Short recap from eso live:
1. Strikes formula changed again to fix damage bug.
2. Fast-placed solution of strikes terrible connection with enemy is increase its aoe from current 8x5 to 8x6. Along with unblockable snare thats should help for now.
And its only documented changes.
Will post small compilation of couple more problems/bugs a bit later.
Sweeps aoe is #rekttiger.
Thank you for staying on top of this!! Hopefully ZOS continues to pay attention, Templars, especially Magplars, have been towards the bottom for far too long and definitely need a boost.
Templars in general need some love. I do however not understand how you can rate Stamplars over Magplars currently. While Templars in general suffer from an unspired class ideology that lacks interesting build synergy, and Magplars suffer from bugs, Stamplars suffer from an ideology in total - rendering almost all class abilities useless. Currently the worst stam spec by far and Magplar outshines it in all small scale and solo play due to its increased defensive capabilities. Just my opinion.
Edit: All in terms of PvP. In PvE the DPS difference is miniscule outside an organized raid group, and inside it's like a couple of thousand at most so balance here is somewhat good.
Edit: All in terms of PvP. In PvE the DPS difference is miniscule outside an organized raid group, and inside it's like a couple of thousand at most so balance here is somewhat good.
I haven't seen magplar-parses for a while, but i highly doubt they can do much more than 50k DPS in a raid environment. Stamplar (especially with the fix to PotL) can easily go up to 60k+ DPS while increasing group-DPS without special rotation...something a magplar can't do. A 10k difference is imo no "couple of thousands" and big enough to never let a magplar join a raid at all.
But that's not a magplar/stamplar-problem, it's a magicka/stamina problem. It's the same (if not even worse) for every class.
jasonthorpeb14_ESO wrote: »I didn't think it was possible but you broke Templar even more ZOS , I rejoiced when I saw the natch potes but after going into the PTS I just wanted to delete my character.
THINGS THAT ARE BROKEN:
Puncturing Sweep:
Missing 50% of the damage on moving targets
The sounds have changed (not a big deal but makes me uneasy)
Puncturing Sweep is doing LESS damage now then live
Puncturing Sweep is not healing while doing damage
Seems like the cone of damage Puncturing Sweep provides is more narrow now.
Seems like Puncturing Sweep cone of damage is lagging behind the player casting it(I move faster now but the cone doesnt)
Radiant oppression:
This skill is not scaling correctly still, practically worthless as a execute vs players
Edit: All in terms of PvP. In PvE the DPS difference is miniscule outside an organized raid group, and inside it's like a couple of thousand at most so balance here is somewhat good.
I haven't seen magplar-parses for a while, but i highly doubt they can do much more than 50k DPS in a raid environment. Stamplar (especially with the fix to PotL) can easily go up to 60k+ DPS while increasing group-DPS without special rotation...something a magplar can't do. A 10k difference is imo no "couple of thousands" and big enough to never let a magplar join a raid at all.
But that's not a magplar/stamplar-problem, it's a magicka/stamina problem. It's the same (if not even worse) for every class.
If DPS is the only factor that would be true, however it seems (to me) that the hardest fights in game are easier if you bring magicka classes and trade DPS for easier survivability. As soon as you manage those encounters with stamina though, you'll be faster ofc.
Edit: All in terms of PvP. In PvE the DPS difference is miniscule outside an organized raid group, and inside it's like a couple of thousand at most so balance here is somewhat good.
I haven't seen magplar-parses for a while, but i highly doubt they can do much more than 50k DPS in a raid environment. Stamplar (especially with the fix to PotL) can easily go up to 60k+ DPS while increasing group-DPS without special rotation...something a magplar can't do. A 10k difference is imo no "couple of thousands" and big enough to never let a magplar join a raid at all.
But that's not a magplar/stamplar-problem, it's a magicka/stamina problem. It's the same (if not even worse) for every class.
If DPS is the only factor that would be true, however it seems (to me) that the hardest fights in game are easier if you bring magicka classes and trade DPS for easier survivability. As soon as you manage those encounters with stamina though, you'll be faster ofc.
There is actually one fight in that game where it really matters, and that's vAS+2, everything else you can do with 4+ stamina-DPS and fill the rest with magicka-ranged.
So, part 2.
1. Spear Shards - cosmetic problems:
Initial skill and Luminous Shards missing its red telegraph despite any version of skill has DoT in it:
Blazing Spear does have it but despite fix to AoE radius of damage red telegraph wasn't update and thus show wrong radius, making people wonder why they getting hit by it:
As you can see something in visual setting also makes Spear invisible.
2. Solar Barrage - still same cosmetic bug that make visual apply on caster upon weaving light attack right after cast:
3. Burning Light - it's proc is blockable. While Implosion is unblockable. It is proc only on Shards aoe or channel of Strikes in addition to several skills with low procrate and unable to proc on dots/bleeds weapon damage, in addition that templar damage is pressure and it lack of tools against tanks+ all classes will get blocking buff next update - we could get unblockable BL too.
4. Radiant Destruction - same as once Soul Assault - it should loose its duration of empty channel in the beginning of skill. This empty duration lead to decreased reliability of execute coz: delayed damage is harder to use against enemy in pvp when every second allow enemy to get out of execute range, making execute unviable. In case of RD that leading to even worse problems:
1. Delayed cast allow enemy simply cancel your execute by interrupt you and prevent from using it all along:
^^Countered before harm even done. Purging result in same result
2. Another example is that execute is not automatically cancelling empty channel and such in group play when you start cast it on enemy who was killed meanwhile by teammates - you stuck in channeling full beam on corpse and forced manually cancel it:
^^Looks nice but feels terrible.
Unlike sorc execute you cant blockcast it nor animation cancel, and this problem to channel damage not same second but after empty channel duration making you vulnerable to counter-attacks and RD overall "slower".
5. Not pure Templar but still related - Pirate Skeleton set - bugged for quite a long and allow its 2pc Minor Defile to be purgable:https://www.youtube.com/watch?v=w6IXhLJl-9s
After some time its debuff was placed in category of buffs to prevent it being purged by skills, yet this treatment stopped working in some of the patches and it cleansable once again. Bug allowing to bypass set mechanic to grant very strong bonus and thus should be finally fixed.
@ZOS_GinaBruno @ZOS_Wrobel
cazlonb16_ESO wrote: »My preliminary tests indicate that Biting Jabs damage is virtually unchanged in 3.3.2 compared to live. So if the calculations were changed at all, the results seem to be neglible. Tests were done with copied character from EU server.
I'm too lazy to post pictures, there is nothing to see anyway as they are identical.
cazlonb16_ESO wrote: »My preliminary tests indicate that Biting Jabs damage is virtually unchanged in 3.3.2 compared to live. So if the calculations were changed at all, the results seem to be neglible. Tests were done with copied character from EU server.
I'm too lazy to post pictures, there is nothing to see anyway as they are identical.
cazlonb16_ESO wrote: »My preliminary tests indicate that Biting Jabs damage is virtually unchanged in 3.3.2 compared to live. So if the calculations were changed at all, the results seem to be neglible. Tests were done with copied character from EU server.
I'm too lazy to post pictures, there is nothing to see anyway as they are identical.
maybe they took the lazy route and just implemented the old skill again... which kinda worked
We need some EU players to step up and post the details with screenshots like Joy did on bother their live toon and their exact copy on PTS; otherwise we will be waiting until next character copy for Joy and Cinbri to have access and are probably up *** creek at that point.
We need some EU players to step up and post the details with screenshots like Joy did on bother their live toon and their exact copy on PTS; otherwise we will be waiting until next character copy for Joy and Cinbri to have access and are probably up *** creek at that point.
What we really need is for someone to throw on a Slimecraw 2-pc and see if there is a difference from live to PTS.
On live the calculation for Jabs and Slimecraw is something like base * [1+(1.4+.08)], so for 1000 damage it would be 2480.
It should be more like base * [1+1.4] * [1+.08] for around 2592.
The damage difference starts to get very noticeable with larger numbers (both base numbers and things like the 320% execute on RD) and especially multiple % damage bonuses.
AFAIK no one has tested this part yet due to Jabs being so broken at the start of PTS.
So:
1. Jabs and its 140% damage:
Tried closest to 1000 damage. As you can see its something like 140.XX%. So, tooltip state right amount of damage.
2. About actual damage to closest target:
It does deal same amount of damage as tooltip state. So, 140% seems works properly.
3. About raw damage: Live/PTS
a. Initial damage stay the same(not sure why 1 less damage), since nothing was changed here:
b. As Joy said minor berserk is additive, and nothing changed here too, damage is same:
c. But as first patchnotes said damage taken, like minor vulnerability, is no longer additive, and here is buff changes as on live it is suffer from being additive and as result less than 8%, but on pts it is boosting flat 8% damage increase that don't losing its % when combined with berserk:
without and with Slimecraw' berserk while enemy vulnerable:
In theory it look like it work as it intended, but NO, tested closest damage in pvp in exactly same gear/CP/skillbar against opponent with exact same gear/CP/skillbar and result is sad:
Whatever changed with calculation of CP damage taken it ended in monstrous damage nerf for pvp.
Might test tomorrow with no-cp rule, maybe it fault of pvp debuff, but doubtfull.
@ZOS_GinaBruno @ZOS_Wrobel
So:
1. Jabs and its 140% damage:
Tried closest to 1000 damage. As you can see its something like 140.XX%. So, tooltip state right amount of damage.
2. About actual damage to closest target:
It does deal same amount of damage as tooltip state. So, 140% seems works properly.
3. About raw damage: Live/PTS
a. Initial damage stay the same(not sure why 1 less damage), since nothing was changed here:
b. As Joy said minor berserk is additive, and nothing changed here too, damage is same:
c. But as first patchnotes said damage taken, like minor vulnerability, is no longer additive, and here is buff changes as on live it is suffer from being additive and as result less than 8%, but on pts it is boosting flat 8% damage increase that don't losing its % when combined with berserk:
without and with Slimecraw' berserk while enemy vulnerable:
In theory it look like it work as it intended, but NO, tested closest damage in pvp in exactly same gear/CP/skillbar against opponent with exact same gear/CP/skillbar and result is sad:
Whatever changed with calculation of CP damage taken it ended in monstrous damage nerf for pvp.
Will test tomorrow with no-cp rule and fully naked to decrease chance of error, maybe it fault of pvp debuff, might be my error but i rechecked 3 times as this damage nerf occured only in pvp.
@ZOS_GinaBruno @ZOS_Wrobel
So:
1. Jabs and its 140% damage:
Tried closest to 1000 damage. As you can see its something like 140.XX%. So, tooltip state right amount of damage.
2. About actual damage to closest target:
It does deal same amount of damage as tooltip state. So, 140% seems works properly.
3. About raw damage: Live/PTS
a. Initial damage stay the same(not sure why 1 less damage), since nothing was changed here:
b. As Joy said minor berserk is additive, and nothing changed here too, damage is same:
c. But as first patchnotes said damage taken, like minor vulnerability, is no longer additive, and here is buff changes as on live it is suffer from being additive and as result less than 8%, but on pts it is boosting flat 8% damage increase that don't losing its % when combined with berserk:
without and with Slimecraw' berserk while enemy vulnerable:
In theory it look like it work as it intended, but NO, tested closest damage in pvp in exactly same gear/CP/skillbar against opponent with exact same gear/CP/skillbar and result is sad:
Whatever changed with calculation of CP damage taken it ended in monstrous damage nerf for pvp.
Might test tomorrow with no-cp rule, maybe it fault of pvp debuff, but doubtfull.
@ZOS_GinaBruno @ZOS_Wrobel
RIP fellow templars
FlamingBeard wrote: »I'm not sure what exactly the following information means for Puncturing Sweeps next update, but these are my current test results on PTS and on PC/NA (live):
(here are each toon's stats to prove that the stats affecting these skills are identical on each toon)
The CP-invested screenshots have 44 Elfborn, 28 Spell Erosion, 43 Elemental Expert, 40 Master-at-Arms, 75 Thaumaturge
Top-Left: CP-enabled (Live server) [2507 per hit] -- Top-Right: CP-enabled (PTS) [2417 per hit]
Bottom-Left: No Blue-CP (Live Server) [1640 per hit] -- Bottom-Right: No Blue-CP (PTS) [1562 per hit]
all 4 tests were performed on 6 million health skeletons
Top-Left: CP-enabled (Live server) [1458 base tooltip] -- Top-Right: CP-enabled (PTS) [1405 base tooltip]
Bottom-Left: No Blue-CP (Live Server) [1027 base tooltip] -- Bottom-Right: No Blue-CP (PTS) [979 base tooltip]
In all instances, with the same stats and penetration, while damaging the same type of targets, Live server's Puncturing Sweep consistently outperforms PTS server's Puncturing Sweep.
Do what you will with this information but it's rather concerning.