The_Old_Goat wrote: »Hugs not nerfs!
So the 'free' damage sorcs have initially as part of their amplitude passive doesnt count, right? Must be because it's not a proc chance but a guaranteed increase.
The_Old_Goat wrote: »Hugs not nerfs!
phoenixkungfu wrote: »
The math is facts
Implosion was replaced with: Amplitude
https://eso-skillbook.com/skill/amplitude
Amplitude is non-proc chance and guaranteed damage to any enemy by 1% for every 10% health they have.
100% = 10% damage buff, 90% = 9%, 80% = 8%, 70% = 7%, and so on. How much passive/free damage do you think this results in over the course of a single target fight?
Implosion was only applicable to targets with <15% health (at 6% chance), so not applicable for 85% of the time. It was weak and often times enemies were dead before it even kicked in, thus ZOS replaced it with the inverse passive 'Amplitude'. The loss of implosion and subsequent adding of Amplitude, was a buff not a nerf.
Look, by all means have an opinion, but at least try to inform yourself first before making wild claims. I know you're going to say this is a derailment, like you do regards any post that disagrees with you, but you are making the comparison here with the statement that burning light should be removed because implosion was removed, and if burning light stays then implosion should be given back... reverting amplitude to implosion is a nerf,-- the entire basis of your attack on templar is that you are demanding a nerf for sorcs to justify it; hopefully you can see how ridiculous that stance is. Alternatively, why not demand instead that templar get a version of amplitude, and effectively buff templar.
Your argument is moot, and only results in the exact opposite of what you want because you don't understand it yourself.
phoenixkungfu wrote: »Implosion was replaced with: Amplitude
https://eso-skillbook.com/skill/amplitude
Amplitude is non-proc chance and guaranteed damage to any enemy by 1% for every 10% health they have.
100% = 10% damage buff, 90% = 9%, 80% = 8%, 70% = 7%, and so on. How much passive/free damage do you think this results in over the course of a single target fight?
Implosion was only applicable to targets with <15% health (at 6% chance), so not applicable for 85% of the time. It was weak and often times enemies were dead before it even kicked in, thus ZOS replaced it with the inverse passive 'Amplitude'. The loss of implosion and subsequent adding of Amplitude, was a buff not a nerf.
Look, by all means have an opinion, but at least try to inform yourself first before making wild claims. I know you're going to say this is a derailment, like you do regards any post that disagrees with you, but you are making the comparison here with the statement that burning light should be removed because implosion was removed, and if burning light stays then implosion should be given back... reverting amplitude to implosion is a nerf,-- the entire basis of your attack on templar is that you are demanding a nerf for sorcs to justify it; hopefully you can see how ridiculous that stance is. Alternatively, why not demand instead that templar get a version of amplitude, and effectively buff templar.
Your argument is moot, and only results in the exact opposite of what you want because you don't understand it yourself.
Amplitude
Increases your damage done against enemies by 1% for every 10% current Health they have
THIS IS THE BIGGEST NERF IN SORCERER HISTORY. It was so cleverly done to this day people don't understand it took away way more then it gave. But because no one spoke up for DOT DAMAGE BUILD aka pet sorcerer.. IT WAS a feel good for spam sorcerer. Aka rotation bunny jumping petless sorcerer. What they dont realize is the tooltip you see. IS ALWAYS GETTING NERF DOWN TO DO LESS DAMAGE TO THE POINT TEMPLAR CAN OUT TANK YOUR ENDLESS. IF DE SWING ON AVERAGE IS DOING THE SAME DAMAGE AS A ULTIMATE. Then sorcerer damage SHOULD BE SET AS IS.. WITHOUT Amplitude.
Another nerd overall by alot.
But sure I would be happy to see something like that for templar. Anything even Steven to sorcerer
Amplitudephoenixkungfu wrote: »Implosion was replaced with: Amplitude
https://eso-skillbook.com/skill/amplitude
Amplitude is non-proc chance and guaranteed damage to any enemy by 1% for every 10% health they have.
100% = 10% damage buff, 90% = 9%, 80% = 8%, 70% = 7%, and so on. How much passive/free damage do you think this results in over the course of a single target fight?
Implosion was only applicable to targets with <15% health (at 6% chance), so not applicable for 85% of the time. It was weak and often times enemies were dead before it even kicked in, thus ZOS replaced it with the inverse passive 'Amplitude'. The loss of implosion and subsequent adding of Amplitude, was a buff not a nerf.
Look, by all means have an opinion, but at least try to inform yourself first before making wild claims. I know you're going to say this is a derailment, like you do regards any post that disagrees with you, but you are making the comparison here with the statement that burning light should be removed because implosion was removed, and if burning light stays then implosion should be given back... reverting amplitude to implosion is a nerf,-- the entire basis of your attack on templar is that you are demanding a nerf for sorcs to justify it; hopefully you can see how ridiculous that stance is. Alternatively, why not demand instead that templar get a version of amplitude, and effectively buff templar.
Your argument is moot, and only results in the exact opposite of what you want because you don't understand it yourself.
Amplitude
Increases your damage done against enemies by 1% for every 10% current Health they have
THIS IS THE BIGGEST NERF IN SORCERER HISTORY. It was so cleverly done to this day people don't understand it took away way more then it gave. (KINDA LIKE SOCAL SOCIETY, UNEMPLOYMENT OR CAR INSURANCE) But because no one spoke up for DOT DAMAGE BUILD aka pet sorcerer.. IT WAS a feel good for spam sorcerer. Aka rotation bunny jumping petless sorcerer. What they dont realize is the tooltip you see. IS ALWAYS GETTING NERF DOWN TO DO LESS DAMAGE TO THE POINT TEMPLAR CAN OUT TANK YOUR ENDLESS. IF DE SWING ON AVERAGE IS DOING THE SAME DAMAGE AS A ULTIMATE. Then sorcerer damage SHOULD BE SET AS IS.. WITHOUT Amplitude.
Another nerd overall by alot.
But sure I would be happy to see something like that for templar. Anything even Steven to sorcerer
Why the caps? Drop the caps and, please, give me a reasoned and well thought out breakdown to why amplitude is a nerf? Your counter point here has no detail or factual information to it. There have been massive nerfs to sorc over the years, trust me. Sorc currently is but a shell of its former self, so please explain why, specifically, amplitude is the worst.
phoenixkungfu wrote: »Amplitudephoenixkungfu wrote: »Implosion was replaced with: Amplitude
https://eso-skillbook.com/skill/amplitude
Amplitude is non-proc chance and guaranteed damage to any enemy by 1% for every 10% health they have.
100% = 10% damage buff, 90% = 9%, 80% = 8%, 70% = 7%, and so on. How much passive/free damage do you think this results in over the course of a single target fight?
Implosion was only applicable to targets with <15% health (at 6% chance), so not applicable for 85% of the time. It was weak and often times enemies were dead before it even kicked in, thus ZOS replaced it with the inverse passive 'Amplitude'. The loss of implosion and subsequent adding of Amplitude, was a buff not a nerf.
Look, by all means have an opinion, but at least try to inform yourself first before making wild claims. I know you're going to say this is a derailment, like you do regards any post that disagrees with you, but you are making the comparison here with the statement that burning light should be removed because implosion was removed, and if burning light stays then implosion should be given back... reverting amplitude to implosion is a nerf,-- the entire basis of your attack on templar is that you are demanding a nerf for sorcs to justify it; hopefully you can see how ridiculous that stance is. Alternatively, why not demand instead that templar get a version of amplitude, and effectively buff templar.
Your argument is moot, and only results in the exact opposite of what you want because you don't understand it yourself.
Amplitude
Increases your damage done against enemies by 1% for every 10% current Health they have
THIS IS THE BIGGEST NERF IN SORCERER HISTORY. It was so cleverly done to this day people don't understand it took away way more then it gave. But because no one spoke up for DOT DAMAGE BUILD aka pet sorcerer.. IT WAS a feel good for spam sorcerer. Aka rotation bunny jumping petless sorcerer. What they dont realize is the tooltip you see. IS ALWAYS GETTING NERF DOWN TO DO LESS DAMAGE TO THE POINT TEMPLAR CAN OUT TANK YOUR ENDLESS. IF DE SWING ON AVERAGE IS DOING THE SAME DAMAGE AS A ULTIMATE. Then sorcerer damage SHOULD BE SET AS IS.. WITHOUT Amplitude.
Another nerd overall by alot.
But sure I would be happy to see something like that for templar. Anything even Steven to sorcerer
Why the caps? Drop the caps and, please, give me a reasoned and well thought out breakdown to why amplitude is a nerf? Your counter point here has no detail or factual information to it. There have been massive nerfs to sorc over the years, trust me. Sorc currently is but a shell of its former self, so please explain why, specifically, amplitude is the worst.
Increases your damage done against enemies by 1% for every 10% current Health they have
What this does show is value of more nerfs to sorcerer abilities..
D SWING (SPAMABLE SMH)
Slam enemy with an upward swing, dealing 1143 Physical Damage, setting them off balance for 7 seconds.
Also sets the enemy off balance
Vs
crystal frags
Conjure dark crystals to bombard an enemy, dealing 1112 Magic Damage. Casting any other Magicka Ability has a 35% chance of causing your next Crystal Fragments to be instant, deal 33% more damage, and cost 50% less Magicka.
D swing vs crystal fragments both are at 1112 ish but as the sorcerer is nerf with AMPLITUDE. YOU LOSE UP TO 10% DAMAGE.
THIS IS THE BIGGEST NERF IN SORCERER HISTORY. It was so cleverly done to this day people don't understand it took away way more then it gave. But because no one spoke up for DOT DAMAGE BUILD aka pet sorcerer.. IT WAS a feel good for spam sorcerer. DUMMY IT A NERF What they dont realize is the tooltip you see. IS ALWAYS GETTING NERF DOWN TO DO LESS DAMAGE TO THE POINT TEMPLAR CAN OUT TANK YOUR ENDLESS. IF D SWING ON AVERAGE IS DOING THE SAME DAMAGE AS A ULTIMATE. Then sorcerer damage SHOULD BE SET AS IS.. WITHOUT Amplitude.
Another NERF overall by alot.
But sure I would be happy to see something like that for templar. Anything even Steven to sorcerer
Ryath_Waylander wrote: »Kids shouting and "DEMAND"ing in capslock. Chance of being taken seriously in a reasoned debate.. not much.
D swing vs crystal fragments both are at 1112 ish but as the sorcerer is nerf with AMPLITUDE. YOU LOSE UP TO 10% DAMAGE.
The real reason implosion (which I miss too, since it gave sorc more lightning identity) was gone is that in PvP it was not consistent enough and made low hp enemy's death an rng instead of skill. The real debate should be if it was a real problem or not...