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Nerf to Pirate skeleton but not Bloodspawn?

  • StaticWave
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    Sharee wrote: »
    StaticWave wrote: »
    maxjapank wrote: »
    @StaticWave you conveniently left out the minor defile in your critique. You listed in the tooltip, but went on to compare without mentioning that. Some players say that minor defile is everywhere so PS makes those less. True. But other sources are much, much shorter, and can be purged. PS’s defile was unpurgeable. It lasted on you the full time. And did result in a penalty to healing.

    I didn’t mention Minor defile because it’s insignificant. 15% of a 5k breath of life is only 750. 15% of a 1.6k vigor tick is only 240, and it can be further minimized by minor mending, minor vitality, and other sources of healing buff. But 30% dmg mitigation boosts your survivability much more, especially when attacked by multiple people. Taking 30% less dmg from 3 ultimates that deal 6k each is worth the 750 healing loss.

    When taking damage and healing yourself, 15% reduction in healing taken is just as significant as 15% reduction in damage taken.

    Of course, when you are healing yourself for little while taking huge damage then the damage reduction is more valuable, but that's just because you set up the scenario that way.
    Using the same logic, you might claim that healing debuffs are worthless because they do not do anything if you are not healing yourself.

    I don’t agree with your first phrase. Having 15% healing reduction does not always equal losing 15% damage reduction. Defile does not affect shields, and that’s where damage reduction comes out on top, because it affects shields.

    Let’s take a different scenario where you’re also receiving heals from other players. Say you’re in a group of 4 fighting another equal size group with equal healing and damage potential. You have 15% healing reduction, and i take 15% more damage. With your logic, both of us should die at the same time when two groups unleash all their offensive abilities. But in practice I will die first, because 1/ there are more dmg sources than healing in the game. 2/ any good group will stack a lot of skills simultaneously to burst a target quickly. That’s why ult dumps are very successful.
    Unless you can anticipate an oncoming attack and pre-heal, or have godlike reaction time, the person that takes 15% more damage will usually die first in a group fight.

    I’ll happily take the defile for that major protection
    Edited by StaticWave on July 17, 2019 8:51AM
  • jcm2606
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    Murador178 wrote: »
    jcm2606 wrote: »
    Sylosi wrote: »
    Sylosi wrote: »
    Of course Bloodspawn is OP (for PvP), go look at how many streamers/youtubers, etc put out builds for PvP where bloodspawn is the choice (HINT: it is more than even pirate skeleton and no it is not just DK), there is a reason for that and it isn't because it is balanced.

    Using this logic Hunding rage isnt balanced. Also Mother sorrow , necropotence , briarheart , zaan , siroria , god's devotion , vMA weapon. We should nerf it ASAP.
    Also skills like caltrops , endless hail , dawnbreaker , etc. Because every stam build using it.


    No that just shows you don't understand the logic because you don't understand the difference between the use of Bloodspawn and most other things.

    Take your Necropotence example, sure that is a strong set for a limited set of magicka builds on a limited number of classes, something being strong for a very limited number of builds in itself is not a signal something is OP. Bloodspawn on the other hand is so good it gets picked for a multitude of builds across classes on both magicka and staminia for PvP, why? Because it is too good.

    I hate to break it to you, but in games if you have something that has a decent number of options like 40(?) monster sets and a huge number of players are all using one or two of those, then that is a pretty clear indication that those sets are OP relative to the rest.

    Or the rest are trash... which they are. Of all the monster sets in the game, the only ones really worth running, aside from Bloodspawn, are:
    • Balorgh -- Damage potential is nuts on classes where you combo around your ultimate, such as Warden or NB.
    • Troll King -- The amount of health recovery this monster set gives is pretty damn good, and it's so damn easy to proc.
    • Valkyn Skoria -- Solid burst on any builds with a few DOT's, but unfortunately is now telegraphed, so people can dodge or block it easily.

    There's a few more that are decent on certain builds and in certain situations, such as Chudan on magsorc for some extra bar space, or Shadowrend in duels, but the rest are at best mediocre, and at worst complete trash, most sit somewhere between these two.

    Looking at the 4 monster sets that are actually good, including Bloodspawn, you can see why Bloodspawn is generally preferred. The two offensive ones are build specific -- Balorgh is only good if you can combo around your ultimate and most of the damage is behind the ultimate, Skoria is only good if you have multiple DOT's to maximise the uptime -- and the other defensive one is only helpful for the pure healing, when you really need the mitigation on top of the healing.

    Bloodspawn is in a pretty good spot, because it has an alright uptime -- not the best, but not the worst -- and it's giving you stats that actually require playing around. Resistance is meaningless if you don't have the healing to pull your health back up, and they're not that strong anyways, the 6450 resists that Bloodspawn provides is only ~9.7% mitigation, compared to the 30% that Pirate Skele provides. Ultimate is also meaningless if you don't use it effectively, so the 14 ultimate isn't that strong by itself.

    9.7% migation only is right if u are sitting at 0 resistance. If u are sitting almost capped bloodspawn offers around 17% damage migation :) .

    How the hell did you end up with that number? Assuming there's no penetration, then Bloodspawn's mitigation is almost completely reduced to zero when you're near the cap, and is literally zero when you're at the cap. If you're sitting at 30k resists, Bloodspawn's proc basically only counts for 3k resists, and so the mitigation drops to ~4.5%. If you're sitting at 31k, the proc only counts for 2k resists, mitigation drops to 3%. It's basic logic, as you get closer to the cap, assuming there is no penetration, Bloodspawn's proc is also capped, which significantly reduces the mitigation that Bloodspawn provides.

    When you introduce penetration, then yes, Bloodspawn's mitigation jumps back up based on how much penetration is present, but the mitigation won't ever be higher than 9.7%, because that's all Bloodspawn provides. If you're fighting a stam build with a sharpened weapon, then there's an extra 2752 penetration present, which means Bloodspawn's proc counts for 5.7k resists, resulting in Bloodspawn's mitigation rising to 8.7%. If you're fighting a mag build with just the light armour penetration, then the cap is above what Bloodspawn can provide, and so Bloodspawn provides the full 9.7%, no more, no less.
    Edited by jcm2606 on July 17, 2019 9:04AM
  • Rake
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    Murador178 wrote: »
    jcm2606 wrote: »
    Sylosi wrote: »
    Sylosi wrote: »
    Of course Bloodspawn is OP (for PvP), go look at how many streamers/youtubers, etc put out builds for PvP where bloodspawn is the choice (HINT: it is more than even pirate skeleton and no it is not just DK), there is a reason for that and it isn't because it is balanced.

    Using this logic Hunding rage isnt balanced. Also Mother sorrow , necropotence , briarheart , zaan , siroria , god's devotion , vMA weapon. We should nerf it ASAP.
    Also skills like caltrops , endless hail , dawnbreaker , etc. Because every stam build using it.


    No that just shows you don't understand the logic because you don't understand the difference between the use of Bloodspawn and most other things.

    Take your Necropotence example, sure that is a strong set for a limited set of magicka builds on a limited number of classes, something being strong for a very limited number of builds in itself is not a signal something is OP. Bloodspawn on the other hand is so good it gets picked for a multitude of builds across classes on both magicka and staminia for PvP, why? Because it is too good.

    I hate to break it to you, but in games if you have something that has a decent number of options like 40(?) monster sets and a huge number of players are all using one or two of those, then that is a pretty clear indication that those sets are OP relative to the rest.

    Or the rest are trash... which they are. Of all the monster sets in the game, the only ones really worth running, aside from Bloodspawn, are:
    • Balorgh -- Damage potential is nuts on classes where you combo around your ultimate, such as Warden or NB.
    • Troll King -- The amount of health recovery this monster set gives is pretty damn good, and it's so damn easy to proc.
    • Valkyn Skoria -- Solid burst on any builds with a few DOT's, but unfortunately is now telegraphed, so people can dodge or block it easily.

    There's a few more that are decent on certain builds and in certain situations, such as Chudan on magsorc for some extra bar space, or Shadowrend in duels, but the rest are at best mediocre, and at worst complete trash, most sit somewhere between these two.

    Looking at the 4 monster sets that are actually good, including Bloodspawn, you can see why Bloodspawn is generally preferred. The two offensive ones are build specific -- Balorgh is only good if you can combo around your ultimate and most of the damage is behind the ultimate, Skoria is only good if you have multiple DOT's to maximise the uptime -- and the other defensive one is only helpful for the pure healing, when you really need the mitigation on top of the healing.

    Bloodspawn is in a pretty good spot, because it has an alright uptime -- not the best, but not the worst -- and it's giving you stats that actually require playing around. Resistance is meaningless if you don't have the healing to pull your health back up, and they're not that strong anyways, the 6450 resists that Bloodspawn provides is only ~9.7% mitigation, compared to the 30% that Pirate Skele provides. Ultimate is also meaningless if you don't use it effectively, so the 14 ultimate isn't that strong by itself.

    9.7% migation only is right if u are sitting at 0 resistance. If u are sitting almost capped bloodspawn offers around 17% damage migation :) .

    your math skills transcend reality we live in
  • CritsTheBed
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    Cya skelly crutch!
  • Sharee
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    StaticWave wrote: »
    Sharee wrote: »
    StaticWave wrote: »
    maxjapank wrote: »
    @StaticWave you conveniently left out the minor defile in your critique. You listed in the tooltip, but went on to compare without mentioning that. Some players say that minor defile is everywhere so PS makes those less. True. But other sources are much, much shorter, and can be purged. PS’s defile was unpurgeable. It lasted on you the full time. And did result in a penalty to healing.

    I didn’t mention Minor defile because it’s insignificant. 15% of a 5k breath of life is only 750. 15% of a 1.6k vigor tick is only 240, and it can be further minimized by minor mending, minor vitality, and other sources of healing buff. But 30% dmg mitigation boosts your survivability much more, especially when attacked by multiple people. Taking 30% less dmg from 3 ultimates that deal 6k each is worth the 750 healing loss.

    When taking damage and healing yourself, 15% reduction in healing taken is just as significant as 15% reduction in damage taken.

    Of course, when you are healing yourself for little while taking huge damage then the damage reduction is more valuable, but that's just because you set up the scenario that way.
    Using the same logic, you might claim that healing debuffs are worthless because they do not do anything if you are not healing yourself.

    I don’t agree with your first phrase. Having 15% healing reduction does not always equal losing 15% damage reduction. Defile does not affect shields, and that’s where damage reduction comes out on top, because it affects shields.

    Fair enough. I was not taking shields into account, because we were just comparing two buffs/debuffs to each other, not doing a comprehensive analysis of the whole of the game. However, it needs to be said that this is exactly why pirate skeleton did not proc on shield damage in the firstplace.

    StaticWave wrote: »
    Let’s take a different scenario where you’re also receiving heals from other players. Say you’re in a group of 4 fighting another equal size group with equal healing and damage potential. You have 15% healing reduction, and i take 15% more damage. With your logic, both of us should die at the same time when two groups unleash all their offensive abilities. But in practice I will die first, because 1/ there are more dmg sources than healing in the game.

    That's just the same situation you used before. If your incoming healing is less than your incoming damage, of course a reduction to the damage is more significant than the reduction to the healing. That does not make healing debuff less significant than damage reduction in the general sense tho, only in that particular scenario.
    Edited by Sharee on July 17, 2019 9:45AM
  • Nemesis7884
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    they should really split this game into 2 seperate ones with 2 forums...one for pve only and one for pvp....the pve side would be so calm, happy, positive, supportive...

    all the pvp(ers) ever bring is negativity, complaining, toxicity...

    I dont even understand why any dev would want to deal with this putside of a pure pvp game that is somey balanced around it
  • leepalmer95
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    they should really split this game into 2 seperate ones with 2 forums...one for pve only and one for pvp....the pve side would be so calm, happy, positive, supportive...

    all the pvp(ers) ever bring is negativity, complaining, toxicity...

    I dont even understand why any dev would want to deal with this putside of a pure pvp game that is somey balanced around it

    No it wouldn't the most toxicity i've seen in this game has been from end game pve'ers.
    PS4 EU DC

    Current CP : 756+

    I have every character level 50, both a magicka and stamina version.


    RIP my effort to get 5x v16 characters...
  • Kel
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    Vlad9425 wrote: »
    Great idea! Lets just nerf everything! I'm sure the game will be so much fun to play when everything is nerfed!

    Here is a better idea.
    How about instead of asking for homogenization you look up for what's overperforming and bring it in line with other features in order for selection to be based on choice rather BiS.

    You're literally asking for homogenization. That's what "bringing it in line" means.
  • Rikumaru
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    Nerf bloodspawn? hahahahahahahahahhahahahahahahahahaha
    Overload rework. Power Overload now does physical damage and grants you the power of a tornado: You throw a brick at the target with a light attack, and you hammer your head into that brick with every heavy attack. We have decreased its Ultimate cost, but increased the chance that you get stuck in the animation.
  • SneaK
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    I see A LOT of players using merchants and banks in this game. ZOS should nerf merchants and banks, look at the data, sooooo many players use them. They have to be overpowered. Nerf now thanks.
    "IMO"
    Aldmeri Dominion
    1 Nightblade - 1 Templar - 7 Hybrid Mutt Abominations
  • teladoy
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    I would reduce the amount of resistances it gives. It has a very small chance to proc. But i think is very viable in compare other sets.
  • akray21
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    teladoy wrote: »
    I would reduce the amount of resistances it gives. It has a very small chance to proc. But i think is very viable in compare other sets.

    Nerf it too much and everyone will switch to 1 Pirate/1 Chudan... and then that will need nerfed.
  • rotaugen454
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    And why no nerf to the Invigorating trait? Running around in 7 pieces of that is so OP! It’s worse than Bloodspawn!
    "Get off my lawn!"
  • ChunkyCat
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    We should all use Swarm Mother and then hug when we get pulled into each other.

    All you need is love. <3
  • iAmLife
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    Wing wrote: »
    bloodspawn has a 6% chance to proc, lasts for 6 seconds, and in theory has a 100% uptime (in reality, no, 6% once its ready to go)

    it provides 14 ult on max cooldown would be (14 ult every 6 seconds so 14/6) 2.3 ult a second. (once again in reality, no)

    it grants near as makes no difference 10% mitigation through armor and spell resist. however as this is armor and spell resist is subject to a hard cap (33k) and penetration values.


    pirate skeleton provided 30% mitigation that was not subject to any form of cap, bypass, or penetration, with ~80% uptime, higher (more consistent) proc chance, and a negligible downside, especially on necro.


    pirate skeleton is / was far and away better. the reason people like bloodspawn is that:
    -it is in fact and ult gen set (no matter how small) and classes like DK will take any / every source they can get.
    -while no stats are crazy, everything is decent, nothing is "bad"
    -its easy to farm, especially being an OG set compared to arguably some of the new monster sets that are MUCH better but impossible to farm.


    so yeah, its decent, but pirate skelly was WAY BETTER, its a deserved nerf. something like bloodspawn that grants a couple small buffs is far less volatile then an "I wont die" set bonus.

    Sorry but you're wrong there, if pirate skeleton is getting a nerf, then BS + Chudan and any other need major nerfing, BS also gives stam regen... Majority of the stam based users run it. So, if you lot are crying for nerf, I say nerf everything single bloody thing that givez 1k+ resistance and block every single proc sets so we don't have any. Let's keep it alright and make maximum 300 resistance on every single set that give resistances. Nobody will over perform, and like many of us, we'll role into stamNB and just glass cannon gank everyone. Less resistance, more kills for us 🙂
    I'll own you fool, COME AT ME YOU SON OF A GUN, hi names Life... LIKE FOR LIFE kthnxbye
  • mairwen85
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    hakan wrote: »
    How the hell all these sets are overperforming if all of them overperforming?(hits blunt)

    One of the beauties of this game is various amount of build option so please just quit it. Quit with the nerfs.

    Most used sets doesnt mean they are broken.

    If everything is OP, nothing is. I don’t get it either, but if you nerf one thing, something else replaces it. It’s just a game of king of the hill in the end...
  • Ragnarock41
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    Yeah, lets that aswell so literally EVERYTHING stamDK uses gets nerfed.
  • SKYICE01
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    Why do forums allow braindead people?? THE LOGIC behind 90% of these calculations!!!!
    Then you fail to correctly calculate resistance mitigation!!!! Go back to math class?!
  • D0PAMINE
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    ChunkyCat wrote: »
    We should all use Swarm Mother and then hug when we get pulled into each other.

    All you need is love. <3

    I get pepper sprayed whenever I try that
  • Firstmep
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    The day rando magsorcs stop pelting me with 7 8 k frags from 40 meters away is the day i stop using bloodspawn on all my builds.
    But realisticly, most dmg monster sets have been all but neutered, at least on stam side.
    Id run selene/veli if they didnt miss most of the time.
    Bloodspawn is just miles better for the 2pc slot than any of those, it has perfect stats that any build can use, eve mag.
    I think Zos should examine what makes Bloodspawn so appealing(its not raw defensive power, the resist provide less than half the mitigation as major protection), and apply that to other 2pc sets.
  • Jeremy
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    I didn't like the Pirate Skeleton nerf. It was uncalled for in my opinion. I've used it in the past and I don't consider it even remotely OP.
    Edited by Jeremy on July 17, 2019 11:51PM
  • likecats
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    jcm2606 wrote: »
    Sylosi wrote: »
    Sylosi wrote: »
    Of course Bloodspawn is OP (for PvP), go look at how many streamers/youtubers, etc put out builds for PvP where bloodspawn is the choice (HINT: it is more than even pirate skeleton and no it is not just DK), there is a reason for that and it isn't because it is balanced.

    Using this logic Hunding rage isnt balanced. Also Mother sorrow , necropotence , briarheart , zaan , siroria , god's devotion , vMA weapon. We should nerf it ASAP.
    Also skills like caltrops , endless hail , dawnbreaker , etc. Because every stam build using it.


    No that just shows you don't understand the logic because you don't understand the difference between the use of Bloodspawn and most other things.

    Take your Necropotence example, sure that is a strong set for a limited set of magicka builds on a limited number of classes, something being strong for a very limited number of builds in itself is not a signal something is OP. Bloodspawn on the other hand is so good it gets picked for a multitude of builds across classes on both magicka and staminia for PvP, why? Because it is too good.

    I hate to break it to you, but in games if you have something that has a decent number of options like 40(?) monster sets and a huge number of players are all using one or two of those, then that is a pretty clear indication that those sets are OP relative to the rest.

    Or the rest are trash... which they are. Of all the monster sets in the game, the only ones really worth running, aside from Bloodspawn, are:
    • Balorgh -- Damage potential is nuts on classes where you combo around your ultimate, such as Warden or NB.
    • Troll King -- The amount of health recovery this monster set gives is pretty damn good, and it's so damn easy to proc.
    • Valkyn Skoria -- Solid burst on any builds with a few DOT's, but unfortunately is now telegraphed, so people can dodge or block it easily.

    There's a few more that are decent on certain builds and in certain situations, such as Chudan on magsorc for some extra bar space, or Shadowrend in duels, but the rest are at best mediocre, and at worst complete trash, most sit somewhere between these two.

    Looking at the 4 monster sets that are actually good, including Bloodspawn, you can see why Bloodspawn is generally preferred. The two offensive ones are build specific -- Balorgh is only good if you can combo around your ultimate and most of the damage is behind the ultimate, Skoria is only good if you have multiple DOT's to maximise the uptime -- and the other defensive one is only helpful for the pure healing, when you really need the mitigation on top of the healing.

    Bloodspawn is in a pretty good spot, because it has an alright uptime -- not the best, but not the worst -- and it's giving you stats that actually require playing around. Resistance is meaningless if you don't have the healing to pull your health back up, and they're not that strong anyways, the 6450 resists that Bloodspawn provides is only ~9.7% mitigation, compared to the 30% that Pirate Skele provides. Ultimate is also meaningless if you don't use it effectively, so the 14 ultimate isn't that strong by itself.

    You are confusing how resistance works. Your assumption about Bloodspawn providing ~9.7% mitigation and P.S providing 30% mitigation is inconsistent. P.S is multiplicative, while bloodspawn is additive. (additive is better than multiplicative when considering overall effectiveness).

    Let's define an average PVP build with 19800 (30%) resistance. This is on the low end since I'm also accounting for common debuffs. Assume you are hit for a 1000 dmg attack.

    With P.S:
    1000 * 0.7 * 0.7 = 490 damage taken, 510 dmg mitigated
    510/1000 = 51% overall dmg mitigation

    With blood spawn:
    1000 * (0.3 + 0.097) = 602 damage taken (rounded), 398 dmg mitigated.
    398/1000 ~= 40% overall dmg mitigation

    So the point is that on an average build (19800 resistance), the difference in mitigation between P.S and bloodspawn is only 11% not 20% as you implied in your post.

    On tankier builds (>19800 resistance) the gap is even less than 11% mitigation.
    You are clearly overestimating the strength of P.S and underestimating how strong bloodspawn is.
    Edited by likecats on July 18, 2019 1:08AM
  • iAmLife
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    likecats wrote: »
    jcm2606 wrote: »
    Sylosi wrote: »
    Sylosi wrote: »
    Of course Bloodspawn is OP (for PvP), go look at how many streamers/youtubers, etc put out builds for PvP where bloodspawn is the choice (HINT: it is more than even pirate skeleton and no it is not just DK), there is a reason for that and it isn't because it is balanced.

    Using this logic Hunding rage isnt balanced. Also Mother sorrow , necropotence , briarheart , zaan , siroria , god's devotion , vMA weapon. We should nerf it ASAP.
    Also skills like caltrops , endless hail , dawnbreaker , etc. Because every stam build using it.


    No that just shows you don't understand the logic because you don't understand the difference between the use of Bloodspawn and most other things.

    Take your Necropotence example, sure that is a strong set for a limited set of magicka builds on a limited number of classes, something being strong for a very limited number of builds in itself is not a signal something is OP. Bloodspawn on the other hand is so good it gets picked for a multitude of builds across classes on both magicka and staminia for PvP, why? Because it is too good.

    I hate to break it to you, but in games if you have something that has a decent number of options like 40(?) monster sets and a huge number of players are all using one or two of those, then that is a pretty clear indication that those sets are OP relative to the rest.

    Or the rest are trash... which they are. Of all the monster sets in the game, the only ones really worth running, aside from Bloodspawn, are:
    • Balorgh -- Damage potential is nuts on classes where you combo around your ultimate, such as Warden or NB.
    • Troll King -- The amount of health recovery this monster set gives is pretty damn good, and it's so damn easy to proc.
    • Valkyn Skoria -- Solid burst on any builds with a few DOT's, but unfortunately is now telegraphed, so people can dodge or block it easily.

    There's a few more that are decent on certain builds and in certain situations, such as Chudan on magsorc for some extra bar space, or Shadowrend in duels, but the rest are at best mediocre, and at worst complete trash, most sit somewhere between these two.

    Looking at the 4 monster sets that are actually good, including Bloodspawn, you can see why Bloodspawn is generally preferred. The two offensive ones are build specific -- Balorgh is only good if you can combo around your ultimate and most of the damage is behind the ultimate, Skoria is only good if you have multiple DOT's to maximise the uptime -- and the other defensive one is only helpful for the pure healing, when you really need the mitigation on top of the healing.

    Bloodspawn is in a pretty good spot, because it has an alright uptime -- not the best, but not the worst -- and it's giving you stats that actually require playing around. Resistance is meaningless if you don't have the healing to pull your health back up, and they're not that strong anyways, the 6450 resists that Bloodspawn provides is only ~9.7% mitigation, compared to the 30% that Pirate Skele provides. Ultimate is also meaningless if you don't use it effectively, so the 14 ultimate isn't that strong by itself.

    You are confusing how resistance works. Your assumption about Bloodspawn providing ~9.7% mitigation and P.S providing 30% mitigation is inconsistent. P.S is multiplicative, while bloodspawn is additive. (additive is better than multiplicative when considering overall effectiveness).

    Let's define an average PVP build with 19800 (30%) resistance. This is on the low end since I'm also accounting for common debuffs. Assume you are hit for a 1000 dmg attack.

    With P.S:
    1000 * 0.7 * 0.7 = 490 damage taken, 510 dmg mitigated
    510/1000 = 51% overall dmg mitigation

    With blood spawn:
    1000 * (0.3 + 0.097) = 602 damage taken (rounded), 398 dmg mitigated.
    398/1000 ~= 40% overall dmg mitigation

    So the point is that on an average build (19800 resistance), the difference in mitigation between P.S and bloodspawn is only 11% not 20% as you implied in your post.

    On tankier builds (>19800 resistance) the gap is even less than 11% mitigation.
    You are clearly overestimating the strength of P.S and underestimating how strong bloodspawn is.

    Spot on mate, the other dude was just exaggerating and throwing random numbers to 'act' smart since nobody would bother replying to him. Cheers for exposing a rat! Man like exterminator here... Hero's don't always wear cape, prime example.
    I'll own you fool, COME AT ME YOU SON OF A GUN, hi names Life... LIKE FOR LIFE kthnxbye
  • GhostofDatthaw
    GhostofDatthaw
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    What about ice heart!?!?!?! I mean you wear mother sorrow with thief mundus on a dot build that's like 100%up time! So op!

    Don't even get me started on choke thorn, if you actually run solo that's a huge proc heal on a low cool down! So op!

    Man that chudan set, like if frees up an entire skill slot. There is a reason they took sorc overload bar, extra slots! So op!

  • GeorgeBlack
    GeorgeBlack
    ✭✭✭✭✭
    ✭✭
    What about ice heart!?!?!?! I mean you wear mother sorrow with thief mundus on a dot build that's like 100%up time! So op!

    Don't even get me started on choke thorn, if you actually run solo that's a huge proc heal on a low cool down! So op!

    Man that chudan set, like if frees up an entire skill slot. There is a reason they took sorc overload bar, extra slots! So op!

    Haa funny.
    I like chuddan. If only maj defence wasnt available in every single spec with added class passives+ additional tooltip features. Not to mention AoE sources.
    Yep. Chudan is the same as BS.
    The rest mentionings..


    As for BS, I use it.
    I look at all the other options again and again and again and there is always something to lose from using them. Not BS.

    So... relatively, if BS appears more often than other sets, it needs to be adjusted.
    So... realistically it's easier to adjust one set instead of adjusting many.
    So... it doesnt have to be Molag Kena useless but it has to be less appealing.

    My stamDK used to draw so much power from ulty usage until they messed up our passives.
    But I have the clarity to see that even tho BS is such a good option to maintain my strength on ultygen, it eliminates so many monster sets when I compare them.


    PS. Look at all the other ulty gen sources and see how well adjusted they are. "So you want to go down the ulty gen path? You got to make a choice".
    BS comes along, "ima give you ultygen and keep you alive. Dont worry bro. I got you".
    Edited by GeorgeBlack on July 18, 2019 2:08AM
  • universal_wrath
    universal_wrath
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    Why not?
    It is being used by the most broken builds. Nerf this one too.
    No complaining about Pirate Skeleton from me.

    Please don't butcher my squishy medium/light armor toons.
  • LeHarrt91
    LeHarrt91
    ✭✭✭✭✭
    What about ice heart!?!?!?! I mean you wear mother sorrow with thief mundus on a dot build that's like 100%up time! So op!

    Don't even get me started on choke thorn, if you actually run solo that's a huge proc heal on a low cool down! So op!

    Man that chudan set, like if frees up an entire skill slot. There is a reason they took sorc overload bar, extra slots! So op!

    Haa funny.
    I like chuddan. If only maj defence wasnt available in every single spec with added class passives+ additional tooltip features. Not to mention AoE sources.
    Yep. Chudan is the same as BS.
    The rest mentionings..


    As for BS, I use it.
    I look at all the other options again and again and again and there is always something to lose from using them. Not BS.

    So... relatively, if BS appears more often than other sets, it needs to be adjusted.
    So... realistically it's easier to adjust one set instead of adjusting many.
    So... it doesnt have to be Molag Kena useless but it has to be less appealing.

    My stamDK used to draw so much power from ulty usage until they messed up our passives.
    But I have the clarity to see that even tho BS is such a good option to maintain my strength on ultygen, it eliminates so many monster sets when I compare them.


    PS. Look at all the other ulty gen sources and see how well adjusted they are. "So you want to go down the ulty gen path? You got to make a choice".
    BS comes along, "ima give you ultygen and keep you alive. Dont worry bro. I got you".

    I get what your saying with the nerf the few over the many, but some other monster sets do need a buff. With nerfs to certain heavy armor sets, SnB and protective trait, we will have less resistances overall, so we wont be as tanky. We will have to see how this push towards medium armor will play out.
    PS NA
    Have played all classes.
    Warden Main
  • Moonsorrow
    Moonsorrow
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    ✭✭
    Wing wrote: »
    -its easy to farm, especially being an OG set compared to arguably some of the new monster sets that are MUCH better but impossible to farm.

    Wait.. what? :joy:

    Can farm any monster set, just have to play like.. decently, you know.

    Nothing personal, and this is not directed at the person from the quote, but the people who says things like "impossible to get ____ monster set" are usually the most vocal ones asking things to be nerfed. And to be honest, really should not ask such things when gaming skills are not even at level of doing certain veteran content. Problem more often then is just at skill level and getting things nerfed will not make enemies be at your level, they will still at next patch be winning and nerf warriors are looking for next things to nerf, life as usual.. :D
  • Elwendryll
    Elwendryll
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    I use bloodspawn in pvp. And I plan to use it in pve. I made a nord sorcerer, so I can use Bloodspawn, Werewolf Hide and Blessing of the Potentate, for fun.
    PC - EU - France - AD
    Main character: Qojikrin - Khajiit Sorcerer Tank/Stamina DD - since March 25, 2015.
    Guildmaster of Oriflamme: Focus on 4 player endgame content.
    Member of Brave Cat Trade, Panda Division and Toadhuggers.

    All 4-man trifectas - TTT, IR, GH
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