Lightspeedflashb14_ESO wrote: »That is still not how it works, you still only have a 6% chance per.
You are correct. Yet, I believe all clases should be able to achieve roughly the same results, albeit in different ways.
Is it fair that a class can achieve 14-32% more flat damage than other classes ? Because this for example is what warden can achieve. 8% free minor berserk, 6% magic damage (a common damage type that every magicka build uses) and up to 18% from animal companion, few of course have that. 2% spell damage is also not even close as good as 2% damage dealt.
LiquidPony wrote: »There is one proposal I would like to make. To make amplitude more consistent and more impactful all over the fight.
If we were to just increase the maximum value, it could become too good in some situations.
But the floor could be raised to prevent it from becoming irrelevant on low health.
100-90%: 10% damage
89-70% : 9% damage
69-50% : 8% damage
49-30% : 7% damage
29-10% : 6% damage
9-0% : 5% damage
This way the damage would be more consistent, without raising its potential and without making the loss of Implosion seem so impactful on low health.
It also would not be too strong. Because some other classes for example get 8% damage all the time.
But that "8% all the time" is a Minor buff that can be had from other sources.
And the sacrifise for doing so makes you loose out elsewhere.
Slimecraw is the least intrusive way of gaining it. But don't you feel like a fool, using 2 set pieces to gain a buff that other classes get for free and knowing, they could slot 2 true damage sets there, thus still outperforming you ? I do.
The only other way is using a healing staff with combat prayer, which costs you elsewhere.
You must admit, gaining minor Berserk on your main nuke that everyone uses, which at the same time is the hardest hitting burst ability in the game, is very convenient and quite ridiculous at the same time if you think about it.
I think every pvp Sorс wants to return to the implosion because the new amplitude is very weak,it is practically nothing in pvp when the enemy is not full HP,Sorс is not a ganker
You are correct. Yet, I believe all clases should be able to achieve roughly the same results, albeit in different ways.
Is it fair that a class can achieve 14-32% more flat damage than other classes ? Because this for example is what warden can achieve. 8% free minor berserk, 6% magic damage (a common damage type that every magicka build uses) and up to 18% from animal companion, few of course have that. 2% spell damage is also not even close as good as 2% damage dealt.
It doesn't feel too good playing a class and knowing, another class gets so much more damage for free.
And this isn't just a comparison between Sorcerer and Wardens.
With the new passive, the gap is no longer as shocking.
LiquidPony wrote: »LiquidPony wrote: »There is one proposal I would like to make. To make amplitude more consistent and more impactful all over the fight.
If we were to just increase the maximum value, it could become too good in some situations.
But the floor could be raised to prevent it from becoming irrelevant on low health.
100-90%: 10% damage
89-70% : 9% damage
69-50% : 8% damage
49-30% : 7% damage
29-10% : 6% damage
9-0% : 5% damage
This way the damage would be more consistent, without raising its potential and without making the loss of Implosion seem so impactful on low health.
It also would not be too strong. Because some other classes for example get 8% damage all the time.
But that "8% all the time" is a Minor buff that can be had from other sources.
And the sacrifise for doing so makes you loose out elsewhere.
Slimecraw is the least intrusive way of gaining it. But don't you feel like a fool, using 2 set pieces to gain a buff that other classes get for free and knowing, they could slot 2 true damage sets there, thus still outperforming you ? I do.
The only other way is using a healing staff with combat prayer, which costs you elsewhere.
You must admit, gaining minor Berserk on your main nuke that everyone uses, which at the same time is the hardest hitting burst ability in the game, is very convenient and quite ridiculous at the same time if you think about it.
From a PvE perspective, everyone is already getting Minor Berserk in most content and adding a constant 5%+ damage modifier to sorcs would be ridiculously OP.
I understand where you're coming from in PvP but I don't think this suggestion works for general game balance. It's far too strong.
There is one proposal I would like to make. To make amplitude more consistent and more impactful all over the fight.
If we were to just increase the maximum value, it could become too good in some situations.
But the floor could be raised to prevent it from becoming irrelevant on low health.
100-90%: 10% damage
89-70% : 9% damage
69-50% : 8% damage
49-30% : 7% damage
29-10% : 6% damage
9-0% : 5% damage
This way the damage would be more consistent, without raising its potential and without making the loss of Implosion seem so impactful on low health.
It also would not be too strong. Because some other classes for example get 8% damage all the time.
LiquidPony wrote: »LiquidPony wrote: »There is one proposal I would like to make. To make amplitude more consistent and more impactful all over the fight.
If we were to just increase the maximum value, it could become too good in some situations.
But the floor could be raised to prevent it from becoming irrelevant on low health.
100-90%: 10% damage
89-70% : 9% damage
69-50% : 8% damage
49-30% : 7% damage
29-10% : 6% damage
9-0% : 5% damage
This way the damage would be more consistent, without raising its potential and without making the loss of Implosion seem so impactful on low health.
It also would not be too strong. Because some other classes for example get 8% damage all the time.
But that "8% all the time" is a Minor buff that can be had from other sources.
And the sacrifise for doing so makes you loose out elsewhere.
Slimecraw is the least intrusive way of gaining it. But don't you feel like a fool, using 2 set pieces to gain a buff that other classes get for free and knowing, they could slot 2 true damage sets there, thus still outperforming you ? I do.
The only other way is using a healing staff with combat prayer, which costs you elsewhere.
You must admit, gaining minor Berserk on your main nuke that everyone uses, which at the same time is the hardest hitting burst ability in the game, is very convenient and quite ridiculous at the same time if you think about it.
From a PvE perspective, everyone is already getting Minor Berserk in most content and adding a constant 5%+ damage modifier to sorcs would be ridiculously OP.
I understand where you're coming from in PvP but I don't think this suggestion works for general game balance. It's far too strong.
Lightspeedflashb14_ESO wrote: »Lightspeedflashb14_ESO wrote: »Implosion was a full random.
When I playing sorc my implosion fire once at month. When others sorc just heroic slash me their implosion hit 12k when I am 23k Hp build. Screw it, new passive much better
It was only random if you decided not to use it. I had a 36% chance to proc it. It was glorious combined with VD. With the changes, both of the inofficial class spammables (Steel Tornado and Blood Craze) are more effective if used by other StamClasses.
No idea how you think you had a 36% chance but you might think that since you had 6 different sources of damage that you had a 36% chance. That is not how percentage chance works. You still had a only 6% chance per source.
If you have 6 damage ticks per second, then each second you have roughly 31% chance to proc at least once (assuming the target's HP remains within range).
Anyway, didn't like the old implosion. Free damage coming out of nowhere. Not fun for the victim, not fun for the sorc (me). The new passive made me sigh, but for geeky reasons rather than player reasons. Why discrete function with branching?
That is still not how it works, you still only have a 6% chance per.
LiquidPony wrote: »LiquidPony wrote: »There is one proposal I would like to make. To make amplitude more consistent and more impactful all over the fight.
If we were to just increase the maximum value, it could become too good in some situations.
But the floor could be raised to prevent it from becoming irrelevant on low health.
100-90%: 10% damage
89-70% : 9% damage
69-50% : 8% damage
49-30% : 7% damage
29-10% : 6% damage
9-0% : 5% damage
This way the damage would be more consistent, without raising its potential and without making the loss of Implosion seem so impactful on low health.
It also would not be too strong. Because some other classes for example get 8% damage all the time.
But that "8% all the time" is a Minor buff that can be had from other sources.
And the sacrifise for doing so makes you loose out elsewhere.
Slimecraw is the least intrusive way of gaining it. But don't you feel like a fool, using 2 set pieces to gain a buff that other classes get for free and knowing, they could slot 2 true damage sets there, thus still outperforming you ? I do.
The only other way is using a healing staff with combat prayer, which costs you elsewhere.
You must admit, gaining minor Berserk on your main nuke that everyone uses, which at the same time is the hardest hitting burst ability in the game, is very convenient and quite ridiculous at the same time if you think about it.
From a PvE perspective, everyone is already getting Minor Berserk in most content and adding a constant 5%+ damage modifier to sorcs would be ridiculously OP.
I understand where you're coming from in PvP but I don't think this suggestion works for general game balance. It's far too strong.
You're not simply adding it, you are replacing implosion with it. Subtract the typical implosion damage from what you expect this damage increase to be and tell me what you have. Being you are replacing execute burst with sustain you should be left with a somewhat significant number.
LiquidPony wrote: »LiquidPony wrote: »LiquidPony wrote: »There is one proposal I would like to make. To make amplitude more consistent and more impactful all over the fight.
If we were to just increase the maximum value, it could become too good in some situations.
But the floor could be raised to prevent it from becoming irrelevant on low health.
100-90%: 10% damage
89-70% : 9% damage
69-50% : 8% damage
49-30% : 7% damage
29-10% : 6% damage
9-0% : 5% damage
This way the damage would be more consistent, without raising its potential and without making the loss of Implosion seem so impactful on low health.
It also would not be too strong. Because some other classes for example get 8% damage all the time.
But that "8% all the time" is a Minor buff that can be had from other sources.
That is really strong. That's essentially a free unique Minor Berserk that stacks with Minor Berserk. IMO that's way too strong. Maybe scaling from 10% to 5% from 100% health to 50% health would work, but having 5%+ all the time is out of control.
Oh please. How many classes have passives to increase damage? Warden, 2% every skill, 6% frost plus minor berserk. Nightblade have minor berserk 100% of the time as well as minor force. Amplitude on a Sorc actually brings them up to par.
Five bucks says Necromancer is getting "implosion".
There is one proposal I would like to make. To make amplitude more consistent and more impactful all over the fight.
If we were to just increase the maximum value, it could become too good in some situations.
But the floor could be raised to prevent it from becoming irrelevant on low health.
100-90%: 10% damage
89-70% : 9% damage
69-50% : 8% damage
49-30% : 7% damage
29-10% : 6% damage
9-0% : 5% damage
This way the damage would be more consistent, without raising its potential and without making the loss of Implosion seem so impactful on low health.
It also would not be too strong. Because some other classes for example get 8% damage all the time.
Oh please. How many classes have passives to increase damage? Warden, 2% every skill, 6% frost plus minor berserk. Nightblade have minor berserk 100% of the time as well as minor force. Amplitude on a Sorc actually brings them up to par.
Five bucks says Necromancer is getting "implosion".
Oh please. How many classes have passives to increase damage? Warden, 2% every skill, 6% frost plus minor berserk. Nightblade have minor berserk 100% of the time as well as minor force. Amplitude on a Sorc actually brings them up to par.
Five bucks says Necromancer is getting "implosion".
Actually, Warden gets 3% damage even for every companion ability slotted.
We have to push those cashshop classes afterall.
I can't wait to see Necromancer..... It will probably reach a new level of jawgaping.
LiquidPony wrote: »
Oh please. How many classes have passives to increase damage? Warden, 2% every skill, 6% frost plus minor berserk. Nightblade have minor berserk 100% of the time as well as minor force. Amplitude on a Sorc actually brings them up to par.
Five bucks says Necromancer is getting "implosion".
Actually, Warden gets 3% damage even for every companion ability slotted.
We have to push those cashshop classes afterall.
I can't wait to see Necromancer..... It will probably reach a new level of jawgaping.
@katorga Nightblades don't "have" Minor Force, though? Minor Force = Trap, Accelerate, Guard, Twilight Remedy, Medusa, Gryphon's Ferocity, and that new set on the PTS right now. Nightblades do have Minor *Savagery*, but sorcs have Minor Prophecy and Minor Intellect.
And what's missed here is that while Wardens have bonuses to Damage Done (and Magic Damage), they have no passive bonuses that affect weapon damage or spell damage or max magicka/stamina.
Somehow the implication here seems to be that the Warden bonuses are OP, which is laughable considering that Magicka Wardens have largely been considered the worst DD spec in the game for their entire existence. Even stamwardens were mostly trash for half the time they've been around. If ZOS is trying to drum up cash by making DLC-locked classes OP, they're doing a horrible job of it.
And Wardens have to eat up 2 bar slots now for that 100% Minor Berserk uptime. Using those same 2 bar slots on a sorc for Bound Aegis/Bound Armaments gives you an 8% max stat pool increase and either +11% LA damage or Minor Ward and Minor Resolve.
Has anyone here actually tested magsorcs on the PTS? They are hitting extremely hard.
Well it’s not rng. So that’s something.
LiquidPony wrote: »
Oh please. How many classes have passives to increase damage? Warden, 2% every skill, 6% frost plus minor berserk. Nightblade have minor berserk 100% of the time as well as minor force. Amplitude on a Sorc actually brings them up to par.
Five bucks says Necromancer is getting "implosion".
Actually, Warden gets 3% damage even for every companion ability slotted.
We have to push those cashshop classes afterall.
I can't wait to see Necromancer..... It will probably reach a new level of jawgaping.
@katorga Nightblades don't "have" Minor Force, though? Minor Force = Trap, Accelerate, Guard, Twilight Remedy, Medusa, Gryphon's Ferocity, and that new set on the PTS right now. Nightblades do have Minor *Savagery*, but sorcs have Minor Prophecy and Minor Intellect.
And what's missed here is that while Wardens have bonuses to Damage Done (and Magic Damage), they have no passive bonuses that affect weapon damage or spell damage or max magicka/stamina.
Somehow the implication here seems to be that the Warden bonuses are OP, which is laughable considering that Magicka Wardens have largely been considered the worst DD spec in the game for their entire existence. Even stamwardens were mostly trash for half the time they've been around. If ZOS is trying to drum up cash by making DLC-locked classes OP, they're doing a horrible job of it.
And Wardens have to eat up 2 bar slots now for that 100% Minor Berserk uptime. Using those same 2 bar slots on a sorc for Bound Aegis/Bound Armaments gives you an 8% max stat pool increase and either +11% LA damage or Minor Ward and Minor Resolve.
Has anyone here actually tested magsorcs on the PTS? They are hitting extremely hard.
I have already told you that 2% spell damage is miles away from 3% damage done.It's not even close. So if you think 3% damage per skill is fair, it's not.
Warden may not be so great in pve dps which is due to their abilities exclusively. In pvp it's a different story. The soul assault of my warden deals 28% more damage only thanks to their overtunes passives.
LiquidPony wrote: »LiquidPony wrote: »
Oh please. How many classes have passives to increase damage? Warden, 2% every skill, 6% frost plus minor berserk. Nightblade have minor berserk 100% of the time as well as minor force. Amplitude on a Sorc actually brings them up to par.
Five bucks says Necromancer is getting "implosion".
Actually, Warden gets 3% damage even for every companion ability slotted.
We have to push those cashshop classes afterall.
I can't wait to see Necromancer..... It will probably reach a new level of jawgaping.
@katorga Nightblades don't "have" Minor Force, though? Minor Force = Trap, Accelerate, Guard, Twilight Remedy, Medusa, Gryphon's Ferocity, and that new set on the PTS right now. Nightblades do have Minor *Savagery*, but sorcs have Minor Prophecy and Minor Intellect.
And what's missed here is that while Wardens have bonuses to Damage Done (and Magic Damage), they have no passive bonuses that affect weapon damage or spell damage or max magicka/stamina.
Somehow the implication here seems to be that the Warden bonuses are OP, which is laughable considering that Magicka Wardens have largely been considered the worst DD spec in the game for their entire existence. Even stamwardens were mostly trash for half the time they've been around. If ZOS is trying to drum up cash by making DLC-locked classes OP, they're doing a horrible job of it.
And Wardens have to eat up 2 bar slots now for that 100% Minor Berserk uptime. Using those same 2 bar slots on a sorc for Bound Aegis/Bound Armaments gives you an 8% max stat pool increase and either +11% LA damage or Minor Ward and Minor Resolve.
Has anyone here actually tested magsorcs on the PTS? They are hitting extremely hard.
I have already told you that 2% spell damage is miles away from 3% damage done.It's not even close. So if you think 3% damage per skill is fair, it's not.
Warden may not be so great in pve dps which is due to their abilities exclusively. In pvp it's a different story. The soul assault of my warden deals 28% more damage only thanks to their overtunes passives.
Comparing single skills or passives 1:1 is naive and pointless. You have to look a the classes holistically.
I could say that Sorcerers are clearly superior to Wardens because Sorcerers have an execute and Wardens do not, but that would obviously be silly.
I think every pvp Sorс wants to return to the implosion because the new amplitude is very weak,it is practically nothing in pvp when the enemy is not full HP,Sorс is not a ganker
It’s actually great for up front pressure where as implosion, while occasionally great, was unpredictable. And mag sorcs have a great execute (minus the fact that it can literally be dodged at two different times). Stam sorcs on the other hand need a lot of work and while implosion is a loss, the fact is if they’re ever going to be brought up to the range of other classes they’ll need their own execute and spammable and then implosion isn’t matter.
LiquidPony wrote: »
Oh please. How many classes have passives to increase damage? Warden, 2% every skill, 6% frost plus minor berserk. Nightblade have minor berserk 100% of the time as well as minor force. Amplitude on a Sorc actually brings them up to par.
Five bucks says Necromancer is getting "implosion".
Actually, Warden gets 3% damage even for every companion ability slotted.
We have to push those cashshop classes afterall.
I can't wait to see Necromancer..... It will probably reach a new level of jawgaping.
@katorga Nightblades don't "have" Minor Force, though? Minor Force = Trap, Accelerate, Guard, Twilight Remedy, Medusa, Gryphon's Ferocity, and that new set on the PTS right now. Nightblades do have Minor *Savagery*, but sorcs have Minor Prophecy and Minor Intellect.
LiquidPony wrote: »
Oh please. How many classes have passives to increase damage? Warden, 2% every skill, 6% frost plus minor berserk. Nightblade have minor berserk 100% of the time as well as minor force. Amplitude on a Sorc actually brings them up to par.
Five bucks says Necromancer is getting "implosion".
Actually, Warden gets 3% damage even for every companion ability slotted.
We have to push those cashshop classes afterall.
I can't wait to see Necromancer..... It will probably reach a new level of jawgaping.
@katorga Nightblades don't "have" Minor Force, though? Minor Force = Trap, Accelerate, Guard, Twilight Remedy, Medusa, Gryphon's Ferocity, and that new set on the PTS right now. Nightblades do have Minor *Savagery*, but sorcs have Minor Prophecy and Minor Intellect.
Ok, NB and Templar have 83% of the minor force buff as a passive, which can stack with minor/major force, if you want to be that particular.
Like I said, amplitude is not outside the bounds of what other classes get.
LiquidPony wrote: »LiquidPony wrote: »
Oh please. How many classes have passives to increase damage? Warden, 2% every skill, 6% frost plus minor berserk. Nightblade have minor berserk 100% of the time as well as minor force. Amplitude on a Sorc actually brings them up to par.
Five bucks says Necromancer is getting "implosion".
Actually, Warden gets 3% damage even for every companion ability slotted.
We have to push those cashshop classes afterall.
I can't wait to see Necromancer..... It will probably reach a new level of jawgaping.
@katorga Nightblades don't "have" Minor Force, though? Minor Force = Trap, Accelerate, Guard, Twilight Remedy, Medusa, Gryphon's Ferocity, and that new set on the PTS right now. Nightblades do have Minor *Savagery*, but sorcs have Minor Prophecy and Minor Intellect.
Ok, NB and Templar have 83% of the minor force buff as a passive, which can stack with minor/major force, if you want to be that particular.
Like I said, amplitude is not outside the bounds of what other classes get.
Hemorrhage and Piercing Spear are the same value as Miinor Force: +10% critical damage done.
And you're right, Amplitude is not outside the bounds of what other classes get. However, the proposed changed to it would be the most OP passive in the game because it has no requirements. Wardens need to load their bars with Animal Companion skills to stack the % Damage Done modifiers.
