Do you guys have a source for the light attack change ? It's not in the recap i'v read.
Also i don't see the point of mixing enchants, if you think one is mathematically superior, why not triple it ?
Amdar_Godkiller wrote: »Do you guys have a source for the light attack change ? It's not in the recap i'v read.
Also i don't see the point of mixing enchants, if you think one is mathematically superior, why not triple it ?
damage done bonuses get weaker the more you stack in terms of percentage increased.
For example
My 100 damage punch gets a 20% increase to damage done, and this is a true 20% increase, so it now becomes 120 damage
I add another 20% damage done buff, which increases my damage not by 20% of 120, but rather by 20% of my unaugmented damage, so the actual percentage of damage I'm gaining is
140/120 = 1.167 = 116.7% = 16.7% more damage done
A third will put drop it to a little over 14.2% over the previous increase
Amdar_Godkiller wrote: »Do you guys have a source for the light attack change ? It's not in the recap i'v read.
Also i don't see the point of mixing enchants, if you think one is mathematically superior, why not triple it ?
damage done bonuses get weaker the more you stack in terms of percentage increased.
For example
My 100 damage punch gets a 20% increase to damage done, and this is a true 20% increase, so it now becomes 120 damage
I add another 20% damage done buff, which increases my damage not by 20% of 120, but rather by 20% of my unaugmented damage, so the actual percentage of damage I'm gaining is
140/120 = 1.167 = 116.7% = 16.7% more damage done
A third will put drop it to a little over 14.2% over the previous increase
We don't know the new jewelry stats will work like that just yet tho. It is possible that identical-sourced percentage bonuses will simply be added together before being applied to the base value.
What i mean by identically-sourced is that all % bonuses come in the same form(from a jewelry trait), an identical buff that just gets stronger as you add more pieces, as opposed to the current various damage percentage bonuses that come from all over the place(and are applied in the way you described).
For example take the % cost reduction to roll dodge from wearing a piece of medium armor. The total cost reduction isn't applied to your roll cost piece by piece. Instead all % dodge roll reduction is added together, and only then is your roll cost reduced by that percentage. That's also an example of an identical-sourced bonus. Its possible the jewelry will work the same.
Amdar_Godkiller wrote: »Amdar_Godkiller wrote: »Do you guys have a source for the light attack change ? It's not in the recap i'v read.
Also i don't see the point of mixing enchants, if you think one is mathematically superior, why not triple it ?
damage done bonuses get weaker the more you stack in terms of percentage increased.
For example
My 100 damage punch gets a 20% increase to damage done, and this is a true 20% increase, so it now becomes 120 damage
I add another 20% damage done buff, which increases my damage not by 20% of 120, but rather by 20% of my unaugmented damage, so the actual percentage of damage I'm gaining is
140/120 = 1.167 = 116.7% = 16.7% more damage done
A third will put drop it to a little over 14.2% over the previous increase
We don't know the new jewelry stats will work like that just yet tho. It is possible that identical-sourced percentage bonuses will simply be added together before being applied to the base value.
What i mean by identically-sourced is that all % bonuses come in the same form(from a jewelry trait), an identical buff that just gets stronger as you add more pieces, as opposed to the current various damage percentage bonuses that come from all over the place(and are applied in the way you described).
For example take the % cost reduction to roll dodge from wearing a piece of medium armor. The total cost reduction isn't applied to your roll cost piece by piece. Instead all % dodge roll reduction is added together, and only then is your roll cost reduced by that percentage. That's also an example of an identical-sourced bonus. Its possible the jewelry will work the same.
But with damage done increases, adding them together is exactly what we don't want, and that's exactly what I described. There is no reason to think it would work any other way.
Amdar_Godkiller wrote: »
damage done bonuses get weaker the more you stack in terms of percentage increased.
For example
My 100 damage punch gets a 20% increase to damage done, and this is a true 20% increase, so it now becomes 120 damage
I add another 20% damage done buff, which increases my damage not by 20% of 120, but rather by 20% of my unaugmented damage, so the actual percentage of damage I'm gaining is
140/120 = 1.167 = 116.7% = 16.7% more damage done
A third will put drop it to a little over 14.2% over the previous increase
Now buffs that add raw weapon damage or max resources, scale better with damage done bonuses. They work multiplicatively.
Most likely, 2 infused and 1 bloodthirst, or 1 infused with 2 bloodthirsts will scale best.
The tristat one's are also potentially good for us because 2 of them with 1 robust gives resources equal to 2 robust, 1 arcane, and 1 healthy.
The reason I'd roll with one cost reduction glyph (or rather why I may) is that it's nearly a 400 resource deduction, which is exceedingly powerful. It will probably get nerfed soon, I'm thinking.
datoliteb16_ESO wrote: »It's kinda funny I am still a werewolf on my magplar cause I didn't feel like spending the reset skill pts fee to get rid of lycanthropy. There should be a debuff to human form imo, if only a small one.
Nelson_Rebel wrote: »Can anyone give me a little info into HOW pelinials actually calculat's its stat increase?
"Your weapon and spell damage both become the highest of two values"
Does slightly confuse me. Apologies I was an awful algebra student so if you can make it simple mathematics I would appreciate it
Lets say my Weapon damage in Werewolf form is 4k with a Salvation and Seventh legion setup
Nelson_Rebel wrote: »Can anyone give me a little info into HOW pelinials actually calculat's its stat increase?
"Your weapon and spell damage both become the highest of two values"
Does slightly confuse me. Apologies I was an awful algebra student so if you can make it simple mathematics I would appreciate it
Lets say my Weapon damage in Werewolf form is 4k with a Salvation and Seventh legion setup
The game looks at which of the two (weapon damage, spell damage) is higher, then simply ignores all calculations for the lesser one, and instead sets it to be equal to the greater one.
Amdar_Godkiller wrote: »Amdar_Godkiller wrote: »Do you guys have a source for the light attack change ? It's not in the recap i'v read.
Also i don't see the point of mixing enchants, if you think one is mathematically superior, why not triple it ?
damage done bonuses get weaker the more you stack in terms of percentage increased.
For example
My 100 damage punch gets a 20% increase to damage done, and this is a true 20% increase, so it now becomes 120 damage
I add another 20% damage done buff, which increases my damage not by 20% of 120, but rather by 20% of my unaugmented damage, so the actual percentage of damage I'm gaining is
140/120 = 1.167 = 116.7% = 16.7% more damage done
A third will put drop it to a little over 14.2% over the previous increase
We don't know the new jewelry stats will work like that just yet tho. It is possible that identical-sourced percentage bonuses will simply be added together before being applied to the base value.
What i mean by identically-sourced is that all % bonuses come in the same form(from a jewelry trait), an identical buff that just gets stronger as you add more pieces, as opposed to the current various damage percentage bonuses that come from all over the place(and are applied in the way you described).
For example take the % cost reduction to roll dodge from wearing a piece of medium armor. The total cost reduction isn't applied to your roll cost piece by piece. Instead all % dodge roll reduction is added together, and only then is your roll cost reduced by that percentage. That's also an example of an identical-sourced bonus. Its possible the jewelry will work the same.
But with damage done increases, adding them together is exactly what we don't want, and that's exactly what I described. There is no reason to think it would work any other way.
Well, it works other way with some percentage bonuses. Those that all come from the same source, like that medium armor per-piece bonuses. Maybe percentage bonuses from jewelry will also count as "from the same source" - not three different bonuses, but the same bonus getting stronger as you add more pieces.
That's all i am saying, that it is possible, and we should wait and see what the PTS brings.
Nelson_Rebel wrote: »Nelson_Rebel wrote: »Can anyone give me a little info into HOW pelinials actually calculat's its stat increase?
"Your weapon and spell damage both become the highest of two values"
Does slightly confuse me. Apologies I was an awful algebra student so if you can make it simple mathematics I would appreciate it
Lets say my Weapon damage in Werewolf form is 4k with a Salvation and Seventh legion setup
The game looks at which of the two (weapon damage, spell damage) is higher, then simply ignores all calculations for the lesser one, and instead sets it to be equal to the greater one.
So my weapon and spell damage become 4k? in werewold form at least.
That is an impressive buff. Looks like I'll be ditching salvation come summerset
Amdar_Godkiller wrote: »(Although technically even crit chance has diminishing returns; the more you have the less you'll get from adding more).
Interesting thing i learned. Normally you don't want to use piercing howl against a DK with his wings up, because it is a projectile and will get reflected right back at you(few Dk's know this, btw).
However, you can use it to your advantage if you dodge roll right after the piercing howl, dodging the reflected projectile, and thus putting the DK off balance(tactician passive), then following with a heavy attack that both stuns the DK and refunds you the resources you just spent to pull off that little stunt
Interesting thing i learned. Normally you don't want to use piercing howl against a DK with his wings up, because it is a projectile and will get reflected right back at you(few Dk's know this, btw).
However, you can use it to your advantage if you dodge roll right after the piercing howl, dodging the reflected projectile, and thus putting the DK off balance(tactician passive), then following with a heavy attack that both stuns the DK and refunds you the resources you just spent to pull off that little stunt
Do a barrel roll! Don't forget that roll dodge cost reduction passive from medium armor doesn't transfer over.
Amdar_Godkiller wrote: »(Although technically even crit chance has diminishing returns; the more you have the less you'll get from adding more).
Could you elaborate on this ?
1000 DPS
50% Crit damage.
Going from 0% to 10% Crit chance :
1000 DPS -> 1050 DPS
50 DPS gain
Going from 90% to 100% Crit chance :
1450 DPS -> 1500 DPS
50 DPS gain
Are you going to tell me about the % of augmentation relative to the DPS value ? Because that's not what i call diminishing returns.
Interesting thing i learned. Normally you don't want to use piercing howl against a DK with his wings up, because it is a projectile and will get reflected right back at you(few Dk's know this, btw).
However, you can use it to your advantage if you dodge roll right after the piercing howl, dodging the reflected projectile, and thus putting the DK off balance(tactician passive), then following with a heavy attack that both stuns the DK and refunds you the resources you just spent to pull off that little stunt
Do a barrel roll! Don't forget that roll dodge cost reduction passive from medium armor doesn't transfer over.
Amdar_Godkiller wrote: »Interesting thing i learned. Normally you don't want to use piercing howl against a DK with his wings up, because it is a projectile and will get reflected right back at you(few Dk's know this, btw).
However, you can use it to your advantage if you dodge roll right after the piercing howl, dodging the reflected projectile, and thus putting the DK off balance(tactician passive), then following with a heavy attack that both stuns the DK and refunds you the resources you just spent to pull off that little stunt
Do a barrel roll! Don't forget that roll dodge cost reduction passive from medium armor doesn't transfer over.
It doesn't? Why wouldn't it, if the weapon damage increase does?
Summerset is on the way.
Infused weapon damage jewelry numbers and you (Werewolf Math)... Subject to change.
Buffs include: Major Brutality, Hircine's Rage, Savage Strength 2/2. (+48%)
Base Glyph: 174
Werewolf
Buffed: 257.52
Infused Buffed: 412.032
Increase on one infused: 154.512
Increase on two infused: 309.024
Increase on three infused: 463.536
Templar Werewolf (+6%)
Buffed: 267.96
Infused buffed: 428.737
Increase on one infused: 160.776
Increase on two infused: 309.024
Increase on three infused: 482.328
Medium Armor Werewolf (+12%)
Buffed: 278.4
Infused buffed: 445.44
Increase on one infused: 167.04
Increase on two infused: 334.08
Increase on three infused: 501.13
Medium Armor Templar Werewolf (+18%)
Buffed: 288.84
Infused Buffed: 462.144
Increase on one infused: 173.304
Increase on two infused: 346.608
Increase on three infused: 519.912
Summerset is on the way.
Infused weapon damage jewelry numbers and you (Werewolf Math)... Subject to change.
Buffs include: Major Brutality, Hircine's Rage, Savage Strength 2/2. (+48%)
Base Glyph: 174
Werewolf
Buffed: 257.52
Infused Buffed: 412.032
Increase on one infused: 154.512
Increase on two infused: 309.024
Increase on three infused: 463.536
Templar Werewolf (+6%)
Buffed: 267.96
Infused buffed: 428.737
Increase on one infused: 160.776
Increase on two infused: 309.024
Increase on three infused: 482.328
Medium Armor Werewolf (+12%)
Buffed: 278.4
Infused buffed: 445.44
Increase on one infused: 167.04
Increase on two infused: 334.08
Increase on three infused: 501.13
Medium Armor Templar Werewolf (+18%)
Buffed: 288.84
Infused Buffed: 462.144
Increase on one infused: 173.304
Increase on two infused: 346.608
Increase on three infused: 519.912
Just keep in mind that the actual damage difference between infused and normal(stamina) jewelry will be less, because light attacks are becoming a bigger part of the damage output (for everyone, not just WW), and they now scale with maximum stamina, so there is a bit of an opportunity cost associated with getting infused jewelry instead of stamina jewelry.
I guess the infused jewelry will still pull ahead, just not by as much as it may seem.
Summerset is on the way.
Infused weapon damage jewelry numbers and you (Werewolf Math)... Subject to change.
Buffs include: Major Brutality, Hircine's Rage, Savage Strength 2/2. (+48%)
Base Glyph: 174
Werewolf
Buffed: 257.52
Infused Buffed: 412.032
Increase on one infused: 154.512
Increase on two infused: 309.024
Increase on three infused: 463.536
Templar Werewolf (+6%)
Buffed: 267.96
Infused buffed: 428.737
Increase on one infused: 160.776
Increase on two infused: 309.024
Increase on three infused: 482.328
Medium Armor Werewolf (+12%)
Buffed: 278.4
Infused buffed: 445.44
Increase on one infused: 167.04
Increase on two infused: 334.08
Increase on three infused: 501.13
Medium Armor Templar Werewolf (+18%)
Buffed: 288.84
Infused Buffed: 462.144
Increase on one infused: 173.304
Increase on two infused: 346.608
Increase on three infused: 519.912
Just keep in mind that the actual damage difference between infused and normal(stamina) jewelry will be less, because light attacks are becoming a bigger part of the damage output (for everyone, not just WW), and they now scale with maximum stamina, so there is a bit of an opportunity cost associated with getting infused jewelry instead of stamina jewelry.
I guess the infused jewelry will still pull ahead, just not by as much as it may seem.
its now max stat (mag/stam) + spell/wep damage
I´m still kind of confused about this scaling about light and heavy attacks. Someone wrote that this it how it will be next patch:its now max stat (mag/stam) + spell/wep damage
I´m still kind of confused about this scaling about light and heavy attacks. Someone wrote that this it how it will be next patch:its now max stat (mag/stam) + spell/wep damage
As I understand it the most important change there is that light and heavy attacks now scale with max resource pool, in addition to weapon/spell damage (like skills always did). Until now, light/heavy only scaled with weapon/spell damage, not stat pools.
Light and Heavy Attacks now scale differently, they now scale about the same with Magicka/ Stamina as with Spell/ Weapon damage. Therefore, weaving will be even more important from now on as the overall damage of both Light and Heavy Attacks got increased by a lot.
How does this affect us and how does this affect our opponents ?
If yes, pros, neutral and cons :First we need to get the new light attack scaling equation ratio :
Are we going from 1 weapon damage = 40 max stamina to 1 weapon damage = 10 max stamina (same as skills) ?
If yes, pros, neutral and cons :After looking at the ratio, we need to look at the overall output of the formula :
Will light and heavy attack damage get a general buff because weapon damage scaling will stay the same and max stamina scaling will be increased ? (no compensation for the new ratio)
Ok i've run some quick math to know where such a change would get us with our LA/HA damage ...
... and it's seems maybe too big of a change for them to only change the ratio, they would probably tune down the coef too because a 42% increase (value for my example werewolf build, it would be around 100% for a petsorc build ...) would have a very big impact on the overall game balance.
Slightly off-topic: I can only imagine such a change together with the vMA destruction staffs. Would make those weapons insanely good and even more mandatory than they already are for PvE.