the light attack damage by 99% also reduces the burstiness of your damage, because the light attacks should be constant ticks of damage you do. So, for content requiring damage bursts, the amulet might not be as good as you'd might imagine. For longer duration fights, it should be good.
In PVE, most of the time it won't outperform kilt. Yes, the light attack damage is 7-10% of your DPS, but wearing the amulet means you also lose the mythic slot, because the amulet is your mythic. Kilt adds more DPS than what you would gain from reducing 7-10% of your DPS by 99% while increasing other DPS by 15%. If you, however, lack pen or critical damage, the amulet becomes favorable. The amulet will also be good with several targets (mainly trash fights), since the light attacks are single target damage, but the amulet can boost all of your damage.
StarOfElyon wrote: »ketsparrowhawk wrote: »...StarOfElyon wrote: »ketsparrowhawk wrote: »However there are many builds that do not rely on light attacks all that much. Snipers and BEAM spammers come to mind. They will just enjoy a 12.5% damage increase with the possibility of crit spikes, vs the 16% with no crit spikes they'd get from malacath.
I haven't seen this thing in practice yet but just crunching some numbers it doesn't seem too terribly broken to me.
That's what I'm saying. Losing light attack damage in pvp is nothing unless you're using something like crystal weapon. The curse in the "kiss-curse" is inconsequential.
Light attacks account for about 10% of your damage without crystal weapon or anything like that. Most builds do LA weave, and on those builds this mythic will essentially nullify itself. It will shine on certain builds and not on others. Just like Malacath shines or certain builds (dot/pressure builds) and not others.
Basically, if you don't have much of any crit chance, malacath is good. On all other builds, this mythic is cracked. As much as I think Sea Serpents is also overtuned, at least it has a requirement that you take damage in order to get those busted stats. That's another thing that has to be balanced. Velothi Ur-Mage is like, hey here's what is essentially major breach and minor force that can be stacked with major breach and major force out the gate. The damage loss from light and heavy attacks will be made up for by the burst that this item adds to ultimates and skills, especially when ganking out of stealth.
Dark_Lord_Kuro wrote: »Have you tried it? It's a damage loss if you can LA weave properly for every class except Arcanist, which still does less dps on average than most other classes in PVE since it's pretty undertuned.
In pvp? "increase your damage done to monsters by 15%." So you only get the pen and crit damage. Gankers already hit the crit cap, so that's useless, just the pen is good. Just make it not work in PVP if it's causing problems. It's an item clearly designed for PVE anyway. But I haven't heard people having problems with it in PVP in the PTS yet.
The top end parses that I’ve seen show light attack damage at around 10-13% of your overall damage. How is this item a damage loss if it gives you a flat 15% boost ON TOP of 15% critical damage and tons of pen.
Easy you also get less ultimate and enchant proc due to no light attack
Velothi-Ur's amulet does not prevent light attacking, and light attack weaving still outperforms not weaving while using rhe amulet. This is because the light attacks can proc the enchants and give the ultigen.
Now, reducing the light attack damage by 99% also reduces the burstiness of your damage, because the light attacks should be constant ticks of damage you do. So, for content requiring damage bursts, the amulet might not be as good as you'd might imagine. For longer duration fights, it should be good.
In PVE, most of the time it won't outperform kilt. Yes, the light attack damage is 7-10% of your DPS, but wearing the amulet means you also lose the mythic slot, because the amulet is your mythic. Kilt adds more DPS than what you would gain from reducing 7-10% of your DPS by 99% while increasing other DPS by 15%. If you, however, lack pen or critical damage, the amulet becomes favorable. The amulet will also be good with several targets (mainly trash fights), since the light attacks are single target damage, but the amulet can boost all of your damage.
Ha! The mythic that forum posters claimed was the answer for people who dislike weaving, requires weaving to make passible dps. “This will replace oak for casuals!” Nope!
So what exactly is the “point” of this mythic. To move around how dps numbers are produced on your attacks?
X gets nerfed, Y gets buffed, but your rotation and dps stays about the same!
This really seems like a “nice but why bother” mythic.
Dark_Lord_Kuro wrote: »Have you tried it? It's a damage loss if you can LA weave properly for every class except Arcanist, which still does less dps on average than most other classes in PVE since it's pretty undertuned.
In pvp? "increase your damage done to monsters by 15%." So you only get the pen and crit damage. Gankers already hit the crit cap, so that's useless, just the pen is good. Just make it not work in PVP if it's causing problems. It's an item clearly designed for PVE anyway. But I haven't heard people having problems with it in PVP in the PTS yet.
The top end parses that I’ve seen show light attack damage at around 10-13% of your overall damage. How is this item a damage loss if it gives you a flat 15% boost ON TOP of 15% critical damage and tons of pen.
Easy you also get less ultimate and enchant proc due to no light attack
Velothi-Ur's amulet does not prevent light attacking, and light attack weaving still outperforms not weaving while using rhe amulet. This is because the light attacks can proc the enchants and give the ultigen.
Now, reducing the light attack damage by 99% also reduces the burstiness of your damage, because the light attacks should be constant ticks of damage you do. So, for content requiring damage bursts, the amulet might not be as good as you'd might imagine. For longer duration fights, it should be good.
In PVE, most of the time it won't outperform kilt. Yes, the light attack damage is 7-10% of your DPS, but wearing the amulet means you also lose the mythic slot, because the amulet is your mythic. Kilt adds more DPS than what you would gain from reducing 7-10% of your DPS by 99% while increasing other DPS by 15%. If you, however, lack pen or critical damage, the amulet becomes favorable. The amulet will also be good with several targets (mainly trash fights), since the light attacks are single target damage, but the amulet can boost all of your damage.
Ha! The mythic that forum posters claimed was the answer for people who dislike weaving, requires weaving to make passible dps. “This will replace oak for casuals!” Nope!
So what exactly is the “point” of this mythic. To move around how dps numbers are produced on your attacks?
X gets nerfed, Y gets buffed, but your rotation and dps stays about the same!
This really seems like a “nice but why bother” mythic.
It does help a bit those who are not yet consistent in their ability to weave. It does reduce the delta there. While the top end will be able to perform better with this mythic, the middle with some missed light attacks still gets a lot of oomph out of this. Missing the light attacks won't be as punishing when wearing this as it would be on other mythics.
The light attacks give you a hidden buff, that regenerates 3 ultimate points a second for 9 seconds (not sure for the exact duration of the buff). When your weaving is inconsistent and you miss some light attacks, this buff will still stay up easily. The difference will come from proccing the enchants. Perfectly weaving person has more chances to proc them, so their glyph uptime will be a bit better.
StarOfElyon wrote: »Most of the mythics that I would consider to be balanced are equal to a 5-piece bonus on a set. I think the following are few good examples of balanced mythics:
Death Dealer's Fete
Markyn ring
Mora's Whispers
Gaze of Sithis (prevents you from wearing a monster set)
Wild Hunt Ring
Torc of tonal constancy
The few which I listed which might offer overloaded stats come with a big drawback. In it's current state, I think even Oakensoul is now balanced. So I know the ZOS devs can balance items. Now there's another in need of balancing, from a PvP standpoint:
Velothi Ur-Mage's Amulet
Adds 4968 Offensive Penetration, Increase your damage done to monsters by 15%, Critical Damage by 15%, and reduce your Light and Heavy Attack damage by 99%.
This is way more than any unconditional set bonus currently in the game. It's way too much to not have a requirement to meet.
4968 Offensive Penetration and 15% critical damage at what cost? You can't do much damage with light attacks? Big deal; I rarely see a light attack on my death recap. This is a gankers dream. And it is just plain cracked on any build. So let's just avoid tormenting the players with more busted items for months and let's balance this thing NOW PLEASE.
TechMaybeHic wrote: »Seems PvE, usually the penetration is covered? So maybe that would be the point of contention that can be addressed?
ketsparrowhawk wrote: »For PvP purposes Malacath is a good comparison.
Malacath: +16% damage done. -50% crit damage.
- At a 30% crit rate (typical in pvp) that 50% crit damage would account for about 12% of the total damage output (after crit mitigation, etc.).
- So it's +16% damage minus 12% damage = 4% damage gained
Velothi:
- 5k pen = 7.5% damage assuming no pen cap
- 15% crit dmg = ~5% DPS assuming a 30% crit rate
- 7.5 + 5 = 12.5% DPS minus 10-12% DPS from losing light-attack damage = 0 - 2.5% damage gained.
However there are many builds that do not rely on light attacks all that much. Snipers and BEAM spammers come to mind. They will just enjoy a 12.5% damage increase with the possibility of crit spikes, vs the 16% with no crit spikes they'd get from malacath.
I haven't seen this thing in practice yet but just crunching some numbers it doesn't seem too terribly broken to me. I may be singing a different tune after getting sniped a few times XD
CameraBeardThePirate wrote: »ketsparrowhawk wrote: »For PvP purposes Malacath is a good comparison.
Malacath: +16% damage done. -50% crit damage.
- At a 30% crit rate (typical in pvp) that 50% crit damage would account for about 12% of the total damage output (after crit mitigation, etc.).
- So it's +16% damage minus 12% damage = 4% damage gained
Velothi:
- 5k pen = 7.5% damage assuming no pen cap
- 15% crit dmg = ~5% DPS assuming a 30% crit rate
- 7.5 + 5 = 12.5% DPS minus 10-12% DPS from losing light-attack damage = 0 - 2.5% damage gained.
However there are many builds that do not rely on light attacks all that much. Snipers and BEAM spammers come to mind. They will just enjoy a 12.5% damage increase with the possibility of crit spikes, vs the 16% with no crit spikes they'd get from malacath.
I haven't seen this thing in practice yet but just crunching some numbers it doesn't seem too terribly broken to me. I may be singing a different tune after getting sniped a few times XD
Crunching numbers like this doesn't really work in PvP like this though. At the end of the day, overall DPS overtime doesn't matter nearly as much as potential dps. The potential output of this amulet on a ganker is what's scary.
I see some people talking about reaching crit cap already - but that's missing the fact that going over crit cap in PvP is beneficial since you'll then be negating the enemy's crit resists. The set also doesn't debuff heavy attack damage - meaning you can just add in a heavy attack weave at the beginning of the gank.
The set will be rampant in Cyrodiil and IC on gankers, just as OG Oakensoul was. Do we need more damage in the meta? Yes, but I'd rather the damage not be in the form of 1 tap gank specs.