ESO_Nightingale wrote: »f047ys3v3n wrote: »"Destruction Staff
Ancient Knowledge
Flame Staff: This passive now increases your damage done by the initial hit of status effects by 250/500, rather than increasing single target damage done by 5/10%."
I don't understand this change. Flame staffs are probably the front bar weapon for fewer PVE and PVP builds now than at any other time in the history of the game. Why remove their passive? Also, don't kid yourself, 500 damage every status effect is essentially nothing. This change is basically a complete removal of the passive. I don't get it, but RIP what few NB and LA sorc DD's still existed. There weren't many, and their damage was already bad, but they are gone now.
500 damage per status effect direct isn't nothing, but it's only good for status effect builds like frost warden that have a ton of sources of application and with charged. but frost warden uses an ice staff so the bonus doesn't help anyone much at all. conclusion is that this is still a terrible change for inferno staff, but the idea of increased status effect damage is actually good as a general concept.
Its not nothing, but even on my Magicka DK it is weaker than switching to a bow in my testing, and this should be the class that benefits the most from a burning buff.
I'm sure someone at ZOS is going to see comments like this and nerf bow to be inline with destruction staff as an answer...
FrancisCrawford wrote: »Yeah. Niches like lightning HA or frost warden aside, ranged builds will likely splash magicka skills into stamina-mainly setups.
techprince wrote: »Penetrating Magic should give Spell Penetration passively to all the attacks, and not just Destruction Staff attacks.
ESO_Nightingale wrote: »techprince wrote: »Penetrating Magic should give Spell Penetration passively to all the attacks, and not just Destruction Staff attacks.
they'd have to significantly reduce the power of the passive if that was the case
techprince wrote: »ESO_Nightingale wrote: »techprince wrote: »Penetrating Magic should give Spell Penetration passively to all the attacks, and not just Destruction Staff attacks.
they'd have to significantly reduce the power of the passive if that was the case
Not necessarily. Staves already have the lowest weapon damage and coefficient. They have already lost 10% single target and AOE damage. This change will make up for it.
ESO_Nightingale wrote: »techprince wrote: »ESO_Nightingale wrote: »techprince wrote: »Penetrating Magic should give Spell Penetration passively to all the attacks, and not just Destruction Staff attacks.
they'd have to significantly reduce the power of the passive if that was the case
Not necessarily. Staves already have the lowest weapon damage and coefficient. They have already lost 10% single target and AOE damage. This change will make up for it.
that's because they're ranged abilities where as melee weapons have slightly increased damage to make up for it.
techprince wrote: »ESO_Nightingale wrote: »techprince wrote: »ESO_Nightingale wrote: »techprince wrote: »Penetrating Magic should give Spell Penetration passively to all the attacks, and not just Destruction Staff attacks.
they'd have to significantly reduce the power of the passive if that was the case
Not necessarily. Staves already have the lowest weapon damage and coefficient. They have already lost 10% single target and AOE damage. This change will make up for it.
that's because they're ranged abilities where as melee weapons have slightly increased damage to make up for it.
You don't get it. They have low damage multipliers, low base weapon damage AND lost single target and AOE damage. Penetration makes up for the 10% single target and AOE damage loss.
ESO_Nightingale wrote: »techprince wrote: »ESO_Nightingale wrote: »techprince wrote: »ESO_Nightingale wrote: »techprince wrote: »Penetrating Magic should give Spell Penetration passively to all the attacks, and not just Destruction Staff attacks.
they'd have to significantly reduce the power of the passive if that was the case
Not necessarily. Staves already have the lowest weapon damage and coefficient. They have already lost 10% single target and AOE damage. This change will make up for it.
that's because they're ranged abilities where as melee weapons have slightly increased damage to make up for it.
You don't get it. They have low damage multipliers, low base weapon damage AND lost single target and AOE damage. Penetration makes up for the 10% single target and AOE damage loss.
Penetration will not make up for it in trial situations whatsoever, there's better targets, it'll be a better idea to keep the pentration as a lower percentage of the budget of power.
techprince wrote: »ESO_Nightingale wrote: »techprince wrote: »ESO_Nightingale wrote: »techprince wrote: »ESO_Nightingale wrote: »techprince wrote: »Penetrating Magic should give Spell Penetration passively to all the attacks, and not just Destruction Staff attacks.
they'd have to significantly reduce the power of the passive if that was the case
Not necessarily. Staves already have the lowest weapon damage and coefficient. They have already lost 10% single target and AOE damage. This change will make up for it.
that's because they're ranged abilities where as melee weapons have slightly increased damage to make up for it.
You don't get it. They have low damage multipliers, low base weapon damage AND lost single target and AOE damage. Penetration makes up for the 10% single target and AOE damage loss.
Penetration will not make up for it in trial situations whatsoever, there's better targets, it'll be a better idea to keep the pentration as a lower percentage of the budget of power.
*Optimized trials. Tell me, how many players actually run in 100% optimized trials? It will still be used in Solo PvE, Group PvE and PvP as well.
ESO_Nightingale wrote: »techprince wrote: »ESO_Nightingale wrote: »techprince wrote: »ESO_Nightingale wrote: »techprince wrote: »ESO_Nightingale wrote: »techprince wrote: »Penetrating Magic should give Spell Penetration passively to all the attacks, and not just Destruction Staff attacks.
they'd have to significantly reduce the power of the passive if that was the case
Not necessarily. Staves already have the lowest weapon damage and coefficient. They have already lost 10% single target and AOE damage. This change will make up for it.
that's because they're ranged abilities where as melee weapons have slightly increased damage to make up for it.
You don't get it. They have low damage multipliers, low base weapon damage AND lost single target and AOE damage. Penetration makes up for the 10% single target and AOE damage loss.
Penetration will not make up for it in trial situations whatsoever, there's better targets, it'll be a better idea to keep the pentration as a lower percentage of the budget of power.
*Optimized trials. Tell me, how many players actually run in 100% optimized trials? It will still be used in Solo PvE, Group PvE and PvP as well.
Pve balance mostly only matters for optimised trial groups. Not sure why this is a point of contention. I still think widening it's grasp a good idea, but 3k+ penetration for EVERYTHING is excessive in addition to the other bonuses, it'd be more helpful as a whole for that power budget to go to stuff like ancient knowledge and to have the pentrating magic passive be smaller.
techprince wrote: »ESO_Nightingale wrote: »techprince wrote: »ESO_Nightingale wrote: »techprince wrote: »ESO_Nightingale wrote: »techprince wrote: »ESO_Nightingale wrote: »techprince wrote: »Penetrating Magic should give Spell Penetration passively to all the attacks, and not just Destruction Staff attacks.
they'd have to significantly reduce the power of the passive if that was the case
Not necessarily. Staves already have the lowest weapon damage and coefficient. They have already lost 10% single target and AOE damage. This change will make up for it.
that's because they're ranged abilities where as melee weapons have slightly increased damage to make up for it.
You don't get it. They have low damage multipliers, low base weapon damage AND lost single target and AOE damage. Penetration makes up for the 10% single target and AOE damage loss.
Penetration will not make up for it in trial situations whatsoever, there's better targets, it'll be a better idea to keep the pentration as a lower percentage of the budget of power.
*Optimized trials. Tell me, how many players actually run in 100% optimized trials? It will still be used in Solo PvE, Group PvE and PvP as well.
Pve balance mostly only matters for optimised trial groups. Not sure why this is a point of contention. I still think widening it's grasp a good idea, but 3k+ penetration for EVERYTHING is excessive in addition to the other bonuses, it'd be more helpful as a whole for that power budget to go to stuff like ancient knowledge and to have the pentrating magic passive be smaller.
PvE balance also matters for solo and group content. Have you heard of score runs?
ESO_Nightingale wrote: »techprince wrote: »ESO_Nightingale wrote: »techprince wrote: »ESO_Nightingale wrote: »techprince wrote: »ESO_Nightingale wrote: »techprince wrote: »ESO_Nightingale wrote: »techprince wrote: »Penetrating Magic should give Spell Penetration passively to all the attacks, and not just Destruction Staff attacks.
they'd have to significantly reduce the power of the passive if that was the case
Not necessarily. Staves already have the lowest weapon damage and coefficient. They have already lost 10% single target and AOE damage. This change will make up for it.
that's because they're ranged abilities where as melee weapons have slightly increased damage to make up for it.
You don't get it. They have low damage multipliers, low base weapon damage AND lost single target and AOE damage. Penetration makes up for the 10% single target and AOE damage loss.
Penetration will not make up for it in trial situations whatsoever, there's better targets, it'll be a better idea to keep the pentration as a lower percentage of the budget of power.
*Optimized trials. Tell me, how many players actually run in 100% optimized trials? It will still be used in Solo PvE, Group PvE and PvP as well.
Pve balance mostly only matters for optimised trial groups. Not sure why this is a point of contention. I still think widening it's grasp a good idea, but 3k+ penetration for EVERYTHING is excessive in addition to the other bonuses, it'd be more helpful as a whole for that power budget to go to stuff like ancient knowledge and to have the pentrating magic passive be smaller.
PvE balance also matters for solo and group content. Have you heard of score runs?
Not nearly as much as it does for trial content which is what a lot of pve balance is based around. Huge amounts of penetration is not the way to go. You'll stop seeing the use of destruction staves in trial content if that much budget is given to penetration. There's a reason mauls and maces aren't used there.
techprince wrote: »ESO_Nightingale wrote: »techprince wrote: »ESO_Nightingale wrote: »techprince wrote: »ESO_Nightingale wrote: »techprince wrote: »ESO_Nightingale wrote: »techprince wrote: »ESO_Nightingale wrote: »techprince wrote: »Penetrating Magic should give Spell Penetration passively to all the attacks, and not just Destruction Staff attacks.
they'd have to significantly reduce the power of the passive if that was the case
Not necessarily. Staves already have the lowest weapon damage and coefficient. They have already lost 10% single target and AOE damage. This change will make up for it.
that's because they're ranged abilities where as melee weapons have slightly increased damage to make up for it.
You don't get it. They have low damage multipliers, low base weapon damage AND lost single target and AOE damage. Penetration makes up for the 10% single target and AOE damage loss.
Penetration will not make up for it in trial situations whatsoever, there's better targets, it'll be a better idea to keep the pentration as a lower percentage of the budget of power.
*Optimized trials. Tell me, how many players actually run in 100% optimized trials? It will still be used in Solo PvE, Group PvE and PvP as well.
Pve balance mostly only matters for optimised trial groups. Not sure why this is a point of contention. I still think widening it's grasp a good idea, but 3k+ penetration for EVERYTHING is excessive in addition to the other bonuses, it'd be more helpful as a whole for that power budget to go to stuff like ancient knowledge and to have the pentrating magic passive be smaller.
PvE balance also matters for solo and group content. Have you heard of score runs?
Not nearly as much as it does for trial content which is what a lot of pve balance is based around. Huge amounts of penetration is not the way to go. You'll stop seeing the use of destruction staves in trial content if that much budget is given to penetration. There's a reason mauls and maces aren't used there.
Again, not everyone plays in highly optimised groups. Maces and mauls do have use everywhere but optimised trials. If you know the history of changes, they are not going to implement every change you have suggested. So the question of power budget goes out of window.
JerBearESO wrote: »I'm loving these changes, not necessarily the loss of the 10%, but the things the loss are replaced by are going to make for interesting pvp builds.
Making up for the loss with the currently near useless penetration passive would be the right way to go. Just change that passive to 5% damage or something to benefit the users full kit would be good enough, right?
These new effects on the staffs are actually the best part of this patch for me though
ESO_Nightingale wrote: »JerBearESO wrote: »I'm loving these changes, not necessarily the loss of the 10%, but the things the loss are replaced by are going to make for interesting pvp builds.
Making up for the loss with the currently near useless penetration passive would be the right way to go. Just change that passive to 5% damage or something to benefit the users full kit would be good enough, right?
These new effects on the staffs are actually the best part of this patch for me though
i don't really agree. extra penetration is not useful in all content.
JerBearESO wrote: »ESO_Nightingale wrote: »JerBearESO wrote: »I'm loving these changes, not necessarily the loss of the 10%, but the things the loss are replaced by are going to make for interesting pvp builds.
Making up for the loss with the currently near useless penetration passive would be the right way to go. Just change that passive to 5% damage or something to benefit the users full kit would be good enough, right?
These new effects on the staffs are actually the best part of this patch for me though
i don't really agree. extra penetration is not useful in all content.
That's why I was saying they could essentially ditch the penetration and give something like 5% flat damage boost instead, maybe to magic damage types specifically; magic/flame/shock/frost.
We would end up with the new effects without a real power loss in people's current builds? I think....
Lightning staff buffs both single target and aoe dot/channel damage by 12%.
Logically,
Fire staff should buff both single target and aoe direct damage, by 12%.
Frost staff should get the status effect buff, but you'd have to nerf the Warden Piercing Cold frost staff passive to keep that from being overpowered, because Warden would get all the benefits of fire, lightning and frost by virtue of that one class passive (12% to ALL damage while using ice staff).
ESO_Nightingale wrote: »ESO_Nightingale wrote: »f047ys3v3n wrote: »"Destruction Staff
Ancient Knowledge
Flame Staff: This passive now increases your damage done by the initial hit of status effects by 250/500, rather than increasing single target damage done by 5/10%."
I don't understand this change. Flame staffs are probably the front bar weapon for fewer PVE and PVP builds now than at any other time in the history of the game. Why remove their passive? Also, don't kid yourself, 500 damage every status effect is essentially nothing. This change is basically a complete removal of the passive. I don't get it, but RIP what few NB and LA sorc DD's still existed. There weren't many, and their damage was already bad, but they are gone now.
500 damage per status effect direct isn't nothing, but it's only good for status effect builds like frost warden that have a ton of sources of application and with charged. but frost warden uses an ice staff so the bonus doesn't help anyone much at all. conclusion is that this is still a terrible change for inferno staff, but the idea of increased status effect damage is actually good as a general concept.
Its not nothing, but even on my Magicka DK it is weaker than switching to a bow in my testing, and this should be the class that benefits the most from a burning buff.
I'm sure someone at ZOS is going to see comments like this and nerf bow to be inline with destruction staff as an answer...
Yeah that absolutely shouldn't be the case, the fire staff change severely missed the mark. I think it would be reasonable to buff the corresponding status effect of each staff in addition to a bigger bonus like what the lightning staff has. Destruction staves have an identity of status effect application, and running with it alongside a sizable bonus helps to increase the viability of pure element builds that want to focus on that stuff. If the lightning staff buffed direct hits, that not only synergises better with concussed, but also with sorcerer who is a burst based class. Likewise, increased dot damage should be on the fire staff as fire is usually associated with damage over time, you even see this on ardent flame and the burning status effect. To focus on staves in this way not only makes it a more compelling choice for your build as you would now have option to run lightning stafd viably in single target, but it also helps to enshrine pure element builds which are pretty popular.
ESO_Nightingale wrote: »ESO_Nightingale wrote: »f047ys3v3n wrote: »"Destruction Staff
Ancient Knowledge
Flame Staff: This passive now increases your damage done by the initial hit of status effects by 250/500, rather than increasing single target damage done by 5/10%."
I don't understand this change. Flame staffs are probably the front bar weapon for fewer PVE and PVP builds now than at any other time in the history of the game. Why remove their passive? Also, don't kid yourself, 500 damage every status effect is essentially nothing. This change is basically a complete removal of the passive. I don't get it, but RIP what few NB and LA sorc DD's still existed. There weren't many, and their damage was already bad, but they are gone now.
500 damage per status effect direct isn't nothing, but it's only good for status effect builds like frost warden that have a ton of sources of application and with charged. but frost warden uses an ice staff so the bonus doesn't help anyone much at all. conclusion is that this is still a terrible change for inferno staff, but the idea of increased status effect damage is actually good as a general concept.
Its not nothing, but even on my Magicka DK it is weaker than switching to a bow in my testing, and this should be the class that benefits the most from a burning buff.
I'm sure someone at ZOS is going to see comments like this and nerf bow to be inline with destruction staff as an answer...
Yeah that absolutely shouldn't be the case, the fire staff change severely missed the mark. I think it would be reasonable to buff the corresponding status effect of each staff in addition to a bigger bonus like what the lightning staff has. Destruction staves have an identity of status effect application, and running with it alongside a sizable bonus helps to increase the viability of pure element builds that want to focus on that stuff. If the lightning staff buffed direct hits, that not only synergises better with concussed, but also with sorcerer who is a burst based class. Likewise, increased dot damage should be on the fire staff as fire is usually associated with damage over time, you even see this on ardent flame and the burning status effect. To focus on staves in this way not only makes it a more compelling choice for your build as you would now have option to run lightning stafd viably in single target, but it also helps to enshrine pure element builds which are pretty popular.
I'd rather not be shoehorned into specific staff elements with specific classes tbh.
Again, let me play with fire as a sorcerer if I want. More build diversity, not less.
Either way, their week 1 suggestion is just mindboggling. Just no.
Why are they killing staff dps? These were already weaker than other weapons as far as bonuses. Now you won’t even get the 10% buff, except on dots which is weak. Sad.
Why are they killing staff dps? These were already weaker than other weapons as far as bonuses. Now you won’t even get the 10% buff, except on dots which is weak. Sad.