PSA: Infused weapon enchantments possess a buggy interaction with barswapping

TheYKcid
TheYKcid
✭✭✭✭✭
✭✭
  • Enchantments on an infused, ranged weapon do not receive the benefits of the infused trait if you barswap (to a non-infused weapon) before the projectile impacts the target.
  • You must wait and allow the attack to hit the target before barswapping, if you want the enchantment to get boosted by infused
  • The converse is also true, which enables abuse of this feature (more elaboration below).
_______________________

The berserker enchantment (aka Glyph of Weapon Damage) gives you a +348 wep/spell damage buff for 5 seconds when proc'd with a light or heavy attack (or 452 with a gold-quality, infused weapon). The glyph also has a native cooldown of 10 seconds, which gets reduced to 5 seconds by a golded infused weapon. This allows you to reapply the +452 wep/spell damage buff as soon as it expires—to enjoy all the added damage with nearly 100% uptime after swapping to your frontbar. This is why infused, backbar bows enchanted with this glyph are such a potent combination.

To assist with this rotation, I track the berserker buff with my Srendarr addon, so the remaining duration of the buff is always clearly visible on my UI. However, I noticed that very often, once the 5s buff expired, I would swap to my backbar bow, drop a light attack, and the glyph simply wouldn't proc—even though it should be off-cooldown.

Doing some testing revealed the reason for this—I tend to barswap immediately after dropping the light attack on my bow bar to cast something on my frontbar (the combo is usually something like: bow light attack > barswap > gap closer). My frontbar is a Nirnhoned weapon. If the arrow from my bow hits my target while I'm on my Nirnhoned bar, the the berserker glyphs procs WITHOUT the benefits of infused, despite having been fired from an infused weapon. As such, I am receiving a regular +348 damage buff with a 10 second cooldown—which explains why the glyph refuses to proc when i try to reapply it again 5 seconds later.

Note that the converse scenario can also occur, which will allow people to abuse this feature. For example, someone running a non-infused backbar bow/staff (with the berserker enchant) can fire a light attack, swap to the infused frontbar, and get an infused berserker proc. This also works when dual-wielding with only the mainhand weapon in infused.

Infused should therefore be re-coded to only apply to enchantments originating from the infused weapon itself. Seeing as ZOS recently patched the infused trait to NOT apply to vMA effects on the backbar (thunderous volley, crushing wall), this seems to be the direction they are headed. It would also fix the dual-wield glitch in which an infused mainhand weapon is buffing the enchantment on the offhand weapon.
Edited by TheYKcid on December 8, 2017 9:26PM
PC/NA — Daggerfall Covenant — BGs, Kaalgrontiid
Kalazar ChalhoubRedguard Nord Stamplar
Kalaron Caemor — Altmer Magsorc
Kalahad Cirith — Dunmer Magden
  • Conduit0
    Conduit0
    ✭✭✭✭✭
    TheYKcid wrote: »
    Seeing as ZOS recently patched the infused trait to NOT apply to vMA effects on the backbar

    They changed the Maelstrom weapon effects to be set bonuses instead of enchantments, infused won't boost the effect regardless of what bar its on.

    But other than that, this is an interesting catch.
  • TheYKcid
    TheYKcid
    ✭✭✭✭✭
    ✭✭
    Conduit0 wrote: »
    They changed the Maelstrom weapon effects to be set bonuses instead of enchantments, infused won't boost the effect regardless of what bar its on.

    But other than that, this is an interesting catch.

    Yeah, I get that, I just always figured one of the reasons for moving the vMA enchantments into the set-piece slot was to combat that particular interaction with infused.
    PC/NA — Daggerfall Covenant — BGs, Kaalgrontiid
    Kalazar ChalhoubRedguard Nord Stamplar
    Kalaron Caemor — Altmer Magsorc
    Kalahad Cirith — Dunmer Magden
  • Conduit0
    Conduit0
    ✭✭✭✭✭
    TheYKcid wrote: »
    Yeah, I get that, I just always figured one of the reasons for moving the vMA enchantments into the set-piece slot was to combat that particular interaction with infused.

    I suspect it was more to stop getting support tickets from people who accidentally enchanted the wrong weapon.
  • Gilvoth
    Gilvoth
    ✭✭✭✭✭
    ✭✭✭✭✭

    really getting old that every patch there allways seems to be a new way to abuse the system mechanics, especially pvp in eso.
    hate it.
  • TheYKcid
    TheYKcid
    ✭✭✭✭✭
    ✭✭
    really getting old that every patch there allways seems to be a new way to abuse the system mechanics, especially pvp in eso.
    hate it.

    Just to be clear, any intentional "abuse" of this feature would be sub-optimal to the point that it just wouldn't be worth doing.

    In PvE, you'd want to weave-in light attacks on your backbar in-between abilities, so your berserker glyph would be proc'd and on cooldown long before you could perform an exploitative barswap.

    In PvP, having to run infused on the frontbar would be a loss over nirnhoned in many cases, since you want that extra wep/spell damage from nirn to boost your burst and heals, and running infused on the backbar barely incurs any loss to begin with (and should carry-over to the frontbar anyway in the case of berserker glyphs, if proc'd properly).

    The main reason to fix this is because people who use the feature legitimately are getting screwed-over and not benefiting from their weapon trait of choice.
    Edited by TheYKcid on December 8, 2017 10:04PM
    PC/NA — Daggerfall Covenant — BGs, Kaalgrontiid
    Kalazar ChalhoubRedguard Nord Stamplar
    Kalaron Caemor — Altmer Magsorc
    Kalahad Cirith — Dunmer Magden
Sign In or Register to comment.