BrokenGameMechanics wrote: »@waffennacht Lots of Master, Maestrom Weapons. Hell, I got it with 18K Wrecking Ball or Reverse Slice (it was a 2-H). Still got the screen shot for that one. I'd be surprised if this, and only this, particular skill is as crippled precisely for Maelstrom. And none to happy about it either.
You don't loose 5% damage. you loose alot more.
A proper build probably has 20% thaumaturge+5%sorc+10% mighty. That means the final strike does 435% of tooltip damage. If it calculated properly, it should be doing 400%*1,35=540% of total tooltip damage.
And if we look at the total channel damage it does 975% of tooltip damage, but should be doing 1080% of tooltip damage.
A loss of 10,8% of your damage. And even more if you use rapid strikes morph, or if attacking a stunned target or a target in execute range.
Potentially a 20% plus damage loss if all the above factors are added. (did not thoroughly test that, it's an assumption based on how the cp and racial modifiers are calculated).
Quite alot....
Lightspeedflashb14_ESO wrote: »You don't loose 5% damage. you loose alot more.
A proper build probably has 20% thaumaturge+5%sorc+10% mighty. That means the final strike does 435% of tooltip damage. If it calculated properly, it should be doing 400%*1,35=540% of total tooltip damage.
And if we look at the total channel damage it does 975% of tooltip damage, but should be doing 1080% of tooltip damage.
A loss of 10,8% of your damage. And even more if you use rapid strikes morph, or if attacking a stunned target or a target in execute range.
Potentially a 20% plus damage loss if all the above factors are added. (did not thoroughly test that, it's an assumption based on how the cp and racial modifiers are calculated).
Quite alot....
Can you, @glavius please explain why you think that the last hit is 400%? It clearly states 300%. And why do you think that the last hit is not getting buffed by cp? The base damage is already getting buffed by champion points. Altogether, the skill does 700% of the Tooltip, not 975%. This is what I get when I test the skill.
Lightspeedflashb14_ESO wrote: »You don't loose 5% damage. you loose alot more.
A proper build probably has 20% thaumaturge+5%sorc+10% mighty. That means the final strike does 435% of tooltip damage. If it calculated properly, it should be doing 400%*1,35=540% of total tooltip damage.
And if we look at the total channel damage it does 975% of tooltip damage, but should be doing 1080% of tooltip damage.
A loss of 10,8% of your damage. And even more if you use rapid strikes morph, or if attacking a stunned target or a target in execute range.
Potentially a 20% plus damage loss if all the above factors are added. (did not thoroughly test that, it's an assumption based on how the cp and racial modifiers are calculated).
Quite alot....
Can you, @glavius please explain why you think that the last hit is 400%? It clearly states 300%. And why do you think that the last hit is not getting buffed by cp? The base damage is already getting buffed by champion points. Altogether, the skill does 700% of the Tooltip, not 975%. This is what I get when I test the skill.
"final hit deals 300% more damage". 300% more damage=400% total damage.
Lightspeedflashb14_ESO wrote: »Lightspeedflashb14_ESO wrote: »You don't loose 5% damage. you loose alot more.
A proper build probably has 20% thaumaturge+5%sorc+10% mighty. That means the final strike does 435% of tooltip damage. If it calculated properly, it should be doing 400%*1,35=540% of total tooltip damage.
And if we look at the total channel damage it does 975% of tooltip damage, but should be doing 1080% of tooltip damage.
A loss of 10,8% of your damage. And even more if you use rapid strikes morph, or if attacking a stunned target or a target in execute range.
Potentially a 20% plus damage loss if all the above factors are added. (did not thoroughly test that, it's an assumption based on how the cp and racial modifiers are calculated).
Quite alot....
Can you, @glavius please explain why you think that the last hit is 400%? It clearly states 300%. And why do you think that the last hit is not getting buffed by cp? The base damage is already getting buffed by champion points. Altogether, the skill does 700% of the Tooltip, not 975%. This is what I get when I test the skill.
"final hit deals 300% more damage". 300% more damage=400% total damage.
Um no?
https://www.google.com/search?q=100*300%&oq=100*300%&aqs=chrome..69i57&sourceid=chrome&ie=UTF-8
It does not say "which is added to the base."
Thanks for testing and publishing your results @glavius.
To be fair though, that is expected behaviour. All non-execute abilities that add a certain % of additional damage do so additively. For instance, the extra 100% conditional of Stonefist doesn't double the final damage dealt—it gets added on top of your other % modifiers. Frags' extra 20% on proc is another example.
Execute abilities are the only case in which the extra damage functions multiplicatively.
Ultimately, the order of calculation isn't the problem with Flurry—it's just a weak skill by design. Requires a channel but doesn't have have the sheer scaling coefficients and payoff of Dizzying, nor the additional effects and ease-of-use of Flying Dagger.
Edit: Oh wow this is an old thread
Thanks for testing and publishing your results @glavius.
To be fair though, that is expected behaviour. All non-execute abilities that add a certain % of additional damage do so additively. For instance, the extra 100% conditional of Stonefist doesn't double the final damage dealt—it gets added on top of your other % modifiers. Frags' extra 20% on proc is another example.
Execute abilities are the only case in which the extra damage functions multiplicatively.
Ultimately, the order of calculation isn't the problem with Flurry—it's just a weak skill by design. Requires a channel but doesn't have have the sheer scaling coefficients and payoff of Dizzying, nor the additional effects and ease-of-use of Flying Dagger.
Edit: Oh wow this is an old thread
Well the fact that rapid strikes morph adds less than 2% overall damage while the description says 3/6/9/12/15% is misleading to say the least.
Flood an enemy with steel, battering them with five consecutive attacks that each deal 545 Physical Damage. Each hit increases the damage of the subsequent hit by 3%.
The final hit deals 300% more damage.
Lightspeedflashb14_ESO wrote: »Thanks for testing and publishing your results @glavius.
To be fair though, that is expected behaviour. All non-execute abilities that add a certain % of additional damage do so additively. For instance, the extra 100% conditional of Stonefist doesn't double the final damage dealt—it gets added on top of your other % modifiers. Frags' extra 20% on proc is another example.
Execute abilities are the only case in which the extra damage functions multiplicatively.
Ultimately, the order of calculation isn't the problem with Flurry—it's just a weak skill by design. Requires a channel but doesn't have have the sheer scaling coefficients and payoff of Dizzying, nor the additional effects and ease-of-use of Flying Dagger.
Edit: Oh wow this is an old thread
Well the fact that rapid strikes morph adds less than 2% overall damage while the description says 3/6/9/12/15% is misleading to say the least.
where does it say that?Flood an enemy with steel, battering them with five consecutive attacks that each deal 545 Physical Damage. Each hit increases the damage of the subsequent hit by 3%.
The final hit deals 300% more damage.
so it would look like this-
100%-103%-103%-103%-303%, you get around 2.4% more damage on average.
Lightspeedflashb14_ESO wrote: »Thanks for testing and publishing your results @glavius.
To be fair though, that is expected behaviour. All non-execute abilities that add a certain % of additional damage do so additively. For instance, the extra 100% conditional of Stonefist doesn't double the final damage dealt—it gets added on top of your other % modifiers. Frags' extra 20% on proc is another example.
Execute abilities are the only case in which the extra damage functions multiplicatively.
Ultimately, the order of calculation isn't the problem with Flurry—it's just a weak skill by design. Requires a channel but doesn't have have the sheer scaling coefficients and payoff of Dizzying, nor the additional effects and ease-of-use of Flying Dagger.
Edit: Oh wow this is an old thread
Well the fact that rapid strikes morph adds less than 2% overall damage while the description says 3/6/9/12/15% is misleading to say the least.
where does it say that?Flood an enemy with steel, battering them with five consecutive attacks that each deal 545 Physical Damage. Each hit increases the damage of the subsequent hit by 3%.
The final hit deals 300% more damage.
so it would look like this-
100%-103%-103%-103%-303%, you get around 2.4% more damage on average.
100%-103%-106%-109%-412% I think. Actually 3,75% increased damage overall, I miscalculated before.