I understand the thread subject fine it's the over performance opinion that's hard to swallow sometimes
No struggling here just actual practice not speculation. Hell im not even denying alcast video but I'm not as skilled as him and I'm guessing your probably not either
Problem is You have no idea what is the thread subject and by that You miss the point entirely. You're talking about running with Torugs on live server and thread is about changes to the set added on PTS and fact there is a bug in implementation of those changes that makes builds that overperform.
If the supposedly intended 1.4 second cooldown is implemented, there is little reason to use Torug's if you're also using Infused.
If the supposedly intended 1.4 second cooldown is implemented, there is little reason to use Torug's if you're also using Infused.
@Faulgor
Not true.
Since your weapon skills (Wall of elements, Touch) can proc an enchant as well it's possible to have more than 1 proc every second. That means that a difference between 1.4 and 2 seconds is significant, with 1.4 seconds being about 40% more DPS from enchants.
This is also why people are able to reach 70+ enchant procs in 50 seconds.
I understand the thread subject fine it's the over performance opinion that's hard to swallow sometimes
No struggling here just actual practice not speculation. Hell im not even denying alcast video but I'm not as skilled as him and I'm guessing your probably not either
Problem is You have no idea what is the thread subject and by that You miss the point entirely. You're talking about running with Torugs on live server and thread is about changes to the set added on PTS and fact there is a bug in implementation of those changes that makes builds that overperform.
When something beats every alternative available basically performing over the alternatives - what´s the term you´d suggest instead of overperforming?
Also what´s so hard to grasp that the set is currently not showing the from ZOS intended behavior of applying bonuses multiplicatively with infused trait but instead being additive?
It´s clear as bright day that the set does not do what zos intended it to do.
I understand the thread subject fine it's the over performance opinion that's hard to swallow sometimes
No struggling here just actual practice not speculation. Hell im not even denying alcast video but I'm not as skilled as him and I'm guessing your probably not either
Problem is You have no idea what is the thread subject and by that You miss the point entirely. You're talking about running with Torugs on live server and thread is about changes to the set added on PTS and fact there is a bug in implementation of those changes that makes builds that overperform.
Strider_Roshin wrote: »Wouldn't be surprised if this was working as intended to be honest. If this was a stamina set it would've been nerfed/fixed immediately.
I understand the thread subject fine it's the over performance opinion that's hard to swallow sometimes
No struggling here just actual practice not speculation. Hell im not even denying alcast video but I'm not as skilled as him and I'm guessing your probably not either
Problem is You have no idea what is the thread subject and by that You miss the point entirely. You're talking about running with Torugs on live server and thread is about changes to the set added on PTS and fact there is a bug in implementation of those changes that makes builds that overperform.
Have You tested it on PTS ? No. Then You dont have opinion about that subject You just know it's not overperforming on live server yet You comment opinions of people who tested that on PTS...
Yeah... People who was banned for using Savior's Hide when it was bugged would have different opinions
I understand the thread subject fine it's the over performance opinion that's hard to swallow sometimes
No struggling here just actual practice not speculation. Hell im not even denying alcast video but I'm not as skilled as him and I'm guessing your probably not either
Problem is You have no idea what is the thread subject and by that You miss the point entirely. You're talking about running with Torugs on live server and thread is about changes to the set added on PTS and fact there is a bug in implementation of those changes that makes builds that overperform.
When something beats every alternative available basically performing over the alternatives - what´s the term you´d suggest instead of overperforming?
Also what´s so hard to grasp that the set is currently not showing the from ZOS intended behavior of applying bonuses multiplicatively with infused trait but instead being additive?
It´s clear as bright day that the set does not do what zos intended it to do.
Agreed when something beats "every alternative" is over performing, easy to grasp if it's true
What hard to grasp is the multiplicitive application maybe you could explain it for all.
Fire ,frost,shock,magic have counters oblivion doesn't, maybe just maybe it's oblivion used in conjunction with infused and turogs that's a deadly combination
The elephant in the room is oblivion enchant
Septimus_Magna wrote: »
Yeah... People who was banned for using Savior's Hide when it was bugged would have different opinions
So you're saying people were banned for using bugged item sets that ZOS puts in the game? How is anyone able to break the rules just by using items within the game? Sounds lika a BS story to me..
I understand the thread subject fine it's the over performance opinion that's hard to swallow sometimes
No struggling here just actual practice not speculation. Hell im not even denying alcast video but I'm not as skilled as him and I'm guessing your probably not either
Problem is You have no idea what is the thread subject and by that You miss the point entirely. You're talking about running with Torugs on live server and thread is about changes to the set added on PTS and fact there is a bug in implementation of those changes that makes builds that overperform.
When something beats every alternative available basically performing over the alternatives - what´s the term you´d suggest instead of overperforming?
Also what´s so hard to grasp that the set is currently not showing the from ZOS intended behavior of applying bonuses multiplicatively with infused trait but instead being additive?
It´s clear as bright day that the set does not do what zos intended it to do.
Agreed when something beats "every alternative" is over performing, easy to grasp if it's true
What hard to grasp is the multiplicitive application maybe you could explain it for all.
Fire ,frost,shock,magic have counters oblivion doesn't, maybe just maybe it's oblivion used in conjunction with infused and turogs that's a deadly combination
The elephant in the room is oblivion enchant
Aaah so You dont know what the thread is about...
Ok let me explain difference between additive and multiplicative stacking because I see You missed main post...
You have 2 bonuses 50% and 30% we'll be talking about enchants that have 4 secodns cooldown.
ADDITIVE
0,5+0,3=0,8
1-0,8=0,2
0,2*4= 0,8 sec
MULTIPLICATIVE
(1-0,5)*(1-0,3)=0,35
4*0,35= 1,4 sec
So as You can see there is 0,6 sec difference between multiplicative and additive formula , which is a LOT. You get almost 2x more effective enchants with additive formula then with multiplicative.
Further You need to know 1 thing. Enchants have base 20% chance to proc status effect. Shock/Flame/Frost enchants have 40% chhance to proc status effect on destro staff.You can get 16k DPS just from shock/flame dmg enchatns on main/back bar. You can apply diseased statuss effects constantly (50% hp regen cut and major Defile which is additional 30% hp regen cut and 30% heling debuff) , concussed status effect (apply Minor Vulnerability which is 8% more dmg on target and if target stand in lightning bloacakde apply off ballance) , magic dmg/resource return enchant will be similar to having 1k regen etc...
If You think we're just talking about oblivion dmg enchant and this is just a problem you're wrong. Basicly each dmg enchant is a problem with this bug.
I understand the thread subject fine it's the over performance opinion that's hard to swallow sometimes
No struggling here just actual practice not speculation. Hell im not even denying alcast video but I'm not as skilled as him and I'm guessing your probably not either
Problem is You have no idea what is the thread subject and by that You miss the point entirely. You're talking about running with Torugs on live server and thread is about changes to the set added on PTS and fact there is a bug in implementation of those changes that makes builds that overperform.
When something beats every alternative available basically performing over the alternatives - what´s the term you´d suggest instead of overperforming?
Also what´s so hard to grasp that the set is currently not showing the from ZOS intended behavior of applying bonuses multiplicatively with infused trait but instead being additive?
It´s clear as bright day that the set does not do what zos intended it to do.
Agreed when something beats "every alternative" is over performing, easy to grasp if it's true
What hard to grasp is the multiplicitive application maybe you could explain it for all.
Fire ,frost,shock,magic have counters oblivion doesn't, maybe just maybe it's oblivion used in conjunction with infused and turogs that's a deadly combination
The elephant in the room is oblivion enchant
Aaah so You dont know what the thread is about...
Ok let me explain difference between additive and multiplicative stacking because I see You missed main post...
You have 2 bonuses 50% and 30% we'll be talking about enchants that have 4 secodns cooldown.
ADDITIVE
0,5+0,3=0,8
1-0,8=0,2
0,2*4= 0,8 sec
MULTIPLICATIVE
(1-0,5)*(1-0,3)=0,35
4*0,35= 1,4 sec
So as You can see there is 0,6 sec difference between multiplicative and additive formula , which is a LOT. You get almost 2x more effective enchants with additive formula then with multiplicative.
Further You need to know 1 thing. Enchants have base 20% chance to proc status effect. Shock/Flame/Frost enchants have 40% chhance to proc status effect on destro staff.You can get 16k DPS just from shock/flame dmg enchatns on main/back bar. You can apply diseased statuss effects constantly (50% hp regen cut and major Defile which is additional 30% hp regen cut and 30% heling debuff) , concussed status effect (apply Minor Vulnerability which is 8% more dmg on target and if target stand in lightning bloacakde apply off ballance) , magic dmg/resource return enchant will be similar to having 1k regen etc...
If You think we're just talking about oblivion dmg enchant and this is just a problem you're wrong. Basicly each dmg enchant is a problem with this bug.
So if I get this straight: The first issue is how Torug´s set works (being additive), and the 2nd part is about the infused trait being somewhat bugged/overperforming?
Yeah still too mathy for me will it kill sorcs?I understand the thread subject fine it's the over performance opinion that's hard to swallow sometimes
No struggling here just actual practice not speculation. Hell im not even denying alcast video but I'm not as skilled as him and I'm guessing your probably not either
Problem is You have no idea what is the thread subject and by that You miss the point entirely. You're talking about running with Torugs on live server and thread is about changes to the set added on PTS and fact there is a bug in implementation of those changes that makes builds that overperform.
When something beats every alternative available basically performing over the alternatives - what´s the term you´d suggest instead of overperforming?
Also what´s so hard to grasp that the set is currently not showing the from ZOS intended behavior of applying bonuses multiplicatively with infused trait but instead being additive?
It´s clear as bright day that the set does not do what zos intended it to do.
Agreed when something beats "every alternative" is over performing, easy to grasp if it's true
What hard to grasp is the multiplicitive application maybe you could explain it for all.
Fire ,frost,shock,magic have counters oblivion doesn't, maybe just maybe it's oblivion used in conjunction with infused and turogs that's a deadly combination
The elephant in the room is oblivion enchant
Aaah so You dont know what the thread is about...
Ok let me explain difference between additive and multiplicative stacking because I see You missed main post...
You have 2 bonuses 50% and 30% we'll be talking about enchants that have 4 secodns cooldown.
ADDITIVE
0,5+0,3=0,8
1-0,8=0,2
0,2*4= 0,8 sec
MULTIPLICATIVE
(1-0,5)*(1-0,3)=0,35
4*0,35= 1,4 sec
So as You can see there is 0,6 sec difference between multiplicative and additive formula , which is a LOT. You get almost 2x more effective enchants with additive formula then with multiplicative.
Further You need to know 1 thing. Enchants have base 20% chance to proc status effect. Shock/Flame/Frost enchants have 40% chhance to proc status effect on destro staff.You can get 16k DPS just from shock/flame dmg enchatns on main/back bar. You can apply diseased statuss effects constantly (50% hp regen cut and major Defile which is additional 30% hp regen cut and 30% heling debuff) , concussed status effect (apply Minor Vulnerability which is 8% more dmg on target and if target stand in lightning bloacakde apply off ballance) , magic dmg/resource return enchant will be similar to having 1k regen etc...
If You think we're just talking about oblivion dmg enchant and this is just a problem you're wrong. Basicly each dmg enchant is a problem with this bug.
Yeah still too mathy for me will it kill sorcs?I understand the thread subject fine it's the over performance opinion that's hard to swallow sometimes
No struggling here just actual practice not speculation. Hell im not even denying alcast video but I'm not as skilled as him and I'm guessing your probably not either
Problem is You have no idea what is the thread subject and by that You miss the point entirely. You're talking about running with Torugs on live server and thread is about changes to the set added on PTS and fact there is a bug in implementation of those changes that makes builds that overperform.
When something beats every alternative available basically performing over the alternatives - what´s the term you´d suggest instead of overperforming?
Also what´s so hard to grasp that the set is currently not showing the from ZOS intended behavior of applying bonuses multiplicatively with infused trait but instead being additive?
It´s clear as bright day that the set does not do what zos intended it to do.
Agreed when something beats "every alternative" is over performing, easy to grasp if it's true
What hard to grasp is the multiplicitive application maybe you could explain it for all.
Fire ,frost,shock,magic have counters oblivion doesn't, maybe just maybe it's oblivion used in conjunction with infused and turogs that's a deadly combination
The elephant in the room is oblivion enchant
Aaah so You dont know what the thread is about...
Ok let me explain difference between additive and multiplicative stacking because I see You missed main post...
You have 2 bonuses 50% and 30% we'll be talking about enchants that have 4 secodns cooldown.
ADDITIVE
0,5+0,3=0,8
1-0,8=0,2
0,2*4= 0,8 sec
MULTIPLICATIVE
(1-0,5)*(1-0,3)=0,35
4*0,35= 1,4 sec
So as You can see there is 0,6 sec difference between multiplicative and additive formula , which is a LOT. You get almost 2x more effective enchants with additive formula then with multiplicative.
Further You need to know 1 thing. Enchants have base 20% chance to proc status effect. Shock/Flame/Frost enchants have 40% chhance to proc status effect on destro staff.You can get 16k DPS just from shock/flame dmg enchatns on main/back bar. You can apply diseased statuss effects constantly (50% hp regen cut and major Defile which is additional 30% hp regen cut and 30% heling debuff) , concussed status effect (apply Minor Vulnerability which is 8% more dmg on target and if target stand in lightning bloacakde apply off ballance) , magic dmg/resource return enchant will be similar to having 1k regen etc...
If You think we're just talking about oblivion dmg enchant and this is just a problem you're wrong. Basicly each dmg enchant is a problem with this bug.
Yeah still too mathy for me will it kill sorcs?I understand the thread subject fine it's the over performance opinion that's hard to swallow sometimes
No struggling here just actual practice not speculation. Hell im not even denying alcast video but I'm not as skilled as him and I'm guessing your probably not either
Problem is You have no idea what is the thread subject and by that You miss the point entirely. You're talking about running with Torugs on live server and thread is about changes to the set added on PTS and fact there is a bug in implementation of those changes that makes builds that overperform.
When something beats every alternative available basically performing over the alternatives - what´s the term you´d suggest instead of overperforming?
Also what´s so hard to grasp that the set is currently not showing the from ZOS intended behavior of applying bonuses multiplicatively with infused trait but instead being additive?
It´s clear as bright day that the set does not do what zos intended it to do.
Agreed when something beats "every alternative" is over performing, easy to grasp if it's true
What hard to grasp is the multiplicitive application maybe you could explain it for all.
Fire ,frost,shock,magic have counters oblivion doesn't, maybe just maybe it's oblivion used in conjunction with infused and turogs that's a deadly combination
The elephant in the room is oblivion enchant
Aaah so You dont know what the thread is about...
Ok let me explain difference between additive and multiplicative stacking because I see You missed main post...
You have 2 bonuses 50% and 30% we'll be talking about enchants that have 4 secodns cooldown.
ADDITIVE
0,5+0,3=0,8
1-0,8=0,2
0,2*4= 0,8 sec
MULTIPLICATIVE
(1-0,5)*(1-0,3)=0,35
4*0,35= 1,4 sec
So as You can see there is 0,6 sec difference between multiplicative and additive formula , which is a LOT. You get almost 2x more effective enchants with additive formula then with multiplicative.
Further You need to know 1 thing. Enchants have base 20% chance to proc status effect. Shock/Flame/Frost enchants have 40% chhance to proc status effect on destro staff.You can get 16k DPS just from shock/flame dmg enchatns on main/back bar. You can apply diseased statuss effects constantly (50% hp regen cut and major Defile which is additional 30% hp regen cut and 30% heling debuff) , concussed status effect (apply Minor Vulnerability which is 8% more dmg on target and if target stand in lightning bloacakde apply off ballance) , magic dmg/resource return enchant will be similar to having 1k regen etc...
If You think we're just talking about oblivion dmg enchant and this is just a problem you're wrong. Basicly each dmg enchant is a problem with this bug.
It'll kill using brain like did with You. If You dont know what people are talking about here and cant/dont want to understand the issue then sorry but what the point for You to even comment anything ?
Btw it'll make sorc stronger
Torug's will add a lot of single target damage that's it. It focuses a lot of damage to one target doing nothing to other targets like in an AOE situation.
This set as well as infused will increase damage to 1 target at at time, every time it procs. If you do the same test on a group of enemies it's not that powerful anymore, as it will only hit one of the enemies.
Yes it's a good set for improving your single target damage, but it's not going to make any of your area skills better in a AOE situation, as it only can hit one enemy at the time.
@Kram8ion
It will kill you on whatever class you run because it's 2-3k damage every 0.8 seconds which you cannot mitigate whatsoever. On top of the existing damage. Still too much math or can you just drop your sorc hate and use your brain now?
@Kram8ion
It will kill you on whatever class you run because it's 2-3k damage every 0.8 seconds which you cannot mitigate whatsoever. On top of the existing damage. Still too much math or can you just drop your sorc hate and use your brain now?
@Kram8ion
It will kill you on whatever class you run because it's 2-3k damage every 0.8 seconds which you cannot mitigate whatsoever. On top of the existing damage. Still too much math or can you just drop your sorc hate and use your brain now?
The class that´ll die slowest to this will be a magblade with insanely high shields because they´ll spread dmg between hp and shield while also having excellent passive hots.
If a glyph of hardening proceed just as often and was could mitigate the damage from someone using torug's + infused damage glyphs it would equal out, but then again everyone would be running torugs+infused +hardening on their back bar, and survive the increased incoming damage.