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Introductory Computational Theorycrafting

Asayre
Asayre
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While several equations governing combat mechanics in ESO is now known (Sorcerer Arithmagic), there is no publically available software or algorithm that will simulate combat. In this thread, I summarise my attempts at creating a combat simulator. It is my hope that the simulation will help answer more challenging combat related questions such as proc based mechanics that is not always well handled by analytical methods relying on complicated statistical behaviour. The initial goal is to produce accurate and precise DPS simulations on Bloodspawn, the ESO testing dummy of choice.

I appreciate any suggestions to improve the simulation and any other related comments. My simulation algorithm and post processing is performed in Matlab.

Contents
Simulation Mechanics
How the simulation works and what is being simulated. Number of simulations. Monster set mechanics: Kena, Nerien'eth and Skoria
Magicka Sorcerer
Based on @Yolo-Wizards build The Yolo Wizard V2 - Non Overload PvE DPS Build. Comparison of simulation to in-game testing on Slimecraw. Comparison between Law of Julianos and Twice-Born Star. DPS Prediction on Bloodspawn. Comparison of monster helms.
Magicka Nightblade
Based on @Nosferatuzod build Nos’s Ezmode Magblade DPS. Comparison of simulation to in-game testing on Slimecraw. DPS Prediction on Bloodspawn. Comparison of monster helms. Funnel Health and Force Pulse. When to refresh Merciless Resolve?
General Comments


Acknowledgements
A special thank you to addon developers that have aided tremendously in my understanding of game mechanics. I also extend my gratitude to the community, especially that of TamrielFoundry, for the kind support and valuable discussions.
Edited by Asayre on June 20, 2016 12:54PM
Reference for any calculation I make Introduction to PvE Damage Calculation
  • Destyran
    Destyran
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    @Asayre The videos work from mobile by uploading to YouTube and pasting a link.

    Could you test when its best to proxy for rotation wise should you start proxy then trap the reflective with light attacks or should you trap la Rl la eb switch?

    Edit: So could the figure out the most optimal time to proxy so you refresh on a swap? Like first on first rotation 2 on third
    Edited by Destyran on April 11, 2016 5:46PM
  • Destyran
    Destyran
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    Sorry i suck at explaining.
  • hedna123b14_ESO
    hedna123b14_ESO
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    Amazing work, if you ever decide to release the commercial (easy to understand for non programmers) I would probably build you a monument...
  • hrothbern
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    Amazing work, if you ever decide to release the commercial (easy to understand for non programmers) I would probably build you a monument...

    Besides the training ground that ZOS for sure will provide for us ;) to practice our rotations in a clean fashion, we should have this monument for theocrafting.

    Edited by hrothbern on April 11, 2016 7:09PM
    "I still do not understand why I followed the advice of Captain Rana to bring the villagers of Bleakrock into safety. We should have fought for our village and not have backed down, with our tail between our legs. Now my home village is in shambles, the houses burning, the invaders feasting.I swear every day to Shor that after Molag Bal has been defeated, I will hunt down the invaders and restore peace in Bleakrock and drink my mead with my friends at the market place".PC-EU
  • hedna123b14_ESO
    hedna123b14_ESO
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    Actually all jokes aside @Asayre if you create a Web page and add a little donate button I would donate...
  • Asayre
    Asayre
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    @Destyran, yes that would be possible. I'm sort of satisfied with how it works at the moment. I should have said that my next baby step would be to model an actual rotation for templars instead of my simplified rotation and in that I'll try a few different combinations and see how it works. Even if my accuracy is slightly off I hope that the results are self consistent and it would be possible to determine which is the best.

    @hedna123b14_ESO , thanks for the jokes but actually I've been thinking of a web page too just to help organize stuff sometimes I have difficulty finding the right equations from my previous post >.>
    Reference for any calculation I make Introduction to PvE Damage Calculation
  • hedna123b14_ESO
    hedna123b14_ESO
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    Asayre wrote: »
    @Destyran, yes that would be possible. I'm sort of satisfied with how it works at the moment. I should have said that my next baby step would be to model an actual rotation for templars instead of my simplified rotation and in that I'll try a few different combinations and see how it works. Even if my accuracy is slightly off I hope that the results are self consistent and it would be possible to determine which is the best.

    @hedna123b14_ESO , thanks for the jokes but actually I've been thinking of a web page too just to help organize stuff sometimes I have difficulty finding the right equations from my previous post >.>

    If You do make one please add a donate button. I want to come ribute and I'm sure others would too.
  • Destyran
    Destyran
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    @Asayre this is beautiful it could show is the perfect rotation the procs of valkyn scathing mage. Im exicted!!
  • dpencil
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    I could see a very practical use of this if you could couple it with a gear bonus section. So we could set our rotation that we want to use and then plug in different gear sets to see what happens to dps, regen, etc.

    P.S. with CP and Mundus inputs too...but man, the amount of coding for all the different parameters...to fully integrate all gear and cp possibilities would be an enormous undertaking, plus keeping up with additions and changes from zos dlc. God be with you if you attempt such a thing!
    Edited by dpencil on April 12, 2016 1:01AM
  • Asayre
    Asayre
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    @Destryan, yup I'm excited too. Maybe I'm being too optimistic but if everything works out I can stop spending time calculating and just make the computer do it!

    @dpencil, I don't think a gear bonus section is particularly difficult. There are already several spreadsheet/programmes that will happily calculate your stats for any arbitrary gear set. Similarly for CP and Mundus inputs. It's not difficult to get decent estimates of damage on any mob and I was thinking of doing that as well but I didn't think it would present too many hurdles and was interested in checking the core idea of a combat simulator first. The main problem with set bonuses will be coding the unusual set bonuses like 2p Kena or 5p Scathing. I'll rely on in-game testing to check the mechanics of this unusual set bonuses and try to implement them.
    Reference for any calculation I make Introduction to PvE Damage Calculation
  • Nifty2g
    Nifty2g
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    but its more fun when you calculate it rather than the computer, isn't it?
    #MOREORBS
  • Khamira
    Khamira
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    Nifty2g wrote: »
    but its more fun when you calculate it rather than the computer, isn't it?

    NOPE.
    Kha'jira's Scribbles - Such Blog, Many Thingies, Very Wow!
  • Asayre
    Asayre
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    Simulation Mechanics
    My combat simulator takes an ordered list of abilities and tries to execute them in the order given. It will skip skills that are toggled off (generally executes are toggled off until a certain target health percentage) or are on cooldown. ESO does not have ability cooldowns but I’m using the term here to refer to DoTs where you would not reuse them until they have expired. The cooldown of an ability can be set to be longer than the duration of DoT to allow synchronisation of abilities for instance if you wanted to cast multiple DoTs on your off bar.

    Once the highest priority ability is selected, damage calculation for the woven LA, if applicable, and the initial hit is calculated. This is based on the equation
    17ffcbf0443840e353b124bb31e3ca47.png
    Tooltips are calculated just prior to base damage calculation and takes into account current bar stats. For more details on the equation used above please refer to Sorcerer Arithmagic. A random number is generated to simulate critical chance and if appropriate critical damage is calculated. If the ability is a DoT it is an added to a DoT table and process later in the simulation. The cost of the ability is then deducted from the current magicka pool.
    After resolving the ability, the DoT table is processed. The simulation searches for any DoTs that should occur in the simulation tick and again runs through the damage calculation. Similarly, magicka and stamina recovery tables are processed. At the end of these steps, the next simulation tick is calculated by determining the minimum of the time to the next ability, DoT tick or recovery tick. The procedure is repeated until the target health reaches zero.

    During the simulation, executes can be toggled on to enter the ordered list of abilities once a certain health percentage threshold is achieved. In my simulations, I am tracking several statistics including Target Health and caster Magicka and Stamina pools. Some examples of stats being tracked are shown in the figures below.

    4d77b4258b8b1b28af14570084c53cbe.png
    7dc70a74e8e3e2ebc6911448bded93f4.png

    I also have a very terse Combat Log. An output of the first 5 seconds against Slimecraw in Normal Wayrest Sewers is shown below.
    cb0252bcc29fff130951d67078c9cba4.png
    In general, damage accuracy of the simulation is within 5 points of recorded in-game values. The table below shows a comparison between In-Game observation and Calculation.
    e9694e503bf03c0fa24696d7cb218e6f.png
    While damage calculation is acceptable, the main hurdle in this simulation is determining the timing of abilities. As a first approach, I have casted abilities (with a LA woven in if applicable) for 20-30 times and timed this process. I then use this as an estimate of the time to execute said ability. For most abilities this turns out to be around 1.1 seconds. Ability timings are more difficult to handle with channelled abilities and is the main causes of inaccuracy for my Templar simulations. Note that contrary to in-game mechanics, all simulation damage is done the instance an ability is used.

    Number of Simulations
    Initially, I was running 10,000 simulations and this was taking between 20-40 minutes. I’ve decided to reduce the number of simulations to 1,000. The quality of the results are still pretty decent as evidence by the figures below. Dropping the number of simulations to 100 appears to have a drastic impact on the histograms.

    b37d166dc983b33a9c4825a67e5a9011.png

    e79b0a10d3ce8adf5664451ec2044757.png

    Simulation of Monster Helms: Kena, Nerien'eth and Skoria
    • Kena
    It is assumed that the ICD of Molag Kena is 6 seconds and that every LA will count towards proc’ing Molag Kena. For a magicka sorcerer, The simulations suggest a mean Kena uptime of 56% (min: 51%, max: 68%) which is reasonably consistent with my in game experience.
    • Nerien’eth
    It is assumed that only non-DoT abilities can proc Nerien’eth. Some DoTs can proc Nerien’eth on the initial cast but since I don’t have an exhaustive list of which DoTs are capable of doing this I’m neglecting it for the moment. The internal cooldown is assumed to be 3 seconds. Nerien’eth is affected by Elemental Expert but not Thaumathurge.
    • Valkyn Skoria
    It is assumed that every DoT tick has a 6% chance to proc Skoria and the internal cooldown is 5 seconds. Skoria is affected by Elemental Expert but not Thaumathurge.

    Back to the top
    Edited by Asayre on June 20, 2016 10:16AM
    Reference for any calculation I make Introduction to PvE Damage Calculation
  • Asayre
    Asayre
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    Magicka Sorcerer
    I’m using a build practically identical to The Yolo Wizard V2 - Non Overload PvE DPS Build. Please refer all build questions to @Yolo-Wizard.

    Gear and CP Distribution
    While the link above will provide all build relevant build details, I’ll include a snapshot of my stats and bar for completeness.
    326194827b141da87d6835eeda704e22.png
    Ability Prioritisation
    Spell Power Potion > Shooting Star > Liquid Lightning > Boundless Storm > Elemental Blockade > Mages’ Wrath > Crystal Fragments > Force Pulse

    Mages’ Wrath only enters the priority queue when target health is below 20%. Crystal Fragments is only casted when it procs. Only one Shooting Star is used as I haven’t coded in a section to keep track of ultimate.

    Simulation Results
    I tested my simulation on Slimecraw in Normal Wayrest Sewers. It has the same amount of resistance as Bloodspawn in Veteran Spindleclutch but is more readily accessible and testing can be done without the aid of a tank or healer. Due to the lack of a tank and healer, Major Breach is not used thus the resistance of Slimecraw is 18200.

    Simulation verification on Slimecraw
    Due to the peculiarities of testing, I am unable to use Boundless Storm on Slimecraw and Slimecraw is always too close for my light attacks to be boosted by the Maelstrom staff enchantment. For this simulation, I didn’t account for Skoria and it has been removed from the in-game parse.

    Damage accuracy
    e9694e503bf03c0fa24696d7cb218e6f.png
    The table above highlights the accuracy attainable.

    DPS Breakdown
    090a93a2f2eefb5a22be4347eda0c713.png
    The image above shows the results of 10,000 simulations. The DPS for each ability and the sum of all abilities shown is automatically binned and shown in the corresponding histogram. The top left most histogram labelled DPS is merely the sum of all the other panels. The vertical red line in each histogram corresponds to the result of one in-game trial. In all cases, a reasonable consistency is achieved. Interestingly all the histograms do not fit a normal distribution based on a chi-square test for normality

    Law of Julianos and Twice-Born Star
    I know this topic has been discussed in depth and the difference between the two sets is on the order of 1% in favour of Julianos. I’ve repeated the simulation above with Twice-Born Star in place of Julianos and obtained the following DPS Breakdown.
    08a665a5ebbff6eda55411a6865e8e7d.png

    For all histograms, note that the mean for Twice-Born Star is marginally lower than Julianos confirming previous results and as expected the standard deviation is larger in all cases consistent with the larger critical modifier.

    DPS Prediction on Bloodspawn
    I haven’t done any comparison of in-game DPS to simulation DPS for Bloodspawn so one could consider this a prediction of sorts. The same gear (Julianos) as shown in the beginning is used. It is assumed that a tank is present to constantly provide Major Breach. No other external buffs are assumed. I ran 4 simulations for deciding on the best monster set to use. The first simulation uses no monster set and the remaining 3 use Kena, Nerieneth and Skoria. DPS histograms for each scenario is shown below and then a table summarising the results is included. In these simulations, only one Shooting Star is used as I have yet to properly include ultimate tracking.

    1c07e8580600bb803701ffb1a04eaf1e.png

    95de6f896aff0f7d4963709f9f5bc2c4.png

    2559169235535ce41e18b0dd79718829.png

    dca9ffd075a09561b6db97c0f462b27d.png

    9df8a71d2275bdabd333a10ef503edae.png

    We see that in rough accordance with my previous calculations, Kena provides an 8.6% DPS increase compared to not having a monster set. However Nerien’eth and Skoria only provide 4.8% and 4.5% DPS increase, respectively. I’m looking towards a more comprehensive handling of ability cost so that we can compare magicka efficiency with and without Kena.

    Back to the top
    Edited by Asayre on June 20, 2016 10:17AM
    Reference for any calculation I make Introduction to PvE Damage Calculation
  • Asayre
    Asayre
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    General Comments
    Why only weave in light attacks?
    I don't have a sharpened inferno Maelstrom staff. Medium weaving results in less reliable ability timings and ability timing is currently my biggest problem.

    Why are you using a Maelstrom Lightning Staff?
    All my sharpened Maelstrom staves are Lightning.

    Why are you using Skoria?
    It is the only monster set I have in Divines. Normally I would use Nerien’eth but I don’t have that in Divines.

    Is the DPS the total DPS?
    No, it is the sum of all the components I’m measuring. It does not include secondary effects like Burning and I have yet to account for the Implosion passive.

    Were there any peculiar mechanics related to magicka sorcerers?
    Yes, Liquid Lightning can actually be recasted approximately every 9 seconds even though the tooltip duration is 10 seconds. There are ten ticks that occur at 0, 1 … 9 seconds. Nothing happens on the 10th second. In contrast, Elemental Blockade (8 second tooltip duration) should be recasted every 8th second as there are 9 ticks occurring at 0,1 … 8 seconds. Boundless Storm needs to be recasted every 23rd second (23 second tooltip duration) as ticks occur at 1, 2 … 23 seconds. In general, DoTs are not consistently handled as some will have ticks occurring at 0 seconds and others will not. Also the number of ticks is not immediately obvious. This problem is compounded for Dragonknights where some DoTs are not dynamically updated. Finally, Elemental Blockade does not benefit from the Penetrating Magic passive in the Destruction Staff line.

    Were there any peculiar mechanics related to magicka nightblades?
    Twisting Path is not affected by Thaumathurge. Shooting Star empowers its own initial hit

    Back to the top
    Edited by Asayre on June 20, 2016 10:18AM
    Reference for any calculation I make Introduction to PvE Damage Calculation
  • Asayre
    Asayre
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    Magicka Nightblade
    My ability rotation is based on Nos's Ezmode Magblade DPS but I’m using 5 pieces of Julianos, 2 Skoria, 3 Willpower, a Lightning Maelstrom staff and two Torug swords.

    Gear and CP Distribution
    e3ad9ebbfd1a7822afa3bfd364f0b4ec.png
    Ability Prioritisation
    Spell Power Potion > Shooting Star > Merciless Resolve > Elemental Blockade > Twisting Path > Impale > Assassin’s Will > Crippling Grasp > Funnel Health

    Impale enters the priority queue when target health is below 25%. Assassin’s Will is casted when proc, Merciless Resolve is not recasted until it expires. Only one Shooting Star is used as I haven’t coded in a section to keep track of ultimate.

    Simulation Results
    I tested my simulation on Slimecraw in Normal Wayrest Sewers. It has the same amount of resistance as Bloodspawn in Veteran Spindleclutch but is more readily accessible and testing can be done without the aid of a tank or healer. Due to the lack of a tank and healer, Major Breach is not used thus the resistance of Slimecraw is 18200.

    Simulation verification on Slimecraw
    Like the simulation verification on Slimecraw for a Magicka Sorcerer, I did not account for Skoria and its DPS contribution has been removed from the in-game parse.
    Damage accuracy
    8fa268dd873f1b817ce2002d8242cac1.png

    DPS Breakdown
    64f68c04b48ed840b415422b5ab8424d.png

    The image above shows the result of 10,000 simulations. The DPS for each ability and the sum of all abilities shown is automatically binned and shown in the corresponding histogram. The top left most histogram labelled DPS is merely the sum of all the other panels. The vertical red line in each histogram corresponds to the result of one in-game trial. In all cases except for LA, a reasonable consistency is achieved. This indicates that my LA weaving is very poor on a magicka nightblade.

    DPS Prediction on Bloodspawn
    I haven’t done any comparison of in-game DPS to simulation DPS for Bloodspawn so one could consider this a prediction of sorts. The same gear (Julianos) as shown in the beginning is used. It is assumed that a tank is present to constantly provide Major Breach. No other external buffs are assumed. Similar to my simulation for magicka sorcerers, I’ve included simulation with no monster set, Kena, Nerien’eth and Skoria. A table summary the simulated DPS is included at the end.
    b36ed2bf2761bb5bc3d76f84e65dbc20.png
    69a79ae416cf28d2de977c6be5e733dc.png
    af08845e0c8c5164a54a18f21b37bf97.png
    31ce3ec8236f29b3649a32c1d3504383.png
    Similar to simulations for a magicka sorcerer, Kena provides the greatest increase in DPS. The DPS increase is larger for a nightblade as spell damage for a nightblade is lower than a sorcerer due to the lack of the Expert Mage passive thus the percentage contribution of Kena is larger also it appears that the uptime of Kena for a nightblade is higher (further investigation is probably needed to explain this). The DPS increase of Nerien’eth is lower as there are less non-DoT hits as Funnel Health is being used instead of Force Pulse. I’m unsure of why Skoria contribution is greater for a nightblade than a sorcerer.

    Funnel Health and Force Pulse
    If we ran the same simulation as above but substituting Funnel Health with Force Pulse, we will attain the following table. For brevity, I’ve decided to exclude all the histograms. This is in good agreement with @Nosferatuzod’s suggestion in Nos's Ezmode Magblade DPS. The DPS for no monster set, Kena and Skoria remain comparable when running Force Pulse or Funnel Health but significantly improvements are observed for Nerien’eth as Force Pulse gives 2 extra chances to proc a lich crystal.
    9088b9e8f9300bf7dd24248dc6972b73.png

    When to refresh Merciless Resolve?
    In the above simulations, I’ve been refreshing Merciless Resolve every 20 seconds or when it expires. This means Assassin’s Will is only cast once per 20 seconds. The thought process is that Merciless Resolve should be kept active as often as possible for the Minor Berserk buff and additional cast of Merciless Resolve within 20 seconds to proc more Assassin’s Will is a loss as the Minor Berserk buff is merely refreshed. But is this thought process valid?
    A clear alternative is to refresh Merciless Resolve after Assassin’s Will is cast so that another Assassin’s Will can be cast. In this approach, we can expect to cast 3-4 Assassin’s Will every 20 seconds. But these additional Assassin’s Will comes at the cost of casting Merciless Resolve that provides no real additional benefit.
    The choice between casting Merciless Resolve every 20 seconds or after every Assassin’s Will can be answered either through simulation or looking at skill coefficients. I’ll do both but begin with the latter.
    In general, the wasted time casting Merciless Resolve can be used to cast another Funnel Health and in lieu of Assassin’s Will another Funnel Health would be used. This leads to the following question “Which does more damage: two Funnel Health or Merciless Resolve and Assassin’s Will ?”
    The first skill coefficient for Funnel Health is 0.095 while the first skill coefficient for 0.206. Thus this method of analysis suggest that refreshing Merciless Resolve after Assassin’s Will is preferable to refreshing Merciless Resolve every 20 seconds. However, this does not account for the slight timing differences between the two options. My rough estimates suggest that casting two Funnel Health will take ~2.2 seconds (1.1 seconds each) but casting Merciless Resolve and Assassin’s Will takes ~2.4 seconds (1.2 seconds each). If we normalise the first skill coefficient to the time taken, we obtain 0.086 for the Funnel Health option and 0.085 for the Merciless Resolve and Assassin’s Will solution. This suggest that casting Merciless Resolve every 20 seconds is slightly preferred.
    I also ran this through my simulator to see whether comparable results will be obtained in the DPS histograms. The simulated DPS for casting Merciless Resolve every 20 seconds performs better than casting Merciless Resolve after Assassin’s Will though the discrepancy is slight. From this histograms, I noted that the DPS of DoTs was lower when Merciless Resolve was
    91e399c384ebaf94406e9b4fa6a14a32.png
    3d6428b4c70e71db5c9a997bb6268ca4.png
    From the histograms above, I noted that the DPS of DoTs was lower when Merciless Resolve was casted every 20 seconds. Initially, I thought that this is due to the downtime in Minor Berserk and tried re-casting Merciless Resolve every 19 seconds. But the discrepancy was still present. At present, I have yet to figure out the difference in DPS for DoTs between the two different approaches to casting Merciless Resolve.

    Back to the top
    Edited by Asayre on June 20, 2016 12:55PM
    Reference for any calculation I make Introduction to PvE Damage Calculation
  • Asayre
    Asayre
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    Update summary

    Simulation Mechanics
    1. Reduced number of simulations from 10,000 to 1,000
    2. Included the effect of Kena, Skoria and Nerieneth.

    Magicka Sorcerer
    1. Re-ran DPS simulations on Bloodspawn at a lower number of simulations (1000) for no monster helm, Kena, Skoria and Nerieneth.
    Reference for any calculation I make Introduction to PvE Damage Calculation
  • Asayre
    Asayre
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    Update summary

    Magicka Nightblade
    1. Re-ran DPS simulations on Bloodspawn at a lower number of simulations (1000) for no monster helm, Kena, Skoria and Nerieneth.
    2. Ran simulations with using Force Pulse in place of Funnel Health
    3. Ran simulations with casting Merciless Resolve every 20 seconds and casting Merciless Resolve after Assassin’s Will
    Reference for any calculation I make Introduction to PvE Damage Calculation
  • yodased
    yodased
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    Hey man if you want this up on the Web I will host whatever you need for free. Just shoot me a pm or email yodased [] yahoo and I will lock it up for you.

    Least I can do for all this wonderful work you put in
    Tl;dr really weigh the fun you have in game vs the business practices you are supporting.
  • zerosingularity
    zerosingularity
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    Protip - OP is awesome! I would kill for a breakdown for every DPS class, magicka and stamina, but that is obviously a lot of work. What you have here is extremely helpful and keep up the good work!
    NA-PC

    Kaineth - Stamina Nightblade (Weakest Player Ever!)
    Elena Stormwood - Magicka Sorcerer (vMA no Death 12/21/15 Score 401148)
    Sheila Feyrondas - Magicka Dragonknight Tank (Frost staves are gonna be fun!)

    *Disclaimer* I fail at emotional communication, so assume what I say is NOT meant to be offensive.
  • Natas013
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    Witchcraft :flushed:

    But in all seriousness, I always enjoy reading your posts. It's good to know how close or far off I am in my assumptions as to what's best given the lack of information I have on console.
    RIP Ellania Delome
    June 9, 2015-June 14, 2016
    A skilled crafter, competent sorcerer, and denizen of the night
    Along came the Dark Brotherhood and summarily ended it all
  • Asayre
    Asayre
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    @zerosingularity
    That's the rough plan. I'm doing classes that I have first so that I can check that everything is working as expected.
    Reference for any calculation I make Introduction to PvE Damage Calculation
  • Xvorg
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    Interesting tests.

    I was looking at the LA you showed with the magicka breton NB, and I couldn't stop thinking about my dunmer magicka NB.

    I use a flame staff (non Maelstrom) and a similar set up. Is, in that case the 7% extra dmg noticeable, compared to the breton NB?

    And considering full heavy attacks with flame staff (12% extra dmg), is that 19% extra dmg on full heavy attacks comparable to light attacks?

    Regarding merc resolve, since some weeks ago I decided to drop it for the same reason you exposed here: casting the buff makes you lose DPS. Instead of that, I'm using malefic wreath to get a clear shooting star in PvP (shooting star -> MW before he blocks = BOOM!). What's interesting is the fact that SS + the DoT form MW + the DoT from SS + funnel health have given me more kills than any assa will or impale
    Sarcasm is something too serious to be taken lightly

    I was born with the wrong sign
    In the wrong house
    With the wrong ascendancy
    I took the wrong road
    That led to the wrong tendencies
    I was in the wrong place at the wrong time
    For the wrong reason and the wrong rhyme
    On the wrong day of the wrong week
    Used the wrong method with the wrong technique
  • Asayre
    Asayre
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    @Xvorg

    My light attacks usually account for around 10-15% so you'll notice an increase of about 1% with a flame staff and being a Dunmer. I'm not sure if the 12% extra damage for heavy attacks with a flame staff is additive or multiplicative with the Dunmer bonus but it should be around 19%.
    Edited by Asayre on June 23, 2016 8:47AM
    Reference for any calculation I make Introduction to PvE Damage Calculation
  • Xvorg
    Xvorg
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    Asayre wrote: »
    @Xvorg

    My light attacks usually account for around 10-15% so you'll notice an increase of about 1% with a flame staff and being a Dunmer. I'm not sure if the 12% extra damage for heavy attacks with a flame staff is additive or multiplicative with the Dunmer bonus but it should be around 19%.

    Ok. I think I'll keep on working.
    Sarcasm is something too serious to be taken lightly

    I was born with the wrong sign
    In the wrong house
    With the wrong ascendancy
    I took the wrong road
    That led to the wrong tendencies
    I was in the wrong place at the wrong time
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    On the wrong day of the wrong week
    Used the wrong method with the wrong technique
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