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The Truth about DPSing in ESO

  • Kombinator
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    Good player and good dd is not about damage at all. I can say more. Thise who just dps target can not pkay good. They just skip mechanics with no real action.

    3 dd - 1 tank 180 k dps, boss do not use its skills = kill dummy. Noskill needed at all.
    Other party -> not enough damage to skip phase = can not pass at all.
    Very bad game.

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    Trully good game for dd is when you can survive, make and know all tacticks, can make all by your self. Tank is dead - run with boss. Or resurect your oarty member.

    Yes you are dd. You have to have 35-40+k dps. But put it by your own. Have saves for party. Abbility survive and kill add. Do not die in each situation. That is good pkay loocks like. Not skipping mechanicks.

    For example we can do a lot of dunguans with only 2 of us in paty. We do not need 4 people. If you just dps all - you will never do the same. The game is not only about high dps you know ?

    As DD you must make 35+k dps for exampl.

    But are you good or bad is not calculated in how much of it you can do on dummy. Tou can have 40 k dps and be much better than thouse who make 60k dps. The game is not only about dps. It is more about abbility to play. Make and play with strategy. Think, make thingth by your own. Those who can anything of it - just go to high dps. My opinion.

    You are half right.

    If you die by not knowing the mechanics, then your dps is truly irrevelant, but as long as you survive, and know the tactics you can damage, and while you damage it is your skill on the dummy, that used to deal maximum possible damage.

    I saw many guy spamming lights attacks even on trashmobs. I like WTF YOU DOING MAN?! Every weapon type has a sort of spammable attack. An attack, that you use when all other skills are applied, and worth at least same as a light attack. Also get some *** AOE when facing a bunch of trash mobs.

    Especially in the base game there are lots of dungeons where the DPS literary don't have to pay attention at all until last boss. If you are slow on those bosses, then these kind of videos, and dummy training might truly help.
    Edited by Kombinator on April 17, 2019 1:00PM
  • Odovacar
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    kylewwefan wrote: »
    Appreciate the offer, but I’m all full on the guilds rn.
    Odovacar wrote: »
    kylewwefan wrote: »
    I just got another character the Flawless Conqueror title. Afterwards, decided to whoop up on a dummy in the exact setup. Hit a whopping 26k DPS.

    Not a pet Sorc. Not a WW. Not some cheese build.

    This character is a flawless conqueror and I can’t get into a trial group with it.

    If you want a trial guild invite I can send one no problem @kylewwefan . We run Tuesdays, Thursdays, & Saturdays @ 7CST and 10CST for those who cant make the earlier (that's usually me, lol).

    Cool, np. Offer still stands anytime bro.
  • kylewwefan
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    I’ve no idea what you two are going on about with the Freddy Krueger correlations linear scale. They're big words that just went straight over my head. Again. No idea what you guys are talking about.

    I did re watch some of the video and try to apply some of this to myself.

    I can do this whole big rotation proper to the best of my ability on a decked out character and I get 42k DPS on my Stamina Warden. I can dumb it down a bit and keep up the important stuff and I mean way dumb it down. And still get 38k with a lot less “work” maybe “effort”

    Because the rotation is easy and clean.

    At this point it doesn’t seem worth the effort of doing all this other busy stuff to get an extra 4K. Probably because I can’t perform it well or good enough. That also probably gets a lot worse in action.

    All I did was drop 2 Damage over time abilities and light attack Weave some spammable til time to refresh the dots. That’s It.

    Endless Hail, caltrops swap bar sub-assault, La La La sub assault La La La sub assault swap.

    Wtf am I doing trying to fit all this other garbage in to get 4k damage? It’s nuts. No poison Injection. No trap.
    No dive weaving....

    This too easy. Why don’t these build videos show stuff like that?

    Anyways. I’ve a friend who just got Flawless conqueror on a Plague Doctor Necropotence Pet Sorc. I know. Slow clap. At the very least, I guess he learned to play mechanics? Every dam one of them. Cause he sure wasn’t burning through them. Lol
  • starkerealm
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    Joker99 wrote: »
    Joker99 wrote: »
    Joker99 wrote: »
    As a tank, there is no reason for me to get on a 300k group parse squad when i can get on a 500k group parse squad (assuming trial schedule is same).

    Form trial tram is not group finder. Tanks has more power to choose. 26k is barely above average, it’s hard to find tanks who can do vmol want to suck up with it.

    Well, that's a lovely attitude. "Why bother tanking for progression groups, when you can just run time trial teams?"

    Well yeah exactly, can you find a reason for why a tank should choose the worse team?

    Unsatisfied with that? Because I do have more coherant answers, now that I'm running on 3 hours of sleep.

    There are a lot of reasons to pass on a, "500k DPS" group, when their background is parsing. Here are a few:
    • The Healer is only faguly sentient, but keeps their position due to their relationship with the raid's leadership.
    • The DPS doesn't understand not to stand in stupid.
    • The DPS shares curses.
    • The DPS can't wrap their minds around The Twins. (In fairness, this isn't a kiss of death, but if they're still having issues with colors, or running across the room after a couple hours, that becomes a problem.)
    • The DPS won't bash Skinrai when he jesus beams the tank.
    • The DPS doesn't understand the concept of bashing.
    • The DPS argues that bashing is the tank's job.
    • The DPS doesn't understand the concept of placement on Vashai, and puts negates all over the place.
    • The DPS cross the candles incorrectly.
    • The DPS do not cross the candles when their aspect changes.
    • The DPS doesn't understand running, and will argue that they can do a first pad burn, while standing in stupid.
    • The DPS's reported damage is based on parse cheese, and they have less than 12k max health.
    • The DPS doesn't understand bashing the Yokeda Kai projections.
    • The DPS insist on trying to cheese past Yokeda Kai because, "they know," you can do that, and delibrately wipe.
    • The DPS's reported damage is based on sets that prohibit movement, such as Siroria.
    • The DPS refuse to bar swap on Rele, and blame the healer.
    • The DPS continue to parse on St. Olms while a sphere is up.
    • The DPS pull crushing darkness into the group.
    • The DPS stack during Starfall.
    • The DPS stack during Storm of the Heavens.
    • The DPS steal pads on Rakhat or Zhaj'hassa. (I wish I was joking about this.)
    • The DPS repeatedly says, "boobies," on comms while giggling, instead of listening to the explanation for Assembly General.
    • The DPS tries to parse on Assembly General in the middle of the room, after ignoring explanations, and repeatedly saying, "boobies," on comms while giggling, while ignoring the explanation.
    • The DPS shares poison.
    • The DPS shares poison while making jokes on comms and ignoring the trial lead.
    • The DPS dies from poison.
    • The DPS stands in popcorn and dies.
    • The DPS stacks on the Stone Attro.
    • The DPS stands in front of the mage, and shares chain lightning with the group.
    • The DPS won't change any slotted skills, even when necessary, because it's, "not part of their build."
    • The DPS panics when targeted by St. Llothis, and drags the cone through the group.
    • The DPS doesn't udnerstand bashing St. Llothis.

    Mercifully, there's one or two on that list I haven't seen personally.

    Endgame DPS isn't about your parse. Yes, parsing on a dummy can help you get your rotation down, but it's a far cry from being endgame ready. However, there are many players who look at their dummy DPS, hold it up, and genuinely believe it's the only metric they need to be judged by.

    300k DPS means that the DPS are pulling somewhere around 30-35k. That is more than sufficient for any content in the game. At that point, as a tank, if you're fishing for a number higher than that, you're just looking for a carry.

    Sorry to break it to you this way but these things are much more present in lower end groups, and what the hell does the healer have to do with it, is it like “Hey you reached 500k group dps, here’s a bad healer to go along with it”

    I’m sorry but you don’t make any sense at all.

    In my experience they tend to pop up pretty reliably accross the board. I'll grant you in the sub-10k category, these do get more common.

    But right now? Parse DPS is not a reliable indicator of performance in content. It never really has been. You can hope that along with good DPS comes basic system knowledge, but almost as often as not, it doesn't. It's kinda like looking at CP and saying, "well, they have high CP, so they must be good." It's not really true, you just hope it is.

    A lot of people see the obession with DPS numbers, and mistake that for the only metric they need to work on. Then, they do what you tell them, they get on a dummy, and they practice their rotation in a static environment until it's smooth enough to perform. The problem comes in when they can't take that and apply it to live. They stand in stupid and die, because dummies don't have outgoing DPS, and then, blame the healer or the tank. I've seen that behavior a few too many times.

    I agree that dummy DPS is not an indicative of skill but when comparing a 30k dps guy to a 50k dps guy you can't say that the 30k dps guy is more skilled, if the guy doing 50k will do around 35k in raids then the guy doing 30k will do 15k and that's especially true for vAS and vCR fights where people pull numbers sub 15k ST.

    If they can't do well on a dummy that doesn't fight back then how do you expect them to magically do well in raids?

    I'm simply saying it's not reliably indicitive. And, I make the same comparison to using CP as a measure of player skill. It doesn't really work that way. It can cue you in that a player knows what they're doing. But, it can just as easily indicate that they understand how to do a rotation, but can't operationalize it.

    The inverse is also true, though rarer, where you have people who can't parse, but can deliver respectible DPS in the wild, and can follow mechanics. That last part is kinda critical because, as a comunity, we tend to egregiously overestimate the DPS checks in the game.

    More often with players who can't parse, it's a build issue. Some builds simply don't work on a dummy. They're fine, or even good, in an actual trial environment, but look terrible when you're working a dummy. Sets like Seventh Legion or Alkosh won't work on a test dummy, but can be pretty brutal in content (if the player knows what they're doing with them.) Granted, this is more complicated issue, and you will see players who will glibbly blow off those builds because they can't be parsed.

    So, in the end, I'd say, "worry more about what player can actually do, than what they can do to a dummy."
  • DjMuscleboy02
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    So, in the end, I'd say, "worry more about what player can actually do, than what they can do to a dummy."

    I have never come across a player who can do 50-60k+ on a solo dummy that hasn't been at least competent in trials. Sure they may not be good enough for a competitive group but if you can do that damage then more often than not you're not going to be a detriment to the group.
    Brodor - PC NA - ESO's only pure bodybuilding guild
    Hodor, but stronger
  • starkerealm
    starkerealm
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    @kylewwefan, a more streamlined rotation that you can execute smoothly, will be more valuble in live content, because you'll be better able to reliably execute it when you're under pressure.

    This doesn't mean you can't get fancier for extra damage, but it's worth remembering that working a dummy is just practice, not actually running content. If those extra flourishes mean you'll get a few extra K on a dummy, but also means it'll fall apart in practice, it's not a good rotation for you. (Unless the only goal is to make it look good on a dummy.)

    EDIT: Long term, you do probably want to incorporate weaving on each light attack. That's a pretty useful skill overall, and will have a larger effect on other characters. Usually the starter advice is to simply do the full rotation, but more slowly. Worry about getting each ability off, and weaving a Light Attack in between. Over time, you can tighten that up, and your DPS will improve.
    Edited by starkerealm on April 17, 2019 2:58PM
  • LeagueTroll
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    kylewwefan wrote: »
    I’ve no idea what you two are going on about with the Freddy Krueger correlations linear scale. They're big words that just went straight over my head. Again. No idea what you guys are talking about.

    I did re watch some of the video and try to apply some of this to myself.

    I can do this whole big rotation proper to the best of my ability on a decked out character and I get 42k DPS on my Stamina Warden. I can dumb it down a bit and keep up the important stuff and I mean way dumb it down. And still get 38k with a lot less “work” maybe “effort”

    Because the rotation is easy and clean.

    At this point it doesn’t seem worth the effort of doing all this other busy stuff to get an extra 4K. Probably because I can’t perform it well or good enough. That also probably gets a lot worse in action.

    All I did was drop 2 Damage over time abilities and light attack Weave some spammable til time to refresh the dots. That’s It.

    Endless Hail, caltrops swap bar sub-assault, La La La sub assault La La La sub assault swap.

    Wtf am I doing trying to fit all this other garbage in to get 4k damage? It’s nuts. No poison Injection. No trap.
    No dive weaving....

    This too easy. Why don’t these build videos show stuff like that?

    Anyways. I’ve a friend who just got Flawless conqueror on a Plague Doctor Necropotence Pet Sorc. I know. Slow clap. At the very least, I guess he learned to play mechanics? Every dam one of them. Cause he sure wasn’t burning through them. Lol

    It’s a confusion tactic. I actually read a bit and have basic understanding. The main idea is you have confidence as your y axis and wisdom as your x axis, and you have some sort of curve.

    Define a measure (actually satisfies mathematical measure property) on wisdom in game for just pve is pretty easy. Percentage trial hm+ dlc 4 man hm completed is a valid measure, and it’s a finite measure so very easy to interpret.

    It’s the confidence part lack a easy to see measure. Thus it’s hard to say how exactly video guy lie on the y axis.

    I believe the guy who brought the term up want to say video guy is high on the y axis and low on the x axis. The part i want to know is what kind of measure he used to evaluate the ‘wisdom’, and more importantly is it even a measure.
  • starkerealm
    starkerealm
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    So, in the end, I'd say, "worry more about what player can actually do, than what they can do to a dummy."

    I have never come across a player who can do 50-60k+ on a solo dummy that hasn't been at least competent in trials. Sure they may not be good enough for a competitive group but if you can do that damage then more often than not you're not going to be a detriment to the group.

    Oddly enough I've encountered players who could legitimately pull 60k live, who were a detriment to the group. Not because of their skills, but because of their overall behavior and attitude. Again, DPS isn't everything. Granted, that's a bit outside the scope of what we've been talking about, but, does kinda underline the idea that maybe evaulating players for the DPS role goes a bit beyond just saying, "hey, they can do damage."
  • DjMuscleboy02
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    So, in the end, I'd say, "worry more about what player can actually do, than what they can do to a dummy."

    I have never come across a player who can do 50-60k+ on a solo dummy that hasn't been at least competent in trials. Sure they may not be good enough for a competitive group but if you can do that damage then more often than not you're not going to be a detriment to the group.

    Oddly enough I've encountered players who could legitimately pull 60k live, who were a detriment to the group. Not because of their skills, but because of their overall behavior and attitude. Again, DPS isn't everything. Granted, that's a bit outside the scope of what we've been talking about, but, does kinda underline the idea that maybe evaulating players for the DPS role goes a bit beyond just saying, "hey, they can do damage."

    Oh absolutely. I've always said that attitude was one of the biggest things I'd look for in filling a raid team. My point was more aimed at people who struggle to do 40k on a dummy.
    Brodor - PC NA - ESO's only pure bodybuilding guild
    Hodor, but stronger
  • Grianasteri
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    The difference in DPS from CP160 to CP810 right now is probably in the range of a 35 to 40 percent increase. If you're doing 15k DPS like I was in the video, then this will translate into a 20k to 21k parse instead, just from allocating my CP. The difference between purple and gold gear is around 500 DPS for armor. For weapons, it is far more noticeable, roughly 2k to 3k or even higher. If the average player worked on rotation and got some good gear, at max CP, you can easily hit around 40k on a heavy attack magsorc build, which is one of the easiest builds to create and use. This is enough to clear pretty much everything in the game. At higher levels of play, you can likely hit around 50k+ solo on an optimized magsorc heavy attack build.

    There is a lot that goes into DPS, and just slapping on the best gear and golding everything out is not going to fix the primary contributor to bad DPS: bad rotation.

    Thank you for taking the time to reply.

    You seem to be agreeing with my central observations.

    It is very interesting that taking weapons from purple to gold can add a further 2 - 3k. So all in all this means taking an average, mid CP player, putting them in bis, gold gear, including maelstrom weapon(s), with a decent rotation, can potentially in crease their dps by perhaps up to 15k alone, without even working on rotation or the other vital components of being a good dps player.

    My main observation is that this is absolutely massive, to an average player. Game changingly so, without even considering any other dps factors, it felt like this was dismissed in your vid, rather than highlighted for the incredibly salient matter viz dps that it is.

    Regards,
    G
  • Edziu
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    Kel wrote: »
    Am I the only one who feels good about carrying players?

    idk if you are only one...but I just have no willings and strenght to carry those anymore
    I was playing since bete...later in this game for really long I was able to carry noobs but not anymore, I just burned out after years in this game and I jsut dont have and dont want to waste my free time anymore to carry those players for free

    but tbh when I want to go for something specific and its hard for me as dd to find this group...thne I still can sometimes break mit and carry an noob just to complete this...but not someone near or over cap cp...I can understand how many players can be and are unexperienced at lower cp but when I see someone at cap cp and doing dps like healer or barely better than tank....then nty, Im not going to carry cap cp player which had that much time to get experience here or maybe bought account? then its on his way of being still noob at maxed account
  • p_tsakirisb16_ESO
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    People just relax, especially low CP ones.

    As long as there are people who are CP810 & CP236 and a level 36 TANK can out damage them BOTH in normal Elden Hollow, stop bothering to do more than 20K dps. Hell even if you get 15,000 dps you are fine for Normal dungeons.

    No I am not sarcastic. Focus to do just the base stuff which are easy to use.
    Caltrops + Endless Hail + Poison Injection + Blazing Spear or some other AOE.

    And use simple sets like Briarheart + Leviathan/Veiled Heritance/Hunding Rage if you are stamina, or Julianos, Spell Strategist etc if you are Magicka.

    Believe me, you won't have to face the shame of a level 36 tank calling you out that he is out damaging you.
    The discussion was during chat lag time, but I believe you get an idea

    7z5SkYZ.png

    And is like that for long time, but usually I play DD so doing 80%+ of the damage seems normal to me. This is the first tank leveled since November 2018 yet she was able to do 6000 DPS with level 14 gear at that instance.

    Before someone says "but hypocrite you use level 14 gear at 36", for tanking doesn't matter. Didn't die once and was able to outdamage sub level 50 groups on top.
    The moment got her to 44 last night, had full set purple (training) tanking gear, because I do not want to be ridiculed in DLC dungeons. :)
    Funny enough nFL my first run after equipping her, was doing 50% of the damage..... And the DDs were CP641 and 755.


    So yeah, as long as you can outdamage the tanks, is perfect these days it seems :D
    Edited by p_tsakirisb16_ESO on April 23, 2019 2:39PM
  • starkerealm
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    It is very interesting that taking weapons from purple to gold can add a further 2 - 3k.

    This is because the weapon's damage stat increases by ~200 when you upgrade from Purple to Gold. This is the only, truly significant, increase from purple to gold gear.

    Increasing armor from purple to gold doesn't affect outgoing damage at all. Note: I did not say, "upgrading your armor." If you attempt this, you will see a marginal damage increase, (assuming your rotation test is consistent.)

    I wouldn't commit to that, "500dps" number that T3 is throwing around, because, well, frankly, it's wrong. Upgrading a full set of Rele body pieces will increase your DPS from that set by ~200 + plus the extra 213 Stam you'll pick up from the improved enchantments. (Assuming no pieces are infused, in which case that will be a little higher, but not by much.)

    Compare that to 5pc Dreugh King Slayer, where you'll see your weapon damage increase by 10. Seriously, that's the difference. Your crit chance will go up marginally as well in both cases (~60 for Rele, ~30 for DKS.) I can't remember the exact percentage, but it's still less than 1% total.

    So, here's how this works: The armor item itself (think an unenchanted, traitless, non-set piece) does not affect your DPS at all. (This is ignoring passive skills, as none of those scale based on the item's rarity, just "is there something in that slot?") Upgrading it increases your damage resistances, and even then the Purple to Gold jump is usually less than 100. This is contributing to a stat that will be measured in five digits, so you can see where the jump isn't particularly significant. (Incidentally, progression is almost linear, so your increase from blue to purple is roughly in step with your purple to gold increases.)

    There are three major things which can influence your damage output, and some of these interact:

    Set bonuses are probably the biggest, and what T3 is talking about there, even if he can't explain it. Sets calculate their bonus based on the average of each equipped piece. For example, a purple piece of gear with a weapon/spell damage bonus will be 124 at Purple, and 129 at Gold. If you're wearing five pieces of that set, and you upgrade one from purple to gold, the bonus you receive will increase to 125. (Incidentally, in the case of Hunding's/Juli, the difference between full purple and full gold is 11, so each piece will increase your weapon damage stat by 2.2. Single damage type sets, like Automaton, Silks of the Sun, or War Maiden give you 14.)

    Now, something critical to remember, some set bonuses do not scale with their rarity. Off-hand, sets that provide major/minor buffs come to mind as an example of this. (For example: Rattlecage and Dreugh King Slayer.) You will see some damage increase from the 2 through 4pc bonuses, but the 5pc won't scale. Just pay attention when you're looking at a set and upgrading it.

    Sets that deal damage independent of the player (like Relequin, Destructive Mage, Viper, Poisonous Serpent, ect) benefit the most from upgrades to gold, as their procced damage increases with the item's rarity. (You can't parse with it, because no synergies, but Alkosh does downright hilarious damage at gold rarity if you're stealing a lot of synergies from the tank, because there's no cooldown on the DoT from it. Amusingly, raids where one of the DPS is also running Alkosh tend to fair better, simply because there's less pressure on the tank to maintain uptime, either player can refresh the debuff. (At least, I think it refreshes, I don't think the debuff stacks with itself. Though I haven't bothered testing that. (The DoT does self-stack, though. If that doesn't get you cackling, you haven't actually looked at the set for DPS.))

    Incidentally, the big winner on damage dealing sets are your 2pc monster sets, as the bonus for individual pieces is averaged across two pieces (instead of five), and it's cheaper to gold out two armor pieces, rather than five.

    Enchantments increase their effectiveness with rarity; which, I'd hope, you know. However, the enchantments on dropped items have no rarity. So, when you get a piece of pre-enchanted gear as a drop, the enchantment effect on it will dynamically scale to the item's rarity. (It also scales to the item's enchanting level bracket, but, there's no way to adjust the level of an item, so consider this more a piece of trivia.) This means, when you're upgrading a piece of dropped gear, the original enchantment on it will scale up with that piece.

    So, for example (because this one's in my inventory right now), if you get an Aether Jerkin of Destruction at purple rarity, the Enchantment will be +802 Mag, increasing it to gold will improve that enchantment to 868. (Small enchantments go from 324 -> 351, if you're wondering.)

    Unlike set bonuses, this is not calculated against anything, and you simply get the extra 66 magicka added to your pool. That will help to increase your damage a little, but it's probably not enough to look at it and go, "oh, hey, I need to do this right now."

    The third thing that will affect your damage is your trait. Most armor traits won't. Stuff like Nirnhoned, Reinforced, Training, or Impen, won't increase your DPS at all. However, there are two armor traits that will. Infused will increase the effectiveness of your armor enchant, which will increase one of your pools. So, your infused Destructive Aether Jerk will instead give you +938 at purple, and +1041 at gold. This is because upgrading the trait increases the bonus from that trait (17%->20% with Infused.) Divines will also increase your damage depending on your standing stone bonus (6.5%-7.5% per piece, so 1% per piece, though slightly less net, because you're going to be evaluating with that 6.5% bonus already in place.) (So, we can safely assume, in most damage specs it'll benefit you somehow.)

    Now, everything I just explained above also applies to weapons, except that more of their traits are beneficial to damage. Sharpened and Infused are both more damage. Nirnhoned is a buff to the damage stat itself. Even decisive will increase your overall damage, if you're remembering to use your ult, even if I don't particularly recommend the trait. Picking the right trait is more about understanding what your build needs or already has.

    Upgrading jewelry returns almost nothing, and should be an act of last resort, (or just an opportunity to show off your wealth.) Everything I said above, except your upgrade costs are an order of magnitude more expensive. The trade off is, jewelry enchantments are more appealing, and being able to slap infused on a weapon damage enchant is a pretty significant buff. I'm not saying, "never do this," but really don't do this unless you want to, not because you think it will improve your DPS.

    Ability altering weapons, (yes, this includes the vMA bow), don't directly increase your DPS. They improve a specific skill, which in turn can increase your overall DPS. I realize this may sound like nitpicking, and it kinda is, but when when we're talking about the benefit for someone with shaky DPS, saying, "yeah, upgrading to a Maelstorm Bow will increase their DPS by X" is really misleading, especially if they're having a hard time remembering to keep Endless Hail up. If you know what you're doing, and can keep track of your ground AoEs, they're amazing. But, if we're talking about someone struggling to crack 15k, remembering to keep their AoEs up is probably a big part of their problem, which directly effects the two major vMA weapons, (the bow, and the destro staff.)
    Edited by starkerealm on April 23, 2019 4:10PM
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