Yolokin_Swagonborn wrote: »How to fix Damage in PvP by moving forward instead of backward.
The reason there is so much lack of diversity is a combination of the champion system, and the fact that your resource pools (magicka and stamina) have such a HUGE effect on your damage, shields, and heals. Battle spirit effectively makes certain abilities useless in PvP because after they get halved, they are worth next to nothing. Shielded assault is a good example. So people focus their builds around heavy hitting skills, heals and shields that are still strong even after the 50% nerf. Removing battle spirit would go a long way in balancing out damage but then certain abilities would hit too hard due to no soft caps, so how do we do it?
What happens if we reduce, remove, or cap the effect Stamina and Magicka Pools have on tooltip damage and then also remove battle spirit?
Warning: Quick and dirty estimations with fudge-factor coefficients to simplify the damage calculation formula. Tested against observed values to be within +/- 10 of the observed tooltip damage. PM me if you want me to show more work.
Test subject: 300CP Redguard Sorcerer on PTS. No CP into Mighty, medium armor passives, sorc passives, or anything that modifies the damage tool-tip other than max stam and weapon damage.
Without any gear, any champion points assigned, and no weapon or weapon damage, we get this:
We will set uppercut 1191 damage as our base level for simplicity. Now lets keep weapon damage at 0 and add stamina. Adding +stam gear (hawks eye, darkstride etc), 64 attribute points into stamina (64*111=7,104 extra stam), 100 CP into green tree (another 3,735 stamina), redguard passive 10% stam, bound armaments 8% stam, and health/stam food (4500 stam).
So with over 42k Stamina, we get a 6.3k tooltip, over 5 times more than the damage we got with only 8k stamina and we have no weapon damage or weapon whatsoever. Note that this still gets halved by battle spirit.
Now lets look at weapon damage holding stamina constant. Removing all extra stam back to the base value (7958) and adding a gold nirnhoned greatsword.
Notice that with 0 weapon damage coming from sets or buffs, your weapon's damage becomes your weapon damage AND spell damage. For example, an iron weapon that has 198 damage will give you 198 weapon damage. Here are a few examples over a range of values.
As you can see, without the battle spirit de-buff, these are decent values for uppercut. Remember that this is without 12% extra weapon damage from agility medium armor passive, without heavy weapons passive 8% and without empower (20%). If you wanted to run a gank build with 4000 base weapon damage (4480 with agility) using all those buffs, a buffed strike would hit for 8206*1.05*1.20=10339 over 10k before armor mitigation.
Now lets put both of these values together. Lets take a typical stam build with about 35k stamina and 2.5k weapon damage.
Here is a redguard running food wearing Hundings + agility + masters/malestrom greatsword.
Lets breakdown the tooltip to see where the damage comes from.
With this common setup, more of the tooltip damage is contributed by the stamina pool than the weapon damage.
1191+4050+3864=9105
After battle spirit, the damage would be 9105/2=4553. If we had no battle spirit, and the effect your resource pool was capped at base value, you would have 1191+3864=5055. So the base damage of the skill has a much greater effect on damage (24% instead of 13%).
This would help flatten the range of damage achievable in PvP which will help lesser used skills and also make hybrid builds viable again. Pelenial's Aptitude would be an amazing set with this cap system, no CP, and no battle spirit.
I haven't tested this for shields and heals but I expect similar results. Note that you don't fully remove attributes effect on damage, heals and shields, you just cap it at a certain resource level, for example.
- Attributes effect on damage could be capped at base resource pool level (around 7k) to account for no softcap on weapon damage.
- Magicka based shields could be capped at around 25k resources to reflect the previous magicka cap
- Shields affecting health would be capped at around 35k just like the previous health cap.
- You could still stack your attributes past these levels, it just wouldn't affect your damage, shields and heals.
- For example, if you stack 45k stamina you still have the benefit of having a huge stamina pool but it doesn't also give you monster damage as well.
Note that this fix isn't enough just by its own. It's is a multiple step solution and the values I gave are only examples. You also have to disable or rework the champion system, and tweak/reduce/cap regen so that skills can't be spammed indefinitely.
I'd probably make gear less relevant. Everything plays a role into your efficiency: gear, personal experience and reflexes, knowledges of game mechanics, rotation, group buffs, debuffs affected... Turns out gear make or break most fights, see Malubeth in PvP, Maelstrom 1h weapons and bow in PvE, first step being to reduce the difference between different gear quality levels, so that you can still be competitive while using purple weapons for example.
I'd also make healing scale based only on max stamina / magicka, and damage only on weapon damage / spell power (instead of both as we currently have right now) as a first rebalancing step, that way I can do a fine tuning of both separately, without affecting each other. This would also be a step forward in removing Battle Spirit from PvP.
I'd rework the champion system to make it matter less by reducing the efficiency of all stars, and free up CP points to allow them to be distributed everywhere (you could then have a lot of damage and no sustain nor tankiness, or you could balance out everything like we currently do to avoid diminishing returns).
RinaldoGandolphi wrote: »You can't as long as:
1 the champ system exists.
2. Lack of soft caps
3. Presence of stamina based class morphs.
Back in the day you could play whatever you want and be viable. Stamina had 4 weapon lines magic had 2. Most magic skills were class based but this was offset because Stam had 4 weapon lines.
With soft caps Stam users could use class skills and not be gimped thus things were pretty balanced. Each class had a few skills Stam users could use:
Stam Sorc streak and surge, boundless storm
Stam Blade cloak, double take, and shadow image
Stam DK Scales, Volatile Armor, molten weapons, talons
Stamplars blazing shield, blinding flashes, purify, aura
The following skills combined with the skills from the 4 weapon lines made Stam and hybrid builds very good and the balance between Stam and magic was very very good outside the Magic DK but that was a class issue not an issue between magic and Stam.
The champion system, removal of softcaps, and constant badgering of ZOS for Stam morphs of class skills has upset any balance they hope to have and instead have given way to the homogenization of classes and roles....everyone can be their own tank, DPS, and healer all rolled into one.
Simply put ZOS has smashed their own faces in my listening to people who had no idea what they are talking about.
You can't have balance in a game with no limits, and homogenization of classes so everyone can do every role mostly at the same time has ruined that completely.
VMA as a whole is designed around tanky healing DPS. Your gotta be survivable, deal high damage, and heal while doing that damage. VMA would be impossible to complete on a 1.5 toon due to caps, lack of a champion system, and more clearly defined roles from a class standpoint.
Simply put the 3 class identities have basically been tossed with the exception of a few dungeons and trials and replaced with everyone do every role which is the death kneel for any RPG
The lack of viable tradeoffs and clearly designed roles have pigeonholed this game into a corner balance will never even get close under current conditions.
NewBlacksmurf wrote: »I'd make all actions stamina and all non-action magica
From there, I'd split all skills into PvP and PvE types only accessible within PvE or PvP zones
Lastly I'd make major adjustments to armor to allow regen or lesser use of each pool in respects to armor type but not require a certain amount of each armor type to gain such a benefit.
*revamp CP regarding the reduction in cost of Stam and magica as well as the regen.
That's where I'd start. And CP would have a PvP mode and PvE mode with different values.
Balancing isn't really an issue for PvE. It's a PvP concern so step one is separating the two.
DRXHarbinger wrote: »Give us our shields back? They got more damage whilst we were stuck with half shields and half healing..... give us more CC or working CC at least. Dizzying swing, into talons, into chains, flawless knockdown whilst having trap beast dumped on you all within 10s is a bit much, not to mention whilst fighting some AP gimp spamming lethal arrow trying to steal what he can from the people who aren't scared to get up close.
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
That doesnt sound good at all. Of course sprinting and dodging cost only stamina. Otherwise it wouldnt make any sense.Do not remember who posted this thread/idea. A big balance step for PVP would be to remove stamina as the sprint/break free/tumble atribute and add a third another a tribute for this purpose or health. This would free up magicka classes to compete more easily.
Another idea would just make magika the break free atribute if you choose the new "make magicka my break free/Sprint/tumble atribute" passive available to everyone.