Yeah it was a bit weired. You don't really get less damage if you know how to properly weave it. That being said this change will probably make weaving jabs easier to get into, since the animation will line up with when you can Light AttackZiggyTStardust wrote: »I don't mind them nerfing the damage of jabs, but the new animations are sereiously killing my intrest in playing templar
I mind them nerfing jabs with a comment that suggests they don't know how to weave on a templar.
nwilliams2107b16_ESO wrote: »As per title, can’t get on for a while how’s the changes to Templar looking?
nwilliams2107b16_ESO wrote: »As per title, can’t get on for a while how’s the changes to Templar looking?
Damage wise it seems to be doing great relative to other classes, parsing about same as necro and blades in ESOU. It'll probably reach 120k along with the two classes in Live. It feels terrible to parse on because damage looks gutted, but everyone's damage is gutted anyway so relatively it's fine?
nwilliams2107b16_ESO wrote: »As per title, can’t get on for a while how’s the changes to Templar looking?
Damage wise it seems to be doing great relative to other classes, parsing about same as necro and blades in ESOU. It'll probably reach 120k along with the two classes in Live. It feels terrible to parse on because damage looks gutted, but everyone's damage is gutted anyway so relatively it's fine?
It’ll be fine for everyone to be gutted when content pegged at our current top parses (without the new extra 2358 pen and 10% damage done from Major Slayer) is adjusted for our new gutted ones. “We’re all in this together” only goes so far when the content released five weeks ago isn’t included in that sentiment.
How are you calculating that?
Remember that it's 5% or 12% of the base damage per tick, not compounding.
While in the area, enemies take 900 Magic Damage every 2 seconds for 12 seconds which increases by 5% per tick.

- This ability and its morphs now last 20 seconds, up from 12.
- These abilities now tick one extra time over their duration.
- Ritual of Retribution (morph):
- Reduced the damage per tick of this morph by approximately 52%.
- This morph now increases by 12% damage per tick, up from 5%.

MovesLikeJaguar wrote: »James-Wayne wrote: »Oh no the Jabs animation and visuals is so bad and my single target damage has dropped massively. Deadly is useless now
They reduced the damage by 21% on single target because something something light attack weaving.
I mean, when you weaved before, you didn't suffer a DPS loss with jabs at all, so their point here was an excuse. It still does ~12-16k damage. Still good, and still feels good to use. But it looks bad, the old animation was way cooler looking.
It did need a nerf, it's been really strong for a long time. I was expecting 10% at some point, but you know how ZoS is with their sledgehammer nerfs.
Also how is Deadly useless now? It still effects the skill just fine. It's just that it overall deals 21% less damage, which blows.
James-Wayne wrote: »MovesLikeJaguar wrote: »James-Wayne wrote: »Oh no the Jabs animation and visuals is so bad and my single target damage has dropped massively. Deadly is useless now
They reduced the damage by 21% on single target because something something light attack weaving.
I mean, when you weaved before, you didn't suffer a DPS loss with jabs at all, so their point here was an excuse. It still does ~12-16k damage. Still good, and still feels good to use. But it looks bad, the old animation was way cooler looking.
It did need a nerf, it's been really strong for a long time. I was expecting 10% at some point, but you know how ZoS is with their sledgehammer nerfs.
Also how is Deadly useless now? It still effects the skill just fine. It's just that it overall deals 21% less damage, which blows.
Only issue is due to my high ping I cant light attack weave very well due to the actions not registering quick enough so sure if you can weave perfectly its probably fine, what about those that can't? There isnt even another class spammable we can use.
Billium813 wrote: »How are you calculating that?
Remember that it's 5% or 12% of the base damage per tick, not compounding.
Oh, it isn't compounding? The tooltip makes it sound like it is imo. I had used a compound interest formula originally, but I can change that. Fair enough.
Current Ritual of RetributionWhile in the area, enemies take 900 Magic Damage every 2 seconds for 12 seconds which increases by 5% per tick.
New Ritual of Retribution
- This ability and its morphs now last 20 seconds, up from 12.
- These abilities now tick one extra time over their duration.
- Ritual of Retribution (morph):
- Reduced the damage per tick of this morph by approximately 52%.
- This morph now increases by 12% damage per tick, up from 5%.
I apologize in advance for my terrible math. I'm sure I'm getting this totally wrong. Also, I know this is only for the optimal situation and the fact that most enemies will not spend 100% of their time in the entire 20 second duration means it is less damage overall. I dislike how horribly back-heavy this is now. It hurts the spirit of mobile combat.
Quick question: should the 0.52 in your second formula be 0.48? They reduced the base tick by 52%, so it's now 48% of live. On my tooltip in game it's actually only 47%.


In general additional tick damage is not compounding in this game. (If it sounds too good to be true, it usually is.) Outside of combat, too, XP gains and gold gains and such are also additive percentages of base values. Like a 150% xp scroll plus a 100% event bonus plus 10% ESO+ and 10% Ring of Mara gets you an additional 270% xp on top of the base, not multiplicative bonuses.

Billium813 wrote: »Quick question: should the 0.52 in your second formula be 0.48? They reduced the base tick by 52%, so it's now 48% of live. On my tooltip in game it's actually only 47%.
Ah, that does make more sense; I must have read it wrong! I'm no mathematician. The way it is (... * 0.52), it's saying "52% of its value". But if it's being reduced by ~52%, it should be changed. Thanks for pointing that out!
Also, they did say "approximately 52%", so 47% may be within that discrepancy. I'm sure there are more factors in their calculations than just a flat %52 reduction.
Between not being compound and using the wrong percentage, the value is down significantly from what I thought it was first. Dang. I wonder why they are nerfing the damage so heavily by 52%. If it compounded, then it would look like this
which isn't even really that much more considering it's spread out over 20 secondsIn general additional tick damage is not compounding in this game. (If it sounds too good to be true, it usually is.) Outside of combat, too, XP gains and gold gains and such are also additive percentages of base values. Like a 150% xp scroll plus a 100% event bonus plus 10% ESO+ and 10% Ring of Mara gets you an additional 270% xp on top of the base, not multiplicative bonuses.
Right, that makes sense. I think for me it's just the wording on Ritual of Retribution that makes me think it's compound. Saying that something increases by 5% each time, makes me assume the value goes up from its previous value by 5% each time, not necessarily going up by a static, base value each time. All the XP bonuses make sense as additive to me because they all would apply at once, when the XP gain is calculated. The wording on RoR sounds compound to me because it applies multiple times over a duration, but with context I can see it not being so. Thanks for the clarification and testing to verify!