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Problem w/ Duration-Extending Passives

C0pp3rhead
C0pp3rhead
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Passives that I know have this problem:
- Enduring Rays (Templar: Dawn's Wrath)
- Everlasting Magic (Mage's Guild)

Passives that look like they might have the same problem (I have no experience with these skill lines/passives):
- Dark Veil (NB: Shadow)
- Persistence (Sorc: Dark Magic)
- Searing Heat (DK: Ardent Flame)

The problem with these passives is that they extend the duration of skills & DoT's, but do not correspondingly increase damage. Example: Entropy (Mage's Guild) - Deals 24 damage over 12 seconds. With Everlasting Magic II (increases duration by 20%), Entropy lasts 14.4 seconds. However, that same 24 base damage is still spread out over a longer time. If a character has 1500 magicka, compare:
200 dmg over 12s = 16.6 dps
200 dmg over 14.4s = 13.8 dps

It doesn't look like much, but it adds up over time, especially during those longer boss battles. Obviously, these passives are broken - in no universe would anyone design or use a skill/passive that decreases dps. I guess my question/concern is:

Has this issue been brought to the attention of the devs?
Is there any plan to fix this problem?
"Things which are alike in nature grow to look alike, and the speaking stones have lain a long time lookin' at the sun. Some believe they descend with the lightning, but I believe they are on the ground and are projected downward by the bolt."

Fear my moustache powers.

Tastes-New-Blood - V14 Argonian Templar
Giblets N Bits - V2 Imperial Nightblade
Skruyue N'Alyutu - V1 Altmer Sorcerer
Jolbie Firecrotch - L31 Nord Dragonknight

Vehemence - - Valhalla's Guard
  • kitsinni
    kitsinni
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    I think people just assume that it is like every other game where if the duration is extended it ticks for the same amount but you get an extra tick but apprently not.

    Templar also has Enduring Rays which increases the duration of abilities in the same line as their DOT Sun Fire and its morphs.
  • NadiusMaximus
    NadiusMaximus
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    I laugh at some of these great powers dmg, 13pts a second wow that's handy fighting something with 17000 hp.
    Everything needs a buff.
  • KariTR
    KariTR
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    @kitsinni, we have obviously played different games.

    @OP. Nowhere does it say damage is increased. These passives have always struck me as a way to extend crowd control skills, not increase damage. As CC in ESO already has pretty decent duration, I haven't felt the need to invest into them. That by itself suggests they may need a tweak, but I don't think your implication that they are broken is correct.
  • Hilgara
    Hilgara
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    I laugh at some of these great powers dmg, 13pts a second wow that's handy fighting something with 17000 hp.
    Everything needs a buff.

    The damage scales with your level. The tooltip always gives base damage.
  • traigusb14_ESO2
    traigusb14_ESO2
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    I laugh at some of these great powers dmg, 13pts a second wow that's handy fighting something with 17000 hp.
    Everything needs a buff.

    It also heals you and does something else depending on morph.
  • D2player87
    D2player87
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    I laugh at some of these great powers dmg, 13pts a second wow that's handy fighting something with 17000 hp.
    Everything needs a buff.

    You sir are very much uninformed.
  • C0pp3rhead
    C0pp3rhead
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    It also heals you and does something else depending on morph.

    Yes, one of Entropy's morphs heals you, but the heal tick is once every 6s or 3s or something like that; the extended duration isn't enough for an additional heal tick. I don't know if volcanic/scalding runes stick around for longer.
    KariTR wrote: »
    @OP. Nowhere does it say damage is increased. These passives have always struck me as a way to extend crowd control skills, not increase damage. As CC in ESO already has pretty decent duration, I haven't felt the need to invest into them. That by itself suggests they may need a tweak, but I don't think your implication that they are broken is correct.

    As for Templar abilities, I need to do more testing to see which DW abilities are affected. It would be great if Eclipse, its morphs, & other CC's stuck around longer. However, I don't think that this is the case. My original point, that such passives decrease dps on DoT's, is still valid in any case.

    Any DK's, NB's, or Sorcs want to chime in regarding their experiences?
    "Things which are alike in nature grow to look alike, and the speaking stones have lain a long time lookin' at the sun. Some believe they descend with the lightning, but I believe they are on the ground and are projected downward by the bolt."

    Fear my moustache powers.

    Tastes-New-Blood - V14 Argonian Templar
    Giblets N Bits - V2 Imperial Nightblade
    Skruyue N'Alyutu - V1 Altmer Sorcerer
    Jolbie Firecrotch - L31 Nord Dragonknight

    Vehemence - - Valhalla's Guard
  • sotonin
    sotonin
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    Ack. never realized this. So the passive is great for extending cc skills, but simulataneously makes all dots decrease damage. blah. =\ gotta start paying attention to this to make sure
  • Kalann_Pander
    Kalann_Pander
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    Are these numbers coming from the tooltips, or from a DPS-meter ?

    The tooltips have showed false numbers before, so maybe the damage is not reduced, only the tooltip failing to update.
    Opinions are like buttholes : Everybody has one, and they usually stink.

    3 things to reduce stamina/magicka imbalance :
    - Use magicka to block abilities costing magicka, instead of stamina.
    - Add % damage reduction to heavy armor.
    - Add block penetration to 2H.
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