This will be a 4-part post.
1. Who am I?
2. Learning the Game
3. Buffs and De-buffs
4. Summary
Who am I?
I joined ESO back in 2012, and have the little pet monkey for joining during the Beta. When I joined, I remember having fun with the game, but ultimately thought the combat was boring. I was used to more responsive gameplay with clearly labelled off GCD abilities (we’ll get into this later) and things to do between your 1 second skills. The 2nd time I came back to the game was when I learned about the animation cancelling that had been in the game since launch, what we call today, weaving.
Before ESO launched, I was playing MMOs, and since ESO’s launch, I’ve played other MMOs. When I play a game, I like to push content, really master my character, and drive home solid solo effort. I want to see if I can clear content with fewer people, and stronger mastery of my skills.
Since returning to ESO about 4 months ago, I’ve cleared both vet arena’s multiple times. I’ve cleared normal dungeons solo, and some vet dungeons solo. I’m interested in attempting to clear some Cloudrest bosses solo, but haven’t stepped into that ring just yet. I would expect the lessons I’ve learned doing solo content at a high level to give me an advantage in group content.
Learning the Game (long section)
I like to dig into the numbers behind the scenes. I want to know what is in my build, what tools are available, and why they are available. I’m an engineer, and I like to see how things work. Guides are great, but having been in a high level raiding scene before, I don’t inherently trust them. So I set about my work, reviewing things like esocalc, alcasthq, and whatever else I could find. After hitting a non-trial dummy and digging into my own numbers, here’s what I figured to be true (more on this later):
Penetration is the highest damage-yielding number until you hit cap.
Spell Power / Weapon Power vastly out-perform crit (you’ll see).
Magicka / Stamina out-perform crit.
Crit doesn’t seem to be very good.
Quick maths & stealing esocalc’s coefficients (lvl 50, drop all skillpoints, champ points, gear, and use
mundus stone. Craft cp160 white inferno staff that will deal 1037 tooltip dmg) hitting skeleton dummy (18200 resistance):
Spell Dmg = 2037; Mag = 12000; Pen = 0
Resistance = 1-(18200/50000) = 0.636
Coefficient of Spell dmg = 0.425525; Coefficient of Mag = 0.0405
( [SD * CoSD] + [Mag * CoMag] ) = ~1353 * .636 = ~860
Now let’s tackle crit. Base crit chance is 10% and base crit dmg is 50%. 219 Crit is needed for 1% crit chance increase. Going back to our base setup, 860 is our base dmg.
(860 * chance not to crit ) + ( 860 * chance to crit *1.5 )
(860*0.9)+(860*0.1*1.5) = 903.4
Total Dmg Calc:
( [Spell Damage * CoSD ] + [ Mag * CoMag ] ) * ( 1 – ( [ 18200 – Pen ] / 50000 ) ) = Base Dmg Output
( [ Base Dmg Output * Chance not to Crit ] + [ Base Dmg Output * Chance to Crit * Crit Damage ] ) = Total Average Dmg
Now lets play around with adding each kind of dmg.
Put Fighters guild ability circle of protection on bar with Fighter’s guild passive increase spell dmg by 6%. Spell Dmg is 2098, Mag 12000, Pen 0, Crit 10%, Crit Dmg 1.5x dmg output is: 876 base and 1315 crit. 920.7 average hit.
Equilibrium on bar with Mage guild 2% Mag. Spell Dmg is 2037, Mag 12240, Pen 0, Crit 10%, Crit Dmg 1.5x, dmg output is: 866 base and 1300 crit. 909.9 average hit.
Equip sharpened cp160 white inferno staff. Spell Dmg is 2037, Mag 12000, Pen 2856, Pen 0, Crit 10%, Crit Dmg 1.5x, dmg output is: 937 base and 1406 crit. 984.5 average hit.
Equip precise cp160 white inferno staff (3.2% = 219*3.2 = ~701 Spell Crit) Spell Dmg is 2037, Mag 12000, Pen 0, Pen 0, Crit 13.2% (~701 Spell Crit), Crit Dmg 1.5x, dmg output is: 860 base and 903 crit. 917.2 average hit.
Now let’s calculate the value of each *point before pen cap: (Dmg Output – Base Dmg Output) / Amount gained
*IMPORTANT NOTE: these are only relevant numbers in comparison to the other stats*
SD = (920.7-903.4)/61 = ~0.284
Mag = (909.9-903.4)/240 = ~0.027
Pen = (984.5-903.4)/2856 = ~0.028
Crit = (917.2-903.4)/701 = ~0.02
Now let’s compare this to armor sets at gold tier level:
Pen 1487 ~40.1 dmg increase before pen cap
Mag 1096 ~27.4 dmg increase before pen cap
SD 129 ~33.8 dmg increase before pen cap
Crit 657 ~13.14 dmg increase before pen cap
Crit does just underperform here, it massively underperforms. Every adding the minor force available during solo play, crit is still awful at 1.6x crit damage. So for several months, I was wondering why anyone would bother with any sort of crit build and I ran in the opposite direction, pushing spell power as high as I could go. The first trial I went to at Cloudrest, I did ~25% of the damage of the group. But I had just barely made the parsing limit to be able to go in the first place, only getting about 60k on a trial dummy.
So what’s the difference? Why does everyone push crit builds and crit damage? Because of the one thing none of the above calculations takes into account and the biggest core problem that’s causing a gap between elite players and noobs like myself.
Buffs and De-buffs
There are 2 insanely important kinds of buffs in ESO. They’re hinted at above but you’d be forgiven for missing it. Resistance de-buffs and Critical Damage Buffs are massively important in ESO.
Popping over to the top leaderboard kill for Dreadsail Reef, the tank is wearing Saxhleel’s (Major Force), and a dedicated support healer was wearing Roaring Opportunist (Major Slayer) and Jorvulds (Increases Buff duration). The tank had Pestilent Colossus slotted to provide Major Vulnerability to AOE, and the support healer was using Aggressive Horn to help maintain Major force and provide 10% extra magicka and stamina to the group. Another DPS player was using the Elemental Catalyst set to keep up the crit de-buff (15%) while using Avid Boneyard, Stalking Blastbones, and mystic siphon as the different elemental damage sources.
With all that and harpooner’s taken into account, our base crit damage goes from 1.5x to the capped 2.75x very quickly. In fact, that’s what the entire group is built around. Let’s see how valuable crit is at a baseline of 2.75x.
Base = 1010 average hit
SD = 1030 average hit - 1010 / 61 = ~0.328
Mag = 1018 average hit - 1010 / 240 = ~0.033
Pen = 1101 average hit - 1010 / 2856 = ~0.032
Crit = 1059 average hit - 1010 / 701 = ~0.071
Pen 1487 ~47.3 dmg increase before pen cap
Mag 1096 ~36.2 dmg increase before pen cap
SD 129 ~42.3 dmg increase before pen cap
Crit 657 ~46.6 dmg increase before pen cap
There are more factors at play, but the dramatic difference between having crit buffs/debuffs is absolutely highlighted here. Without all the buffs and keeping a consistent uptime, crit is the worst stat to invest in. With the buffs and consistent uptime, crit is the most valuable stat after pen cap (which is very easy to attain, but if you aren’t maintaining major and minor breach, things go downhill very quickly).
Even at 2.56x crit damage (less than a Major Force from cap), Spell Damage is a better investment option. It is *only* when the right buffs are in place, that crit exceeds Spell Damage in terms of a valuable investment.
Summary
You’re nerfing the wrong thing. Going after rotations and weaving won’t change the significant damage differences that a coordinated buffing team will have over a PUG. The buffs and de-buffs in the game are far far far too powerful. Everyone chasing the elite players is chasing the wrong thing. You’re personal DPS rotation on the dummies is giving you the wrong information. Unless you have a tank and healer actively working on their rotations to keep uptime on the buffs, crit is not your friend.
I believe the buffs and de-buffs need to have hard nerfs. Nerf them by up to 75% and provide that 75% dmg to base numbers. ESO is extremely dependent on well-coordinating buffs in groups, and all the lessons learned doing solo play, do not help the group achieve high damage. In many cases, a personal damage loss to pick up an extra buff is far more valuable to group DPS numbers than higher personal damage. This is true even for your highest damage DPS.
Until the buffs and de-buffs in the game are thoroughly reviewed, reduced, consolidated, and even removed, the gap between your average player wanting to do damage, and the elite high end is going to stay consistently