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.
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.
Battlespirit is calculated like a normal percentage based mitigation.
Why would mitigation reduce the tooltip total of dots? Shouldn't it only reduce what is actually hitting you, in this case each tick of the dot not the total tooltip value of that dot.
Toc de Malsvi wrote: »If they want to leave it as poison then just go ahead and bump it up to 100% of damage done as a Dot. It will still scale very poorly against any defenses, but it will at least perhaps be worth taking.
The_Last_Titan wrote: »Razor shot probably doesn't crit cause then the crit would be double dipping, with a crit from the scattershot being already applied to the razor shot, but if it is being affected twice by resistance that would be kinda inconsistent.
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.
Battlespirit is calculated like a normal percentage based mitigation.
Why would mitigation reduce the tooltip total of dots? Shouldn't it only reduce what is actually hitting you, in this case each tick of the dot not the total tooltip value of that dot.
I don't know.
But in fact, DoT's should be explained better. One of the things I've seen is that single target DoTs (like searing strike, sun fire, or cripple) are expressed in that format (the total dmg done), while AoE DoTs (like jabs, rapids or blockade) are expressed in the dmg done per tick.
I tend to think this one, as being a single target, follows the single target format.
If there's any difference between them, regarding the dmg and what the tooltop says is beyond me.
Damage should be low - Wrobel wants CC abilities to deal low damage, and this one is from range too.
Damage should be low - Wrobel wants CC abilities to deal low damage, and this one is from range too.
This is about the item set, not about the skill itself (which is about the same damage as Reach already).
Imagine you had a Master's Staff, but instead of adding 2000 damage to Reach tooltip it only added 1000 in PvP, and then got reduced by Battle Spirit again. Would you still slot it? That's pretty much what we're dealing with here.
Damage should be low - Wrobel wants CC abilities to deal low damage, and this one is from range too.
This is about the item set, not about the skill itself (which is about the same damage as Reach already).
Imagine you had a Master's Staff, but instead of adding 2000 damage to Reach tooltip it only added 1000 in PvP, and then got reduced by Battle Spirit again. Would you still slot it? That's pretty much what we're dealing with here.
I agree the weapon might not be very good. Amping up the damage isn’t what ZOS wants for a CC skill though. Either you remove the CC (though a ranged bleed is still problematic in my opinion) or you redesign the weapon.
Damage should be low - Wrobel wants CC abilities to deal low damage, and this one is from range too.
This is about the item set, not about the skill itself (which is about the same damage as Reach already).
Imagine you had a Master's Staff, but instead of adding 2000 damage to Reach tooltip it only added 1000 in PvP, and then got reduced by Battle Spirit again. Would you still slot it? That's pretty much what we're dealing with here.
I agree the weapon might not be very good. Amping up the damage isn’t what ZOS wants for a CC skill though. Either you remove the CC (though a ranged bleed is still problematic in my opinion) or you redesign the weapon.
Then why does Master Staff increase the damage of a CC skill (Reach/Clench)? Would you also like to see Master Staff redesigned, even when it lets you use a typically CC skill only in a different manner (thus increasing build diversity)?
Damage should be low - Wrobel wants CC abilities to deal low damage, and this one is from range too.
This is about the item set, not about the skill itself (which is about the same damage as Reach already).
Imagine you had a Master's Staff, but instead of adding 2000 damage to Reach tooltip it only added 1000 in PvP, and then got reduced by Battle Spirit again. Would you still slot it? That's pretty much what we're dealing with here.
I agree the weapon might not be very good. Amping up the damage isn’t what ZOS wants for a CC skill though. Either you remove the CC (though a ranged bleed is still problematic in my opinion) or you redesign the weapon.
Then why does Master Staff increase the damage of a CC skill (Reach/Clench)? Would you also like to see Master Staff redesigned, even when it lets you use a typically CC skill only in a different manner (thus increasing build diversity)?
Master Staff doesn’t apply a bleed. Frankly, I’d like most of the master weapons redesigned. A lot of them are either very niche or overall not very good.
Amping up the damage isn’t what ZOS wants for a CC skill though.