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ESO secret meta? Force Pulse & Charged in Patch 15

HiImRex
HiImRex
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Hi friends,

Let's talk more new build ideas with the coming of Horns of the Reach DLC.

As per Alcast's website, we see that secondary effects such as burning, concussion, & chill have a 10% chance to proc on use of a standard ability which deals flame, shock, or frost damage.

Burning applies a 3 second DoT which ticks 3 times.
Concussion applies minor vulnerability, making that target take 8% more damage from all sources.
Chill applies minor maim, making that target deal 15% less damage.

Force Pulse from the destruction staff skill-line incidentally does all 3 types of damage at once. That means with each single cast, you have each independently, 10% chance to apply burning, concussion, & chill.

With the destruction staff passives filled out, that chance is doubled at 20% per cast to apply each of the 3 secondary effects.

Charged increases the chance further by 220%.Base chance of 10% increased by 220% (3.2x multiplier) is 32%.

32% + 20% = 52%.

So with each cast of Force Pulse with a gold charged weapon, you have 52% chance to apply burning, minor vulnerability, & minor maim simultaneously.

Of special note to my personally is minor vulnerability. This isn't a common debuff and to my knowledge outside of 5 pc set bonuses and concussion you cannot afflict this debuff on an enemy. With Sharpened now being reduced to a much lower % damage bonus, I feel it may be perfectly viable to run charged with force pulse. Maim and burning are less important but they are still a very nice bonus, with each having a 52% chance of proccing with each cast of force pulse.

Assuming you already use force pulse, or can easily add the skill into your bar, w/oblivion glyph:

Classic set-up: Sharpened
4%(?) damage increase (excluding shields)
20% to afflict 3 status effects each cast
1900 oblivion every 6 seconds

Infused set-up:
20% to afflict 3 status effects each cast
2500 oblivion every 3 seconds

Charged set-up:
52% to afflict 3 status effects with each cast
1900 oblivion every 6 seconds

Alternatively w/lightning enchant:

Classic set-up: Sharpened
4%(?) damage increase
20% to afflict 3 status effects each cast
40% chance to afflict minor vulnerability every 6 seconds (with enchant)

Infused set-up:
20% to afflict 3 status effects each cast
40% chance to afflict minor vulnerability every 3 seconds (with enchant)

Charged set-up 2:
52% to afflict 3 status effects with each cast
104% chance to afflict minor vulnerability every 6 seconds (with enchant)

Obviously there's also Nirn but it is close enough to sharpened that I excluded it from the comparison.

So, what do you all think? I think there's some potential here, especially if you consider that a charged staff with a lightning enchant will (mathematically, not sure if this happens in practice) give you an automatic 4 second uptime on minor vulnerability, which is a whopping 8% dmg increase but not just from you, from everyone who attacks this target?
  • glavius
    glavius
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    Actually I think it will be 10+10+22=42% depending on how zenimath TM works.
    (you added base value twice)
    Edited by glavius on July 15, 2017 7:09AM
  • DeHei
    DeHei
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    HiImRex wrote: »
    Hi friends,

    Let's talk more new build ideas with the coming of Horns of the Reach DLC.

    As per Alcast's website, we see that secondary effects such as burning, concussion, & chill have a 10% chance to proc on use of a standard ability which deals flame, shock, or frost damage.

    Burning applies a 3 second DoT which ticks 3 times.
    Concussion applies minor vulnerability, making that target take 8% more damage from all sources.
    Chill applies minor maim, making that target deal 15% less damage.

    Force Pulse from the destruction staff skill-line incidentally does all 3 types of damage at once. That means with each single cast, you have each independently, 10% chance to apply burning, concussion, & chill.

    With the destruction staff passives filled out, that chance is doubled at 20% per cast to apply each of the 3 secondary effects.

    Charged increases the chance further by 220%.Base chance of 10% increased by 220% (3.2x multiplier) is 32%.

    32% + 20% = 52%.

    So with each cast of Force Pulse with a gold charged weapon, you have 52% chance to apply burning, minor vulnerability, & minor maim simultaneously.

    Of special note to my personally is minor vulnerability. This isn't a common debuff and to my knowledge outside of 5 pc set bonuses and concussion you cannot afflict this debuff on an enemy. With Sharpened now being reduced to a much lower % damage bonus, I feel it may be perfectly viable to run charged with force pulse. Maim and burning are less important but they are still a very nice bonus, with each having a 52% chance of proccing with each cast of force pulse.

    Assuming you already use force pulse, or can easily add the skill into your bar, w/oblivion glyph:

    Classic set-up: Sharpened
    4%(?) damage increase (excluding shields)
    20% to afflict 3 status effects each cast
    1900 oblivion every 6 seconds

    Infused set-up:
    20% to afflict 3 status effects each cast
    2500 oblivion every 3 seconds

    Charged set-up:
    52% to afflict 3 status effects with each cast
    1900 oblivion every 6 seconds

    Alternatively w/lightning enchant:

    Classic set-up: Sharpened
    4%(?) damage increase
    20% to afflict 3 status effects each cast
    40% chance to afflict minor vulnerability every 6 seconds (with enchant)

    Infused set-up:
    20% to afflict 3 status effects each cast
    40% chance to afflict minor vulnerability every 3 seconds (with enchant)

    Charged set-up 2:
    52% to afflict 3 status effects with each cast
    104% chance to afflict minor vulnerability every 6 seconds (with enchant)

    Obviously there's also Nirn but it is close enough to sharpened that I excluded it from the comparison.

    So, what do you all think? I think there's some potential here, especially if you consider that a charged staff with a lightning enchant will (mathematically, not sure if this happens in practice) give you an automatic 4 second uptime on minor vulnerability, which is a whopping 8% dmg increase but not just from you, from everyone who attacks this target?

    Like to hear that you test this out on PTS or when its go live. For Warden and Sorcs this maybe is a good alternative.
    DeHei - EP Magicka Templar Allrounder
    De Hei(Youtube)
  • Docmandu
    Docmandu
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    HiImRex wrote: »
    2500 oblivion every 3 seconds

    Your math is wrong.

    Oblivion damage was reduced and infused was bumped a bit... but even with oblivion remaining, that value would be incorrect. Currently on live, infused oblivion is 2280 dmg.

    It will be reduced by 6% and infused will be bumped to 30%:
    1900 * 0,94 * 1,30 = 2322 dmg


    Also, on live infused doesn't reduce the cooldown of oblivion enchants at all.
    Edited by Docmandu on July 15, 2017 9:14AM
  • Biro123
    Biro123
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    Docmandu wrote: »
    HiImRex wrote: »
    2500 oblivion every 3 seconds


    Also, on live infused doesn't reduce the cooldown of oblivion enchants at all.

    Why mention that? He's talking specifically about the new patch, where infused DOES reduce the cool down.
    Minalan owes me a beer.

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  • Derra
    Derra
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    Charged being a secret meta?

    Spinners 5p charged + 5p lich + 2monster has literally been on of the bis sorc setups since it got introduced.
    <Noricum>
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    Derrah - EP - Sorc - AvA 50

  • Lord-Otto
    Lord-Otto
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    Derra wrote: »
    Charged being a secret meta?

    Spinners 5p charged + 5p lich + 2monster has literally been on of the bis sorc setups since it got introduced.

    You sure, buddy? Penetration from Sharpened was super important when 90% of Cyrodiil was wearing heavy armor.
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