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Mighty vs Thaumaturge (rending slashes, rapid strikes)

AAbrigo
AAbrigo
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Hi :smile:

Have anyone tried putting 100cp in mighty and 0 in thaumaturge and vice versa to see the dps difference for both rapid strikes and rending slashes?

Just want ti know how much impact thaumaturge has for those two abilities..
  • kessik221
    kessik221
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    mighty is better. Why? Because thaumaturge only affects damage over time meaning the initial damage for rending slashes is ignored. They are both 25% when maxed.
  • code65536
    code65536
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    Why not both?
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  • SirAndy
    SirAndy
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    code65536 wrote: »
    Why not both?
    Because that wouldn't tell you what the individual numbers are ...
    rolleyes.gif
  • AzuraKin
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    kessik221 wrote: »
    mighty is better. Why? Because thaumaturge only affects damage over time meaning the initial damage for rending slashes is ignored. They are both 25% when maxed.

    have you tested? many things you would think are not over time are considered overtime. such as crushing shock is considered over time.
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  • Lightspeedflashb14_ESO
    Lightspeedflashb14_ESO
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    AzuraKin wrote: »
    kessik221 wrote: »
    mighty is better. Why? Because thaumaturge only affects damage over time meaning the initial damage for rending slashes is ignored. They are both 25% when maxed.

    have you tested? many things you would think are not over time are considered overtime. such as crushing shock is considered over time.

    Crushing shock from the destro staff? I highly doubt that, will need to see the receipts for that.

    I personally put enough cp into both mighty and thaumaturge to get them to 20.4% and then the rest into precise strikes. Seems the best for flurry.
  • AAbrigo
    AAbrigo
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    Have testet it and it affects both equally, but mighty might be the best to upgrade first and after that thaumaturge.

    So basically you can get almost 50% in rapid strikes B);)

    100 Mighty and 87 in thaumaturge.

    Edited by AAbrigo on December 4, 2016 2:10PM
  • Reorx_Holybeard
    Reorx_Holybeard
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    AzuraKin wrote: »
    kessik221 wrote: »
    mighty is better. Why? Because thaumaturge only affects damage over time meaning the initial damage for rending slashes is ignored. They are both 25% when maxed.

    have you tested? many things you would think are not over time are considered overtime. such as crushing shock is considered over time.

    When did you test or confirm this last? I just tested Crushing Shock on PTS and it *does not* get affected by Thaumaturge. The only non-obvious ability I can think of that *is* affected by thaumaturge are Light/Medium Attacks with a Lightning staff (the first 3 hits are considered a DoT so are affected, the last hit is not).

    Other than that Thaumaturge should affect anything with a channel or cast time and any damage that includes a "X damage over Y seconds" or "every Y seconds" phrase.

    Edited by Reorx_Holybeard on December 4, 2016 6:52PM
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  • Strider_Roshin
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    AAbrigo wrote: »
    Have testet it and it affects both equally, but mighty might be the best to upgrade first and after that thaumaturge.

    So basically you can get almost 50% in rapid strikes B);)

    100 Mighty and 87 in thaumaturge.

    #Balanced
  • Tremors
    Tremors
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    Tested this with biting jabs and same numbers were achieved, so just split it.
    Passionfruit GM - PC NA
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  • Stannum
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    First max mighty as it boosts ALL physical/poison/desease dmg (DoTs too). Then Tau. If you don't have lots of CP and most of your dmg is DoTs then spread CP for Mighty and Tau until 0,2% for CP inc rate then else CP to Mighty.
  • AAbrigo
    AAbrigo
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    First max mighty as it boosts ALL physical/poison/desease dmg (DoTs too). Then Tau. If you don't have lots of CP and most of your dmg is DoTs then spread CP for Mighty and Tau until 0,2% for CP inc rate then else CP to Mighty.

    Do you know, when mighty goes down to 0.2%?

    Only got 90cp points for might/thaumaturge now.
  • Lightspeedflashb14_ESO
    Lightspeedflashb14_ESO
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    AAbrigo wrote: »
    First max mighty as it boosts ALL physical/poison/desease dmg (DoTs too). Then Tau. If you don't have lots of CP and most of your dmg is DoTs then spread CP for Mighty and Tau until 0,2% for CP inc rate then else CP to Mighty.

    Do you know, when mighty goes down to 0.2%?

    Only got 90cp points for might/thaumaturge now.

    http://www.uesp.net/wiki/Special:EsoBuildEditor
  • AAbrigo
    AAbrigo
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    AAbrigo wrote: »
    First max mighty as it boosts ALL physical/poison/desease dmg (DoTs too). Then Tau. If you don't have lots of CP and most of your dmg is DoTs then spread CP for Mighty and Tau until 0,2% for CP inc rate then else CP to Mighty.

    Do you know, when mighty goes down to 0.2%?

    Only got 90cp points for might/thaumaturge now.

    http://www.uesp.net/wiki/Special:EsoBuildEditor

    Thanks. :smile:
  • Stannum
    Stannum
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    AAbrigo wrote: »
    First max mighty as it boosts ALL physical/poison/desease dmg (DoTs too). Then Tau. If you don't have lots of CP and most of your dmg is DoTs then spread CP for Mighty and Tau until 0,2% for CP inc rate then else CP to Mighty.

    Do you know, when mighty goes down to 0.2%?

    Only got 90cp points for might/thaumaturge now.

    As for calculator - 3 to Precise Strikes, 26 to Tau, 61 to Mighty (and all next CP to Mighty until 100, then to Tau)
  • Autolycus
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    Last I checked, Mighty goes down to a 0.2 marginal increase at 55 points. The first 0.2 increase is from 55 to 56.

    A good rule of thumb is to start by overweighting Mighty, because it increases all sources of damage, rather than just DoTs. Most stam builds are very DoT-heavy right now, though some classes have higher DoT ratios than others. The higher the DoT ratio, the stronger the case for Thauma. Technically, and very strictly-speaking, if everything you do is a DoT, you can split evenly between Mighty/Thauma.

    However, this will reduce any direct-damage components of DoT skills like Twin Slashes, Trap Beast, and Poison Injection. In this case, Mighty will buff both the initial direct-damage component and the DoT component. For this reason, Mighty is almost always weighted more heavily than Thauma, because virtually every build has direct-damage components. One of (if not the) biggest factors here is light and heavy attacks, which are always direct damage.

    To further complicate matters, we have to take into consideration Precise Strikes. We must also account for step-up points (post #69), so as not to waste points on increases that are so small that they have no impact on our total damage output (due to rounding). In essence, the number of points you put into Precise Strikes should be one of those numbers via the link, and you can pick any one of them, but anything in between is wasting at least one point that has no positive impact on damage. Higher crit chance makes a stronger case for more points into Precise Strikes.

    There are a variety of ways to optimize your CP, and it will vary from trial to trial and dungeon to dungeon, at least to some extent (however small that might be). I just reallocated my CP on my Stam Sorc a couple of days ago, and I went with 85 pts. in Mighty, 56 pts. in Precise Strikes, and 46 pts. into Thauma. Despite being almost entirely DoT-based, I still have direct-damage factors to consider, such as light/heavy attacks, and the initial impact of Poison Injection, Twin Slashes, and Trap Beast. Your choice of ultimate may also have a direct-damage component too, like Dawnbreaker. Lacerate (DW ultimate) does not have a direct-damage component and is entirely DoT.
  • nordsavage
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    This is said with max cp in mind. You want 100 points in mighty because not all of your attacks and damage are dots. Then you want to respec a few times to with varying amounts of thaumaturge and precise strikes to see what the optimal balance between base and critical damage is for your build.
    Edited by nordsavage on December 7, 2016 5:23PM
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