Narvuntien wrote: »There is a limit on the cp stars you can use which means that if you pick the WD stars you have to lose out on the Stamina, crit resistance ones, and all the other defensive ones
So it is still a big improvement on being a full tank dealing tons of damage with procs.
Narvuntien wrote: »There is a limit on the cp stars you can use which means that if you pick the WD stars you have to lose out on the Stamina, crit resistance ones, and all the other defensive ones
So it is still a big improvement on being a full tank dealing tons of damage with procs.
relentless_turnip wrote: »
1: proc sets should scale with both s/d and max resource pool to avoid any mag/stam discrepancy.
MashmalloMan wrote: »It would help to know what builds people are using for testing.. it's very easy to sway peoples opinions against this when you don't provide crucial information, but also.. how exactly does your post prove anything to ZOS. They're going to think the same thing I am.
For all we know you're using 7 med, 3 weapon damage glyphs, infused berserker glyph, warrior mundus stone, fighters guild skills in every slot, flawless dawnbreaker proc, 2 weapon damage sets, nirnhoned, swords. Etc etc.
But good luck sustaining that, penetrating or defending yourself at all.
Reminds me of the stupid absurd numbers people were using to complain about oblivions foe and soul trap before it was changed to a dot.
relentless_turnip wrote: »No offensive scaling from defensive stats.
JerBearESO wrote: »another tremendous issue with proc scaling is that no matter how you look at it, a player wanting to build around procs will have to go down specific linear build paths, invalidating the whole purpose.... you will NEED to go a wep/spell damage race, you will NEED to take infused wep/spell damage jewelry. you will NEED to use nirnhoned 2hand/dualWield setups. Kinda losing the purpose of THE GAME....
relentless_turnip wrote: »From what I've read I think 4 things should happen:
1: proc sets should scale with both s/d and max resource pool to avoid any mag/stam discrepancy.
2. The requirement to reach the original tooltips is raised by at least another 1000 WD/SD and 5000 more resource pool, whichever is providing the greatest source of damage not a combination.
3. All proc sets have a cap via battlespirit or the requirement is raised further.
4. proc sets scaling with health or resistances aren't a thing unless they only boost your defence. No offensive scaling from defensive stats.
StaticWave wrote: »MashmalloMan wrote: »It would help to know what builds people are using for testing.. it's very easy to sway peoples opinions against this when you don't provide crucial information, but also.. how exactly does your post prove anything to ZOS. They're going to think the same thing I am.
For all we know you're using 7 med, 3 weapon damage glyphs, infused berserker glyph, warrior mundus stone, fighters guild skills in every slot, flawless dawnbreaker proc, 2 weapon damage sets, nirnhoned, swords. Etc etc.
But good luck sustaining that, penetrating or defending yourself at all.
Reminds me of the stupid absurd numbers people were using to complain about oblivions foe and soul trap before it was changed to a dot.
https://en.uesp.net/wiki/Special:EsoBuildEditor?id=334461
Build above is 5 med 2 heavy, 2x engine guardian, 5x spriggan, 2 trainee, vat 2h, malacath. It's not hard to reach 6k weapon dmg fully buffed. I also have 2k stamina regen as woodelf with artaeum, so sustain isn't an issue.
You can test stuff to see what I mean. It's not hard with build editor.
YandereGirlfriend wrote: »StaticWave wrote: »MashmalloMan wrote: »It would help to know what builds people are using for testing.. it's very easy to sway peoples opinions against this when you don't provide crucial information, but also.. how exactly does your post prove anything to ZOS. They're going to think the same thing I am.
For all we know you're using 7 med, 3 weapon damage glyphs, infused berserker glyph, warrior mundus stone, fighters guild skills in every slot, flawless dawnbreaker proc, 2 weapon damage sets, nirnhoned, swords. Etc etc.
But good luck sustaining that, penetrating or defending yourself at all.
Reminds me of the stupid absurd numbers people were using to complain about oblivions foe and soul trap before it was changed to a dot.
https://en.uesp.net/wiki/Special:EsoBuildEditor?id=334461
Build above is 5 med 2 heavy, 2x engine guardian, 5x spriggan, 2 trainee, vat 2h, malacath. It's not hard to reach 6k weapon dmg fully buffed. I also have 2k stamina regen as woodelf with artaeum, so sustain isn't an issue.
You can test stuff to see what I mean. It's not hard with build editor.
I'm not seeing a huge problem with this example.
You've an 11k tooltip which will reduced to ~5500 damage under ideal circumstances. You also only have ~7k Penetration and most targets will have ~20k and up. Pierce Armor will help (that skill is pretty undeniably overtuned...) but the final damage dealt will likely be <5000. At <25k Health you're also pretty squishy in this meta.
It appears to me as though the build tradeoffs are working as intended - you have a full power proc but you have other holes in your build as a result.
StaticWave wrote: »No, the trade off isn’t working as intended because I can trade 5k max stam for 7k max health, which puts me over 30k in cyrodiil.
Urzigurumash wrote: »StaticWave wrote: »No, the trade off isn’t working as intended because I can trade 5k max stam for 7k max health, which puts me over 30k in cyrodiil.
What? Can you re-phrase this? What's this got to do with proc scaling?
You think the scaling is too generous, fine, but that isn't enough information:
Are you in favor of making the scaling more extreme - lower lows, higher highs - or just having procs sets do less damage altogether?
So instead of simply modifying a few overpowered sets that generated the vast majority of complaints, ZOS has chosen to open a Pandora's Box that not only doesn't address the issue, but actually buffs the problematic sets. Not only that, but it goes completely against their set "standardization" for performance improvements. They removed proc chances because they said it would reduce calculations, but now they've chosen to add even more data variables for their feeble servers to try and handle.
MashmalloMan wrote: »It would help to know what builds people are using for testing.. it's very easy to sway peoples opinions against this when you don't provide crucial information, but also.. how exactly does your post prove anything to ZOS. They're going to think the same thing I am.
For all we know you're using 7 med, 3 weapon damage glyphs, infused berserker glyph, warrior mundus stone, fighters guild skills in every slot, flawless dawnbreaker proc, 2 weapon damage sets, nirnhoned, swords. Etc etc.
But good luck sustaining that, penetrating or defending yourself at all.
Reminds me of the stupid absurd numbers people were using to complain about oblivions foe and soul trap before it was changed to a dot.
Urzigurumash wrote: »relentless_turnip wrote: »No offensive scaling from defensive stats.
Why do you think this is bad, but defense scaling from offensive stats, i.e. most heals, is good?
relentless_turnip wrote: »Urzigurumash wrote: »relentless_turnip wrote: »No offensive scaling from defensive stats.
Why do you think this is bad, but defense scaling from offensive stats, i.e. most heals, is good?
One allows you to build a tank and the other doesn't.
relentless_turnip wrote: »For example a 60k heal from being attacked by 3 people?
Yes please. And ideally scale with (s/d + mag recovery) and max magicka (or stam equivalent) so as not to further increase the gap between damage and sustain races.relentless_turnip wrote: »From what I've read I think 4 things should happen:
1: proc sets should scale with both s/d and max resource pool to avoid any mag/stam discrepancy.
No thanks. Not for PVE anyway. It's hard enough as it is to get close to the original values outside of a thoroughly optimised trial group.2. The requirement to reach the original tooltips is raised by at least another 1000 WD/SD and 5000 more resource pool, whichever is providing the greatest source of damage not a combination.
Don't really care. I don't think a cap is necessary yet unless there's compelling evidence coming from actual pvp on PTS rather than mere theorycrafting. ZoS tend not to like caps anyway, and if you go full damage spec to exceed the previous values then you're losing out in other areas.4. All proc sets have a cap via battlespirit or the requirement is raised further.
Agree. For a minority of sets with these kind of dual effects perhaps split scaling would help so different procs scale off different stats.5. proc sets scaling with health or resistances aren't a thing unless they only boost your defence. No offensive scaling from defensive stats.
Urzigurumash wrote: »relentless_turnip wrote: »Urzigurumash wrote: »relentless_turnip wrote: »No offensive scaling from defensive stats.
Why do you think this is bad, but defense scaling from offensive stats, i.e. most heals, is good?
One allows you to build a tank and the other doesn't.
So in other words because tanks are bad?relentless_turnip wrote: »For example a 60k heal from being attacked by 3 people?
If you drop an absolute and then go to relatives, we've lost the discussion.
relentless_turnip wrote: »No... Tanks that can do as much damage as a DD who has invested in damage are bad. Traditionally in any RPG including this one: you build to kill people, you build to not be killed or somewhere in between. How could zos possibly balance a game if people feel different to that logic? I have played tanky characters this isn't bias, this is fundamental RPG mechanics.
That isn't an absolute it is example and not even an extreme one. An absolute would dictate an extremity in one direction or another. This is achievable by going into Goliath form with 38k base health. Not an extreme nor an effort to achieve it. You can do this and still have 7k WD easily.
Urzigurumash wrote: »relentless_turnip wrote: »No... Tanks that can do as much damage as a DD who has invested in damage are bad. Traditionally in any RPG including this one: you build to kill people, you build to not be killed or somewhere in between. How could zos possibly balance a game if people feel different to that logic? I have played tanky characters this isn't bias, this is fundamental RPG mechanics.
That isn't an absolute it is example and not even an extreme one. An absolute would dictate an extremity in one direction or another. This is achievable by going into Goliath form with 38k base health. Not an extreme nor an effort to achieve it. You can do this and still have 7k WD easily.
And against what players are Rebuke tanks doing as much damage as a properly specced DD? (on live, I've of course never seen these 80k tooltips)
Blazing Shield has always had health-scaled damage, so does Impaling Shards.
The absolute you gave was that "damage should never scale from defensive stats", there's already things in this game which violate that, so your new law conflicts with precedent.