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2 Handed Passive - "Forceful" hide damage change (from 100% to 73%) intended or bug?

PISTOLETVKREDIT
Hello everyone, I need a clarification about this please:

Screenshots from today:
Passive description -
412w744qum4h.png

Light attack damage check -
ll3o98ttvani.png

Heavy attack damage check -
3sz1tir9qg6e.png

As you see its 73% inflicted damage on other 3 target not 100%.

@ZOS_BrianWheeler , @ZOS_GinaBruno , @ZOS_Kevin could you please leave comments on this.

Thanks in advance.

Edited by PISTOLETVKREDIT on September 4, 2023 9:32AM
  • Amerises
    Amerises
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    First thought is CP stars, like single target buff. The other targets are getting hit by an AoE rather than a ST hit.
  • JerBearESO
    JerBearESO
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    Amerises wrote: »
    First thought is CP stars, like single target buff. The other targets are getting hit by an AoE rather than a ST hit.

    Could also be the one that buffs light/heavy attacks perhaps? I think combined that's about the right value difference
  • KlauthWarthog
    KlauthWarthog
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    How much armor penetration do you have on that test?
  • PISTOLETVKREDIT
    I didnt slot any blue stars for the test. My penetration was 4613.

    @ZOS_BrianWheeler , @ZOS_GinaBruno , @ZOS_Kevin any comments please?
  • KlauthWarthog
    KlauthWarthog
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    I didnt slot any blue stars for the test. My penetration was 4613.

    @ZOS_BrianWheeler , @ZOS_GinaBruno , @ZOS_Kevin any comments please?

    So the dummies had 13587 resistance left, which is about 27% damage mitigation. That is why you are dealing 73% damage to the other dummies.
  • PISTOLETVKREDIT
    1st - the description of passive says - "inflicted 100% damage" so all 4 numbers should be the same. There is nothing about pen or cp stars and so on. Logic - penetration not working on other targets makes no sense.

    2nd - test with zero penentation:

    zoncf5luzg6g.png

    wq4g4a9wr9bj.png

    Edited by PISTOLETVKREDIT on September 5, 2023 11:53AM
  • KlauthWarthog
    KlauthWarthog
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    Well, your second test confirms that penetration is factored into the actual damage inflicted to the secondary targets.
    0 penetration means 18200 resistance, which equals 36.4% mitigation, and 1225 is indeed 63.60% of 1926.

    100% of the original damage is copied to the new targets, and then their mitigation kicks in, and the actual damage inflicted is modified accordingly.
  • PISTOLETVKREDIT
    So you are saying penetration is factored twice? 1st target 18200 + second target 18200? And to reach 4 equial numbers my penetration should be 36 400 ?
  • KlauthWarthog
    KlauthWarthog
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    So you are saying penetration is factored twice? 1st target 18200 + second target 18200? And to reach 4 equial numbers my penetration should be 36 400 ?

    Penetration is applied individually to each target. If you have 18200 penetration, you will reduce the mitigation of the first target to 0, and reduce the mitigation of the secondary targets to 0 as well.

    Another example: if you have 8200 penetration, you will reduce the dummies' resistance to 10000 each, which is 20% mitigation.
    If your attack would do 5000 damage to the first target, its mitigation will reduce the damage to 4000.
    This 4000 will be copied to the secondary targets. They also have 20% mitigation, so the final damage to the secondary targets will be 3200.
  • PISTOLETVKREDIT
    I did test with 18200 + cap penetration - the result is equial numbers. Here you are right.

    1ww8a9klv3ku.png

    But if you are not on the cap you should pass this pen/mitigation check twice for 1st and 2nd target. My question is why should it count mitigation twice? My character has for example 8200 own penetration (not debuffs on target) and no matter what i hit it should calculate 8200 pen (20% mitigation, ((PVE 18200 cap)). But here it is calculate like 8200 for the 1st stage = 1 *0.8 =0.8% dmg and than another 0.8*0.8 = 0.64% dmg.for 2nd stage.
    For example if you have more than 2 stages in this calculation and 0 penetration you will see this:
    0kaduaqp4dkw.png

    Just think, the penetration remains the same the targets defences are the same but the 1st stage target and the last stage target will receive the different numbers. You see 5th stage is alrdy 10 %.
    If the game numbers are calculated like this it is incorrect.


  • Dagoth_Rac
    Dagoth_Rac
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    The original damage was already mitigated by the first mob's armor. It should not get mitigated again by the other mob's armor. This kind of "double dipping", of everything from crit chance to healing to damage, is something ZOS have taken steps to eliminate in a lot of other areas of combat. I am not sure why this one skill would be an exception. Seems like an oversight.
  • Amerises
    Amerises
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    Dagoth_Rac wrote: »
    The original damage was already mitigated by the first mob's armor. It should not get mitigated again by the other mob's armor. This kind of "double dipping", of everything from crit chance to healing to damage, is something ZOS have taken steps to eliminate in a lot of other areas of combat. I am not sure why this one skill would be an exception. Seems like an oversight.

    Yeah, that’s pretty interesting, and a little misleading at first glance, however I think either counting it once and copying the damage or “double dipping” makes sense. Not sure it’s an oversight as much as a mechanic decision.
  • JerBearESO
    JerBearESO
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    Could be PvP cleave related? If intended I mean, I would be a countermeasure to the cleave from NPC enemy problem a bit. Does this happen with lightning heavy? That would be a bit of an indicator as to whether it's intended design or not.
  • Necrotech_Master
    Necrotech_Master
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    JerBearESO wrote: »
    Could be PvP cleave related? If intended I mean, I would be a countermeasure to the cleave from NPC enemy problem a bit. Does this happen with lightning heavy? That would be a bit of an indicator as to whether it's intended design or not.

    i believe so, mitigation is still taken into account with the splash dmg

    the only part that these passives ignore would be battle spirit because the dmg would be "double dipping" on that (-50% dmg on the initial attack, so if battle spirit applied to the splash it would be reduced by another 50% before accounting for mitigation)

    that part tends to cause problems when the thing being attacked is an NPC lol
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  • WrathOfInnos
    WrathOfInnos
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    JerBearESO wrote: »
    Could be PvP cleave related? If intended I mean, I would be a countermeasure to the cleave from NPC enemy problem a bit. Does this happen with lightning heavy? That would be a bit of an indicator as to whether it's intended design or not.

    Adding to this, you would not want the splash damage to be dealt without checking the recipient's mitigation. Imagine hitting a glass cannon and the nearby tank with capped resistances feels the same impact.

    I think it should be changed so all targets in the area receive the same base hit, then each one calculates mitigation only using their individual resistances. Basically how every other AoE ability works (Pulsar, Whirling Blades, Scythe).
    Edited by WrathOfInnos on September 8, 2023 1:02PM
  • sleepy_worm
    sleepy_worm
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    JerBearESO wrote: »
    Does this happen with lightning heavy?

    Yes, it does.
  • Mr_Jord_Joe
    Mr_Jord_Joe
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    JerBearESO wrote: »
    Could be PvP cleave related? If intended I mean, I would be a countermeasure to the cleave from NPC enemy problem a bit. Does this happen with lightning heavy? That would be a bit of an indicator as to whether it's intended design or not.

    Adding to this, you would not want the splash damage to be dealt without checking the recipient's mitigation. Imagine hitting a glass cannon and the nearby tank with capped resistances feels the same impact.

    I think it should be changed so all targets in the area receive the same base hit, then each one calculates mitigation only using their individual resistances. Basically how every other AoE ability works (Pulsar, Whirling Blades, Scythe).

    Free AOE? Maybe this not happens, ZoS nerfed HA of staff because this insane stuff...
  • aru
    aru
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    Probably has an answer with penetration or something, but it'd be good to have a response from developers.
  • sleepy_worm
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    I think you should assume that a non-response is confirmation that it is working as intended.
  • KlauthWarthog
    KlauthWarthog
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    I am inclined to believe that communication is actively prevented by the game's management.
    This is a simple question with a binary answer - intended or not intended.
    And not even that gets an answer around here anymore.
  • Panderbander
    Panderbander
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    Just replace every instance of the word "damage" with "crown store" or "crowns". You'll get a response ASAP
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  • CameraBeardThePirate
    CameraBeardThePirate
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    I'm confused - your question was answered by a player already?

    Forceful takes 100% of the damage you deal to someone, and deals that damage to everyone nearby.

    However, their mitigation will apply to the damage still, so it won't be exactly 100% damage.
  • Zodiarkslayer
    Zodiarkslayer
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    Well, Id like to know why it says one thing in the tool tip and does another in the game.

    And if it is intended to work this way, I'd like to have an explanation. Well, actually a simple confirmation would be okay at this point.
    If anyone here says: OH! But, PVP! I swear I'll ...

    Thank you for the valuable input and respectfully recommend to discuss that aspect of ESO on the PVP forum.
  • Galeriano
    Galeriano
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    Dagoth_Rac wrote: »
    The original damage was already mitigated by the first mob's armor. It should not get mitigated again by the other mob's armor. This kind of "double dipping", of everything from crit chance to healing to damage, is something ZOS have taken steps to eliminate in a lot of other areas of combat. I am not sure why this one skill would be an exception. Seems like an oversight.

    Not entirely an oversight. Imagine simple situation in PvP where for example You apply bunch of resistance debuffs to one enemy lowering his resistances to almost zero. It would be a bit wierd for enemies around him to get full damage value without taking their resistances into consideration.
  • ZOS_Icy
    ZOS_Icy
    mod
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