superryan94 wrote: »TLDR
I have been calculating the mitigation everything gives and takes for the last 2 months.
The armor bonus/penalty is vastly overestimated.
Assuming you have 14K resistance, 2 stage prep, hardy and elemental aegis, 5 stages duelists rebuff and block, there is less than 665 damage difference between 7 heavy and 7 light pieces if you do not have any buff active.
This is not the 14% difference you would expect (7%+ and 7%-) but only a difference of 6.6% in total.
You'll notice the biggest difference if you take all the damage without any mitigation, but if you have some CP in mitigation the effect of the armor penalty/bonus goes down by a lot.
superryan94 wrote: »TLDR
I have been calculating the mitigation everything gives and takes for the last 2 months.
The armor bonus/penalty is vastly overestimated.
Assuming you have 14K resistance, 2 stage prep, hardy and elemental aegis, 5 stages duelists rebuff and block, there is less than 665 damage difference between 7 heavy and 7 light pieces if you do not have any buff active.
This is not the 14% difference you would expect (7%+ and 7%-) but only a difference of 6.6% in total.
You'll notice the biggest difference if you take all the damage without any mitigation, but if you have some CP in mitigation the effect of the armor penalty/bonus goes down by a lot.
superryan94 wrote: »TLDR
I have been calculating the mitigation everything gives and takes for the last 2 months.
The armor bonus/penalty is vastly overestimated.
Assuming you have 14K resistance, 2 stage prep, hardy and elemental aegis, 5 stages duelists rebuff and block, there is less than 665 damage difference between 7 heavy and 7 light pieces if you do not have any buff active.
This is not the 14% difference you would expect (7%+ and 7%-) but only a difference of 6.6% in total.
You'll notice the biggest difference if you take all the damage without any mitigation, but if you have some CP in mitigation the effect of the armor penalty/bonus goes down by a lot.
superryan94 wrote: »TLDR
I have been calculating the mitigation everything gives and takes for the last 2 months.
The armor bonus/penalty is vastly overestimated.
Assuming you have 14K resistance, 2 stage prep, hardy and elemental aegis, 5 stages duelists rebuff and block, there is less than 665 damage difference between 7 heavy and 7 light pieces if you do not have any buff active.
This is not the 14% difference you would expect (7%+ and 7%-) but only a difference of 6.6% in total.
You'll notice the biggest difference if you take all the damage without any mitigation, but if you have some CP in mitigation the effect of the armor penalty/bonus goes down by a lot.
Really good write-up.
Andre_Noir wrote: »superryan94 wrote: »TLDR
I have been calculating the mitigation everything gives and takes for the last 2 months.
The armor bonus/penalty is vastly overestimated.
Assuming you have 14K resistance, 2 stage prep, hardy and elemental aegis, 5 stages duelists rebuff and block, there is less than 665 damage difference between 7 heavy and 7 light pieces if you do not have any buff active.
This is not the 14% difference you would expect (7%+ and 7%-) but only a difference of 6.6% in total.
You'll notice the biggest difference if you take all the damage without any mitigation, but if you have some CP in mitigation the effect of the armor penalty/bonus goes down by a lot.
Really good write-up.
Good what ? No any proofs or screens ? For sure light=heavy that why tanks wear light and attacker didn't had any penetration
Urzigurumash wrote: »YandereGirlfriend wrote: »Urzigurumash wrote: »What about changing this to Increased Martial Damage to Damage Shields only?
That's an improvement but why have a penalty in the first place?
Why does Medium Armor get to skate on penalties while still being able to spam Roll-Dodge?
The broad consensus seemed to be that Medium armor was sorely in need of buffs compared to Light or Heavy, but I do think we had a Roll Dodge + Vigor meta from Dragonhold to Greymoor, the era of the rock-dancer, and we're probably always at some risk of returning to that tiresome meta.
In my experience, the increased Magicka Damage Taken on Heavy is a huge boon for Mag in BGs right now (specifically because ranged-proc NBs drive the necessity of some Heavy for most players), if not so much in Cyrodiil, but maybe this advantage will become more relevant in Cyrodiil when procs are back.
Anyhow per my recollection, a full hybridization of all 3 armor types would be most thematically in line with other TES games, right?
Overall I'd advocate for buffing Destro spammables (and Eviscerate), like many have said many times, and seeing how these current armor passives pan out. Whatever the armor imbalances, D Swing and Lethal Arrow are still the two best single-target spammables in the game, even if Impulse is close to Whirlwind.
Did you ever step in pvp ?SimonBelmont wrote: »So many Robes and Staves equipped around here, one would think this is Harry Potter Online.
Urzigurumash wrote: »YandereGirlfriend wrote: »Urzigurumash wrote: »What about changing this to Increased Martial Damage to Damage Shields only?
That's an improvement but why have a penalty in the first place?
Why does Medium Armor get to skate on penalties while still being able to spam Roll-Dodge?
The broad consensus seemed to be that Medium armor was sorely in need of buffs compared to Light or Heavy, but I do think we had a Roll Dodge + Vigor meta from Dragonhold to Greymoor, the era of the rock-dancer, and we're probably always at some risk of returning to that tiresome meta.
In my experience, the increased Magicka Damage Taken on Heavy is a huge boon for Mag in BGs right now (specifically because ranged-proc NBs drive the necessity of some Heavy for most players), if not so much in Cyrodiil, but maybe this advantage will become more relevant in Cyrodiil when procs are back.
Anyhow per my recollection, a full hybridization of all 3 armor types would be most thematically in line with other TES games, right?
Overall I'd advocate for buffing Destro spammables (and Eviscerate), like many have said many times, and seeing how these current armor passives pan out. Whatever the armor imbalances, D Swing and Lethal Arrow are still the two best single-target spammables in the game, even if Impulse is close to Whirlwind.
impulse in nowhere near whirlwind . both are aoe but whirlwind has bous damage under 50% health while impulse has minor mangle which doesnt stack.
impulse isnt worth skill slot.
force shock cannot be compared to snipe or d swing because of split damage
wall of elements is pve only
destructive touch is trash
Andre_Noir wrote: »
Good what ? No any proofs or screens ? For sure light=heavy that why tanks wear light and attacker didn't had any penetration
@uzigurumashUrzigurumash wrote: »Urzigurumash wrote: »YandereGirlfriend wrote: »Urzigurumash wrote: »What about changing this to Increased Martial Damage to Damage Shields only?
That's an improvement but why have a penalty in the first place?
Why does Medium Armor get to skate on penalties while still being able to spam Roll-Dodge?
The broad consensus seemed to be that Medium armor was sorely in need of buffs compared to Light or Heavy, but I do think we had a Roll Dodge + Vigor meta from Dragonhold to Greymoor, the era of the rock-dancer, and we're probably always at some risk of returning to that tiresome meta.
In my experience, the increased Magicka Damage Taken on Heavy is a huge boon for Mag in BGs right now (specifically because ranged-proc NBs drive the necessity of some Heavy for most players), if not so much in Cyrodiil, but maybe this advantage will become more relevant in Cyrodiil when procs are back.
Anyhow per my recollection, a full hybridization of all 3 armor types would be most thematically in line with other TES games, right?
Overall I'd advocate for buffing Destro spammables (and Eviscerate), like many have said many times, and seeing how these current armor passives pan out. Whatever the armor imbalances, D Swing and Lethal Arrow are still the two best single-target spammables in the game, even if Impulse is close to Whirlwind.
impulse in nowhere near whirlwind . both are aoe but whirlwind has bous damage under 50% health while impulse has minor mangle which doesnt stack.
impulse isnt worth skill slot.
force shock cannot be compared to snipe or d swing because of split damage
wall of elements is pve only
destructive touch is trash
Fire Impulse has Execute Scaling, and it appears to be a 300% modifier to enemies under 50%, opposed to Whirlwind's 100%. The most experienced players I know run Impulse on Mag. It seems most Mag were running Crushing Shock in No Procrodiil this last patch, but still, its damage seems low to me, compared to Lethal Arrow. Point was, buff Destro, and you buff Mag's ranged offense. If Mag's ranged offense were stronger, their poorer mitigation wouldn't put them so far behind Stam. And when I say them, I mean MagPlar, MagDK, and MagNB, because the other 3 were quite strong in No Procodiil and BGs this last patch.
Also, unrelated to that, but Light's penalties move with Heavy's. As one goes, so must the other. In BGs these penalties are palpable.
@uzigurumashUrzigurumash wrote: »Urzigurumash wrote: »YandereGirlfriend wrote: »Urzigurumash wrote: »What about changing this to Increased Martial Damage to Damage Shields only?
That's an improvement but why have a penalty in the first place?
Why does Medium Armor get to skate on penalties while still being able to spam Roll-Dodge?
The broad consensus seemed to be that Medium armor was sorely in need of buffs compared to Light or Heavy, but I do think we had a Roll Dodge + Vigor meta from Dragonhold to Greymoor, the era of the rock-dancer, and we're probably always at some risk of returning to that tiresome meta.
In my experience, the increased Magicka Damage Taken on Heavy is a huge boon for Mag in BGs right now (specifically because ranged-proc NBs drive the necessity of some Heavy for most players), if not so much in Cyrodiil, but maybe this advantage will become more relevant in Cyrodiil when procs are back.
Anyhow per my recollection, a full hybridization of all 3 armor types would be most thematically in line with other TES games, right?
Overall I'd advocate for buffing Destro spammables (and Eviscerate), like many have said many times, and seeing how these current armor passives pan out. Whatever the armor imbalances, D Swing and Lethal Arrow are still the two best single-target spammables in the game, even if Impulse is close to Whirlwind.
impulse in nowhere near whirlwind . both are aoe but whirlwind has bous damage under 50% health while impulse has minor mangle which doesnt stack.
impulse isnt worth skill slot.
force shock cannot be compared to snipe or d swing because of split damage
wall of elements is pve only
destructive touch is trash
Fire Impulse has Execute Scaling, and it appears to be a 300% modifier to enemies under 50%, opposed to Whirlwind's 100%. The most experienced players I know run Impulse on Mag. It seems most Mag were running Crushing Shock in No Procrodiil this last patch, but still, its damage seems low to me, compared to Lethal Arrow. Point was, buff Destro, and you buff Mag's ranged offense. If Mag's ranged offense were stronger, their poorer mitigation wouldn't put them so far behind Stam. And when I say them, I mean MagPlar, MagDK, and MagNB, because the other 3 were quite strong in No Procodiil and BGs this last patch.
Also, unrelated to that, but Light's penalties move with Heavy's. As one goes, so must the other. In BGs these penalties are palpable.
And do you know that damage bonus is only for status effects? Which is how much. 200 damage in pvp?
So its whooping 600 damage while under 50% health.
Thats certainly comparable to whirlwind which increases its damage by 50%. Multiplied by crit.
There is reason while stam is stronger than mag in pvp. Everyone knows that. Its because of stam weapon skill lines are superior to mag weapon skill line (right, one. Resto doesn't count as weapon) and most class skill lines.
And thats that. If we compare only skills it favors stam. Then we go to sets which are divided to damage (mostly stam) and support (mostly mag)
Stam wins again. Proc sets? Stam win
Now even armor type mag vs stam is unbalanced. Less armour, spell resistance is generaly larger than phys. because of some racials and passives. 7% more damage taken from stam.
LightYagami wrote: »A more reasonable armor balance system could be...
Light amor: receive higher damage from stamina attacks
Medium armor: receive higher damage from magicka attacks
Heavy armor: should not receive any damage penalty but mobility and cost penalities.
the1andonlyskwex wrote: »master_vanargand wrote: »Don't ignore Magicka build's long range attack advantage.
Remember that Magicka build have a very powerful Shield skill.
Don't try to be immortal.
All players should die in PvP.
Tell me more about this range advantage my magDK has over a bow/bow stamBlade.
Urzigurumash wrote: »@uzigurumashUrzigurumash wrote: »Urzigurumash wrote: »YandereGirlfriend wrote: »Urzigurumash wrote: »What about changing this to Increased Martial Damage to Damage Shields only?
That's an improvement but why have a penalty in the first place?
Why does Medium Armor get to skate on penalties while still being able to spam Roll-Dodge?
The broad consensus seemed to be that Medium armor was sorely in need of buffs compared to Light or Heavy, but I do think we had a Roll Dodge + Vigor meta from Dragonhold to Greymoor, the era of the rock-dancer, and we're probably always at some risk of returning to that tiresome meta.
In my experience, the increased Magicka Damage Taken on Heavy is a huge boon for Mag in BGs right now (specifically because ranged-proc NBs drive the necessity of some Heavy for most players), if not so much in Cyrodiil, but maybe this advantage will become more relevant in Cyrodiil when procs are back.
Anyhow per my recollection, a full hybridization of all 3 armor types would be most thematically in line with other TES games, right?
Overall I'd advocate for buffing Destro spammables (and Eviscerate), like many have said many times, and seeing how these current armor passives pan out. Whatever the armor imbalances, D Swing and Lethal Arrow are still the two best single-target spammables in the game, even if Impulse is close to Whirlwind.
impulse in nowhere near whirlwind . both are aoe but whirlwind has bous damage under 50% health while impulse has minor mangle which doesnt stack.
impulse isnt worth skill slot.
force shock cannot be compared to snipe or d swing because of split damage
wall of elements is pve only
destructive touch is trash
Fire Impulse has Execute Scaling, and it appears to be a 300% modifier to enemies under 50%, opposed to Whirlwind's 100%. The most experienced players I know run Impulse on Mag. It seems most Mag were running Crushing Shock in No Procrodiil this last patch, but still, its damage seems low to me, compared to Lethal Arrow. Point was, buff Destro, and you buff Mag's ranged offense. If Mag's ranged offense were stronger, their poorer mitigation wouldn't put them so far behind Stam. And when I say them, I mean MagPlar, MagDK, and MagNB, because the other 3 were quite strong in No Procodiil and BGs this last patch.
Also, unrelated to that, but Light's penalties move with Heavy's. As one goes, so must the other. In BGs these penalties are palpable.
And do you know that damage bonus is only for status effects? Which is how much. 200 damage in pvp?
So its whooping 600 damage while under 50% health.
Thats certainly comparable to whirlwind which increases its damage by 50%. Multiplied by crit.
There is reason while stam is stronger than mag in pvp. Everyone knows that. Its because of stam weapon skill lines are superior to mag weapon skill line (right, one. Resto doesn't count as weapon) and most class skill lines.
And thats that. If we compare only skills it favors stam. Then we go to sets which are divided to damage (mostly stam) and support (mostly mag)
Stam wins again. Proc sets? Stam win
Now even armor type mag vs stam is unbalanced. Less armour, spell resistance is generaly larger than phys. because of some racials and passives. 7% more damage taken from stam.
The Impulse bonus applies to all damage, but it requires the target to be afflicted with Burning. On the other hand, it's a much larger bonus than Whirlwind. Reverse Slice requires a target, and PI is single target for both morphs, so they're not exactly comparable.
Otherwise we seem to be in agreement, Mag's primary issue seems to be that Destro is weaker than 2h/DW/Bow, so I think working on that should be the first priority, that's all my point was.
Urzigurumash wrote: »@uzigurumashUrzigurumash wrote: »Urzigurumash wrote: »YandereGirlfriend wrote: »Urzigurumash wrote: »What about changing this to Increased Martial Damage to Damage Shields only?
That's an improvement but why have a penalty in the first place?
Why does Medium Armor get to skate on penalties while still being able to spam Roll-Dodge?
The broad consensus seemed to be that Medium armor was sorely in need of buffs compared to Light or Heavy, but I do think we had a Roll Dodge + Vigor meta from Dragonhold to Greymoor, the era of the rock-dancer, and we're probably always at some risk of returning to that tiresome meta.
In my experience, the increased Magicka Damage Taken on Heavy is a huge boon for Mag in BGs right now (specifically because ranged-proc NBs drive the necessity of some Heavy for most players), if not so much in Cyrodiil, but maybe this advantage will become more relevant in Cyrodiil when procs are back.
Anyhow per my recollection, a full hybridization of all 3 armor types would be most thematically in line with other TES games, right?
Overall I'd advocate for buffing Destro spammables (and Eviscerate), like many have said many times, and seeing how these current armor passives pan out. Whatever the armor imbalances, D Swing and Lethal Arrow are still the two best single-target spammables in the game, even if Impulse is close to Whirlwind.
impulse in nowhere near whirlwind . both are aoe but whirlwind has bous damage under 50% health while impulse has minor mangle which doesnt stack.
impulse isnt worth skill slot.
force shock cannot be compared to snipe or d swing because of split damage
wall of elements is pve only
destructive touch is trash
Fire Impulse has Execute Scaling, and it appears to be a 300% modifier to enemies under 50%, opposed to Whirlwind's 100%. The most experienced players I know run Impulse on Mag. It seems most Mag were running Crushing Shock in No Procrodiil this last patch, but still, its damage seems low to me, compared to Lethal Arrow. Point was, buff Destro, and you buff Mag's ranged offense. If Mag's ranged offense were stronger, their poorer mitigation wouldn't put them so far behind Stam. And when I say them, I mean MagPlar, MagDK, and MagNB, because the other 3 were quite strong in No Procodiil and BGs this last patch.
Also, unrelated to that, but Light's penalties move with Heavy's. As one goes, so must the other. In BGs these penalties are palpable.
And do you know that damage bonus is only for status effects? Which is how much. 200 damage in pvp?
So its whooping 600 damage while under 50% health.
Thats certainly comparable to whirlwind which increases its damage by 50%. Multiplied by crit.
There is reason while stam is stronger than mag in pvp. Everyone knows that. Its because of stam weapon skill lines are superior to mag weapon skill line (right, one. Resto doesn't count as weapon) and most class skill lines.
And thats that. If we compare only skills it favors stam. Then we go to sets which are divided to damage (mostly stam) and support (mostly mag)
Stam wins again. Proc sets? Stam win
Now even armor type mag vs stam is unbalanced. Less armour, spell resistance is generaly larger than phys. because of some racials and passives. 7% more damage taken from stam.
The Impulse bonus applies to all damage, but it requires the target to be afflicted with Burning. On the other hand, it's a much larger bonus than Whirlwind. Reverse Slice requires a target, and PI is single target for both morphs, so they're not exactly comparable.
Otherwise we seem to be in agreement, Mag's primary issue seems to be that Destro is weaker than 2h/DW/Bow, so I think working on that should be the first priority, that's all my point was.
Ah yes, a victim of the Fake Tooltips. The exe scaling has been tested and confirmed it only boosted the extra damage from the very small burning conditional. You should never use Impulse in cyro unless it's the shock variant.
YandereGirlfriend wrote: »Urzigurumash wrote: »@uzigurumashUrzigurumash wrote: »Urzigurumash wrote: »YandereGirlfriend wrote: »Urzigurumash wrote: »What about changing this to Increased Martial Damage to Damage Shields only?
That's an improvement but why have a penalty in the first place?
Why does Medium Armor get to skate on penalties while still being able to spam Roll-Dodge?
The broad consensus seemed to be that Medium armor was sorely in need of buffs compared to Light or Heavy, but I do think we had a Roll Dodge + Vigor meta from Dragonhold to Greymoor, the era of the rock-dancer, and we're probably always at some risk of returning to that tiresome meta.
In my experience, the increased Magicka Damage Taken on Heavy is a huge boon for Mag in BGs right now (specifically because ranged-proc NBs drive the necessity of some Heavy for most players), if not so much in Cyrodiil, but maybe this advantage will become more relevant in Cyrodiil when procs are back.
Anyhow per my recollection, a full hybridization of all 3 armor types would be most thematically in line with other TES games, right?
Overall I'd advocate for buffing Destro spammables (and Eviscerate), like many have said many times, and seeing how these current armor passives pan out. Whatever the armor imbalances, D Swing and Lethal Arrow are still the two best single-target spammables in the game, even if Impulse is close to Whirlwind.
impulse in nowhere near whirlwind . both are aoe but whirlwind has bous damage under 50% health while impulse has minor mangle which doesnt stack.
impulse isnt worth skill slot.
force shock cannot be compared to snipe or d swing because of split damage
wall of elements is pve only
destructive touch is trash
Fire Impulse has Execute Scaling, and it appears to be a 300% modifier to enemies under 50%, opposed to Whirlwind's 100%. The most experienced players I know run Impulse on Mag. It seems most Mag were running Crushing Shock in No Procrodiil this last patch, but still, its damage seems low to me, compared to Lethal Arrow. Point was, buff Destro, and you buff Mag's ranged offense. If Mag's ranged offense were stronger, their poorer mitigation wouldn't put them so far behind Stam. And when I say them, I mean MagPlar, MagDK, and MagNB, because the other 3 were quite strong in No Procodiil and BGs this last patch.
Also, unrelated to that, but Light's penalties move with Heavy's. As one goes, so must the other. In BGs these penalties are palpable.
And do you know that damage bonus is only for status effects? Which is how much. 200 damage in pvp?
So its whooping 600 damage while under 50% health.
Thats certainly comparable to whirlwind which increases its damage by 50%. Multiplied by crit.
There is reason while stam is stronger than mag in pvp. Everyone knows that. Its because of stam weapon skill lines are superior to mag weapon skill line (right, one. Resto doesn't count as weapon) and most class skill lines.
And thats that. If we compare only skills it favors stam. Then we go to sets which are divided to damage (mostly stam) and support (mostly mag)
Stam wins again. Proc sets? Stam win
Now even armor type mag vs stam is unbalanced. Less armour, spell resistance is generaly larger than phys. because of some racials and passives. 7% more damage taken from stam.
The Impulse bonus applies to all damage, but it requires the target to be afflicted with Burning. On the other hand, it's a much larger bonus than Whirlwind. Reverse Slice requires a target, and PI is single target for both morphs, so they're not exactly comparable.
Otherwise we seem to be in agreement, Mag's primary issue seems to be that Destro is weaker than 2h/DW/Bow, so I think working on that should be the first priority, that's all my point was.
Ah yes, a victim of the Fake Tooltips. The exe scaling has been tested and confirmed it only boosted the extra damage from the very small burning conditional. You should never use Impulse in cyro unless it's the shock variant.
A magDK can use Flame Pulsar just fine in Cyrodiil.
It is true that the execute damage comes only from the Pulsar Afterburn but what many people do not know is that the Afterburn component itself has a chance to proc Burning a second time on the same cast (with the first being from the cast of Pulsar itself). So you can get two Burning 0-second ticks on top of the Afterburn bonus damage and base Pulsar damage as well as harvest all of the resulting Combustion procs.
To wit, a Charged Pulsar cast has an 84% chance to inflict Burning on each target in the radius and then a 42% chance to inflict Burning again on the follow-up Afterburn during the same GCD. If you have 3-4 targets within the Pulsar radius, you can effectively cast the skill for free due to all of the Combustion procs.
And, with the DK Flame AoE passive, the damage of the Pulsar itself, when added to the Burning and Afterburn damage, will be quite competitive with Shock Pulsar (while being much easier on sustain).
Urzigurumash wrote: »@uzigurumashUrzigurumash wrote: »Urzigurumash wrote: »YandereGirlfriend wrote: »Urzigurumash wrote: »What about changing this to Increased Martial Damage to Damage Shields only?
That's an improvement but why have a penalty in the first place?
Why does Medium Armor get to skate on penalties while still being able to spam Roll-Dodge?
The broad consensus seemed to be that Medium armor was sorely in need of buffs compared to Light or Heavy, but I do think we had a Roll Dodge + Vigor meta from Dragonhold to Greymoor, the era of the rock-dancer, and we're probably always at some risk of returning to that tiresome meta.
In my experience, the increased Magicka Damage Taken on Heavy is a huge boon for Mag in BGs right now (specifically because ranged-proc NBs drive the necessity of some Heavy for most players), if not so much in Cyrodiil, but maybe this advantage will become more relevant in Cyrodiil when procs are back.
Anyhow per my recollection, a full hybridization of all 3 armor types would be most thematically in line with other TES games, right?
Overall I'd advocate for buffing Destro spammables (and Eviscerate), like many have said many times, and seeing how these current armor passives pan out. Whatever the armor imbalances, D Swing and Lethal Arrow are still the two best single-target spammables in the game, even if Impulse is close to Whirlwind.
impulse in nowhere near whirlwind . both are aoe but whirlwind has bous damage under 50% health while impulse has minor mangle which doesnt stack.
impulse isnt worth skill slot.
force shock cannot be compared to snipe or d swing because of split damage
wall of elements is pve only
destructive touch is trash
Fire Impulse has Execute Scaling, and it appears to be a 300% modifier to enemies under 50%, opposed to Whirlwind's 100%. The most experienced players I know run Impulse on Mag. It seems most Mag were running Crushing Shock in No Procrodiil this last patch, but still, its damage seems low to me, compared to Lethal Arrow. Point was, buff Destro, and you buff Mag's ranged offense. If Mag's ranged offense were stronger, their poorer mitigation wouldn't put them so far behind Stam. And when I say them, I mean MagPlar, MagDK, and MagNB, because the other 3 were quite strong in No Procodiil and BGs this last patch.
Also, unrelated to that, but Light's penalties move with Heavy's. As one goes, so must the other. In BGs these penalties are palpable.
And do you know that damage bonus is only for status effects? Which is how much. 200 damage in pvp?
So its whooping 600 damage while under 50% health.
Thats certainly comparable to whirlwind which increases its damage by 50%. Multiplied by crit.
There is reason while stam is stronger than mag in pvp. Everyone knows that. Its because of stam weapon skill lines are superior to mag weapon skill line (right, one. Resto doesn't count as weapon) and most class skill lines.
And thats that. If we compare only skills it favors stam. Then we go to sets which are divided to damage (mostly stam) and support (mostly mag)
Stam wins again. Proc sets? Stam win
Now even armor type mag vs stam is unbalanced. Less armour, spell resistance is generaly larger than phys. because of some racials and passives. 7% more damage taken from stam.
The Impulse bonus applies to all damage, but it requires the target to be afflicted with Burning. On the other hand, it's a much larger bonus than Whirlwind. Reverse Slice requires a target, and PI is single target for both morphs, so they're not exactly comparable.
Otherwise we seem to be in agreement, Mag's primary issue seems to be that Destro is weaker than 2h/DW/Bow, so I think working on that should be the first priority, that's all my point was.
Ah yes, a victim of the Fake Tooltips. The exe scaling has been tested and confirmed it only boosted the extra damage from the very small burning conditional. You should never use Impulse in cyro unless it's the shock variant.
YandereGirlfriend wrote: »Urzigurumash wrote: »@uzigurumashUrzigurumash wrote: »Urzigurumash wrote: »YandereGirlfriend wrote: »Urzigurumash wrote: »What about changing this to Increased Martial Damage to Damage Shields only?
That's an improvement but why have a penalty in the first place?
Why does Medium Armor get to skate on penalties while still being able to spam Roll-Dodge?
The broad consensus seemed to be that Medium armor was sorely in need of buffs compared to Light or Heavy, but I do think we had a Roll Dodge + Vigor meta from Dragonhold to Greymoor, the era of the rock-dancer, and we're probably always at some risk of returning to that tiresome meta.
In my experience, the increased Magicka Damage Taken on Heavy is a huge boon for Mag in BGs right now (specifically because ranged-proc NBs drive the necessity of some Heavy for most players), if not so much in Cyrodiil, but maybe this advantage will become more relevant in Cyrodiil when procs are back.
Anyhow per my recollection, a full hybridization of all 3 armor types would be most thematically in line with other TES games, right?
Overall I'd advocate for buffing Destro spammables (and Eviscerate), like many have said many times, and seeing how these current armor passives pan out. Whatever the armor imbalances, D Swing and Lethal Arrow are still the two best single-target spammables in the game, even if Impulse is close to Whirlwind.
impulse in nowhere near whirlwind . both are aoe but whirlwind has bous damage under 50% health while impulse has minor mangle which doesnt stack.
impulse isnt worth skill slot.
force shock cannot be compared to snipe or d swing because of split damage
wall of elements is pve only
destructive touch is trash
Fire Impulse has Execute Scaling, and it appears to be a 300% modifier to enemies under 50%, opposed to Whirlwind's 100%. The most experienced players I know run Impulse on Mag. It seems most Mag were running Crushing Shock in No Procrodiil this last patch, but still, its damage seems low to me, compared to Lethal Arrow. Point was, buff Destro, and you buff Mag's ranged offense. If Mag's ranged offense were stronger, their poorer mitigation wouldn't put them so far behind Stam. And when I say them, I mean MagPlar, MagDK, and MagNB, because the other 3 were quite strong in No Procodiil and BGs this last patch.
Also, unrelated to that, but Light's penalties move with Heavy's. As one goes, so must the other. In BGs these penalties are palpable.
And do you know that damage bonus is only for status effects? Which is how much. 200 damage in pvp?
So its whooping 600 damage while under 50% health.
Thats certainly comparable to whirlwind which increases its damage by 50%. Multiplied by crit.
There is reason while stam is stronger than mag in pvp. Everyone knows that. Its because of stam weapon skill lines are superior to mag weapon skill line (right, one. Resto doesn't count as weapon) and most class skill lines.
And thats that. If we compare only skills it favors stam. Then we go to sets which are divided to damage (mostly stam) and support (mostly mag)
Stam wins again. Proc sets? Stam win
Now even armor type mag vs stam is unbalanced. Less armour, spell resistance is generaly larger than phys. because of some racials and passives. 7% more damage taken from stam.
The Impulse bonus applies to all damage, but it requires the target to be afflicted with Burning. On the other hand, it's a much larger bonus than Whirlwind. Reverse Slice requires a target, and PI is single target for both morphs, so they're not exactly comparable.
Otherwise we seem to be in agreement, Mag's primary issue seems to be that Destro is weaker than 2h/DW/Bow, so I think working on that should be the first priority, that's all my point was.
Ah yes, a victim of the Fake Tooltips. The exe scaling has been tested and confirmed it only boosted the extra damage from the very small burning conditional. You should never use Impulse in cyro unless it's the shock variant.
A magDK can use Flame Pulsar just fine in Cyrodiil.
It is true that the execute damage comes only from the Pulsar Afterburn but what many people do not know is that the Afterburn component itself has a chance to proc Burning a second time on the same cast (with the first being from the cast of Pulsar itself). So you can get two Burning 0-second ticks on top of the Afterburn bonus damage and base Pulsar damage as well as harvest all of the resulting Combustion procs.
To wit, a Charged Pulsar cast has an 84% chance to inflict Burning on each target in the radius and then a 42% chance to inflict Burning again on the follow-up Afterburn during the same GCD. If you have 3-4 targets within the Pulsar radius, you can effectively cast the skill for free due to all of the Combustion procs.
And, with the DK Flame AoE passive, the damage of the Pulsar itself, when added to the Burning and Afterburn damage, will be quite competitive with Shock Pulsar (while being much easier on sustain).
Andre_Noir wrote: »YandereGirlfriend wrote: »Urzigurumash wrote: »@uzigurumashUrzigurumash wrote: »Urzigurumash wrote: »YandereGirlfriend wrote: »Urzigurumash wrote: »What about changing this to Increased Martial Damage to Damage Shields only?
That's an improvement but why have a penalty in the first place?
Why does Medium Armor get to skate on penalties while still being able to spam Roll-Dodge?
The broad consensus seemed to be that Medium armor was sorely in need of buffs compared to Light or Heavy, but I do think we had a Roll Dodge + Vigor meta from Dragonhold to Greymoor, the era of the rock-dancer, and we're probably always at some risk of returning to that tiresome meta.
In my experience, the increased Magicka Damage Taken on Heavy is a huge boon for Mag in BGs right now (specifically because ranged-proc NBs drive the necessity of some Heavy for most players), if not so much in Cyrodiil, but maybe this advantage will become more relevant in Cyrodiil when procs are back.
Anyhow per my recollection, a full hybridization of all 3 armor types would be most thematically in line with other TES games, right?
Overall I'd advocate for buffing Destro spammables (and Eviscerate), like many have said many times, and seeing how these current armor passives pan out. Whatever the armor imbalances, D Swing and Lethal Arrow are still the two best single-target spammables in the game, even if Impulse is close to Whirlwind.
impulse in nowhere near whirlwind . both are aoe but whirlwind has bous damage under 50% health while impulse has minor mangle which doesnt stack.
impulse isnt worth skill slot.
force shock cannot be compared to snipe or d swing because of split damage
wall of elements is pve only
destructive touch is trash
Fire Impulse has Execute Scaling, and it appears to be a 300% modifier to enemies under 50%, opposed to Whirlwind's 100%. The most experienced players I know run Impulse on Mag. It seems most Mag were running Crushing Shock in No Procrodiil this last patch, but still, its damage seems low to me, compared to Lethal Arrow. Point was, buff Destro, and you buff Mag's ranged offense. If Mag's ranged offense were stronger, their poorer mitigation wouldn't put them so far behind Stam. And when I say them, I mean MagPlar, MagDK, and MagNB, because the other 3 were quite strong in No Procodiil and BGs this last patch.
Also, unrelated to that, but Light's penalties move with Heavy's. As one goes, so must the other. In BGs these penalties are palpable.
And do you know that damage bonus is only for status effects? Which is how much. 200 damage in pvp?
So its whooping 600 damage while under 50% health.
Thats certainly comparable to whirlwind which increases its damage by 50%. Multiplied by crit.
There is reason while stam is stronger than mag in pvp. Everyone knows that. Its because of stam weapon skill lines are superior to mag weapon skill line (right, one. Resto doesn't count as weapon) and most class skill lines.
And thats that. If we compare only skills it favors stam. Then we go to sets which are divided to damage (mostly stam) and support (mostly mag)
Stam wins again. Proc sets? Stam win
Now even armor type mag vs stam is unbalanced. Less armour, spell resistance is generaly larger than phys. because of some racials and passives. 7% more damage taken from stam.
The Impulse bonus applies to all damage, but it requires the target to be afflicted with Burning. On the other hand, it's a much larger bonus than Whirlwind. Reverse Slice requires a target, and PI is single target for both morphs, so they're not exactly comparable.
Otherwise we seem to be in agreement, Mag's primary issue seems to be that Destro is weaker than 2h/DW/Bow, so I think working on that should be the first priority, that's all my point was.
Ah yes, a victim of the Fake Tooltips. The exe scaling has been tested and confirmed it only boosted the extra damage from the very small burning conditional. You should never use Impulse in cyro unless it's the shock variant.
A magDK can use Flame Pulsar just fine in Cyrodiil.
It is true that the execute damage comes only from the Pulsar Afterburn but what many people do not know is that the Afterburn component itself has a chance to proc Burning a second time on the same cast (with the first being from the cast of Pulsar itself). So you can get two Burning 0-second ticks on top of the Afterburn bonus damage and base Pulsar damage as well as harvest all of the resulting Combustion procs.
To wit, a Charged Pulsar cast has an 84% chance to inflict Burning on each target in the radius and then a 42% chance to inflict Burning again on the follow-up Afterburn during the same GCD. If you have 3-4 targets within the Pulsar radius, you can effectively cast the skill for free due to all of the Combustion procs.
And, with the DK Flame AoE passive, the damage of the Pulsar itself, when added to the Burning and Afterburn damage, will be quite competitive with Shock Pulsar (while being much easier on sustain).
TL;DR: the skill is trash
YandereGirlfriend wrote: »Urzigurumash wrote: »@uzigurumashUrzigurumash wrote: »Urzigurumash wrote: »YandereGirlfriend wrote: »Urzigurumash wrote: »What about changing this to Increased Martial Damage to Damage Shields only?
That's an improvement but why have a penalty in the first place?
Why does Medium Armor get to skate on penalties while still being able to spam Roll-Dodge?
The broad consensus seemed to be that Medium armor was sorely in need of buffs compared to Light or Heavy, but I do think we had a Roll Dodge + Vigor meta from Dragonhold to Greymoor, the era of the rock-dancer, and we're probably always at some risk of returning to that tiresome meta.
In my experience, the increased Magicka Damage Taken on Heavy is a huge boon for Mag in BGs right now (specifically because ranged-proc NBs drive the necessity of some Heavy for most players), if not so much in Cyrodiil, but maybe this advantage will become more relevant in Cyrodiil when procs are back.
Anyhow per my recollection, a full hybridization of all 3 armor types would be most thematically in line with other TES games, right?
Overall I'd advocate for buffing Destro spammables (and Eviscerate), like many have said many times, and seeing how these current armor passives pan out. Whatever the armor imbalances, D Swing and Lethal Arrow are still the two best single-target spammables in the game, even if Impulse is close to Whirlwind.
impulse in nowhere near whirlwind . both are aoe but whirlwind has bous damage under 50% health while impulse has minor mangle which doesnt stack.
impulse isnt worth skill slot.
force shock cannot be compared to snipe or d swing because of split damage
wall of elements is pve only
destructive touch is trash
Fire Impulse has Execute Scaling, and it appears to be a 300% modifier to enemies under 50%, opposed to Whirlwind's 100%. The most experienced players I know run Impulse on Mag. It seems most Mag were running Crushing Shock in No Procrodiil this last patch, but still, its damage seems low to me, compared to Lethal Arrow. Point was, buff Destro, and you buff Mag's ranged offense. If Mag's ranged offense were stronger, their poorer mitigation wouldn't put them so far behind Stam. And when I say them, I mean MagPlar, MagDK, and MagNB, because the other 3 were quite strong in No Procodiil and BGs this last patch.
Also, unrelated to that, but Light's penalties move with Heavy's. As one goes, so must the other. In BGs these penalties are palpable.
And do you know that damage bonus is only for status effects? Which is how much. 200 damage in pvp?
So its whooping 600 damage while under 50% health.
Thats certainly comparable to whirlwind which increases its damage by 50%. Multiplied by crit.
There is reason while stam is stronger than mag in pvp. Everyone knows that. Its because of stam weapon skill lines are superior to mag weapon skill line (right, one. Resto doesn't count as weapon) and most class skill lines.
And thats that. If we compare only skills it favors stam. Then we go to sets which are divided to damage (mostly stam) and support (mostly mag)
Stam wins again. Proc sets? Stam win
Now even armor type mag vs stam is unbalanced. Less armour, spell resistance is generaly larger than phys. because of some racials and passives. 7% more damage taken from stam.
The Impulse bonus applies to all damage, but it requires the target to be afflicted with Burning. On the other hand, it's a much larger bonus than Whirlwind. Reverse Slice requires a target, and PI is single target for both morphs, so they're not exactly comparable.
Otherwise we seem to be in agreement, Mag's primary issue seems to be that Destro is weaker than 2h/DW/Bow, so I think working on that should be the first priority, that's all my point was.
Ah yes, a victim of the Fake Tooltips. The exe scaling has been tested and confirmed it only boosted the extra damage from the very small burning conditional. You should never use Impulse in cyro unless it's the shock variant.
A magDK can use Flame Pulsar just fine in Cyrodiil.
It is true that the execute damage comes only from the Pulsar Afterburn but what many people do not know is that the Afterburn component itself has a chance to proc Burning a second time on the same cast (with the first being from the cast of Pulsar itself). So you can get two Burning 0-second ticks on top of the Afterburn bonus damage and base Pulsar damage as well as harvest all of the resulting Combustion procs.
To wit, a Charged Pulsar cast has an 84% chance to inflict Burning on each target in the radius and then a 42% chance to inflict Burning again on the follow-up Afterburn during the same GCD. If you have 3-4 targets within the Pulsar radius, you can effectively cast the skill for free due to all of the Combustion procs.
And, with the DK Flame AoE passive, the damage of the Pulsar itself, when added to the Burning and Afterburn damage, will be quite competitive with Shock Pulsar (while being much easier on sustain).
If we're still speaking in PvP terms if you're gonna use Flame Pulsar in Cyro as a magDK, you might as well just die. And in PvE terms, it's just better to spam unstable wall.
master_vanargand wrote: »RedFireDisco wrote: »the1andonlyskwex wrote: »master_vanargand wrote: »Don't ignore Magicka build's long range attack advantage.
Remember that Magicka build have a very powerful Shield skill.
Don't try to be immortal.
All players should die in PvP.
Tell me more about this range advantage my magDK has over a bow/bow stamBlade.
To be fair, only now have this as opposed to all staff users
...and no Stam shield
Bone shield. Sword and board shield.
You should try it.
You can't understand how weak it is until you actually use it.
YandereGirlfriend wrote: »Andre_Noir wrote: »YandereGirlfriend wrote: »Urzigurumash wrote: »@uzigurumashUrzigurumash wrote: »Urzigurumash wrote: »YandereGirlfriend wrote: »Urzigurumash wrote: »What about changing this to Increased Martial Damage to Damage Shields only?
That's an improvement but why have a penalty in the first place?
Why does Medium Armor get to skate on penalties while still being able to spam Roll-Dodge?
The broad consensus seemed to be that Medium armor was sorely in need of buffs compared to Light or Heavy, but I do think we had a Roll Dodge + Vigor meta from Dragonhold to Greymoor, the era of the rock-dancer, and we're probably always at some risk of returning to that tiresome meta.
In my experience, the increased Magicka Damage Taken on Heavy is a huge boon for Mag in BGs right now (specifically because ranged-proc NBs drive the necessity of some Heavy for most players), if not so much in Cyrodiil, but maybe this advantage will become more relevant in Cyrodiil when procs are back.
Anyhow per my recollection, a full hybridization of all 3 armor types would be most thematically in line with other TES games, right?
Overall I'd advocate for buffing Destro spammables (and Eviscerate), like many have said many times, and seeing how these current armor passives pan out. Whatever the armor imbalances, D Swing and Lethal Arrow are still the two best single-target spammables in the game, even if Impulse is close to Whirlwind.
impulse in nowhere near whirlwind . both are aoe but whirlwind has bous damage under 50% health while impulse has minor mangle which doesnt stack.
impulse isnt worth skill slot.
force shock cannot be compared to snipe or d swing because of split damage
wall of elements is pve only
destructive touch is trash
Fire Impulse has Execute Scaling, and it appears to be a 300% modifier to enemies under 50%, opposed to Whirlwind's 100%. The most experienced players I know run Impulse on Mag. It seems most Mag were running Crushing Shock in No Procrodiil this last patch, but still, its damage seems low to me, compared to Lethal Arrow. Point was, buff Destro, and you buff Mag's ranged offense. If Mag's ranged offense were stronger, their poorer mitigation wouldn't put them so far behind Stam. And when I say them, I mean MagPlar, MagDK, and MagNB, because the other 3 were quite strong in No Procodiil and BGs this last patch.
Also, unrelated to that, but Light's penalties move with Heavy's. As one goes, so must the other. In BGs these penalties are palpable.
And do you know that damage bonus is only for status effects? Which is how much. 200 damage in pvp?
So its whooping 600 damage while under 50% health.
Thats certainly comparable to whirlwind which increases its damage by 50%. Multiplied by crit.
There is reason while stam is stronger than mag in pvp. Everyone knows that. Its because of stam weapon skill lines are superior to mag weapon skill line (right, one. Resto doesn't count as weapon) and most class skill lines.
And thats that. If we compare only skills it favors stam. Then we go to sets which are divided to damage (mostly stam) and support (mostly mag)
Stam wins again. Proc sets? Stam win
Now even armor type mag vs stam is unbalanced. Less armour, spell resistance is generaly larger than phys. because of some racials and passives. 7% more damage taken from stam.
The Impulse bonus applies to all damage, but it requires the target to be afflicted with Burning. On the other hand, it's a much larger bonus than Whirlwind. Reverse Slice requires a target, and PI is single target for both morphs, so they're not exactly comparable.
Otherwise we seem to be in agreement, Mag's primary issue seems to be that Destro is weaker than 2h/DW/Bow, so I think working on that should be the first priority, that's all my point was.
Ah yes, a victim of the Fake Tooltips. The exe scaling has been tested and confirmed it only boosted the extra damage from the very small burning conditional. You should never use Impulse in cyro unless it's the shock variant.
A magDK can use Flame Pulsar just fine in Cyrodiil.
It is true that the execute damage comes only from the Pulsar Afterburn but what many people do not know is that the Afterburn component itself has a chance to proc Burning a second time on the same cast (with the first being from the cast of Pulsar itself). So you can get two Burning 0-second ticks on top of the Afterburn bonus damage and base Pulsar damage as well as harvest all of the resulting Combustion procs.
To wit, a Charged Pulsar cast has an 84% chance to inflict Burning on each target in the radius and then a 42% chance to inflict Burning again on the follow-up Afterburn during the same GCD. If you have 3-4 targets within the Pulsar radius, you can effectively cast the skill for free due to all of the Combustion procs.
And, with the DK Flame AoE passive, the damage of the Pulsar itself, when added to the Burning and Afterburn damage, will be quite competitive with Shock Pulsar (while being much easier on sustain).
TL;DR: the skill is trashYandereGirlfriend wrote: »Urzigurumash wrote: »@uzigurumashUrzigurumash wrote: »Urzigurumash wrote: »YandereGirlfriend wrote: »Urzigurumash wrote: »What about changing this to Increased Martial Damage to Damage Shields only?
That's an improvement but why have a penalty in the first place?
Why does Medium Armor get to skate on penalties while still being able to spam Roll-Dodge?
The broad consensus seemed to be that Medium armor was sorely in need of buffs compared to Light or Heavy, but I do think we had a Roll Dodge + Vigor meta from Dragonhold to Greymoor, the era of the rock-dancer, and we're probably always at some risk of returning to that tiresome meta.
In my experience, the increased Magicka Damage Taken on Heavy is a huge boon for Mag in BGs right now (specifically because ranged-proc NBs drive the necessity of some Heavy for most players), if not so much in Cyrodiil, but maybe this advantage will become more relevant in Cyrodiil when procs are back.
Anyhow per my recollection, a full hybridization of all 3 armor types would be most thematically in line with other TES games, right?
Overall I'd advocate for buffing Destro spammables (and Eviscerate), like many have said many times, and seeing how these current armor passives pan out. Whatever the armor imbalances, D Swing and Lethal Arrow are still the two best single-target spammables in the game, even if Impulse is close to Whirlwind.
impulse in nowhere near whirlwind . both are aoe but whirlwind has bous damage under 50% health while impulse has minor mangle which doesnt stack.
impulse isnt worth skill slot.
force shock cannot be compared to snipe or d swing because of split damage
wall of elements is pve only
destructive touch is trash
Fire Impulse has Execute Scaling, and it appears to be a 300% modifier to enemies under 50%, opposed to Whirlwind's 100%. The most experienced players I know run Impulse on Mag. It seems most Mag were running Crushing Shock in No Procrodiil this last patch, but still, its damage seems low to me, compared to Lethal Arrow. Point was, buff Destro, and you buff Mag's ranged offense. If Mag's ranged offense were stronger, their poorer mitigation wouldn't put them so far behind Stam. And when I say them, I mean MagPlar, MagDK, and MagNB, because the other 3 were quite strong in No Procodiil and BGs this last patch.
Also, unrelated to that, but Light's penalties move with Heavy's. As one goes, so must the other. In BGs these penalties are palpable.
And do you know that damage bonus is only for status effects? Which is how much. 200 damage in pvp?
So its whooping 600 damage while under 50% health.
Thats certainly comparable to whirlwind which increases its damage by 50%. Multiplied by crit.
There is reason while stam is stronger than mag in pvp. Everyone knows that. Its because of stam weapon skill lines are superior to mag weapon skill line (right, one. Resto doesn't count as weapon) and most class skill lines.
And thats that. If we compare only skills it favors stam. Then we go to sets which are divided to damage (mostly stam) and support (mostly mag)
Stam wins again. Proc sets? Stam win
Now even armor type mag vs stam is unbalanced. Less armour, spell resistance is generaly larger than phys. because of some racials and passives. 7% more damage taken from stam.
The Impulse bonus applies to all damage, but it requires the target to be afflicted with Burning. On the other hand, it's a much larger bonus than Whirlwind. Reverse Slice requires a target, and PI is single target for both morphs, so they're not exactly comparable.
Otherwise we seem to be in agreement, Mag's primary issue seems to be that Destro is weaker than 2h/DW/Bow, so I think working on that should be the first priority, that's all my point was.
Ah yes, a victim of the Fake Tooltips. The exe scaling has been tested and confirmed it only boosted the extra damage from the very small burning conditional. You should never use Impulse in cyro unless it's the shock variant.
A magDK can use Flame Pulsar just fine in Cyrodiil.
It is true that the execute damage comes only from the Pulsar Afterburn but what many people do not know is that the Afterburn component itself has a chance to proc Burning a second time on the same cast (with the first being from the cast of Pulsar itself). So you can get two Burning 0-second ticks on top of the Afterburn bonus damage and base Pulsar damage as well as harvest all of the resulting Combustion procs.
To wit, a Charged Pulsar cast has an 84% chance to inflict Burning on each target in the radius and then a 42% chance to inflict Burning again on the follow-up Afterburn during the same GCD. If you have 3-4 targets within the Pulsar radius, you can effectively cast the skill for free due to all of the Combustion procs.
And, with the DK Flame AoE passive, the damage of the Pulsar itself, when added to the Burning and Afterburn damage, will be quite competitive with Shock Pulsar (while being much easier on sustain).
If we're still speaking in PvP terms if you're gonna use Flame Pulsar in Cyro as a magDK, you might as well just die. And in PvE terms, it's just better to spam unstable wall.
It's a ball group skill and it's good at what it does.
Obviously, using it as a spammable in solo or small-scale play isn't a good idea and I agree with the general statement that "MagDK still doesn't have an execute." At that point you're using an ability that's 50+% more expensive than alternative spammables on a class that already has horrible sustain which isn't worth it at all versus, say, Power Lash.
But if you find yourself in a ball group and are routinely catching 4-8 players in the radius per cast, then you're doing good damage AND casting the ability for free or even gaining Magicka for casting it, which is amazing.
YandereGirlfriend wrote: »Andre_Noir wrote: »YandereGirlfriend wrote: »Urzigurumash wrote: »@uzigurumashUrzigurumash wrote: »Urzigurumash wrote: »YandereGirlfriend wrote: »Urzigurumash wrote: »What about changing this to Increased Martial Damage to Damage Shields only?
That's an improvement but why have a penalty in the first place?
Why does Medium Armor get to skate on penalties while still being able to spam Roll-Dodge?
The broad consensus seemed to be that Medium armor was sorely in need of buffs compared to Light or Heavy, but I do think we had a Roll Dodge + Vigor meta from Dragonhold to Greymoor, the era of the rock-dancer, and we're probably always at some risk of returning to that tiresome meta.
In my experience, the increased Magicka Damage Taken on Heavy is a huge boon for Mag in BGs right now (specifically because ranged-proc NBs drive the necessity of some Heavy for most players), if not so much in Cyrodiil, but maybe this advantage will become more relevant in Cyrodiil when procs are back.
Anyhow per my recollection, a full hybridization of all 3 armor types would be most thematically in line with other TES games, right?
Overall I'd advocate for buffing Destro spammables (and Eviscerate), like many have said many times, and seeing how these current armor passives pan out. Whatever the armor imbalances, D Swing and Lethal Arrow are still the two best single-target spammables in the game, even if Impulse is close to Whirlwind.
impulse in nowhere near whirlwind . both are aoe but whirlwind has bous damage under 50% health while impulse has minor mangle which doesnt stack.
impulse isnt worth skill slot.
force shock cannot be compared to snipe or d swing because of split damage
wall of elements is pve only
destructive touch is trash
Fire Impulse has Execute Scaling, and it appears to be a 300% modifier to enemies under 50%, opposed to Whirlwind's 100%. The most experienced players I know run Impulse on Mag. It seems most Mag were running Crushing Shock in No Procrodiil this last patch, but still, its damage seems low to me, compared to Lethal Arrow. Point was, buff Destro, and you buff Mag's ranged offense. If Mag's ranged offense were stronger, their poorer mitigation wouldn't put them so far behind Stam. And when I say them, I mean MagPlar, MagDK, and MagNB, because the other 3 were quite strong in No Procodiil and BGs this last patch.
Also, unrelated to that, but Light's penalties move with Heavy's. As one goes, so must the other. In BGs these penalties are palpable.
And do you know that damage bonus is only for status effects? Which is how much. 200 damage in pvp?
So its whooping 600 damage while under 50% health.
Thats certainly comparable to whirlwind which increases its damage by 50%. Multiplied by crit.
There is reason while stam is stronger than mag in pvp. Everyone knows that. Its because of stam weapon skill lines are superior to mag weapon skill line (right, one. Resto doesn't count as weapon) and most class skill lines.
And thats that. If we compare only skills it favors stam. Then we go to sets which are divided to damage (mostly stam) and support (mostly mag)
Stam wins again. Proc sets? Stam win
Now even armor type mag vs stam is unbalanced. Less armour, spell resistance is generaly larger than phys. because of some racials and passives. 7% more damage taken from stam.
The Impulse bonus applies to all damage, but it requires the target to be afflicted with Burning. On the other hand, it's a much larger bonus than Whirlwind. Reverse Slice requires a target, and PI is single target for both morphs, so they're not exactly comparable.
Otherwise we seem to be in agreement, Mag's primary issue seems to be that Destro is weaker than 2h/DW/Bow, so I think working on that should be the first priority, that's all my point was.
Ah yes, a victim of the Fake Tooltips. The exe scaling has been tested and confirmed it only boosted the extra damage from the very small burning conditional. You should never use Impulse in cyro unless it's the shock variant.
A magDK can use Flame Pulsar just fine in Cyrodiil.
It is true that the execute damage comes only from the Pulsar Afterburn but what many people do not know is that the Afterburn component itself has a chance to proc Burning a second time on the same cast (with the first being from the cast of Pulsar itself). So you can get two Burning 0-second ticks on top of the Afterburn bonus damage and base Pulsar damage as well as harvest all of the resulting Combustion procs.
To wit, a Charged Pulsar cast has an 84% chance to inflict Burning on each target in the radius and then a 42% chance to inflict Burning again on the follow-up Afterburn during the same GCD. If you have 3-4 targets within the Pulsar radius, you can effectively cast the skill for free due to all of the Combustion procs.
And, with the DK Flame AoE passive, the damage of the Pulsar itself, when added to the Burning and Afterburn damage, will be quite competitive with Shock Pulsar (while being much easier on sustain).
TL;DR: the skill is trashYandereGirlfriend wrote: »Urzigurumash wrote: »@uzigurumashUrzigurumash wrote: »Urzigurumash wrote: »YandereGirlfriend wrote: »Urzigurumash wrote: »What about changing this to Increased Martial Damage to Damage Shields only?
That's an improvement but why have a penalty in the first place?
Why does Medium Armor get to skate on penalties while still being able to spam Roll-Dodge?
The broad consensus seemed to be that Medium armor was sorely in need of buffs compared to Light or Heavy, but I do think we had a Roll Dodge + Vigor meta from Dragonhold to Greymoor, the era of the rock-dancer, and we're probably always at some risk of returning to that tiresome meta.
In my experience, the increased Magicka Damage Taken on Heavy is a huge boon for Mag in BGs right now (specifically because ranged-proc NBs drive the necessity of some Heavy for most players), if not so much in Cyrodiil, but maybe this advantage will become more relevant in Cyrodiil when procs are back.
Anyhow per my recollection, a full hybridization of all 3 armor types would be most thematically in line with other TES games, right?
Overall I'd advocate for buffing Destro spammables (and Eviscerate), like many have said many times, and seeing how these current armor passives pan out. Whatever the armor imbalances, D Swing and Lethal Arrow are still the two best single-target spammables in the game, even if Impulse is close to Whirlwind.
impulse in nowhere near whirlwind . both are aoe but whirlwind has bous damage under 50% health while impulse has minor mangle which doesnt stack.
impulse isnt worth skill slot.
force shock cannot be compared to snipe or d swing because of split damage
wall of elements is pve only
destructive touch is trash
Fire Impulse has Execute Scaling, and it appears to be a 300% modifier to enemies under 50%, opposed to Whirlwind's 100%. The most experienced players I know run Impulse on Mag. It seems most Mag were running Crushing Shock in No Procrodiil this last patch, but still, its damage seems low to me, compared to Lethal Arrow. Point was, buff Destro, and you buff Mag's ranged offense. If Mag's ranged offense were stronger, their poorer mitigation wouldn't put them so far behind Stam. And when I say them, I mean MagPlar, MagDK, and MagNB, because the other 3 were quite strong in No Procodiil and BGs this last patch.
Also, unrelated to that, but Light's penalties move with Heavy's. As one goes, so must the other. In BGs these penalties are palpable.
And do you know that damage bonus is only for status effects? Which is how much. 200 damage in pvp?
So its whooping 600 damage while under 50% health.
Thats certainly comparable to whirlwind which increases its damage by 50%. Multiplied by crit.
There is reason while stam is stronger than mag in pvp. Everyone knows that. Its because of stam weapon skill lines are superior to mag weapon skill line (right, one. Resto doesn't count as weapon) and most class skill lines.
And thats that. If we compare only skills it favors stam. Then we go to sets which are divided to damage (mostly stam) and support (mostly mag)
Stam wins again. Proc sets? Stam win
Now even armor type mag vs stam is unbalanced. Less armour, spell resistance is generaly larger than phys. because of some racials and passives. 7% more damage taken from stam.
The Impulse bonus applies to all damage, but it requires the target to be afflicted with Burning. On the other hand, it's a much larger bonus than Whirlwind. Reverse Slice requires a target, and PI is single target for both morphs, so they're not exactly comparable.
Otherwise we seem to be in agreement, Mag's primary issue seems to be that Destro is weaker than 2h/DW/Bow, so I think working on that should be the first priority, that's all my point was.
Ah yes, a victim of the Fake Tooltips. The exe scaling has been tested and confirmed it only boosted the extra damage from the very small burning conditional. You should never use Impulse in cyro unless it's the shock variant.
A magDK can use Flame Pulsar just fine in Cyrodiil.
It is true that the execute damage comes only from the Pulsar Afterburn but what many people do not know is that the Afterburn component itself has a chance to proc Burning a second time on the same cast (with the first being from the cast of Pulsar itself). So you can get two Burning 0-second ticks on top of the Afterburn bonus damage and base Pulsar damage as well as harvest all of the resulting Combustion procs.
To wit, a Charged Pulsar cast has an 84% chance to inflict Burning on each target in the radius and then a 42% chance to inflict Burning again on the follow-up Afterburn during the same GCD. If you have 3-4 targets within the Pulsar radius, you can effectively cast the skill for free due to all of the Combustion procs.
And, with the DK Flame AoE passive, the damage of the Pulsar itself, when added to the Burning and Afterburn damage, will be quite competitive with Shock Pulsar (while being much easier on sustain).
If we're still speaking in PvP terms if you're gonna use Flame Pulsar in Cyro as a magDK, you might as well just die. And in PvE terms, it's just better to spam unstable wall.
It's a ball group skill and it's good at what it does.
Obviously, using it as a spammable in solo or small-scale play isn't a good idea and I agree with the general statement that "MagDK still doesn't have an execute." At that point you're using an ability that's 50+% more expensive than alternative spammables on a class that already has horrible sustain which isn't worth it at all versus, say, Power Lash.
But if you find yourself in a ball group and are routinely catching 4-8 players in the radius per cast, then you're doing good damage AND casting the ability for free or even gaining Magicka for casting it, which is amazing.
Realistically, you'll get like 2 casts off and then die bc magDK has no survivability or movement without doing barely any damage but hey you got the minor mangle off I guess.
YandereGirlfriend wrote: »YandereGirlfriend wrote: »Andre_Noir wrote: »YandereGirlfriend wrote: »Urzigurumash wrote: »@uzigurumashUrzigurumash wrote: »Urzigurumash wrote: »YandereGirlfriend wrote: »Urzigurumash wrote: »What about changing this to Increased Martial Damage to Damage Shields only?
That's an improvement but why have a penalty in the first place?
Why does Medium Armor get to skate on penalties while still being able to spam Roll-Dodge?
The broad consensus seemed to be that Medium armor was sorely in need of buffs compared to Light or Heavy, but I do think we had a Roll Dodge + Vigor meta from Dragonhold to Greymoor, the era of the rock-dancer, and we're probably always at some risk of returning to that tiresome meta.
In my experience, the increased Magicka Damage Taken on Heavy is a huge boon for Mag in BGs right now (specifically because ranged-proc NBs drive the necessity of some Heavy for most players), if not so much in Cyrodiil, but maybe this advantage will become more relevant in Cyrodiil when procs are back.
Anyhow per my recollection, a full hybridization of all 3 armor types would be most thematically in line with other TES games, right?
Overall I'd advocate for buffing Destro spammables (and Eviscerate), like many have said many times, and seeing how these current armor passives pan out. Whatever the armor imbalances, D Swing and Lethal Arrow are still the two best single-target spammables in the game, even if Impulse is close to Whirlwind.
impulse in nowhere near whirlwind . both are aoe but whirlwind has bous damage under 50% health while impulse has minor mangle which doesnt stack.
impulse isnt worth skill slot.
force shock cannot be compared to snipe or d swing because of split damage
wall of elements is pve only
destructive touch is trash
Fire Impulse has Execute Scaling, and it appears to be a 300% modifier to enemies under 50%, opposed to Whirlwind's 100%. The most experienced players I know run Impulse on Mag. It seems most Mag were running Crushing Shock in No Procrodiil this last patch, but still, its damage seems low to me, compared to Lethal Arrow. Point was, buff Destro, and you buff Mag's ranged offense. If Mag's ranged offense were stronger, their poorer mitigation wouldn't put them so far behind Stam. And when I say them, I mean MagPlar, MagDK, and MagNB, because the other 3 were quite strong in No Procodiil and BGs this last patch.
Also, unrelated to that, but Light's penalties move with Heavy's. As one goes, so must the other. In BGs these penalties are palpable.
And do you know that damage bonus is only for status effects? Which is how much. 200 damage in pvp?
So its whooping 600 damage while under 50% health.
Thats certainly comparable to whirlwind which increases its damage by 50%. Multiplied by crit.
There is reason while stam is stronger than mag in pvp. Everyone knows that. Its because of stam weapon skill lines are superior to mag weapon skill line (right, one. Resto doesn't count as weapon) and most class skill lines.
And thats that. If we compare only skills it favors stam. Then we go to sets which are divided to damage (mostly stam) and support (mostly mag)
Stam wins again. Proc sets? Stam win
Now even armor type mag vs stam is unbalanced. Less armour, spell resistance is generaly larger than phys. because of some racials and passives. 7% more damage taken from stam.
The Impulse bonus applies to all damage, but it requires the target to be afflicted with Burning. On the other hand, it's a much larger bonus than Whirlwind. Reverse Slice requires a target, and PI is single target for both morphs, so they're not exactly comparable.
Otherwise we seem to be in agreement, Mag's primary issue seems to be that Destro is weaker than 2h/DW/Bow, so I think working on that should be the first priority, that's all my point was.
Ah yes, a victim of the Fake Tooltips. The exe scaling has been tested and confirmed it only boosted the extra damage from the very small burning conditional. You should never use Impulse in cyro unless it's the shock variant.
A magDK can use Flame Pulsar just fine in Cyrodiil.
It is true that the execute damage comes only from the Pulsar Afterburn but what many people do not know is that the Afterburn component itself has a chance to proc Burning a second time on the same cast (with the first being from the cast of Pulsar itself). So you can get two Burning 0-second ticks on top of the Afterburn bonus damage and base Pulsar damage as well as harvest all of the resulting Combustion procs.
To wit, a Charged Pulsar cast has an 84% chance to inflict Burning on each target in the radius and then a 42% chance to inflict Burning again on the follow-up Afterburn during the same GCD. If you have 3-4 targets within the Pulsar radius, you can effectively cast the skill for free due to all of the Combustion procs.
And, with the DK Flame AoE passive, the damage of the Pulsar itself, when added to the Burning and Afterburn damage, will be quite competitive with Shock Pulsar (while being much easier on sustain).
TL;DR: the skill is trashYandereGirlfriend wrote: »Urzigurumash wrote: »@uzigurumashUrzigurumash wrote: »Urzigurumash wrote: »YandereGirlfriend wrote: »Urzigurumash wrote: »What about changing this to Increased Martial Damage to Damage Shields only?
That's an improvement but why have a penalty in the first place?
Why does Medium Armor get to skate on penalties while still being able to spam Roll-Dodge?
The broad consensus seemed to be that Medium armor was sorely in need of buffs compared to Light or Heavy, but I do think we had a Roll Dodge + Vigor meta from Dragonhold to Greymoor, the era of the rock-dancer, and we're probably always at some risk of returning to that tiresome meta.
In my experience, the increased Magicka Damage Taken on Heavy is a huge boon for Mag in BGs right now (specifically because ranged-proc NBs drive the necessity of some Heavy for most players), if not so much in Cyrodiil, but maybe this advantage will become more relevant in Cyrodiil when procs are back.
Anyhow per my recollection, a full hybridization of all 3 armor types would be most thematically in line with other TES games, right?
Overall I'd advocate for buffing Destro spammables (and Eviscerate), like many have said many times, and seeing how these current armor passives pan out. Whatever the armor imbalances, D Swing and Lethal Arrow are still the two best single-target spammables in the game, even if Impulse is close to Whirlwind.
impulse in nowhere near whirlwind . both are aoe but whirlwind has bous damage under 50% health while impulse has minor mangle which doesnt stack.
impulse isnt worth skill slot.
force shock cannot be compared to snipe or d swing because of split damage
wall of elements is pve only
destructive touch is trash
Fire Impulse has Execute Scaling, and it appears to be a 300% modifier to enemies under 50%, opposed to Whirlwind's 100%. The most experienced players I know run Impulse on Mag. It seems most Mag were running Crushing Shock in No Procrodiil this last patch, but still, its damage seems low to me, compared to Lethal Arrow. Point was, buff Destro, and you buff Mag's ranged offense. If Mag's ranged offense were stronger, their poorer mitigation wouldn't put them so far behind Stam. And when I say them, I mean MagPlar, MagDK, and MagNB, because the other 3 were quite strong in No Procodiil and BGs this last patch.
Also, unrelated to that, but Light's penalties move with Heavy's. As one goes, so must the other. In BGs these penalties are palpable.
And do you know that damage bonus is only for status effects? Which is how much. 200 damage in pvp?
So its whooping 600 damage while under 50% health.
Thats certainly comparable to whirlwind which increases its damage by 50%. Multiplied by crit.
There is reason while stam is stronger than mag in pvp. Everyone knows that. Its because of stam weapon skill lines are superior to mag weapon skill line (right, one. Resto doesn't count as weapon) and most class skill lines.
And thats that. If we compare only skills it favors stam. Then we go to sets which are divided to damage (mostly stam) and support (mostly mag)
Stam wins again. Proc sets? Stam win
Now even armor type mag vs stam is unbalanced. Less armour, spell resistance is generaly larger than phys. because of some racials and passives. 7% more damage taken from stam.
The Impulse bonus applies to all damage, but it requires the target to be afflicted with Burning. On the other hand, it's a much larger bonus than Whirlwind. Reverse Slice requires a target, and PI is single target for both morphs, so they're not exactly comparable.
Otherwise we seem to be in agreement, Mag's primary issue seems to be that Destro is weaker than 2h/DW/Bow, so I think working on that should be the first priority, that's all my point was.
Ah yes, a victim of the Fake Tooltips. The exe scaling has been tested and confirmed it only boosted the extra damage from the very small burning conditional. You should never use Impulse in cyro unless it's the shock variant.
A magDK can use Flame Pulsar just fine in Cyrodiil.
It is true that the execute damage comes only from the Pulsar Afterburn but what many people do not know is that the Afterburn component itself has a chance to proc Burning a second time on the same cast (with the first being from the cast of Pulsar itself). So you can get two Burning 0-second ticks on top of the Afterburn bonus damage and base Pulsar damage as well as harvest all of the resulting Combustion procs.
To wit, a Charged Pulsar cast has an 84% chance to inflict Burning on each target in the radius and then a 42% chance to inflict Burning again on the follow-up Afterburn during the same GCD. If you have 3-4 targets within the Pulsar radius, you can effectively cast the skill for free due to all of the Combustion procs.
And, with the DK Flame AoE passive, the damage of the Pulsar itself, when added to the Burning and Afterburn damage, will be quite competitive with Shock Pulsar (while being much easier on sustain).
If we're still speaking in PvP terms if you're gonna use Flame Pulsar in Cyro as a magDK, you might as well just die. And in PvE terms, it's just better to spam unstable wall.
It's a ball group skill and it's good at what it does.
Obviously, using it as a spammable in solo or small-scale play isn't a good idea and I agree with the general statement that "MagDK still doesn't have an execute." At that point you're using an ability that's 50+% more expensive than alternative spammables on a class that already has horrible sustain which isn't worth it at all versus, say, Power Lash.
But if you find yourself in a ball group and are routinely catching 4-8 players in the radius per cast, then you're doing good damage AND casting the ability for free or even gaining Magicka for casting it, which is amazing.
Realistically, you'll get like 2 casts off and then die bc magDK has no survivability or movement without doing barely any damage but hey you got the minor mangle off I guess.
How many times do I need to say that it's not a solo player skill it's a ball group skill.
When you have full raid buffs up on you a magDK is tankier than a solo stamCro in Heavy Armor, the only thing that you're dying to is another ball group or a 40-player faction-stack.
Flame Pulsar is extremely good within this context.