Please don't lie and make up numbers in order to support your position.SapAndFury wrote: »Entropy became broken in skalebreaker. Just like Vapirko says above, Entropy did not need a 2.5k/second dot in order for it to be useful. What is so strange about having to slot a skill for major sorcery? For around 1.5 years prior to scalebreaker, I ran molten armaments. Prior to that, Entropy. At no time did I ever think “why doesn’t this do as much damage as my burning embers?”
1) Entropy ticks once every 2 seconds.
2) The damage typically averages out to around 900 - 1,100 per tick in no-CP. And I don't just mean that my Entropy does that sort of damage; that's what everyone's does.
With these two indisputable facts taken into account, the DOT on live is quite literally ~1/4 the DPS that you're trying to claim. And when Rally and Forward Momentum get nerfed down to the same level as Entropy - being useful solely for the Major Brutality buff - I won't find it "strange" that Magicka builds are forced to slot such a bad spell in order to get access to such an important buff.
. 2)Your final paragraph is arguing my point. A skill that grants major sorcery is not intended to be a damage skill. We all have to slot one in some way or another, and we would still do it even if zero damage was attached to it.
OG_Kaveman wrote: ». 2)Your final paragraph is arguing my point. A skill that grants major sorcery is not intended to be a damage skill. We all have to slot one in some way or another, and we would still do it even if zero damage was attached to it.
Then take the entire dot away and put the heal, buffed to relevance, on one morph and the other morph be the sustain tool it was, 100 per light attack. Giving all morphs major sorcery.
To be frank, your tooltips aren't all that relevant. What ultimately matters is the amount of damage that's actually done in game, after battle spirit and all other buffs and debuffs are accounted for. I've watched my own damage numbers, and seen a lot of different copies of Entropy on death recaps, and they're almost always averaging out to 900 - 1.1k damage per tick (which, again, is every 2 seconds...half as often as you originally claimed).SapAndFury wrote: »Please don't lie and make up numbers in order to support your position.SapAndFury wrote: »Entropy became broken in skalebreaker. Just like Vapirko says above, Entropy did not need a 2.5k/second dot in order for it to be useful. What is so strange about having to slot a skill for major sorcery? For around 1.5 years prior to scalebreaker, I ran molten armaments. Prior to that, Entropy. At no time did I ever think “why doesn’t this do as much damage as my burning embers?”
1) Entropy ticks once every 2 seconds.
2) The damage typically averages out to around 900 - 1,100 per tick in no-CP. And I don't just mean that my Entropy does that sort of damage; that's what everyone's does.
With these two indisputable facts taken into account, the DOT on live is quite literally ~1/4 the DPS that you're trying to claim. And when Rally and Forward Momentum get nerfed down to the same level as Entropy - being useful solely for the Major Brutality buff - I won't find it "strange" that Magicka builds are forced to slot such a bad spell in order to get access to such an important buff.
1) I just logged into live to check my tooltips. Unbuffed (no major sorcery, weapon enchant proc, etc), my structured entropy is 26,033 over 12 seconds. My burning embers is 21,552 damage over 12 seconds with 4,922 direct damage on initial hit. As my post stated, the power of both of these skills is essentially equal.
2)Your final paragraph is arguing my point. A skill that grants major sorcery is not intended to be a damage skill. We all have to slot one in some way or another, and we would still do it even if zero damage was attached to it.
OG_Kaveman wrote: ». 2)Your final paragraph is arguing my point. A skill that grants major sorcery is not intended to be a damage skill. We all have to slot one in some way or another, and we would still do it even if zero damage was attached to it.
Then take the entire dot away and put the heal, buffed to relevance, on one morph and the other morph be the sustain tool it was, 100 per light attack. Giving all morphs major sorcery.
rally/foward momentum.
Both grant major brutality. Both increase stamina recovery by 10%. Both do not require a target.
Rally has a controlled burst heal
Foward momentum gives snare/CC immunity
Degeneration/strutured entropy should both grant major sorcery and because they both require a target they should both be a DoT
Degeneration should have a heal element to it
Strutured entropy should have a recovery element to it
OrderoftheDarkness wrote: »It is impossible to compare weapon skill and Guild skill with passive abilities from guilds.
OrderoftheDarkness wrote: »It is impossible to compare weapon skill and Guild skill with passive abilities from guilds.
Like comparing vigor and rapid regen hm? It is possible when it suits you (in general people who think like you, no offense mate)?
OrderoftheDarkness wrote: »You know bestOrderoftheDarkness wrote: »It is impossible to compare weapon skill and Guild skill with passive abilities from guilds.
Like comparing vigor and rapid regen hm? It is possible when it suits you (in general people who think like you, no offense mate)?
Distance and melee this applies to you. Or Rally / Momentum should to shoot from is far and activate passive ability to guilds fighters, which incidentally at all useless...
OrderoftheDarkness wrote: »You know bestOrderoftheDarkness wrote: »It is impossible to compare weapon skill and Guild skill with passive abilities from guilds.
Like comparing vigor and rapid regen hm? It is possible when it suits you (in general people who think like you, no offense mate)?
Distance and melee you're a strange man or Rally / Momentum should to shoot from is far and activate passive ability to guilds fighters, which incidentally at all useless... I understand that you sit well on the fifth point on live server but alas life is not fair.
OrderoftheDarkness wrote: »You know bestOrderoftheDarkness wrote: »It is impossible to compare weapon skill and Guild skill with passive abilities from guilds.
Like comparing vigor and rapid regen hm? It is possible when it suits you (in general people who think like you, no offense mate)?
Distance and melee you're a strange man or Rally / Momentum should to shoot from is far and activate passive ability to guilds fighters, which incidentally at all useless... I understand that you sit well on the fifth point on live server but alas life is not fair.
This made me laugh so hard, for some reason. I know it's a translator or something, but still...lol.
Mrsinister2 wrote: »They should add the health boost back to it since the skill is now completly gutted.
It really helped with entropy on front bar and health glyph on shield back bar to get your health up a bit on light armor builds.
LiquidPony wrote: »Mrsinister2 wrote: »They should add the health boost back to it since the skill is now completly gutted.
It really helped with entropy on front bar and health glyph on shield back bar to get your health up a bit on light armor builds.
Just another casualty of the spastic flailing at combat balance over the last couple of patches. Niche/interesting utility skills lost everything interesting in the name of the nonsense massive damage buffs in Scalebreaker, now they all get nerfed without getting anything interesting back.
Brilliant!