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Idea - Enchantments: Remove Internal Cooldown - Reduce Damage

Avran_Sylt
Avran_Sylt
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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
  • RavenSworn
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    Awesome idea imo.
    Ingame: RavenSworn, Pc / NA.


    Of Wolf and Raven
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  • Royaji
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    Another stupid idea to screw over PvE tanks. 20 hits in 20 seconds to apply crushing? No, just no.
  • Vapirko
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    I think the should just apply every hit, but have damage greatly reduced but put it in a place that would make infused weapons a viable alternative to sharpened.
  • Olupajmibanan
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    You forgot to mention two critical factors.

    Uptime of status effects.
    Let's take Concussive for instance. Removing cooldown of Shock glyph would allow you to easily keep 100% uptime of Minor Vulnerability whith no effort. You could achieve that even on a stamina character if we were about to remove cd on glyphs.

    Secondly, you have infused weapon trait to reduce cd on weapon glyphs. Trust or not, sharpened isn't the only trait in the world. Any decent tank uses Infused weapon with Crusher enchantment.
  • Ahzek
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    If you remove cooldowns on enchantments a S+B build with LA -> skill -> bash will be able to get three triggers per rotation, effectively forcing ZOS to balance around that, and it will leave other builds, like a 2h with uppercut heavy weaving in the dirt. (As it does already, but for other reasons)
    Jo'Khaljor
  • Avran_Sylt
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    @Royaji
    True, it would mean for effective application of the crushing enchantment, not only the tank should have the crushing enchantment on their weapon. A dps should have it slotted as well. But, it also adds diversity in that if a DPS used a 2H they could further increase the crushed values (because of innate % bonus). perhaps giving a reason to have a 2H dps somewhere in the group.

    @Olupajmibanan
    You're right, as it stands currently, Weapon enchantments have a 40% chance to proc their respective element. So this % chance should be reduced as well, divide that by seven = 5.7 and round that up to 6% chance for weapon enchantment to apply elemental status effects.

    And on the infused trait: This change really isn't supposed to cause enchantments to be more powerful than they currently are, just to change the way they are applied. Right now how they are applied is not very intuitive. The enchantment says that your weapon deals [x] damage, but it never mentions anything about any kind of internal cooldown. A new player might wonder why his enchantment is only sometimes working when the enchantment says nothing about any kind of cooldown.
    Admittedly, the Infused trait should likely get a buff because the 40% ICD reduction no longer is applicable. Perhaps increase the enchantment effect by and additional amount.

    @Ahzek
    Bash would no longer proc weapon enchantments, Since it doesn't have it's own enchantment on it. Actually, based on that I'd also remove the ability of weapon enchantments proccing on power bash and shield charge.
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