The ability Scatter Shot is already affected by your target's mitigation, and therefore the DoT is damage derived from an attack that has already had its damage reduced. Making this DoT poison damage is having its damage mitigated not once, but twice. Because of this I believe it needs to go back to being bleed damage.
usmcjdking wrote: »usmcjdking wrote: »usmcjdking wrote: »The last thing this game needs is more bleeds, oblivion damage, undodgeable attacks or anything that generally ignores defenses.
No it doesn't. Didn't you read what I said? The DoT is already reduced via mitigation because its strength is derived from the damage dealt from Scatter Shot. Having the DoT become poison damage is having it reduced by your target's resistances twice.
I read and fully understand your request. There are plenty of skills that get charged defensive values twice and, in my opinion, you haven't justified or given enough practical reason as to why this particular attack shouldn't be.
Practical reason? if something gets affected by defenses twice there are only 2 situations. That something is either useless when countered by good defense or OP when countered by low defense.
All those attacks that ignore defenses were created to counter high defenses and they punish low defenses much more. I am sure you dont like it. This gear will have to work same wayUnless its useless, but why bother arguing to keep something useless.
Making it deal bleed damage means the counter to the direct hit (be it blocking it, dodging or having high armor or some major protection) is countering and lowering the damage of bleed. Creating ability that gets countered by defenses but doesnt become useless when done so.
There are far more than two things that get double taxed by armor/resistances.
Such as?
The Dot is applied based on the mitigation. Then the dot is further mitigated. This has nothing to do with CP or with skills that have both a direct damage portion and a dot portion.usmcjdking wrote: »usmcjdking wrote: »usmcjdking wrote: »The last thing this game needs is more bleeds, oblivion damage, undodgeable attacks or anything that generally ignores defenses.
No it doesn't. Didn't you read what I said? The DoT is already reduced via mitigation because its strength is derived from the damage dealt from Scatter Shot. Having the DoT become poison damage is having it reduced by your target's resistances twice.
I read and fully understand your request. There are plenty of skills that get charged defensive values twice and, in my opinion, you haven't justified or given enough practical reason as to why this particular attack shouldn't be.
Practical reason? if something gets affected by defenses twice there are only 2 situations. That something is either useless when countered by good defense or OP when countered by low defense.
All those attacks that ignore defenses were created to counter high defenses and they punish low defenses much more. I am sure you dont like it. This gear will have to work same wayUnless its useless, but why bother arguing to keep something useless.
Making it deal bleed damage means the counter to the direct hit (be it blocking it, dodging or having high armor or some major protection) is countering and lowering the damage of bleed. Creating ability that gets countered by defenses but doesnt become useless when done so.
There are far more than two things that get double taxed by armor/resistances.
Such as?
Stats that boost draining shot:
Mighty - Increases Damage
Precise Strikes - Increases Critical Damage
Piercing - Increases Physical Penetration
Master-At-Arms - Increases Damage
Shattering Blows - Increases Damage against Damage Shields
Stats the reduce:
hardy
crit resistance
physical resistance
ironclad
For this set, it would add Thaumaturge, but only to the DOT. He is saying this works for all DOTS because they hit you with a direct dmg component which is reduced by multiple sources of mitigation. This is just how the game works.
Toc de Malsvi wrote: »The Dot is applied based on the mitigation. Then the dot is further mitigated. This has nothing to do with CP or with skills that have both a direct damage portion and a dot portion.usmcjdking wrote: »usmcjdking wrote: »usmcjdking wrote: »The last thing this game needs is more bleeds, oblivion damage, undodgeable attacks or anything that generally ignores defenses.
No it doesn't. Didn't you read what I said? The DoT is already reduced via mitigation because its strength is derived from the damage dealt from Scatter Shot. Having the DoT become poison damage is having it reduced by your target's resistances twice.
I read and fully understand your request. There are plenty of skills that get charged defensive values twice and, in my opinion, you haven't justified or given enough practical reason as to why this particular attack shouldn't be.
Practical reason? if something gets affected by defenses twice there are only 2 situations. That something is either useless when countered by good defense or OP when countered by low defense.
All those attacks that ignore defenses were created to counter high defenses and they punish low defenses much more. I am sure you dont like it. This gear will have to work same wayUnless its useless, but why bother arguing to keep something useless.
Making it deal bleed damage means the counter to the direct hit (be it blocking it, dodging or having high armor or some major protection) is countering and lowering the damage of bleed. Creating ability that gets countered by defenses but doesnt become useless when done so.
There are far more than two things that get double taxed by armor/resistances.
Such as?
Stats that boost draining shot:
Mighty - Increases Damage
Precise Strikes - Increases Critical Damage
Piercing - Increases Physical Penetration
Master-At-Arms - Increases Damage
Shattering Blows - Increases Damage against Damage Shields
Stats the reduce:
hardy
crit resistance
physical resistance
ironclad
For this set, it would add Thaumaturge, but only to the DOT. He is saying this works for all DOTS because they hit you with a direct dmg component which is reduced by multiple sources of mitigation. This is just how the game works.
If I apply poison injection, it has both a direct damage portion and a dot. But they are mitigated separately, the dot from Poison Injection does not increase or decrease based on how much damage the initial dirwxt damage portion deals.
For Razor Shot this is not true. For Razor Shot the Dot is BASED on the direct damage portion. So if you have say 15% damage reduction from physical resistance and you block the Draining Shot for another 50% mitigated. Lets say the Draining Shot deals 3k before mitigation, after mitigation it deals 1.3k. Now 50% of that is 650 damage, so you can expect a Dot for 650 damage. However each tick of that dot is now mitigated by your resistances. So instead of 650 you get 550 and that isn't even considering CP, high resistance or other forms of mitigation.
TLDR: being mitigated twice by the same source isn't the same as having multiple CP stars that mitigate. This set is getting mitigated by resistances and the Hardy CP star twice, it is being mitigated by Ironclad and crit resist CP once.
Toc de Malsvi wrote: »The Dot is applied based on the mitigation. Then the dot is further mitigated. This has nothing to do with CP or with skills that have both a direct damage portion and a dot portion.usmcjdking wrote: »usmcjdking wrote: »usmcjdking wrote: »The last thing this game needs is more bleeds, oblivion damage, undodgeable attacks or anything that generally ignores defenses.
No it doesn't. Didn't you read what I said? The DoT is already reduced via mitigation because its strength is derived from the damage dealt from Scatter Shot. Having the DoT become poison damage is having it reduced by your target's resistances twice.
I read and fully understand your request. There are plenty of skills that get charged defensive values twice and, in my opinion, you haven't justified or given enough practical reason as to why this particular attack shouldn't be.
Practical reason? if something gets affected by defenses twice there are only 2 situations. That something is either useless when countered by good defense or OP when countered by low defense.
All those attacks that ignore defenses were created to counter high defenses and they punish low defenses much more. I am sure you dont like it. This gear will have to work same wayUnless its useless, but why bother arguing to keep something useless.
Making it deal bleed damage means the counter to the direct hit (be it blocking it, dodging or having high armor or some major protection) is countering and lowering the damage of bleed. Creating ability that gets countered by defenses but doesnt become useless when done so.
There are far more than two things that get double taxed by armor/resistances.
Such as?
Stats that boost draining shot:
Mighty - Increases Damage
Precise Strikes - Increases Critical Damage
Piercing - Increases Physical Penetration
Master-At-Arms - Increases Damage
Shattering Blows - Increases Damage against Damage Shields
Stats the reduce:
hardy
crit resistance
physical resistance
ironclad
For this set, it would add Thaumaturge, but only to the DOT. He is saying this works for all DOTS because they hit you with a direct dmg component which is reduced by multiple sources of mitigation. This is just how the game works.
If I apply poison injection, it has both a direct damage portion and a dot. But they are mitigated separately, the dot from Poison Injection does not increase or decrease based on how much damage the initial dirwxt damage portion deals.
For Razor Shot this is not true. For Razor Shot the Dot is BASED on the direct damage portion. So if you have say 15% damage reduction from physical resistance and you block the Draining Shot for another 50% mitigated. Lets say the Draining Shot deals 3k before mitigation, after mitigation it deals 1.3k. Now 50% of that is 650 damage, so you can expect a Dot for 650 damage. However each tick of that dot is now mitigated by your resistances. So instead of 650 you get 550 and that isn't even considering CP, high resistance or other forms of mitigation.
TLDR: being mitigated twice by the same source isn't the same as having multiple CP stars that mitigate. This set is getting mitigated by resistances and the Hardy CP star twice, it is being mitigated by Ironclad and crit resist CP once.
Toc de Malsvi wrote: »The Dot is applied based on the mitigation. Then the dot is further mitigated. This has nothing to do with CP or with skills that have both a direct damage portion and a dot portion.usmcjdking wrote: »usmcjdking wrote: »usmcjdking wrote: »The last thing this game needs is more bleeds, oblivion damage, undodgeable attacks or anything that generally ignores defenses.
No it doesn't. Didn't you read what I said? The DoT is already reduced via mitigation because its strength is derived from the damage dealt from Scatter Shot. Having the DoT become poison damage is having it reduced by your target's resistances twice.
I read and fully understand your request. There are plenty of skills that get charged defensive values twice and, in my opinion, you haven't justified or given enough practical reason as to why this particular attack shouldn't be.
Practical reason? if something gets affected by defenses twice there are only 2 situations. That something is either useless when countered by good defense or OP when countered by low defense.
All those attacks that ignore defenses were created to counter high defenses and they punish low defenses much more. I am sure you dont like it. This gear will have to work same wayUnless its useless, but why bother arguing to keep something useless.
Making it deal bleed damage means the counter to the direct hit (be it blocking it, dodging or having high armor or some major protection) is countering and lowering the damage of bleed. Creating ability that gets countered by defenses but doesnt become useless when done so.
There are far more than two things that get double taxed by armor/resistances.
Such as?
Stats that boost draining shot:
Mighty - Increases Damage
Precise Strikes - Increases Critical Damage
Piercing - Increases Physical Penetration
Master-At-Arms - Increases Damage
Shattering Blows - Increases Damage against Damage Shields
Stats the reduce:
hardy
crit resistance
physical resistance
ironclad
For this set, it would add Thaumaturge, but only to the DOT. He is saying this works for all DOTS because they hit you with a direct dmg component which is reduced by multiple sources of mitigation. This is just how the game works.
If I apply poison injection, it has both a direct damage portion and a dot. But they are mitigated separately, the dot from Poison Injection does not increase or decrease based on how much damage the initial dirwxt damage portion deals.
For Razor Shot this is not true. For Razor Shot the Dot is BASED on the direct damage portion. So if you have say 15% damage reduction from physical resistance and you block the Draining Shot for another 50% mitigated. Lets say the Draining Shot deals 3k before mitigation, after mitigation it deals 1.3k. Now 50% of that is 650 damage, so you can expect a Dot for 650 damage. However each tick of that dot is now mitigated by your resistances. So instead of 650 you get 550 and that isn't even considering CP, high resistance or other forms of mitigation.
TLDR: being mitigated twice by the same source isn't the same as having multiple CP stars that mitigate. This set is getting mitigated by resistances and the Hardy CP star twice, it is being mitigated by Ironclad and crit resist CP once.
Ok I see. Still doesn't give a valid reason why it should ignore mitigation mechanics. For example, 2h/DW bleeds proc off melee damage, the melee damage is reduced by direct and then the bleed is reduced again.
Another instance would be double dot poisons; procs off LA/weapon skills which are reduced by one type of mitigation and then by another.
It seems the real problem is the percentage off one attack creating a new attack, so why doesn't the set (and other feedback) suggest to just make it a raw damage value that can scale/mitigate? Seem like this is the correct fix, not making it a bleed nor crit.
usmcjdking wrote: »usmcjdking wrote: »usmcjdking wrote: »The last thing this game needs is more bleeds, oblivion damage, undodgeable attacks or anything that generally ignores defenses.
No it doesn't. Didn't you read what I said? The DoT is already reduced via mitigation because its strength is derived from the damage dealt from Scatter Shot. Having the DoT become poison damage is having it reduced by your target's resistances twice.
I read and fully understand your request. There are plenty of skills that get charged defensive values twice and, in my opinion, you haven't justified or given enough practical reason as to why this particular attack shouldn't be.
Practical reason? if something gets affected by defenses twice there are only 2 situations. That something is either useless when countered by good defense or OP when countered by low defense.
All those attacks that ignore defenses were created to counter high defenses and they punish low defenses much more. I am sure you dont like it. This gear will have to work same wayUnless its useless, but why bother arguing to keep something useless.
Making it deal bleed damage means the counter to the direct hit (be it blocking it, dodging or having high armor or some major protection) is countering and lowering the damage of bleed. Creating ability that gets countered by defenses but doesnt become useless when done so.
There are far more than two things that get double taxed by armor/resistances.
Such as?
Toc de Malsvi wrote: »Toc de Malsvi wrote: »The Dot is applied based on the mitigation. Then the dot is further mitigated. This has nothing to do with CP or with skills that have both a direct damage portion and a dot portion.usmcjdking wrote: »usmcjdking wrote: »usmcjdking wrote: »The last thing this game needs is more bleeds, oblivion damage, undodgeable attacks or anything that generally ignores defenses.
No it doesn't. Didn't you read what I said? The DoT is already reduced via mitigation because its strength is derived from the damage dealt from Scatter Shot. Having the DoT become poison damage is having it reduced by your target's resistances twice.
I read and fully understand your request. There are plenty of skills that get charged defensive values twice and, in my opinion, you haven't justified or given enough practical reason as to why this particular attack shouldn't be.
Practical reason? if something gets affected by defenses twice there are only 2 situations. That something is either useless when countered by good defense or OP when countered by low defense.
All those attacks that ignore defenses were created to counter high defenses and they punish low defenses much more. I am sure you dont like it. This gear will have to work same wayUnless its useless, but why bother arguing to keep something useless.
Making it deal bleed damage means the counter to the direct hit (be it blocking it, dodging or having high armor or some major protection) is countering and lowering the damage of bleed. Creating ability that gets countered by defenses but doesnt become useless when done so.
There are far more than two things that get double taxed by armor/resistances.
Such as?
Stats that boost draining shot:
Mighty - Increases Damage
Precise Strikes - Increases Critical Damage
Piercing - Increases Physical Penetration
Master-At-Arms - Increases Damage
Shattering Blows - Increases Damage against Damage Shields
Stats the reduce:
hardy
crit resistance
physical resistance
ironclad
For this set, it would add Thaumaturge, but only to the DOT. He is saying this works for all DOTS because they hit you with a direct dmg component which is reduced by multiple sources of mitigation. This is just how the game works.
If I apply poison injection, it has both a direct damage portion and a dot. But they are mitigated separately, the dot from Poison Injection does not increase or decrease based on how much damage the initial dirwxt damage portion deals.
For Razor Shot this is not true. For Razor Shot the Dot is BASED on the direct damage portion. So if you have say 15% damage reduction from physical resistance and you block the Draining Shot for another 50% mitigated. Lets say the Draining Shot deals 3k before mitigation, after mitigation it deals 1.3k. Now 50% of that is 650 damage, so you can expect a Dot for 650 damage. However each tick of that dot is now mitigated by your resistances. So instead of 650 you get 550 and that isn't even considering CP, high resistance or other forms of mitigation.
TLDR: being mitigated twice by the same source isn't the same as having multiple CP stars that mitigate. This set is getting mitigated by resistances and the Hardy CP star twice, it is being mitigated by Ironclad and crit resist CP once.
Ok I see. Still doesn't give a valid reason why it should ignore mitigation mechanics. For example, 2h/DW bleeds proc off melee damage, the melee damage is reduced by direct and then the bleed is reduced again.
Another instance would be double dot poisons; procs off LA/weapon skills which are reduced by one type of mitigation and then by another.
It seems the real problem is the percentage off one attack creating a new attack, so why doesn't the set (and other feedback) suggest to just make it a raw damage value that can scale/mitigate? Seem like this is the correct fix, not making it a bleed nor crit.
Proccing and scaling off the percentage of damage dealt is what people mean by being mitigated twice. And yes giving it a flat value would be the simplest fix.
ZOS for whatever reason wants it to scale somewhat. And they want it for PVE.
Agreed, bow is already oversaturated with poison damage: Lethal Arrow (guaranteed Poisoned status effect proc), Poison Injection, Acid Spray... this set dealing poison damage doesn't really bring anything new to the table where as bleed damage could've helped bow builds against high mitigation tanks (against which they struggle a lot).
Toc de Malsvi wrote: »Toc de Malsvi wrote: »The Dot is applied based on the mitigation. Then the dot is further mitigated. This has nothing to do with CP or with skills that have both a direct damage portion and a dot portion.usmcjdking wrote: »usmcjdking wrote: »usmcjdking wrote: »The last thing this game needs is more bleeds, oblivion damage, undodgeable attacks or anything that generally ignores defenses.
No it doesn't. Didn't you read what I said? The DoT is already reduced via mitigation because its strength is derived from the damage dealt from Scatter Shot. Having the DoT become poison damage is having it reduced by your target's resistances twice.
I read and fully understand your request. There are plenty of skills that get charged defensive values twice and, in my opinion, you haven't justified or given enough practical reason as to why this particular attack shouldn't be.
Practical reason? if something gets affected by defenses twice there are only 2 situations. That something is either useless when countered by good defense or OP when countered by low defense.
All those attacks that ignore defenses were created to counter high defenses and they punish low defenses much more. I am sure you dont like it. This gear will have to work same wayUnless its useless, but why bother arguing to keep something useless.
Making it deal bleed damage means the counter to the direct hit (be it blocking it, dodging or having high armor or some major protection) is countering and lowering the damage of bleed. Creating ability that gets countered by defenses but doesnt become useless when done so.
There are far more than two things that get double taxed by armor/resistances.
Such as?
Stats that boost draining shot:
Mighty - Increases Damage
Precise Strikes - Increases Critical Damage
Piercing - Increases Physical Penetration
Master-At-Arms - Increases Damage
Shattering Blows - Increases Damage against Damage Shields
Stats the reduce:
hardy
crit resistance
physical resistance
ironclad
For this set, it would add Thaumaturge, but only to the DOT. He is saying this works for all DOTS because they hit you with a direct dmg component which is reduced by multiple sources of mitigation. This is just how the game works.
If I apply poison injection, it has both a direct damage portion and a dot. But they are mitigated separately, the dot from Poison Injection does not increase or decrease based on how much damage the initial dirwxt damage portion deals.
For Razor Shot this is not true. For Razor Shot the Dot is BASED on the direct damage portion. So if you have say 15% damage reduction from physical resistance and you block the Draining Shot for another 50% mitigated. Lets say the Draining Shot deals 3k before mitigation, after mitigation it deals 1.3k. Now 50% of that is 650 damage, so you can expect a Dot for 650 damage. However each tick of that dot is now mitigated by your resistances. So instead of 650 you get 550 and that isn't even considering CP, high resistance or other forms of mitigation.
TLDR: being mitigated twice by the same source isn't the same as having multiple CP stars that mitigate. This set is getting mitigated by resistances and the Hardy CP star twice, it is being mitigated by Ironclad and crit resist CP once.
Ok I see. Still doesn't give a valid reason why it should ignore mitigation mechanics. For example, 2h/DW bleeds proc off melee damage, the melee damage is reduced by direct and then the bleed is reduced again.
Another instance would be double dot poisons; procs off LA/weapon skills which are reduced by one type of mitigation and then by another.
It seems the real problem is the percentage off one attack creating a new attack, so why doesn't the set (and other feedback) suggest to just make it a raw damage value that can scale/mitigate? Seem like this is the correct fix, not making it a bleed nor crit.
Proccing and scaling off the percentage of damage dealt is what people mean by being mitigated twice. And yes giving it a flat value would be the simplest fix.
ZOS for whatever reason wants it to scale somewhat. And they want it for PVE.
Chilly-McFreeze wrote: »Toc de Malsvi wrote: »Toc de Malsvi wrote: »The Dot is applied based on the mitigation. Then the dot is further mitigated. This has nothing to do with CP or with skills that have both a direct damage portion and a dot portion.usmcjdking wrote: »usmcjdking wrote: »usmcjdking wrote: »The last thing this game needs is more bleeds, oblivion damage, undodgeable attacks or anything that generally ignores defenses.
No it doesn't. Didn't you read what I said? The DoT is already reduced via mitigation because its strength is derived from the damage dealt from Scatter Shot. Having the DoT become poison damage is having it reduced by your target's resistances twice.
I read and fully understand your request. There are plenty of skills that get charged defensive values twice and, in my opinion, you haven't justified or given enough practical reason as to why this particular attack shouldn't be.
Practical reason? if something gets affected by defenses twice there are only 2 situations. That something is either useless when countered by good defense or OP when countered by low defense.
All those attacks that ignore defenses were created to counter high defenses and they punish low defenses much more. I am sure you dont like it. This gear will have to work same wayUnless its useless, but why bother arguing to keep something useless.
Making it deal bleed damage means the counter to the direct hit (be it blocking it, dodging or having high armor or some major protection) is countering and lowering the damage of bleed. Creating ability that gets countered by defenses but doesnt become useless when done so.
There are far more than two things that get double taxed by armor/resistances.
Such as?
Stats that boost draining shot:
Mighty - Increases Damage
Precise Strikes - Increases Critical Damage
Piercing - Increases Physical Penetration
Master-At-Arms - Increases Damage
Shattering Blows - Increases Damage against Damage Shields
Stats the reduce:
hardy
crit resistance
physical resistance
ironclad
For this set, it would add Thaumaturge, but only to the DOT. He is saying this works for all DOTS because they hit you with a direct dmg component which is reduced by multiple sources of mitigation. This is just how the game works.
If I apply poison injection, it has both a direct damage portion and a dot. But they are mitigated separately, the dot from Poison Injection does not increase or decrease based on how much damage the initial dirwxt damage portion deals.
For Razor Shot this is not true. For Razor Shot the Dot is BASED on the direct damage portion. So if you have say 15% damage reduction from physical resistance and you block the Draining Shot for another 50% mitigated. Lets say the Draining Shot deals 3k before mitigation, after mitigation it deals 1.3k. Now 50% of that is 650 damage, so you can expect a Dot for 650 damage. However each tick of that dot is now mitigated by your resistances. So instead of 650 you get 550 and that isn't even considering CP, high resistance or other forms of mitigation.
TLDR: being mitigated twice by the same source isn't the same as having multiple CP stars that mitigate. This set is getting mitigated by resistances and the Hardy CP star twice, it is being mitigated by Ironclad and crit resist CP once.
Ok I see. Still doesn't give a valid reason why it should ignore mitigation mechanics. For example, 2h/DW bleeds proc off melee damage, the melee damage is reduced by direct and then the bleed is reduced again.
Another instance would be double dot poisons; procs off LA/weapon skills which are reduced by one type of mitigation and then by another.
It seems the real problem is the percentage off one attack creating a new attack, so why doesn't the set (and other feedback) suggest to just make it a raw damage value that can scale/mitigate? Seem like this is the correct fix, not making it a bleed nor crit.
Proccing and scaling off the percentage of damage dealt is what people mean by being mitigated twice. And yes giving it a flat value would be the simplest fix.
ZOS for whatever reason wants it to scale somewhat. And they want it for PVE.
Isn't the masters dw proc often critizied for given a flat value? Or every proc set?
usmcjdking wrote: »usmcjdking wrote: »usmcjdking wrote: »usmcjdking wrote: »The last thing this game needs is more bleeds, oblivion damage, undodgeable attacks or anything that generally ignores defenses.
No it doesn't. Didn't you read what I said? The DoT is already reduced via mitigation because its strength is derived from the damage dealt from Scatter Shot. Having the DoT become poison damage is having it reduced by your target's resistances twice.
I read and fully understand your request. There are plenty of skills that get charged defensive values twice and, in my opinion, you haven't justified or given enough practical reason as to why this particular attack shouldn't be.
Practical reason? if something gets affected by defenses twice there are only 2 situations. That something is either useless when countered by good defense or OP when countered by low defense.
All those attacks that ignore defenses were created to counter high defenses and they punish low defenses much more. I am sure you dont like it. This gear will have to work same wayUnless its useless, but why bother arguing to keep something useless.
Making it deal bleed damage means the counter to the direct hit (be it blocking it, dodging or having high armor or some major protection) is countering and lowering the damage of bleed. Creating ability that gets countered by defenses but doesnt become useless when done so.
There are far more than two things that get double taxed by armor/resistances.
Such as?
Backlash, Forceful, Reverse Slice, DK Wings, Defensive Posture, Spell Wall.
usmcjdking wrote: »usmcjdking wrote: »usmcjdking wrote: »usmcjdking wrote: »The last thing this game needs is more bleeds, oblivion damage, undodgeable attacks or anything that generally ignores defenses.
No it doesn't. Didn't you read what I said? The DoT is already reduced via mitigation because its strength is derived from the damage dealt from Scatter Shot. Having the DoT become poison damage is having it reduced by your target's resistances twice.
I read and fully understand your request. There are plenty of skills that get charged defensive values twice and, in my opinion, you haven't justified or given enough practical reason as to why this particular attack shouldn't be.
Practical reason? if something gets affected by defenses twice there are only 2 situations. That something is either useless when countered by good defense or OP when countered by low defense.
All those attacks that ignore defenses were created to counter high defenses and they punish low defenses much more. I am sure you dont like it. This gear will have to work same wayUnless its useless, but why bother arguing to keep something useless.
Making it deal bleed damage means the counter to the direct hit (be it blocking it, dodging or having high armor or some major protection) is countering and lowering the damage of bleed. Creating ability that gets countered by defenses but doesnt become useless when done so.
There are far more than two things that get double taxed by armor/resistances.
Such as?
Backlash, Forceful, Reverse Slice, DK Wings, Defensive Posture, Spell Wall.
So outside Backlash literally nothing used to deal damage to primary targetAnd even Backlash is wonky because the ability itself is not mitigated twice.
I think you are grasping at straws because you saw word bleeds
usmcjdking wrote: »usmcjdking wrote: »usmcjdking wrote: »usmcjdking wrote: »usmcjdking wrote: »The last thing this game needs is more bleeds, oblivion damage, undodgeable attacks or anything that generally ignores defenses.
No it doesn't. Didn't you read what I said? The DoT is already reduced via mitigation because its strength is derived from the damage dealt from Scatter Shot. Having the DoT become poison damage is having it reduced by your target's resistances twice.
I read and fully understand your request. There are plenty of skills that get charged defensive values twice and, in my opinion, you haven't justified or given enough practical reason as to why this particular attack shouldn't be.
Practical reason? if something gets affected by defenses twice there are only 2 situations. That something is either useless when countered by good defense or OP when countered by low defense.
All those attacks that ignore defenses were created to counter high defenses and they punish low defenses much more. I am sure you dont like it. This gear will have to work same wayUnless its useless, but why bother arguing to keep something useless.
Making it deal bleed damage means the counter to the direct hit (be it blocking it, dodging or having high armor or some major protection) is countering and lowering the damage of bleed. Creating ability that gets countered by defenses but doesnt become useless when done so.
There are far more than two things that get double taxed by armor/resistances.
Such as?
Backlash, Forceful, Reverse Slice, DK Wings, Defensive Posture, Spell Wall.
So outside Backlash literally nothing used to deal damage to primary targetAnd even Backlash is wonky because the ability itself is not mitigated twice.
I think you are grasping at straws because you saw word bleeds
My argument isn't incredibly strong, but it is sound and it is not unprecedent - subsequent damage based on the damage being dealt typically gets charged double from resistances.
I see no reason as to why this would be any different.
DocFrost72 wrote: »usmcjdking wrote: »usmcjdking wrote: »usmcjdking wrote: »usmcjdking wrote: »usmcjdking wrote: »The last thing this game needs is more bleeds, oblivion damage, undodgeable attacks or anything that generally ignores defenses.
No it doesn't. Didn't you read what I said? The DoT is already reduced via mitigation because its strength is derived from the damage dealt from Scatter Shot. Having the DoT become poison damage is having it reduced by your target's resistances twice.
I read and fully understand your request. There are plenty of skills that get charged defensive values twice and, in my opinion, you haven't justified or given enough practical reason as to why this particular attack shouldn't be.
Practical reason? if something gets affected by defenses twice there are only 2 situations. That something is either useless when countered by good defense or OP when countered by low defense.
All those attacks that ignore defenses were created to counter high defenses and they punish low defenses much more. I am sure you dont like it. This gear will have to work same wayUnless its useless, but why bother arguing to keep something useless.
Making it deal bleed damage means the counter to the direct hit (be it blocking it, dodging or having high armor or some major protection) is countering and lowering the damage of bleed. Creating ability that gets countered by defenses but doesnt become useless when done so.
There are far more than two things that get double taxed by armor/resistances.
Such as?
Backlash, Forceful, Reverse Slice, DK Wings, Defensive Posture, Spell Wall.
So outside Backlash literally nothing used to deal damage to primary targetAnd even Backlash is wonky because the ability itself is not mitigated twice.
I think you are grasping at straws because you saw word bleeds
My argument isn't incredibly strong, but it is sound and it is not unprecedent - subsequent damage based on the damage being dealt typically gets charged double from resistances.
I see no reason as to why this would be any different.
Because it is not a reflect and deals no aoe damage, nor is it a skill, differentiating it from anything you listed.
It would be a bleed that can be dodged and even takes resistances/block into account for its damage dealt. I don't get how this is overpowered honestly.
usmcjdking wrote: »DocFrost72 wrote: »usmcjdking wrote: »usmcjdking wrote: »usmcjdking wrote: »usmcjdking wrote: »usmcjdking wrote: »The last thing this game needs is more bleeds, oblivion damage, undodgeable attacks or anything that generally ignores defenses.
No it doesn't. Didn't you read what I said? The DoT is already reduced via mitigation because its strength is derived from the damage dealt from Scatter Shot. Having the DoT become poison damage is having it reduced by your target's resistances twice.
I read and fully understand your request. There are plenty of skills that get charged defensive values twice and, in my opinion, you haven't justified or given enough practical reason as to why this particular attack shouldn't be.
Practical reason? if something gets affected by defenses twice there are only 2 situations. That something is either useless when countered by good defense or OP when countered by low defense.
All those attacks that ignore defenses were created to counter high defenses and they punish low defenses much more. I am sure you dont like it. This gear will have to work same wayUnless its useless, but why bother arguing to keep something useless.
Making it deal bleed damage means the counter to the direct hit (be it blocking it, dodging or having high armor or some major protection) is countering and lowering the damage of bleed. Creating ability that gets countered by defenses but doesnt become useless when done so.
There are far more than two things that get double taxed by armor/resistances.
Such as?
Backlash, Forceful, Reverse Slice, DK Wings, Defensive Posture, Spell Wall.
So outside Backlash literally nothing used to deal damage to primary targetAnd even Backlash is wonky because the ability itself is not mitigated twice.
I think you are grasping at straws because you saw word bleeds
My argument isn't incredibly strong, but it is sound and it is not unprecedent - subsequent damage based on the damage being dealt typically gets charged double from resistances.
I see no reason as to why this would be any different.
Because it is not a reflect and deals no aoe damage, nor is it a skill, differentiating it from anything you listed.
It would be a bleed that can be dodged and even takes resistances/block into account for its damage dealt. I don't get how this is overpowered honestly.
It's not that.
It's calculating it's damage on damage already done. Skillsthat do that are charged twice and I haven't a found an instance where it's not.
DocFrost72 wrote: »usmcjdking wrote: »DocFrost72 wrote: »usmcjdking wrote: »usmcjdking wrote: »usmcjdking wrote: »usmcjdking wrote: »usmcjdking wrote: »The last thing this game needs is more bleeds, oblivion damage, undodgeable attacks or anything that generally ignores defenses.
No it doesn't. Didn't you read what I said? The DoT is already reduced via mitigation because its strength is derived from the damage dealt from Scatter Shot. Having the DoT become poison damage is having it reduced by your target's resistances twice.
I read and fully understand your request. There are plenty of skills that get charged defensive values twice and, in my opinion, you haven't justified or given enough practical reason as to why this particular attack shouldn't be.
Practical reason? if something gets affected by defenses twice there are only 2 situations. That something is either useless when countered by good defense or OP when countered by low defense.
All those attacks that ignore defenses were created to counter high defenses and they punish low defenses much more. I am sure you dont like it. This gear will have to work same wayUnless its useless, but why bother arguing to keep something useless.
Making it deal bleed damage means the counter to the direct hit (be it blocking it, dodging or having high armor or some major protection) is countering and lowering the damage of bleed. Creating ability that gets countered by defenses but doesnt become useless when done so.
There are far more than two things that get double taxed by armor/resistances.
Such as?
Backlash, Forceful, Reverse Slice, DK Wings, Defensive Posture, Spell Wall.
So outside Backlash literally nothing used to deal damage to primary targetAnd even Backlash is wonky because the ability itself is not mitigated twice.
I think you are grasping at straws because you saw word bleeds
My argument isn't incredibly strong, but it is sound and it is not unprecedent - subsequent damage based on the damage being dealt typically gets charged double from resistances.
I see no reason as to why this would be any different.
Because it is not a reflect and deals no aoe damage, nor is it a skill, differentiating it from anything you listed.
It would be a bleed that can be dodged and even takes resistances/block into account for its damage dealt. I don't get how this is overpowered honestly.
It's not that.
It's calculating it's damage on damage already done. Skillsthat do that are charged twice and I haven't a found an instance where it's not.
Razor shot is not a skill.
usmcjdking wrote: »DocFrost72 wrote: »usmcjdking wrote: »DocFrost72 wrote: »usmcjdking wrote: »usmcjdking wrote: »usmcjdking wrote: »usmcjdking wrote: »usmcjdking wrote: »The last thing this game needs is more bleeds, oblivion damage, undodgeable attacks or anything that generally ignores defenses.
No it doesn't. Didn't you read what I said? The DoT is already reduced via mitigation because its strength is derived from the damage dealt from Scatter Shot. Having the DoT become poison damage is having it reduced by your target's resistances twice.
I read and fully understand your request. There are plenty of skills that get charged defensive values twice and, in my opinion, you haven't justified or given enough practical reason as to why this particular attack shouldn't be.
Practical reason? if something gets affected by defenses twice there are only 2 situations. That something is either useless when countered by good defense or OP when countered by low defense.
All those attacks that ignore defenses were created to counter high defenses and they punish low defenses much more. I am sure you dont like it. This gear will have to work same wayUnless its useless, but why bother arguing to keep something useless.
Making it deal bleed damage means the counter to the direct hit (be it blocking it, dodging or having high armor or some major protection) is countering and lowering the damage of bleed. Creating ability that gets countered by defenses but doesnt become useless when done so.
There are far more than two things that get double taxed by armor/resistances.
Such as?
Backlash, Forceful, Reverse Slice, DK Wings, Defensive Posture, Spell Wall.
So outside Backlash literally nothing used to deal damage to primary targetAnd even Backlash is wonky because the ability itself is not mitigated twice.
I think you are grasping at straws because you saw word bleeds
My argument isn't incredibly strong, but it is sound and it is not unprecedent - subsequent damage based on the damage being dealt typically gets charged double from resistances.
I see no reason as to why this would be any different.
Because it is not a reflect and deals no aoe damage, nor is it a skill, differentiating it from anything you listed.
It would be a bleed that can be dodged and even takes resistances/block into account for its damage dealt. I don't get how this is overpowered honestly.
It's not that.
It's calculating it's damage on damage already done. Skillsthat do that are charged twice and I haven't a found an instance where it's not.
Razor shot is not a skill.
And it's not a flat damage proc, either. We have no instances of % based damage on armor that's a secondary instance of damage based on your damage being done.
DocFrost72 wrote: »usmcjdking wrote: »DocFrost72 wrote: »usmcjdking wrote: »DocFrost72 wrote: »usmcjdking wrote: »usmcjdking wrote: »usmcjdking wrote: »usmcjdking wrote: »usmcjdking wrote: »The last thing this game needs is more bleeds, oblivion damage, undodgeable attacks or anything that generally ignores defenses.
No it doesn't. Didn't you read what I said? The DoT is already reduced via mitigation because its strength is derived from the damage dealt from Scatter Shot. Having the DoT become poison damage is having it reduced by your target's resistances twice.
I read and fully understand your request. There are plenty of skills that get charged defensive values twice and, in my opinion, you haven't justified or given enough practical reason as to why this particular attack shouldn't be.
Practical reason? if something gets affected by defenses twice there are only 2 situations. That something is either useless when countered by good defense or OP when countered by low defense.
All those attacks that ignore defenses were created to counter high defenses and they punish low defenses much more. I am sure you dont like it. This gear will have to work same wayUnless its useless, but why bother arguing to keep something useless.
Making it deal bleed damage means the counter to the direct hit (be it blocking it, dodging or having high armor or some major protection) is countering and lowering the damage of bleed. Creating ability that gets countered by defenses but doesnt become useless when done so.
There are far more than two things that get double taxed by armor/resistances.
Such as?
Backlash, Forceful, Reverse Slice, DK Wings, Defensive Posture, Spell Wall.
So outside Backlash literally nothing used to deal damage to primary targetAnd even Backlash is wonky because the ability itself is not mitigated twice.
I think you are grasping at straws because you saw word bleeds
My argument isn't incredibly strong, but it is sound and it is not unprecedent - subsequent damage based on the damage being dealt typically gets charged double from resistances.
I see no reason as to why this would be any different.
Because it is not a reflect and deals no aoe damage, nor is it a skill, differentiating it from anything you listed.
It would be a bleed that can be dodged and even takes resistances/block into account for its damage dealt. I don't get how this is overpowered honestly.
It's not that.
It's calculating it's damage on damage already done. Skillsthat do that are charged twice and I haven't a found an instance where it's not.
Razor shot is not a skill.
And it's not a flat damage proc, either. We have no instances of % based damage on armor that's a secondary instance of damage based on your damage being done.
Correct, which is why your original statement of precedent confused me.
As it stands, the ability is...not that useful in pve or pvp. A flat proc value as a bleed would be fine, as would the original state of the ability. The perspective I've arrived at however, says this weapon effect is underperforming and needs a change.
Ok, I'm gonna explain it again, so some of the guys who are afraid of another OP bleed can understand (it's a bow for Talos' sake, no twin blade and blunt here):
1- Scatter Tooltip at 10K dmg is halved by BS (so now it hits for 5k)
2- Then the mitigation reduces that dmg again around a 30% (so now it hits for 3.5K)
3- The sets does 40% of the dmg done in 3 ticks of 4 seconds, for 1.4k each. The duration is increased by distance
4- Now, with the poison dmg change, each tick will be again halved by BS and then by mitigation so 1.4k becomes 700 and then 490.
Even with a 20k tooltip in scatter (highly improbable, on a bow it will never go over 15K) each tick won't be as powerful as another DoT ticks (such as SA ticks).
The easiest solution was to keep the bleed, but reducing the dmg from 40% to 30%. The change has reduced to less than a 5% of the tooltip if we consider BS and mitigation.
And ZoS wants us to buy that.
usmcjdking wrote: »Ok, I'm gonna explain it again, so some of the guys who are afraid of another OP bleed can understand (it's a bow for Talos' sake, no twin blade and blunt here):
1- Scatter Tooltip at 10K dmg is halved by BS (so now it hits for 5k)
2- Then the mitigation reduces that dmg again around a 30% (so now it hits for 3.5K)
3- The sets does 40% of the dmg done in 3 ticks of 4 seconds, for 1.4k each. The duration is increased by distance
4- Now, with the poison dmg change, each tick will be again halved by BS and then by mitigation so 1.4k becomes 700 and then 490.
Even with a 20k tooltip in scatter (highly improbable, on a bow it will never go over 15K) each tick won't be as powerful as another DoT ticks (such as SA ticks).
The easiest solution was to keep the bleed, but reducing the dmg from 40% to 30%. The change has reduced to less than a 5% of the tooltip if we consider BS and mitigation.
And ZoS wants us to buy that.
Or, conversely, you could just give it a flat value.
usmcjdking wrote: »Ok, I'm gonna explain it again, so some of the guys who are afraid of another OP bleed can understand (it's a bow for Talos' sake, no twin blade and blunt here):
1- Scatter Tooltip at 10K dmg is halved by BS (so now it hits for 5k)
2- Then the mitigation reduces that dmg again around a 30% (so now it hits for 3.5K)
3- The sets does 40% of the dmg done in 3 ticks of 4 seconds, for 1.4k each. The duration is increased by distance
4- Now, with the poison dmg change, each tick will be again halved by BS and then by mitigation so 1.4k becomes 700 and then 490.
Even with a 20k tooltip in scatter (highly improbable, on a bow it will never go over 15K) each tick won't be as powerful as another DoT ticks (such as SA ticks).
The easiest solution was to keep the bleed, but reducing the dmg from 40% to 30%. The change has reduced to less than a 5% of the tooltip if we consider BS and mitigation.
And ZoS wants us to buy that.
Or, conversely, you could just give it a flat value.
Onefrkncrzypope wrote: »Hey they got to justify the new dk passive right?