This thread is completely stupid in regards to DD´s. The sustain "nerf" aka absorb glyph cut in half will be compensated by the racial changes (you get better sustain on every stamina race, except dark elf, testet that myself on PTS). The DPS "nerf" can easily be compensated by using other sets, aka the new Deadly Strike or poisons on Frontbar.
@John_Falstaff Pls download the f*** PTS and test it yourself. It is that easy to sustain with that changes.
And pls, link me a parse where you get 400 regen from that single glyph!
John_Falstaff wrote: »@Gigasax , already linked it in some other thread a while ago, and you can find those parses all over the place. Stamina damage gets about 200 stamina/s on a real parse (theoretical maximum is higher) from infused absorb stamina glyph on bow, which is 400 regen; if it comes as surprise to you, you're not playing stamina. Only now, you have a choice of either losing damage with front bar enchants, or losing that regen.
John_Falstaff wrote: »@Gigasax , already linked it in some other thread a while ago, and you can find those parses all over the place. Stamina damage gets about 200 stamina/s on a real parse (theoretical maximum is higher) from infused absorb stamina glyph on bow, which is 400 regen; if it comes as surprise to you, you're not playing stamina. Only now, you have a choice of either losing damage with front bar enchants, or losing that regen.
soo... i have done TTT and IR on my Stamplar, and probably every other endgame content in the whole game on other stamina classes, just FYI. But yeah i´m not playing stamina xD
BTW, i just looked into some (about 10) parses at Rakhat or similar bosses. The most i got out of my absorb glyph was 103 Stam/s.
Red_Feather wrote: »Why not just add new passives to weapon skill lines for precision balance.
I think greatsword enchantment should do more damage.
Dual wield should do less damage but offer greater mobility.
1H/Shield should stay as it is.
This thread is completely stupid in regards to DD´s. The sustain "nerf" aka absorb glyph cut in half will be compensated by the racial changes (you get better sustain on every stamina race, except dark elf, testet that myself on PTS). The DPS "nerf" can easily be compensated by using other sets, aka the new Deadly Strike or poisons on Frontbar.
@John_Falstaff you want to compare an infused absorb glyph on a bow to a frontbar one? (btw i played that glyph on front)
@LiquidPony Deadly Strike buffs almost every stam skill (Endless Hail, Poison Injection, Rending Dot, Rapid Strikes (prob the best choice for stamsorc and stamdk), Trap Dot, Caltrops, Jabs and PotL procc for Templar, Hurricane for Stamsorc, every class skill from DK´s). BTW it also affects Relequen.
Only on Warden and NB it is not worth slotting.
@John_Falstaff you want to compare an infused absorb glyph on a bow to a frontbar one? that seems not even slightly comparable (btw i played that glyph on front)
@LiquidPony Deadly Strike buffs almost every stam skill (Endless Hail, Poison Injection, Rending Dot, Rapid Strikes (prob the best choice for stamsorc and stamdk), Trap Dot, Caltrops, Jabs and PotL procc for Templar, Hurricane for Stamsorc, every class skill from DK´s). BTW it also affects Relequen.
Only on Warden and NB it is not worth slotting.
LiquidPony wrote: »
@Gigasax I tested again and you are correct. I edited my last comment to correct it and gave you an insightful. :P
My values are 4637 with Deadly Strikes and 4215 without (testing on a stamDK, unbuffed).
So that's a ~10% increase in practice (the 14% tooltip combined with CP and Minor Slayer).
Is it worth running though?
I've only done a handful of full parses but on a stamDK, whether using the silly Venomous Claw/Rending Slashes spammable setup of last patch or trying with Rapid Strikes (which is tough to sustain even using Lavafoot food) I'm hitting basically the same numbers with AY as with Deadly Strikes. AY is actually a little bit higher but it's well within the margin of error.
As for why ... presumably a lot of that has to do with only having the Deadly Strikes 5-piece active on one bar? So if I'm on my front bar 70% of the time, that makes Deadly Strikes effectively a 7% increase to my Physical DoT DPS.
By the numbers, my Physical DoT damage accounts for about 52-54% of my damage with the Claw/Rending setup and 56-59% of my damage with the Rapid Strikes setup. So in the first case, that's roughly a 3.7% increase from Deadly Strikes and in the second it's about 4%.
From my CMX output, the 5-piece of AY was roughly an 8.7% weapon critical increase, my crit damage modifier is 83%, and my critable damage was 83.3% of my DPS (it actually reports as 97.1% but I think it is incorrectly counting Relequen as critable damage so I subtracted it). So that should be about 1 + ((0.088 * 0.83) / (1 + 0.652 * 0.83)) * 0.833 = 3.9%.
So by those numbers (which could have some wrong assumptions somewhere), the 5-piece of AY and the 5-piece of Deadly Strikes are almost identical on a solo parse the way I have my stamDK setup. But in that case, wouldn't AY scale better in raid?
Are you hitting higher with Deadly Strikes on a stamplar than you do with AY?
Side note: I threw a Deadly Strikes helm/shoulder on (replacing Velidreth) and Maelstrom DW and hit a bit higher than I hit with any of the other setups, although not by enough to say that it's definitely better.
LiquidPony wrote: »
Side note: I threw a Deadly Strikes helm/shoulder on (replacing Velidreth) and Maelstrom DW and hit a bit higher than I hit with any of the other setups, although not by enough to say that it's definitely better.
Lightspeedflashb14_ESO wrote: »If nothing else, the ability to run one FULL enchant needs to be an option somehow. And yes, you now need to cut the amount of tempers in half. The excuse used to be you could run two full powered enchants and that’s no longer the case.In the end we told them about the fact that s&b players wont like it.
Dual wield was quite a bit of dps ahead from 2h and bow, which shouldn't be that much now. That is the reason for this change.
Your proposition of elitism being the cause doesn't make sense...
For the last *** time, 2H doesn’t lack in DPS because of enchants.
Yes, 2h is not behind just because of the enchants but enchants were a big part of it, you are mistaken if you don't see that. Really, all they have to do now is make it so that the bleed from cleave is 50% stronger on the target closest to you, like sweeps/jabs, and single target DPS from 2h will be in almost the same, though still lower.
ExistingRug61 wrote: »I’m not going to go into whether enchants should be balanced between dual wield and two handed no matter what this will result in a nerf to dual wield.
But, if the goal is to make enchants balance between dual wield and two handed, then I think the proposed change on PTS is the wrong way to go about it. As stated by many previously, the problem with simply halving the strength of one handed enchants means that if dual wielding you lose out when using things like berserker, crushing or absorb glyphs as two half strength enchants is weaker than one full strength enchant. It is also a straight up nerf to sword and shield.
A potentially better way to achieve the desired balance would be to leave one handed enchants strength unchanged but make enchant procs for dual wield share cooldown (even if the enchants are different), with the caveat that they will always proc alternating so both occur. This would effectively halve the current proc rate for dual wield, but also mean using two of the same enchant is no longer strictly worse than two different enchants (which is currently the case as two of the same enchants share cooldown).
Ie: If dual wielding two infused weapons with two different enchants, say absorb stamina and poison, you would get procs as follows
Absorb stamina – 2 sec cooldown – Poison – 2 sec cooldown – repeat
Or if you had two of the same, say two absorb stamina
Absorb stamina #1 – 2 sec cooldown – Absorb stamina #2 – 2 sec cooldown – repeat
The effects of this change would be as follows:
1) Enchantment strength is more balanced between dual wield and two handed. Ie: you get exactly the same total enchant proc rate and strength with dual wield and two handed by putting the same enchant on both dual wield weapons, or alternatively you can have half the proc rate on two different enchants.
2) Infused trait is more balanced between dual wield and two handed. Ie: to get the equivalent of an infused two hander you would have to make both dual wield weapons infused, whereas running something like nirn/infused would be a reduced overall enchant proc rate vs infused two hander.
3) Sword and shield would effectively be unchanged from live, so would still have access to a full strength enchant and be balanced with dual wield and two handed.
4) There would be a slight weird effect if using two enchants with different cooldowns as in this case it wouldn’t simply be a half proc rate for both enchants vs current live due to the alternating nature (one would be more than halved rate, while the other would be less than halved rate).
5) There would be an additional slight nerf to dual wield burst as you would no longer be able to proc the two enchants on two subsequent attacks (or with something like twin slashes). But this would still be in line with two handed.
Czekoludek wrote: »@ZOS_Gilliam you should see @ExistingRug61 post! Great change for this big nerf