Necrotech_Master wrote: »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)
BrentBlemish 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.
BrentBlemish wrote: »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.
Don’t mention that stampede DoT refreshes the vMA 2H dot or they’ll take that away too
MashmalloMan 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 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???
MashmalloMan wrote: »<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.
BrentBlemish 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.