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Discrepancies that lead to Weapon Damage Bias

  • IxSTALKERxI
    IxSTALKERxI
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    Huntler 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 :p. Off the top of my head there are other buffs you can continuously keep up.
    Huntler wrote: »
    Ifthir_ESO wrote: »
    Huntler 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 unbuffed :)
    Huntler wrote: »
    For 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.
    Huntler wrote: »
    Ifthir_ESO wrote: »
    Relentless Focus for a NB and Flawless Dawnbreaker and either of the Hunter FG skills must help.

    Still miles from 5K.
    Huntler 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?
    Huntler wrote: »
    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.
    Edited by IxSTALKERxI on April 8, 2015 1:20AM
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  • Huntler
    Huntler
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    Huntler 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 :p. Off the top of my head there are other buffs you can continuously keep up.
    Huntler wrote: »
    Ifthir_ESO wrote: »
    Huntler 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 unbuffed :)
    Huntler wrote: »
    For 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.
    Huntler wrote: »
    Ifthir_ESO wrote: »
    Relentless Focus for a NB and Flawless Dawnbreaker and either of the Hunter FG skills must help.

    Still miles from 5K.
    Huntler 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?
    Huntler wrote: »
    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.

    He graces us with his presence!
  • Oughash
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    One interesting thing that may occur if weapon dmg is left unchecked: many people switching to full heavy for maximum armor (or to sets like Footman / Hist Bark / Alessia's Bulwark for armor+mitigation bonses). With enough champion points you can sufficiently reduce stam/mag costs and boost regen. As Huntlar has observed, there are only a few way to improve physical mitigation and armor is one of them.
    Edited by Oughash on April 8, 2015 12:40PM
  • technohic
    technohic
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    Sypher wrote: »
    WTB Physical Counterpart of Nirnhoned. (Increase armor by 24% for each peice)

    Oh wait... That doesn't exist.

    Hehe yeah. If people start using that a lot, I may need to revisit my stam build.
  • Rook_Master
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    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.
  • Ezareth
    Ezareth
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    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.
    technohic wrote: »
    Sypher wrote: »
    WTB Physical Counterpart of Nirnhoned. (Increase armor by 24% for each peice)

    Oh wait... That doesn't exist.

    Hehe yeah. If people start using that a lot, I may need to revisit my stam 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.

    Permanently banned from the forums for displaying dissent: ESO - The Year Behind
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  • Oughash
    Oughash
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    Ezareth wrote: »
    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.

    With a nirn shield, Breton Race, DK passive, 2H/5L I have ~25k magic resistance. With a little effort (e.g. nirn on my heavy pieces, active armor buff) I could push 40k.

    What's hilarious is that for the same setup my physical resistance is ~10k. Thus I get 2-shoted by bows and 2H swords.
    Edited by Oughash on April 8, 2015 2:09PM
  • Nala_
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    ton of people running round with almost 45k magic resist now, looks like everyone should be swapping stam by the end of the day. id expect zos takes a few months to fix this.
  • Huntler
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    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
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    Huntler 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
    Ifthir_ESO
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    Ezareth 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
  • Huntler
    Huntler
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    Huntler 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.

    Should we consider things that everyone is doing and is commonplace in the field? Absolutely :p
    Ifthir_ESO wrote: »
    Ezareth 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

    Youd be surprised what 5k weap damage can do to someones face in an instant.
    Edited by Huntler on April 8, 2015 2:35PM
  • Warraxx
    Warraxx
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    Burst wins battles.
    Sustain wins Wars.
  • Huntler
    Huntler
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    Warraxx wrote: »
    Burst wins battles.
    Sustain wins Wars.

    Thats cute, but not relevant when I can two shot you.
  • Oughash
    Oughash
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    Warraxx wrote: »
    Burst wins battles.
    Sustain wins Wars.

    The Alpha Strike is the only strike. Your barrier chains better be on point.
    Edited by Oughash on April 8, 2015 2:52PM
  • cozmon3c_ESO
    cozmon3c_ESO
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    Samadhi wrote: »
    iseko wrote: »
    Nala_ wrote: »
    iseko wrote: »
    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
    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...

    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?

    oops i guess i was wrong about that shield but if you have a damage shield just put it on before the detonation goes off and you will barely see your health move or just block.
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  • Warraxx
    Warraxx
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    Huntler wrote: »
    Warraxx wrote: »
    Burst wins battles.
    Sustain wins Wars.

    Thats cute, but not relevant when I can two shot you.

    only been 2-shotted with seige... if your "two shot" fails, you are in a world of cc's and butthurt.
  • Huntler
    Huntler
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    Warraxx wrote: »
    Huntler wrote: »
    Warraxx wrote: »
    Burst wins battles.
    Sustain wins Wars.

    Thats cute, but not relevant when I can two shot you.

    only been 2-shotted with seige... if your "two shot" fails, you are in a world of cc's and butthurt.

    Sure I am.


    Back on topic.
  • Ley
    Ley
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    Huntler wrote: »
    Nala_ wrote: »
    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.
    Leylith - MagSorc | Leyloth - StamPlar | Leynerd - MagPlar | Leylit - StamBlade | Ley Eviticus - StamDK | Leydor - MagDen | Leylum - StamSorc | Leylux - MagBlade
  • Huntler
    Huntler
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    Ley wrote: »
    Huntler wrote: »
    Nala_ wrote: »
    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.

    That is one option, but remember this thread is leaving the dodge roll mechanic for another time as it deserves a much more thorough inspection. The two points I made in the OP are meant to be very obvious discrepancies that go against reasonable logic on balancing, for the most part it seems people agree. I'd like a thread like this to remain focused as well as avoid the whole sorc QQ thing that seems to plague all threads. Only chance to prevent it from being locked and hopefully let some people like Brian Wheeler see this. My goal for this thread wasn't to point out the continuous assault discrepancy, but hey it came up in discussion and is definitely there/should be changed...

    among other things :p
  • Ezareth
    Ezareth
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    Ifthir_ESO wrote: »
    Ezareth 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

    Back before WB was bugged as hell and Crit Charge didn't have an unresistable mini-stun added to it I would agree.

    A skilled player with that much weapon damage is a freaking terror to any sorc not wearing full heavy.
    Permanently banned from the forums for displaying dissent: ESO - The Year Behind
    Too Much Bolt Escape - banned for "hacking the game to create movement not otherwise permitted by in game mechanics."
    Ezareth VR16 AD Sorc - Rank 36 - Axe NA
    Ezareth-Ali VR16 DC NB - Rank 20 - Chillrend NA
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  • xaraan
    xaraan
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    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).
    -- @xaraan --
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  • Huntler
    Huntler
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    xaraan wrote: »
    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).

    You make some good points and there are a number of ways to go about fixing a variety of the issues you brought up (your ravager fix would also work, frankly I am up for whatever solution ZOS deems best as long as its reasonable). Your more spell pen to armor pen point is where you lost me a bit, as far as I can tell from memory there is only 2 more "true" option to spell pen over armor pen and thats the light armor passive and mundus stone. While a nirn weapon is another option in the weapon slot, you could always use sharpened to fulfill the same role as a physical dps. Sure nirn is supposed to be better, but after it stopped ignoring all resists, it is actually worse than sharpened so regardless both magicka and stam users would use sharpened over nirn if penetration was their goal. So with the light armor passive being the advantage in spell pen over armor pen, I bring the comparison passive in the medium armor line which is a flat %weapon damage bonus (quite high one at that). Sure they aren't identical so you can't make an apples to apples comparison, but I think you ask a lot of people what they would rather have 5k spell pen in a broken penetration system or 12% extra weapon damage (you'd have to "pretend" it is spell damage for the comparison) I think many would choose the extra weapon damage because it applies in more cases across the board as well as benefits them in more than just damage. That leaves us with the mundus stone which truly doesn't really have a counterpart. But you cannot forget that there are cases in which physical damage has armor pen where there is no spell damage counterpart. This actually happens twice in weapon enchant glyphs (both an armor reduction proc and a power proc (which only affects weapon damage)).

    On to your points of the magical passives that will help against physical damage. That statement is a little weird to me because you are talking about it affecting the fringe things such as weapon enchants, dots, etc. Sure it will affect them, but those aren't physical damage by definition. And those benefits apply to magicka users already, so its basically a wash there. All I am trying to point out is physical damage aspects do not receive the same type of reduction (ignoring the fringe benefits or effects because that is already equal across the board).

    On a side note, no objection to at least vigor in my opinion being amazingly strong. I think it is fantastic that ability exists... but it really shouldn't outshine a healer focusing on healing... which in some ways it is given its synergy with stam physical builds. I leave that for another time since, while strong, I like that there is a strong stam heal in the game. But as I said, healers give up a lot to really be good at healing... feels like you don't really have to give up much for something that is effectively double the strength of healing springs (or moreso) in vigor as a stam dps.
  • Ezareth
    Ezareth
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    xaraan wrote: »
    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).

    Some valid points.

    On the dodge roll Keep in mind a team can take out *anyone* no matter the player right now. A good player with the right setup utilizing dodge roll right now is virtually unkillable by 1-2 people though.

    The Ravager set obviously needs fixed but the set itself only contributes to the problem not defines it.

    The Magicka base passives are just terrible. There is literally nothing to look forward to in the passive trees that synergizes with a caster.

    I think the late game (High CP) scaling of shields is far outpaced by other damage and defensive abilities. No defensive ability or mitigation affects shields. Reduced elemental damage doesn't touch shields. Reduced poison, magic etc doesn't touch shield. No change to armor or spell resistance affects shields. the only thing that affects shields scales to 25%, yet with a 15% reduction in cyrodiil shields scale worse than any offensive ability and far worse than any other defensive ability.

    I don't think Huntler exaggerated as much as pointed out some exceptional things that are possible with the current meta. Exaggerate to me would mean he would be padding his numbers and facts with things that were not true.
    Permanently banned from the forums for displaying dissent: ESO - The Year Behind
    Too Much Bolt Escape - banned for "hacking the game to create movement not otherwise permitted by in game mechanics."
    Ezareth VR16 AD Sorc - Rank 36 - Axe NA
    Ezareth-Ali VR16 DC NB - Rank 20 - Chillrend NA
    Ezareth PvP on Youtube
  • Alexander Powerkill
    @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.
  • Ezareth
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    @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.

    @Alexander Powerkill

    To be clear I never said I *hit* for 6K. I said my *tooltip* says 7K and it hits a vamp sorc with base spell resistance for 83% of tooltip. I'm a very specific person when I form an argument an a lot of people on these forums are very loose with facts which generally creates misinformation. Crystal Fragments doesn't do that much damage. When the proc is active however it does *20%* more damage and if you cast a spell like Magelight or Entropy before launching that proc you can boost it by another 20%(of Base) plus add 20% to your spell power. I've had my fragments crit in the neighborhood of 15K before back with the Nirnhoned bug. The problem is certain people see that 15K and then not only are they saying sorcs are running around *hitting* for 15K then some tacks on the crit modifier to that number and suddenly we're at 22K fragging sorcs with unlimited mana, damage shields etc.

    So in effect it is possible to severely stack spell power to boost your *base* Crystal fragment which is then increased by another 40% and if that crits some very large numbers are possible. Those numbers are rather difficult to set up and they're not spammable. I'm aware that getting a 20K Crystal fragment is still probably possible against a low SR target, but that same sorc can't spam shields like no tomorrow and has no magicka sustain, hitpoints, defenses etc. There is just too much misinformation so I've tried to keep everything relative.

    Edited by Ezareth on April 8, 2015 6:50PM
    Permanently banned from the forums for displaying dissent: ESO - The Year Behind
    Too Much Bolt Escape - banned for "hacking the game to create movement not otherwise permitted by in game mechanics."
    Ezareth VR16 AD Sorc - Rank 36 - Axe NA
    Ezareth-Ali VR16 DC NB - Rank 20 - Chillrend NA
    Ezareth PvP on Youtube
  • Ethoir
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    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.

    Except that unless Foundry Tactical Combat is lying, Lethal Arrow and Venom Arrow are both flagged as magic (blue) damage. It's a stamina-powered attack that gets its damage from stamina and your weapon damage yet the system flags it as magic damage. That makes no sense. Surprise Attack and Ambush are properly tagged as physical damage so they can be mitigated by physical resist. But if what FTC says about poison damage is true, the only thing that counters it is poison resist.
    Participant in the Sanguine's Tester beta group since November 2013.
  • Lionxoft
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    Ezareth wrote: »
    But hey Nerf sorcs right?

    @Ezareth Wish my significantly long ranged abilities did 15k+ damage instant cast .
    Edited by Lionxoft on April 8, 2015 7:41PM
  • Ifthir_ESO
    Ifthir_ESO
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    Lionxoft wrote: »
    Ezareth wrote: »
    But hey Nerf sorcs right?

    @Ezareth Wish my significantly long ranged abilities did 15k+ damage instant cast .


    got hit with 20k cf last night and I have 23k sr

    execute but still
  • Ezareth
    Ezareth
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    Lionxoft wrote: »
    Ezareth wrote: »
    But hey Nerf sorcs right?

    @Ezareth Wish my significantly long ranged abilities did 15k+ damage instant cast .

    @Lionxoft They do, it's called Lethal arrow and since it is a guaranteed crit from stealth it is not only far more powerful, has a far longer range and has far more possible damage increasing abilities applied to it.

    For me to have a 15K Crit I had to have *Nirnhoned* bug (no longer possible) A crystal fragment proc available (so I'm casting other spells and my target is aware of me if he has an ounce of skills) and I have to preface this cast with a Mage's guild spell like Entropy or Magelight. To top all that off, it isn't guaranteed to crit even from stealth and it is an extremely slow moving ability that is easily countered by dodging or reflected etc.

    When it comes to abilities that kill me I think Crystal fragments ranks near the bottom. It's usually Lethal Arrow/Focused Aim/Wrecking Block/Meteor (double reflect bug), Crushing Shock, Poweroverload (usually my own), Heavy Destro attacks and Fragments is probably another 4 or 5 abilities down the chain.

    There is absolutely nothing about Crystal Fragments that is superior to Lethal arrow.
    Ifthir_ESO wrote: »
    Lionxoft wrote: »
    Ezareth wrote: »
    But hey Nerf sorcs right?

    @Ezareth Wish my significantly long ranged abilities did 15k+ damage instant cast .


    got hit with 20k cf last night and I have 23k sr

    execute but still

    There is also evidently a bug right now that people are exploiting with CF that I've just been made aware of but it isn't my place to reveal it and I've never used it.

    Permanently banned from the forums for displaying dissent: ESO - The Year Behind
    Too Much Bolt Escape - banned for "hacking the game to create movement not otherwise permitted by in game mechanics."
    Ezareth VR16 AD Sorc - Rank 36 - Axe NA
    Ezareth-Ali VR16 DC NB - Rank 20 - Chillrend NA
    Ezareth PvP on Youtube
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