The Damage over Time effects listed below will now contiguously update their damage based on your stats each tick, rather than following the standard of snap shotting their stats on application. This should fix a few issues where they were not inheriting traits, such as Bloodthirsty, or other changes in stats like Flawless Dawnbreaker.
Arms of Relequen
Cutting Dive
Those procs are based off weapon and spell damage, so any change to those stats, will effect damage of the proc. What it is saying, is now every tick, it will use your current modifier (weapon/spell damage).
Bloodthirsty adds weapon/spell damage. Bloodthirsty bonus will be calculated with each tick or application of a proc, and there by "inherit Bloodthirsty trait now."
For those who may not have read the patchnotes, with this update 30, many sets are weaker UNIVERSALLY, so to make the procs as strong as before update 30, you will need 6,500 spell or weapon damage (doesn't matter which) for damage type procs, and for healing procs you will need 39,000 Magicka or Stamina resource pools.
But the good news is that Bloodthirsty will increase this damage as the enemies lose health, thus, it's almost as if even your set bonuses are an "execute."
The other benefit of this change is that it reduces these players who can be both overpowered healers AND overpowered DD's, unless you have Ring of the Pale Order--and even then, RotPO was rendered useless in group dungeon settings (which is actually kinda nice since it made healers pointless for some DD's).
Ippokrates wrote: »Ok, I have tried to test it but it seems that now Domihaus is not giving fire dmg at all, so we need to wait until they would diagnose this bug XD
Ippokrates wrote: »But what if you are using sets like Domihaus? Would increase of proc dmg affect all enemies in the fire ring, not only the one I am currently fighting?
RotPO was rendered useless in group dungeon settings (which is actually kinda nice since it made healers pointless for some DD's).
RotPO was rendered useless in group dungeon settings (which is actually kinda nice since it made healers pointless for some DD's).
Yeah, but sadly it also rendered vampire builds worthless in Trials. At least in Dungeons the healing is still at 8% and uncapped giving it some use. They really messed vampires up to have to crutch on an item set like that to take full advantage of their strengths.
Ippokrates wrote: »
But what if you are using sets like Domihaus? Would increase of proc dmg affect all enemies in the fire ring, not only the one I am currently fighting?
RotPO was rendered useless in group dungeon settings (which is actually kinda nice since it made healers pointless for some DD's).
Yeah, but sadly it also rendered vampire builds worthless in Trials. At least in Dungeons the healing is still at 8% and uncapped giving it some use. They really messed vampires up to have to crutch on an item set like that to take full advantage of their strengths.
I mean, I get it. But also, if you're in a trials, you're gonna have 1 to 2 healers. You really don't need to have RotPO for a trials build, do you? I usually have at least 2 builds per character depending on the situation. Like swapping Relequen and NMG when going into PvP, I go from crit to Stamina + Weapon Damage + Malacath to avoid wiffing-it when it comes to attacking Damage Shield and Crit-resist players.
I mean, this is just one example of adapting to the situation. but I do get it, some sets just don't feel as fun as others.
You miss the point as Vampires can't be healed by other people to begin with. When they use Blood for Blood for 5 seconds they cannot be healed by other people, and while maintaining the Blood Frenzy channel all healing from others is cut off to. A DPS using Simmering Frenzy to boost spell and weapon damage to ludicrous levels used the Pale Order Ring to not instantly die and actually be able to get a longer duration out of it safely. This playstyle is now permanently dead in trials.
Edit: And they can't switch out the abilities during the trial either. To get Arterial Burst over BfB they need to morph their skills either before hand or leave the trial and come back. Also even as a stage 1 vampire all non-vampire skills cost more. Sure healers can seriously boost sustain, I know because I am one, but it's still annoying to have to fight against that issue.
Ahh, see I've never played a Vampire, so I had no idea about the healing part. I've only know about the resource regen stifling aspect. My apologies. Yeah, they need to make it so that Vamps can bypass that debuff for groups...