Lightspeedflashb14_ESO wrote: ». NB don't have a nice DoT like sorc or templar,
What does this mean? If you mean mag and you don't count path, then cripple is the other class dot for nbs. Temps have sunfire and shards. Sorcs have liquid lightning and the scamp. Non pet sorcs have hauntinf curse as well. All classes have at least 2 mag dots.
It means, as you state, that with a NB I don't have a ground casting ability like liquid lightning, which is really helpful if you are soloing a delve or public dungeon. You cannot compare cripple, which is more of a single target ability (at least not like a ground ability), to liquid or shards. So you have a totally different gameplay and need to play accordingly. That's what I meant, because liquid or shard are really helpful, that's why I use Path of Darkness, which is a pity they are getting rid of the damage, 'cause it was the only thing somewhat comparable to liquid or shard.
Solo parses are pointless for this hypotheses, I won't post any solo parses here.
Lightspeedflashb14_ESO wrote: »when people ask for a "parse", it is the common parlance of the game that this is self buffed, no group. with full group backing, of course you can hit those numbers. right now a nightblade can hit those without a group
There's a correct word here: his math 'looks' good. Because it's nonsense. It started ok, until he got to this:I mean your math looks good and mathy...
and especially thisNow, when we do our rotation, we spend our pool resource. Because DMG_dot = const, DEG_dot is const too, thereforeDMG_dot + DEG_dot = const
which is a complete and utter nonsense because he adds damage per second to resource drain per second, these are different quantities, they have different units, their sum means nothing, you can't add them. You can say though that damage per second is proportional to abilities' cost per second, but you still can't add them. And so all his further findings based on that 'math' are baseless and probably completely wrong. I won't spend my time on them.For the whole fight, our overall DMG is combination of our DMG per rotation and our degeneration, thusDMG_fight = N * DMG + N * DEG, where
Oreyn_Bearclaw wrote: »I just want to know the scenarios for your 62k parses...
The number is not interesting. What is interesting is that I achieve it with two completely different setups proving my hypotheses
which is a complete and utter nonsense because he adds damage per second to resource drain per second, these are different quantities, they have different units, their sum means nothing, you can't add them. You can say though that damage per second is proportional to abilities' cost per second, but you still can't add them. And so all his further findings based on that 'math' are baseless and probably completely wrong. I won't spend my time on them.
The number is absolutely essential to all subsequent calculations!
If I'm getting this right, NBs are more efficient because their drain<=regen, thus rendering hypothesis 1 invalid, and so by having better LA weaves, they can do more dps?
This is exactly what I claim. But it's because of the proc skill without any cost benefiting from light attacks, not the LA weaving itself.How do siphinoning attacks play into this, being presumably an internal DEF skill?
The skill follows the same mechanics as other skills and thus are not exception to hypothesis 1. It gives you resources via light attacks, so it's basically a cost reduction skill. The cost reduction is just tied to your light attack weaving (aka player's skill), and not just passivelly as on other classes. This skill is OK.Also, does this mean we will stop being the exception to hypothesis 1 in the next patch when the merciless proc will have a cost?
That's a hard question I'm not able to fully answer. This is a grey area, because so far I've been recognizing only active skills, not the skills that rely on procs (note that sorcerers have also 1 such skill). Hovever, in my theory, the answer is yes.
Donnasnowheart_ESO wrote: »Why do ppl keep saying NB rotation is hard? They get rewarded for weaving which every class should be doing anyway yet other classes have nothing that provides a massive damage spike for doing the same thing on top of NBs currently having access to the best sustain? It really bugs me still to see stuff like "NB deserve high numbers because its rotation is harder". If anything NBs have an advantage over others by being rewarded for something every class should do to obtain optimal dps.
Lightspeedflashb14_ESO wrote: »Lightspeedflashb14_ESO wrote: ». NB don't have a nice DoT like sorc or templar,
What does this mean? If you mean mag and you don't count path, then cripple is the other class dot for nbs. Temps have sunfire and shards. Sorcs have liquid lightning and the scamp. Non pet sorcs have hauntinf curse as well. All classes have at least 2 mag dots.
It means, as you state, that with a NB I don't have a ground casting ability like liquid lightning, which is really helpful if you are soloing a delve or public dungeon. You cannot compare cripple, which is more of a single target ability (at least not like a ground ability), to liquid or shards. So you have a totally different gameplay and need to play accordingly. That's what I meant, because liquid or shard are really helpful, that's why I use Path of Darkness, which is a pity they are getting rid of the damage, 'cause it was the only thing somewhat comparable to liquid or shard.
you are aware there are morphs to path of darkness, right? one that adds damage, like you are rambling about, that is Twisting Path and the other adds healing, Refreshing Path. now if you are using Refreshing Path right you get damage and healing, something that the other ground based aoes do not have. next patch, you will have to choose between damage or healing.
and for overland content, yes, crippling grash is more then enough, when i am soloing for skyshard pr when i was grinding the psijic skill line, i barely ever swapped bars, my front bar is inner light, crippling grasp, Merciless Resolve, Impale, swallow soul and ulti is the fire destro. this is more then enough dps to make all overland content trivial, if you know have to get out of red.
on topic, thank you @troomarfor the detailed response. but this-Solo parses are pointless for this hypotheses, I won't post any solo parses here.
when people ask for a "parse", it is the common parlance of the game that this is self buffed, no group. with full group backing, of course you can hit those numbers. right now a nightblade can hit those without a group. or close to it.
Lightspeedflashb14_ESO wrote: »when people ask for a "parse", it is the common parlance of the game that this is self buffed, no group. with full group backing, of course you can hit those numbers. right now a nightblade can hit those without a group
Solo parses are pointless because every class have different access to buffs, debuffs and regeneration. It's even more pointless to compare two solo parses of different classes.
If someone says that nightblades are over-performing and this argument is based on solo parses, then I have nothing to say
Lightspeedflashb14_ESO wrote: »Lightspeedflashb14_ESO wrote: ». NB don't have a nice DoT like sorc or templar,
What does this mean? If you mean mag and you don't count path, then cripple is the other class dot for nbs. Temps have sunfire and shards. Sorcs have liquid lightning and the scamp. Non pet sorcs have hauntinf curse as well. All classes have at least 2 mag dots.
It means, as you state, that with a NB I don't have a ground casting ability like liquid lightning, which is really helpful if you are soloing a delve or public dungeon. You cannot compare cripple, which is more of a single target ability (at least not like a ground ability), to liquid or shards. So you have a totally different gameplay and need to play accordingly. That's what I meant, because liquid or shard are really helpful, that's why I use Path of Darkness, which is a pity they are getting rid of the damage, 'cause it was the only thing somewhat comparable to liquid or shard.
you are aware there are morphs to path of darkness, right? one that adds damage, like you are rambling about, that is Twisting Path and the other adds healing, Refreshing Path. now if you are using Refreshing Path right you get damage and healing, something that the other ground based aoes do not have. next patch, you will have to choose between damage or healing.
and for overland content, yes, crippling grash is more then enough, when i am soloing for skyshard pr when i was grinding the psijic skill line, i barely ever swapped bars, my front bar is inner light, crippling grasp, Merciless Resolve, Impale, swallow soul and ulti is the fire destro. this is more then enough dps to make all overland content trivial, if you know have to get out of red.
on topic, thank you @troomarfor the detailed response. but this-Solo parses are pointless for this hypotheses, I won't post any solo parses here.
when people ask for a "parse", it is the common parlance of the game that this is self buffed, no group. with full group backing, of course you can hit those numbers. right now a nightblade can hit those without a group. or close to it.
Right. Cause Templar's don't have that ground AOE that heals, damages AND offers a purge synergy?
While the change brings Path into line with DK's Ash Cloud, I feel if ZOS is being authentic about having ground based aoe's consistent in either doing damage or healing then Ritual needs to be Nerfed as well.
Lightspeedflashb14_ESO wrote: »Lightspeedflashb14_ESO wrote: »Lightspeedflashb14_ESO wrote: ». NB don't have a nice DoT like sorc or templar,
What does this mean? If you mean mag and you don't count path, then cripple is the other class dot for nbs. Temps have sunfire and shards. Sorcs have liquid lightning and the scamp. Non pet sorcs have hauntinf curse as well. All classes have at least 2 mag dots.
It means, as you state, that with a NB I don't have a ground casting ability like liquid lightning, which is really helpful if you are soloing a delve or public dungeon. You cannot compare cripple, which is more of a single target ability (at least not like a ground ability), to liquid or shards. So you have a totally different gameplay and need to play accordingly. That's what I meant, because liquid or shard are really helpful, that's why I use Path of Darkness, which is a pity they are getting rid of the damage, 'cause it was the only thing somewhat comparable to liquid or shard.
you are aware there are morphs to path of darkness, right? one that adds damage, like you are rambling about, that is Twisting Path and the other adds healing, Refreshing Path. now if you are using Refreshing Path right you get damage and healing, something that the other ground based aoes do not have. next patch, you will have to choose between damage or healing.
and for overland content, yes, crippling grash is more then enough, when i am soloing for skyshard pr when i was grinding the psijic skill line, i barely ever swapped bars, my front bar is inner light, crippling grasp, Merciless Resolve, Impale, swallow soul and ulti is the fire destro. this is more then enough dps to make all overland content trivial, if you know have to get out of red.
on topic, thank you @troomarfor the detailed response. but this-Solo parses are pointless for this hypotheses, I won't post any solo parses here.
when people ask for a "parse", it is the common parlance of the game that this is self buffed, no group. with full group backing, of course you can hit those numbers. right now a nightblade can hit those without a group. or close to it.
Right. Cause Templar's don't have that ground AOE that heals, damages AND offers a purge synergy?
While the change brings Path into line with DK's Ash Cloud, I feel if ZOS is being authentic about having ground based aoe's consistent in either doing damage or healing then Ritual needs to be Nerfed as well.
Ritual of retribution is not a dps viable tool. It ticks every 2 seconds and lasts for 12. Meaning that the standard 8 second rotation does not work with it, considering its high cost. Look at any recent magplar DPS builds. They do not have that skill on the bar. Every magblade had refreshing path, if they knew what they were doing.
The number is absolutely essential to all subsequent calculations!
Well, these are my hypotheses, so find your own numbers and prove me wrong
You have all numbers you need in my first post:
WoodElf stamSorc, 2100 regen
Redguard stamSorc, 900 regen
Both setups result in 62k (For me at least. For you it can be different number, but it should be the same for both setups).
EDIT: Well, theoretically, Redguard should be better, because DEG_Redguard < DEG_WoodElf, so if you want to be especially precise, use these numbers:
WoodElf stamSorc, 2100 regen
WoodElf stamSorc, 900 regen
Merlin13KAGL wrote: »While your mathematical model is pretty well spot on, it also assumes perfection.
Merlin13KAGL wrote: »While this is the sort of thing ZoS should be running classes, skills, and sets through via brute force to see what the max potential of a given combo is and then using that as some kind of baseline for adjustments, I'm pretty sure they don't.
Merlin13KAGL wrote: »Ideally, you spec the maximum amount of damage possible and be at exactly zero resources at fight's end. Since there are other variables: lag, timing differences, HP, therefore length of fight, other mechanics interrupting flow, these things vary considerably.
Merlin13KAGL wrote: »The other thing not factored in is the damage vs cost ratio of a given skill. Higher would obviously be better, but then you have to factor in cast time (DPS equivalent) and other potential synergies a skill may offer or take advantage of.
I feel like you should update your original post then to state that you do 62k Group DPS. People might actually take you a little bit more seriously then...
I don't have all the numbers I need.
in what world does 12% extra stam regen on a wood elf turn into 1200 more regen lmao