xXCJsniperXx7 wrote: »techprince wrote: »Weapons
Destruction Staff
Ancient Knowledge: Based on player feedback, we’ve re-adjusted the bonuses granted for these staff types to fit more into their theme, while moving to be more generic amplifications so more builds can easily derive meaningful power without intense specialization.
Inferno Staves now increase your damage done with Damage over Time effects by 6/12%, rather than the initial hit of status effects by 250/500.
Lightning Staves now increase your damage done with direct damage and channeled effects by 6/12%, rather than Damage over Time and channeled effects by 6/12%
Fire Staves still have low use cases as they will not buff single-target attacks. At least lightning will be used somewhere due to direct damage.
12% dot buff is a much better bonus than the current single target damage. Making both single target and aoe dots stronger is much more versatile. If your a magdk for example next to all of your skills are better with this change now. Comparing to live, where only Molten Whip, Burning Embers, Flames of Oblivion, and Unrelenting Grip are buffed, this change will make the majority of skills better instead. This change includes Burning Embers, Engulfing Flames, Eruption, Unstable Wall, Destructive Reach, Barbed Trap, Standard of Might, etc. This is just picturing a magdk to. All classes will benefit from this change as flame staffs capabilities are increased.
So what will happen with my magsorc now that pretty much everything is singe target?
If you want to run staves, lightning will likely be BiS for a heavy spammable, single target setup. Especially for PVP.
For PVE, lightning might still be best. Basically, you will see a slight damage increase depending on the build you currently run given that inferno doesn't buff AOE, only single target on live.
So, for example, in my solo setup damage skills:
FB: Meteor, Crushing, Curse, Frag
BB: Destro Ult, WoE, LL, Boundless
On Live: Fire stave only buffs Crushing, Curse, and Frag, all by 10%
On PTS: Lightning stave buffs Crushing, Curse, and Frag, all by 12%
Neither of the AOEs are buffed in either stave type. So, in all, a slight buff to my Sorc setup swapping to lightning stave.
You could swap to Fire stave and that should buff WoE, LL, Boundless, but I think that would be less damage in a parse than buffing the single target damage, for the same reasons builds would run inferno on live right now over lightning.
techprince wrote: »xXCJsniperXx7 wrote: »techprince wrote: »Weapons
Destruction Staff
Ancient Knowledge: Based on player feedback, we’ve re-adjusted the bonuses granted for these staff types to fit more into their theme, while moving to be more generic amplifications so more builds can easily derive meaningful power without intense specialization.
Inferno Staves now increase your damage done with Damage over Time effects by 6/12%, rather than the initial hit of status effects by 250/500.
Lightning Staves now increase your damage done with direct damage and channeled effects by 6/12%, rather than Damage over Time and channeled effects by 6/12%
Fire Staves still have low use cases as they will not buff single-target attacks. At least lightning will be used somewhere due to direct damage.
12% dot buff is a much better bonus than the current single target damage. Making both single target and aoe dots stronger is much more versatile. If your a magdk for example next to all of your skills are better with this change now. Comparing to live, where only Molten Whip, Burning Embers, Flames of Oblivion, and Unrelenting Grip are buffed, this change will make the majority of skills better instead. This change includes Burning Embers, Engulfing Flames, Eruption, Unstable Wall, Destructive Reach, Barbed Trap, Standard of Might, etc. This is just picturing a magdk to. All classes will benefit from this change as flame staffs capabilities are increased.
Dot classes are DK, Warden and Necro. Wardens wont be using it as Ice Staves buffs all damage by 12%. The remaining 2 will see some use of it but thats about it. Every other class directly benefits from Lightning Staff. In PvP, front-barring vateshran flame staff with backbar Master DW will be extremely out of balance. You will see this setup everywhere.
Chilly-McFreeze wrote: »
From a PvP perspecrive - I'm not great at eos math so if someone can help me out here. Using dw maces nern/charged currently on live and looking at the change to lighting staff being 12% buff to direct and channeled attacks, what will be better for a templar/arcanist. Now I appreciate going staff will lose the second enchant and trait but will that 12% buff make up the difference of not having 2 maces and loosing the pen and the charged enchants etc. If it doesn't I think the meta will stay exactly as it is...to fair it probably will unless master dw/ wrath of elements gets nerfed
Chilly-McFreeze wrote: »I was under the impression that channeled attacks count as dots. Since they arent explicitly excluded from flame staves: are channels buffed by both staves?
No, try it wit thurmaturge or even valkyn Skoria which procs off dots, skills like jabs or beam will not benifit or proc the set
Fair enough, jabs is a channeled and definitely is not buffed by thurmaturge and definitely doesn't proc skoria any more, so I assumed fate carver followed the same rules..I shouldn't assume anything when comes to Zos I guess.
xXCJsniperXx7 wrote: »techprince wrote: »Weapons
Destruction Staff
Ancient Knowledge: Based on player feedback, we’ve re-adjusted the bonuses granted for these staff types to fit more into their theme, while moving to be more generic amplifications so more builds can easily derive meaningful power without intense specialization.
Inferno Staves now increase your damage done with Damage over Time effects by 6/12%, rather than the initial hit of status effects by 250/500.
Lightning Staves now increase your damage done with direct damage and channeled effects by 6/12%, rather than Damage over Time and channeled effects by 6/12%
Fire Staves still have low use cases as they will not buff single-target attacks. At least lightning will be used somewhere due to direct damage.
12% dot buff is a much better bonus than the current single target damage. Making both single target and aoe dots stronger is much more versatile. If your a magdk for example next to all of your skills are better with this change now. Comparing to live, where only Molten Whip, Burning Embers, Flames of Oblivion, and Unrelenting Grip are buffed, this change will make the majority of skills better instead. This change includes Burning Embers, Engulfing Flames, Eruption, Unstable Wall, Destructive Reach, Barbed Trap, Standard of Might, etc. This is just picturing a magdk to. All classes will benefit from this change as flame staffs capabilities are increased.
So what will happen with my magsorc now that pretty much everything is singe target?
techprince wrote: »What if fire staff retains the previous status damage boost together with dot damage?
Tyrant_Tim wrote: »techprince wrote: »What if fire staff retains the previous status damage boost together with dot damage?
That status effect increase would need to be bare minimally halved for it to be added to Inferno with the DoT change.
Personally, I would love to see ZOS add a lot more channeled attacks to the game, then add the Direct Damage to Frost Staff while removing any and all tank functionality from it.
Ice Staff acts more like a Staff of Alteration than it’s respective Destruction element.
techprince wrote: »What if fire staff retains the previous status damage boost together with dot damage?
chessalavakia_ESO wrote: »I think the changes might make lightning look too much like the clear winner.
Maybe the changes parse well but, at a glance it doesn't really look even and that's all some people will be doing.
At this point, why not just split the buff into two components.
Have destro increase all damage by, say, 8% for ALL staffs + additional flavour buff.
Benefits
1. Build Consistency
This makes it less punishing for builds that don't fit into a specific niche (DoTs vs Direct or Single Target vs AoE) but still leaves room in power budget for unique identity to each staff.
2. Segments Power Budget
This also splits the damage buff, meaning you can do something like the following:
- Inferno Staves now increase your damage done with Damage over Time effects by 2/4%
- Lightning Staves now increase your damage done with direct damage and channeled effects by 2/4%
- Frost Staves reduce the cost of blocking by 36% and decreases the amount of damage you block by 20%
This also provides additional benefits
- Enables individual balancing of Fire vs Lightning
- Narrows gap for Frost dps due to lack of Tri Focus damage components while still keeping Frost damage as a defensive oriented staff
Taking this one step further:
Bespoke damage buffs
- Inferno Staves now increase your damage done with Damage over Time effects by 3/6% (Net damage buff 11/14%)
- Lightning Staves now increase your damage done with direct damage and channeled effects by 2/4% (Net damage buff 10/12%)
- Frost Staves reduce the cost of blocking by 36% and decreases the amount of damage you block by 20% (Net damage buff 8/8%)
Bespoke buff approaches
- Inferno Staves now increase your chance to apply status effects by 100/200% (Net damage buff 8/8%)
- Lightning Staves now increase your damage done with direct damage and channeled effects by 2/4% (Net damage buff 10/12%)
- Frost Staves reduce the cost of blocking by 36% and decreases the amount of damage you block by 20% (Net damage buff 8/8%)
RedrunnerFred wrote: »If I am correct the new changes would give a total of 24% damage increase to the big 3 dot status effects. These being Fire, Poison and Hemorrhaging. With the Dragonknight's now 33% fire and poison buff the damage should probably be around where it was pre nerf. Makes me think that Serpent's disdain would be worth it if you have all three. Perhaps a dk with fire staff front bar and dualweild backbar with the skills venomous claw, elemental susceptibility, and rending slashes could be effective.
Somehow, even week 3 still reads "LOL stop frontbarring inferno staff" to me for no reason so I'll stick to my feedback of "ZOS, kindly stop *** up my characters".
Bl4ckR3alm93 wrote: »Somehow, even week 3 still reads "LOL stop frontbarring inferno staff" to me for no reason so I'll stick to my feedback of "ZOS, kindly stop *** up my characters".
Nah I think the PTS week 3 is a step in the right direction. Vast majority of the community wanted these changes and I think this is better for Staves. Inferno Staff definitely do not need 12% heavy attack lol. The new DoT damage when you heavy attack is way better plus 12% DoT increase overall. Now the Devs also increased Status effect damage by 12% which literally makes sense do what a Fire Staff would do. The Lightning Staff chances also make way better sense. I personally am loving what the Developers are doing compared to these other games out here like Destiny 2 and am going to make a post about it later. Sometimes people need to know that their doing better especially in todays society.
Somehow, even week 3 still reads "LOL stop frontbarring inferno staff" to me for no reason so I'll stick to my feedback of "ZOS, kindly stop *** up my characters".
techprince wrote: »It should have been flat 250 status effect damage boost.
Somehow, even week 3 still reads "LOL stop frontbarring inferno staff" to me for no reason so I'll stick to my feedback of "ZOS, kindly stop *** up my characters".
if you're running rele and nirn then inferno and lightning do about the same dps, if you're also running any decent number of dots then inferno comes out ahead.
if you're running bahsei and mothers sorrow or some other combination of pure stats sets then lightning comes out ahead.
bow is always good.
the changes have made all 3 options relevant instead of it being literally only inferno staff. overall this is a big win for build variety and styles.
techprince wrote: »It should have been flat 250 status effect damage boost.
JerBearESO wrote: »techprince wrote: »It should have been flat 250 status effect damage boost.
Yeah 12% is basically of what 500-800 damage on average, keeping in mind burning and poisoned are already DoTs so they don't actually benefit from this? So that 60-96 damage per status effect, ish...? It's the right direction but not the right numbers here.
250 flat boost would be awesome, but even just doubling up on the % here would be ok. Though I haven't tested anything, and I could be wrong. The 12% to status could very well decimate all who dare oppose the great and fear inspiring tickling