
Sadly, this is completely wrong. Please bear in mind that there are two functions working, one being "battle scaling" which will be the scaling of H/M/S and their regeneration, Spell & Weapon damage, Spell & Physical resistance.Tonnopesceb16_ESO wrote: »You got the wrong information.olemanwinter wrote: »The bubble shields themselves are NOT being buffed, but the bubble perma-invincible BUILDS are getting a big buff. Allow me to explain.
Because damage is being reduced by 50% along side the shield reduction of 50%, there is no increased ability to cut through the bubble. Bubble stacking will still be just as effective. Your experience of hitting someone as hard as possible and staring in amazement as it literally does nothing to their health bar is going to remain the same.
However, attacking a bubble build before they have a chance to apply the shields is going to be 50% less effective. Saving your burst and timing it to coincide with the expiration of a bubble is going to be 50% less effective.
Damage will be reduced IF you choose to be "battle leveled" after vr 1.
1. Shield are getting nerfed by 35%, damage by 30% only. So yes, shields are weaker
2. I agree that the upcoming changes are extremely stupid. I don't want them..... leave the game as it is right now, we don't want mitigated damage in pvp. We don't want infinite fight. If I burst a target out of stealth, I want it to be dead and if my enemy does a mistake, I want him to be dead.
This will no longer be possible tough.
But this is ZOS logic we're talking about here or rather lack of it, I remember prior to 1.6 being released they mentioned that "all skills etc... will scale off of the highest stat so not to cause confusion" this basically never happened!
Apologies I messed that up!
Copy and pasted from 1.6.5 patch notes
"Synergy abilities now scale off your highest stats that are either stamina or magicka based.
Ultimates and Synergy abilities now always scale of your highest Critical Strike stat instead of just your Spell Critical Strike.
Abilities that cost magicka will now always scale off your magicka, spell damage, and spell critical strike stats.
Abilities that cost stamina will now always scale off your stamina, weapon damage, and weapon critical strike stats."
If what is highlighted in bold is true, why does igneous shield and blazing shield scale from health?
Should they not scale from Magika like Sorcs Hardened Ward?
Apologies I messed that up!
Copy and pasted from 1.6.5 patch notes
"Synergy abilities now scale off your highest stats that are either stamina or magicka based.
Ultimates and Synergy abilities now always scale of your highest Critical Strike stat instead of just your Spell Critical Strike.
Abilities that cost magicka will now always scale off your magicka, spell damage, and spell critical strike stats.
Abilities that cost stamina will now always scale off your stamina, weapon damage, and weapon critical strike stats."
If what is highlighted in bold is true, why does igneous shield and blazing shield scale from health?
Should they not scale from Magika like Sorcs Hardened Ward?
olemanwinter wrote: »Because damage is being reduced by 50% along side the shield reduction of 50%, there is no increased ability to cut through the bubble. Bubble stacking will still be just as effective. Your experience of hitting someone as hard as possible and staring in amazement as it literally does nothing to their health bar is going to remain the same.
So correction, bubbles are losing 5‰ relative to dps. Secondly, the key to bubble builds is mobility and or blocking to allow the bubbles to be replenished. Mobility and blocking are both taking massive nerfs.
@Ezareth
Do you also use Bow with your nightblade? If so, have you experienced that the maximum damage of a snipe against a hardened ward is kind of underwhelming? On my (temporarily suspended) nightblade with 2900 weapon damage with bow equipped, I seem to hit unshielded targets from stealth for up to 19k, depending on their armor rating.
Now with the exact same setup from stealth on a warded sorcerer I hit for the exact same amount always, which is currently a bit over 7200. I have maybe 10 CP in the crit damage increase perk (so far went more for direct damage increase over crit damage increase). I don't know from top of my head the exact multiplier for crit, but for sure it is less than 2.6, which is the factor needed to explain the damage difference.
Now this is not something extraordinary, but a regular occurrence. I would go so far as to say that I never have seen a higher number on shields. I also use focused aim instead of lethal arrow, in order to eliminate nirnhoned influence.
What I want to say: Is there a possible side effect of hardened ward that reduces incoming damage before hitting the shield?
infracanisub17_ESO wrote: »Lol, OP has a good line of reasoning. Nerfing shields has always hit Templars and DKs harder than Sorcs.
Also the bolt escape nerf will change very little for the good Sorcs. The cost increase in 1.7 vs. Live is only changing if casting >2 BE.
Sorcerers will still have the ability to time strong burst even without Prox Det.
How will the shield nerf affect templars and DKs worse than sorcs? Just curious as I don't play those classes.
I can't speak to the DK shield but the Templar one works as a % of health for the size of the shield, and then deals damage also based on a % of the total damage taken (up to the maximum shield size)
Because there are two nerfs coming, one to shields specifically, and then another separate nerf to damage output both of these nerfs are going to affect Blazing Shield. One on the first part of the shield (shield strength) and the other on the damage the shield does after bursting (total damage nerf)
Blazing Shield already took a hard triple nerf in 1.6 (total health pools are lower thanks to the 1.5 -> 1.1x multiplier for health on all gear/traits etc.., shield strength nerfed by 15% in Cyrodiil, and magicka cost was increased), that this new change may very well be the nail in the coffin for BS.
I have already taken it off my bar in anticipation.
I wonder about biting jabs getting its damage and heal nerfed. I mean, the heal is based off the damage, but does it also get reduced by half?
Yeah, I knew that shields can't be crit. But the issue I have is that calculating back from my crit hits on non-shielded targets and using the crit damage multiplier of ~1.7, I should be getting 10-11k hits on shields. This is also what I see on unblocked non crit hits on LA targets.@Ezareth
Do you also use Bow with your nightblade? If so, have you experienced that the maximum damage of a snipe against a hardened ward is kind of underwhelming? On my (temporarily suspended) nightblade with 2900 weapon damage with bow equipped, I seem to hit unshielded targets from stealth for up to 19k, depending on their armor rating.
Now with the exact same setup from stealth on a warded sorcerer I hit for the exact same amount always, which is currently a bit over 7200. I have maybe 10 CP in the crit damage increase perk (so far went more for direct damage increase over crit damage increase). I don't know from top of my head the exact multiplier for crit, but for sure it is less than 2.6, which is the factor needed to explain the damage difference.
Now this is not something extraordinary, but a regular occurrence. I would go so far as to say that I never have seen a higher number on shields. I also use focused aim instead of lethal arrow, in order to eliminate nirnhoned influence.
What I want to say: Is there a possible side effect of hardened ward that reduces incoming damage before hitting the shield?
The issue you're noticing is the fact that shields *can't* be crit.
The only way you'll get a crit on a shield is if your base damage exceeds the value of the shield in which case it will normally (plus you'll hit the player for fully unmitigated damage which is known as the "Bleed" effect).
I don't use the bow though as snipe is a total snoozefest ability to me and the easiest kills in the game for me are NBs using a bow.
infracanisub17_ESO wrote: »Lol, OP has a good line of reasoning. Nerfing shields has always hit Templars and DKs harder than Sorcs.
Also the bolt escape nerf will change very little for the good Sorcs. The cost increase in 1.7 vs. Live is only changing if casting >2 BE.
Sorcerers will still have the ability to time strong burst even without Prox Det.
How will the shield nerf affect templars and DKs worse than sorcs? Just curious as I don't play those classes.
I can't speak to the DK shield but the Templar one works as a % of health for the size of the shield, and then deals damage also based on a % of the total damage taken (up to the maximum shield size)
Because there are two nerfs coming, one to shields specifically, and then another separate nerf to damage output both of these nerfs are going to affect Blazing Shield. One on the first part of the shield (shield strength) and the other on the damage the shield does after bursting (total damage nerf)
Blazing Shield already took a hard triple nerf in 1.6 (total health pools are lower thanks to the 1.5 -> 1.1x multiplier for health on all gear/traits etc.., shield strength nerfed by 15% in Cyrodiil, and magicka cost was increased), that this new change may very well be the nail in the coffin for BS.
I have already taken it off my bar in anticipation.
I wonder about biting jabs getting its damage and heal nerfed. I mean, the heal is based off the damage, but does it also get reduced by half?
You are correct about Puncturing Sweep (I assume you mean this morph)
Damage is reduced, which in turn reduces the heal since it is based off the amount of damage, and then the heal is reduced a second time because of the "50% heal specific" nerf.
I really hope they are looking at these kinds of scenarios, or Templars only decent melee skill is going to be dead.
@ZOS_GinaBruno
Yeah, I knew that shields can't be crit. But the issue I have is that calculating back from my crit hits on non-shielded targets and using the crit damage multiplier of ~1.7, I should be getting 10-11k hits on shields. This is also what I see on unblocked non crit hits on LA targets.@Ezareth
Do you also use Bow with your nightblade? If so, have you experienced that the maximum damage of a snipe against a hardened ward is kind of underwhelming? On my (temporarily suspended) nightblade with 2900 weapon damage with bow equipped, I seem to hit unshielded targets from stealth for up to 19k, depending on their armor rating.
Now with the exact same setup from stealth on a warded sorcerer I hit for the exact same amount always, which is currently a bit over 7200. I have maybe 10 CP in the crit damage increase perk (so far went more for direct damage increase over crit damage increase). I don't know from top of my head the exact multiplier for crit, but for sure it is less than 2.6, which is the factor needed to explain the damage difference.
Now this is not something extraordinary, but a regular occurrence. I would go so far as to say that I never have seen a higher number on shields. I also use focused aim instead of lethal arrow, in order to eliminate nirnhoned influence.
What I want to say: Is there a possible side effect of hardened ward that reduces incoming damage before hitting the shield?
The issue you're noticing is the fact that shields *can't* be crit.
The only way you'll get a crit on a shield is if your base damage exceeds the value of the shield in which case it will normally (plus you'll hit the player for fully unmitigated damage which is known as the "Bleed" effect).
I don't use the bow though as snipe is a total snoozefest ability to me and the easiest kills in the game for me are NBs using a bow.
But the shields get hit for 7.2k.
Mos-De-Atmo wrote: »Damage reduced by 50%. Shields reduced by 50%.
Hmm, am I missing something? It looks like they are both being reduced at the same rate.
This is slightly OT but still relevant I believe. Given the way the abilities in the game are structured, there can never be true parity between the classes.
I think you've got things backwards. For a simple example, the total damage to kill a "bubble build" today that has say 20K heath and 20K total shields, is roughy 40K damage to get through. After the change, it is effectively 40K health and 20K total shields, for a total of 60K damage to kill. That means that to kill that player it will take about 50% more damage after the change than now. Now compare that to a player that has 30K health today, and effectively 60K health after the change. It will now take 60K damage instead of 30K damage to kill - 100% more damage to kill that player. Clearly players that rely on health instead of shields are going to be buffed by the upcoming change, and not the "bubble builds".
Sorc shields scale from max Magika hence the reason all sorcs put every attribute point into Magika, stack as much Magika a possible and your shield will be massive.
On a sorc alt I used to run I had 30k Magika and along with 100 points in Bastion which then increases damage shields by 25% my hardened ward alone was 15k.
Septimus_Magna wrote: »@olemanwinter Name a single class skill (beside Hardened Ward) that can keep a sorc alive during a fight in PVP. Any stam build only has to hit my 14k shield twice and its gone, when its gone I have no mitigation because of the way armor penetration currently works. But yeah, two hits is way to much for my shield, sorcs should die on the first hit.
Joy_Division wrote: »1. Shield are getting nerfed by 35%, damage by 30% only. So yes, shields are weaker
2. I agree that the upcoming changes are extremely stupid. I don't want them..... leave the game as it is right now, we don't want mitigated damage in pvp. We don't want infinite fight. If I burst a target out of stealth, I want it to be dead and if my enemy does a mistake, I want him to be dead.
This will no longer be possible tough.
Has no place in an MMO IMHO.
So correction, bubbles are losing 5‰ relative to dps. Secondly, the key to bubble builds is mobility and or blocking to allow the bubbles to be replenished. Mobility and blocking are both taking massive nerfs.
=
I know on my Sorc with @300 CP and 75 points in Bastion I'm getting a 13K hardened ward and I regularly have stamina users 1-shot this with wrecking blow forcing me to reapply it. I'm only at ~29K Magicka however.=
It is even worse in that case, as shields are being nerfed and health buffed. The more one relies on shields the worse it will be. Do the same math with the shield being re-applied once, twice, etc. For example:olemanwinter wrote: »I think you've got things backwards. For a simple example, the total damage to kill a "bubble build" today that has say 20K heath and 20K total shields, is roughy 40K damage to get through. After the change, it is effectively 40K health and 20K total shields, for a total of 60K damage to kill. That means that to kill that player it will take about 50% more damage after the change than now. Now compare that to a player that has 30K health today, and effectively 60K health after the change. It will now take 60K damage instead of 30K damage to kill - 100% more damage to kill that player. Clearly players that rely on health instead of shields are going to be buffed by the upcoming change, and not the "bubble builds".
You are writing as if people never reapply their wards and bubbles. lol
It is even worse in that case, as shields are being nerfed and health buffed. The more one relies on shields the worse it will be. Do the same math with the shield being re-applied once, twice, etc. For example:olemanwinter wrote: »I think you've got things backwards. For a simple example, the total damage to kill a "bubble build" today that has say 20K heath and 20K total shields, is roughy 40K damage to get through. After the change, it is effectively 40K health and 20K total shields, for a total of 60K damage to kill. That means that to kill that player it will take about 50% more damage after the change than now. Now compare that to a player that has 30K health today, and effectively 60K health after the change. It will now take 60K damage instead of 30K damage to kill - 100% more damage to kill that player. Clearly players that rely on health instead of shields are going to be buffed by the upcoming change, and not the "bubble builds".
You are writing as if people never reapply their wards and bubbles. lol
Bubble build: 20K health, 20K shields applied twice: 60K damage to get through now. After patch, effective 40K health + 20K shields applied twice = 80K damage to get through. That is 33% more damage to kill after the change.
Health + mitigation build: Same calc as before, and 100% more damage to get through after the change.
This is certainly no buff to "bubble builds". The more shield stacking and shield re-applications involved, the worse this patch becomes.
Do you realize how ridiculous you sound? Wards are an extension of health that simply functions proactively by casting before damage rather than reactively after damage, like GDB.olemanwinter wrote: »=
I know on my Sorc with @300 CP and 75 points in Bastion I'm getting a 13K hardened ward and I regularly have stamina users 1-shot this with wrecking blow forcing me to reapply it. I'm only at ~29K Magicka however.=
OH THE HUMANITY. You mean to tell me the biggest damage skill in the game...depletes your...ward? And then you have to reapply it? Oh sweet salty moses. The horror.
This is exactly the problem.
Player 1 is spec'd for maximum damage. Player 2 is spec'd for maximum defense.
Player 1 hits player 2 as hard as possible ....and player 2 loses NO HEALTH.
So much WTF that I don't even know where to begin.
You're entire mindset is skewed. You talk about your ward, not you....but your ward being 1-shot.
I don't even.
I don't mean to pick on you specifically or cherry-pick that one statement, but my goodness that really gets right to the point of what I'm talking about.