ElderSmitter wrote: »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..
MashmalloMan wrote: »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:
- 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.
- 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?
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!
MashmalloMan wrote: »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
MashmalloMan 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.
[...]
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.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
FrancisCrawford wrote: »MashmalloMan wrote: »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:
- 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.
- 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?
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.
Turtle_Bot wrote: »MashmalloMan wrote: »ESO_Nightingale wrote: »They rly should nerf ele sus quite abit imo.MashmalloMan wrote: »You knock Ele Sus, Vat Destro, and Charged down a peg and it shouldn't be as much of a problem.
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.
MashmalloMan wrote: »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.
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.
universal_wrath wrote: »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 wrote: »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.
Thanks for the test. Another reason to NOT run a no pet Sorc.
Based on my own testing on PTS, I think the answer is yes, Concussed from pets will indeed be buffed by Daedric Prey.
MashmalloMan wrote: »Based on my own testing on PTS, I think the answer is yes, Concussed from pets will indeed be buffed by Daedric Prey.
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.
Necrotech_Master wrote: »MashmalloMan wrote: »Based on my own testing on PTS, I think the answer is yes, Concussed from pets will indeed be buffed by Daedric Prey.
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
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)
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).
ESO_Nightingale 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.
ESO_Nightingale 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)
ESO_Nightingale wrote: »ESO_Nightingale 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.