PISTOLETVKREDIT wrote: »I didnt slot any blue stars for the test. My penetration was 4613.
@ZOS_BrianWheeler , @ZOS_GinaBruno , @ZOS_Kevin any comments please?
PISTOLETVKREDIT wrote: »So you are saying penetration is factored twice? 1st target 18200 + second target 18200? And to reach 4 equial numbers my penetration should be 36 400 ?
Dagoth_Rac wrote: »The original damage was already mitigated by the first mob's armor. It should not get mitigated again by the other mob's armor. This kind of "double dipping", of everything from crit chance to healing to damage, is something ZOS have taken steps to eliminate in a lot of other areas of combat. I am not sure why this one skill would be an exception. Seems like an oversight.
JerBearESO wrote: »Could be PvP cleave related? If intended I mean, I would be a countermeasure to the cleave from NPC enemy problem a bit. Does this happen with lightning heavy? That would be a bit of an indicator as to whether it's intended design or not.
JerBearESO wrote: »Could be PvP cleave related? If intended I mean, I would be a countermeasure to the cleave from NPC enemy problem a bit. Does this happen with lightning heavy? That would be a bit of an indicator as to whether it's intended design or not.
WrathOfInnos wrote: »JerBearESO wrote: »Could be PvP cleave related? If intended I mean, I would be a countermeasure to the cleave from NPC enemy problem a bit. Does this happen with lightning heavy? That would be a bit of an indicator as to whether it's intended design or not.
Adding to this, you would not want the splash damage to be dealt without checking the recipient's mitigation. Imagine hitting a glass cannon and the nearby tank with capped resistances feels the same impact.
I think it should be changed so all targets in the area receive the same base hit, then each one calculates mitigation only using their individual resistances. Basically how every other AoE ability works (Pulsar, Whirling Blades, Scythe).
Dagoth_Rac wrote: »The original damage was already mitigated by the first mob's armor. It should not get mitigated again by the other mob's armor. This kind of "double dipping", of everything from crit chance to healing to damage, is something ZOS have taken steps to eliminate in a lot of other areas of combat. I am not sure why this one skill would be an exception. Seems like an oversight.