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Fix to Valkyn Skoria, and other sets.

FoJul
FoJul
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For a long time now, I been waiting for Zos to fix Valkyn skoria, and some other sets that I wish would actually work. I know it's base game, but you would think it would have already been fixed.

Valkyn Skoria is by far my favorite monster set in the game. As well as many other people. I heard about the adjustments to the set from a few patches ago, and decided to maybe get my hopes up and try it out again.

It is indeed NOT working.

When you deal damage with a damage over time affect, you have a 8% chance to summon a meteor that does damage and continues to do damage in an area for 5 seconds. (Similar to Meteor)

Now that I have the proc condition wrote down. Tell me why I had 2 sticky DoTs + status effect dots (Poison and Flame) and 3 AoE ground dots, and skoria decided it wanted to proc 3 times in a 4 minute fight.

I understand that its still only a 8% chance, but that 8% chance turns into 42% chance with the mentioned DoTs above. So 42% chance to proc with a 5 second cooldown, should not equal 3 procs in 4 minutes. The math ain't mathing.

Either Skoria is only scaling off of 1 of my dots. Or the 8% chance just makes me unlucky.

It already has a cooldown. So why is it ridiculous trying to use this set? Why does this set even exist if it doesn't do what it is designed to do. Did y'all test it and saw that it at least goes off so that was enough to say it was "Fixed".

Not sure what others think of this but I'm positive this isn't the only set that doesn't work properly.

Edited by ZOS_Icy on October 3, 2023 2:05PM
  • FoJul
    FoJul
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    FoJul wrote: »
    For a long time now, I been waiting for Zos to fix Valkyn skoria, and some other sets that I wish would actually work. I know it's base game, but you would think it would have already been fixed.

    Valkyn Skoria is by far my favorite monster set in the game. As well as many other people. I heard about the adjustments to the set from a few patches ago, and decided to maybe get my hopes up and try it out again.

    It is indeed NOT working.

    When you deal damage with a damage over time affect, you have a 8% chance to summon a meteor that does damage and continues to do damage in an area for 5 seconds. (Similar to Meteor)

    Now that I have the proc condition wrote down. Tell me why I had 2 sticky DoTs + status effect dots (Poison and Flame) and 3 AoE ground dots, and skoria decided it wanted to proc 3 times in a 4 minute fight.

    I understand that its still only a 8% chance, but that 8% chance turns into 42% chance with the mentioned DoTs above. So 42% chance to proc with a 5 second cooldown, should not equal 3 procs in 4 minutes. The math ain't mathing.

    Either Skoria is only scaling off of 1 of my dots. Or the 8% chance just makes me unlucky.

    It already has a cooldown. So why is it ridiculous trying to use this set? Why does this set even exist if it doesn't do what it is designed to do. Did y'all test it and saw that it at least goes off so that was enough to say it was "Fixed".

    Not sure what others think of this but I'm positive this isn't the only set that doesn't work properly.

    I'm also going to reply to myself, because it won't let me edit OP, but there was another post bringing this to the light before. And the same issue is still happening.

    https://forums.elderscrollsonline.com/en/discussion/619546/broken-set-valkyn-skoria
  • Panderbander
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    FoJul wrote: »

    I understand that its still only a 8% chance, but that 8% chance turns into 42% chance with the mentioned DoTs above. So 42% chance to proc with a 5 second cooldown, should not equal 3 procs in 4 minutes. The math ain't mathing.


    So the issue with this is that each individual tick has its own individual chance to proc the effect. Effectively you're pulling a random number from 1 to 100 each time a DOT deals damage and if it doesn't hit within the 1 to 8 range then it doesn't proc. This is referred to as independent probability in that the result of one event has no effect on others. It's entirely possible to end up with a full five minute fight and never roll something in the 1 to 8 range.

    Personally I feel like sets like this need an escalating probability, where after each tick if the set didn't fire then the chance increases by some flat percentage until it does go off, after which is resets back to the base percentage. This makes the set more consistent and less RNG-based.
    Leader of Lycan Syndicate, PC NA's tri-faction werewolf guild.~~~Played since the beta, got the monkey.~~~"The blood of the pack is now yours. They are your only family, your only allegiance!"
  • the1andonlyskwex
    the1andonlyskwex
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    FoJul wrote: »

    I understand that its still only a 8% chance, but that 8% chance turns into 42% chance with the mentioned DoTs above. So 42% chance to proc with a 5 second cooldown, should not equal 3 procs in 4 minutes. The math ain't mathing.


    So the issue with this is that each individual tick has its own individual chance to proc the effect. Effectively you're pulling a random number from 1 to 100 each time a DOT deals damage and if it doesn't hit within the 1 to 8 range then it doesn't proc. This is referred to as independent probability in that the result of one event has no effect on others. It's entirely possible to end up with a full five minute fight and never roll something in the 1 to 8 range.

    Personally I feel like sets like this need an escalating probability, where after each tick if the set didn't fire then the chance increases by some flat percentage until it does go off, after which is resets back to the base percentage. This makes the set more consistent and less RNG-based.

    If you actually do the math, an 8% chance per tick translates to a 52% proc chance within the first 9 ticks, and a 90% proc chance in the first 28 ticks. If you've got 3 DOTs ticking every second, the chance of getting a proc within 30 seconds is 99.94%.
  • MashmalloMan
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    FoJul wrote: »
    When you deal damage with a damage over time affect, you have a 8% chance to summon a meteor that does damage and continues to do damage in an area for 5 seconds. (Similar to Meteor)

    Your wording implies it deals continuous damage after landing for 5s like a dot, I wish, it only deals direct damage to nearby enemies. The AOE portion is 33% of the initial hits tooltip.
    FoJul wrote: »
    Tell me why I had 2 sticky DoTs + status effect dots (Poison and Flame) and 3 AoE ground dots, and skoria decided it wanted to proc 3 times in a 4 minute fight.

    I understand that its still only a 8% chance, but that 8% chance turns into 42% chance with the mentioned DoTs above. So 42% chance to proc with a 5 second cooldown, should not equal 3 procs in 4 minutes. The math ain't mathing.

    Sticky dots usually tick every 2 seconds, you mentioned 2 of them, so we can simplify this and say this is 1 instance per second.

    I'm going to assume based on what you said you're using a meta setup for dual wield in CP with Nirn/Charged. Enchants are direct DMG, status effects are dot. Burning ticks 3 times over 4s, poisoned ticks 4 times over 6s (if I remember correctly). Base enchant chance is 20%, with your setup it would be 68.5%.

    To simplify enchants, let's say you're guaranteed 1 of the 2 status effects. That 1 status effect is going to last long enough to proc again when the 4s CD of your enchants end, so you essentially get 1 extra sticky dot as a part of your build counting as 0.5 instances of DOT each second.

    Lastly, you mentioned 3 AOE ground DOTs, these typically tick once a second. So another +3 instances of DOT damage each second.

    If you're mathing proc chance from multiple instances you do it a specific way. I'll try to explain in my own words.

    Flip the chance it procs into the chance it doesn't proc, then convert it to a decimal number and multiply it by itself for every instance of damage each second.

    So in this case:

    8% to proc = 92% chance to NOT proc for 1 instance.
    92% = 0.92
    Instances = 1+0.5+3 = 4.5
    Since the .5 complicates this too much, there is rotations and human error involved, let's just say it's 4.

    0.92 x 0.92 x 0.92 x 0.92
    = 0.71639296

    Now flip this number again to reverse it for chance to proc.

    0.71639296 - 1
    = -0.28360704

    Aka, your setup should give you a 28% chance to proc Valkyn each second, not 42%.

    Let's say you're trying this on a dummy with the 28%. Sounds pretty good, but using the same equation your chance to proc after 4s is 73%, 90% by 7 seconds, 98% by 12 seconds. With the 5s CD, you should be firing a meteor off every 7-9s on avg, but there is a reality where you're not going to proc it for 20s straight.

    Lol either way, it's still a decent proc chance and this is only considering 1 target. When you start counting for 3, 4, 5 targets, you're very likely proccing it any time Valkyn's 5s cooldown ends.

    I would suggest providing a combat metrics report to show what is actually happening to locate the root of the issue better.
    Edited by MashmalloMan on October 1, 2023 4:27AM
    PC Beta - 2200+ CP

    Stam Sorc Khajiit PvE/PVP Main || Stam Sorc Dark Elf PvP ||
    Stam Templar Dark Elf || Stam Warden Wood Elf || Stam DK Nord || Stam Necro Orc || Stam Blade Khajiit


    Mag Sorc High Elf || Mag Templar High Elf || Mag Warden Breton || Mag Necro Khajiit || Mag Blade Khajiit
  • QuasiGumbo
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    FoJul wrote: »
    For a long time now, I been waiting for Zos to fix Valkyn skoria, and some other sets that I wish would actually work. I know it's base game, but you would think it would have already been fixed.

    Valkyn Skoria is by far my favorite monster set in the game. As well as many other people. I heard about the adjustments to the set from a few patches ago, and decided to maybe get my hopes up and try it out again.

    It is indeed NOT working.

    When you deal damage with a damage over time affect, you have a 8% chance to summon a meteor that does damage and continues to do damage in an area for 5 seconds. (Similar to Meteor)

    Now that I have the proc condition wrote down. Tell me why I had 2 sticky DoTs + status effect dots (Poison and Flame) and 3 AoE ground dots, and skoria decided it wanted to proc 3 times in a 4 minute fight.

    I understand that its still only a 8% chance, but that 8% chance turns into 42% chance with the mentioned DoTs above. So 42% chance to proc with a 5 second cooldown, should not equal 3 procs in 4 minutes. The math ain't mathing.

    Either Skoria is only scaling off of 1 of my dots. Or the 8% chance just makes me unlucky.

    It already has a cooldown. So why is it ridiculous trying to use this set? Why does this set even exist if it doesn't do what it is designed to do. Did y'all test it and saw that it at least goes off so that was enough to say it was "Fixed".

    Not sure what others think of this but I'm positive this isn't the only set that doesn't work properly.

    So in one cast of soul trap, it proc'd 3 times. It would proc once, sometimes twice, on caltrops. Never proc'd status effects. Didn't see it on degen, but didn't test very long. Within numerous 20-30second tests, consistantly was procing 2-4times.

    Status effects didn't proc it, my theory is that it is the same issue as sundered not procing ravager or frost enchant not procing nunatuk.

    Skills like degen might have some issues, needs further testing, but other than that. It feels rather consistent if you actually take the time and properly test.

    My only complaint, is that it didn't proc off jabs, but that is my own personal problem.
  • FoJul
    FoJul
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    QuasiGumbo wrote: »
    FoJul wrote: »
    For a long time now, I been waiting for Zos to fix Valkyn skoria, and some other sets that I wish would actually work. I know it's base game, but you would think it would have already been fixed.

    Valkyn Skoria is by far my favorite monster set in the game. As well as many other people. I heard about the adjustments to the set from a few patches ago, and decided to maybe get my hopes up and try it out again.

    It is indeed NOT working.

    When you deal damage with a damage over time affect, you have a 8% chance to summon a meteor that does damage and continues to do damage in an area for 5 seconds. (Similar to Meteor)

    Now that I have the proc condition wrote down. Tell me why I had 2 sticky DoTs + status effect dots (Poison and Flame) and 3 AoE ground dots, and skoria decided it wanted to proc 3 times in a 4 minute fight.

    I understand that its still only a 8% chance, but that 8% chance turns into 42% chance with the mentioned DoTs above. So 42% chance to proc with a 5 second cooldown, should not equal 3 procs in 4 minutes. The math ain't mathing.

    Either Skoria is only scaling off of 1 of my dots. Or the 8% chance just makes me unlucky.

    It already has a cooldown. So why is it ridiculous trying to use this set? Why does this set even exist if it doesn't do what it is designed to do. Did y'all test it and saw that it at least goes off so that was enough to say it was "Fixed".

    Not sure what others think of this but I'm positive this isn't the only set that doesn't work properly.

    So in one cast of soul trap, it proc'd 3 times. It would proc once, sometimes twice, on caltrops. Never proc'd status effects. Didn't see it on degen, but didn't test very long. Within numerous 20-30second tests, consistantly was procing 2-4times.

    Status effects didn't proc it, my theory is that it is the same issue as sundered not procing ravager or frost enchant not procing nunatuk.

    Skills like degen might have some issues, needs further testing, but other than that. It feels rather consistent if you actually take the time and properly test.

    My only complaint, is that it didn't proc off jabs, but that is my own personal problem.

    I used Debilitate/blood craze/degen/twisting path/ and elemental blockade to test it. I'll do it again just to get the specific CMX numbers.

  • FirmamentOfStars
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    Just mentioning that status effect damage does not count for quite many proc sets. Casting Ele sus for example does not proc lots of sets with the requirement „when dealing damage“.
  • Amerises
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    Literally, last patch they changed poison and burning status effects to NOT count as DoT’s, which explains why your testing resulted in finding it never proc’ing it.
  • MashmalloMan
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    Amerises wrote: »
    Literally, last patch they changed poison and burning status effects to NOT count as DoT’s, which explains why your testing resulted in finding it never proc’ing it.

    I don't see anything in update 39 after searching "status", "burn", or "poison". Can you quote what you're referencing?

    Closest reference I could see is them adjusting chilled/concussed on Ele Sus away from proccing dot conditions because they're not actually dots. They deal direct damage, but that is unrelated to this discussion.
    PC Beta - 2200+ CP

    Stam Sorc Khajiit PvE/PVP Main || Stam Sorc Dark Elf PvP ||
    Stam Templar Dark Elf || Stam Warden Wood Elf || Stam DK Nord || Stam Necro Orc || Stam Blade Khajiit


    Mag Sorc High Elf || Mag Templar High Elf || Mag Warden Breton || Mag Necro Khajiit || Mag Blade Khajiit
  • virtus753
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    Yes, status effects are procs and don’t proc procs. Or shouldn’t. It’s been that way a long time. And mostly the game adheres to those rules, although there are exceptions. We used to use glyph-based status effects to proc Encratis, for example, until that got fixed a while after it released with a general note about not letting procs proc procs.

    Now proc sets can proc status effects, just not vice versa. So this rule only goes certain ways, at ZOS’ discretion.

    ETA: these were the notes that covered the change to glyphs not proccing things like Encratis and EC anymore: “ Fixed an issue where many enchantments, poisons, and item sets were not properly labeled as procs.” & “Fixed numerous issues where sets that weren’t based on damage or healing were not properly labeled as such, creating confusion where some sets that applied buffs or crowd control could still trigger other sets when the core rule is that procs should not trigger other procs.” So you may need to expand any search to vague terms like procs rather than specific procs or sets.

    ETA2: Ele Sus does properly proc Baron Zaudrus x3 per cast because the status effects are guaranteed by the skill and part of its budget. Just like Power of the Light guarantees Minor Breach and so procs sets that work off applying debuffs, whereas a proc of Sundered does not, even though it inflicts Minor Breach too.
    Edited by virtus753 on October 1, 2023 5:52PM
  • QuasiGumbo
    QuasiGumbo
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    tested these skills in 2minute intervals. the skills themselves are fairly consistant around 5-8% of the time proc'ing. If i extended the time time frame it would get tighter to 8%.
    Math be mathin'.

    In all honesty, there needs to be better clarification on tooltips like this. By definition anything that you cause damage over time with should have a chance to proc it based off the current wording, however in testing it is more consistent with ability-based DoTs that are not direct damage(jabs).


    6jj3c7k7t287.png
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    EDIT:
    Due to OP ignoring this post, I have gone back to do the corrections for cooldowns.

    The following is the actual proc percentages which Shows the set is performing well, with an average proc chance of 11.37% which is clearly higher than 8% listed in the tooltip.

    Elemental Blockade: 8.53%
    Blood Craze: 6.52%
    Degeneration: 9.75%
    Twisting path: 11.53%
    Debilitate: 5.45%
    Edited by QuasiGumbo on October 3, 2023 2:49AM
  • QuasiGumbo
    QuasiGumbo
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    im6s01i25skm.png

    So, tested all 4 skills together. I would like to add in my previous post i did not adjust for cooldowns, which greatly lowers the proc chance numbers.

    In the cmx we have 361 instances of dot damage over a 2 minute period. Valkyn went of 14 times. Which means there are 14 windows of 5 secs that its cannot proc at all due to cooldown, so that 5 ticks of each ground aoe and 2.5 of each sticky dot. that adds up to about 15 ticks that cannot proc valkyn after eah proc. 14 * 15 is 210. So lets correct the number of ticks that CAN proc skoria. 361 - 210 = 151. so 14 events out of 151 chances is 9.27%.

    Basically, it over proc'd in the available time to proc during chances it can actually proc.

    As an additional note, 14 events times 5 sec cooldown, means there is a total of 70 seconds in a 120 second test that it could not proc.
  • MashmalloMan
    MashmalloMan
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    QuasiGumbo wrote: »
    im6s01i25skm.png

    So, tested all 4 skills together. I would like to add in my previous post i did not adjust for cooldowns, which greatly lowers the proc chance numbers.

    In the cmx we have 361 instances of dot damage over a 2 minute period. Valkyn went of 14 times. Which means there are 14 windows of 5 secs that its cannot proc at all due to cooldown, so that 5 ticks of each ground aoe and 2.5 of each sticky dot. that adds up to about 15 ticks that cannot proc valkyn after eah proc. 14 * 15 is 210. So lets correct the number of ticks that CAN proc skoria. 361 - 210 = 151. so 14 events out of 151 chances is 9.27%.

    Basically, it over proc'd in the available time to proc during chances it can actually proc.

    As an additional note, 14 events times 5 sec cooldown, means there is a total of 70 seconds in a 120 second test that it could not proc.

    Thank you. So given the confirmation that status effects from enchants don't proc procs, these 4 skills only count for an average of 3 instances of DOT damage a second.

    You have a 22% chance each second to proc Valkyn. Could take anywhere between 4-6s on average to proc. Over the course of a 120 second fight, this lines up with your findings of 70s on cooldown which is close enough to simplify as 50% up/50% down.

    Fully working as intended unfortunately. Need more dots or more targets if we want closer uptime to 100%.
    Edited by MashmalloMan on October 2, 2023 12:01AM
    PC Beta - 2200+ CP

    Stam Sorc Khajiit PvE/PVP Main || Stam Sorc Dark Elf PvP ||
    Stam Templar Dark Elf || Stam Warden Wood Elf || Stam DK Nord || Stam Necro Orc || Stam Blade Khajiit


    Mag Sorc High Elf || Mag Templar High Elf || Mag Warden Breton || Mag Necro Khajiit || Mag Blade Khajiit
  • QuasiGumbo
    QuasiGumbo
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    Thank you. So given the confirmation that status effects from enchants don't proc procs, these 4 skills only count for an average of 3 instances of DOT damage a second.

    You have a 22% chance each second to proc Valkyn. Could take anywhere between 4-6s on average to proc. Over the course of a 120 second fight, this lines up with your findings of 70s on cooldown which is close enough to simplify as 50% up/50% down.

    Fully working as intended unfortunately. Need more dots or more targets if we want closer uptime to 100%.

    Just adding this to contribute. Dropped ele blockade with twisting path and it proc'd 22 times, meaning there was only 10seconds of available proc time in the 2-minute test. Meaning, it was virtually going off on cooldown.

    wbtsp957ifwr.png

  • MashmalloMan
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    QuasiGumbo wrote: »

    Thank you. So given the confirmation that status effects from enchants don't proc procs, these 4 skills only count for an average of 3 instances of DOT damage a second.

    You have a 22% chance each second to proc Valkyn. Could take anywhere between 4-6s on average to proc. Over the course of a 120 second fight, this lines up with your findings of 70s on cooldown which is close enough to simplify as 50% up/50% down.

    Fully working as intended unfortunately. Need more dots or more targets if we want closer uptime to 100%.

    Just adding this to contribute. Dropped ele blockade with twisting path and it proc'd 22 times, meaning there was only 10seconds of available proc time in the 2-minute test. Meaning, it was virtually going off on cooldown.

    wbtsp957ifwr.png

    10 targets, 2 ticks a second, that's an 81% chance to proc each second, pretty much guaranteed by 2 seconds.
    PC Beta - 2200+ CP

    Stam Sorc Khajiit PvE/PVP Main || Stam Sorc Dark Elf PvP ||
    Stam Templar Dark Elf || Stam Warden Wood Elf || Stam DK Nord || Stam Necro Orc || Stam Blade Khajiit


    Mag Sorc High Elf || Mag Templar High Elf || Mag Warden Breton || Mag Necro Khajiit || Mag Blade Khajiit
  • Aces-High-82
    Aces-High-82
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    Correct me If it changed at some point but twistring and blockade are direct dmg. Dots are worded as "Deals x damage over x seconds"
    Edited by Aces-High-82 on October 2, 2023 5:22PM
  • lQrukl
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    Correct me If it changed at some point but twistring and blockade are direct dmg. Dots are worded as "Deals x damage over x seconds"

    You are wrong, both are AoE dots becase they deal dot-type damage
  • Rugby_hook
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    Correct me If it changed at some point but twistring and blockade are direct dmg. Dots are worded as "Deals x damage over x seconds"
    I don’t remember the twisting tool tip exactly, but I know for sure Unstable Wall is a mix of direct and DoT. I would imagine many ground based AoEs are similar in that the first or final tick is considered direct and all others are DoT.
  • Necrotech_Master
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    Correct me If it changed at some point but twistring and blockade are direct dmg. Dots are worded as "Deals x damage over x seconds"

    twisting is a dot

    blockade is a dot

    unstable wall is all dot minus the final explosion which is direct
    plays PC/NA
    handle @Necrotech_Master
    active player since april 2014

    i have my main house (grand topal hideaway) listed in the housing tours, it has multiple target dummies, scribing altar, and grandmaster stations (in progress being filled out), as well as almost every antiquity furnishing on display to preview them

    feel free to stop by and use the facilities
  • Aces-High-82
    Aces-High-82
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    Unfortunately I didn't pve for some years now so I looked it up. Both twisting and blockade are affected by Master at Arms. Skoria been a staple on magplar in the past bc puncturing was a dot even its wording indicated a direct nature.
    https://elderscrollsonline.wiki.fextralife.com/Twisting+Path
    https://elderscrollsonline.wiki.fextralife.com/Elemental+Blockade
    Edited by Aces-High-82 on October 2, 2023 6:20PM
  • Necrotech_Master
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    Unfortunately I didn't pve for some years now so I looked it up. Both twisting and blockade are affected by Master at Arms. Skoria been a staple on magplar in the past bc puncturing was a dot even its wording indicated a direct nature.
    https://elderscrollsonline.wiki.fextralife.com/Twisting+Path
    https://elderscrollsonline.wiki.fextralife.com/Elemental+Blockade

    they fixed jabs and flurry counting as dots like over a year ago now

    nerienth actually works good on a jabs focused templar better than skoria
    plays PC/NA
    handle @Necrotech_Master
    active player since april 2014

    i have my main house (grand topal hideaway) listed in the housing tours, it has multiple target dummies, scribing altar, and grandmaster stations (in progress being filled out), as well as almost every antiquity furnishing on display to preview them

    feel free to stop by and use the facilities
  • FoJul
    FoJul
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    QuasiGumbo wrote: »

    Thank you. So given the confirmation that status effects from enchants don't proc procs, these 4 skills only count for an average of 3 instances of DOT damage a second.

    You have a 22% chance each second to proc Valkyn. Could take anywhere between 4-6s on average to proc. Over the course of a 120 second fight, this lines up with your findings of 70s on cooldown which is close enough to simplify as 50% up/50% down.

    Fully working as intended unfortunately. Need more dots or more targets if we want closer uptime to 100%.

    Just adding this to contribute. Dropped ele blockade with twisting path and it proc'd 22 times, meaning there was only 10seconds of available proc time in the 2-minute test. Meaning, it was virtually going off on cooldown.

    wbtsp957ifwr.png

    10 targets, 2 ticks a second, that's an 81% chance to proc each second, pretty much guaranteed by 2 seconds.

    Maybe I should have been more specific. You shouldn't need 5-20 test dummies to get the set to work properly. I'm talking from a PvP perspective. Skoria is actually one of the worst sets to use.
  • FoJul
    FoJul
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    QuasiGumbo wrote: »
    im6s01i25skm.png

    So, tested all 4 skills together. I would like to add in my previous post i did not adjust for cooldowns, which greatly lowers the proc chance numbers.

    In the cmx we have 361 instances of dot damage over a 2 minute period. Valkyn went of 14 times. Which means there are 14 windows of 5 secs that its cannot proc at all due to cooldown, so that 5 ticks of each ground aoe and 2.5 of each sticky dot. that adds up to about 15 ticks that cannot proc valkyn after eah proc. 14 * 15 is 210. So lets correct the number of ticks that CAN proc skoria. 361 - 210 = 151. so 14 events out of 151 chances is 9.27%.

    Basically, it over proc'd in the available time to proc during chances it can actually proc.

    As an additional note, 14 events times 5 sec cooldown, means there is a total of 70 seconds in a 120 second test that it could not proc.

    Thank you. So given the confirmation that status effects from enchants don't proc procs, these 4 skills only count for an average of 3 instances of DOT damage a second.

    You have a 22% chance each second to proc Valkyn. Could take anywhere between 4-6s on average to proc. Over the course of a 120 second fight, this lines up with your findings of 70s on cooldown which is close enough to simplify as 50% up/50% down.

    Fully working as intended unfortunately. Need more dots or more targets if we want closer uptime to 100%.

    So when I mean *Fix* I mean, make the set actually worth slotting. Not just the actual mechanic. It's unrealistic to use in pvp now. Where 5 years ago it was my favorite set and i slotted it on all builds.

    In pvp, realistically for most builds you can fit 2 maybe 3 dots.

    Either raise the proc chances, or give it a different proc condition.
    Edited by FoJul on October 3, 2023 1:02AM
  • FoJul
    FoJul
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    Dekrypted wrote: »
    FoJul wrote: »
    For a long time now, I been waiting for Zos to fix Valkyn skoria, and some other sets that I wish would actually work. I know it's base game, but you would think it would have already been fixed...

    ...Not sure what others think of this but I'm positive this isn't the only set that doesn't work properly.

    Now that it has been confirmed that Skoria is working as it's supposed to, I'm curious what the OP thinks about other sets that aren't working.

    Going through these sets and testing them relating to their conditions and efficacy per the tooltips listed is a constructive thing that the "Dev" team should be doing more of, especially if they're going to have a patch for bug fixes and QoL.

    Let us know, @FoJul.

    As for this comment, I'd have to go back and look. Again when I say sets need to be fixed, I really meant for them to be adjusted.

    In PvP from past test I can tell you that:
    1. Viper Sting doesn't 100% feel right, i cant explain it...it should be 100% uptime but its barely 50%.
    2. Hexos Ward, barely procs. I wanted to make a magblade copying a sorc build. It didn't work as I expected.
    3. Ice heart is also something I tested for the same build as #2 and in PvP it was just meh.
    4. Selene is an AOE cone direct damage similar to dawnbreaker. So why can it be roll dodged?
    5. Warchief (the new set)
    6. Infernal Guardian
    7. Velidreth
    8. Troll King

    I can go on and on about sets (I think) are just not right. Whether that be with mechanics or just no usefulness after it received some kind of nerf it just goes unforgotten.

    All of these sets have received adjustments already. (Excluding Warchief) It seems like Zos is more focused on producing more sets and adjusting only things that are overtuned rather than undertuned.
  • MashmalloMan
    MashmalloMan
    ✭✭✭✭✭
    ✭✭✭✭
    Correct me If it changed at some point but twistring and blockade are direct dmg. Dots are worded as "Deals x damage over x seconds"

    Don't get hung up on the wording, they are interchangeable. ZOS is notoriously bad with their tooltips.
    PC Beta - 2200+ CP

    Stam Sorc Khajiit PvE/PVP Main || Stam Sorc Dark Elf PvP ||
    Stam Templar Dark Elf || Stam Warden Wood Elf || Stam DK Nord || Stam Necro Orc || Stam Blade Khajiit


    Mag Sorc High Elf || Mag Templar High Elf || Mag Warden Breton || Mag Necro Khajiit || Mag Blade Khajiit
  • FoJul
    FoJul
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    FoJul wrote: »
    QuasiGumbo wrote: »
    im6s01i25skm.png

    So, tested all 4 skills together. I would like to add in my previous post i did not adjust for cooldowns, which greatly lowers the proc chance numbers.

    In the cmx we have 361 instances of dot damage over a 2 minute period. Valkyn went of 14 times. Which means there are 14 windows of 5 secs that its cannot proc at all due to cooldown, so that 5 ticks of each ground aoe and 2.5 of each sticky dot. that adds up to about 15 ticks that cannot proc valkyn after eah proc. 14 * 15 is 210. So lets correct the number of ticks that CAN proc skoria. 361 - 210 = 151. so 14 events out of 151 chances is 9.27%.

    Basically, it over proc'd in the available time to proc during chances it can actually proc.

    As an additional note, 14 events times 5 sec cooldown, means there is a total of 70 seconds in a 120 second test that it could not proc.

    Thank you. So given the confirmation that status effects from enchants don't proc procs, these 4 skills only count for an average of 3 instances of DOT damage a second.

    You have a 22% chance each second to proc Valkyn. Could take anywhere between 4-6s on average to proc. Over the course of a 120 second fight, this lines up with your findings of 70s on cooldown which is close enough to simplify as 50% up/50% down.

    Fully working as intended unfortunately. Need more dots or more targets if we want closer uptime to 100%.

    So when I mean *Fix* I mean, make the set actually worth slotting. Not just the actual mechanic. It's unrealistic to use in pvp now. Where 5 years ago it was my favorite set and i slotted it on all builds.

    In pvp, realistically for most builds you can fit 2 maybe 3 dots.

    Either raise the proc chances, or give it a different proc condition.

    So I'm going to show my results when testing this skoria on pts. (Against a real player aka PvP)

    So I used 6 dots in the first test.

    1ddi95ml3tcl.png


    In the second test I ran 2 dots.

    i6lmjba5nukp.png

    Finally, in the last test where i used 1 dot. (Minus the one inferno heavy)

    ihlsd8m32l8k.png

    I understand the proc ITSELF works. But in a realistic fight, skoria just doesn't work.


  • Gopher
    Gopher
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    oh hey, thats me :D
    I will steal your lettuce and eat your crops.
  • FoJul
    FoJul
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    Dekrypted wrote: »
    FoJul wrote: »
    For a long time now, I been waiting for Zos to fix Valkyn skoria, and some other sets that I wish would actually work. I know it's base game, but you would think it would have already been fixed.

    Valkyn Skoria is by far my favorite monster set in the game. As well as many other people. I heard about the adjustments to the set from a few patches ago, and decided to maybe get my hopes up and try it out again.

    It is indeed NOT working.

    It already has a cooldown. So why is it ridiculous trying to use this set? Why does this set even exist if it doesn't do what it is designed to do. Did y'all test it and saw that it at least goes off so that was enough to say it was "Fixed".

    Not sure what others think of this but I'm positive this isn't the only set that doesn't work properly.
    Posted September 30th, 2023
    FoJul wrote: »
    As for this comment, I'd have to go back and look. Again when I say sets need to be fixed, I really meant for them to be adjusted.
    Posted October 2, 2023

    So it would seem that the purpose of this thread has changed making this one technically off topic now. Really a new thread would be appropriate, but if we are to continue here, I do not mind.

    I'm going to run though this in a kind of "Lightning Round" approach.
    FoJul wrote: »
    In PvP from past test I can tell you that:
    1. Viper Sting doesn't 100% feel right, i cant explain it...it should be 100% uptime but its barely 50%.
    2. Hexos Ward, barely procs. I wanted to make a magblade copying a sorc build. It didn't work as I expected.
    3. Ice heart is also something I tested for the same build as #2 and in PvP it was just meh.
    4. Selene is an AOE cone direct damage similar to dawnbreaker. So why can it be roll dodged?
    5. Warchief (the new set)
    6. Infernal Guardian
    7. Velidreth
    8. Troll King

    1. Main issue with this set is that the scaling is very low. Per its condition to activate, please research what is and isn't Martial Damage.

    Vipers.png
    2. Hexos Ward works 100% fine. There's actually nothing wrong with it. Please review what is and isn't Direct Damage as well as review what Battle Spirit is and does.
    Hexos.png
    batle-spirit.png
    3. Iceheart in its current state is clearly intended to be used within PvE. To this day, I have used it on builds in PvE and it's super helpful. Maelstrom and Vateshran are great places to run the set if you need the extra cushion it provides. It's scaling for damage is honestly a bit low. For shield strength in PvP, please research what Battle Spirit is and does.
    Iceheart.png
    batle-spirit.png
    4. Selene's tooltip clearly states what it does. There is no mention of multiple enemies. Please review the set.
    Selene.png
    5. You didn't really add anything here for this set. Personally I think its very strong in a 1v1 environment and can be a pain if someone tags you with it when you're in an outnumbered situation. Prior to its implementation on the Live Server, there were many threads and posts discussing the set. I 'd recommend making a new thread that specifically addresses the set.
    (Not providing a Screenshot, but yeah. Here's the set for anyone who wants to see it: https://eso-hub.com/en/sets/jerall-mountains-warchief )
    6. Again, nothing was said about this set in your post. It was just listed and that's it. Nothing really wrong with it besides the low scaling.
    Infernal-Guardian.png
    7. Again, nothing was said about this set in your post. It's just listed and that's it. I really don't see anything wrong with this set at this point.
    Velidreth.png
    8. Aaaaand again, nothing was listed about this set in your post. It was just listed and that's it. This set provides Health Recovery. Please research what Battle Spirit is and does.
    Troll.png
    batle-spirit.png

    I have provided a screenshot for what Battle Spirit is and does for the current patch. While Zenimax is notorious for having people not satisfied with the decisions they make, this is where the state of in-game combat is. It's not perfect, but there are plenty of things that do make sense within the space of the game. I'd recommend you make a thread that is specific to the topic you want to discuss and take things from there.

    It's not really off topic. People just misunderstood what I meant by *Fixed* yea sure the set still procs. But just because that the proc still procs, doesn't mean that it works efficiently.
  • FoJul
    FoJul
    ✭✭✭✭
    Dekrypted wrote: »
    FoJul wrote: »
    For a long time now, I been waiting for Zos to fix Valkyn skoria, and some other sets that I wish would actually work. I know it's base game, but you would think it would have already been fixed.

    Valkyn Skoria is by far my favorite monster set in the game. As well as many other people. I heard about the adjustments to the set from a few patches ago, and decided to maybe get my hopes up and try it out again.

    It is indeed NOT working.

    It already has a cooldown. So why is it ridiculous trying to use this set? Why does this set even exist if it doesn't do what it is designed to do. Did y'all test it and saw that it at least goes off so that was enough to say it was "Fixed".

    Not sure what others think of this but I'm positive this isn't the only set that doesn't work properly.
    Posted September 30th, 2023
    FoJul wrote: »
    As for this comment, I'd have to go back and look. Again when I say sets need to be fixed, I really meant for them to be adjusted.
    Posted October 2, 2023

    So it would seem that the purpose of this thread has changed making this one technically off topic now. Really a new thread would be appropriate, but if we are to continue here, I do not mind.

    I'm going to run though this in a kind of "Lightning Round" approach.
    FoJul wrote: »
    In PvP from past test I can tell you that:
    1. Viper Sting doesn't 100% feel right, i cant explain it...it should be 100% uptime but its barely 50%.
    2. Hexos Ward, barely procs. I wanted to make a magblade copying a sorc build. It didn't work as I expected.
    3. Ice heart is also something I tested for the same build as #2 and in PvP it was just meh.
    4. Selene is an AOE cone direct damage similar to dawnbreaker. So why can it be roll dodged?
    5. Warchief (the new set)
    6. Infernal Guardian
    7. Velidreth
    8. Troll King

    1. Main issue with this set is that the scaling is very low. Per its condition to activate, please research what is and isn't Martial Damage.

    Vipers.png
    2. Hexos Ward works 100% fine. There's actually nothing wrong with it. Please review what is and isn't Direct Damage as well as review what Battle Spirit is and does.
    Hexos.png
    batle-spirit.png
    3. Iceheart in its current state is clearly intended to be used within PvE. To this day, I have used it on builds in PvE and it's super helpful. Maelstrom and Vateshran are great places to run the set if you need the extra cushion it provides. It's scaling for damage is honestly a bit low. For shield strength in PvP, please research what Battle Spirit is and does.
    Iceheart.png
    batle-spirit.png
    4. Selene's tooltip clearly states what it does. There is no mention of multiple enemies. Please review the set.
    Selene.png
    5. You didn't really add anything here for this set. Personally I think its very strong in a 1v1 environment and can be a pain if someone tags you with it when you're in an outnumbered situation. Prior to its implementation on the Live Server, there were many threads and posts discussing the set. I 'd recommend making a new thread that specifically addresses the set.
    (Not providing a Screenshot, but yeah. Here's the set for anyone who wants to see it: https://eso-hub.com/en/sets/jerall-mountains-warchief )
    6. Again, nothing was said about this set in your post. It was just listed and that's it. Nothing really wrong with it besides the low scaling.
    Infernal-Guardian.png
    7. Again, nothing was said about this set in your post. It's just listed and that's it. I really don't see anything wrong with this set at this point.
    Velidreth.png
    8. Aaaaand again, nothing was listed about this set in your post. It was just listed and that's it. This set provides Health Recovery. Please research what Battle Spirit is and does.
    Troll.png
    batle-spirit.png

    I have provided a screenshot for what Battle Spirit is and does for the current patch. While Zenimax is notorious for having people not satisfied with the decisions they make, this is where the state of in-game combat is. It's not perfect, but there are plenty of things that do make sense within the space of the game. I'd recommend you make a thread that is specific to the topic you want to discuss and take things from there.

    Also, your just trying to argue at this point. I was listing off sets off the top of my head. Hexos ward in pvp has like a 20% up time. Icheart has the same issue. Viper despite having 100% uptime capabilities, is only up for 30-50% of the fight. Troll king was not health recovery based awhile back. Now that it is, it is completely useless. Infernal Guardian does not lob 3 mortars at the same person they are scattered. Velidreth spawns 3 balls and only 1 of them does anything.

    You cannot tell me you are using any of these sets in an effective pvp build (besides warchief)
    Warchief was listed because the effect is basically up 100% of the time unless you have the broken CP or purge.
  • FoJul
    FoJul
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    If you made Way of Fire, or Master dual wield have a chance to do the damage that they do, lets say for example:

    Way of fire- Instead of it doing damage every 2 seconds when using weapons. Make it like 10% chance to proc damage every 2 seconds when dealing damage with a weapon. Everyone would drop the set and it will be a dead set.

    When I say *Fix* a set. That means adjust the set to which it will actually be a decent option when making a build. This goes back to everyone using the same few sets for everything. 8/10 times of a fight. The opponent will be using zaan or balorgh. (for pvp)

    Lemme just put on the same build on every single class. The playstyle is basically the same. If we can get some old outdated sets to be brought back in line (a.k.a, Fixed) maybe there would be fun builds and fun engaging fights.

    You can argue with the OP all you want but you know that these sets *Work* but don't work.

    (P.S) you personally know me, so having to explain *Battle Spirit* was just untasteful.
    Edited by FoJul on October 3, 2023 3:12AM
This discussion has been closed.