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ZoS... A word please...

  • Gilliamtherogue
    Gilliamtherogue
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    Disclaimer: not trying to kill anyone's class. Just trying to tone us down a little, a little more toning on stam.. A little buffing in magicka areas.



    The heavy weapons passive should only work for two handed abilities.

    Instead of spell pen, light armor should give 6% spell damage boost.

    Medium armor passive should be reduced to 6%.

    DBoS needs its dot removed and potentially a cost equal to ferocious leap.
    If you wanna keep the dot, give it to flawless dawnbreaker.

    Shuffle needs its snare immunity removed. If it's gonna give 20% dodge chance.. It's gotta drop to 10% after 5--6 seconds and function like immoveable.

    All snares need to be made major and minor snares where combined cannot stack to 10% more, additive, to major and minor expedition. So.. Snare hard cap.

    NBs need 1 negative effect removed from their several negative effect abilities. If Wrobel wants them to be the down and dirty debuffing class like he mentioned in the last meeting, and you really want to keep all that... Then they have to stop having so many ways to buff themselves on top of all that.

    Fragmented shield, should scale of magicka. Changes that worthless flame thing that used to be a toggle, to something worthwhile. Honestly I would just say a dragon roar, which would function the same as fear.. Give minor main, and increase fire dmg done by like 2-4% reduce the cost of abilities by like 4% too. Eruption damage should scale up to good dmg over time. Cinder storm should have its radius buffed.

    Give Sorcs 4 more seconds on their shields, scale back the streak cost increase nonsense a little. Lower resources returned by dark deal by 10%

    Change radiant a damage scaling to be 20-30% instead of 50. Remove minor protection or minor vitality from restoring focus. Reduce cost of javelin. Remove non dodgeable dark flare trauma, if it's reflected, don't have trauma persist. Make puncturing sweeps dodgeable, remove that snare in ritual stuff. Make damage of retribution scale up more time spent inside, decrease its radius.

    Mag nb.. I'm sorry.. I don't really know much about you. I know you would be fun and interesting to play one day. But until then I don't know what to say.

    Double all resistance values, increase resist cap to 65%.

    Lower vigor heals by 6%

    Reduce dodge roll cost reduction in medium armor 4%

    Uhhhhhh... I'll come back when I remember the others.

    The Spell Penetration passive is equivalent to 9.768% damage increase in PvE and 8.14% in PvP, while 6% spell damage would be less than a 3% DPS boost, so you're asking for a nerf.

    Medium Armor's 12% bonus is added separately to the equation and isn't 12% of your total WD. This usually gives roughly 300-400 Weapon damage, which is roughly 6.5% DPS, not factoring in Resistances, meaning it's about 4-5% in most situations. Already weaker than LA's penetration by a noticeable amount.

    All Stamina builds are forced into running DBoS since no other Ultimates in game scale in favor of Stamina. Ultimates favor high resources pools since their coefficients are much higher in accordance to availability. (I.e; Magicka builds run higher than 40k Magicka, while majority of Stamina builds are sub 35k) Nerfing DBoS in terms of DPS further broadens the gap of this issue, although it may be alleviated with the incoming Weapon Skill Ultimates. I'd be much happier seeing the cost of DBoS go back to 150 instead, or having the DoT duration increase and the damage per tick decreasing, to allow for the same overall damage to be done, just over a more lengthy period of time.

    I can agree with Shuffle, it does a lot. This is sort of made up for the fact that it costs a lot of Stamina to cost, but the ease of regeneration sources kind of mitigate this issue.

    A simple way to fix the issue of NB's would be to move Veiled Strike out of the Shadow tree to prevent the proc of Shadow Barrier.

    Flames of Oblivion is useless? While it's not insane, it's definitely still strong damage wise. Cauterize on the other hand... Minor Maim comes from Choking Talons, why do you need another source? Some of their abilities are pretty pricey, but Battle Roar is a great way to sustain resources. Still, a minor cost decrease would go a long way with Solo Mag DK's in Cyro. No comment on Eruption, seeing that it already does exactly what you're asking for...

    Seeing that there are still sorcs out there today who dominate (outside of Shield Breaker encounters, but that set is stupid) I don't see how adding 4 seconds to shields does anything except let less experienced players reap the benefits of the class instead of progressing and getting better at it. There is so much wrong with sorcs from a balance point and none of your suggestions would solve any real issues. Try fixing the fact that 90% of the sorc kit is pure utility that does the same thing in different ways, or is irrelevant due to poorly thought out mechanics (pets).

    Radiant is a fickle beast to balance since it's pretty much the only thing keeping Magplars competitive in PvE. Nerf it and they lose value there, so I'd rather see more counterplay added to the ability via a range nerf. Making it so players can only have one beam on them at a time (Players only, NPC's should still be able to have multiple beams on) would also help the issue of groups just running around and casting it while spreading out to remove all counter play. I like the idea of the retribution suggestion however.

    Magblade (and stamblade) need their damage done from stealth reworked to tone down their toxicity in terms of combating. While there are plenty of counters to cloak and stealth in the game and when they are properly utilized they pretty much negate the relevance of ganking builds, stealth burst still remains one of the most unbalanced aspects to the game since ESO's launch. Reworking Stealth damage or any damage that deals more than 50% of your health in a single hit to deal damage over time instead of upfront would drastically help Cyrodiil be more enjoyable and skill based. Back to Magblade, Battle Spirit crushes all strengths of the Damage/Healing gameplay of the play style, I think a slight healing buff to these skills would help them greatly.

    Mitigation value increases would help, but that would mean their penetrative counter parts would need to be increased as well. Simply increasing mitigation would leave everyone with an obvious choice of stacking mitigation since there would be no answer to getting around it. Mitigation cap going to 65% would be okay IF there was an effective damage reduction cap, where additional sources (Undeath, Cyrodiil's Light, etc) did not stack further. Buffing Mitigation caps would make the cancerous builds of Cyrodiil such as Reactive far, far worse.

    With the increase of access to heal debuffing via sources of Major/Minor Defile and stacking effects such as Fasalla's Guile, simply reducing healing done is questionable. While healing is able to be stacked pretty absurdly (Malubeth + Major/Minor Mending + Major/Minor Vitality + Heavy Armor passives + etc...) you need to analyze where Vigor is strong and why. The introduction of Major Vitality potions are the primary reason Vigor and other healing has reached new levels of absurdity, but it applies to any skill. I believe the real solution would be to nerf sources that provide % gains to healing, rather than nerfing base abilities.

    Simply nerfing the Tumbling CP passive would help greatly. Try perma dodge rolling in a no CP campaign, while still being able to deal damage after said and done. The issue again isn't the base skills, rather the increasing amount of stackable % sources via CP and new items.
    Edited by Gilliamtherogue on August 22, 2016 6:32AM
    Old member of The Order of Mundus, Mostly Harmless, Hostile, and Genesis Elite. Avid theorycrafter. Herald to competitive stamina DPS pre 1.5. How far we've come!

    Have questions? Send me a message on the forums or my other social media. Seeing people learn is my dream and passion.

    Guides and other fun videos at https://youtube.com/c/gilliamtherogue
  • Amdar_Godkiller
    Amdar_Godkiller
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    The Spell Penetration passive is equivalent to 9.768% damage increase in PvE and 8.14% in PvP, while 6% spell damage would be less than a 3% DPS boost, so you're asking for a nerf.

    Medium Armor's 12% bonus is added separately to the equation and isn't 12% of your total WD. This usually gives roughly 300-400 Weapon damage, which is roughly 6.5% DPS, not factoring in Resistances, meaning it's about 4-5% in most situations. Already weaker than LA's penetration by a noticeable amount.

    1. Magic builds have fewer armor debuffs, so isn't the light armor passive itself at least partially an attempt
    at balance rather than a true 8-10% damage buff? Maces/Mauls plus Night Mother's gaze penetrate as much as this passive against any target with moe than 12.5K resistance, if I'm not mistaken. Beyond that, with the sharpened trait, plus Major Fracture (tank Puncture; DK Noxious Breath) and the Crusher Enchant, most bosses will be fully penetrated. So the value
    of Light Armor passives is really just equivalent to the value of the NMG's 5 pc bonus: around 4% pentration/damage done, because that's all Stam has to do to overcome the deficit..

    2. For PVE, Medium armor passives do typically yield only marginally higher returns than 300-400 weapon damage (Probably 320-450), but that's before factoring major/minor brutality into the equation; so you're really looking at a functional gain of 400--560 weapon damage. So it's around the 8.4%-9.8% range relative to the penetration gains made with light armor passives. In PvP, the numbers tend to get much higher with less emphasis on crit chance. So, light armor passives are arguably slightly inferior in PVE, but far inferior in PVP.
    Edited by Amdar_Godkiller on August 22, 2016 7:24AM
  • Holy-Dope
    Holy-Dope
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    I see a nerf STAM post here
    DC- Holy DOPE, Altmer Nightblade
    (And many those who did not make it to the end R.I.P.)

  • Amdar_Godkiller
    Amdar_Godkiller
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    Holy-Dope wrote: »
    I see a nerf STAM post here

    I only run stam builds, so that's not my intention at all. I just want the facts to be clear. The largest issue in the game right now isn't power creep or the lack of hard caps; it's the fact that hard caps still exist for resistance and that has allowed penetration and raw damage to easily outpace mitigation. And it's a result of healing being enhanced by too many factors that all stack with one another (Major/Minor Vitality, Major/minor mending, scaling it to CP infused WD/SD and Max resources, healing done, healing taken, healing recieved, etc)..
  • KenaPKK
    KenaPKK
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    What if ZOS added a decent sized flat heal component that scales with magicka to dragonblood?
    Kena
    Former Class Rep
    Former Legend GM
    Theorycrafter
    Beta player

    youtube.com/@KenaPKK (inactive)
  • Amdar_Godkiller
    Amdar_Godkiller
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    KenaPKK wrote: »
    What if ZOS added a decent sized flat heal component that scales with magicka to dragonblood?

    I have no clue why they haven't already. But I don't think anyone would mind. They say it's for tanking so maybe have one morph that does the percentage heal and one that just provides burst scaled to magicka.

    I've personally always felt the class would benefit greatly from a melee weapon, so I think you could fix DK by giving them
    a "Flaming Sword Expert" passive that causes damage and healing done with TH weapons to scale to their highest resource instead of strictly Stamina and Weapon damage. The trade off would need to be more poison morphs and skills that cost stamina, or else everyone would just switch to MDK. But this instantly makes MDK viable for all content and re integrates the class into something more akin to what it was initially meant to be.
    Edited by Amdar_Godkiller on August 22, 2016 8:19AM
  • Sharee
    Sharee
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    The largest issue in the game right now isn't power creep or the lack of hard caps; it's the fact that hard caps still exist for resistance and that has allowed penetration and raw damage to easily outpace mitigation.

    Right. Mitigation is more or less the same as it was at release 2+ years ago, while damage output went through the roof.

    I mean, a mag DK in full heavy armor, volatile armor active, with shield and a defending sword, holding block and spamming dragon blood, and my HP is still dropping like a rock when under attack by just a single stamina NB. If i ever drop block i just die instantly. That's imbalanced as ***. Can only imagine how a light armor staff wielder would feel.
  • KenaPKK
    KenaPKK
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    KenaPKK wrote: »
    What if ZOS added a decent sized flat heal component that scales with magicka to dragonblood?

    I have no clue why they haven't already. But I don't think anyone would mind. They say it's for tanking so maybe have one morph that does the percentage heal and one that just provides burst scaled to magicka.

    I've personally always felt the class would benefit greatly from a melee weapon, so I think you could fix DK by giving them
    a "Flaming Sword Expert" passive that causes damage and healing done with TH weapons to scale to their highest resource instead of strictly Stamina and Weapon damage. The trade off would need to be more poison morphs and skills that cost stamina, or else everyone would just switch to MDK. But this instantly makes MDK viable for all content and re integrates the class into something more akin to what it was initially meant to be.

    Sounds like you should just play stam DK. No reason to homogenize the classes anymore than they already are...

    Also what's wrong with a resto staff for mDK? If the "dragonblood is the only thing holding mDK back" argument held up, then using a resto staff and healing ward would fix all their problems, right? There's so much more going on for mDK than just dragonblood imo.
    Kena
    Former Class Rep
    Former Legend GM
    Theorycrafter
    Beta player

    youtube.com/@KenaPKK (inactive)
  • Amdar_Godkiller
    Amdar_Godkiller
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    KenaPKK wrote: »
    KenaPKK wrote: »
    What if ZOS added a decent sized flat heal component that scales with magicka to dragonblood?

    I have no clue why they haven't already. But I don't think anyone would mind. They say it's for tanking so maybe have one morph that does the percentage heal and one that just provides burst scaled to magicka.

    I've personally always felt the class would benefit greatly from a melee weapon, so I think you could fix DK by giving them
    a "Flaming Sword Expert" passive that causes damage and healing done with TH weapons to scale to their highest resource instead of strictly Stamina and Weapon damage. The trade off would need to be more poison morphs and skills that cost stamina, or else everyone would just switch to MDK. But this instantly makes MDK viable for all content and re integrates the class into something more akin to what it was initially meant to be.

    Sounds like you should just play stam DK. No reason to homogenize the classes anymore than they already are...

    Also what's wrong with a resto staff for mDK? If the "dragonblood is the only thing holding mDK back" argument held up, then using a resto staff and healing ward would fix all their problems, right? There's so much more going on for mDK than just dragonblood imo.

    Nothing's wrong with the Restro Staff. I'd say it's a perfect fit for MDK, by necessity. It's the Destro staff that is
    the issue, bc the skills on Destro staff are somewhat redundant with regard to DK class skills. Lots of AOE, very
    little single target, no gap closer, no execute, etc. It doesn't really add anything of value like it does with other
    classes. DKs need a third magic based weapon skill line to shore up the deficiencies of the class, and to facilitate
    the melee mage play-style that their class skills are geared towards.
    Edited by Amdar_Godkiller on August 22, 2016 9:05AM
  • Amdar_Godkiller
    Amdar_Godkiller
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    Sounds like you should just play stam DK. No reason to homogenize the classes anymore than they already are...

    I do. But SDK has a lot of issues as well. The poison morphs were probably the worst thing that could have happened to
    Stam DKs, because it creates the illusion that the class is in a good spot, particularly when paired
    with Maelstrom weapons. There are literally only 4 class skills that I can realistically used in PVE
    as a Stam DK, and maybe 3 for PVP. I can't afford the cost of most of them, and I can't heal without
    igneous shield, so that's the ony
    class skill that is directly tied to Stam DK in both pvp and pve. For PVE, the two poison
    morphs and sometimes Flames of Oblivion are it.

    In PVP, I can take either Talons (strictly as a CC because it does nothing towards damage), or Dragonfirescales, but to do so means I need to eat purple food(or for Dragonfirescales purple drink) just to be able to utilize it a few times.
    Petrify is really the only other viable class skill, but it is another resource drain.

    You often say that classes shouldn't be balanced based on PVE but rather based on PVP.

    Well the SDK is the poster child of PVE balancing. It's passives are excellent for most content. It's best skills are exceptional, but there's really only Venomous Claw and Igneous Shield and then ... a broken skill line.

    Edited by Amdar_Godkiller on August 22, 2016 9:25AM
  • KenaPKK
    KenaPKK
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    KenaPKK wrote: »
    KenaPKK wrote: »
    What if ZOS added a decent sized flat heal component that scales with magicka to dragonblood?

    I have no clue why they haven't already. But I don't think anyone would mind. They say it's for tanking so maybe have one morph that does the percentage heal and one that just provides burst scaled to magicka.

    I've personally always felt the class would benefit greatly from a melee weapon, so I think you could fix DK by giving them
    a "Flaming Sword Expert" passive that causes damage and healing done with TH weapons to scale to their highest resource instead of strictly Stamina and Weapon damage. The trade off would need to be more poison morphs and skills that cost stamina, or else everyone would just switch to MDK. But this instantly makes MDK viable for all content and re integrates the class into something more akin to what it was initially meant to be.

    Sounds like you should just play stam DK. No reason to homogenize the classes anymore than they already are...

    Also what's wrong with a resto staff for mDK? If the "dragonblood is the only thing holding mDK back" argument held up, then using a resto staff and healing ward would fix all their problems, right? There's so much more going on for mDK than just dragonblood imo.

    Nothing's wrong with the Restro Staff. I'd say it's a perfect fit for MDK, by necessity. It's the Destro staff that is
    the issue, bc the skills on Destro staff are somewhat redundant with regard to DK class skills. Lots of AOE, very
    little single target, no gap closer, no execute, etc. It doesn't really add anything of value like it does with other
    classes. DKs need a third magic based weapon skill line to shore up the deficiencies of the class, and to facilitate
    the melee mage play-style that their class skills are geared towards.

    I mean....sorcs use Crushing Shock. Who else uses destro skills in PvP?

    Impulse zerglings is not a valid answer.

    Asking for a whole new weapon line to shore up the class's weaknesses is a bandaid fix and a cop out. Propose fixes to the class's issues instead please.
    Kena
    Former Class Rep
    Former Legend GM
    Theorycrafter
    Beta player

    youtube.com/@KenaPKK (inactive)
  • Amdar_Godkiller
    Amdar_Godkiller
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    KenaPKK wrote: »


    I mean....sorcs use Crushing Shock. Who else uses destro skills in PvP?

    Impulse zerglings is not a valid answer.

    Asking for a whole new weapon line to shore up the class's weaknesses is a bandaid fix and a cop out. Propose fixes to the class's issues instead please.

    A third weapon skill line for magic builds would enhance the game. Currently there's only one magical weapon that actually does damage. That's an issue that has never been addressed since 1.6 separated Stam and Magic. The band aid has been forcing Magic builds to be more reliant on Class skils, and preventing them from having options with regard to weapon skill lines, while gradually converting some class skills to stamina to give Stam builds some semblance of class identity. Stam builds are moving towards a balance between class skills, weapon skills, and other skills, while magic is still shoehorned into builds that provide limited classless choices. This is a much better way to address balance than by simply turning the animation green and giving skills a poison bonus.

    Maybe you could change the whip to an Ultimate that has it's own bar, similar to Overload. Dragon Blood isn't the main issue; it's just insult to injury.. It's a lack of class synergy when it comes to PVP outside of the CCs; and a lack of mobility combined with the inability to deal reliable damage that outpaces healing/purging that prevents MDK PVP viablity in most instances. The lack of a decent class heal though, just makes the rest of it more sad and frustrating.
    Edited by Amdar_Godkiller on August 22, 2016 12:26PM
  • CapuchinSeven
    CapuchinSeven
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    Sharee wrote: »
    The largest issue in the game right now isn't power creep or the lack of hard caps; it's the fact that hard caps still exist for resistance and that has allowed penetration and raw damage to easily outpace mitigation.

    Right. Mitigation is more or less the same as it was at release 2+ years ago, while damage output went through the roof.

    I mean, a mag DK in full heavy armor, volatile armor active, with shield and a defending sword, holding block and spamming dragon blood, and my HP is still dropping like a rock when under attack by just a single stamina NB. If i ever drop block i just die instantly. That's imbalanced as ***. Can only imagine how a light armor staff wielder would feel.

    Yeah it's tough, I was hit for something like 14k from a single bow Snipe shot the other day.
    I mean hell, I can't do a 14k crit with my class MELEE ultimate with 3k spell damage.

    Are there things I can do to mitigate it? Yes. The most effective of those is to change to my stamina build. Which says a lot.
    Edited by CapuchinSeven on August 23, 2016 9:28AM
  • Gilliamtherogue
    Gilliamtherogue
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    The Spell Penetration passive is equivalent to 9.768% damage increase in PvE and 8.14% in PvP, while 6% spell damage would be less than a 3% DPS boost, so you're asking for a nerf.

    Medium Armor's 12% bonus is added separately to the equation and isn't 12% of your total WD. This usually gives roughly 300-400 Weapon damage, which is roughly 6.5% DPS, not factoring in Resistances, meaning it's about 4-5% in most situations. Already weaker than LA's penetration by a noticeable amount.

    1. Magic builds have fewer armor debuffs, so isn't the light armor passive itself at least partially an attempt
    at balance rather than a true 8-10% damage buff? Maces/Mauls plus Night Mother's gaze penetrate as much as this passive against any target with moe than 12.5K resistance, if I'm not mistaken. Beyond that, with the sharpened trait, plus Major Fracture (tank Puncture; DK Noxious Breath) and the Crusher Enchant, most bosses will be fully penetrated. So the value
    of Light Armor passives is really just equivalent to the value of the NMG's 5 pc bonus: around 4% pentration/damage done, because that's all Stam has to do to overcome the deficit..

    2. For PVE, Medium armor passives do typically yield only marginally higher returns than 300-400 weapon damage (Probably 320-450), but that's before factoring major/minor brutality into the equation; so you're really looking at a functional gain of 400--560 weapon damage. So it's around the 8.4%-9.8% range relative to the penetration gains made with light armor passives. In PvP, the numbers tend to get much higher with less emphasis on crit chance. So, light armor passives are arguably slightly inferior in PVE, but far inferior in PVP.

    The 300-400 Weapon damage was obtained from deriving what wearing of 5 pieces of Medium armor in a the "BiS" gear-setup for stamina DPS in PvE would grant. Major and Minor Brutality have no bearing if you read what I said earlier, the 12% is applied to your base Weapon Damage before other % amps, and is added separately and does not stack. For example if you have 1000 base WD and wear 5 pieces of Medium armor, have Major Brutality, and Minor Brutality, you will have 1370 Weapon damage. 1000 + ((1000 x .12) + (1000 x .20) + (1000. 05)). Based on your example you think you would arrive at 1411, which is incorrect.

    Weapon Damage's DPS worth is a flat value and is applied directly to coefficients of each ability in your active damaging kit, and stops there. This means there is an effective ceiling of DPS you can gain from it, which is roughly around 1200-1500 DPS worth in end game builds, assuming no armor (which is achievable in a min/maxed trial group). Penetration however is a % damage increase, which scales in power based on the damage you're dealing. This means Penetration grows in value the stronger your character gets, so it is far more favorable to stack Penetration than Weapon or Spell damage.
    Old member of The Order of Mundus, Mostly Harmless, Hostile, and Genesis Elite. Avid theorycrafter. Herald to competitive stamina DPS pre 1.5. How far we've come!

    Have questions? Send me a message on the forums or my other social media. Seeing people learn is my dream and passion.

    Guides and other fun videos at https://youtube.com/c/gilliamtherogue
  • Sandman929
    Sandman929
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    The Spell Penetration passive is equivalent to 9.768% damage increase in PvE and 8.14% in PvP, while 6% spell damage would be less than a 3% DPS boost, so you're asking for a nerf.

    Medium Armor's 12% bonus is added separately to the equation and isn't 12% of your total WD. This usually gives roughly 300-400 Weapon damage, which is roughly 6.5% DPS, not factoring in Resistances, meaning it's about 4-5% in most situations. Already weaker than LA's penetration by a noticeable amount.

    1. Magic builds have fewer armor debuffs, so isn't the light armor passive itself at least partially an attempt
    at balance rather than a true 8-10% damage buff? Maces/Mauls plus Night Mother's gaze penetrate as much as this passive against any target with moe than 12.5K resistance, if I'm not mistaken. Beyond that, with the sharpened trait, plus Major Fracture (tank Puncture; DK Noxious Breath) and the Crusher Enchant, most bosses will be fully penetrated. So the value
    of Light Armor passives is really just equivalent to the value of the NMG's 5 pc bonus: around 4% pentration/damage done, because that's all Stam has to do to overcome the deficit..

    2. For PVE, Medium armor passives do typically yield only marginally higher returns than 300-400 weapon damage (Probably 320-450), but that's before factoring major/minor brutality into the equation; so you're really looking at a functional gain of 400--560 weapon damage. So it's around the 8.4%-9.8% range relative to the penetration gains made with light armor passives. In PvP, the numbers tend to get much higher with less emphasis on crit chance. So, light armor passives are arguably slightly inferior in PVE, but far inferior in PVP.

    The 300-400 Weapon damage was obtained from deriving what wearing of 5 pieces of Medium armor in a the "BiS" gear-setup for stamina DPS in PvE would grant. Major and Minor Brutality have no bearing if you read what I said earlier, the 12% is applied to your base Weapon Damage before other % amps, and is added separately and does not stack. For example if you have 1000 base WD and wear 5 pieces of Medium armor, have Major Brutality, and Minor Brutality, you will have 1370 Weapon damage. 1000 + ((1000 x .12) + (1000 x .20) + (1000. 05)). Based on your example you think you would arrive at 1411, which is incorrect.

    Weapon Damage's DPS worth is a flat value and is applied directly to coefficients of each ability in your active damaging kit, and stops there. This means there is an effective ceiling of DPS you can gain from it, which is roughly around 1200-1500 DPS worth in end game builds, assuming no armor (which is achievable in a min/maxed trial group). Penetration however is a % damage increase, which scales in power based on the damage you're dealing. This means Penetration grows in value the stronger your character gets, so it is far more favorable to stack Penetration than Weapon or Spell damage.

    Great explanation. Much appreciated.
  • ishilb14_ESO
    ishilb14_ESO
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    Shuffle needs its snare immunity removed. If it's gonna give 20% dodge chance.. It's gotta drop to 10% after 5--6 seconds and function like immoveable.

    Shuffle snare immunity only goes up to 3.5 seconds max (0.5 seconds per piece of medium armor equipped) so at max scale, the snare immunity is already less than base duration of CC immunity from immovable.
    Reduce cost of javelin.

    Just... no. If you're gonna reduce the cost of it, better reduce the range of it to 21 meters because right now, it's cancerous.

    Edited by ishilb14_ESO on August 22, 2016 7:56PM
    Original DC #Bloodthorn2014
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  • Amdar_Godkiller
    Amdar_Godkiller
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    The Spell Penetration passive is equivalent to 9.768% damage increase in PvE and 8.14% in PvP, while 6% spell damage would be less than a 3% DPS boost, so you're asking for a nerf.

    Medium Armor's 12% bonus is added separately to the equation and isn't 12% of your total WD. This usually gives roughly 300-400 Weapon damage, which is roughly 6.5% DPS, not factoring in Resistances, meaning it's about 4-5% in most situations. Already weaker than LA's penetration by a noticeable amount.

    1. Magic builds have fewer armor debuffs, so isn't the light armor passive itself at least partially an attempt
    at balance rather than a true 8-10% damage buff? Maces/Mauls plus Night Mother's gaze penetrate as much as this passive against any target with moe than 12.5K resistance, if I'm not mistaken. Beyond that, with the sharpened trait, plus Major Fracture (tank Puncture; DK Noxious Breath) and the Crusher Enchant, most bosses will be fully penetrated. So the value
    of Light Armor passives is really just equivalent to the value of the NMG's 5 pc bonus: around 4% pentration/damage done, because that's all Stam has to do to overcome the deficit..

    2. For PVE, Medium armor passives do typically yield only marginally higher returns than 300-400 weapon damage (Probably 320-450), but that's before factoring major/minor brutality into the equation; so you're really looking at a functional gain of 400--560 weapon damage. So it's around the 8.4%-9.8% range relative to the penetration gains made with light armor passives. In PvP, the numbers tend to get much higher with less emphasis on crit chance. So, light armor passives are arguably slightly inferior in PVE, but far inferior in PVP.

    The 300-400 Weapon damage was obtained from deriving what wearing of 5 pieces of Medium armor in a the "BiS" gear-setup for stamina DPS in PvE would grant. Major and Minor Brutality have no bearing if you read what I said earlier, the 12% is applied to your base Weapon Damage before other % amps, and is added separately and does not stack. For example if you have 1000 base WD and wear 5 pieces of Medium armor, have Major Brutality, and Minor Brutality, you will have 1370 Weapon damage. 1000 + ((1000 x .12) + (1000 x .20) + (1000. 05)). Based on your example you think you would arrive at 1411, which is incorrect.

    Weapon Damage's DPS worth is a flat value and is applied directly to coefficients of each ability in your active damaging kit, and stops there. This means there is an effective ceiling of DPS you can gain from it, which is roughly around 1200-1500 DPS worth in end game builds, assuming no armor (which is achievable in a min/maxed trial group). Penetration however is a % damage increase, which scales in power based on the damage you're dealing. This means Penetration grows in value the stronger your character gets, so it is far more favorable to stack Penetration than Weapon or Spell damage.

    I didn't realize that was the case. But i just checked and fully buffed the difference between my weapon damage with 5 pieces of medium and 4 pieces of medium (no other loss to damage) was 412. Without the buff I had 3150-ish and without the buff and without the passive I had around 2830. With just major and minor brutality it was also about a 320 difference with and without the armor passive. So while, you are correct that brutality doesn't stack with medium armors damage boost, other damage buffs clearly do, and the total WD one would see on a VO/TBS/Maelstrom setup is slightly higher than mine unbuffed, so with a single weapon damage enchant on their Bow, they'd actually show closer to the high end of that gain.

    Any further boosts to "damage done" during a trial would also boost the value of the passive, since damage done modifiers are calculated after Weapon Damage, as does CP in Mighty; though the former doesn't show it at all and the latter only does so on the tooltip.

    So to say that the passive merely increases WD around 350 is fairly misleading; and during the kind of endgame trial situation that you use to make this claim, the light armor penetration bonus would be fairly worthless as penetration would be reached by Stamina builds as well. Most penetration buffs and numbers are shown as flat increases, however percentages do exist for stam builds stll through Maces and Mauls. The light armor passive Concentration is not an example of this. It grants roughly 5K penetration which essentially instantly debuffs your target in much the same way that sharpened weapons do: a decrease of around 8% resistance. Like sharpened though, it gives no bonus to damage once penetration exceeds Spell resistance. Concentration can be helpful in PVP and Pug Raids but it's clearly outclassed by WD which is an actual fatctor in tooltip values, healing AND damage done.
  • Gilliamtherogue
    Gilliamtherogue
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    So to say that the passive merely increases WD around 350 is fairly misleading; and during the kind of endgame trial situation that you use to make this claim, the light armor penetration bonus would be fairly worthless as penetration would be reached by Stamina builds as well. Most penetration buffs and numbers are shown as flat increases, however percentages do exist for stam builds stll through Maces and Mauls. The light armor passive Concentration is not an example of this. It grants roughly 5K penetration which essentially instantly debuffs your target in much the same way that sharpened weapons do: a decrease of around 8% resistance. Like sharpened though, it gives no bonus to damage once penetration exceeds Spell resistance. Concentration can be helpful in PVP and Pug Raids but it's clearly outclassed by WD which is an actual fatctor in tooltip values, healing AND damage done.

    It is currently impossible to reduce a target's spell resistance to 0 in raids, unless you run Sharpened and Concentration passives, unless you spend a large amount of points into Spell Erosion, which is currently a DPS loss. Most bosses have anywhere from 18200 to 22000 Spell resistance, depending on the boss. Rakkhat has 18200 resistances, which can be reduced by the following; -5280 Major Breach, -1320 Minor Breach, -3010 Gold Alkosh, -1946 Infused Gold Crusher. This brings us to 6664 Spell resistance, which is further reduced by 100 due to level 50's characters having a flat 100 "focus" or Physical + Spell penetration. 6564 is reduced to 1760 which you can either reduce via Sharpened (meaning over half the effectiveness is lost) or via Spell Erosion. Removing Concentration would increase this back to 6564, which would enforce Sharpened to be ran with 1404 resist left. Light armor currently requires Concentration to ignore Spell resistance at all, since they lack sets such as Sunderflame and Nightmother's.

    Also I don't know why you keep bringing up maces, as they are extremely weak in terms of penetrative power unless you do not run any Resistance reductions or Penetration bonuses, which is foolish.

    You're also confusing how penetration works. Mitigation works by reducing damage by a certain percentage, in PvE each 500 resistance = 1% (on NPC's) and in PvP each 660 resistance = 1%. This means for each 500 or 660 penetration or reduction you have, you are gaining 1% damage dealt, which increases in power based on what damage source you are hitting with. This is what I mean by a "% DPS gain".
    Old member of The Order of Mundus, Mostly Harmless, Hostile, and Genesis Elite. Avid theorycrafter. Herald to competitive stamina DPS pre 1.5. How far we've come!

    Have questions? Send me a message on the forums or my other social media. Seeing people learn is my dream and passion.

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  • Amdar_Godkiller
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    I'm not confused, I already know this. 33K =50 percent mitigation (and the resistance cap) Full penetration is possible for Stamina though. Major Fracture 5K, Crusher infused 2K, NMG 2500, Alkosh 3K, Sunderflame 3300 + Minor fracture1300 take the rest. So the gain you get from Concentration is erased by stamina gear, and therefore it's really only equal to the weakest 5 pc bonus, which is NMG 2500 or 4% increased damage.
  • KenaPKK
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    Sharee wrote: »
    The largest issue in the game right now isn't power creep or the lack of hard caps; it's the fact that hard caps still exist for resistance and that has allowed penetration and raw damage to easily outpace mitigation.

    Right. Mitigation is more or less the same as it was at release 2+ years ago, while damage output went through the roof.

    I mean, a mag DK in full heavy armor, volatile armor active, with shield and a defending sword, holding block and spamming dragon blood, and my HP is still dropping like a rock when under attack by just a single stamina NB. If i ever drop block i just die instantly. That's imbalanced as ***. Can only imagine how a light armor staff wielder would feel.

    YO. I've been a light armor cloakless destro mageblade and doing quite well at it since very early 1.7.

    LIGHT ARMOR SUCKS D RIGHT NOW. I have completely given up on it. Even with all impen, a proper cp distribution, and prismatics rounding out my stats, I still routinely get one shot by complete scrubs playing stam.

    As @Sypher was ranting about on stream at duels a couple days ago, fights these days between competent players do not come down to skill or outplays. They come down to who's running the most meta build and pushing their buttons the fastest. I have come to realize this.
    Edited by KenaPKK on August 23, 2016 1:08PM
    Kena
    Former Class Rep
    Former Legend GM
    Theorycrafter
    Beta player

    youtube.com/@KenaPKK (inactive)
  • Ara_Valleria
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    You forgot #FixDragonBlood

    Haha unfortunately I've been in one too many meetings with ZoS to know that they aren't particularly keen on fixing dragons blood.

    If ZOS has no intention of fixing what irrefutable is the fundamental issue with (PvP) mDK, then imo its a waste of time and energy talking about "fixing" mDK.

    No amount of knockback, stun, fear or dmg buff will ever truly fix mDK.

    This whole situation is like going to a doctor to treat a curable strain of blood cancer but the doctor gives you bionic hands instead. You don't have much energy to lift your arms or live for long but HEYY atleast you can knockout people with your new cyborg hands !! Woo !!

    #DR.ZOSEinTheHaus

    Yea.. But that's basically been their MO since, always.

    Sigh.. true :disappointed:
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  • KenaPKK
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    I never did come back to write what nightblade needs to be "balanced."

    Stam needs lower damage coefficients on Incap, SA, and Dawnbreaker. I know DB isn't a class skill, but my god stam damage coefficients are nasty. Or maybe it's just the amount of weapon damage stam can stack...I'm not certain. Also why are Viper and Velidreth a thing? Regardless...

    19fc26.jpg

    I would also like stamina morphs of Agony and Cripple. It would be cool to have a stam morph of Strife, but I like Swallow and Funnel for magicka! :fearful: WTB third morphs pls.

    I do have a short list of changes which I would like for mageblade, but they aren't going to make or break the class. Just filling in the weak abilities forgotten by ZOS. :(
    • Funnel health nerf reverted back to applying 2 hots. They took one hot off of it because it double dipped in crit, but then they didn't give that hot back when they fixed the double dipping. See https://forums.elderscrollsonline.com/en/discussion/287014/can-we-revert-the-funnel-health-nerfs-now-that-crit-double-dipping-has-been-fixed
    • Path giving allies the same Major Expedition buff as it gives the caster.
    • Soul Siphon ult cost reduced to 100, and apply Major Protection for 2 seconds (maybe 4?) to all allies within the cast range. This would make it the ideal anti-bomb reactionary ult, as it was designed to be. Live version is too expensive and too susceptible to heal debuffs to be useful. Also, this ult should NOT be affected by the 6 player healing aoe cap. I don't know exactly how it interacts with that cap, as I have only used Soul Siphon in small groups (less than 6 people) in the past and was entirely underwhelmed compared to Barrier.
    • Manifestation of Terror needs a massive rework. Have the traps spawn a lingering red ghost. The ghost fears 3 nearby enemies when the trap is triggered, and then lingers for 6 seconds, sending out slow moving medium ranged aoe attacks like the ghost boss in Spindleclutch every couple of seconds. 3 seconds after the initial fear, the boss can fear more enemies if they come close. This is within the cc immunity duration of the initial triggering of the trap, so it won't affect the first players feared. Manifestation of Terror places two traps, but only one can have a ghost up at a time. Triggering the second trap causes the first ghost to fade away immediately. Casting Manifestation of Terror again clears untriggered traps, but does NOT clear ghosts that were spawned at triggered traps (however triggering a new trap would, of course).
    • Agony and morphs given a minimum damage threshold to break the stun, like Fossilize. No root after the stun is removed, of course. Minimum damage threshold is greater than that of Fossilize.
    • Hmmmmm. I'm sure I will think of more. I haven't written this stuff down, but I've had tons of ideas over time.
    Edited by KenaPKK on August 24, 2016 1:05PM
    Kena
    Former Class Rep
    Former Legend GM
    Theorycrafter
    Beta player

    youtube.com/@KenaPKK (inactive)
  • Vangy
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    Disclaimer: not trying to kill anyone's class. Just trying to tone us down a little, a little more toning on stam.. A little buffing in magicka areas.



    The heavy weapons passive should only work for two handed abilities.

    Instead of spell pen, light armor should give 6% spell damage boost.

    Medium armor passive should be reduced to 6%.

    DBoS needs its dot removed and potentially a cost equal to ferocious leap.
    If you wanna keep the dot, give it to flawless dawnbreaker.

    Shuffle needs its snare immunity removed. If it's gonna give 20% dodge chance.. It's gotta drop to 10% after 5--6 seconds and function like immoveable.

    All snares need to be made major and minor snares where combined cannot stack to 10% more, additive, to major and minor expedition. So.. Snare hard cap.

    NBs need 1 negative effect removed from their several negative effect abilities. If Wrobel wants them to be the down and dirty debuffing class like he mentioned in the last meeting, and you really want to keep all that... Then they have to stop having so many ways to buff themselves on top of all that.

    Fragmented shield, should scale of magicka. Changes that worthless flame thing that used to be a toggle, to something worthwhile. Honestly I would just say a dragon roar, which would function the same as fear.. Give minor main, and increase fire dmg done by like 2-4% reduce the cost of abilities by like 4% too. Eruption damage should scale up to good dmg over time. Cinder storm should have its radius buffed.

    Give Sorcs 4 more seconds on their shields, scale back the streak cost increase nonsense a little. Lower resources returned by dark deal by 10%

    Change radiant a damage scaling to be 20-30% instead of 50. Remove minor protection or minor vitality from restoring focus. Reduce cost of javelin. Remove non dodgeable dark flare trauma, if it's reflected, don't have trauma persist. Make puncturing sweeps dodgeable, remove that snare in ritual stuff. Make damage of retribution scale up more time spent inside, decrease its radius.

    Mag nb.. I'm sorry.. I don't really know much about you. I know you would be fun and interesting to play one day. But until then I don't know what to say.

    Double all resistance values, increase resist cap to 65%.

    Lower vigor heals by 6%

    Reduce dodge roll cost reduction in medium armor 4%

    Uhhhhhh... I'll come back when I remember the others.

    OP: Hey man dont worry im just going to tone you down a little.

    Me: Well im sure it couldnt hurt to listen.

    *OP then proceeds to stab my guts out with his "toning".... Jesus you are asking for an insane amount of nerfs to stam.......*
    (2)V16 Dk- stam dps/stam tank/mag dps
    (2)V16 Sorc- mag dps/stam dps
    (2)V16 nb- stam dps/mag dps
    (1)v16 temp- mag tank/mag dps
    CP: 610 and counting

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  • DHale
    DHale
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    This thread is proof the players are not any better at balance than the devs.
    Sorcerna, proud beta sorc. RIP April 2014 to May 31 2016 DArk Brotherhood. Out of retirement for negates and encases. Sorcerna will be going back into retirement to be my main crafter Fall 2018. Because an 8 k shield is f ing useless. Died because of baddies on the forum. Too much qq too little pew pew. 16 AD 2 DC. 0 EP cause they bad, CP 2300 plus 18 level 50 toons. NA, PC, Grey Host#SORCLIVESMATTER actually they don’t or they wouldn’t keep getting nerfed constantly.
  • Joy_Division
    Joy_Division
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    Widowmaker_zpskk1baayf.gif

    5K DoT [!] from a Stamina set - does more damage than actual skills. Yep, it's ESO and @Wrobel is in charge of development.

    I dunno what will happen first: CU actually releasing or the devs getting a clue.
    Make Rush of Agony "Monsters only." People should not be consecutively crowd controlled in a PvP setting. Period.
  • Minalan
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    Widowmaker_zpskk1baayf.gif

    5K DoT [!] from a Stamina set - does more damage than actual skills. Yep, it's ESO and @Wrobel is in charge of development.

    I dunno what will happen first: CU actually releasing or the devs getting a clue.

    Both of those are crits, the set should be doing closer to 3.5K under battle sprit.

    That's still bad, but not so much if they actually add an internal CD on the damage proc. I'm actually surprised that there isn't one already.

  • Manoekin
    Manoekin
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    DHale wrote: »
    This thread is proof the players are not any better at balance than the devs.

    Or that the Devs actually do listen.
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