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PTS Feedback Thread for Dragonknight Balance Improvements

  • Stalwart385
    Stalwart385
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    KaiDynasty wrote: »
    ZOS said the heal must be used when it was needed. When the flat value is 8k (buffed by major mending), in cyro is 4k, at full health, when you are at 50% of health (and you have 27k of health) this means you can 33% of 13500 = 4450 health (not buffed by major mending, 5700 buffed).
    5700 + 4000 = 9k health at 50% of life, so 13 500 + 9 = 22500 health, this is a good buff IMO, considering you are at 50% of life, out of execute range and without major vitality active and the 12% healing received extra from draconic power passives, so.. using the math it doesn't seem bad, a crit can go for 13500 at 50% of life (27k max health), i don't understand the complains, it is a reliable heal right now, and to say the true i prefer this then a heal that could troll me if i got ganked..

    Even if we find it to be too weak, it can just be balanced now. The skill at least fits what we want to do.
  • Teridaxus
    Teridaxus
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    Patch notes mentioned minor endurance for green dragon blood.
    Is that a typo since its major on live and i logged into pts which is also major.
    Would have been nice since it would finally stack with potion buffs then.
  • NBrookus
    NBrookus
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    ✭✭✭✭
    KaiDynasty wrote: »
    ZOS said the heal must be used when it was needed. When the flat value is 8k (buffed by major mending), in cyro is 4k, at full health, when you are at 50% of health (and you have 27k of health) this means you can 33% of 13500 = 4450 health (not buffed by major mending, 5700 buffed).
    5700 + 4000 = 9k health at 50% of life, so 13 500 + 9 = 22500 health, this is a good buff IMO, considering you are at 50% of life, out of execute range and without major vitality active and the 12% healing received extra from draconic power passives, so.. using the math it doesn't seem bad, a crit can go for 13500 at 50% of life (27k max health), i don't understand the complains, it is a reliable heal right now, and to say the true i prefer this then a heal that could troll me if i got ganked..

    Even if we find it to be too weak, it can just be balanced now. The skill at least fits what we want to do.

    Exactly. They can tweak the base heal to adjust.

    None of our other heals have been nerfed; we are still going to have to juggle healing sources a bit but I think this will be quite manageable.
  • Veg
    Veg
    ✭✭✭✭✭
    KaiDynasty wrote: »
    ZOS said the heal must be used when it was needed. When the flat value is 8k (buffed by major mending), in cyro is 4k, at full health, when you are at 50% of health (and you have 27k of health) this means you can 33% of 13500 = 4450 health (not buffed by major mending, 5700 buffed).
    5700 + 4000 = 9k health at 50% of life, so 13 500 + 9 = 22500 health, this is a good buff IMO, considering you are at 50% of life, out of execute range and without major vitality active and the 12% healing received extra from draconic power passives, so.. using the math it doesn't seem bad, a crit can go for 13500 at 50% of life (27k max health), i don't understand the complains, it is a reliable heal right now, and to say the true i prefer this then a heal that could troll me if i got ganked..

    Even if we find it to be too weak, it can just be balanced now. The skill at least fits what we want to do.

    It heals for up to 33% of the base value not your missing health.
    ᕙ༼ຈل͜ຈ༽ᕗ
  • Stalwart385
    Stalwart385
    ✭✭✭✭
    Veg wrote: »
    KaiDynasty wrote: »
    ZOS said the heal must be used when it was needed. When the flat value is 8k (buffed by major mending), in cyro is 4k, at full health, when you are at 50% of health (and you have 27k of health) this means you can 33% of 13500 = 4450 health (not buffed by major mending, 5700 buffed).
    5700 + 4000 = 9k health at 50% of life, so 13 500 + 9 = 22500 health, this is a good buff IMO, considering you are at 50% of life, out of execute range and without major vitality active and the 12% healing received extra from draconic power passives, so.. using the math it doesn't seem bad, a crit can go for 13500 at 50% of life (27k max health), i don't understand the complains, it is a reliable heal right now, and to say the true i prefer this then a heal that could troll me if i got ganked..

    Even if we find it to be too weak, it can just be balanced now. The skill at least fits what we want to do.

    It heals for up to 33% of the base value not your missing health.

    Yeap I got that.
  • Stalwart385
    Stalwart385
    ✭✭✭✭
    I managed to get two similar setups in Cyrodil between live and PTS.

    Health: 26.4k Live - 26.4k PTS
    Magicka: 35.8k - 36.5k
    Spell Damage: 1998 - 1921
    Both have 30 in healing done, 20 in healing received and 5-1-1 heavy.
    No buffs, same skills on bar and all passives.

    On live, at 30% health I healed for 4.6k. On PTS, my base heal was 4.8k. That should hit around 6k at 30% health.
  • Veg
    Veg
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    I managed to get two similar setups in Cyrodil between live and PTS.

    Health: 26.4k Live - 26.4k PTS
    Magicka: 35.8k - 36.5k
    Spell Damage: 1998 - 1921
    Both have 30 in healing done, 20 in healing received and 5-1-1 heavy.
    No buffs, same skills on bar and all passives.

    On live, at 30% health I healed for 4.6k. On PTS, my base heal was 4.8k. That should hit around 6k at 30% health.

    those stats are really low. what sets?

    i use 5 trainee 5 kag 2 valk on live

    Health: 31k
    Magic: 39k
    Stamina: 18k

    Spell damage: 3.2k buffed
    Magic regen: 1100

    My dragon blood heals for around 8k when used properly. I got pretty much the same results on the pts. Just less health.
    ᕙ༼ຈل͜ຈ༽ᕗ
  • Stalwart385
    Stalwart385
    ✭✭✭✭
    Veg wrote: »
    I managed to get two similar setups in Cyrodil between live and PTS.

    Health: 26.4k Live - 26.4k PTS
    Magicka: 35.8k - 36.5k
    Spell Damage: 1998 - 1921
    Both have 30 in healing done, 20 in healing received and 5-1-1 heavy.
    No buffs, same skills on bar and all passives.

    On live, at 30% health I healed for 4.6k. On PTS, my base heal was 4.8k. That should hit around 6k at 30% health.

    those stats are really low. what sets?

    i use 5 trainee 5 kag 2 valk on live

    Health: 31k
    Magic: 39k
    Stamina: 18k

    Spell damage: 3.2k buffed
    Magic regen: 1100

    My dragon blood heals for around 8k when used properly. I got pretty much the same results on the pts. Just less health.

    Grothdar, Bloodthorn and Rattlecage on Live. Grothdar, Spinners and Rattlecage on PTS. Had to tweak stuff to make it match up. I wasn't trying to see how big it gets but how they compare with similar stats.
  • Adenoma
    Adenoma
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    I really hope this cDB works out to be a strong heal. Personally, I'm 100% okay with not having an execute. But if we don't have an execute, I'd like us to be the class that has an anti-execute. Hopefully, cDB can be that.
    Adenoma-Badenoma-Sadenoma
  • MaxwellC
    MaxwellC
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    @ZOS_RichLambert @Wrobel Please just tell us would you ever make Flames of Oblivion go back to an AoE. Many players including myself have requested it and we couldn't even get a test for it. Stamina DK lacks AoE that's reliable and Mag DK lacks pressure that is consistent while DK in general (excluding the many things like an updated Battle roar or passives) lacks a 'stand your ground' ability that isn't an ultimate.
    不動の Steadfast - Unwavering
    XBL Gamer Tag - Maxwell
    XB1 Maxwell Crystal - NA DC CP 800+ Redguard Stamina DK
    XB1 Max Crystal - NA DC CP 800+ Brenton Magicka DK
    PC Maxwell-Crystal - NA DC - CP 200+ Brenton Magicka DK 「Retired」
    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 Maxwel
    l
  • KaiDynasty
    KaiDynasty
    ✭✭✭
    Veg wrote: »
    KaiDynasty wrote: »
    ZOS said the heal must be used when it was needed. When the flat value is 8k (buffed by major mending), in cyro is 4k, at full health, when you are at 50% of health (and you have 27k of health) this means you can 33% of 13500 = 4450 health (not buffed by major mending, 5700 buffed).
    5700 + 4000 = 9k health at 50% of life, so 13 500 + 9 = 22500 health, this is a good buff IMO, considering you are at 50% of life, out of execute range and without major vitality active and the 12% healing received extra from draconic power passives, so.. using the math it doesn't seem bad, a crit can go for 13500 at 50% of life (27k max health), i don't understand the complains, it is a reliable heal right now, and to say the true i prefer this then a heal that could troll me if i got ganked..

    Even if we find it to be too weak, it can just be balanced now. The skill at least fits what we want to do.

    It heals for up to 33% of the base value not your missing health.

    Coagulating Blood (Dragon Blood morph):
    This morph now heals for a flat value (scaling with Spell Damage and Max Magicka), with that heal being increased by up to 33% based on your missing health.

    It should heal for the base value + 33% of the missing health, so or it is bugged, of youo didn't read the correct effect of the skill..
  • ZoM_Head
    ZoM_Head
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    Even in its current buggy state its very nice in PvE and in PvP so far.

    Can not wait to see the bug fixed and see the missing health as well, just hope the 33% is not halfed to 16% in Cyrodiil -.-
    mDKs still need a lot of love!
  • Stalwart385
    Stalwart385
    ✭✭✭✭
    KaiDynasty wrote: »
    Veg wrote: »
    KaiDynasty wrote: »
    ZOS said the heal must be used when it was needed. When the flat value is 8k (buffed by major mending), in cyro is 4k, at full health, when you are at 50% of health (and you have 27k of health) this means you can 33% of 13500 = 4450 health (not buffed by major mending, 5700 buffed).
    5700 + 4000 = 9k health at 50% of life, so 13 500 + 9 = 22500 health, this is a good buff IMO, considering you are at 50% of life, out of execute range and without major vitality active and the 12% healing received extra from draconic power passives, so.. using the math it doesn't seem bad, a crit can go for 13500 at 50% of life (27k max health), i don't understand the complains, it is a reliable heal right now, and to say the true i prefer this then a heal that could troll me if i got ganked..

    Even if we find it to be too weak, it can just be balanced now. The skill at least fits what we want to do.

    It heals for up to 33% of the base value not your missing health.

    Coagulating Blood (Dragon Blood morph):
    This morph now heals for a flat value (scaling with Spell Damage and Max Magicka), with that heal being increased by up to 33% based on your missing health.

    It should heal for the base value + 33% of the missing health, so or it is bugged, of youo didn't read the correct effect of the skill..

    It heals from base value to base value times 1.33. Your missing health % determines how much. So at 50% health you get the base value times 1.165 (if it's linear). At 0% health you would get base value times 1.33. At 100% health you just get base value.
    Edited by Stalwart385 on January 24, 2017 6:27AM
  • Lord_Hev
    Lord_Hev
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    ✭✭
    Veg wrote: »
    Dragon blood change isnt crazy. Im getting the same healing from it as i do on live. Only difference is now im not missing 38k health to get my 8-9k heal. Now im only missing 15k health.


    "Known Issue: Ranks II and IV are not currently gaining a bonus to healing based on your missing health"
    Qaevir/Qaevira Av Morilye/Molag
    Tri-Faction @Lord_Hevnoraak ingame
    PC NA
  • Veg
    Veg
    ✭✭✭✭✭
    Adenoma wrote: »
    I really hope this cDB works out to be a strong heal. Personally, I'm 100% okay with not having an execute. But if we don't have an execute, I'd like us to be the class that has an anti-execute. Hopefully, cDB can be that.

    I can understand why people dont feel the need for an execute. I've been playing mDK strictly for pvp since the beta and i REALLY want an execute. And by execute I mean burst damage.

    I'm familiar with all the current viable kill mechanics and mDK's dont have one. Meteor to fossilize doesn't cut it anymore. its not reliable. Any viable kill mechanic can be attempted 3+ times per minute or is a guaranteed kill no matter the situation ( i only know of 1 of theses).

    With F-leap doing fire damage we are VERY close to having a viable kill mechanic. The only problem is that we have nothing to use with F-leap.

    Kill mechanics are combinations of multiple burst damaging abilities. Not just one burst damage ultimate and then back to normal damage. The goal is to get enough damage in a small enough time frame to stop your opponent from healing through it. Of course this doesn't mean we should be able to drop their health from max to zero at any given time.

    All we need at this point is very minor offensive buffs. Like I and others suggested before; Replace the shield from F-leap with an offensive buff. Could be a DoT or even increase the damage of your next attack. But give it something. That or make power lash to more damage and heal for less. Example: power lash deals 100% more damage but doesn't heal you.
    ᕙ༼ຈل͜ຈ༽ᕗ
  • Veg
    Veg
    ✭✭✭✭✭
    Lord_Hev wrote: »
    Veg wrote: »
    Dragon blood change isnt crazy. Im getting the same healing from it as i do on live. Only difference is now im not missing 38k health to get my 8-9k heal. Now im only missing 15k health.


    "Known Issue: Ranks II and IV are not currently gaining a bonus to healing based on your missing health"

    Well i guess its actually pretty good. I should get another 2-4k when its working.
    ᕙ༼ຈل͜ຈ༽ᕗ
  • Stalwart385
    Stalwart385
    ✭✭✭✭
    Veg wrote: »
    Adenoma wrote: »
    I really hope this cDB works out to be a strong heal. Personally, I'm 100% okay with not having an execute. But if we don't have an execute, I'd like us to be the class that has an anti-execute. Hopefully, cDB can be that.

    I can understand why people dont feel the need for an execute. I've been playing mDK strictly for pvp since the beta and i REALLY want an execute. And by execute I mean burst damage.

    I'm familiar with all the current viable kill mechanics and mDK's dont have one. Meteor to fossilize doesn't cut it anymore. its not reliable. Any viable kill mechanic can be attempted 3+ times per minute or is a guaranteed kill no matter the situation ( i only know of 1 of theses).

    With F-leap doing fire damage we are VERY close to having a viable kill mechanic. The only problem is that we have nothing to use with F-leap.

    Kill mechanics are combinations of multiple burst damaging abilities. Not just one burst damage ultimate and then back to normal damage. The goal is to get enough damage in a small enough time frame to stop your opponent from healing through it. Of course this doesn't mean we should be able to drop their health from max to zero at any given time.

    All we need at this point is very minor offensive buffs. Like I and others suggested before; Replace the shield from F-leap with an offensive buff. Could be a DoT or even increase the damage of your next attack. But give it something. That or make power lash to more damage and heal for less. Example: power lash deals 100% more damage but doesn't heal you.

    Embers tick + Breath tick + Inhale delay + Talons + Lash + Meteor is good damage combo in a short time frame. Just takes an entire bar to do. You really want a cc in there also.
    Edited by Stalwart385 on January 24, 2017 6:53AM
  • IxSTALKERxI
    IxSTALKERxI
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    ✭✭
    Here is a rough tooltip comparison to help put things in perspective.

    3794 Breath of Life Small heal
    4908 dragon blood (without 33% buff)
    5314 Blessing of restoration
    6527 dragon blood (with 33% buff)
    7587 Breath of Life Big heal

    Dragon blood is around 6% cheaper than BOL to put that in perspective also.

    Hopefully my math is correct haha.


    #Magicka DK is back!
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  • Veg
    Veg
    ✭✭✭✭✭
    Veg wrote: »
    Adenoma wrote: »
    I really hope this cDB works out to be a strong heal. Personally, I'm 100% okay with not having an execute. But if we don't have an execute, I'd like us to be the class that has an anti-execute. Hopefully, cDB can be that.

    I can understand why people dont feel the need for an execute. I've been playing mDK strictly for pvp since the beta and i REALLY want an execute. And by execute I mean burst damage.

    I'm familiar with all the current viable kill mechanics and mDK's dont have one. Meteor to fossilize doesn't cut it anymore. its not reliable. Any viable kill mechanic can be attempted 3+ times per minute or is a guaranteed kill no matter the situation ( i only know of 1 of theses).

    With F-leap doing fire damage we are VERY close to having a viable kill mechanic. The only problem is that we have nothing to use with F-leap.

    Kill mechanics are combinations of multiple burst damaging abilities. Not just one burst damage ultimate and then back to normal damage. The goal is to get enough damage in a small enough time frame to stop your opponent from healing through it. Of course this doesn't mean we should be able to drop their health from max to zero at any given time.

    All we need at this point is very minor offensive buffs. Like I and others suggested before; Replace the shield from F-leap with an offensive buff. Could be a DoT or even increase the damage of your next attack. But give it something. That or make power lash to more damage and heal for less. Example: power lash deals 100% more damage but doesn't heal you.

    Embers tick + Breath tick + Inhale delay + Talons + Lash + Meteor is good damage combo in a short time frame. Just takes an entire bar to do. You really want a cc in there also.

    there are a few good combos in theory. In actuality none of them work. I've tried everything. try it yourself if you think it works. In any fight against other skilled players there is nothing i can do to kill them. I can damage them. i can get them to 10% health. But i cannot finish them off.

    Also, timing all those dots and hitting meteor is really impossible. Thats a complete theory kill mechanic. It sounds about as good as Valkin Skoria + Flames of oblivion + burning embers + engulfing flames + burning talons + meteor + powerlash in 1 second when reality it is Meteor + powerlash and everything else ticking 1-5 seconds later and your target healing through it.

    Like i said, minor offensive buff and were good to go.

    Proof: https://youtu.be/fesoLusrnBU?t=8m18s
    Edited by Veg on January 24, 2017 7:24AM
    ᕙ༼ຈل͜ຈ༽ᕗ
  • Stalwart385
    Stalwart385
    ✭✭✭✭
    Veg wrote: »
    Veg wrote: »
    Adenoma wrote: »
    I really hope this cDB works out to be a strong heal. Personally, I'm 100% okay with not having an execute. But if we don't have an execute, I'd like us to be the class that has an anti-execute. Hopefully, cDB can be that.

    I can understand why people dont feel the need for an execute. I've been playing mDK strictly for pvp since the beta and i REALLY want an execute. And by execute I mean burst damage.

    I'm familiar with all the current viable kill mechanics and mDK's dont have one. Meteor to fossilize doesn't cut it anymore. its not reliable. Any viable kill mechanic can be attempted 3+ times per minute or is a guaranteed kill no matter the situation ( i only know of 1 of theses).

    With F-leap doing fire damage we are VERY close to having a viable kill mechanic. The only problem is that we have nothing to use with F-leap.

    Kill mechanics are combinations of multiple burst damaging abilities. Not just one burst damage ultimate and then back to normal damage. The goal is to get enough damage in a small enough time frame to stop your opponent from healing through it. Of course this doesn't mean we should be able to drop their health from max to zero at any given time.

    All we need at this point is very minor offensive buffs. Like I and others suggested before; Replace the shield from F-leap with an offensive buff. Could be a DoT or even increase the damage of your next attack. But give it something. That or make power lash to more damage and heal for less. Example: power lash deals 100% more damage but doesn't heal you.

    Embers tick + Breath tick + Inhale delay + Talons + Lash + Meteor is good damage combo in a short time frame. Just takes an entire bar to do. You really want a cc in there also.

    there are a few good combos in theory. In actuality none of them work. I've tried everything. try it yourself if you think it works. In any fight against other skilled players there is nothing i can do to kill them. I can damage them. i can get them to 10% health. But i cannot finish them off.

    Also, timing all those dots and hitting meteor is really impossible. Thats a complete theory kill mechanic. It sounds about as good as Valkin Skoria + Flames of oblivion + burning embers + engulfing flames + burning talons + meteor + powerlash in 1 second when reality it is Meteor + powerlash and everything else ticking 1-5 seconds later and your target healing through it.

    Like i said, minor offensive buff and were good to go.

    Proof: https://youtu.be/fesoLusrnBU?t=8m18s

    It takes 2 gcd for the majority of the damage plus meteor being slow. They get two or three chances to heal. Which is why I said a cc somewhere would be nice. Never said it was perfect. Haven't pvp'ed on mDK in a while but that's how I used to get burst out of it. I've seen others use similar setup on DK more recently.
    Edited by Stalwart385 on January 24, 2017 7:53AM
  • Veg
    Veg
    ✭✭✭✭✭
    Veg wrote: »
    Veg wrote: »
    Adenoma wrote: »
    I really hope this cDB works out to be a strong heal. Personally, I'm 100% okay with not having an execute. But if we don't have an execute, I'd like us to be the class that has an anti-execute. Hopefully, cDB can be that.

    I can understand why people dont feel the need for an execute. I've been playing mDK strictly for pvp since the beta and i REALLY want an execute. And by execute I mean burst damage.

    I'm familiar with all the current viable kill mechanics and mDK's dont have one. Meteor to fossilize doesn't cut it anymore. its not reliable. Any viable kill mechanic can be attempted 3+ times per minute or is a guaranteed kill no matter the situation ( i only know of 1 of theses).

    With F-leap doing fire damage we are VERY close to having a viable kill mechanic. The only problem is that we have nothing to use with F-leap.

    Kill mechanics are combinations of multiple burst damaging abilities. Not just one burst damage ultimate and then back to normal damage. The goal is to get enough damage in a small enough time frame to stop your opponent from healing through it. Of course this doesn't mean we should be able to drop their health from max to zero at any given time.

    All we need at this point is very minor offensive buffs. Like I and others suggested before; Replace the shield from F-leap with an offensive buff. Could be a DoT or even increase the damage of your next attack. But give it something. That or make power lash to more damage and heal for less. Example: power lash deals 100% more damage but doesn't heal you.

    Embers tick + Breath tick + Inhale delay + Talons + Lash + Meteor is good damage combo in a short time frame. Just takes an entire bar to do. You really want a cc in there also.

    there are a few good combos in theory. In actuality none of them work. I've tried everything. try it yourself if you think it works. In any fight against other skilled players there is nothing i can do to kill them. I can damage them. i can get them to 10% health. But i cannot finish them off.

    Also, timing all those dots and hitting meteor is really impossible. Thats a complete theory kill mechanic. It sounds about as good as Valkin Skoria + Flames of oblivion + burning embers + engulfing flames + burning talons + meteor + powerlash in 1 second when reality it is Meteor + powerlash and everything else ticking 1-5 seconds later and your target healing through it.

    Like i said, minor offensive buff and were good to go.

    Proof: https://youtu.be/fesoLusrnBU?t=8m18s

    It takes 2 gcd for the majority of the damage plus meteor being slow. They get two or three chances to heal. Which is why I said a cc somewhere would be nice. Never said it was perfect. Haven't pvp'ed on mDK in a while but that's how I used to get burst out of it. I've seen others use similar setup on DK more recently.

    well, typically is meteor to fossilize. thats the only guaranteed ultimate hit. Its just not viable because of meteor costing 200 ult and mDKs not having some other form of burst damage. It works on the 99% that dont know how to break free so it makes for nice videos but in actual fights its useless.
    ᕙ༼ຈل͜ຈ༽ᕗ
  • Armitas
    Armitas
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    ✭✭✭✭
    Veg wrote: »

    ZOS. Look at the stam sorc fight at 7:48. Look at how many times Veg had to resto channel for magicka because he has to run so many combos. Now imagine if he had a resource poison on him. Don't nerf HA just because stamina overperforms with it. We have some serious sustain concerns.

    Also with so many of us being vampires almost from necessity the shield from ferocious leap will be annihilated by fire damage. LA with shields just isn't going to work well for us because of that, that is why almost all of us are in HA solo. The shield is not a strong defense with so many of us being vamps.
    Edited by Armitas on January 24, 2017 12:53PM
    Retired.
    Nord mDK
  • Vynn
    Vynn
    ✭✭✭
    For the new CDB, I feel like the base heal needs to be increased, as with battle spirit the heal is practically like live with crit capability. While better, is not quite enough. If the 33% increase is effected by battle spirit (which would appear likely), it will feel like a tiny heal even at low health. Or if you changed the heal increase based to 100% increase based on missing health. 50% increase in pvp on a 4-5k non crit heal (reduced by battle spirit) is not OP.
    Edited by Vynn on January 24, 2017 12:33PM
  • Adenoma
    Adenoma
    ✭✭✭✭✭
    Again, the additional healing for cDB is not scaling if you are using rank II or IV on the pts.
    Adenoma-Badenoma-Sadenoma
  • NBrookus
    NBrookus
    ✭✭✭✭✭
    ✭✭✭✭
    Here is a rough tooltip comparison to help put things in perspective.

    3794 Breath of Life Small heal
    4908 dragon blood (without 33% buff)
    5314 Blessing of restoration
    6527 dragon blood (with 33% buff)
    7587 Breath of Life Big heal

    Dragon blood is around 6% cheaper than BOL to put that in perspective also.

    Hopefully my math is correct haha.


    #Magicka DK is back!

    On my non-heal spec'd templars, I can non-crit BoLs for 15k in Cyro and been on the receiving end of some 17k+ ones. Napkin math suggests dragon blood will top out in the 10k range. I don't think templars are on the verge of being obsolete (altho that shards nerf... smh).
  • KaiDynasty
    KaiDynasty
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    KaiDynasty wrote: »
    ZOS said the heal must be used when it was needed. When the flat value is 8k (buffed by major mending), in cyro is 4k, at full health, when you are at 50% of health (and you have 27k of health) this means you can 33% of 13500 = 4450 health (not buffed by major mending, 5700 buffed).
    5700 + 4000 = 9k health at 50% of life, so 13 500 + 9 = 22500 health, this is a good buff IMO, considering you are at 50% of life, out of execute range and without major vitality active and the 12% healing received extra from draconic power passives, so.. using the math it doesn't seem bad, a crit can go for 13500 at 50% of life (27k max health), i don't understand the complains, it is a reliable heal right now, and to say the true i prefer this then a heal that could troll me if i got ganked..
    I forgot to apply battle spirit on the 33% missing health, this mean that the real value is 4000 (flat value) + 2900 (33% of 13500, assuming you have 27k of health and you are at 50% at the moment when you use cgd). Total = 7k of heal at 50% of life, having a 27k of max health, from 13,500/27000 you will be able to heal to 20,500/27000.
    Theorically you can reach this value without:
    - crit
    - buff of 12% of dk passive
    - buff by major vitality
    It need some tests on pts, but it seem to be reliable now, not broken, not underground. Sorry for the re-repost
  • Kilandros
    Kilandros
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    KaiDynasty wrote: »
    KaiDynasty wrote: »
    ZOS said the heal must be used when it was needed. When the flat value is 8k (buffed by major mending), in cyro is 4k, at full health, when you are at 50% of health (and you have 27k of health) this means you can 33% of 13500 = 4450 health (not buffed by major mending, 5700 buffed).
    5700 + 4000 = 9k health at 50% of life, so 13 500 + 9 = 22500 health, this is a good buff IMO, considering you are at 50% of life, out of execute range and without major vitality active and the 12% healing received extra from draconic power passives, so.. using the math it doesn't seem bad, a crit can go for 13500 at 50% of life (27k max health), i don't understand the complains, it is a reliable heal right now, and to say the true i prefer this then a heal that could troll me if i got ganked..
    I forgot to apply battle spirit on the 33% missing health, this mean that the real value is 4000 (flat value) + 2900 (33% of 13500, assuming you have 27k of health and you are at 50% at the moment when you use cgd). Total = 7k of heal at 50% of life, having a 27k of max health, from 13,500/27000 you will be able to heal to 20,500/27000.
    Theorically you can reach this value without:
    - crit
    - buff of 12% of dk passive
    - buff by major vitality
    It need some tests on pts, but it seem to be reliable now, not broken, not underground. Sorry for the re-repost

    You keep doing all of these calculations but they are irrelevant because you've misread the tooltip for the skill:

    This morph now heals for a flat value (scaling with Spell Damage and Max Magicka), with that heal being increased by up to 33% based on your missing health.

    I've bolded the important part.

    This means that the calculation will be base heal multiplied by up to 1.33. So, for example, if the tooltip reads 10k, you should be looking at around 13,333k heal when coag is at it's max scaling. (I'm not factoring battlespirit).

    In other words, the amount of max health you have is totally and completely irrelevant to the healing values.
    Edited by Kilandros on January 24, 2017 1:51PM
    Invictus
    Kilandros - Dragonknight / Grand Overlord
    Deimos - Templar / Grand Warlord
    Sias - Sorcerer / Prefect
    Short answer is DKs likely won't be seeing a ton of changes before we go live; this class is still quite powerful (as it should be being a tank), even after some of the adjustments we've made to other classes and abilities.

    DK IS NOT JUST A TANK CLASS. #PLAYTHEWAYYOUWANT
  • KaiDynasty
    KaiDynasty
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    Kilandros wrote: »
    KaiDynasty wrote: »
    KaiDynasty wrote: »
    ZOS said the heal must be used when it was needed. When the flat value is 8k (buffed by major mending), in cyro is 4k, at full health, when you are at 50% of health (and you have 27k of health) this means you can 33% of 13500 = 4450 health (not buffed by major mending, 5700 buffed).
    5700 + 4000 = 9k health at 50% of life, so 13 500 + 9 = 22500 health, this is a good buff IMO, considering you are at 50% of life, out of execute range and without major vitality active and the 12% healing received extra from draconic power passives, so.. using the math it doesn't seem bad, a crit can go for 13500 at 50% of life (27k max health), i don't understand the complains, it is a reliable heal right now, and to say the true i prefer this then a heal that could troll me if i got ganked..
    I forgot to apply battle spirit on the 33% missing health, this mean that the real value is 4000 (flat value) + 2900 (33% of 13500, assuming you have 27k of health and you are at 50% at the moment when you use cgd). Total = 7k of heal at 50% of life, having a 27k of max health, from 13,500/27000 you will be able to heal to 20,500/27000.
    Theorically you can reach this value without:
    - crit
    - buff of 12% of dk passive
    - buff by major vitality
    It need some tests on pts, but it seem to be reliable now, not broken, not underground. Sorry for the re-repost

    You keep doing all of these calculations but they are irrelevant because you've misread the tooltip for the skill:

    This morph now heals for a flat value (scaling with Spell Damage and Max Magicka), with that heal being increased by up to 33% based on your missing health.

    I've bolded the important part.

    This means that the calculation will be base heal multiplied by up to 1.33. So, for example, if the tooltip reads 10k, you should be looking at around 13,333k heal when coag is at it's max scaling. (I'm not factoring battlespirit).

    In other words, the amount of max health you have is totally and completely irrelevant to the healing values.
    So following this logic, it's better stack max magicka and spell damage since it is the only thing that directly affect the healing value.
    The "constant" affects this flat value as a multilier that can go from 1 to 1.33.
    How is the math then?:
    flat value = 10000
    current health = 50%
    how the constant is calculated?
    - will it be 1.33 at 50% of health because i already miss 33% of my health? (i need to be under 67% of my health to obtain the maximum value of healing possible?)
    - will it be 1 (constant base value) + 33% of 50% = 1.165 (the 33% is calculated on your current missing health percentage?)
    I hope you understood what i mean, I would just know how this "multiplier" is calculated. Since i am not english mabye I misunderstand the explanation of this skill
    Edited by KaiDynasty on January 24, 2017 2:28PM
  • Sharee
    Sharee
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    [nvm]
    Edited by Sharee on January 24, 2017 2:08PM
  • Xvorg
    Xvorg
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    Veg wrote: »
    Veg wrote: »
    Adenoma wrote: »
    I really hope this cDB works out to be a strong heal. Personally, I'm 100% okay with not having an execute. But if we don't have an execute, I'd like us to be the class that has an anti-execute. Hopefully, cDB can be that.

    I can understand why people dont feel the need for an execute. I've been playing mDK strictly for pvp since the beta and i REALLY want an execute. And by execute I mean burst damage.

    I'm familiar with all the current viable kill mechanics and mDK's dont have one. Meteor to fossilize doesn't cut it anymore. its not reliable. Any viable kill mechanic can be attempted 3+ times per minute or is a guaranteed kill no matter the situation ( i only know of 1 of theses).

    With F-leap doing fire damage we are VERY close to having a viable kill mechanic. The only problem is that we have nothing to use with F-leap.

    Kill mechanics are combinations of multiple burst damaging abilities. Not just one burst damage ultimate and then back to normal damage. The goal is to get enough damage in a small enough time frame to stop your opponent from healing through it. Of course this doesn't mean we should be able to drop their health from max to zero at any given time.

    All we need at this point is very minor offensive buffs. Like I and others suggested before; Replace the shield from F-leap with an offensive buff. Could be a DoT or even increase the damage of your next attack. But give it something. That or make power lash to more damage and heal for less. Example: power lash deals 100% more damage but doesn't heal you.

    Embers tick + Breath tick + Inhale delay + Talons + Lash + Meteor is good damage combo in a short time frame. Just takes an entire bar to do. You really want a cc in there also.

    there are a few good combos in theory. In actuality none of them work. I've tried everything. try it yourself if you think it works. In any fight against other skilled players there is nothing i can do to kill them. I can damage them. i can get them to 10% health. But i cannot finish them off.

    Also, timing all those dots and hitting meteor is really impossible. Thats a complete theory kill mechanic. It sounds about as good as Valkin Skoria + Flames of oblivion + burning embers + engulfing flames + burning talons + meteor + powerlash in 1 second when reality it is Meteor + powerlash and everything else ticking 1-5 seconds later and your target healing through it.

    Like i said, minor offensive buff and were good to go.

    Proof: https://youtu.be/fesoLusrnBU?t=8m18s

    Let put things clear. You don't want an execute. I tell, you, executes are just a waste of slots. A skill that needs to meet certain conditions to work, which is crap 90% of the times...

    What you want is JB, that's a strong skill with an execute. Just look at templars, does anyone of the uses Radiant glory? No, right? That's because it follows the rules of ANY execute. Mageblades do not use impale, because that's a bad skill too (even with the magicka return through the passive, is bad). Maybe stamblades use killer's blade, but that's because of their rotation and it is easily replaced for any other hard hitting skill.

    Regarding weapon executes, executioner is just a cheap spammable skill to get procs, and steelnado was other spammable with an execute. Those can be easily replaced for better skills that work 100% of the times.

    We need stronger dots and some form of res return which is as reliable as Battle roar with dynamic ulti generation. We have the heal back (though for stamDKs it is not going to be good, but heck... they have vigor), and in the last part, some way to get mobility in the battle field which is not chains.
    Edited by Xvorg on January 24, 2017 2:12PM
    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
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