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PTS Update 26 - Feedback Thread for Item Sets & Mythic Items

  • nCats
    nCats
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    On item: Malacath's Band of Brutality.

    So, considering how 1350 base crit resist is around 20% crit damage reduction, slotting a 3-4 impen gives you more than 25% crit damage reduction.

    Adding to it low chance of crit in no CP, I do not see why you would not run the new mythic (unless you need crits to sustain surge etc).

    The synergy of the Band of Brutality and Stuhn might create some ridiculous one-shots next patch. Not that I am completely against it, might be a bit of a lol experience. However, it appears to me that the band of brutality was introduced with looking at CP as balancing factor.

    One option I see is to tone down the Band to 15-20%. Another is to restrict the possibility of crit healing (maybe it is already like that, I did not pay attention while on pts).
  • Noxavian
    Noxavian
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    The Blood Lord's embrace Mythic item is utter trash and pretty useless. 600 mana per attack the enemy attacks you while youre blocking? That is literally nothing.

    The effect isn't vampiric and for a vampire focused chapter, should be re-valuated. @ZOS_GinaBruno.

    Here are some very vampire-themed mythic-level effects that would make this set fit the description more and offer vampires a mythic item that is actually useful.

    1. Could interact with vampire abilities/the transformation in someway. Either giving them more spellpower, or heck even additional effects. This is a mythic level item.
    2. Could go a different route, what if attacks had a chance to summon a swarm of bats around your target to damage them?
    3. What if when blocking you turn into a swarm of bats and move very slow, but deal AoE damage around you and heal for the damage dealt?
    4. Could have a chance at summoning a gargoyle when landing a crit. You heal for the damage dealt by said gargoyle.
    5. Could turn your block into a 'blood ward', a spell that absorbs enemy spells and restores magicka and health when blocked based upon a percentage of that spells damage and mana cost.
    6. Could have a chance when struck to lash out at all nearby enemies with blood tethers that drain HP over time.
    7. Could replace the bash attack with a small life-drain that comes from the center of the chest that doesnt require a channel time and interrupts (like a bash) and restores a bit of HP over time.
    8. What if the block attack just summoned a swarm of bats around you to damage enemies and you restore magicka based upon how many enemies are hit?
    9. What if it made your bash attack a medium ranged bat swarm or shadow teleport that interrupts enemies and puts you right behind them?
    10. What if your bash attack was replaced by the ability to charge up a blood magic sphere that got bigger and bigger the longer you held it, up to a max of some point, and then once you released it traveled towards an area and did AoE damage based upon how long it was held down? Could cost Magicka or HP, and restore either or both.
  • Baraber
    Baraber
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    Noxavian wrote: »
    The Blood Lord's embrace Mythic item is utter trash and pretty useless. 600 mana per attack the enemy attacks you while youre blocking? That is literally nothing.

    The effect isn't vampiric and for a vampire focused chapter, should be re-valuated. @ZOS_GinaBruno.

    Here are some very vampire-themed mythic-level effects that would make this set fit the description more and offer vampires a mythic item that is actually useful.

    1. Could interact with vampire abilities/the transformation in someway. Either giving them more spellpower, or heck even additional effects. This is a mythic level item.
    2. Could go a different route, what if attacks had a chance to summon a swarm of bats around your target to damage them?
    3. What if when blocking you turn into a swarm of bats and move very slow, but deal AoE damage around you and heal for the damage dealt?
    4. Could have a chance at summoning a gargoyle when landing a crit. You heal for the damage dealt by said gargoyle.
    5. Could turn your block into a 'blood ward', a spell that absorbs enemy spells and restores magicka and health when blocked based upon a percentage of that spells damage and mana cost.
    6. Could have a chance when struck to lash out at all nearby enemies with blood tethers that drain HP over time.
    7. Could replace the bash attack with a small life-drain that comes from the center of the chest that doesnt require a channel time and interrupts (like a bash) and restores a bit of HP over time.
    8. What if the block attack just summoned a swarm of bats around you to damage enemies and you restore magicka based upon how many enemies are hit?
    9. What if it made your bash attack a medium ranged bat swarm or shadow teleport that interrupts enemies and puts you right behind them?
    10. What if your bash attack was replaced by the ability to charge up a blood magic sphere that got bigger and bigger the longer you held it, up to a max of some point, and then once you released it traveled towards an area and did AoE damage based upon how long it was held down? Could cost Magicka or HP, and restore either or both.

    Or simply change it to 600 stamina per attack.
    At least it will make it somewhat useful for tanks.
  • goldbond2000
    Tremorscale does not currently proc when using the Tormentor set to trigger a taunt. I used tormentor on a WW to tank 4-person content, which was really fun. It might actually be viable if these two sets worked together. I'm sure it would be complicated to fix this, but it will help open up the tank meta next patch to more tank build diversity. Thanks!
  • YandereGirlfriend
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    Good work on the Arena set backbar changes.

    On the other hand, there is still no justice for Grundwulf and the trial sets are still highly undesirable and not worth farming.

    Please, for the love of Talos, look into remedying this situation.
  • nCats
    nCats
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    6.0.2 spectral cloak

    I am not sure if the last change was a good idea. Now it becomes an obligatory backbar item for stamina melee builds running 2h as front bar. There is simply no reason to run bow, even the masters version doesn’t provide such insane bonuses. Even some Magicka builds like Magdk might run Spectral Cloak now.

    Its previous version however was very nice as an alternative for certain builds with DW frontbar and a backbar set. It was making DW meaningful in pvp again. I believe and would argue that it’s better to revert to the previous state. If not, then toning down the bonuses is unfortunately necessary.
  • Palefang
    Palefang
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    I will do a more complete review later, but I'm really worried about Thrassian's Strangler.

    From a theorycraft perspective, it is completely breaking the game and create a wide gap between magicka dps and stamina dps (which didn't need that).
    If you use "1 piece bonus" as a scale (worth 129 SP or 1206 health), each stack of Thrassian's is worth 1.16 1p bonus in SP and costs 0.30 1p bonus in health. Basically, each stack gives you a net worth of 0.86 1p bonus.

    You don't need to have max stacks for it to be over the top.
    A "normal" 5p bonus set is fixed at 2.3 times the value of a "1 piece bonus".
    Which means, Thrassian is worth a 5p bonus starting 3 stacks !

    It would be fairly easy in Trials to get 3-6 stacks / person with good communication.
    This would keep the "curse" effect at low levels (6-12% increased damage taken) which would translate in no risks of huge damages scaling on health becoming One-Shots because of Thrassian's.
    Worst case scenario, an invisibility potion or a NB cloak will reset the set, preventing it from stacking too much debuff.

    I think a graph speaks more than long stories :
    cjdflup3f2ng.png


    TS full debuff is 40% more damages which translate in 7k2 more health for DD to mitigate it. (Hence, 6x 1p bonus.)

    On this graph, I represented :
    - The bonus that TS gives you minus the cost of a 20 stacks mitigation.*
    - The bonus of TS without even trying to mitigate the debuff.
    - Classical SP sets.

    *This is just for calculation purposes. In real situation, you might want your stacks to stay around a lower value.


    From a theory point of view, this set enables things beyond broken.
    What does worry me the most, is the fact that there is no Stamina counterpart.
    3-6 stacks can easily be achieved. In some Trials, there are way more that than per person before bosses. No one will want to group stamina DD whose damage pool will be so much lower.


    EDIT : 5 stacks on this set gives +12% dps, which is more damages than a 100% uptime Major Slayer. The curse would translate into 10% increased damage taken, 10% received heal reduction.
    Fixing RO shouldn't be the priority : this thing can do way more damages to balancing.
    (And still keep in mind Stamina DD do not have counterpart...)
    Edited by Palefang on May 5, 2020 2:15PM
    Palefang, playing since the Beta, huge fan of Elder Scrolls world.

    Palefang - Bosmer 'Smiling Dagger' Stamblade
    Palefang Dawn - Breton 'Unyielding Light' Magplar
    Palefang, the Blood-cursed - Dunmer 'Nightstalker' Magblade
    Palefang, Smiling-at-Death - Skeleton 'Refusing to Die' TankDK
    Palefang Windwalker - Bosmer 'Y'ffre's Arrow' Stamden
    Does-not-say-his-name - Khajiit 'Self Sutaining' Stamsorc
    Mythos of Dawn - High Elf 'Clumsy' Magsorc
    Max CP
  • WrathOfInnos
    WrathOfInnos
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    BohnT2 wrote: »
    Sets that are build around stacks acquired via light attacks like galerion's revenge or Kjalnar's are held back by their internal 1 sec cooldown as it can often happen that 2 consecutive light attacks hit within a timeframe of 0.9-0.95 seconds thus not giving you that stack (this happens due to lag, travel times and the gcd not being exactly 1 second)

    Yes, so much this. These sets like Kjalnar and Galerion's need a cooldown of 0.9s so that the stacks can actually build reliably. Right now you can build one stack successfully, then the next one is about a 50/50 chance of falling just under or just over the 1s cooldown window.

    Ice Furnace suffers from a similar issue, since even DoTs that tick on an "exact" 1s interval (Winter's Revenge, Boneyard, Frost Wall) fail to proc it about 1/3 of the time. I'm not sure if it's millisecond variations in the game's clock or a function of lag, but it's a real issue for all of these types of procs and they should really be adjusted to have a 0.9s cooldown. It's not like we can take advantage of this, they will still proc once per second, it will just work more reliably.
  • Ragnaroek93
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    Already posted this in the bug report but I'll repost it here because it contains feedback to the item as well:

    Malacath ring is completely buggy. Against targets with offbalance effect (and CP which increase damage against offbalanced targets) it increases my dmg done by only ~10%. Without any CP and without offbalance it increases my dmg by ~25% as intended. On sorc with Amplitude passive on a target with full health it increases the dmg by only 14%. On a 20% hp target it increases it's dmg by ~20%. With minor vuln the interaction seems to be unchanged, I don't really see a pattern here.

    But I'm completely honest here. If it would be working as intended with 25% damage increase it would be the most overpowered item which I've ever seen since playing the beta and it's not even close tbh. The crit def values which people reach are broken (once they are bugfixed), people easily reach 60% (!!!) critdef with basecrit, impen and by putting some CP (which every decent PvP player is already using). I honestly don't know why I seem to be the only one who sees a problem in balance when everybody will easily run around with that much impen. With this Malacath ring will be even more of a nobrainer even for classes with passives which increase your critical damage. And stamsorc will be the worst class in the game because they either lose overall 25% dmg done or their class heal. Please just rework this item.
    Edited by Ragnaroek93 on May 7, 2020 12:17PM
    I used to think that PvP was a tragedy, but now I realize, it's a comedy.
  • Olupajmibanan
    Olupajmibanan
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    Already posted this in the bug report but I'll repost it here because it contains feedback to the item as well:

    Malacath ring is completely buggy. Against targets with offbalance effect (and CP which increase damage against offbalanced targets) it increases my dmg done by only ~10%. Without any CP and without offbalance it increases my dmg by ~25% as intended. On sorc with Amplitude passive on a target with full health it increases the dmg by only 14%. On a 20% hp target it increases it's dmg by ~20%. With minor vuln the interaction seems to be unchanged, I don't really see a pattern here.

    But I'm completely honest here. If it would be working as intended with 25% damage increase it would be the most overpowered item which I've ever seen since playing the beta and it's not even close tbh. The crit def values which people reach are broken (once they are bugfixed), people easily reach 60% (!!!) critdef with basecrit, impen and by putting some CP (which every decent PvP player is already using). I honestly don't know why I seem to be the only one who sees a problem in balance when everybody will easily run around with that much impen. With this Malacath ring will be even more of a nobrainer even for classes with passives which increase your critical damage. And stamsorc will be the worst class in the game because they either lose overall 25% dmg done or their class heal. Please just rework this item.

    It is additive with other % damage done sources. The more you already have, the less you gain from additional sources. 25% would be only if you had no additional sources of % damage done.

    Just Elemental Deffender + Thaumaturge (along with Exploiter) makes your Malacath Ring increase the dmg of your dots by like 16% instead of 25%.
    Edited by Olupajmibanan on May 7, 2020 12:30PM
  • Ragnaroek93
    Ragnaroek93
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    Already posted this in the bug report but I'll repost it here because it contains feedback to the item as well:

    Malacath ring is completely buggy. Against targets with offbalance effect (and CP which increase damage against offbalanced targets) it increases my dmg done by only ~10%. Without any CP and without offbalance it increases my dmg by ~25% as intended. On sorc with Amplitude passive on a target with full health it increases the dmg by only 14%. On a 20% hp target it increases it's dmg by ~20%. With minor vuln the interaction seems to be unchanged, I don't really see a pattern here.

    But I'm completely honest here. If it would be working as intended with 25% damage increase it would be the most overpowered item which I've ever seen since playing the beta and it's not even close tbh. The crit def values which people reach are broken (once they are bugfixed), people easily reach 60% (!!!) critdef with basecrit, impen and by putting some CP (which every decent PvP player is already using). I honestly don't know why I seem to be the only one who sees a problem in balance when everybody will easily run around with that much impen. With this Malacath ring will be even more of a nobrainer even for classes with passives which increase your critical damage. And stamsorc will be the worst class in the game because they either lose overall 25% dmg done or their class heal. Please just rework this item.

    It is additive with other % damage done sources. The more you already have, the less you gain from additional sources. 25% would be only if you had no additional sources of % damage done.

    Just Elemental Deffender + Thaumaturge (along with Exploiter) makes your Malacath Ring increase the dmg of your dots by like 16% instead of 25%.

    I thought that too first. But Exploiter passive shouldn't reduce it's damage by over 10%. So I assume that something is really buggy here.
    I used to think that PvP was a tragedy, but now I realize, it's a comedy.
  • Decimus
    Decimus
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    Just a couple of things I tested, will do more testing later:

    Item Sets
    Were there any sets you felt were under powered compared to current offerings in the live game?


    As others have mentioned here already, I am not a big fan Perfected Asylum Inferno Staff requiring three crushing shocks/force pulses to proc the set - in PvP in particular landing three in a row within a short period of time simply doesn't happen.


    That's not the only set with problems however, the range on the new Asylum Dual Wield is awful to the point where it'll not be usable in PvP with all the movement, positional desyncs etc

    I would recommend making the range atleast same as whirling blades itself (6m) rather than 3-4m like it is right now (it has roughly the same range as Kra'gh) - this would make it much more intuitive as you'd be dealing damage with the proc when you deal damage with the skill itself.

    If you want to compare it to a set currently used in PvP, Grothdarr would be a great example with its 8m range. It also resides in about the same damage range as this set.


    Would you qualify any sets from this patch as "game breaking"? If so, why?

    Nothing "game breaking" so far - Malacath Ring does enable a lot of damage though... particularly for noCP heavy armor builds, where giving up your base 10% crit chance & 12% crit modifier (with new base crit resistance+7 impen) isn't that much of a downside for 25% damage at all times.

    Are you considering pairing any of the sets from this patch with existing sets? If so, which ones?

    Yes, the new Venomous Smite has a lot of potential with Azureblight in particular & Dragon's Appetite seems very interesting in many different combinations (e.g. with Draugrkin or Deadly) on Rapid Strikes/Bloodthirst builds.


    Other than that, there's of course a lot of other new sets I plan on using, but not in any particularly special combination (e.g. Yandir's Might probably just replacing NMA on many builds).

    What is your highest level/CP character on Live?

    I'm currently at 1908 CPs on PC EU, 170~ on PC NA.


    What roles do you typically play on Live?

    I have 15 max level characters, most are very dmg oriented builds but I do have a few tankier ones as well and ones with decent off heals. I play both magicka & stamina builds, and a hybrid DK.


    Which activities do you most enjoy in ESO?

    BGs mostly these days, but I do everything.


    Which of the Mythic Items did you use, what was your build/playstyle, and what content did you run?

    Just tested things on target dummy, open world mobs, but I tried out a lot of things with Thrassian (before latest nerfs to it) and Ring of Wild Hunt (which I'm a big fan of), checking the damage numbers, how these items feel etc.

    What was your favorite Mythic Item you used and why?

    Ring of the Wild Hunt - I'm a big fan of fast paced, mobile builds in PvP and that one fits right in.


    What was your least favorite Mythic Item you used and why?

    Malacath's Band of Brutality - because it -along with higher crit resistance- is going to create more high damage heavy armor tanks in PvP (as medium/light armor crit passives become much less useful) and heavily favours few classes without crit modifiers (DK, both stamina/magicka - stam sorc, stamden).


    Do you have any other general feedback?

    Not really... other than that it'd be nice to have some new BG rewards at some point (sets in particular).

    And that the crit resistance going from 27% to 38% with 7 impen is maybe a bit too much with the Malacath ring in the game, as the value of critting goes down significantly.
    Edited by Decimus on May 7, 2020 1:46PM
  • Alucu
    Alucu
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    Why the changes to critical resistance need to be adressed.

    The context

    The new change to base crit resistance is positive and im glad you decided to Tone down Impenetrable to make other traits more appealling to the playerbase in PVP. However, as it is now the only thing that'll happen is that the average player in PvP will round 3000 critical resistance and well beyond. This will cause a huge rift in how the damage to other players is dealt.

    Simulations in uesp editor (I know is not accurate 100%, but it's a start). Also, I faced several duels on PTS against different builds (Also against Malacath band users) and my conclussions remain clear on this subject. This will show time and over again.

    The Data

    Let's dive into this. Provided we have an average target
    YHBpwtv.png

    And these base offensive stats (Just an example)

    eQtseyi.png

    We have the following options

    1.) Keep our classic projected stats and be innefficient

    2.) Stack a lot of critical damage multipliers (Senche, Shadow Mundus, Minor force. And we could be a khajiit too on top of it)

    GzfxHck.png

    3.) Maintain our original stats and idea but simply force malacath Band of brutality into our build

    lnfRP3R.png

    How to approach it

    The way to adress this is in my opinion. For the sake of making build diversity and different damage options more viable is to nerf the impenetrable trait even further and tone down the resistant CP line while buffing the other traits a bit more. I'd say 3000 critical resistance is the maximun amount a player should be able to reach in cp and around 2000 on no-cp. This without resorting to the use of specialized gear like Transmutation/Impregnable of course, since this gear should cover an specialized option and function. My suggestion is:

    1) Keep base critical resistance as it is. That's a great idea (1350 at max level). Since it will grant more equal ground to newer, less informed players. It will be a more intuitive mechanic

    2) Increase the diminishing returns on the "resistant" red CP line (which now grants 1650 critical resistance at 100 points). CP environment grants precise strikes and elfborn CP and they need a counter and also Critical damage is essential in PvE content and it shouldnt be affected by pvp calculations

    3) Modify Armor traits like this:

    Traits

    Reduced the armor trait Impenetrable to 102, down from 172

    Increased the armor trait Well-Fitted to 5,5%, up from 5%

    Increased the the armor trait Sturdy to 5%, up from 4%

    Increased the the armor trait Infused to 30%, up from 20% (in line with its weapon counterpart)

    Increased the the armor trait Invigorating to 28, up from 11

    Increased the the armor trait Nirnhoned to 362, up from 301 (In line with the Heavy Armor passive, resolve)

    Increased the the armor trait Reinforced to 42%, up from 16% (To make it more viable in big pieces like chests, legs or
    helmets, it would grant a boost similar to protective trait on jewelry. While making this trait less desirable than nirnhoned on
    smaller pieces, )

    Training (Keep as is)

    Divines (Keep as is)


    Edited by Alucu on May 8, 2020 7:57AM
  • Derra
    Derra
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    Malacath Band of Brutality is currently bugged with sorcs amplitude passive and the cp exploiter passive.

    Currently on pts both exploiter and amplitude reduce your dmg instead of increasing it when band of malacath is equipped.

    On a 100% HP target a sorc with band of malacath equipped is dealing
    100% base dmg * 25% malacath - 10% amplitude = 115% dmg

    Against an off balanced target with band of malacath equipped it seems to be:
    100% base dmg -10% exploiter * 25% malacath = 112% dmg

    When exploiter is not procced dmg increases.
    When amplitude is not skilled or against low hp targets the dmg increases.

    @ZOS_BrianWheeler
    @ZOS_Gilliam
    <Noricum>
    I live. I die. I live again.

    Derra - DC - Sorc - AvA 50
    Derrah - EP - Sorc - AvA 50

  • Aedaryl
    Aedaryl
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    Derra wrote: »
    Malacath Band of Brutality is currently bugged with sorcs amplitude passive and the cp exploiter passive.

    Currently on pts both exploiter and amplitude reduce your dmg instead of increasing it when band of malacath is equipped.

    On a 100% HP target a sorc with band of malacath equipped is dealing
    100% base dmg * 25% malacath - 10% amplitude = 115% dmg

    Against an off balanced target with band of malacath equipped it seems to be:
    100% base dmg -10% exploiter * 25% malacath = 112% dmg

    When exploiter is not procced dmg increases.
    When amplitude is not skilled or against low hp targets the dmg increases.

    @ZOS_BrianWheeler
    @ZOS_Gilliam

    This need to be fixed !
  • Olupajmibanan
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    Just curious, isn't there a critical resistance cap of 50% crit damage reduction (equal to 3300 crit resistance)?
  • BohnT2
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    Just curious, isn't there a critical resistance cap of 50% crit damage reduction (equal to 3300 crit resistance)?

    no
  • Skullstachio
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    Anyone else reckon there ought to be a bonus to the band of brutality, because even though it grants 25% damage Done at the cost of having no critical chance, it seems a bit underwhelming.

    I reckon there needs to be a bonus perk that increases the damage done bonus threshold by an additional 1% for every 2%(438.2) of weapon or spell critical chance removed by the ring, based on the highest of the two values so that it doesn’t double dip using both weapon/spell critical chance.
    If you see me anywhere. Know that I am sitting back with a bag of popcorn, watching as ESO burns the goodwill of its player base with practices that only disrespects the players time like it did to me and many others...

    If a game does not respect your time, best thing to do is move on from it and find something else.
  • BohnT2
    BohnT2
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    Anyone else reckon there ought to be a bonus to the band of brutality, because even though it grants 25% damage Done at the cost of having no critical chance, it seems a bit underwhelming.

    I reckon there needs to be a bonus perk that increases the damage done bonus threshold by an additional 1% for every 2%(438.2) of weapon or spell critical chance removed by the ring, based on the highest of the two values so that it doesn’t double dip using both weapon/spell critical chance.

    There has never been a single item that's as overperforming as malacath and you want to buff it further?
    The math has been done before and using it comes at no drawback except for sorcs using surge and the bugs interfering with its damage buff right now.

    The ring needs to be nerfed big time, not buffed.
  • YandereGirlfriend
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    Wait, so are people suddenly okay with Malacath's completely negating Critical Surge as a skill?

    That seems like an obvious bug and developer oversight rather than an intended mechanic.
  • katorga
    katorga
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    Already posted this in the bug report but I'll repost it here because it contains feedback to the item as well:

    Malacath ring is completely buggy. Against targets with offbalance effect (and CP which increase damage against offbalanced targets) it increases my dmg done by only ~10%. Without any CP and without offbalance it increases my dmg by ~25% as intended. On sorc with Amplitude passive on a target with full health it increases the dmg by only 14%. On a 20% hp target it increases it's dmg by ~20%. With minor vuln the interaction seems to be unchanged, I don't really see a pattern here.

    But I'm completely honest here. If it would be working as intended with 25% damage increase it would be the most overpowered item which I've ever seen since playing the beta and it's not even close tbh. The crit def values which people reach are broken (once they are bugfixed), people easily reach 60% (!!!) critdef with basecrit, impen and by putting some CP (which every decent PvP player is already using). I honestly don't know why I seem to be the only one who sees a problem in balance when everybody will easily run around with that much impen. With this Malacath ring will be even more of a nobrainer even for classes with passives which increase your critical damage. And stamsorc will be the worst class in the game because they either lose overall 25% dmg done or their class heal. Please just rework this item.

    It is additive with other % damage done sources. The more you already have, the less you gain from additional sources. 25% would be only if you had no additional sources of % damage done.

    Just Elemental Deffender + Thaumaturge (along with Exploiter) makes your Malacath Ring increase the dmg of your dots by like 16% instead of 25%.

    additive is additive. You do not get LESS damage than the sum which is what the poster is speaking of. Sure it is not the compounding interest of multiplicative, but 25% plus 10% from exploiter should be 35 % more damage. Multiplicative would give you 37.5% more damage.
  • Olupajmibanan
    Olupajmibanan
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    katorga wrote: »
    Already posted this in the bug report but I'll repost it here because it contains feedback to the item as well:

    Malacath ring is completely buggy. Against targets with offbalance effect (and CP which increase damage against offbalanced targets) it increases my dmg done by only ~10%. Without any CP and without offbalance it increases my dmg by ~25% as intended. On sorc with Amplitude passive on a target with full health it increases the dmg by only 14%. On a 20% hp target it increases it's dmg by ~20%. With minor vuln the interaction seems to be unchanged, I don't really see a pattern here.

    But I'm completely honest here. If it would be working as intended with 25% damage increase it would be the most overpowered item which I've ever seen since playing the beta and it's not even close tbh. The crit def values which people reach are broken (once they are bugfixed), people easily reach 60% (!!!) critdef with basecrit, impen and by putting some CP (which every decent PvP player is already using). I honestly don't know why I seem to be the only one who sees a problem in balance when everybody will easily run around with that much impen. With this Malacath ring will be even more of a nobrainer even for classes with passives which increase your critical damage. And stamsorc will be the worst class in the game because they either lose overall 25% dmg done or their class heal. Please just rework this item.

    It is additive with other % damage done sources. The more you already have, the less you gain from additional sources. 25% would be only if you had no additional sources of % damage done.

    Just Elemental Deffender + Thaumaturge (along with Exploiter) makes your Malacath Ring increase the dmg of your dots by like 16% instead of 25%.

    additive is additive. You do not get LESS damage than the sum which is what the poster is speaking of. Sure it is not the compounding interest of multiplicative, but 25% plus 10% from exploiter should be 35 % more damage. Multiplicative would give you 37.5% more damage.

    He is talking about adding malacath ring not increasing his damage by 25% when Exploiter is active. If you check your damage when Exploiter is active before adding the ring and after, the difference will certainly be smaller than 25% (most probably around 18% if he had full CPs and other % damage done sources). But if it is really something like 10% increase, that sounds like a bug.
  • Wolfchild07
    Wolfchild07
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    This is the official feedback thread for the new item sets and Mythic Items. Specific feedback that the team is looking for includes the following:
    • Do you have any other general feedback?

    The change to Ilambris is destroying interesting and fun non-meta builds. I run it on a werewolf, dual wield with a flame glyph on one weapon and a shock glyph on another. It's nice having the flame and shock damage from Ilambris going at the same time. You've destroyed the FUN I have with this build. I guess I won't be using it anymore.
  • Hooded_1
    Hooded_1
    ✭✭✭
    Still waiting on the un-nerfening of the AS destroy staff. Change both to 2 casts instead of 3 casts, having it at 2 casts actually adds build diversity into the game. Changing it to 3 is just a way to exclusively frustrate your vet group of players without actually making your non-vet players particularly happy. Changing both to 2 will KEEP your vet players happy, while ALSO making the newer players happy by giving them something new and shiny to play with, and further increasing build diversity.

    Also, as far as I can tell, your Set Bonus Efficiency standards make absolutely no sense, but this topic is for another post.
  • StackonClown
    StackonClown
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    Hello @ZOS_GinaBruno,

    Can I please ask, why were are doing this??

    "Increased the damage done from each meteor shower to 2015, up from 1170.
    You can no longer layer each meteor shower.

    I've been playing using ilambris like this for years, and now someone decides to change it? Why????? ;(
    It's such an old set, did the devs really have to destroy our fun ??

    Can the devs explain why and consider reverting this, I mean was someone crying about the layering?

    Anyhow, I've cancelled ESO plus, since yet again some dev decides to trash some really old sets that noone was complaining about.

    Thanks!
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