This is in part because I dislike the cooldowns on enchanted weapons. it's part of the weapon so why doesn't it proc each time it hits the enemy? Is the soul building up another charge? if so why doesn't it discharge early?
This is the general idea:
Take a look at the Truly superb glyph of Frost, it deals 2534 Frost damage and has an internal cooldown of 4 seconds.
DW: can light attack roughly 6 times in about 4 seconds.
2H: can light attack roughly 5 times in about 4 seconds.
Bow: Can light attack roughly 6 times in about 4 seconds.
Staves: can light attack roughly 6 times in about 4 seconds.
1H: can light attack roughly 6 times in about 4 seconds.
DW: Heavy hits twice, but uses two weapons.
2H: Heavy hits once
Bow: Heavy hits once
Staff: Ice/Fire hits once, lightning hits thrice via a channel (same weapon).
1H: Hits once.
So let's look at the general, 6 light attacks in 4 seconds. If you were to remove the ICD of the encahntment, in order to get a matching number with just using light attacks you'd want the enchantment to give +422 Frost damage per attack.
However, since animation cancelling is a thing, and it seems that ZOS has embraced the concept, this would be a buff, as you'd have to expect at least a light + skill in there. So, you have to take that into account:
DW: Light attack 4 + Flurry 3. (7 damage hits (only counting flurry final 300% tick)
2H: Light attack 3 + Uppercut 2 . (5 damage hits)
Bow: Light attack 3 + Snipe 2 (5 damage hits)
Staff: Light Attack 4 + Grim Focus 3 + Wall of Elements tick 4 (8 damage hits)
1H: Light Attack 4 + Low Slash 3 (7 damage hits)
Those are some rather varied numbers..
So, my suggestion is to have Weapon Enchantments only proc on single target Direct Damage Weapon Ability attacks. Such as:
DW: Rending Slashes, Final tick of Flurry
2H: Reverse Slash, Critical Charge, Uppercut, wrecking blow
Bow: Snipe, Scatter Shot, Venow Arrow Initial Damage, Rapid Fire (non ballista morphs)
Staff: Force Shock, Destructive Touch, initial cast of Wall of Elements.
1H: Puncture, Low Slash, Shield Charge, Power Bash
Now some of you may view this as inconsistent, as Flurry and wall of elements are DoTs (Even though Wall of elements is both Direct Damage and a DoT)
Which is why I have some suggestions as to reclassifying how they deal damage.
My suggestion is for flurry to initially deal that orange text damage, but finish off with the 300% damage attack being direct damage.
My suggestion for Wall of Elements is for the initial elemental wave to be a direct damage blast, but then to be classified as DoT damage (the orange text damage) Since currently you can proc your weapon enchantment from a patch of ice 20 feet away from you.
So, then using 7 as the new standard, you then have enchantments with no cooldown dealing an additional 362 damage (divided by 7). This is all fine and dandy for the 4 sec 100%proc/uptime enchantments. but what about the enchantments like Crushing, Hardening, or weapon damage?k They have cooldown periods of 10 seconds with a 5 second uptime.
So, reduce delay to 5 sec, halve damage, multiply damage by 0.8, then divide by 7.
So for the Weapon Damage Glyph: (((348/2)*0.8)/7) = 20 Constant additional weapon damage.
Hardening: (((3290/2)*0.8)/7) = Gain a 188 Damage shield each hit. (I'd probably have this stack up to 20 times).
Crushing: (((1622/2)*0.8)/7) = Each hit reduces the enemies Physical and Spell resistance by 93 for 20 seconds (stacks up to 20 times)
However, 2H and bow get shafted by this system. So I'd increase the Enchantment bonus of both bows and 2H weapons by 30% innately.
But Resto and Shock staves also use a channel, so should they apply active enchantment effects? I think they should only do so in the final tick of the heavy attack.
Currently Weapon enchantments have a 40% chance to proc elemental effects, so, in order to make enchantments not have perma uptimes, lets also reduce this chacne to a 7th of the original value: 40/7 = 5.7 round to 6%, so weapon enchantments now have a 6% chance to proc their elemental effects.
Without the ICD, the 40% ICD reduction of the infused trait is no longer applicable, so what should replace this? Right now I'm thinking along the lines of further buffing the enchantment power, say increasing the 20% bonus to a 70% bonus. ((1x1.2)*.4) = 0.48 (48% increase, round up)
What are your opinions? Ideas?
Edited by Avran_Sylt on May 12, 2017 3:14PM