First, i'm not stating that crits are necessarily better than malacath's non crits
Your first sentence should tell you why this set is too powerful:First, i'm not stating that crits are necessarily better than malacath's non crits
This is exactly the issue builds not utilizing malacath will have less damage all the time, even classes which have a crit damage passive like NB benefit more from running malacath than investing into crits next patch.
LuxiasCaelum13 wrote: »Your first sentence should tell you why this set is too powerful:First, i'm not stating that crits are necessarily better than malacath's non crits
This is exactly the issue builds not utilizing malacath will have less damage all the time, even classes which have a crit damage passive like NB benefit more from running malacath than investing into crits next patch.
I hate to repeat myself, so story short, not everything revolves around damage
LuxiasCaelum13 wrote: »Your first sentence should tell you why this set is too powerful:First, i'm not stating that crits are necessarily better than malacath's non crits
This is exactly the issue builds not utilizing malacath will have less damage all the time, even classes which have a crit damage passive like NB benefit more from running malacath than investing into crits next patch.
I hate to repeat myself, so story short, not everything revolves around damage
If we're talking about a set that increases damage it is the most important thing.
LuxiasCaelum13 wrote: »LuxiasCaelum13 wrote: »
I think you miss some pieces here.
No matter what combination of gear you wear you will loose the last set bonus on something, except for some edge case builds where players already wear incomplete sets.
You cannot crit, except for abilities that guarantee a crit. This means that all sets that proc on crit will not work. It also means that set bonuses that give crit become useless. Which in turn limits the available sets.
I might be wrong, but when it comes to this item i have the strong feeling that some ppl forget to factor these things in and end up with higher theoretical damage than they would reach in reality.
Not only that, but ppl is still freaking out with proc sets. Like, you guys know that all heavy hitting proc sets are easily avoidable, and poison sets like viper or sheer venom are not strong enough to make them gamebreaking right?
And btw, talking about sacrificing things to wear this ring, skills that guarantee crits, like artherial burst, can't crit.
Oh my sweet summerchild, be ready for a rude awakening once people acquired it.
People defending this set have no clue how much this will impact the meta.
I already wrote a response talking about why is not gonna be so overpowered, so yes, i think i already know pretty well.
you state so many wrong things in your post starting from your missconception that crits are stronger than normal hits from malacath which they aren't you have to use a crit damage focused build in order to get more damage from crits than regular hits from malacath.
This means every single time your build not using malacath doesn't crit you lose damage and even if you crit you only get equal damage.
Even if you'd hit for a little bit more damage on crits you'll lose damage in your burst combo.
Assuming you play stamwarden and your basic combo is shalks+light attack+bash+wrecking blow+light attack+2h ult over 2 gcds.
That means 6 damage instances, not counting enchantment procs, not counting dots.
Even if your build has a crit chance of 65% which is already ridicoulus to begin with.
In order for every single damage instance to crit you have a chance of 0.65^6= 0.075 or 7.5%.
From this we can then make another step to find out how many times we have to perform our burst combo in order to have a X% chance for this to happen.
n>= ln(1- percentage chance we want the result to occure) / ln(1-percentage chance the result occurs)
if we want all skills to crit once with a chance of 90% for it to happen it'll take us 29.5 -> 30 tries to have this 90% chance for it to happen.
Of course we'd have to weigh the different damage instances differently to be more accurate but it won't change the result in any meaningful way.
Keep in mind this result is already based on a niche build that has already less damage than a regular build due to opportunity costs.
Going further down your arguments you state that tanks can't use this set which is horribly wrong.
You don't have to give up any sets especially not on stamina specs using 1h+s on one bar.
You can easily run the following set combination: 2 monster, 1 malacath, 3 Body first set, 2 body + 2 jewelry second set and 2 weapon first set --> 2/1/5/4 and on backbar you'll have 2/1/4/5 when using sword and board.
Sets which can be used easily with this setup: NMA (front), Stuhn's(either), cyrodiils crest (back), deadly strikes (front), clever alchemist (back), 7th legion (either), essence thief (either), spriggan (front), titanborn (front)
and that's just a small range of the stamina sets, not even counting damage proc sets.
The only sets that get hurt by this setup are Fury, unchained aggressor, pariah, yandir's might and some others.
I hope this shows you the most blatant flaws of your reasoning
I think the reason he thinks that tanks can not use malacath, is that it does not give flat damage, but %. And 25% of little is still not much. So a tank who has small base damage to begin with, won't get stellar results from malacath.
Still this is such an overreaction. Even if it gave 25% damage to anyone, which it does not seem to do, it would not be that terrible. Multiple people seem to have come to the conclusion that it's merely 16% damage in most cases or less. It is not worth it. I would even call it underpowered... If I get cursed, then I want to get kissed. But Malacath only licks me swiftly.
relentless_turnip wrote: »LuxiasCaelum13 wrote: »LuxiasCaelum13 wrote: »
I think you miss some pieces here.
No matter what combination of gear you wear you will loose the last set bonus on something, except for some edge case builds where players already wear incomplete sets.
You cannot crit, except for abilities that guarantee a crit. This means that all sets that proc on crit will not work. It also means that set bonuses that give crit become useless. Which in turn limits the available sets.
I might be wrong, but when it comes to this item i have the strong feeling that some ppl forget to factor these things in and end up with higher theoretical damage than they would reach in reality.
Not only that, but ppl is still freaking out with proc sets. Like, you guys know that all heavy hitting proc sets are easily avoidable, and poison sets like viper or sheer venom are not strong enough to make them gamebreaking right?
And btw, talking about sacrificing things to wear this ring, skills that guarantee crits, like artherial burst, can't crit.
Oh my sweet summerchild, be ready for a rude awakening once people acquired it.
People defending this set have no clue how much this will impact the meta.
I already wrote a response talking about why is not gonna be so overpowered, so yes, i think i already know pretty well.
you state so many wrong things in your post starting from your missconception that crits are stronger than normal hits from malacath which they aren't you have to use a crit damage focused build in order to get more damage from crits than regular hits from malacath.
This means every single time your build not using malacath doesn't crit you lose damage and even if you crit you only get equal damage.
Even if you'd hit for a little bit more damage on crits you'll lose damage in your burst combo.
Assuming you play stamwarden and your basic combo is shalks+light attack+bash+wrecking blow+light attack+2h ult over 2 gcds.
That means 6 damage instances, not counting enchantment procs, not counting dots.
Even if your build has a crit chance of 65% which is already ridicoulus to begin with.
In order for every single damage instance to crit you have a chance of 0.65^6= 0.075 or 7.5%.
From this we can then make another step to find out how many times we have to perform our burst combo in order to have a X% chance for this to happen.
n>= ln(1- percentage chance we want the result to occure) / ln(1-percentage chance the result occurs)
if we want all skills to crit once with a chance of 90% for it to happen it'll take us 29.5 -> 30 tries to have this 90% chance for it to happen.
Of course we'd have to weigh the different damage instances differently to be more accurate but it won't change the result in any meaningful way.
Keep in mind this result is already based on a niche build that has already less damage than a regular build due to opportunity costs.
Going further down your arguments you state that tanks can't use this set which is horribly wrong.
You don't have to give up any sets especially not on stamina specs using 1h+s on one bar.
You can easily run the following set combination: 2 monster, 1 malacath, 3 Body first set, 2 body + 2 jewelry second set and 2 weapon first set --> 2/1/5/4 and on backbar you'll have 2/1/4/5 when using sword and board.
Sets which can be used easily with this setup: NMA (front), Stuhn's(either), cyrodiils crest (back), deadly strikes (front), clever alchemist (back), 7th legion (either), essence thief (either), spriggan (front), titanborn (front)
and that's just a small range of the stamina sets, not even counting damage proc sets.
The only sets that get hurt by this setup are Fury, unchained aggressor, pariah, yandir's might and some others.
I hope this shows you the most blatant flaws of your reasoning
I think the reason he thinks that tanks can not use malacath, is that it does not give flat damage, but %. And 25% of little is still not much. So a tank who has small base damage to begin with, won't get stellar results from malacath.
Still this is such an overreaction. Even if it gave 25% damage to anyone, which it does not seem to do, it would not be that terrible. Multiple people seem to have come to the conclusion that it's merely 16% damage in most cases or less. It is not worth it. I would even call it underpowered... If I get cursed, then I want to get kissed. But Malacath only licks me swiftly.
Yes, thank you. I already stated from my tests it gives about +16% obviously that was a test on my setup and won't apply to everyone. This is the same as a crit against someone wearing full impen in no cp with the new base crit resist of 1350(2253).
I also tested it in duels and I would say on my setup I was a lot more successful with the ability to crit. Because at worse your critical strikes will do +16% in no cp, but will do more against a lot of people. It will be good on a heavy armor build, but aside from that. I wouldn't run it...
relentless_turnip wrote: »LuxiasCaelum13 wrote: »LuxiasCaelum13 wrote: »
I think you miss some pieces here.
No matter what combination of gear you wear you will loose the last set bonus on something, except for some edge case builds where players already wear incomplete sets.
You cannot crit, except for abilities that guarantee a crit. This means that all sets that proc on crit will not work. It also means that set bonuses that give crit become useless. Which in turn limits the available sets.
I might be wrong, but when it comes to this item i have the strong feeling that some ppl forget to factor these things in and end up with higher theoretical damage than they would reach in reality.
Not only that, but ppl is still freaking out with proc sets. Like, you guys know that all heavy hitting proc sets are easily avoidable, and poison sets like viper or sheer venom are not strong enough to make them gamebreaking right?
And btw, talking about sacrificing things to wear this ring, skills that guarantee crits, like artherial burst, can't crit.
Oh my sweet summerchild, be ready for a rude awakening once people acquired it.
People defending this set have no clue how much this will impact the meta.
I already wrote a response talking about why is not gonna be so overpowered, so yes, i think i already know pretty well.
you state so many wrong things in your post starting from your missconception that crits are stronger than normal hits from malacath which they aren't you have to use a crit damage focused build in order to get more damage from crits than regular hits from malacath.
This means every single time your build not using malacath doesn't crit you lose damage and even if you crit you only get equal damage.
Even if you'd hit for a little bit more damage on crits you'll lose damage in your burst combo.
Assuming you play stamwarden and your basic combo is shalks+light attack+bash+wrecking blow+light attack+2h ult over 2 gcds.
That means 6 damage instances, not counting enchantment procs, not counting dots.
Even if your build has a crit chance of 65% which is already ridicoulus to begin with.
In order for every single damage instance to crit you have a chance of 0.65^6= 0.075 or 7.5%.
From this we can then make another step to find out how many times we have to perform our burst combo in order to have a X% chance for this to happen.
n>= ln(1- percentage chance we want the result to occure) / ln(1-percentage chance the result occurs)
if we want all skills to crit once with a chance of 90% for it to happen it'll take us 29.5 -> 30 tries to have this 90% chance for it to happen.
Of course we'd have to weigh the different damage instances differently to be more accurate but it won't change the result in any meaningful way.
Keep in mind this result is already based on a niche build that has already less damage than a regular build due to opportunity costs.
Going further down your arguments you state that tanks can't use this set which is horribly wrong.
You don't have to give up any sets especially not on stamina specs using 1h+s on one bar.
You can easily run the following set combination: 2 monster, 1 malacath, 3 Body first set, 2 body + 2 jewelry second set and 2 weapon first set --> 2/1/5/4 and on backbar you'll have 2/1/4/5 when using sword and board.
Sets which can be used easily with this setup: NMA (front), Stuhn's(either), cyrodiils crest (back), deadly strikes (front), clever alchemist (back), 7th legion (either), essence thief (either), spriggan (front), titanborn (front)
and that's just a small range of the stamina sets, not even counting damage proc sets.
The only sets that get hurt by this setup are Fury, unchained aggressor, pariah, yandir's might and some others.
I hope this shows you the most blatant flaws of your reasoning
I think the reason he thinks that tanks can not use malacath, is that it does not give flat damage, but %. And 25% of little is still not much. So a tank who has small base damage to begin with, won't get stellar results from malacath.
Still this is such an overreaction. Even if it gave 25% damage to anyone, which it does not seem to do, it would not be that terrible. Multiple people seem to have come to the conclusion that it's merely 16% damage in most cases or less. It is not worth it. I would even call it underpowered... If I get cursed, then I want to get kissed. But Malacath only licks me swiftly.
Yes, thank you. I already stated from my tests it gives about +16% obviously that was a test on my setup and won't apply to everyone. This is the same as a crit against someone wearing full impen in no cp with the new base crit resist of 1350(2253).
I also tested it in duels and I would say on my setup I was a lot more successful with the ability to crit. Because at worse your critical strikes will do +16% in no cp, but will do more against a lot of people. It will be good on a heavy armor build, but aside from that. I wouldn't run it...
I hope you had 3603 crit resistance on the character you were testing on because right now the base crit resistance isn't working.
relentless_turnip wrote: »
Yes, thank you. I already stated from my tests it gives about +16% obviously that was a test on my setup and won't apply to everyone.
relentless_turnip wrote: »
Yes, thank you. I already stated from my tests it gives about +16% obviously that was a test on my setup and won't apply to everyone.
So were you one of the people that tested it on one of the multitude of builds that had amplitude or exploiter or other damage modifiers on the target?
Amplitude reduced dmg by 10% when malacath was equipped.
Exploiter reduced dmg by 10% when malacath was equipped.
Engulfing - same thing by it´s respective %.
Malacath had weird interaction when other on target % dmg modifiers were present in any form or shape.
Alledgedly it works correct now as of 6.0.3 on pts (previously you had to remove these interactions to get correct test results).
If you only got a 16% dmg increase out of it chances are near 100% you had on of those weird interactions in your test and therefor got a skewed result.
In noCP malacath will increase dmg by flat 25%. In CP it will increase dmg by ~21 to 23% depending on build and cp allocations.
If you got weird results you´ll have to retest - and (that´s what pts is for) explore why you get results that are not explainable with simply having additive dmg modifiers (getting 16% out of a 25% modifier is such a case).
A sorcerer with 72% critdmg will crit as high on 3400 impen as he will hit every hit with malacath if the test was done correctly (as of 6.0.3 impen of 3400 means having 4 pieces of impen).
relentless_turnip wrote: »
Yes, thank you. I already stated from my tests it gives about +16% obviously that was a test on my setup and won't apply to everyone.
So were you one of the people that tested it on one of the multitude of builds that had amplitude or exploiter or other damage modifiers on the target?
Amplitude reduced dmg by 10% when malacath was equipped.
Exploiter reduced dmg by 10% when malacath was equipped.
Engulfing - same thing by it´s respective %.
Malacath had weird interaction when other on target % dmg modifiers were present in any form or shape.
Alledgedly it works correct now as of 6.0.3 on pts (previously you had to remove these interactions to get correct test results).
If you only got a 16% dmg increase out of it chances are near 100% you had on of those weird interactions in your test and therefor got a skewed result.
In noCP malacath will increase dmg by flat 25%. In CP it will increase dmg by ~21 to 23% depending on build and cp allocations.
If you got weird results you´ll have to retest - and (that´s what pts is for) explore why you get results that are not explainable with simply having additive dmg modifiers (getting 16% out of a 25% modifier is such a case).
A sorcerer with 72% critdmg will crit as high on 3400 impen as he will hit every hit with malacath if the test was done correctly (as of 6.0.3 impen of 3400 means having 4 pieces of impen).
Could have been that it was so. I personally always remove amplitude on the pts because I find it intrusive.
Even on the current build, I do not get 25% damage on any of my abilities. Crystal Fragments only deals 10% more damage.
relentless_turnip wrote: »
Yes, thank you. I already stated from my tests it gives about +16% obviously that was a test on my setup and won't apply to everyone.
So were you one of the people that tested it on one of the multitude of builds that had amplitude or exploiter or other damage modifiers on the target?
Amplitude reduced dmg by 10% when malacath was equipped.
Exploiter reduced dmg by 10% when malacath was equipped.
Engulfing - same thing by it´s respective %.
Malacath had weird interaction when other on target % dmg modifiers were present in any form or shape.
Alledgedly it works correct now as of 6.0.3 on pts (previously you had to remove these interactions to get correct test results - i last tested it in 6.0.2).
If you only got a 16% dmg increase out of it chances are near 100% you had on of those weird interactions in your test and therefor got a skewed result.
In noCP malacath will increase dmg by flat 25%. In CP it will increase dmg by ~21 to 23% depending on build and cp allocations.
If you got weird results you´ll have to retest - and (that´s what pts is for) explore why you get results that are not explainable with simply having additive dmg modifiers (getting 16% out of a 25% modifier is such a case).
A sorcerer with 72% critdmg will crit as high on 3400 impen as he will hit every hit with malacath if the test was done correctly with all bugged interactions removed (as of 6.0.3 impen of 3400 means having 4 pieces of impen).
TheInfernalRage wrote: »Feels like it should be somewhere along 55%-75% damage increase, because the inability to do critical damage is just brutally terrible with only 25%. I'd say 70% in PVE and 25% in PVP.
No those 25% are already highly overtuned in PvP as they give you the damage you'd deal with crits but on every single hit.
That means it basically gives a 100% crit bonus while also ignoring any investment people did to combat crits.
It's one of the most game breaking sets this game has ever seen, what makes it worse is that it'll highly affect the meta and change how builds have to work.
No those 25% are already highly overtuned in PvP as they give you the damage you'd deal with crits but on every single hit.
That means it basically gives a 100% crit bonus while also ignoring any investment people did to combat crits.
It's one of the most game breaking sets this game has ever seen, what makes it worse is that it'll highly affect the meta and change how builds have to work.
I don't think it does bro. Im testing things now and one of my crit hits did 15k on a world boss (western overlook) at full health. Restarted the fight, equipped the Malacath ring, and i only hit at 9.7k. Got the bosses health down to 29% and i was only able to hit a max of 10.8k. I know world bosses have armour and what not, but you shouldn't say you deal the crit damage you would normally do but as normal hits, because you don't lol.
Edit* I used the same attack throughout the fight btw.
No those 25% are already highly overtuned in PvP as they give you the damage you'd deal with crits but on every single hit.
That means it basically gives a 100% crit bonus while also ignoring any investment people did to combat crits.
It's one of the most game breaking sets this game has ever seen, what makes it worse is that it'll highly affect the meta and change how builds have to work.
I don't think it does bro. Im testing things now and one of my crit hits did 15k on a world boss (western overlook) at full health. Restarted the fight, equipped the Malacath ring, and i only hit at 9.7k. Got the bosses health down to 29% and i was only able to hit a max of 10.8k. I know world bosses have armour and what not, but you shouldn't say you deal the crit damage you would normally do but as normal hits, because you don't lol.
Edit* I used the same attack throughout the fight btw.
The person you quotes specifically said “in PvP” (7 months ago...). Your comparison to a world boss is invalid.
I heard ZoS kept messing with crit chance, people figure that the new shiny Malacath band is the way to go. I mean with higher critical you can do more damage, but who cares when you don't have to worry about critical chance or crit damage anymore with Malacath's band giving you a consistent damage?
I understand not every build is most effective with malacath's band on though. There is a reason everyone in pvp is wearing the Impenetrable trait on almost all armor pieces....also because the other traits are weak sauce lol
I heard ZoS kept messing with crit chance, people figure that the new shiny Malacath band is the way to go. I mean with higher critical you can do more damage, but who cares when you don't have to worry about critical chance or crit damage anymore with Malacath's band giving you a consistent damage?
I understand not every build is most effective with malacath's band on though. There is a reason everyone in pvp is wearing the Impenetrable trait on almost all armor pieces....also because the other traits are weak sauce lol
Nah. Not everyone is running full impen atm. I would go as far as saying that running full impen right now is a mistake with the amount of proc sets , people using malacath , addition of 1320 base crit resist and nerf to impen itself.