The problem with the physical damage implosion is a Stamina Sorc's attacks are ALL doing physical damage, from their large AoE, to their gap closer, to their weapon weaves, etc
I considered it balanced for Mag Sorcs because they are getting in one lightning attack max every weave... (Unless you are standing on top of their boundless while in execute).
For some reason Zos overlooked this when they implemented the buff to Stamina Sorc's.
The problem with the physical damage implosion is a Stamina Sorc's attacks are ALL doing physical damage, from their large AoE, to their gap closer, to their weapon weaves, etc
I considered it balanced for Mag Sorcs because they are getting in one lightning attack max every weave... (Unless you are standing on top of their boundless while in execute).
For some reason Zos overlooked this when they implemented the buff to Stamina Sorc's.
^ This is why I always joke about the fact that Implosion realistically has a 100% proc chance, not 6%.
The mechanic is weird and most people don't understand how it works. Every hit of physical damage can proc a debuff that sticks to you for a few seconds, and it doesn't matter how much health you have when it procs. If your health dips to 15% during that debuff window, you pop like a balloon.
The problem with the physical damage implosion is a Stamina Sorc's attacks are ALL doing physical damage, from their large AoE, to their gap closer, to their weapon weaves, etc
I considered it balanced for Mag Sorcs because they are getting in one lightning attack max every weave... (Unless you are standing on top of their boundless while in execute).
For some reason Zos overlooked this when they implemented the buff to Stamina Sorc's.
NeillMcAttack wrote: »Giles.floydub17_ESO wrote: »It is a 3% chance so it does not need to be reworked.. OP was just unlucky.
It's a 6% chance. And why should such a small, or large chance, (depends how you look at it I guess) decide fights!?
The argument that it doesn't happen often enough isn't an argument. It just makes the passive look even more ridiculous tbf.
The problem with the physical damage implosion is a Stamina Sorc's attacks are ALL doing physical damage, from their large AoE, to their gap closer, to their weapon weaves, etc
I considered it balanced for Mag Sorcs because they are getting in one lightning attack max every weave... (Unless you are standing on top of their boundless while in execute).
For some reason Zos overlooked this when they implemented the buff to Stamina Sorc's.
^ This is why I always joke about the fact that Implosion realistically has a 100% proc chance, not 6%.
The mechanic is weird and most people don't understand how it works. Every hit of physical damage can proc a debuff that sticks to you for a few seconds, and it doesn't matter how much health you have when it procs. If your health dips to 15% during that debuff window, you pop like a balloon.
Starting at 15%. Any light attack, Phys/Lit DoT makes a new chance again.
NeillMcAttack wrote: »I feel this passive is just total nonsense. As a magblade main, dropping below 15% health is common place in any fight that goes longer than 20 seconds. In fact you can expect it to happen many times over in a fight. It's in that period I can use my only reliable heal/defensive spell healing ward, or harness whilst waiting on my HOT's.
People will say keep your health above the threshold. As a light armour magblade, that simply is not possible. It's a case now where so many stam sorcs can just run heavy, S&B and keep dropping players below that 15% over and over and it will proc eventually.
Look at this and tell me it's ok where it's at!?
CosmicSoul wrote: »NeillMcAttack wrote: »I feel this passive is just total nonsense. As a magblade main, dropping below 15% health is common place in any fight that goes longer than 20 seconds. In fact you can expect it to happen many times over in a fight. It's in that period I can use my only reliable heal/defensive spell healing ward, or harness whilst waiting on my HOT's.
People will say keep your health above the threshold. As a light armour magblade, that simply is not possible. It's a case now where so many stam sorcs can just run heavy, S&B and keep dropping players below that 15% over and over and it will proc eventually.
Look at this and tell me it's ok where it's at!?
Implosion is literally the only finisher for many stamina builds like stamsorc lets not ruin it for us.
FriedEggSandwich wrote: »It's the original design of the passive back since beta. It's always been a thing. It's only since stam sorcs were made viable that people have felt the need to complain about the passive. Your argument that it's rediculous is merely your opinion. Why shouldn't an rng passive decide the occasional fight?
NeillMcAttack wrote: »FriedEggSandwich wrote: »It's the original design of the passive back since beta. It's always been a thing. It's only since stam sorcs were made viable that people have felt the need to complain about the passive. Your argument that it's rediculous is merely your opinion. Why shouldn't an rng passive decide the occasional fight?
The same reason Rich Lambert mentioned way back that they wouldn't dream of changing the ability to block cancel. They said they didnt want to remove the reactionary nature of combat. A sentiment I fully agreed with. If one can always react with a block, you can react with an ability. With battle grounds around the corner, and completion getting more tense therein, you can rest assured that this passive is going to be a deciding factor in many battles and we will be hearing many more times about how ridiculous it is to have a 6% chance to passively execute an enemy really is.
The problem with the physical damage implosion is a Stamina Sorc's attacks are ALL doing physical damage, from their large AoE, to their gap closer, to their weapon weaves, etc
I considered it balanced for Mag Sorcs because they are getting in one lightning attack max every weave... (Unless you are standing on top of their boundless while in execute).
For some reason Zos overlooked this when they implemented the buff to Stamina Sorc's.
^ This is why I always joke about the fact that Implosion realistically has a 100% proc chance, not 6%.
The mechanic is weird and most people don't understand how it works. Every hit of physical damage can proc a debuff that sticks to you for a few seconds, and it doesn't matter how much health you have when it procs. If your health dips to 15% during that debuff window, you pop like a balloon.
Starting at 15%. Any light attack, Phys/Lit DoT makes a new chance again.
Nope, that's the misconception. Implosion can proc at any health value, even 100%. It works exactly like the delayed execute from Mage's Wrath, wherein when it procs it puts a debuff on the target for a few seconds but doesn't do any damage until the target drops below 15%. If you have the ability to run a buff tracker you will see what I'm talking about.

The problem with the physical damage implosion is a Stamina Sorc's attacks are ALL doing physical damage, from their large AoE, to their gap closer, to their weapon weaves, etc
I considered it balanced for Mag Sorcs because they are getting in one lightning attack max every weave... (Unless you are standing on top of their boundless while in execute).
For some reason Zos overlooked this when they implemented the buff to Stamina Sorc's.
^ This is why I always joke about the fact that Implosion realistically has a 100% proc chance, not 6%.
The mechanic is weird and most people don't understand how it works. Every hit of physical damage can proc a debuff that sticks to you for a few seconds, and it doesn't matter how much health you have when it procs. If your health dips to 15% during that debuff window, you pop like a balloon.
Starting at 15%. Any light attack, Phys/Lit DoT makes a new chance again.
Nope, that's the misconception. Implosion can proc at any health value, even 100%. It works exactly like the delayed execute from Mage's Wrath, wherein when it procs it puts a debuff on the target for a few seconds but doesn't do any damage until the target drops below 15%. If you have the ability to run a buff tracker you will see what I'm talking about.
So you are saying that the tooltip is wrong? Becase I read that the chance of proccing it is a 6% on any phys/lit attack if the enemy is below 15%
CosmicSoul wrote: »NeillMcAttack wrote: »I feel this passive is just total nonsense. As a magblade main, dropping below 15% health is common place in any fight that goes longer than 20 seconds. In fact you can expect it to happen many times over in a fight. It's in that period I can use my only reliable heal/defensive spell healing ward, or harness whilst waiting on my HOT's.
People will say keep your health above the threshold. As a light armour magblade, that simply is not possible. It's a case now where so many stam sorcs can just run heavy, S&B and keep dropping players below that 15% over and over and it will proc eventually.
Look at this and tell me it's ok where it's at!?
Implosion is literally the only finisher for many stamina builds like stamsorc lets not ruin it for us.
NeillMcAttack wrote: »sometimes i think we really need a 'rolleyes' emoticon.
leave it be, please.
Please!? You're pleading for it to be left alone!? Is it your inability to come up with something a little more practical. Something that actually offers the class something rather than a free PvP kill every now and then? Is it helpful DPS in PvE? No! What is it that is fine about it that wasn't fine with procsets!? I'll urge them to "please" leave it alone if you can explain why "rolls eyes" adds something to this discussion.Chilly-McFreeze wrote: »NeillMcAttack wrote: »Chilly-McFreeze wrote: »How much base Health do you need that 6-10k implosion dmg + skill dmg is needed to kill you if you already sit below 15%?
Btw there are some nasty ravage health poisons + sets and torugs centered builds out there, but that doesnt contribute to the topic.
You're completely ignoring the fact that someone has to actually 'do something' to hit that execute, in the same time, I can react with something.
@NeillMcAttack
I quote myself here, maybe you missed my post:
"Uh, you now that Implosion procs on dmg dealt to enemies in execute range. Like i said before: 15% of 25k hp = 3.75k. Means if that sorc hits you with eg force pulse, mages wrath, curse etc ,as he HAS TO in order to proc Implosion, you would be dead anyway. If this happens due to a dot or aoe, you just had bad luck to be within these enormous 6%. Nothing different from any poison, enchant or proc set."
Emphasis the part "procs on dmg dealt".
Yes, then should hurricane deal physical damage? It's their source of major resolve and ward. Then all they are required to have is a gap closer and this buff and eventually it's going to secure kills for just being in a fight and removing others chance to react.
Im sorry, and I should have been aware that everyone now has a stam sorc, but for a PvP community to support changes to proc sets and not a passive proc chance, available on one class, that executes, shows serious signs of bias.
usmcjdking wrote: »Implosion needs to be reworked because this game does not use RNG, and as @Solariken said it can proc at any given health.
This game uses Random Distribution which functions differently. Think of it as a scaling proc chance. For example, Burning Light. Burning Light's initial proc chance on say, javelin is very low. Only about 8% on the first attack. The second attack it raises to 16%, third 24% so on and so forth until it procs then it resets. This assures proc consistency (slightly lower than the advertised amount) and dissuades back to back RNG proccing.
Implosion works the same way, but because it can proc at any given health, it can essentially be "queued" mathematically to auto-execute at low health if it did not already proc (with 0 damage) while you were out of execution range.
Hope this helps.
Speed_Kills wrote: »@usmcjdking first time I've seen it described this way. How was this tested? For example: if it's proccing at 70% health for 0 damage, how do you know? also, if this "auto que" theory is correct, wouldn't it still be correct on tooltip. As, 6% to proc below 15%... the amount of times it procs above 15% are meaningless because the are doing 0 damage. If there is a 6% proc chance at any hp, only doing damage below 15% then the proc chance is still 6% below 15% hp.
This is also the first I have heard about random distribution. Does this mean first attack you do against a player= 6% implosion chance, 2nd (12%) , 3rd (18%)? If so, then the % proc chance would be different on a fight-by-fight basis but always greater than or equal to 6% (since that is the base % proc). The effective proc rate (with damage) would be determined by the amount of time spent below 15%, since above that (85% of your health bar) the proc would be for 0 damage.