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Status Effect Rework Analysis (Good Change)

  • Vaqual
    Vaqual
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    I wonder If Serpent's Disdain will be used more in PVP. Extending Status effects by 16 Seconds with that increased damage could be a doozy lol..

    Really only bleed will benefit from that, since the others hurt mostly on application. It will have a small impact on poisoned and concussed, but with high enough proc frequency (depending on builds damage types) it could also be marginal. While serpents will be good, it will not be a dramatic buff to this set.

    It will help to cover some uptime that would be lost due to the charged nerf, but that could also be done with any proc set of the corresponding damage type. So it is a rather build specific issue. It is certainly decent now and I think it will stay roughly comparable. Heartland Conqueror will be benefit more, but of course it also loses power situationally, since it is a multiplier of charged.
    Edited by Vaqual on February 4, 2024 6:24PM
  • FrancisCrawford
    FrancisCrawford
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    Saw a lot of confusion about the status effect changes from the notes, so I did some tests on the PTS to illustrate the changes clearer. Burning was used as the standard 100% to which all other status effects were balanced around.

    Status effect tick damage:
    • Burning = 100% (3 ticks over 4s)
    • Poisoned = 66% (scales up to 2x, 3 ticks over 4s)
    • Hemorrhaging = 44% (stacking 3x, 3 ticks over 4s)
    • Concussed = 110% (125% if within 4s)
    • Overcharged = 110%
    • Sundered = 110%
    • Chilled = 110%
    • Diseased = 100% + 40% (aoe 4s cd)

    TLDR of Status Effect mechanics:
    • Burning = Single target dot for 4s
    • Poisoned = Single target dot for 4s + scales up to 2x damage based on missing health
    • Hemorrhaging = Single target dot for 4s + stacks 3x for 3x the damage
    • Concussed = Single target direct damage + Minor Vulnerability for 4s + 15% damage if dealt again within 4s
    • Overcharged = Single target direct damage + Minor Magicka Steal for 4s + 65 Magicka to user
    • Sundered = Single target direct damage + Minor Breach for 4s + 100 Weapon/Spell Damage to user for 4s
    • Chilled = Single target direct damage + Minor Maim for 4s + Minor Brittle for 4s with an Ice Staff
    • Diseased = Single target direct damage + Minor Defile for 4s + aoe tick on 4s cooldown that spreads Minor Defile

    Actual PTS numbers before I converted to % for simplicity:
    • Burning = 577
    • Poisoned = 384 at 100% hp, 756 at 1% hp.
    • Hemorrhaging = 252 x1 stack, 504 x2 stacks, 756 x3 stacks
    • Concussed = 634 or 729 when removing minor vulnerability.
    • Overcharged = 634
    • Sundered = 634
    • Chilled = 634
    • Diseased = 577 initial tick + 230 aoe tick on 4s cd

    Basically, the 3 dot status effects are still the best at providing overall dps because they have 3 ticks 2 seconds apart. So Burning for example deals 100% a tick for 300% over 4s. Poisoned deals up to 132% a tick in execute, Hemorrhaging deals up to 132% a tick with 3 stacks.

    However, if you can proc any of the other 5 direct damage status effects quicker than that 2 second gap consistently, they can manage to squeak ahead since each of them deal between 100-125% a tick, but only once. This would be why they buffed DK's Burning/Poisoned bonus to 40% to make sure refreshing Burning/Poisoned status effects felt impactful.

    My only feedback:
    1. The damage bonus for Concussed seems a bit low and not really that impactful. It would be neat if it stacked multiple times, but had a lower bonus. Like 10%, but stacked 3x for +30% total.
    2. The aoe proc for Diseased is really cool, but it deals much less damage than the original proc. The benefit is it spreads minor defile, but it feels a bit weak. 1 positive is the aoe stacks with the first tick on the original target, so technically once every 4 seconds it deals 140%, not 100%.

    This is fantastic for build diversity. Really happy with how this has turned out. It will make Scribing a lot more interesting.

    Thoughts?

    Great research!

    How do those numbers compare to spammable damage on whatever build you were using?
  • Tannus15
    Tannus15
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    robpr wrote: »
    How Asylum destro compares to rest of the weapons with these changes?

    in my testing at least it was underwhelming due to giving up a monster set or mythic to run an arena weapon front bar. you can get pretty much the same functionality with any charged staff.
  • Tannus15
    Tannus15
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    Concussive is hitting like a truck in my parses. It's very much the missing piece from mag dps, but especially mag sorc dps.

    rr0u9il5xoqn.png

    f8oi9i05fgt7.png

    Shock damage has been so lack luster for so long it's refreshing to not be punished for using the sorc primary element.

    Force pulse is finally a good spammable.

    Maelstrom 2h is still too strong imo, or other options are too weak, which ever you prefer.

    These changes are long over due. Poison, bleeding and flame damage were the only good status effects and classes without access to them were missing a lot of free dps.
  • Sun7dance
    Sun7dance
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    Does sundered still give minor breach?
    From the PTS Notes it's unclear, coz it's not mentioned whether the weapon/spell power comes in addition or instead.

    Thx!
    PS5|EU
  • MashmalloMan
    MashmalloMan
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    Sun7dance wrote: »
    Does sundered still give minor breach?
    From the PTS Notes it's unclear, coz it's not mentioned whether the weapon/spell power comes in addition or instead.

    Thx!

    For a full list of what each status effect does, press the spoiler tab in the OP.

    Hemorrhaging was the only 1 that lost its minor debuff from minor mangle.
    TLDR of Status Effect mechanics:
    • Burning = Single target dot for 4s
    • Poisoned = Single target dot for 4s + scales up to 2x damage based on missing health
    • Hemorrhaging = Single target dot for 4s + stacks 3x for 3x the damage
    • Concussed = Single target direct damage + Minor Vulnerability for 4s + 15% damage if dealt again within 4s
    • Overcharged = Single target direct damage + Minor Magicka Steal for 4s + 65 Magicka to user
    • Sundered = Single target direct damage + Minor Breach for 4s + 100 Weapon/Spell Damage to user for 4s
    • Chilled = Single target direct damage + Minor Maim for 4s + Minor Brittle for 4s with an Ice Staff
    • Diseased = Single target direct damage + Minor Defile for 4s + aoe tick on 4s cooldown that spreads Minor Defile

    PC Beta - 2200+ CP

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    Mag Sorc High Elf || Mag Templar High Elf || Mag Warden Breton || Mag Necro Khajiit || Mag Blade Khajiit
  • Sun7dance
    Sun7dance
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    Sun7dance wrote: »
    Does sundered still give minor breach?
    From the PTS Notes it's unclear, coz it's not mentioned whether the weapon/spell power comes in addition or instead.

    Thx!

    For a full list of what each status effect does, press the spoiler tab in the OP.

    Hemorrhaging was the only 1 that lost its minor debuff from minor mangle.

    [...]

    Overlooked, sorry!
    Thx!

    PS5|EU
  • xylena_lazarow
    xylena_lazarow
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    React wrote: »
    From a PVP perspective, I'm personally a bit concerned about it. The numbers I'm seeing in CMX are signifcantly higher across the board
    In a PvP meta with Undeath, spammable burst heals, stacked HoTs, nigh infinite sustain, massive speed creep, and overall nerfed pressure damage... not seeing this as a problem.
    PC/NA || CP/Cyro || RIP soft caps
  • MashmalloMan
    MashmalloMan
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    Saw a lot of confusion about the status effect changes from the notes, so I did some tests on the PTS to illustrate the changes clearer. Burning was used as the standard 100% to which all other status effects were balanced around.

    Status effect tick damage:
    • Burning = 100% (3 ticks over 4s)
    • Poisoned = 66% (scales up to 2x, 3 ticks over 4s)
    • Hemorrhaging = 44% (stacking 3x, 3 ticks over 4s)
    • Concussed = 110% (125% if within 4s)
    • Overcharged = 110%
    • Sundered = 110%
    • Chilled = 110%
    • Diseased = 100% + 40% (aoe 4s cd)

    TLDR of Status Effect mechanics:
    • Burning = Single target dot for 4s
    • Poisoned = Single target dot for 4s + scales up to 2x damage based on missing health
    • Hemorrhaging = Single target dot for 4s + stacks 3x for 3x the damage
    • Concussed = Single target direct damage + Minor Vulnerability for 4s + 15% damage if dealt again within 4s
    • Overcharged = Single target direct damage + Minor Magicka Steal for 4s + 65 Magicka to user
    • Sundered = Single target direct damage + Minor Breach for 4s + 100 Weapon/Spell Damage to user for 4s
    • Chilled = Single target direct damage + Minor Maim for 4s + Minor Brittle for 4s with an Ice Staff
    • Diseased = Single target direct damage + Minor Defile for 4s + aoe tick on 4s cooldown that spreads Minor Defile

    Actual PTS numbers before I converted to % for simplicity:
    • Burning = 577
    • Poisoned = 384 at 100% hp, 756 at 1% hp.
    • Hemorrhaging = 252 x1 stack, 504 x2 stacks, 756 x3 stacks
    • Concussed = 634 or 729 when removing minor vulnerability.
    • Overcharged = 634
    • Sundered = 634
    • Chilled = 634
    • Diseased = 577 initial tick + 230 aoe tick on 4s cd

    Basically, the 3 dot status effects are still the best at providing overall dps because they have 3 ticks 2 seconds apart. So Burning for example deals 100% a tick for 300% over 4s. Poisoned deals up to 132% a tick in execute, Hemorrhaging deals up to 132% a tick with 3 stacks.

    However, if you can proc any of the other 5 direct damage status effects quicker than that 2 second gap consistently, they can manage to squeak ahead since each of them deal between 100-125% a tick, but only once. This would be why they buffed DK's Burning/Poisoned bonus to 40% to make sure refreshing Burning/Poisoned status effects felt impactful.

    My only feedback:
    1. The damage bonus for Concussed seems a bit low and not really that impactful. It would be neat if it stacked multiple times, but had a lower bonus. Like 10%, but stacked 3x for +30% total.
    2. The aoe proc for Diseased is really cool, but it deals much less damage than the original proc. The benefit is it spreads minor defile, but it feels a bit weak. 1 positive is the aoe stacks with the first tick on the original target, so technically once every 4 seconds it deals 140%, not 100%.

    This is fantastic for build diversity. Really happy with how this has turned out. It will make Scribing a lot more interesting.

    Thoughts?

    Great research!

    How do those numbers compare to spammable damage on whatever build you were using?

    Since burning is the standard, I'll start there. 1 tick of burning deals about 1/6th the damage of the standard used for instant ranged spammables.

    Eg. Force Pulse, Crushing Weapon, Ele Weapon, Crystal Weapon, Swallow Soul, Flame Skull.. These all start with the same damage and cost as instant ranged spammables. Melee and cast time spammables typically have damage bonuses of 10-20%.

    So 3 ticks of burnings 4s dot, is 50% of 1 of these spammables. If you have a 9k tooltip, burning is about 1500 or 4.5k over the 4s. Concussed, Chilled, Sundered, etc would be 1650.

    lfwFXdO.png

    In the above example, you can see 1 tick of burning (622) is about half the damage of 1 tick of Force Shock (1281) which has 3 hits together to meet that ranged spammable standard I mentioned.

    Edit: I should say this is in theory, based on the assumption status effects scale linearly the same way damage skills do. There is a lot of factors at play for debuffs/buffs/multipliers that could get your status effects like burning to be much more than 1/6th. A DK with a Fire Staff as an example is going to have much higher than 1/6th for Burning.

    In the parse @Tannus15 shows above, Concussed hit a max tick of 20k, with their Force Shock Lightning tick's max hit being 18k. That would show Concussed being closer to 1/3rd of a spammable than 1/6th. Concussed in comparison to burning does get the +10% base damage and +15% or 1.15x modifier (not sure) if procced within 4s of each other, so that could be why. Maybe it was done with max Bloodthirsty as well.
    Edited by MashmalloMan on February 5, 2024 3:03PM
    PC Beta - 2200+ CP

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  • xStaticx
    xStaticx
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    I can't test this myself since I'm on console but if a Sorc's pet procs Concussion, does the Concussion proc damage get increased by Daedric Prey's 45% bonus?

    The only parses that have really high Concussion Max damage, like the one shown in this thread, seem to be only from Pet Sorc builds using Daedric Prey.

    With the No Pet Sorc parses i have seen, the Concussion Max damage is almost cut in half of that from the Pet parse.

    Just curious how that works.

  • MashmalloMan
    MashmalloMan
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    xStaticx wrote: »
    I can't test this myself since I'm on console but if a Sorc's pet procs Concussion, does the Concussion proc damage get increased by Daedric Prey's 45% bonus?

    The only parses that have really high Concussion Max damage, like the one shown in this thread, seem to be only from Pet Sorc builds using Daedric Prey.

    With the No Pet Sorc parses i have seen, the Concussion Max damage is almost cut in half of that from the Pet parse.

    Just curious how that works.

    That would explain a lot.. I can't make sense of why it would hit so much harder than 1 tick of force pulse when it should be slightly above half of a force pulse hit from my testing.

    Next time I can check would be Monday, but you may have cracked the code. I'll update later.

    It's really sad that they randomly gave scamp increased status effect chance for concussed when that clearly belongs on something like lightning splash. They're so ashamed of it they haven't even updated the tooltips in game. I only know because it was in patch notes like a year or 2 ago.

    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
  • Skullstachio
    Skullstachio
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    A solution.
    Make weakness to elements and elemental drain apply a debuff that increases the players chance to apply status effects to that target by 20% for the duration & Elemental Susceptibility only applies Burning, Chilled and Concussion on initial cast only in addition to bumping up the Players chance to apply status effects from 40%-100% for the duration.
    (choosing the morph increases it from 20-40% before morph levelling increases it further to 100% over time.)

    On a different topic, I feel as though there should be more digging into serpents disdain for all activities in general. (Even though it was already brought up just for PvP but I would digress.)
    If you see me anywhere. Know that I am sitting back with a bag of popcorn, watching as ESO burns the goodwill of its player base with practices that only disrespects the players time like it did to me and many others...

    If a game does not respect your time, best thing to do is move on from it and find something else.
  • xStaticx
    xStaticx
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    Summon Volatile Familiar (morph): This morph’s special active now only stuns on the 2nd tick, rather than the 4th and final ticks, to make the stun less volatile in nature and help reduce the passive feeling of the skill. To make up for this loss, we’re increasing the chance of applying the Charged status effect from the special active’s damage to 5% per tick, up from 1%. Zzzzap!


    It was in the Necrom Chapter patch when they added this.

    Not much of a buff to Familiar though since it only went from a 1% chance to a 5% chance and only on the AOE pulse.

    The weird thing is they said 'Charged status effect' and not Concussion.
  • Galeriano
    Galeriano
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    It would be funny if mag DK with elf bane and asylum destro would become a meta once again.
  • ESO_Nightingale
    ESO_Nightingale
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    Turtle_Bot wrote: »
    olsborg wrote: »
    You knock Ele Sus, Vat Destro, and Charged down a peg and it shouldn't be as much of a problem.
    They rly should nerf ele sus quite abit imo.

    yeah, honestly i think reworking the functionality, maybe to some thing based on the element of your staff would be cool, such as applying concussed, chilled or burning (depending on staff type) once every 2 seconds, or even making it a unique elemental debuff based on the staff type, eg, 15% increased frost damage taken from caster.

    I really like that idea, I could see some basic changes like this to make it more balanced:
    • Proc 1 instead of 3 status effects, based on the staff you're holding.
    • Reduce proc delay from 7.5s to 4s.
    • Reduce duration from 30s to 20s.
    • Add cost of 2400 Magicka.

    This fixes a number of problems, while making it more impactful for the specific Staff you choose.

    I would add an effect that increases damage taken of the element of the staff equipped by 5% to these changes, especially if we're going to give it a cost on top of reducing it to 1 status down from all 3 and reduce the duration by 33%.

    It would also rename itself depending on the staff equipped, similar to reach/clench/wall/etc.
    Elemental Susceptibility (Base Ability):
    2400 Magicka
    Inflicts Major breach and a debuff on the target for 20 seconds, reducing their Physical and Spell Resist by 5948 and increasing their damage taken that matches the staff equipped by 5%, also when cast and once every 4 seconds while applied, inflicts the target with respective elemental Status.

    Flame Susceptibility (Inferno Staff equipped):
    2400 Magicka
    Inflicts Major breach and Flame Weakness on the target for 20 seconds, reducing their Physical and Spell Resist by 5948 and increasing their Flame damage taken by 5%, also when cast and once every 4 seconds while applied, inflicts the target with Burning.

    Shock Susceptibility (Lightning Staff equipped):
    2400 Magicka
    Inflicts Major breach and Shock Weakness on the target for 20 seconds, reducing their Physical and Spell Resist by 5948 and increasing their Shock damage taken by 5%, also when cast and once every 4 seconds while applied, inflicts the target with Concussed.

    Frost Susceptibility (Frost Staff equipped):
    2400 Magicka
    Inflicts Major breach and Frost Weakness on the target for 20 seconds, reducing their Physical and Spell Resist by 5948 and increasing their Frost damage taken by 5%, also when cast and once every 4 seconds while applied, inflicts the target with Chilled.

    This gives it some unique identity depending on the class and the staff equipped. It would also finally give a way for Shock damage to get a percent boost.
    Shock damage is the only element of the 3 that still lacks this type of percent boost from a set, Frost damage is now missing it from a class ability (used to have piercing cold before the reworks iirc), but its set percent bonus is bigger (nearly double) than the other elements individual percent increases.
    - Frost damage has the Frostbite set (+8%), used to have piercing cold (that was roughly 5% iirc)
    - Fire has Encratis's Behemoth monster set (+5%) and Fiery Breath (DK ability) (+6%)
    - Shock damage has Energized Passive (sorc) (+5%), never had a set that grants a percent bonus.

    This suggestion is so good. Really great for builds focusing on elemental damage. Seriously hope they do this. It is named "elemental susceptibility" afterall.
    Edited by ESO_Nightingale on February 11, 2024 12:46PM
    PvE Frost Warden Main and teacher for ESO-U. Frost Warden PvE Build Article: https://eso-u.com/articles/nightingales_warden_dps_guide__frost_knight. Come Join the ESO Frost Discord to discuss everything frost!: https://discord.gg/5PT3rQX
  • universal_wrath
    universal_wrath
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    I disagree. I think you raise a good point, but it stems from the Charged trait being over buffed (nerfed this patch) and Ele Sus being on literally everyones bar because it costs nothing, is ranged, gives 3x status effects for free that can be hard for most builds to get all the while giving minor vuln/minor maim/major breach.... for 30s...

    AND it's paired with one of the best back bar ability altering sets. It's a must have.

    You knock Ele Sus, Vat Destro, and Charged down a peg and it shouldn't be as much of a problem.

    Plus, Hemo is popular because it gives minor mangle and is attached to Master DW which was also nerfed. You're gonna see that a lot less too.

    I completely agree, majority of magical status effect us tied to 1 skill and 1 weapon whch is as mentioned Elemental susiptiability and vateresh destruction staff usualy used as pair. Even if you remove vatereshen weapon, you are still stuck with garnteed proc from the skills itself.

    My thought is to fix it this problem is to have the proc timer increased to 9 secs instead of 7.5 secs and habe a similar change to vatereshan weapon.
  • MashmalloMan
    MashmalloMan
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    xStaticx wrote: »
    Summon Volatile Familiar (morph): This morph’s special active now only stuns on the 2nd tick, rather than the 4th and final ticks, to make the stun less volatile in nature and help reduce the passive feeling of the skill. To make up for this loss, we’re increasing the chance of applying the Charged status effect from the special active’s damage to 5% per tick, up from 1%. Zzzzap!


    It was in the Necrom Chapter patch when they added this.

    Not much of a buff to Familiar though since it only went from a 1% chance to a 5% chance and only on the AOE pulse.

    The weird thing is they said 'Charged status effect' and not Concussion.

    Ah thanks. 5% is much better than it sounds. Keep in mind 5% is the same as direct damage aoe attacks, it would be like spamming whirling blades for sundered every 2s passively for 20s. That 5% becomes 25% with a charged lightning staff in CP.

    This 100% is what lightning flood needs to make it stand out a bit more. It's why winters revenge for warden is a decent skill for every build before/after their chilled buffs. It just makes sense and has no effect on PvP. Ground dots are excellent ways to raise PvE DPS without touching PvP performance.
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  • MashmalloMan
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    I disagree. I think you raise a good point, but it stems from the Charged trait being over buffed (nerfed this patch) and Ele Sus being on literally everyones bar because it costs nothing, is ranged, gives 3x status effects for free that can be hard for most builds to get all the while giving minor vuln/minor maim/major breach.... for 30s...

    AND it's paired with one of the best back bar ability altering sets. It's a must have.

    You knock Ele Sus, Vat Destro, and Charged down a peg and it shouldn't be as much of a problem.

    Plus, Hemo is popular because it gives minor mangle and is attached to Master DW which was also nerfed. You're gonna see that a lot less too.
    My thought is to fix it this problem is to have the proc timer increased to 9 secs instead of 7.5 secs and habe a similar change to vatereshan weapon.

    I think that wouldnt really fix the problem and makes the skill even more boring. You still get all 3 effects from 1 skill for free.

    I stand by the idea that they add a cost, reduce the duration to 20s, make the status effect based on your staff and proc more frequently than 7.5s. The % ele damage idea based on staff would be the cherry on the cake. If the cd is reduced to anywhere between 4-6s, it would be a fun, but balanced reimagining of the skill.

    Couple those changes with a vat destro nerf, you won't see it nearly as much as a set and forget skill everyone uses back bar, but you may see more builds actually using it on front bar for their specialized lightning, shock, or frost staff builds.
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  • xStaticx
    xStaticx
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    Just checking in to see if anyone had a chance to test the Concussed/Daedric Prey theory.

    Thanks
  • ZhuJiuyin
    ZhuJiuyin
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    Based on my own testing on PTS, I think the answer is yes, Concussed from pets will indeed be buffed by Daedric Prey.

    7hp3m8huke07.png
    "是燭九陰,是燭龍。"──by "The Classic of Mountains and Seas "English is not my first language,If something is ambiguous, rude due to context and translation issues, etc., please remind me, thanks.
  • xStaticx
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    Thanks for the test. Another reason to NOT run a no pet Sorc.
  • ESO_Nightingale
    ESO_Nightingale
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    xStaticx wrote: »
    Thanks for the test. Another reason to NOT run a no pet Sorc.

    I wish they'd make boundless storm auto proc concussed and that they'd buff lightning splash's damage output.
    PvE Frost Warden Main and teacher for ESO-U. Frost Warden PvE Build Article: https://eso-u.com/articles/nightingales_warden_dps_guide__frost_knight. Come Join the ESO Frost Discord to discuss everything frost!: https://discord.gg/5PT3rQX
  • MashmalloMan
    MashmalloMan
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    ZhuJiuyin wrote: »
    Based on my own testing on PTS, I think the answer is yes, Concussed from pets will indeed be buffed by Daedric Prey.

    7hp3m8huke07.png

    Much appreciated. This is obviously a bug and makes no sense.

    So sad, there goes all the theory crafting I was trying for a no pet sorc and the buffed up status effects.
    PC Beta - 2200+ CP

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  • Necrotech_Master
    Necrotech_Master
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    ZhuJiuyin wrote: »
    Based on my own testing on PTS, I think the answer is yes, Concussed from pets will indeed be buffed by Daedric Prey.

    7hp3m8huke07.png

    Much appreciated. This is obviously a bug and makes no sense.

    So sad, there goes all the theory crafting I was trying for a no pet sorc and the buffed up status effects.

    the theory i have is that its getting buffed because its being sourced from the pet, kind of how pets dont trigger procs as they are their own entity

    another one of those weird interactions, though im not sure how reliable the pet procing the status effect over a long parse would change the overall dps of the status effect
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  • MashmalloMan
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    ZhuJiuyin wrote: »
    Based on my own testing on PTS, I think the answer is yes, Concussed from pets will indeed be buffed by Daedric Prey.

    7hp3m8huke07.png

    Much appreciated. This is obviously a bug and makes no sense.

    So sad, there goes all the theory crafting I was trying for a no pet sorc and the buffed up status effects.

    the theory i have is that its getting buffed because its being sourced from the pet, kind of how pets dont trigger procs as they are their own entity

    another one of those weird interactions, though im not sure how reliable the pet procing the status effect over a long parse would change the overall dps of the status effect

    High in comparison to no pet sorc seeing as how their damage is calculated in comparison to all of sorc's other available skills.

    Tormentor and Familiar's auto attacks count as direct damage, so they have a base chance of 10% (40% with a charged staff and cp). With both attacking every 2s, you effectively have a 40% chance once a second to proc Concussed.

    Have to add in Familiar's AOE blasts which have a 20% chance with the same setup as well, once every 2s.

    Non pet sorc has nowhere close to that amount of free status effect chance passivley and it's not buffed by 45% damage either.

    Charged Atro procs concussed guaranteed every 2s. I'm willing to bet it will be the stronger ult morph despite intentionally being weaker because it's aoe instead of single target. At the very least equal.

    Concussed was buffed, Daedric Prey buffs that further, MA 2H buffs Charged Atro's AOE attacks AND Concussed procs even further, Greater Atro's auto attacks is dot damage, doesn't proc concussed often.

    MA 2H is a must for sorc right now, it only needs to proc 3 times or more a second to surpass MA Destro. With 1 attack a second between both pets, 1 from light attacks, you only need 1 from a spammable.. but pairing Bound Armaments, Force Pulse, and/or Flurry will get you an extra 3-4 hits. Direct damage status status effects count too.

    Basically, even though you only need 3 or more, sorc is proccing it 5-10 times a second, depending on Sundered/Concussed procs. Pets account for 2-3 of those procs.
    Edited by MashmalloMan on February 15, 2024 5:07AM
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  • ZhuJiuyin
    ZhuJiuyin
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    Concussed from pets, among the 21M dummies, can cause good damage. (approximately 20,000)



    This is my test data on PTS. It was originally to test Cinders of Anthelmir, but later I found that the Concussed damage from pets was indeed higher than expected (I'm sorry that I only kept the Chinese CMX record, I tried my best to translate it into English)

    otlqkj3m15pm.jpg
    ptqvvcezvebv.jpg
    6aflq2lg9ayz.jpg


    Based on the test results, I think that due to the new effect of Concussed, and the considerable damage of Concussed from pets, it is feasible for Sorc to use Glyph of Shock on the weapon and try to proc Concussed continuously within 4 seconds, especially when Cinders of Anthelmir is at the same time Provides stable Burning time.(about 70% Burning time).
    "是燭九陰,是燭龍。"──by "The Classic of Mountains and Seas "English is not my first language,If something is ambiguous, rude due to context and translation issues, etc., please remind me, thanks.
  • ESO_Nightingale
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    ZhuJiuyin wrote: »
    Concussed from pets, among the 21M dummies, can cause good damage. (approximately 20,000)



    This is my test data on PTS. It was originally to test Cinders of Anthelmir, but later I found that the Concussed damage from pets was indeed higher than expected (I'm sorry that I only kept the Chinese CMX record, I tried my best to translate it into English)

    otlqkj3m15pm.jpg
    ptqvvcezvebv.jpg
    6aflq2lg9ayz.jpg


    Based on the test results, I think that due to the new effect of Concussed, and the considerable damage of Concussed from pets, it is feasible for Sorc to use Glyph of Shock on the weapon and try to proc Concussed continuously within 4 seconds, especially when Cinders of Anthelmir is at the same time Provides stable Burning time.(about 70% Burning time).

    you might want to try running the shock enchantment on the back-bar weapon instead of weapon damage. this seems to perform well in single-target with this new patch due to the changes to status effects. and maybe a flame enchantment on your front-bar. i'm testing this out on my frost warden and i've found that initially, running 2 damage enchantments on my weapons either performs on the same level as running weapon damage on the back, or possibly better. you might want to run the charged trait on your front-bar instead of precise if you try it.
    Edited by ESO_Nightingale on February 18, 2024 5:33AM
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  • ZhuJiuyin
    ZhuJiuyin
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    you might want to try running the shock enchantment on the back-bar weapon instead of weapon damage. this seems to perform well in single-target with this new patch due to the changes to status effects. and maybe a flame enchantment on your front-bar. i'm testing this out on my frost warden and i've found that initially, running 2 damage enchantments on my weapons either performs on the same level as running weapon damage on the back, or possibly better. you might want to run the charged trait on your front-bar instead of precise if you try it.

    Very interesting suggestion! When I heard this suggestion I immediately tried it.
    But unfortunately, it seems that because Sorc does not have a passive ability similar to Glacial Presence, the overall damage is reduced. (Reduced by about 3~4K)

    "是燭九陰,是燭龍。"──by "The Classic of Mountains and Seas "English is not my first language,If something is ambiguous, rude due to context and translation issues, etc., please remind me, thanks.
  • ESO_Nightingale
    ESO_Nightingale
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    ZhuJiuyin wrote: »
    you might want to try running the shock enchantment on the back-bar weapon instead of weapon damage. this seems to perform well in single-target with this new patch due to the changes to status effects. and maybe a flame enchantment on your front-bar. i'm testing this out on my frost warden and i've found that initially, running 2 damage enchantments on my weapons either performs on the same level as running weapon damage on the back, or possibly better. you might want to run the charged trait on your front-bar instead of precise if you try it.

    Very interesting suggestion! When I heard this suggestion I immediately tried it.
    But unfortunately, it seems that because Sorc does not have a passive ability similar to Glacial Presence, the overall damage is reduced. (Reduced by about 3~4K)

    that's a shame, i wish concussed had something similar for sorc.
    PvE Frost Warden Main and teacher for ESO-U. Frost Warden PvE Build Article: https://eso-u.com/articles/nightingales_warden_dps_guide__frost_knight. Come Join the ESO Frost Discord to discuss everything frost!: https://discord.gg/5PT3rQX
  • Turtle_Bot
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    ZhuJiuyin wrote: »
    you might want to try running the shock enchantment on the back-bar weapon instead of weapon damage. this seems to perform well in single-target with this new patch due to the changes to status effects. and maybe a flame enchantment on your front-bar. i'm testing this out on my frost warden and i've found that initially, running 2 damage enchantments on my weapons either performs on the same level as running weapon damage on the back, or possibly better. you might want to run the charged trait on your front-bar instead of precise if you try it.

    Very interesting suggestion! When I heard this suggestion I immediately tried it.
    But unfortunately, it seems that because Sorc does not have a passive ability similar to Glacial Presence, the overall damage is reduced. (Reduced by about 3~4K)

    that's a shame, i wish concussed had something similar for sorc.

    damn, that's a shame.

    This would be nice indeed, maybe something for ZOS to consider if they ever decide to tidy up sorcs passives (like capacitor).
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