Band Camp statements: To state "But this one time I saw X doing X... so that justifies X" Refers to the Band camp statement.
Coined by Maxwell
BlackMadara wrote: »A couple of things that I have thought about and researched about mag DK:
I used an online tooltip calculator to compare each classes "spammable" skill's damage. This is based 3000 spell damage and 35000 max magicka. Granted, not everyone is going to have the same stats, some builds can afford more offensive stats and some more defensive.
DK flame lash has a 6348 tooltip and power lash a 7942 tooltip.
NB concealed weapon has a 6851 tooltip and swallow soul a 6348 tooltip.
Sorc crystal frag has a 10225 tooltip.
Templar puncturing sweep has a 994 tooltip for 4 hits and dark flare a 12167 tooltip.
Now I believe that ZOS balances the spammable skills based on certain combinations and passives.
For DK, engulfing flames increases flame damage by 10% increasing flame lash tooltip to 6983 and power lash to 8736.
For NB, they have a large tooltip for concealed weapon and smaller one for swallow soul due to range. They also get bonuses for attacking from stealth and cc'd enemies.
For Sorc, crystal frags has a very large tooltip due to its cast time and empowerment instacast proc.
For Temp, sweeps does 140% more damage to the first enemy hit for a 5566 tooltip with a 25% chance to proc burning light each hit for 3647 damage, so with 4 hits and one proc would be 9213 damage (rng math for more accurate number). Dark flare is large to due to cast time.
Flame lash and concealed weapon are the most easily comparable due to being both single target, instant cast, spammable skills. Flame lash is weaker unless power lash procs or engulfing flames is on the enemy. The time to apply the dot increases time to kill for a DK compared to a NB but would mean more dps past a certain point. PvP is more focused on lower time to kill however. Also, most DKs build tankier due to not having means to escape,control fights, or reliably reset fights like cloak, shields, streak, and a strong heal.
This is just so people can see side by side damage possibilities for magicka classes. I don't think that whip hits "like a noodle" its just other areas that DK lacks in that's the problem. Its not much, just some things that we need to better stand our ground and control fights the way that I think ZOS wants the class to specialize in (like the templar house).
Now for my suggestions (or dreams) for DK skill and passive changes.
I think that dragonblood should give a flat heal that increases by a percentage based on your missing health. Give it the same scaling a executes. This way, battle spirit doesn't hurt as much. I'd also like the heal to scale off magicka. Have it relatively weak at max health but stronger than breath of life at low due to it only healing yourself. Dragonblood will keep its niche as an anti-execute skill and still be equally affected by battle spirit like other skills.
Increase the radius of ash cloud and its morphs by 1-2 meters. Also, give cinder storm major evasion with a cast at feet (as others have said).
Major expedition on wings, for 4 seconds, instead of chains. It makes more sense to me, flapping wings to move faster, and is more versatile than having it on a gap closer.
Perhaps adding physical resistance with scaled armor, sense we are seen as the tankier class (I don't think we are).
There may be other things that could help DKs and some of my suggestions may not be the best but lets discuss.
Then please explain a Dunmer DK with 42K max magicka is dealing 3.2K flash Lash crits in pvp?
You need to take into consideration that one needs to stun/root/off balance and enemy and do two attacks of lash to get get it to proc (hello cc immunity), you also added engulfing flames in the mix. So you see how many skills are required to be used in order to get the max potential? not including traits and CP that make all those numbers much much lower.
Other classes use one or two skills and would still deal more than 3.2K crits, when the DK is rooting, applying engulfing, and two attacks of lash to get a proc, add to that the lack (or non exsistent) mobility, gap closer (please do not say chains), execute or effective heal when NOT using burning embers/lash/deep breath (basically a heal that does NOT require an enemy to be hit).
GRYM.LOCKE wrote: »@Wrobel @ZOS_GinaBruno
since your doing a few Skils Updates on DK can you change one of Deep Breaths other Morphs to Poison ?
DUTCH_REAPER wrote: »GRYM.LOCKE wrote: »@Wrobel @ZOS_GinaBruno
since your doing a few Skils Updates on DK can you change one of Deep Breaths other Morphs to Poison ?
Sorry but I don't agree. Not every single skill needs to be a Stam morph for classes. Especially one that is healing and doing damage. Good pvp DK healing abilities are slim for mDK not Stam DK. Please Wrobel do not do this. Having an interrupt on one and a resource return on the other is great for game content.
RinaldoGandolphi wrote: »Dragonknight damage is in need of a buff
you have no chance in open world pvp with a magic Dk without Sword and Board...its simply not viable....trust me i have tried every possible combination. I had a Fire Destro Build that could 1 or 2 shot people, but it was very situational and not viable open world.
the DK has no burst, even if you let those DOTS run their course, they are easily outhealed by Major Mending and HOT stacking, or even just standard magic heals...Magic DK has no burst. You have to rely on ultimates to kill people most of the time, and you have to rely on ultimates and Battle Roar for sustain.
the Magic DK needs more then a boost to surviviability, they need a boost to damage as well in PVP, one that can't be used by Stamina DK who are already top of the food chain in PVP right now as it is. Stma DK is leaps and bounds more powerful in PVP then their magic peasants
BlackMadara wrote: »RinaldoGandolphi wrote: »Dragonknight damage is in need of a buff
you have no chance in open world pvp with a magic Dk without Sword and Board...its simply not viable....trust me i have tried every possible combination. I had a Fire Destro Build that could 1 or 2 shot people, but it was very situational and not viable open world.
the DK has no burst, even if you let those DOTS run their course, they are easily outhealed by Major Mending and HOT stacking, or even just standard magic heals...Magic DK has no burst. You have to rely on ultimates to kill people most of the time, and you have to rely on ultimates and Battle Roar for sustain.
the Magic DK needs more then a boost to surviviability, they need a boost to damage as well in PVP, one that can't be used by Stamina DK who are already top of the food chain in PVP right now as it is. Stma DK is leaps and bounds more powerful in PVP then their magic peasants
I main magicka DK, I may not be the best and its not the easiest class, but I do ok. My question is how do you compare dk damage and burst to other classes and how would you buff dk burst without it being too much compared to these other classes. I have given some very rough numbers, trying to see how each class differs in an admittedly narrow way. So again, what changes would you suggest specifically instead of just calling for buffs.
BlackMadara wrote: »BlackMadara wrote: »A couple of things that I have thought about and researched about mag DK:
I used an online tooltip calculator to compare each classes "spammable" skill's damage. This is based 3000 spell damage and 35000 max magicka. Granted, not everyone is going to have the same stats, some builds can afford more offensive stats and some more defensive.
DK flame lash has a 6348 tooltip and power lash a 7942 tooltip.
NB concealed weapon has a 6851 tooltip and swallow soul a 6348 tooltip.
Sorc crystal frag has a 10225 tooltip.
Templar puncturing sweep has a 994 tooltip for 4 hits and dark flare a 12167 tooltip.
Now I believe that ZOS balances the spammable skills based on certain combinations and passives.
For DK, engulfing flames increases flame damage by 10% increasing flame lash tooltip to 6983 and power lash to 8736.
For NB, they have a large tooltip for concealed weapon and smaller one for swallow soul due to range. They also get bonuses for attacking from stealth and cc'd enemies.
For Sorc, crystal frags has a very large tooltip due to its cast time and empowerment instacast proc.
For Temp, sweeps does 140% more damage to the first enemy hit for a 5566 tooltip with a 25% chance to proc burning light each hit for 3647 damage, so with 4 hits and one proc would be 9213 damage (rng math for more accurate number). Dark flare is large to due to cast time.
Flame lash and concealed weapon are the most easily comparable due to being both single target, instant cast, spammable skills. Flame lash is weaker unless power lash procs or engulfing flames is on the enemy. The time to apply the dot increases time to kill for a DK compared to a NB but would mean more dps past a certain point. PvP is more focused on lower time to kill however. Also, most DKs build tankier due to not having means to escape,control fights, or reliably reset fights like cloak, shields, streak, and a strong heal.
This is just so people can see side by side damage possibilities for magicka classes. I don't think that whip hits "like a noodle" its just other areas that DK lacks in that's the problem. Its not much, just some things that we need to better stand our ground and control fights the way that I think ZOS wants the class to specialize in (like the templar house).
Now for my suggestions (or dreams) for DK skill and passive changes.
I think that dragonblood should give a flat heal that increases by a percentage based on your missing health. Give it the same scaling a executes. This way, battle spirit doesn't hurt as much. I'd also like the heal to scale off magicka. Have it relatively weak at max health but stronger than breath of life at low due to it only healing yourself. Dragonblood will keep its niche as an anti-execute skill and still be equally affected by battle spirit like other skills.
Increase the radius of ash cloud and its morphs by 1-2 meters. Also, give cinder storm major evasion with a cast at feet (as others have said).
Major expedition on wings, for 4 seconds, instead of chains. It makes more sense to me, flapping wings to move faster, and is more versatile than having it on a gap closer.
Perhaps adding physical resistance with scaled armor, sense we are seen as the tankier class (I don't think we are).
There may be other things that could help DKs and some of my suggestions may not be the best but lets discuss.
Then please explain a Dunmer DK with 42K max magicka is dealing 3.2K flash Lash crits in pvp?
You need to take into consideration that one needs to stun/root/off balance and enemy and do two attacks of lash to get get it to proc (hello cc immunity), you also added engulfing flames in the mix. So you see how many skills are required to be used in order to get the max potential? not including traits and CP that make all those numbers much much lower.
Other classes use one or two skills and would still deal more than 3.2K crits, when the DK is rooting, applying engulfing, and two attacks of lash to get a proc, add to that the lack (or non exsistent) mobility, gap closer (please do not say chains), execute or effective heal when NOT using burning embers/lash/deep breath (basically a heal that does NOT require an enemy to be hit).
Alright I am going to do some really rough calculations based of 42000 magicka and 3300 spell damage.
Flame lash base tooltip is 7316. So with dunmer fire passive and 100 in elemental expert you get 7316*.1.07*1.25=9785/2=4892 for battle spirit. About 650 armor gives 1% mitigation, so with 20000 spell resistance, you get about 30.8% mitigation. 4892*(1-.308)=3385, a crit would do 5077 damage. obviously this is more than what you have stated and not calculating penetration. If someone was at armor cap a crit would do 3669 crit with no penetration. So I assume said DK has little penetration and/or the oppponent has a lot of armor and crit resistance.
A magicka nightblade with similar stats has a 7897 tooltip for concealed weapon. With 100 into elemental expert that would raise to 9871/2 4935. Damage against opponent with 20000 spell resistance would be 3415 non crit. NB have 10% more damage from stealth and invis and have a free 10% increase to their crit modifier. I am not sure if that means their crit modifier is 160% or 155% though. A crit with 155% would do 5293 and 160% would be 5464. Against an armor cap opponent with no penetration would give a 3824 crit with 155% modifier and a 3948 crit with 160% modifier. Don't feel like doing the damage to off balanced targets.
So, it is apparant NBs do more damage more easily than DKs, but that isn't the DKs problem. IMO it is surving long enough to set up dots to bring their dps up to and beyond the other classes levels. A fix to the class defining dragon blood, by giving it a flat value that increased by a percentage the lower hp you are, and giving cinder storm major evasion would help a lot. DKs in the past seemed to be able to survive long enough due to lack of battle spirit and being able to permablock. I didn't play back then so I am not completely sure.
Bottom Line: Help DK survivability, a damage buff isn't needed.
Edit: here is the calculator I'm using http://esoitem.uesp.net/viewSkills.php
RinaldoGandolphi wrote: »Dragonknight damage is in need of a buff
you have no chance in open world pvp with a magic Dk without Sword and Board...its simply not viable....trust me i have tried every possible combination. I had a Fire Destro Build that could 1 or 2 shot people, but it was very situational and not viable open world.
the DK has no burst, even if you let those DOTS run their course, they are easily outhealed by Major Mending and HOT stacking, or even just standard magic heals...Magic DK has no burst. You have to rely on ultimates to kill people most of the time, and you have to rely on ultimates and Battle Roar for sustain.
the Magic DK needs more then a boost to surviviability, they need a boost to damage as well in PVP, one that can't be used by Stamina DK who are already top of the food chain in PVP right now as it is. Stma DK is leaps and bounds more powerful in PVP then their magic peasants
BlackMadara wrote: »RinaldoGandolphi wrote: »Dragonknight damage is in need of a buff
you have no chance in open world pvp with a magic Dk without Sword and Board...its simply not viable....trust me i have tried every possible combination. I had a Fire Destro Build that could 1 or 2 shot people, but it was very situational and not viable open world.
the DK has no burst, even if you let those DOTS run their course, they are easily outhealed by Major Mending and HOT stacking, or even just standard magic heals...Magic DK has no burst. You have to rely on ultimates to kill people most of the time, and you have to rely on ultimates and Battle Roar for sustain.
the Magic DK needs more then a boost to surviviability, they need a boost to damage as well in PVP, one that can't be used by Stamina DK who are already top of the food chain in PVP right now as it is. Stma DK is leaps and bounds more powerful in PVP then their magic peasants
I main magicka DK, I may not be the best and its not the easiest class, but I do ok. My question is how do you compare dk damage and burst to other classes and how would you buff dk burst without it being too much compared to these other classes. I have given some very rough numbers, trying to see how each class differs in an admittedly narrow way. So again, what changes would you suggest specifically instead of just calling for buffs.
Magicka DK used to be the most OP class, till block nerf.
During the 1.5 --> 1.6 transition, the mDK lost the following:
1. Miss chance on cinder storm
2. Unlimited reflect
3. Dynamic ultimate
I'd say those have much more to do w/ DK fall from grace than the "block nerf" -- which has actually been a succession of nerfs (increased cost --> loss of stam regen --> loss of bracing passive). But there are other, less quantifiable changes to the DK class:
1. No gap closer. When block cost was increased it became (mostly) non-viable to run invasion on a mDK. mDK got a semi-working gap closer only with the TG patch.
2. No soft caps. This game mechanic change affected mDK more than any other class. mDK relies on a group of skills to get high damage, utilizing many spaces on their skill bars. It is much more easier to stack one stat and spam one skill will devoting the rest of your ability choices to defense and utility. The earlier days of 1.6 / Dawnbreaker meta were just absurd.
3. Shields. This is essentially a no soft caps issue. Un-capped regen means shields are spammable. Un-capped mana means shields become huge. QED.
4. Battle Spirit Debuff (IC Patch). No stam regen while blocking, Half healing. Half shields. GET REKT mDK.
The point is that mDK, more than any other class, has been affected by core gameplay mechanic changes. There are a huge range of reasons for this. At launch, mDK was the most "complete" class. Its skills and passives made the most sense as a whole. They also fit well within the context of the game and how the game was played. With the exception of some stupid Sorc/Vamp builds in 1.0, this was true well into 1.3 and 1.4. Because mDK made the most sense, it was the easiest to play. Its feature skills -- reflect, Battle Roar, Banner -- became the "noob stomping" abilities b/c players simply hadn't learn how to avoid and counter them. Was the Battle Roar / Dynamic Ultimate mechanic overtuned? Yes -- but it only needed a few adjustments.
Fast forward to today -- mDK has been left in the dust via gameplay mechanic changes and lack of its original class vision. This is why I vehemently disagree with the notion that mDK should get an execute or movement skill. DK has always been about standing your ground in PvP. Damage has always been lackluster. Give me back Dragon Blood, Reflect, Cinder Storm, and some method to generate a little bit of extra ultimate.
BlackMadara wrote: »@Armitas That is an interesting idea, buffing what volatile armor does. In that thread, i saw something else that i like. Purging dots causes a percentage of the damage they'd inflict on the target instantly. Would that not fix problems with have dots for damage for the DK class?
RoamingRiverElk wrote: »Magicka DK used to be the most OP class, till block nerf.
During the 1.5 --> 1.6 transition, the mDK lost the following:
1. Miss chance on cinder storm
2. Unlimited reflect
3. Dynamic ultimate
I'd say those have much more to do w/ DK fall from grace than the "block nerf" -- which has actually been a succession of nerfs (increased cost --> loss of stam regen --> loss of bracing passive). But there are other, less quantifiable changes to the DK class:
1. No gap closer. When block cost was increased it became (mostly) non-viable to run invasion on a mDK. mDK got a semi-working gap closer only with the TG patch.
2. No soft caps. This game mechanic change affected mDK more than any other class. mDK relies on a group of skills to get high damage, utilizing many spaces on their skill bars. It is much more easier to stack one stat and spam one skill will devoting the rest of your ability choices to defense and utility. The earlier days of 1.6 / Dawnbreaker meta were just absurd.
3. Shields. This is essentially a no soft caps issue. Un-capped regen means shields are spammable. Un-capped mana means shields become huge. QED.
4. Battle Spirit Debuff (IC Patch). No stam regen while blocking, Half healing. Half shields. GET REKT mDK.
The point is that mDK, more than any other class, has been affected by core gameplay mechanic changes. There are a huge range of reasons for this. At launch, mDK was the most "complete" class. Its skills and passives made the most sense as a whole. They also fit well within the context of the game and how the game was played. With the exception of some stupid Sorc/Vamp builds in 1.0, this was true well into 1.3 and 1.4. Because mDK made the most sense, it was the easiest to play. Its feature skills -- reflect, Battle Roar, Banner -- became the "noob stomping" abilities b/c players simply hadn't learn how to avoid and counter them. Was the Battle Roar / Dynamic Ultimate mechanic overtuned? Yes -- but it only needed a few adjustments.
Fast forward to today -- mDK has been left in the dust via gameplay mechanic changes and lack of its original class vision. This is why I vehemently disagree with the notion that mDK should get an execute or movement skill. DK has always been about standing your ground in PvP. Damage has always been lackluster. Give me back Dragon Blood, Reflect, Cinder Storm, and some method to generate a little bit of extra ultimate.
Great summary.
Also, the HP modifier was nerfed at one point so our Igneous Shield / Dragon Blood suffered from that as well. Less HP also makes the magicka dk more vulnerable to being burst. That should become a little easier with the harness magicka change, but in the end, what magicka dk needs more is blocking, since we cannot kite properly like a magicka sorc and stamina classes can.
Also, didn't the Battle Roar resource return used to be based on max magicka somehow?
And the official magicka DK class ultimate, invisibats, still hasn't been fixed.
But hey, an outnumbered magicka dk will be dying fast anyway next patch with the resource drain and healing debuffs on it anyway.
RoamingRiverElk wrote: »Would magicka dk be too OP if we could activate dragon leap while rooted?
BlackMadara wrote: »I think battle roar still scales the amount of resources you recieve with your max resources. modified by ult cost.
BlackMadara wrote: »@Ishammael At its core, I do agree that dragon blood, cinder storm, and ult gen for the DK should be looked into. What do you think should be done about reflect and ult gen? They added in tavas, so having an additional ult gen mechanic for the DK can be tricky to add without it being op
Abilities that heal based on their damage done (Strife, Puncturing Sweeps, etc.) will no longer “double dip” in the Critical Strike modifier.
vortexman11 wrote: »vortexman11 wrote: »Moglijuana wrote: »Moglijuana wrote: »um...are people seriously worried about the color of an ability vs other abilities that actually have legit problems?? LOL.
All I want is ash cloud/eruption to cast at my feet and give me dodge chance while standing in it =(. That's it. Ok...maybe a 1k dmg buff to whip...Is that too hard to ask for ZOS????
Aesthetics and graphical issues are a very important element of this game and what drew many of us here to begin with, the nuance between green puke and orange flame is therefore just as important as the nuance between dodge chance and a slow.
meh. I guess I am just more interested in having a class that actually works correctly in a competitive environment vs looking like it works correctly...if you have a pile of crap, you can change the colors of it all you want. In the end however, it is still a pile of crap...tbh I never even use Burning Breath (Noxious Breath now?) because there are much better skills to use imo.
There are already more than enough posts about the graphical issues of ONE ability. I think they get it. Remember DK's have more than just ONE ability that need more than a color change... there are LOTS of good ideas in this thread don't get me wrong, but multiple pages about an aesthetic is kind of redundant imo, especially when our class heal is weaker than vigor, we no longer have an execute, molten pops you out of stealth, whip hits like a noodle, DRAGON LEAP BUGGING OUT etc... colors of an ability are definitely not comparable to actual combat mechanics. One appeases your eyes, the other actually determines if you live or die...but hey, that's just me and what I look for when testing things.
While everything you said is true, I'm pretty sure we all know what ZOS' priorities are by now, I'm thinking the visual effects will be fixed/changed before much else. Sorry for being so pessimistic.10 Days Later...Dragonknight
- Ardent Flame
- Noxious Breath (Fiery Breath morph):
- Updated the visual effects for this morph based on your feedback.
- This morph now has a new icon.
- Venomous Claw (Searing Strike morph):
- Updated the visual effects for this morph based on your feedback.
- This morph now has a new icon.
#Priorities
Why should a puny root prevent a mighty dragon from taking off?