StaticWave wrote: »@Idinuse
58.8k mag, 31.8k hp, 22.1k stam, 1.9k mag recov and 1k stam recov before continuous, 3.7k spell dmg before continuous (can be improved if using spell dmg glyphs), 8.6k base pen, 24k phys resist, 27k spell resist, 2.9k crit resist, 15.4k ward, 9.8k burst heal.
Like I said, magsorc is busted. These stats can let you tank up to 9k DPS and deal 4-5k DPS. Don't believe me? Try it out yourself.
Static,
Can you explain Sorc damage calculation to me? I have seen a lot of Sorc builds with what looks like mediocre spell damage. How does the Magicka compensate? Is it better than SD, or the same? What's the formulae?
Bottom line, can a Sorc with 3.5k SD do big damage if they have that 55k magicka...how does it work (the formulaes have changed since I started in 2014 but I can't keep track of it)
StaticWave wrote: »@Idinuse
58.8k mag, 31.8k hp, 22.1k stam, 1.9k mag recov and 1k stam recov before continuous, 3.7k spell dmg before continuous (can be improved if using spell dmg glyphs), 8.6k base pen, 24k phys resist, 27k spell resist, 2.9k crit resist, 15.4k ward, 9.8k burst heal.
Like I said, magsorc is busted. These stats can let you tank up to 9k DPS and deal 4-5k DPS. Don't believe me? Try it out yourself.
Static,
Can you explain Sorc damage calculation to me? I have seen a lot of Sorc builds with what looks like mediocre spell damage. How does the Magicka compensate? Is it better than SD, or the same? What's the formulae?
Bottom line, can a Sorc with 3.5k SD do big damage if they have that 55k magicka...how does it work (the formulaes have changed since I started in 2014 but I can't keep track of it)
StaticWave wrote: »Bushido2513 wrote: »70 days played on sorc, one tricked it for years. I have a lot of PvP hours, Dueling, Cyro, Battlegrounds, you name it.
I came back because of the sorcerer buffs, but just as quickly, I'm probably leaving.
Sorc has been in a poor state for a while, in terms of healing/sustain. As others have pointed out, its glaring weakness was getting out of execute range with the lack of a burst heal (outside of pet, but gross, pet).
I have no idea, how anybody can justify giving Sorc a burst heal on their best defensive GCD they have access to.
We do need access to a burst heal besides the pet! But to put it on top of our ward, was moronic. I have no good solution to this, we're already starved for skill slots as it is.
I enjoyed Sorc in cyro for a day or so, but stalemating with all of the other sorcs around the map is just getting dull and boring.
This ward should never have went to live in its current state. I fought on the forums to get Arcanist shield nerfed, it would be hypocritical not to voice my concerns with the best defensive skill, my favorite class has ever gotten.
ZoS doesn't listen to player feedback anymore in PTS cycles, and this consistently destroys my enjoyment of this game.
See you all again in a year for some other crazy update that interests me for about a week.
The funny part about this is that this is the kind of stuff I'm talking about when I say give it time. People will jump on just to test it out and some will stay but some like you will just get bored and play other classes or leave. Though yeah I'm guessing this gets nerfed next patch into some people can live with
Would be funny though if this actually lead to an all time population low in pvp. Highly doubt it will though.
Lol, the actual funny part is people were warned by PTS testers, but refused to accept it.
Why would anybody give time for something already warned to be broken to make it to live server lol. All you’re describing is just the consequence of an overperforming buff, which could have been prevented lol
Turtle_Bot wrote: »Bushido2513 wrote: »DrNukenstein wrote: »Just give it a ramping cost
I voted no to that on NB so I'm going to say the same here.
I wouldn't mind a hot but I don't like how lazy healing ward 2.0 on steroids sounds. Eh I wish this had just been a more interesting buff
I would have liked to try out something that someone mentioned around the start of the PTS cycle:
Let the ward and heal equal a total value and have the ward/heal ratio adjust depending on how high or low your current health is.
e.g:
- At or above 90% its just a ward only
- At 50% its a 50/50 split
- At or below 10% its a heal only
If nothing else it would at least have been an interesting mechanic for no-pet sorcs self "burst heal"
StaticWave wrote: »StaticWave wrote: »@Idinuse
58.8k mag, 31.8k hp, 22.1k stam, 1.9k mag recov and 1k stam recov before continuous, 3.7k spell dmg before continuous (can be improved if using spell dmg glyphs), 8.6k base pen, 24k phys resist, 27k spell resist, 2.9k crit resist, 15.4k ward, 9.8k burst heal.
Like I said, magsorc is busted. These stats can let you tank up to 9k DPS and deal 4-5k DPS. Don't believe me? Try it out yourself.
Static,
Can you explain Sorc damage calculation to me? I have seen a lot of Sorc builds with what looks like mediocre spell damage. How does the Magicka compensate? Is it better than SD, or the same? What's the formulae?
Bottom line, can a Sorc with 3.5k SD do big damage if they have that 55k magicka...how does it work (the formulaes have changed since I started in 2014 but I can't keep track of it)
Yea I can.
So basically the formula is 1 spell damage = ~10.5 magicka if we account for the different tooltip scaling (the reason is because stacking magicka is also a form of sustain, so it needs to have a slightly lower modifier than spell damage). I also took this formula from Alcast’s website, and he’s a well known PvEr in the ESO community.
100 spell damage = 1050 magicka, and 1000 spell damage = 10500 magicka.
In that screenshot, I have approximately 58.8k magicka and 3.7k spell damage. A typical spell damage build has around 6.5k spell damage and 25k magicka. Using the conversion above, we can convert the magicka into spell damage as seen below:
Difference in magicka amount between spell dmg vs magicka build:
58.8k - 25k = 33.8k
When converted, we should have a little over 3.2k spell damage
Adding the converted spell damage to our current spell damage, we have:
3.7k + 3.2k = 6.9k spell damage
So basically, a 58.8k mag and 3.7k spell damage has the equivalent tooltip damage of a 25k mag and 6.9k spell damage build, with tooltip scaling already accounted for between magicka and spell damage. The deciding factor is Hardened Ward because it scales off max mag.
That’s why when people say “but spell damage is low”, I just laugh because with a 58.8k mag, I am doing just as much damage as a high spell damage build. I am also MUCH tankier because the buffed Hardened Ward allows me to face tank 9k DPS. The high mag pool also means my sustain is better as well. Even if I run 3 regen glyphs, I am still doing as much damage as a high spell damage build lol. If I want maximum damage, I can use all spell damage glyphs and will have an effective spell damage of over 7k.
Aces-High-82 wrote: »StaticWave wrote: »StaticWave wrote: »@Idinuse
58.8k mag, 31.8k hp, 22.1k stam, 1.9k mag recov and 1k stam recov before continuous, 3.7k spell dmg before continuous (can be improved if using spell dmg glyphs), 8.6k base pen, 24k phys resist, 27k spell resist, 2.9k crit resist, 15.4k ward, 9.8k burst heal.
Like I said, magsorc is busted. These stats can let you tank up to 9k DPS and deal 4-5k DPS. Don't believe me? Try it out yourself.
Static,
Can you explain Sorc damage calculation to me? I have seen a lot of Sorc builds with what looks like mediocre spell damage. How does the Magicka compensate? Is it better than SD, or the same? What's the formulae?
Bottom line, can a Sorc with 3.5k SD do big damage if they have that 55k magicka...how does it work (the formulaes have changed since I started in 2014 but I can't keep track of it)
Yea I can.
So basically the formula is 1 spell damage = ~10.5 magicka if we account for the different tooltip scaling (the reason is because stacking magicka is also a form of sustain, so it needs to have a slightly lower modifier than spell damage). I also took this formula from Alcast’s website, and he’s a well known PvEr in the ESO community.
100 spell damage = 1050 magicka, and 1000 spell damage = 10500 magicka.
In that screenshot, I have approximately 58.8k magicka and 3.7k spell damage. A typical spell damage build has around 6.5k spell damage and 25k magicka. Using the conversion above, we can convert the magicka into spell damage as seen below:
Difference in magicka amount between spell dmg vs magicka build:
58.8k - 25k = 33.8k
When converted, we should have a little over 3.2k spell damage
Adding the converted spell damage to our current spell damage, we have:
3.7k + 3.2k = 6.9k spell damage
So basically, a 58.8k mag and 3.7k spell damage has the equivalent tooltip damage of a 25k mag and 6.9k spell damage build, with tooltip scaling already accounted for between magicka and spell damage. The deciding factor is Hardened Ward because it scales off max mag.
That’s why when people say “but spell damage is low”, I just laugh because with a 58.8k mag, I am doing just as much damage as a high spell damage build. I am also MUCH tankier because the buffed Hardened Ward allows me to face tank 9k DPS. The high mag pool also means my sustain is better as well. Even if I run 3 regen glyphs, I am still doing as much damage as a high spell damage build lol. If I want maximum damage, I can use all spell damage glyphs and will have an effective spell damage of over 7k.
Dont skills have a different coefficient for resource and spell damage?
What isn't discussed here is the multipliers available.
I've been stacking Magicka on a Sorc for literally 6 years, it's ALWAYS been my playstyle because I'm really good with my ward (this was starting back when they changed Harness Magicka to absorb all damage types instead of just magic based attacks and I dropped Resto for S&B to get that extra magicka armor enchant for back bar wards).
Two things recently changed for this to currently be as effective as it is in the most recent patches. Bound Aegis works on both bars and the 10% increase in magicka and stamina. That was a very strong offensive buff for Sorcs and this playstyle. That being said...
Percent multipliers available:
Magicka, 1096 per item bonus
Inner light 7% (one bar)
Bound Aegis 8%
Undaunted 6%
New Passive 10%
Total: 31%
Spell damage, 129 per item bonus
Major Sorcery 20%
Sorc ability Passives ~6-8%
Minor Sorcery 10% (I recognize this isn't easy)
Continuous passive 10%
Medium armor 2-4%
Total: High side 50% Low Side 38%
Looking at it straight up, spell damage is the CLEAR winner for pure damage. Each item bonus offers at Max: 1435 Magicka or 194 spell damage
Which works out to each item bonus line being 40% stronger when it is spell damage.
This can be done on jewellery as well where your options are an additional 104 spell damage or 840 magicka (30% stronger when going infused jewelry with spell damage).
Where magicka starts catching up is Armor enchants and attribute points.
Attributes:
6400 Magicka
Armor:
4000 Magicka (if all magicka but Tri effect is more popular which would lower this to about 2500)
This works out to 10400 Stats that CAN'T be spell damage. Which the 31% multiplier will add 3200 or 305 "spell damage" but 16% of the bonuses would be on ANY Sorc build so really this is ~150 over spell damage setups.
There are 12 line set bonus (and even though I know they don't like EXACTLY up line for line but for a rough balance perspective)
Spell damage
12 x 129 = 1548
Mundus = 238
Jewelry = 104 x 3 = 312
Total: 2098 spell damage
Buffed: 3147 spell damage
Magicka
12 x 1096 = 13152
Mundus = 2023
Jewelry: 840 x 3 = 2520
Total: 17695 (1685 spell damage)
Buffed: 23180 (2208 spell damage)
So spell damage is about 45% more effective giving about 940 more spell damage over the potential magicka bonuses.
Then you'd subtract the 150 that you are getting from attributes and enchants.
So you'd see about 790 more spell damage by going the spell damage route. Versus magicka route.
So stat for stat stacking spell damage versus magicka will ALWAYS give you more damage.
But stacking magicka gives more versatility.
Nah I totally agree stacking magicka has much more versatility and feels better to play for this class.
The point I don't agree with is saying stacking Magicka is a full damage build. Because then what is a stacked spell damage build, a more full damage build? Or a build stacking crit chance, damage, and penetration. You get my point.
I'm just saying you are sacrificing damage by stacking magicka, statistically that can't be denied, its the way the game works. Stats are the worst source of damage bonuses.
You are also gimping your active abilities down to 8 instead of 10 (whether this is good or bad is debatable less things to keep up which is easier but also might mean less DoTs/HoTs applied).
And I disagree that the spell damage Sorc with 40k would only have slightly higher tooltips, they would probably be 10-20% higher (rough estimate).
And in group play with dedicated healers you don't want Tanky Sorcs that are wasting GCD keeping themselves up, you want a minimum health threshold with maximum damage threshold. And you don't get that by stacking magicka.
@StaticWave1) It's worse because each line of stat is artificially lower than each line of spell damage before multipliers (129 > 104) and worse after (194 > 137 after conversion seen in other post). This is also true for the 5 piece bonuses. Crafty alfiq 2500~ x .31 = ~3300. New Moon 400 x .38 = 552 (552 > 314). War maiden 600 x .38 = 828
As far as tooltip in one versus the other....
Having trouble posting screenshots but....
For War Maiden, Imperial Wrath, and Rallying cry and spell damage monster sitting at a Haunting curse Tooltip of 20307.
For Crafty alfiq, ancient grace, 2x trainee, swarm mother and domihaus the Haunting curse Tooltip is 18281.
This is a 11% damage difference. This is missing minor Sorcery for the spell damage setup which is a HUGE difference for these two setups (roughly 300-350 spell damage versus the magicka build). The magicka setup is at 31% increased magicka, the max possible. So 15% is likely very accurate.
2) Who is making these definitions? I wouldn't call crafty alfiq a damage set it's a hybrid damage, defense, and sustain. And really the ONLY class that benefits from it is Sorc due to Bound Aegis and 10% passive.
Shattered fate and Orders wrath are definitely damage sets. Although I would argue Orders wrath is also a strong healing set as well so has hybrid factors. But both of these sets FAR out perform Crafty alfiq when it comes to dealing damage. They simply can't be put in the same class of "damage sets". You know that you're just trying to have a bias towards your side of the argument. Crafty alfiq offers versatility not full damage plain and simple. I would categorize it with Rallying Cry a set that offers good damage and great defense.
3) Less damage skills (more so DoTs, mean less active pressure) so lower sustained DPS. I'm not arguing with you that Ward is strong now, we agree, the conversation is stacking Magicka is less effective than stacking other sources of damage. And the 13% magicka gives about 6-7k magicka, which isn't going to supplement two DoTs worth of DPS. Once again these passive abilities are chosen for their versatility (defense and offense) rather than strictly their damage buffs (no one is running without Major Prophecy, you'll get it from a potion before giving it up entirely).
4) We're in agreeance, once again because spell damage / crit is more effective for damage AND cross heals.
Running full magicka is not running full offensive sets. It's running a "balanced" build (too strong defensively because of the change).
Is it the best way to play a Sorc? Probably. But if you want to hit harder you wouldn't play that setup.
This seems like strange logic to me. Okay so you can take a broken overpowered game element, pair it with useless garbage, and the end result is not overtuned or imbalanced. Old Sloads was fine alongside Mad Tinkerer, bring it back!Turtle_Bot wrote: »completely ruining peoples off meta builds that were not overtuned or imbalanced in any way
xylena_lazarow wrote: »Sorc and NB were already "op" for players who took the time to learn survival with mobility and hots rather than burst healsBushido2513 wrote: »I'd understand more in seeing a thread than that said burst heals, tankiness, vamp, etc is overtuned but just targeting sorc for joining the op club seems less than news worthy to me.
Alchimiste1 wrote: »We all know the new hardened ward is overturned, if you can't see that there is definitely some bias.
I actually proposed a similar solution than what was implemented on the pts forums. To buffing msorc I mean. I stated giving hardened ward a small heal could benefit it, but you had to be careful of the size. Which I still agree with. But more than that what hardened ward really needs is a cooldown.
In particular it should be something like if cast under say 35% health the shield is cast with a burst heal of X-amount (like on live). This effect can occur once every 10 seconds .
That bold part is important. It allowed magsorc to recover after taking a big burst if they play well but also makes it so they can't just spam it to escape execute range. In order to recover you'll still need to break distance/roll/block.
Another solution is to just give it a flat cooldown, but I honestly think having it activate only under 35% health which actually contribute more to their defense.
Alternatively, you could also turn it into a hot but I'm not too sure. ( not a big fan of this idea.)
THAT BEING SAID.
Skill and balance in this game has long gone out the window so at this point I just think who cares, let the magsorcs enjoy being OP for at least a patch and this coming from a nb main.
@StaticWave was going to log in today and play a couple BGs but thanks for dissuading me lol
For everyone else making useless arguments about max mag vs. full damage, this is a pvp forum no?
You can't go full damage build in pvp unless you're zerging with tons of support because you'll die instantly. Unless your can get 90% of the damage while becoming the tankiest build in the game atm
end of discussion.
xylena_lazarow wrote: »As obnoxious as Polar Wind, Healthy Offering, and Coagulating Blood are, none of them are enabling this level of survivability on their own, all need to be layered with Vigor and other hots that require upkeep, resources, and GCDs. Ward requires no such active support, only needing synergistic passives that enable it to do everything in one GCD. It's overloaded, overpowered, and enables "tanks that do damage" to a degree the now nerfed MDW never did.
They don't seem to get PvP dps numbers, GCDs, bar slots, or the concept of opportunity cost in general.StaticWave wrote: »This is what most people defending Ward don't get.