caeliusstarbreaker wrote: »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.
I see a nerf STAM post here
What if ZOS added a decent sized flat heal component that scales with magicka to dragonblood?
Amdar_Godkiller 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.
Amdar_Godkiller 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.
Amdar_Godkiller 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.
Sounds like you should just play stam DK. No reason to homogenize the classes anymore than they already are...
Amdar_Godkiller wrote: »Amdar_Godkiller 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.
Amdar_Godkiller 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.
Amdar_Godkiller wrote: »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.
Gilliamtherogue wrote: »Amdar_Godkiller wrote: »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.
caeliusstarbreaker wrote: »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.
caeliusstarbreaker wrote: »Reduce cost of javelin.
Gilliamtherogue wrote: »Amdar_Godkiller wrote: »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.
Amdar_Godkiller wrote: »
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.
Amdar_Godkiller 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.
caeliusstarbreaker wrote: »Ara_Valleria wrote: »caeliusstarbreaker wrote: »Burning_Talons wrote: »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.

caeliusstarbreaker wrote: »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.

Joy_Division wrote: »
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.