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Stampede change + Maelstrom 2 hand

BrentBlemish
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Im not overly happy with the upfront damage nerf to stampede, although i do like the increased duration... But it adds a huge problem with maelstrom 2 handed and your new philosophy with the 2 hand change...

"Overall, this will reduce the DPS of the skill as well, while letting it have a slightly longer duration to the effect so you can focus on other actions instead."

The problem here is that the maelstrom 2 handed bleed is only 7 seconds. which wasn't terrible over the original 10 second duration of stampede's AoE damage. But now 7 seconds on top of a 15 second duration doesn't allow us to "Focus on other actions" since we still need to swap early to refresh the duration of maelstrom 2 hand.

A good middle ground to this change is to increase the duration of maelstrom 2 handed to 12 seconds. it would also help make up for some of the damage loss from your initial change.
  • prof_doom
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    That seems fair to me.
    Stampede is losing damage overall anyway. Boosting the Maelstrom 2H seems a fair balance to that.
  • Necrotech_Master
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    you know the stampede dot keeps reapplying maelstrom dot for its entire duration or adds the dot to anything that passes through the stampeded aoe, right?

    so in reality the maelstrom dot effectively would last for 22 sec with this change if you only used stampede once and the enemy stayed in the aoe

    i actually see this as a huge buff for a 2h maelstrom stampede build (right now im also stacking unleashed terror on that, which already forces me to re-use stampede every 10 sec to keep the unleashed dot up, but with this change i may move to a different proc that doesnt require stampede being used to proc it, maybe ill try pillar of nirn again lol)
    plays PC/NA
    handle @Necrotech_Master
    active player since april 2014

    i have my main house (grand topal hideaway) listed in the housing tours, it has multiple target dummies, scribing altar, and grandmaster stations (fully filled out with current game), as well as almost every antiquity furnishing on display to preview them

    in progress: acquiring mundus stones (currently only have the thief)

    feel free to stop by and use the facilities
  • remosito
    remosito
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    I thought every tick of stampede refreshed the merciless charge dot. So you got 10 + 7 before. Now you get 15 + 7....
    ShutYerTrap (selectively mute NPC dialogues (stuga, companions); displayleads (antiquity leads location); UndauntedPledgeQueuer (small daily undaunted dungeon queuer window)
  • BrentBlemish
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    you know the stampede dot keeps reapplying maelstrom dot for its entire duration or adds the dot to anything that passes through the stampeded aoe, right?

    so in reality the maelstrom dot effectively would last for 22 sec with this change if you only used stampede once and the enemy stayed in the aoe

    i actually see this as a huge buff for a 2h maelstrom stampede build (right now im also stacking unleashed terror on that, which already forces me to re-use stampede every 10 sec to keep the unleashed dot up, but with this change i may move to a different proc that doesnt require stampede being used to proc it, maybe ill try pillar of nirn again lol)

    I honestly did not know this. will have to test again to see for myself
  • Vaoh
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    Don’t mention that stampede DoT refreshes the vMA 2H dot or they’ll take that away too
  • macsmooth
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    I just mentioned my concern for the vma 2h in the other thread, I did not know it refreshes itself never noticed
    Edited by macsmooth on February 15, 2022 5:22PM
  • BrentBlemish
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    So after doing some testing, what people have said is true, VMA 2 hander DoT does refresh from the DoT of stampede.

    What I have noticed though, is that the 15 seconds of damage change still holds absolutely no impact on DPS because most builds dont have a 15 second rotation. To many other DoTs or abilities fall off at or around the 10 second mark. you actually lose DPS if you stay on your DW damage bar for the full 13-15 seconds of the 2 stampede DoT.

    Overall... last week i got a 110k parse and this week its between 100k-103k. So.... it seems pretty substantial.
  • Rataroto
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    Im not overly happy with the upfront damage nerf to stampede, although i do like the increased duration... But it adds a huge problem with maelstrom 2 handed and your new philosophy with the 2 hand change...

    "Overall, this will reduce the DPS of the skill as well, while letting it have a slightly longer duration to the effect so you can focus on other actions instead."

    The problem here is that the maelstrom 2 handed bleed is only 7 seconds. which wasn't terrible over the original 10 second duration of stampede's AoE damage. But now 7 seconds on top of a 15 second duration doesn't allow us to "Focus on other actions" since we still need to swap early to refresh the duration of maelstrom 2 hand.

    A good middle ground to this change is to increase the duration of maelstrom 2 handed to 12 seconds. it would also help make up for some of the damage loss from your initial change.

    The vMA 2h bleed proc applies every second that stampede does dmg, so it will mean the 'Merciless Charge' dot will last for 22 seconds.
    Edited by Rataroto on February 16, 2022 5:10AM
  • MECHA_STREISAND
    MECHA_STREISAND
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    So after doing some testing, what people have said is true, VMA 2 hander DoT does refresh from the DoT of stampede.

    What I have noticed though, is that the 15 seconds of damage change still holds absolutely no impact on DPS because most builds dont have a 15 second rotation. To many other DoTs or abilities fall off at or around the 10 second mark. you actually lose DPS if you stay on your DW damage bar for the full 13-15 seconds of the 2 stampede DoT.

    Overall... last week i got a 110k parse and this week its between 100k-103k. So.... it seems pretty substantial.

    As a DK I beg to differ.. most of our skills are 14s.

    At first glance of the patch notes this morning I thought no no no, but actually my rotation is incredibly busy around refreshing Carve & Stampede, so perhaps the DPS loss can be made up for with more spam whips.

  • MashmalloMan
    MashmalloMan
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    Vaoh wrote: »
    Don’t mention that stampede DoT refreshes the vMA 2H dot or they’ll take that away too

    They stated it was intentional, this is how every Weapon Skill Altering Set works. The closest set to this would be BRP DW which reprocs on each tick of damage from Blade Cloak.

    However, there may be a bug on the PTS, it doesn't refresh on the ground dot beyond 8s, which results in the total duration aligning with 8 + 7 for 15s.

    While that is neat and tidy from a number perspective, it make no sense to stop allowing it to reproc at 8-15s "just cuz" and nerfs the ability for situations like PVP where targets don't typically just stand in the aoe for the full 15s, this will force PVP players to recast the skill at 8s because it's possible that players won't walk through the field until the 9s-15s mark.

    Really hope it's a bug.
    @MashmalloMan - PC NA

    PC Beta - 2400+ CP
  • remosito
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    Vaoh wrote: »
    Don’t mention that stampede DoT refreshes the vMA 2H dot or they’ll take that away too

    They stated it was intentional, this is how every Weapon Skill Altering Set works. The closest set to this would be BRP DW which reprocs on each tick of damage from Blade Cloak.

    However, there may be a bug on the PTS, it doesn't refresh on the ground dot beyond 8s, which results in the total duration aligning with 8 + 7 for 15s.

    While that is neat and tidy from a number perspective, it make no sense to stop allowing it to reproc at 8-15s "just cuz" and nerfs the ability for situations like PVP where targets don't typically just stand in the aoe for the full 15s, this will force PVP players to recast the skill at 8s because it's possible that players won't walk through the field until the 9s-15s mark.

    Really hope it's a bug.

    seems too specific to be a bug tbh... changed from 10 to 8s...to line up total durations

    probably intentional. up to 15s would have made ma 2h 50% stronger... exceeding some kind of budget???

    Edited by remosito on February 16, 2022 6:57PM
    ShutYerTrap (selectively mute NPC dialogues (stuga, companions); displayleads (antiquity leads location); UndauntedPledgeQueuer (small daily undaunted dungeon queuer window)
  • MashmalloMan
    MashmalloMan
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    remosito wrote: »
    Vaoh wrote: »
    Don’t mention that stampede DoT refreshes the vMA 2H dot or they’ll take that away too

    They stated it was intentional, this is how every Weapon Skill Altering Set works. The closest set to this would be BRP DW which reprocs on each tick of damage from Blade Cloak.

    However, there may be a bug on the PTS, it doesn't refresh on the ground dot beyond 8s, which results in the total duration aligning with 8 + 7 for 15s.

    While that is neat and tidy from a number perspective, it make no sense to stop allowing it to reproc at 8-15s "just cuz" and nerfs the ability for situations like PVP where targets don't typically just stand in the aoe for the full 15s, this will force PVP players to recast the skill at 8s because it's possible that players won't walk through the field until the 9s-15s mark.

    Really hope it's a bug.

    seems too specific to be a bug tbh... changed from 10 to 8s...to line up total durations

    probably intentional. up to 15s would have made ma 2h 50% stronger... exceeding some kind of budget???

    No, it wouldn't be 50% stronger, that doesn't make any sense from how it's actually used.
    1. Adding in random technical limitations that only people like us, forum users and theory crafters would notice is simply bad game design. For what reason should it only proc for the first 8 seconds, but not the last 7 seconds other than the 15s mark? There is none.
    2. In terms of balance, having it last 22s instead of 15s only effects PVP really becasue in PVE, you need to keep up 100% uptime on the ground aoe dot so you would be casting it every 15s anyway. The primary use for stampede on back bar is to proc the enchantment, by casting it every 22s not only would you miss out on the good dps the ground aoe dot offers, but you'd lose a ton of uptime on your enchant. It's simply not worth it and the change has no real effect on PVE.
    3. For PVP, this is a big nerf. For starters, the skill is increasing in cost by a lot, while reducing in direct damage. Thats fine, the other morph should be stronger single target wise, but the combination of a VMA 2H and Stampede only works remotely well because the dot will proc if someone steps into the aoe. Not a single PVPer is going to stand in the aoe dot for 15s straight, but you can rely on them touching the aoe every once and awhile to reproc the set effect, by making the last 7s of the skill worthless to that set, why bother slotting the combination at all? So a PVPer not only has to cast this early at 8/15s, but they also have an increased cost and reduced direct damage. It's already a negligble dot to begin with at about 500 damage a second, the cool part about the effect was that you could keep a bleed on someone for other synergies in the game that require bleeds on people. It combated purging quite well because it was easily refreshed too.

    Main point being, don't introduce weird mechanical situations to the game that arne't necessary to begin with. Kinda like how proc burst sets can't proc together anymore and there is a 1s cooldown, but then there is a bunch of rules as to what does and doesn't apply for this.. It's not even stated on the sets this effects, it's an odd ruleset to add if you're not going to state it on the tooltip. If the intention behind the set should be only works up to 8s on the dot, then it should at least state it, but since ZOS didn't state it and it seems odd to even introduce as it balances nothing, I'm assuming it's a bug for now.
    Edited by MashmalloMan on February 16, 2022 8:50PM
    @MashmalloMan - PC NA

    PC Beta - 2400+ CP
  • Necrotech_Master
    Necrotech_Master
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    <snipped for brevity>

    Main point being, don't introduce weird mechanical situations to the game that arne't necessary to begin with. Kinda like how proc burst sets can't proc together anymore and there is a 1s cooldown, but then there is a bunch of rules as to what does and doesn't apply for this.. It's not even stated on the sets this effects, it's an odd ruleset to add if you're not going to state it on the tooltip. If the intention behind the set should be only works up to 8s on the dot, then it should at least state it, but since ZOS didn't state it and it seems odd to even introduce as it balances nothing, I'm assuming it's a bug for now.

    definitely agree with this, another example to go along with this would be what is considered a proc or not for no-proc cyrodiil

    so there are the rules for burst procs, rules for no procs, and neither being followed consistently or obviously documented in game if something falls into one of these categories
    plays PC/NA
    handle @Necrotech_Master
    active player since april 2014

    i have my main house (grand topal hideaway) listed in the housing tours, it has multiple target dummies, scribing altar, and grandmaster stations (fully filled out with current game), as well as almost every antiquity furnishing on display to preview them

    in progress: acquiring mundus stones (currently only have the thief)

    feel free to stop by and use the facilities
  • Jaraal
    Jaraal
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    Rataroto wrote: »
    Im not overly happy with the upfront damage nerf to stampede, although i do like the increased duration... But it adds a huge problem with maelstrom 2 handed and your new philosophy with the 2 hand change...

    "Overall, this will reduce the DPS of the skill as well, while letting it have a slightly longer duration to the effect so you can focus on other actions instead."

    The problem here is that the maelstrom 2 handed bleed is only 7 seconds. which wasn't terrible over the original 10 second duration of stampede's AoE damage. But now 7 seconds on top of a 15 second duration doesn't allow us to "Focus on other actions" since we still need to swap early to refresh the duration of maelstrom 2 hand.

    A good middle ground to this change is to increase the duration of maelstrom 2 handed to 12 seconds. it would also help make up for some of the damage loss from your initial change.

    The vMA 2h bleed proc applies every second that stampede does dmg, so it will mean the 'Merciless Charge' dot will last for 22 seconds.

    Only if someone is dumb enough to stand in a ground AOE for 22 seconds, lol.

    The fact that the application time has been extended is a rather large nerf.
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