Well, bypassing mitigation seem fine to me, if the stored damage take them in account. If the damage buildup ignore mitigation, it would be broken because you would be able to store the maximum damage really easily.
The stored damage ignores battlespirit, by design. That means it virtually ignores mitigation - against a 50% mitigation target, it accumulates damage just as fast as if it respected battlespirit, but ignored mitigation. That's why it is able to reach the maximum damage everytime, even simple light attacks do high damage without the battlespirit standing in the way.
Imagine how fast would someone remove 10K HP from you in cyrodiil if his attacks ignored battlespirit - that's how fast the backlash damage accumulates. Unless you cast it and do absolutely nothing after, it is basically guaranteed to reach the 10K threshold everytime.
Currently backlash is basically acting as daedric curse with twice the damage.
Not quiet sure about intended storage of damage:
It seems reason why when you use skill once it release for right amount damage, but when you use it more - it release unintended amount.Okay, we was able to test it more precisely with @Grumble_and_Grunt , and here are our conclusion :
- first point, and most important one : the damage buildup is totally broken. When you use only backslash (BS), the final hit is 14-18% of the stored damage. But when you use an another hit, each additional hit count for more : the second hit count for 2-3x more damage, the third for 4-6x more, the fourth one for 8-16x more, and so on. So, with 5-6 hits, you can easily reach the damage cap, even with light attack or tiny dots. Even if the target block, three or four people who only do light attack would easily reach the damage cap. That's the main problem of the skill.
What is about storing damage of channeled skills like Sweeps that deal 4 hits: does each next sweep after first will be bugged; or does each next hit withing 1 cast is bugging so even from cast channel once it will be bugged on 2nd, 3rd, 4th tick?
timidobserver wrote: »You have 6 seconds to deal with it. That is a lifetime in PvP where proc sets can help load 40k dmg into a player instantly.
sTemplar have insane survivability, so it should be reduced tree times to make such huge burst an optionI agree that bypassing resistances and other things such as CP mitigation etc are a pain, but this gives templars a bit of useful burst. It's not as if situational templar play has been under-performing. If they removed the stacking so only one PL/PotL was able to store damage at any one time then that would be a a reasonable fix.