youre half right, infinite roll dodging needs a nerf and there needs to be a "physical damage reduction %" champion point, but theres no way a stamina user can get more burst than a magicka one, even with inflated weapon damage numbers and better set bonus layouts.
LonePirate wrote: »I hate myself for saying this but this is now the second time this week I have agreed with the OP. I fully expect my guild to boot me before I log in later this evening.
youre half right, infinite roll dodging needs a nerf and there needs to be a "physical damage reduction %" champion point, but theres no way a stamina user can get more burst than a magicka one, even with inflated weapon damage numbers and better set bonus layouts.
I completely agree that dodge roll is headed for some very, very broken gameplay. I called it in the PTS, the reason I left dodge rolling out of this was that would be a touchy subject needing its entire own thread of arguing for/against it in contrast with shields and whatnot. Just know I agree with you that dodge rolling is already extremely powerful and as people get more champ points it becomes more and more broken. I think they need to find a way to reduce how much you can dodge roll, but NOT nerf it in a way where players who don't roll all the time are hurt because it still players a vital role to those players as well.
I might be wrong since I have not thought this true as much as you (djeezes christ). I agree with your analysis at first glance. But a magicka user has acces to better defense then a stam user imho.
Sorcs: hardened ward + bol. With good dps and sustain
DK's: flappy wings + gdb. Not too familiar with dk builds. The one class I never played. Hope someone can help out?
Templar: go for 25k+ health +magicka sustain build -> blazing shield + breath of life + puncturing sweep.
Nb's: sap tank? (Some people say it sucks now, some swear to it untill they die)
Stamina got the burst dmg glass cannons atm. Magicka has got the survivability + relative good dps. I get ganked by stam cannons. Prolonged fights with 1 guy tanking five while killing people? Magicka builds.
Hello fellow PvPers, its that time of the week again with me to totally bother you guys with annoying things that will likely *** people off who am running what I am talking about, and point out some discrepancies in game that are leading towards a gap between weapon damage and spell damage (in which this gap will continue to get worse as time goes on). This is actually a complex problem with multiple different reasons compounding each other to why we see today stam builds running far more frequently and successfully to magicka builds. I will not be bringing up every compounding point since I do not think all should necessarily be changed, its just important to note that where we are today has been an accumulation of changes and game design problems since June. Examples being that ever since June ZOS has been attempting to make stamina more viable, this lead to significant buffs to medium armor, better armor set designs, etc. The two main points I would like to address as I see them being the easiest to normalize are as follows (Yes I will also be ignoring dodge rolling... that is its own whole can of worms that needs its own thread):
1. Weapon damage vs. Spell damage itemization discrepancy
2. Champion Skill line damage reduction discrepancy
I'll start with point 1. Right now with BIS builds for a magicka user, you can at best get to near ~3200 spell damage. This sacrifices literally everything in terms of set pieces that boost regen, magicka stats, any kind of defensive cabailities, etc. The idea here is to give you a near max of what is possible in a build totally focused on it. In addition, it is not easy getting here, it takes literally 4 different sets and once again you sacrifice a significant amount of stat points, regen, and other bonuses sets provide that we all want, but to really do damage you need to get this high as compared to stam builds.
On to weapon damage, the same type of BIS build puts you at over 4k weapon damage. In addition, this doesn't even sacrifice anywhere near the same amount of stats or regen rates. For brief periods of time I run with someone who boosts it to over 5k, just to put some things in perspective. This has lead us to this very large gap in potential damage between stamina and magicka builds which simply makes no sense. Since each stat scales the same, it truly makes no sense that one is more readily/easily stackable than the other. If it is easier to stack your damage stat, along with the stats that further boost your damage and maintain sustain (such as stam, and stam regen), you simply are far more powerful than the magicka counterpart who stacks all this (bear in mind I hold no bias here as I am a healer ffs).
What lead us here was some of what I said before, significant buffs to medium armor, and stam build sets, coupled with 1.6's unleashing of the flood gates called soft caps. Certain sets are particularly at fault in this (I'm looking at you ravager) where similar magicka sets are much less powerful in regards. Take ravager for example, imagine there was a light armor set where every time you put up a shield you gained 600 spell damage... yeah... that effectively is what ravager is. I only use ravager here as an example, I am not necessarily saying it needs to be changed, but it is definitely one of the contributing factors. Simply put, spell damage and weapon damage need to be normalized if ZOS truly wants both builds to be viable (or at least on even ground). Its no surprise more than half the population is running dps stam builds in PvP because of such a discrepancy. This is once again just one example and is then compounded even more by other issues (on to point 2).
2. In the champion skill line, there is always an advantage passive and counter passive (for the most part). Example being, you can buff you spell resists, but your enemy can buff their spell resist penetration. Simple comparison, but you get my point. Now some champion passives affect both spell and physical damage so we will ignore those (example being crit damage reduction). Instead I want to point out how magicka damage gets damaged reduced on a multi-tiered level as compared to physical damage:
Against spell damage you can:
-% increase your spell resists
-% flat damage reduce each spell damage type (fire,cold,lightning,magic, etc.)
Against physical damage you can:
-% increase your armor
- AND.... JK thats its.... get rekt
The above should plainly put where I am getting at with this, but if it isn't. Magicka damage has to deal with a player being able to mitigate it through spell resist increase along with a complete % damage reduction (which does have a counter btw since a player can buff their specific magicka type damage) while physical damage you can only % increase your armor (thus there is no counter to the champion skill that %increase physical damage). This is a DRASTIC oversight that for now that will continue to get worse and worse as people rank up as this gap will increase. The solution here is simple, throw out one of these silly other passives that feel pointless (i'm looking at you increase the healing effect of potions) and implement a % physical damage reduction passive. It only makes sense as currently there is no counter to increasing it through CS while spell damage has a counter. Furthermore, since spell resists/armor both hard cap at the same point and scale the same, there is no diff between the passives to increase armor and spell resists so they cannot claim the armor scales differently and thus is stronger. If anything it is actually far harder to % increase your armor in the CS system (look it up, the % per point is actually far less than when putting points in spell resists).
I could keep talking, but these are two points with blatant discrepancies I feel many people can see and thus acknowledge the problem without having to freak out about someone nerfing their build or anything. These discrepancies for balance HAVE to be addressed. Should you disagree feel free to comment (or agree) and we can discuss it. Good day.
Edit: Bolded summary sentences for TLDR noobs, but read it if you don't understand them.
Then there is the insane spell resists on every player which on average is much higher than the armor on every player.
The list goes on...but the intent of ZoS is pretty clear.
youre half right, infinite roll dodging needs a nerf and there needs to be a "physical damage reduction %" champion point, but theres no way a stamina user can get more burst than a magicka one, even with inflated weapon damage numbers and better set bonus layouts.
I completely agree that dodge roll is headed for some very, very broken gameplay. I called it in the PTS, the reason I left dodge rolling out of this was that would be a touchy subject needing its entire own thread of arguing for/against it in contrast with shields and whatnot. Just know I agree with you that dodge rolling is already extremely powerful and as people get more champ points it becomes more and more broken. I think they need to find a way to reduce how much you can dodge roll, but NOT nerf it in a way where players who don't roll all the time are hurt because it still players a vital role to those players as well.
I might be wrong since I have not thought this true as much as you (djeezes christ). I agree with your analysis at first glance. But a magicka user has acces to better defense then a stam user imho.
Sorcs: hardened ward + bol. With good dps and sustain
DK's: flappy wings + gdb. Not too familiar with dk builds. The one class I never played. Hope someone can help out?
Templar: go for 25k+ health +magicka sustain build -> blazing shield + breath of life + puncturing sweep.
Nb's: sap tank? (Some people say it sucks now, some swear to it untill they die)
Stamina got the burst dmg glass cannons atm. Magicka has got the survivability + relative good dps. I get ganked by stam cannons. Prolonged fights with 1 guy tanking five while killing people? Magicka builds.
Perma dodgers are annoying at best. Getting hit by a crit rush from a stam glass cannon hurts like a mofo. Cryst frag for example? Not nearly as much. What magicka builds do have is delayed dmg (curse, inevitable det) combine that with another high dmg attack and you are going to get recked. Aoe dmg doesbt count imho. Oh yea!!! I can do 20k dps!!! Split up over 12people... Wow... Nice...I might be wrong since I have not thought this true as much as you (djeezes christ). I agree with your analysis at first glance. But a magicka user has acces to better defense then a stam user imho.
Sorcs: hardened ward + bol. With good dps and sustain
DK's: flappy wings + gdb. Not too familiar with dk builds. The one class I never played. Hope someone can help out?
Templar: go for 25k+ health +magicka sustain build -> blazing shield + breath of life + puncturing sweep.
Nb's: sap tank? (Some people say it sucks now, some swear to it untill they die)
Stamina got the burst dmg glass cannons atm. Magicka has got the survivability + relative good dps. I get ganked by stam cannons. Prolonged fights with 1 guy tanking five while killing people? Magicka builds.
permaroll dodging is the best defense in the game, lmao, and magicka has the burst dmg glass cannons. think you got it a lil backwards brah
Then there is the insane spell resists on every player which on average is much higher than the armor on every player.
The list goes on...but the intent of ZoS is pretty clear.
yeah what good does 20k spell resist do when you still get hit for 21k by a crystal frag there broseph? at least armor actually does something (excluding this sharpened bug they have going if its true and ignores everything).
...
2. In the champion skill line, there is always an advantage passive and counter passive (for the most part). Example being, you can buff you spell resists, but your enemy can buff their spell resist penetration. Simple comparison, but you get my point. Now some champion passives affect both spell and physical damage so we will ignore those (example being crit damage reduction). Instead I want to point out how magicka damage gets damaged reduced on a multi-tiered level as compared to physical damage:
Against spell damage you can:
-% increase your spell resists
-% flat damage reduce each spell damage type (fire,cold,lightning,magic, etc.)
Against physical damage you can:
-% increase your armor
- AND.... JK thats its.... get rekt
...
Then there is the insane spell resists on every player which on average is much higher than the armor on every player.
The list goes on...but the intent of ZoS is pretty clear.
yeah what good does 20k spell resist do when you still get hit for 21k by a crystal frag there broseph? at least armor actually does something (excluding this sharpened bug they have going if its true and ignores everything).
Yeah and I still get hit by 50K wrecking blows since we're making up numbers (I wanted to keep them relative).
Sharpened was fixed last night. Against a *Vampire* Sorc with 7500 spell resistance (absolutely bare minimum you'll find in Cyrodiil) my Crystal frags are hitting for 5841 damage which is 83% of tooltip value. This is with full light armor passive, Legendary Nirnhoned Staff and some points into spell erosion.
7500 spell resistance should be providing around 12% mitigation yet it is providing far more than that and I can't even penetrate the bare minimum possible in the game.
But hey Nerf sorcs right?
...
2. In the champion skill line, there is always an advantage passive and counter passive (for the most part). Example being, you can buff you spell resists, but your enemy can buff their spell resist penetration. Simple comparison, but you get my point. Now some champion passives affect both spell and physical damage so we will ignore those (example being crit damage reduction). Instead I want to point out how magicka damage gets damaged reduced on a multi-tiered level as compared to physical damage:
Against spell damage you can:
-% increase your spell resists
-% flat damage reduce each spell damage type (fire,cold,lightning,magic, etc.)
Against physical damage you can:
-% increase your armor
- AND.... JK thats its.... get rekt
...
What really weirds me out about the Hardy passive is it gives resistance to both Magicka and ranged Stamina (Bow) builds.
On my Light Armour build, putting points into a passive to make me take less damage from Lethal Arrow/Poison Injection spammers does not make me take less damage from any other Stamina users, and inexplicably reduces damage from casters instead.
Does Armour rating mitigate Poison damage or is it checking against Spell Resistance instead?
In either scenario, does this mean ranged Stamina builds have more counters than Melee Stamina builds for some completely arbitrary reason?
I remember this being brought up as a question back during the PTS and if I recall correctly primary bow damage is considered physical while your dot is reduced by spell resists. Someone might correct me on that, but things like lethal arrow are mitigated by armor, not spell resists.
Then there is the insane spell resists on every player which on average is much higher than the armor on every player.
The list goes on...but the intent of ZoS is pretty clear.
yeah what good does 20k spell resist do when you still get hit for 21k by a crystal frag there broseph? at least armor actually does something (excluding this sharpened bug they have going if its true and ignores everything).
Yeah and I still get hit by 50K wrecking blows since we're making up numbers (I wanted to keep them relative).
Sharpened was fixed last night. Against a *Vampire* Sorc with 7500 spell resistance (absolutely bare minimum you'll find in Cyrodiil) my Crystal frags are hitting for 5841 damage which is 83% of tooltip value. This is with full light armor passive, Legendary Nirnhoned Staff and some points into spell erosion.
7500 spell resistance should be providing around 12% mitigation yet it is providing far more than that and I can't even penetrate the bare minimum possible in the game.
But hey Nerf sorcs right?
you never have had a very good grasp on game mechanics, thats why you do 1/2 the damage of the other sorcs
...
2. In the champion skill line, there is always an advantage passive and counter passive (for the most part). Example being, you can buff you spell resists, but your enemy can buff their spell resist penetration. Simple comparison, but you get my point. Now some champion passives affect both spell and physical damage so we will ignore those (example being crit damage reduction). Instead I want to point out how magicka damage gets damaged reduced on a multi-tiered level as compared to physical damage:
Against spell damage you can:
-% increase your spell resists
-% flat damage reduce each spell damage type (fire,cold,lightning,magic, etc.)
Against physical damage you can:
-% increase your armor
- AND.... JK thats its.... get rekt
...Pixysticks wrote: »...I remember this being brought up as a question back during the PTS and if I recall correctly primary bow damage is considered physical while your dot is reduced by spell resists. Someone might correct me on that, but things like lethal arrow are mitigated by armor, not spell resists.
Lethal arrow is mitigated by armor and poison resist [both].
Edit to clarify: All poison damage is mitigated by armor and poison resist both.
What really weirds me out about the Hardy passive is it gives resistance to both Magicka and ranged Stamina (Bow) builds.
On my Light Armour build, putting points into a passive to make me take less damage from Lethal Arrow/Poison Injection spammers does not make me take less damage from any other Stamina users, and inexplicably reduces damage from casters instead.
Does Armour rating mitigate Poison damage or is it checking against Spell Resistance instead?
In either scenario, does this mean ranged Stamina builds have more counters than Melee Stamina builds for some completely arbitrary reason?
I remember this being brought up as a question back during the PTS and if I recall correctly primary bow damage is considered physical while your dot is reduced by spell resists. Someone might correct me on that, but things like lethal arrow are mitigated by armor, not spell resists.
...
2. In the champion skill line, there is always an advantage passive and counter passive (for the most part). Example being, you can buff you spell resists, but your enemy can buff their spell resist penetration. Simple comparison, but you get my point. Now some champion passives affect both spell and physical damage so we will ignore those (example being crit damage reduction). Instead I want to point out how magicka damage gets damaged reduced on a multi-tiered level as compared to physical damage:
Against spell damage you can:
-% increase your spell resists
-% flat damage reduce each spell damage type (fire,cold,lightning,magic, etc.)
Against physical damage you can:
-% increase your armor
- AND.... JK thats its.... get rekt
...
What really weirds me out about the Hardy passive is it gives resistance to both Magicka and ranged Stamina (Bow) builds.
On my Light Armour build, putting points into a passive to make me take less damage from Lethal Arrow/Poison Injection spammers does not make me take less damage from any other Stamina users, and inexplicably reduces damage from casters instead.
Does Armour rating mitigate Poison damage or is it checking against Spell Resistance instead?
In either scenario, does this mean ranged Stamina builds have more counters than Melee Stamina builds for some completely arbitrary reason?
I remember this being brought up as a question back during the PTS and if I recall correctly primary bow damage is considered physical while your dot is reduced by spell resists. Someone might correct me on that, but things like lethal arrow are mitigated by armor, not spell resists.
So it is possible to invest in three (Hardy, Light Armour Focus and Thick Skinned) individual passives that all reduce the damage taken from the average Bow spammer; Three (Spell Shield, Hardy, Elemental Defender) passives that reduce damage from average casters; however, there is only one form of reduction against Wrecking Blow and it does not scale as a direct reduction but rather a % increase of my lowest stat pool due to being in 7 Light.
That's special.