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what is with the difference between physical and magic damage status effect?

bar_boss_A
bar_boss_A
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magic damage and physical damage are the basic damage types of their respective fields. They feel like they are opposites in a way. That's why I think they should have similar status effects. Currently magic damage status effect lets you regain magicka while physical afflicts the enemy with breach and gives you 100 spell and weapon power. The first is garbage and the second god tier and they have nothing in common. It is like a slap to the face to magic users.

I would prefer if either they both grant the damage bonus and breach or if:
  • overcharged stays as is
  • Sundered:
    • Increased the damage of this status effect by ~106%.
    • This effect now also instantly restores 65 Stamina to its activator.
    • This effect no longer applies minor breach and instead applies minor stamina steal for 4s.
  • Rebiludo
    Rebiludo
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    bar_boss_A wrote: »
    I would prefer if either they both grant the damage bonus and breach or if:

    No. It nerfs builds that apply both at the same time. but ok with you to up the magic status effect
  • MashmalloMan
    MashmalloMan
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    Sooooooo you don't like Magicka's Status Effect and decided it would be best to suggest a change that makes Sundered a carbon copy of it? What?

    "If I can't have fun, no one can."

    The main reason there is no such thing as Minor Stamina steal in the game is because all stamina skills have -15% cost reduction built in or through passives to counter the fact that you use that same pool for core combat abilities like dodging, blocking, sprinting, and break free.

    If you add Minor Stamina Steal and a 65 bonus to boot, you completely break the fabric of the games current balance which would take much more work to solve all because you think Overcharged sucks, so you want Sundered to suck too.

    This may be news to you, but you can use Sundered as a Mag user. It's not exclusive to Stam toons. If anything, this sucks more for Stam toons that don't need the Mag sustain from Overcharge.

    TLDR: If you don't like something, focus on how you can improve it instead of trying to drag down others to your level. Status effects should also remain unique, it's fairly boring to have a status effect be a carbon copy of another. They've made great efforts this patch to make all the status effects have their own niche.
    PC Beta - 1900+ 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
  • bar_boss_A
    bar_boss_A
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    TLDR: If you don't like something, focus on how you can improve it instead of trying to drag down others to your level. Status effects should also remain unique, it's fairly boring to have a status effect be a carbon copy of another. They've made great efforts this patch to make all the status effects have their own niche.

    The biggest issue I have with sundered is that penetration is kind of the magic user thing, but somehow physical users get 3k pen for free just for slapping you in the face. It never belonged there anyway. Besides that I am absolutely open for anyone getting nice stuff ;). What about the following:
    • overcharged
      • Increased the damage of this status effect by ~106%.
      • This effect grants 220 critical chance to its activator
      • This effect now applies minor breach for 4s
    • sundered
      • Increased the damage of this status effect by ~106%.
      • This effect grants 100 spell and weapon damage to its activator.
      • This effect no longer applies minor breach and instead applies minor cowardice for 4s.

    This fits thematically better from my point of view
    Edited by bar_boss_A on February 1, 2024 1:20PM
  • kojou
    kojou
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    I think Minor Breach fits thematically with the Sundered status effect. You beat down on your enemy until their armor is less effective with Physical Damage.

    The slap in the face to magic users (IMO) is that there is such a thing as "Magic Damage" to begin with. I would rather they look at the skill, and if it is a projectile that bludgeons the target then make it Physical Damage, if it looks like it burns make it Flame Damage, if it looks like it stabs then make it bleed damage, etc... and just get rid of "Magic Damage" altogether.

    Playing since beta...
  • bar_boss_A
    bar_boss_A
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    yeah the elements system is a real mess ... best thing is direct bleed damage ... like wtf
  • MashmalloMan
    MashmalloMan
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    bar_boss_A wrote: »
    yeah the elements system is a real mess ... best thing is direct bleed damage ... like wtf

    Yeah you really have to follow the ESO train of changes to understand why thats the case today. IDK if you know, so forgive me if I'm overexplaining, but it used to just be Physical/Poison/Disease for Martial damage types.

    Bleed damage was originally Physical damage over time that ignored armor resistance. It was baked into Axes and some skills, but those bleed effects always underperformed in PVE content where ignoring an enemies armor resistance gave no benefit when pve mobs can be lowered to have no armor with debuffs.

    It was used as a way of dealing with tanks in pvp, but because it ignored armor, the tooltips were much lower to compensate. Rending Slashes for example did like a 3rd of most dot skills which is why they sucked in PVE.

    This eventually got replaced by Oblivion damage and allowed those skills to thrive in PVE and PVP content again where they could treat them like every other damage type. When that happened, Physical damage dots with "Bleed" as the tooltip were just flavour text. It did nothing additional. The only thing it could do is play off of sets that happened to require or buff "Bleed" effects.

    1 patch, not unlike this one, they redid the damage types and status effects to make bleeds their own damage type instead of Physical damage, with its own unique status effect. Within that same patch, they introduced Overcharge and Sundered with Hemorphaging, all brand new. This made it so there was 4 Martial and 4 Magical damage types. An even balance.

    Of course, with a new damage type, comes the ESO staple of Direct Single Target, Direct AOE, Single Target DOT, and AOE DOT skill types. Thats why Bleed has direct damage skills now, because it wouldn't make much sense for if you wanted a skill to do a Bleed dot (Hemorphaging), to start out as physical damage.

    It works for ESO, I'm not complaining :)
    Edited by MashmalloMan on February 1, 2024 3:09PM
    PC Beta - 1900+ 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
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