phreatophile wrote: »Perhaps the answer is obvious, but not to me.
How does one get that high weapon damage? I'm refering to the 4K+ to even 5K temporarily.
On my NB I've got:
5 Ravager
2 Red Mountain
2 Shadow walker
2 Morag Tong
Each of these sets adds weapon damage and I have 20K Stamina/20K health with food
With Rally up and Ravager Proc, I don't quite crack 4K.
I'd rather not give a how to manual, but there are ways. Off the top of my head there are other buffs you can continuously keep up.
Ifthir_ESO wrote: »On to weapon damage, the same type of BIS build puts you at over 4k weapon damage.
Is this buffed or unbuffed? Id be surprised if it was unbuffed. With full hundings + morag tong + trials rings + all weapon damage enchants I can't get near 4k so I'd love to see the build that is hitting 4k weapon damage unbuffedFor brief periods of time I run with someone who boosts it to over 5k, just to put some things in perspective.
How long is that active for though? I assume this is with just about every possible alliance/skill/spell/class buff.
This is during buff, in both cases I was listing maximum potential (with buffs) for both spell and weapon damage. I probably should have been clear about that. When I said you could get even higher than 4k temporarily, its with buffs you cannot ALWAYS keep up.
Another example of discrepancy I left out, but since you ask is that the buff Continuous Assault gives 10% weapon damage, but not to spell damage... get rekt magicka users.
Ifthir_ESO wrote: »phreatophile wrote: »Relentless Focus for a NB and Flawless Dawnbreaker and either of the Hunter FG skills must help.
Still miles from 5K.phreatophile wrote: »Ifthir_ESO wrote: »Thinking 3 piece Dreugh king + morag tong 4 piece + something else + enough buffs + stealth might get you close.
@Huntler I assume this is the type of build we are describing?This basically, I need to double check so I don't give false information with the guy in our guild I'd call the king of weapon damage, but I do believe he incorporates some off the wall stuff to really boost it to ludicrous levels. It definitely takes advantage of different buff stacking that aren't restricted by the minor/major buff system,
Running with 5 Ravager, 2 Tong, 2 Red Mountain, 2 Shadow. These all buff weapon damage, heck the Ravager procs +600, and Major and minor brutality buffs. Outside of Cyrodil the Continous Attack doesn't apply. I'm going to have to spend some time tracking this down.
Mostly just a curiousity. I'm assuming that 5K value is calculated not Char Sheet.
The over 5k value was when he was an emperor and it was in Cyro. So its probably better to ignore my 5k number and stay at the 4k for your average player who pushes weapon damage (maximizes).
IxSTALKERxI wrote: »phreatophile wrote: »Perhaps the answer is obvious, but not to me.
How does one get that high weapon damage? I'm refering to the 4K+ to even 5K temporarily.
On my NB I've got:
5 Ravager
2 Red Mountain
2 Shadow walker
2 Morag Tong
Each of these sets adds weapon damage and I have 20K Stamina/20K health with food
With Rally up and Ravager Proc, I don't quite crack 4K.
I'd rather not give a how to manual, but there are ways. Off the top of my head there are other buffs you can continuously keep up.
Ifthir_ESO wrote: »On to weapon damage, the same type of BIS build puts you at over 4k weapon damage.
Is this buffed or unbuffed? Id be surprised if it was unbuffed. With full hundings + morag tong + trials rings + all weapon damage enchants I can't get near 4k so I'd love to see the build that is hitting 4k weapon damage unbuffedFor brief periods of time I run with someone who boosts it to over 5k, just to put some things in perspective.
How long is that active for though? I assume this is with just about every possible alliance/skill/spell/class buff.
This is during buff, in both cases I was listing maximum potential (with buffs) for both spell and weapon damage. I probably should have been clear about that. When I said you could get even higher than 4k temporarily, its with buffs you cannot ALWAYS keep up.
Another example of discrepancy I left out, but since you ask is that the buff Continuous Assault gives 10% weapon damage, but not to spell damage... get rekt magicka users.Ifthir_ESO wrote: »phreatophile wrote: »Relentless Focus for a NB and Flawless Dawnbreaker and either of the Hunter FG skills must help.
Still miles from 5K.phreatophile wrote: »Ifthir_ESO wrote: »Thinking 3 piece Dreugh king + morag tong 4 piece + something else + enough buffs + stealth might get you close.
@Huntler I assume this is the type of build we are describing?This basically, I need to double check so I don't give false information with the guy in our guild I'd call the king of weapon damage, but I do believe he incorporates some off the wall stuff to really boost it to ludicrous levels. It definitely takes advantage of different buff stacking that aren't restricted by the minor/major buff system,
Running with 5 Ravager, 2 Tong, 2 Red Mountain, 2 Shadow. These all buff weapon damage, heck the Ravager procs +600, and Major and minor brutality buffs. Outside of Cyrodil the Continous Attack doesn't apply. I'm going to have to spend some time tracking this down.
Mostly just a curiousity. I'm assuming that 5K value is calculated not Char Sheet.
The over 5k value was when he was an emperor and it was in Cyro. So its probably better to ignore my 5k number and stay at the 4k for your average player who pushes weapon damage (maximizes).
I believe I am the 'king of weapon damage' Huntler speaks of. I can get 4816 weapon damage on my character sheet for a total of 5 seconds while I'm using steel tornado. However I think I can actually get it slightly higher if I had some master daggers at my disposal. Whilst doing so, my stamina regen is quite low. However as emperor I was able to have 4400 stam regen and 4800 weapon damage at the same time.
Edit: Also this is without any weapon damage jewellery enchants, with those I would easy break 5k. I use 3 cost reduct enchants.
Rook_Master wrote: »Emperor with Ravager proc etc.. a lot of that is unrealistic to bring into a discussion of sustained weapon damage for the average weapon damage build.
Yeah I've been noticing the people who are doing this for several weeks now and the number is growing. I just avoid attacking those people now once I notice them as I have almost no chance to kill them when I'm doing 60% of my damage to them. I guarantee within a month every hardcore PvP player will be running 3-4 pieces of it. It is just absurd how a few traits on a piece of armor make an entire class virtually useless.
Rook_Master wrote: »Emperor with Ravager proc etc.. a lot of that is unrealistic to bring into a discussion of sustained weapon damage for the average weapon damage build.
Rook_Master wrote: »Emperor with Ravager proc etc.. a lot of that is unrealistic to bring into a discussion of sustained weapon damage for the average weapon damage build.
Emperor? Yes. Ravager proc? No. Any player with have a brain can keep the ravager proc up indefinitely for fights.
Rook_Master wrote: »Emperor with Ravager proc etc.. a lot of that is unrealistic to bring into a discussion of sustained weapon damage for the average weapon damage build.
Except he was able to achieve 4816 weapon damage without being Emp. Coincidentally that is almost exactly 3 times the amount of spell power I run with yet I'm accused of running a "glass cannon" spec.
Rook_Master wrote: »Rook_Master wrote: »Emperor with Ravager proc etc.. a lot of that is unrealistic to bring into a discussion of sustained weapon damage for the average weapon damage build.
Emperor? Yes. Ravager proc? No. Any player with have a brain can keep the ravager proc up indefinitely for fights.
Yeah, by exploiting the proc chance because Caltrops counts as a 'melee' attack. Should we really consider that? I guess you're right.
Ifthir_ESO wrote: »Rook_Master wrote: »Emperor with Ravager proc etc.. a lot of that is unrealistic to bring into a discussion of sustained weapon damage for the average weapon damage build.
Except he was able to achieve 4816 weapon damage without being Emp. Coincidentally that is almost exactly 3 times the amount of spell power I run with yet I'm accused of running a "glass cannon" spec.
yeah but he wont kill you with that 5k weap dmg since you just shield and bolt away
cozmon3c_ESO wrote: »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
If you are getting hit for full damage by Magicka Detonation, and Curse its your own fault. its the most telegraphed burst damage in the game, if you cant pop one boneshield for that and negate all the damage because shields cannot be crit then thats your own fault. i get hit as hard as 20k and more from stealthers burst all the time with zero telegraphs.
Doesn't Bone Shield only mitigate physical damage in a manner similar to how Annulment only mitigates spell damage?
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.
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.
Just do to dodge roll what they did to bolt escape. Every consecutive dodge, within 4 seconds, costs 50% more.
Ifthir_ESO wrote: »Rook_Master wrote: »Emperor with Ravager proc etc.. a lot of that is unrealistic to bring into a discussion of sustained weapon damage for the average weapon damage build.
Except he was able to achieve 4816 weapon damage without being Emp. Coincidentally that is almost exactly 3 times the amount of spell power I run with yet I'm accused of running a "glass cannon" spec.
yeah but he wont kill you with that 5k weap dmg since you just shield and bolt away
I don't know that things are as broken as you make them out to be huntler, but I do agree there is imbalance. I think it's important to not make things out to sound worse than they are however, as when zos talks to various other guilds you may find people pointing out the flaws in the statements to zos.
Was going to skip dodge rolling as well, but since some have commented on it, there are several powers out there that still work fine against dodge rollers and I've hard very little trouble taking those guys down. It's annoying, less annoying that shadowcloak and bolt escape however, and that's about it. (An alacrity guy we ran with last night even created a build completely focused on dodge rolling with sets and all and was easily taken out last night by the other team after annoying them momentarily)
Anyhow, comparing the ravager set proc to casting a shield and getting the spell power buff isn't an equal comparison. No, it would be like having a set that offers extra damage as you do damage, which is what ravager (and sets like valkyn) do. The biggest fix here would simply be getting rid of caltrops counting as a melee attack and having every dot proc on every person give a chance for the bonus damage and giving pretty much a guarantee of having that extra damage every time you fight. Having ravager proc as often as intended instead of essentially 100% of the time in every fight would level the field where that set is concerned. (And the caltrops fix would quit giving imperials a constant heal from red diamond when not using an actual melee attack). Another fix would obviously be some better set choices for spell builds.
As for the other point, I think you are onto something with passives needing some polishing. But again, not as bad as you make it sound. There are more types of spell pen in the game than armor pen, which may be one reason you see differences in the passives. Maybe spell pen isn't working as well as it should and should be worked on - that might make a decent change right there. Also, the passives that protect you against other types of damage like magical (and poison, elemental, etc) will help against physical damage as well being that they have enchants, dots, poison effects, etc going along with physical damage, meaning there are multiple ways to mitigate physical damage attacks as well.
I think that also the fact that magicka builds have better shields and healing could even things out, but vigor kind of broke that. Used to be stamina was in need of being a bit tankier as their heals were lacking unless they had a healer running around with them. Now with vigor they can heal as well as most magicka builds, combined with having some shields scale off health and not magicka makes some shields stronger than others for stam builds and gives an advantage to having access to certain powers. As much as I've been after a stam heal on my stam builds, I think Vigor (and rally) are a bit too overpowered considering how tanky wearing medium armor can be.
Anyway, this post wasn't aimed at saying you are completely off base or anything. But I think you exaggerated the problem quite a bit and arguments like that are what led to stamina builds being overcompensated for during the fixing process and ending up where they are now. I also think that it can cause some to ignore your argument all together as they focus on the things that don't quite add up in your statement instead of the real problem (much like I probably did here).
I don't know that things are as broken as you make them out to be huntler, but I do agree there is imbalance. I think it's important to not make things out to sound worse than they are however, as when zos talks to various other guilds you may find people pointing out the flaws in the statements to zos.
Was going to skip dodge rolling as well, but since some have commented on it, there are several powers out there that still work fine against dodge rollers and I've hard very little trouble taking those guys down. It's annoying, less annoying that shadowcloak and bolt escape however, and that's about it. (An alacrity guy we ran with last night even created a build completely focused on dodge rolling with sets and all and was easily taken out last night by the other team after annoying them momentarily)
Anyhow, comparing the ravager set proc to casting a shield and getting the spell power buff isn't an equal comparison. No, it would be like having a set that offers extra damage as you do damage, which is what ravager (and sets like valkyn) do. The biggest fix here would simply be getting rid of caltrops counting as a melee attack and having every dot proc on every person give a chance for the bonus damage and giving pretty much a guarantee of having that extra damage every time you fight. Having ravager proc as often as intended instead of essentially 100% of the time in every fight would level the field where that set is concerned. (And the caltrops fix would quit giving imperials a constant heal from red diamond when not using an actual melee attack). Another fix would obviously be some better set choices for spell builds.
As for the other point, I think you are onto something with passives needing some polishing. But again, not as bad as you make it sound. There are more types of spell pen in the game than armor pen, which may be one reason you see differences in the passives. Maybe spell pen isn't working as well as it should and should be worked on - that might make a decent change right there. Also, the passives that protect you against other types of damage like magical (and poison, elemental, etc) will help against physical damage as well being that they have enchants, dots, poison effects, etc going along with physical damage, meaning there are multiple ways to mitigate physical damage attacks as well.
I think that also the fact that magicka builds have better shields and healing could even things out, but vigor kind of broke that. Used to be stamina was in need of being a bit tankier as their heals were lacking unless they had a healer running around with them. Now with vigor they can heal as well as most magicka builds, combined with having some shields scale off health and not magicka makes some shields stronger than others for stam builds and gives an advantage to having access to certain powers. As much as I've been after a stam heal on my stam builds, I think Vigor (and rally) are a bit too overpowered considering how tanky wearing medium armor can be.
Anyway, this post wasn't aimed at saying you are completely off base or anything. But I think you exaggerated the problem quite a bit and arguments like that are what led to stamina builds being overcompensated for during the fixing process and ending up where they are now. I also think that it can cause some to ignore your argument all together as they focus on the things that don't quite add up in your statement instead of the real problem (much like I probably did here).
Alexander Powerkill wrote: »@Ezareth man I agree with you about the Nerf sorc whiners but if your only hitting 6k with CFs then your doing something wrong. On my V3 Sorc I can hit upwards of 6k reg with 10k plus crits. Not saying it needs needed or anything its just a fact it hits hard.
Pixysticks wrote: »Lethal arrow is mitigated by armor and poison resist [both].
Edit to clarify: All poison damage is mitigated by armor and poison resist both.
Ifthir_ESO wrote: »