Also, since they change RD to only tick once per second instead of once per half-second, it would not surprise me if they inadvertently cut off an extra tick or something.
Enduring Rays needs to be reworked or replaced.
Also, since they change RD to only tick once per second instead of once per half-second, it would not surprise me if they inadvertently cut off an extra tick or something.
Enduring Rays needs to be reworked or replaced.
I thought it would tick once per second, but as the cast time with 0/2 ER is 2.5 seconds and with 2/2 ER is 3.4 secs, 4 ticks dont fit.
I really don't quite understand.
So I just did a quick test on the PTS....
Without Enduring Rays:
RD ticked 6 times for 1257 damage each tick (this was before they changed it to 1 tick per second)
Reflective Light ticked 3 times for 723 damage per tick.
With Enduring Rays:
RD ticked 6 times for 1257 damage per tick - no change at all, although it does state it is a longer channel at 3.4 seconds
RL ticked 4 times at 723 damage per tick - you get 1 extra tick
If RD is actually lasting .5 seconds longer but not giving any extra ticks or damage then Enduring Rays is making RD a DPS loss compared to not getting the passive.
Reflective Light does receive 1 extra tick at the same damage, making it DPS neutral although one could argue better on resource management (like that matters at all).
If anyone does not understand why Templars complain about terrible passives that have terrible synergy please link them to this post!
I recently reskilled and wanted to see how many ticks Radiant Oppression now has, with and without Enduring Rays.
I found
0/2 Enduring Rays: 4 ticks
1/2 Enduring Rays: 4 ticks
2/2 Enuring Rays: 4 ticks
This looks a bit disheartening. Having your channel time increase by 20 % but not even getting another tick out of it.
But I forgot one thing - I did not write down the damage numbers, but I remember with 0/2 ER I had 8xxx damage and with 2/2 it does 8800 damage. So there certainly is no 20 % increase in damage either.
Did I miss something or does Enduring Rays now completely backfire?
It is bugged and they mentioned a fix for the next major patch... the dmg anyways got pretty much of a joke for a channel.
ZOS_GinaBruno wrote: »Radiant Destruction
- You don’t always get the execute bonus
- This will be addressed in the next major update.
- Ability effects will occasionally get stuck to corpses
- This is bugged internally, and we’ll work on getting it fixed.
- There appears to be inconsistent damage
- The total damage listed in the tooltip does not currently match the total damage output; this will be fixed in the next major update.
It is bugged and they mentioned a fix for the next major patch... the dmg anyways got pretty much of a joke for a channel.
Do you know where it was mentioned that the no. of ticks is bugged/will be fixed?
@ZOS_GinaBruno mentioned the following in the Templar feedback thread:ZOS_GinaBruno wrote: »Radiant Destruction
- You don’t always get the execute bonus
- This will be addressed in the next major update.
- Ability effects will occasionally get stuck to corpses
- This is bugged internally, and we’ll work on getting it fixed.
- There appears to be inconsistent damage
- The total damage listed in the tooltip does not currently match the total damage output; this will be fixed in the next major update.
This is the last post on bugfixing for Templars that I know of, but the no. of ticks with Enduring Rays seems to be missing.
WillhelmBlack wrote: »Just add this to the Templar issues thread. Enduring Ray's passive actually nerfing it's own active skills has already been brought up in there but not the fact that it doesn't actually work in the first place lol!
Sorry, but according to it, lowering dps of dawn wrath skills is what this passive supposed to do.ZOS_GinaBruno wrote: »[*] Enduring Rays – This passive appears to be lowering the DPS of other Templar Skills, such as Backlash
- This is actually currently working as designed, though we do agree that this makes taking Enduring Rays somewhat of a nerf to Backlash because it will take longer to explode. We have considered making this passive not affect Backlash, and have a slight redesigned planned to Backlash specifically for the next update.
Sorry, but according to it, lowering dps of dawn wrath skills is what this passive supposed to do.ZOS_GinaBruno wrote: »[*] Enduring Rays – This passive appears to be lowering the DPS of other Templar Skills, such as Backlash
- This is actually currently working as designed, though we do agree that this makes taking Enduring Rays somewhat of a nerf to Backlash because it will take longer to explode. We have considered making this passive not affect Backlash, and have a slight redesigned planned to Backlash specifically for the next update.
Sorry, but according to it, lowering dps of dawn wrath skills is what this passive supposed to do.ZOS_GinaBruno wrote: »[*] Enduring Rays – This passive appears to be lowering the DPS of other Templar Skills, such as Backlash
- This is actually currently working as designed, though we do agree that this makes taking Enduring Rays somewhat of a nerf to Backlash because it will take longer to explode. We have considered making this passive not affect Backlash, and have a slight redesigned planned to Backlash specifically for the next update.
So I just did a quick test on the PTS....
Without Enduring Rays:
RD ticked 6 times for 1257 damage each tick (this was before they changed it to 1 tick per second)
Reflective Light ticked 3 times for 723 damage per tick.
With Enduring Rays:
RD ticked 6 times for 1257 damage per tick - no change at all, although it does state it is a longer channel at 3.4 seconds
RL ticked 4 times at 723 damage per tick - you get 1 extra tick
If RD is actually lasting .5 seconds longer but not giving any extra ticks or damage then Enduring Rays is making RD a DPS loss compared to not getting the passive.
Reflective Light does receive 1 extra tick at the same damage, making it DPS neutral although one could argue better on resource management (like that matters at all).
If anyone does not understand why Templars complain about terrible passives that have terrible synergy please link them to this post!
So I just did a quick test on the PTS....
Without Enduring Rays:
RD ticked 6 times for 1257 damage each tick (this was before they changed it to 1 tick per second)
Reflective Light ticked 3 times for 723 damage per tick.
With Enduring Rays:
RD ticked 6 times for 1257 damage per tick - no change at all, although it does state it is a longer channel at 3.4 seconds
RL ticked 4 times at 723 damage per tick - you get 1 extra tick
If RD is actually lasting .5 seconds longer but not giving any extra ticks or damage then Enduring Rays is making RD a DPS loss compared to not getting the passive.
Reflective Light does receive 1 extra tick at the same damage, making it DPS neutral although one could argue better on resource management (like that matters at all).
If anyone does not understand why Templars complain about terrible passives that have terrible synergy please link them to this post!
Joy_Division wrote: »So I just did a quick test on the PTS....
Without Enduring Rays:
RD ticked 6 times for 1257 damage each tick (this was before they changed it to 1 tick per second)
Reflective Light ticked 3 times for 723 damage per tick.
With Enduring Rays:
RD ticked 6 times for 1257 damage per tick - no change at all, although it does state it is a longer channel at 3.4 seconds
RL ticked 4 times at 723 damage per tick - you get 1 extra tick
If RD is actually lasting .5 seconds longer but not giving any extra ticks or damage then Enduring Rays is making RD a DPS loss compared to not getting the passive.
Reflective Light does receive 1 extra tick at the same damage, making it DPS neutral although one could argue better on resource management (like that matters at all).
If anyone does not understand why Templars complain about terrible passives that have terrible synergy please link them to this post!
Are you trying to be reasonable using actual evidence to make an analysis about templars? What are you nuts?
Go away you healbot cancer and keep spamming OP Jesus Beam behind your zergs.
We righteous and correct non-templars will continue to post misleading death recaps, disingenuous videos, and vacuous memes until your kind gets nerfed into Oblivion.
Joy_Division wrote: »So I just did a quick test on the PTS....
Without Enduring Rays:
RD ticked 6 times for 1257 damage each tick (this was before they changed it to 1 tick per second)
Reflective Light ticked 3 times for 723 damage per tick.
With Enduring Rays:
RD ticked 6 times for 1257 damage per tick - no change at all, although it does state it is a longer channel at 3.4 seconds
RL ticked 4 times at 723 damage per tick - you get 1 extra tick
If RD is actually lasting .5 seconds longer but not giving any extra ticks or damage then Enduring Rays is making RD a DPS loss compared to not getting the passive.
Reflective Light does receive 1 extra tick at the same damage, making it DPS neutral although one could argue better on resource management (like that matters at all).
If anyone does not understand why Templars complain about terrible passives that have terrible synergy please link them to this post!
Are you trying to be reasonable using actual evidence to make an analysis about templars? What are you nuts?
Go away you healbot cancer and keep spamming OP Jesus Beam behind your zergs.
We righteous and correct non-templars will continue to post misleading death recaps, disingenuous videos, and vacuous memes until your kind gets nerfed into Oblivion.
Wow, it's been nearly a year already! I haven't tested but I doubt this has been fixed, or even looked at. Maybe when PTS kicks up for U13 I will take a look again.
I believe I saw you in Fare yesterday during a pretty fun siege, and I was gleefully beaming the s*** out of you from as far away as possible. Without going full cancer survivor Templar, it's all I got.
Guess what thread will be first after pts launch. I can give you hint - it will contain words "templars" and "OP".
Joy_Division wrote: »Joy_Division wrote: »So I just did a quick test on the PTS....
Without Enduring Rays:
RD ticked 6 times for 1257 damage each tick (this was before they changed it to 1 tick per second)
Reflective Light ticked 3 times for 723 damage per tick.
With Enduring Rays:
RD ticked 6 times for 1257 damage per tick - no change at all, although it does state it is a longer channel at 3.4 seconds
RL ticked 4 times at 723 damage per tick - you get 1 extra tick
If RD is actually lasting .5 seconds longer but not giving any extra ticks or damage then Enduring Rays is making RD a DPS loss compared to not getting the passive.
Reflective Light does receive 1 extra tick at the same damage, making it DPS neutral although one could argue better on resource management (like that matters at all).
If anyone does not understand why Templars complain about terrible passives that have terrible synergy please link them to this post!
Are you trying to be reasonable using actual evidence to make an analysis about templars? What are you nuts?
Go away you healbot cancer and keep spamming OP Jesus Beam behind your zergs.
We righteous and correct non-templars will continue to post misleading death recaps, disingenuous videos, and vacuous memes until your kind gets nerfed into Oblivion.
Wow, it's been nearly a year already! I haven't tested but I doubt this has been fixed, or even looked at. Maybe when PTS kicks up for U13 I will take a look again.
I believe I saw you in Fare yesterday during a pretty fun siege, and I was gleefully beaming the s*** out of you from as far away as possible. Without going full cancer survivor Templar, it's all I got.
Oh lol, a necro thread. I didn't see the date lol. Then again, it's not like we templras are unaccustomed to having busted skill and broken passives
On topic: Enduring rays was modified to adjust only Sunfire, Eclipse (which makes it worse...), and Nova so RD is not intended according to ZoS.
Off topic: I don't recall being at Faregyl in a while actually, if you would only come a little closer to try that Jesus Beam, you'd see it wasn't me
leepalmer95 wrote: »This got fixed a while ago, enduring rays doesn't boost beam anymore.