Templar Jabs/Sweeps Need to be Updated for next Patch

VoidCommander
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So the templar's primary spammable was nerfed a long time ago from being a direct damage/damage over time hybrid. This was done to prevent double stacking CP bonuses onto it. This is a problem when it comes to the new CP, because the new CP has stars that are specific to "Single target attacks," thus preventing the over stacking of bonuses.

The problem arises when comparing the other two stars from that branch, Thalmaturge and Biting Aura. The first one increases damage done with damage over time effects and the second increases area of effect damage. These effects properly stack together with abilities like Undaunted orb or Unstable wall, which classify as both damage over time and area of effect. However, with Puncturing Sweeps or Jabs, NEITHER of these bonuses effect it, despite the fact that jabs most certainly classifies as AT LEAST area of effect, and with the new CP changes, should be classified as damage over time once again.
  • Dracane
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    It is a great pity and makes no sense. Jabs' code has been so butchered over the years, it's now everything and nothing at once.

    It will scale pathetically with CP I fear. ZoS does not know what they want Jabs to be. It's single target but not really, its aoe but no really. Its Dot but actually no.
    Edited by Dracane on February 14, 2021 1:56AM
    Auri-El is my lord,
    Trinimac my ward,
    and Magnus my mind.
  • Nordic__Knights
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    then your taking power out of weapon skills and puting power back into class skills cant have that then set meta wouldnt work on all mag classes only using weapon skills and class buffs because CLASS skills are weaker then weapon skills in the spam LA/HA meta
  • maxjapank
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    Just a question, but how does Reverse slice work compared to Executioner. Is Reverse slice buffed by direct damage, even the secondary hit?
  • OlumoGarbag
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    maxjapank wrote: »
    Just a question, but how does Reverse slice work compared to Executioner. Is Reverse slice buffed by direct damage, even the secondary hit?

    Why shouldnt it? Its not a dot
    class representative for the working class, non-cp, bwb and Trolling
  • Synozeer
    Synozeer
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    This is pretty game breaking for any Templar since it's the main spammable.

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  • ketsparrowhawk
    ketsparrowhawk
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    So the templar's primary spammable was nerfed a long time ago from being a direct damage/damage over time hybrid. This was done to prevent double stacking CP bonuses onto it. This is a problem when it comes to the new CP, because the new CP has stars that are specific to "Single target attacks," thus preventing the over stacking of bonuses.

    The problem arises when comparing the other two stars from that branch, Thalmaturge and Biting Aura. The first one increases damage done with damage over time effects and the second increases area of effect damage. These effects properly stack together with abilities like Undaunted orb or Unstable wall, which classify as both damage over time and area of effect. However, with Puncturing Sweeps or Jabs, NEITHER of these bonuses effect it, despite the fact that jabs most certainly classifies as AT LEAST area of effect, and with the new CP changes, should be classified as damage over time once again.

    On current PTS, Thaumaturge buffs my jabs by ~10%. Logged in right now testing on a 3mil dummy.

    With Thaumaturge = 3096 no crit

    No Thaumaturge = 2858 no crit

    edit: silly me. I also made the mistake of not clicking "confirm" when reslotting stars. Thaumaturge does NOT affect jabs. Biting Aura does.
    Edited by ketsparrowhawk on February 14, 2021 11:25AM
  • Rykja
    Rykja
    Soul Shriven
    It seems very cool that Jabs only works with the aoe star (Confirmed by testing) but Flurry which is both a single target ability and a DOT scales with both stars increasing its damage by 20%. Would really like to see some love for templars, as good as they are they are always left in the dirt and mocked with every addition, looking at you new status effects(example).

    If they would add a 4th star which increases the damage of your direct damage attacks by 10% when maxed then he circle would be closed and you could always choose what you want to build for, could potentially even avoid crit all together. Now once again stamina gets on top with Flurry probably with it doing 20% more damage + 25% more crit damage.

    My jabs test values for anyone interested (false god + 4 piece sorrow, mala and maw with a battle axe) :
    Nothing: 2914;
    Deadly Aim: 2914;
    Thaumaturge: 2914;
    Biting Aura: 3138
    Edited by Rykja on February 14, 2021 12:46AM
  • Dracane
    Dracane
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    So the templar's primary spammable was nerfed a long time ago from being a direct damage/damage over time hybrid. This was done to prevent double stacking CP bonuses onto it. This is a problem when it comes to the new CP, because the new CP has stars that are specific to "Single target attacks," thus preventing the over stacking of bonuses.

    The problem arises when comparing the other two stars from that branch, Thalmaturge and Biting Aura. The first one increases damage done with damage over time effects and the second increases area of effect damage. These effects properly stack together with abilities like Undaunted orb or Unstable wall, which classify as both damage over time and area of effect. However, with Puncturing Sweeps or Jabs, NEITHER of these bonuses effect it, despite the fact that jabs most certainly classifies as AT LEAST area of effect, and with the new CP changes, should be classified as damage over time once again.

    On current PTS, Thaumaturge buffs my jabs by ~10%. Logged in right now testing on a 3mil dummy.

    With Thaumaturge = 3096 no crit

    No Thaumaturge = 2858 no crit

    I have no idea if the stamina version works differently, but the magicka version definately does not get buffed by Thaumaturge.

    Flurry on the other hand nicely gets its 20% damage from deadly strikes and thaumaturge.
    Auri-El is my lord,
    Trinimac my ward,
    and Magnus my mind.
  • ealdwin
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    Reverting the 5.2.5 Patch changes would be a good start. That's roughly when the visual glitches started as well as the ability no longer benefiting from Thaumaturge.
  • stefj68
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    since they made some change in 5.2.5 guess it would be 3-4 patch before they do soemthing!
  • Ratzkifal
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    They could also make the new CP increase the damage of damage over time and channeled abilities.
    This Bosmer was tortured to death. There is nothing left to be done.
  • VoidCommander
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    My mistake, I guess I didn't select "Confirm Changes" when reslotting the CP stars. The Biting star that increases area of effect damage does in fact work as intended for Jabs, but I still believe the bonuses for Thalmaturge are not extreme enough to exclude Jabs, especially when it is such a crucial skill for stamplars.
  • master_vanargand
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    Jabs is AoE.
    The rules of world cannot be changed.
  • Dracane
    Dracane
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    My mistake, I guess I didn't select "Confirm Changes" when reslotting the CP stars. The Biting star that increases area of effect damage does in fact work as intended for Jabs, but I still believe the bonuses for Thalmaturge are not extreme enough to exclude Jabs, especially when it is such a crucial skill for stamplars.

    The main question is, why Flurry is considered a dot but Jabs is not. Both are exactly the same, just that one is single target and the other aoe.

    Auri-El is my lord,
    Trinimac my ward,
    and Magnus my mind.
  • Rykja
    Rykja
    Soul Shriven
    Also why do the stars buff all single target and aoe damage and not just direct damage(of single and aoe). I thought they did not want people to stack these things and increase their damage even further.

    Which brings me to a question, why even slot thaumaturge when you can get 10% damage increase to all of your damage and then still be able to do 25% more crit damage (which will be most of your damage no matter how many times they try to nerf crits). Unless you are doing solo content where everything faces you one of those stars will be left in the dirt cause it is not relevant as long as biting aura and deadly aim increase both direct damage and dot damage.

    Edited by Rykja on February 14, 2021 7:09AM
  • Firstmep
    Firstmep
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    They could just change the wording on thaumathurge to say damage over time effects and channeled abilities, like deadly strike set does.
    I'd also like a star specifically for cast time skills, since Zos is hell bent on promoting them as viable spammables (dark flare, crystal shard, snipe etc).
  • virtus753
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    Jabs is AoE.
    The rules of world cannot be changed.

    But the rules of ESOland are fairly flexible sometimes. Like Jabs being a DoT for years and then suddenly direct damage. Or Burning Light *saying* it applies after four hits with an Aedric Spear when what it *does* is apply after four hits *on the same target*...
  • virtus753
    virtus753
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    Rykja wrote: »
    Which brings me to a question, why even slot thaumaturge when you can get 10% damage increase to all of your damage and then still be able to do 25% more crit damage (which will be most of your damage no matter how many times they try to nerf crits). Unless you are doing solo content where everything faces you one of those stars will be left in the dirt cause it is not relevant as long as biting aura and deadly aim increase both direct damage and dot damage.

    No CP node increases direct damage specifically. There are buffs to single-target damage, AoE damage, and DoT damage. Some single-target and AoE skills are direct damage, while others are DoTs. Some skills can benefit from two of the three nodes, while others can only benefit from one. No damage component of a skill can benefit from all three nodes at once, as the same damage component can't be both single-target and AoE. But the three nodes do cover every damage skill in game, as any given damage component will be either single-target or AoE, even if it's direct damage and therefore not covered by Thaumaturge as well.

    Clarifying this leads to the bigger issue: as a single-target DoT, Flurry can benefit from both Deadly Aim and Thaumaturge, while other spammables can't benefit from more than one of these three nodes. (I just confirmed on PTS that Biting Jabs - the stamina morph - is only affected by Biting Aura, not by Thaumaturge or Deadly Aim.)

    A Flurry-user can use both Deadly Aim and Thaumaturge to buff Flurry twice as well as light attacks once. They're then free to slot both Fighting Finesse and Backstabber and don't lose out on much at all by ignoring Biting Aura. Deadly Aim and Thaumaturge would cover the spammable twice (being a ST DoT), light attacks once (ST), and then other single-target DoTs (e.g. Barbed Trap) twice and AoE DoTs (e.g. Volley) once. If Thaumaturge were dumped in favor of Biting Aura, then everything on that previous list would only get buffed once. If Deadly Aim were dumped in favor of Biting Aura, then light attacks wouldn't get buffed, which would be a decent hit to dps, while Flurry and other single-target DoTs would get buffed once and AoE DoTs twice. So Biting Aura is pretty safely ignored in favor of the crit stars.

    This is also why if only 2 of the 3 +10% damage nodes are taken, then ideally the pair should not be Deadly Aim and Biting Aura, as that automatically limits skills to being buffed once at most rather than potentially twice. Deadly Aim + Thaumaturge or Thaumaturge + Biting Aura should cover almost everything at least once while also allowing for certain skills to be buffed twice. The one exception for the first pair (DA + Thaum) is an AoE direct damage skill, and Jabs is the number one concern in this category in light of it being the greater part of a stamplar's power and class identity. (Stone Giant might also fall into this category.) Leaving out Deadly Aim, however, results in light attacks going unbuffed, which is a big problem when they contribute a significant amount to dps; there's also the matter that no skill can be buffed by both Deadly Aim and Biting Aura at the same time.

    The Jabs-user, then, is stuck slotting that less-than-ideal pair of Biting Aura (primarily for Jabs) and Deadly Aim (primarily for light attacks), then both Fighting Finesse and Backstabber. That leaves the rest of the rotation, including Barbed Trap, Ritual, Volley, and possibly Power of the Light, to benefit only from one of those two nodes rather than doubling up with Thaumaturge too. The alternatives are to sacrifice the buff to Jabs or the buff to light attacks in order to get anything to double dip. Otherwise Jabs-users are limited to buffing each skill only once, whereas replacing Jabs with Flurry allows for buffing some twice -- at which point, however, one has given up the single most defining skill of a stamplar.

    If Thaumaturge were expanded to include channeled skills, then the Jabs-user would have the following additional options, none of which is a clear-cut solution:

    1) take Thaumaturge and Deadly Aim so Jabs is buffed once, light attacks once, single-target DoTs twice, and AoE DoTs once. This is similar to the Flurry setup above, albeit with the spammable only benefitting once. It still wouldn't represent an equivalence in terms of CP benefits in comparison to the Flurry-spammer.

    2) take Thaumaturge and Biting Aura so Jabs is buffed twice, light attacks not at all, single-target DoTs once, and AoE DoTs twice. The loss of buff on light attacks probably makes this a non-starter.

    3) take Thaumaturge, Deadly Aim, and Biting Aura so that Jabs is buffed twice, light attacks once, single-target DoTs twice, and AoE DoTs twice. But this sacrifices significant crit damage in the name of giving (a bit under) 10% extra damage to Jabs and any AoE DoTs (like Volley). The difference with the Flurry setup above is only (a bit under) 10% extra damage to those AoE DoTs. Even with the Maelstrom bow, is that one extra buff to that one category going to make up for a loss of 10% crit damage and heals or 15% crit damage while flanking?

    But this isn't just an issue of Jabs vs. Flurry: several other class spammables are also skills buffed by only Deadly Aim or Biting Aura, like Surprise Attack and Stone Giant. So even if the system were expanded so Jabs could be covered by two +10% damage nodes, wouldn't those have to be as well? At least a nightblade can use Deadly Aim + Thaumaturge, though, while a DK running Stone Giant is stuck with the Templar Special: Deadly Aim + Biting Aura, which ensures no skills are buffed twice.

    At any rate, it seems that Flurry is at least part of the problem here in that it double dips while other spammables don't. That means that Flurry-spammers (currently Necros and Wardens) are getting a leg up from these CP nodes in a way that Templars, Nightblades, DKs, and Sorcs don't. While I wouldn't begrudge stam wardens a little pick-me-up in terms of power, I think that should be coming from their class, not from double-dipping in CP based on a non-class questionably-categorized spammable.
  • Firstmep
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    virtus753 wrote: »
    Rykja wrote: »
    Which brings me to a question, why even slot thaumaturge when you can get 10% damage increase to all of your damage and then still be able to do 25% more crit damage (which will be most of your damage no matter how many times they try to nerf crits). Unless you are doing solo content where everything faces you one of those stars will be left in the dirt cause it is not relevant as long as biting aura and deadly aim increase both direct damage and dot damage.

    No CP node increases direct damage specifically. There are buffs to single-target damage, AoE damage, and DoT damage. Some single-target and AoE skills are direct damage, while others are DoTs. Some skills can benefit from two of the three nodes, while others can only benefit from one. No damage component of a skill can benefit from all three nodes at once, as the same damage component can't be both single-target and AoE. But the three nodes do cover every damage skill in game, as any given damage component will be either single-target or AoE, even if it's direct damage and therefore not covered by Thaumaturge as well.

    Clarifying this leads to the bigger issue: as a single-target DoT, Flurry can benefit from both Deadly Aim and Thaumaturge, while other spammables can't benefit from more than one of these three nodes. (I just confirmed on PTS that Biting Jabs - the stamina morph - is only affected by Biting Aura, not by Thaumaturge or Deadly Aim.)

    A Flurry-user can use both Deadly Aim and Thaumaturge to buff Flurry twice as well as light attacks once. They're then free to slot both Fighting Finesse and Backstabber and don't lose out on much at all by ignoring Biting Aura. Deadly Aim and Thaumaturge would cover the spammable twice (being a ST DoT), light attacks once (ST), and then other single-target DoTs (e.g. Barbed Trap) twice and AoE DoTs (e.g. Volley) once. If Thaumaturge were dumped in favor of Biting Aura, then everything on that previous list would only get buffed once. If Deadly Aim were dumped in favor of Biting Aura, then light attacks wouldn't get buffed, which would be a decent hit to dps, while Flurry and other single-target DoTs would get buffed once and AoE DoTs twice. So Biting Aura is pretty safely ignored in favor of the crit stars.

    This is also why if only 2 of the 3 +10% damage nodes are taken, then ideally the pair should not be Deadly Aim and Biting Aura, as that automatically limits skills to being buffed once at most rather than potentially twice. Deadly Aim + Thaumaturge or Thaumaturge + Biting Aura should cover almost everything at least once while also allowing for certain skills to be buffed twice. The one exception for the first pair (DA + Thaum) is an AoE direct damage skill, and Jabs is the number one concern in this category in light of it being the greater part of a stamplar's power and class identity. (Stone Giant might also fall into this category.) Leaving out Deadly Aim, however, results in light attacks going unbuffed, which is a big problem when they contribute a significant amount to dps; there's also the matter that no skill can be buffed by both Deadly Aim and Biting Aura at the same time.

    The Jabs-user, then, is stuck slotting that less-than-ideal pair of Biting Aura (primarily for Jabs) and Deadly Aim (primarily for light attacks), then both Fighting Finesse and Backstabber. That leaves the rest of the rotation, including Barbed Trap, Ritual, Volley, and possibly Power of the Light, to benefit only from one of those two nodes rather than doubling up with Thaumaturge too. The alternatives are to sacrifice the buff to Jabs or the buff to light attacks in order to get anything to double dip. Otherwise Jabs-users are limited to buffing each skill only once, whereas replacing Jabs with Flurry allows for buffing some twice -- at which point, however, one has given up the single most defining skill of a stamplar.

    If Thaumaturge were expanded to include channeled skills, then the Jabs-user would have the following additional options, none of which is a clear-cut solution:

    1) take Thaumaturge and Deadly Aim so Jabs is buffed once, light attacks once, single-target DoTs twice, and AoE DoTs once. This is similar to the Flurry setup above, albeit with the spammable only benefitting once. It still wouldn't represent an equivalence in terms of CP benefits in comparison to the Flurry-spammer.

    2) take Thaumaturge and Biting Aura so Jabs is buffed twice, light attacks not at all, single-target DoTs once, and AoE DoTs twice. The loss of buff on light attacks probably makes this a non-starter.

    3) take Thaumaturge, Deadly Aim, and Biting Aura so that Jabs is buffed twice, light attacks once, single-target DoTs twice, and AoE DoTs twice. But this sacrifices significant crit damage in the name of giving (a bit under) 10% extra damage to Jabs and any AoE DoTs (like Volley). The difference with the Flurry setup above is only (a bit under) 10% extra damage to those AoE DoTs. Even with the Maelstrom bow, is that one extra buff to that one category going to make up for a loss of 10% crit damage and heals or 15% crit damage while flanking?

    But this isn't just an issue of Jabs vs. Flurry: several other class spammables are also skills buffed by only Deadly Aim or Biting Aura, like Surprise Attack and Stone Giant. So even if the system were expanded so Jabs could be covered by two +10% damage nodes, wouldn't those have to be as well? At least a nightblade can use Deadly Aim + Thaumaturge, though, while a DK running Stone Giant is stuck with the Templar Special: Deadly Aim + Biting Aura, which ensures no skills are buffed twice.

    At any rate, it seems that Flurry is at least part of the problem here in that it double dips while other spammables don't. That means that Flurry-spammers (currently Necros and Wardens) are getting a leg up from these CP nodes in a way that Templars, Nightblades, DKs, and Sorcs don't. While I wouldn't begrudge stam wardens a little pick-me-up in terms of power, I think that should be coming from their class, not from double-dipping in CP based on a non-class questionably-categorized spammable.

    Good point, I guess it's flurry that needs to be adjusted then, it shouldn't be considered damage over time, it doesn't proc for example azureblight, so it shouldn't benefit from thaum either.
  • ketsparrowhawk
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    Dracane wrote: »
    So the templar's primary spammable was nerfed a long time ago from being a direct damage/damage over time hybrid. This was done to prevent double stacking CP bonuses onto it. This is a problem when it comes to the new CP, because the new CP has stars that are specific to "Single target attacks," thus preventing the over stacking of bonuses.

    The problem arises when comparing the other two stars from that branch, Thalmaturge and Biting Aura. The first one increases damage done with damage over time effects and the second increases area of effect damage. These effects properly stack together with abilities like Undaunted orb or Unstable wall, which classify as both damage over time and area of effect. However, with Puncturing Sweeps or Jabs, NEITHER of these bonuses effect it, despite the fact that jabs most certainly classifies as AT LEAST area of effect, and with the new CP changes, should be classified as damage over time once again.

    On current PTS, Thaumaturge buffs my jabs by ~10%. Logged in right now testing on a 3mil dummy.

    With Thaumaturge = 3096 no crit

    No Thaumaturge = 2858 no crit

    I have no idea if the stamina version works differently, but the magicka version definately does not get buffed by Thaumaturge.

    Flurry on the other hand nicely gets its 20% damage from deadly strikes and thaumaturge.

    My bad. I too made the mistake of not clicking "confirm" when slotting/unslotting stars. Thaumaturge has no affect on Jabs. Biting Aura does.
  • Dracane
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    Perhaps the offenders/outliers could be looked at then. It does not seem all that fair that some abilities like Flurry and Orbs scale with 2 10% passives while others only benefit from 1.
    Auri-El is my lord,
    Trinimac my ward,
    and Magnus my mind.
  • Altyrann
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    Indeed. No idea why this was ever changed to Direct Damage.

    Would be great if they fixed animations too so you could actually weave with the thing too!
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