TankHealz2015 wrote: »Curious how disease status effect may work with Fasalla's Guille + Serpent's Disdain.
Could this create a "super spreader" event?
Also Sundered plus Serpents Disdain. Could we apply Sundered to multiple targets quickly and increase WD/SD by 300, 400, 500,... ?
TankHealz2015 wrote: »No PTS access/no NB character,... But still.
Curious how disease status effect may work with Fasalla's Guille + Serpent's Disdain.
Could this create a "super spreader" event?
Also Sundered plus Serpents Disdain.
Is the a quick way to apply Sundered to multiple targets quickly and increase WD/SD by 300, 400, 500,... ?
Curious.
tsaescishoeshiner wrote: »Elemental Susceptibility's damage is potentially going down with the changes. The 6% nerf to Burning is probably more than the increases to Chilled and Concussed—effects which deal very, very little damage on Live, so a 100% increase isn't what it sounds.
MashmalloMan wrote: »Status effect tick damage:
- Burning = 100% (3 ticks over 4s)
- Poisoned = 66% (scales up to 2x, 3 ticks over 4s)
- Hemorrhaging = 44% (stacking 3x, 3 ticks over 4s)
- Hemorrhaging = 75%/100%/125% (2nd and 3rd stack add +25%, 3 ticks over 4s)
- Concussed = 110% (125% if within 4s)
- Overcharged = 110%
- Sundered = 110%
- Chilled = 110%
- Diseased = 100% + 40% (aoe 4s cd)
tsaescishoeshiner wrote: »I think not everyone follows the logic that because two weapon skill lines have abilities that cost nothing, every weapon skill line needs one. It all just comes down to the individual skills and whether they're useful combined with the other skills and passives.
I was recently reminded that Mark Target had a magicka cost added, when its main use is applying Major Breach. Not sure why I'd use the skill at that point.
If Ele Sus had a cost, it would probably need something else added to it. But then it might be too strong.
tsaescishoeshiner wrote: »
I was recently reminded that Mark Target had a magicka cost added, when its main use is applying Major Breach. Not sure why I'd use the skill at that point.
MashmalloMan wrote: »tsaescishoeshiner wrote: »Elemental Susceptibility's damage is potentially going down with the changes. The 6% nerf to Burning is probably more than the increases to Chilled and Concussed—effects which deal very, very little damage on Live, so a 100% increase isn't what it sounds.MashmalloMan wrote: »Status effect tick damage:
- Burning = 100% (3 ticks over 4s)
- Poisoned = 66% (scales up to 2x, 3 ticks over 4s)
- Hemorrhaging = 44% (stacking 3x, 3 ticks over 4s)
- Hemorrhaging = 75%/100%/125% (2nd and 3rd stack add +25%, 3 ticks over 4s)
- Concussed = 110% (125% if within 4s)
- Overcharged = 110%
- Sundered = 110%
- Chilled = 110%
- Diseased = 100% + 40% (aoe 4s cd)
https://forums.elderscrollsonline.com/en/discussion/651733/status-effect-rework-analysis-good-change#latest
See link and quote above for more info on status effects from PTS.
Definitely not, it's going to go up, easy enough to prove. Chilled and Concussed both deal more damage than Burning as an individual tick now and scale a bit better as Direct CP is more vital than DOT CP in pvp/pve.
Converting these percent's into numbers. Builds can achieve this, it's not that difficult:
PTS:
- Burning Tick = 2000 (x3 over 4s) = 6000
- Chill Tick = 2200
- Concussed Tick = 2200 (Without 15% multiplier)
- Burst from 1st ticks = 6400
- Total with +2 Burning Ticks= 10400
Live:
- Burning Tick = 2128 (x3 over 4s) = 6384
- Chill Tick = 1068
- Concussed Tick = 1068
- Burst from 1st ticks = 4264
- Total with +2 Burning Ticks = 8520
This is a +50% buff to burst or +22% buff to total damage dealt vs live, without the 15% multiplier from Concussed which now becomes easier to obtain because 4/7.5s an enemy is now Concussed with this ability guaranteed.tsaescishoeshiner wrote: »I think not everyone follows the logic that because two weapon skill lines have abilities that cost nothing, every weapon skill line needs one. It all just comes down to the individual skills and whether they're useful combined with the other skills and passives.
I was recently reminded that Mark Target had a magicka cost added, when its main use is applying Major Breach. Not sure why I'd use the skill at that point.
If Ele Sus had a cost, it would probably need something else added to it. But then it might be too strong.
Ele Sus is specifically strong on back bar where you slot most of your defensive and long duration buff skills in pvp, thus most builds have a 2 piece/ability flex spot there. Individually, this skill is way too powerful surpassing actual damage abilities like Degeneration in damage dealt over time. Adding a cost still wouldn't fix the issue, but it would at least make it more balanced.
In the other thread we came up with a complete rework that still keeps the original identity alive.
- 2400-2700ish cost
- 20s duration
- +5% ele damage dealt based on weapon type
- 1x status effect instead of 3x based on weapon type
- Procs every 4-6s, instead of every 7.5s
This way, it strips away the set and forget playstyle to get minor maim, minor vulnerability, minor brittle, and major breach ALL in a 30s ability for no cost. It lasts less time, costs something, and is focused on the weapon type you're using.
I believe Force Pulse and it's interaction with Charged also needs to be looked at.
It's classified as a single target direct damage ability which gives it a base 10% chance to proc a status effect.
Destruction staff has a base 100% increase to this chance in passives.
Charged is an additional 240% (I forget the changed value).
There is a 30% increase in the champion tree.
So this is in total a 400% increase, bringing that 10% chance to 50%.
Force Pulse I believe is the only ability in the game with 3 different damage types. Due to this it is offering way too much additional damage from the added proc of these new buffs to immediate damage status effects. And the interaction of the Asylum staff AND charged is giving waaaay too much free damage. This will immediately become the new meta.
Easy fix, change the % chance of each status effect proc to account for the number of elements active in the ability. So for force pulse that's 3.33% (10/3=3.33% chance per Element. That's still a 16.15% chance per element which seems balanced.
This really needs to be addressed before live because we don't need a ranged spammable doing that much damage.
I believe Force Pulse and it's interaction with Charged also needs to be looked at.
It's classified as a single target direct damage ability which gives it a base 10% chance to proc a status effect.
Destruction staff has a base 100% increase to this chance in passives.
Charged is an additional 240% (I forget the changed value).
There is a 30% increase in the champion tree.
So this is in total a 400% increase, bringing that 10% chance to 50%.
Force Pulse I believe is the only ability in the game with 3 different damage types. Due to this it is offering way too much additional damage from the added proc of these new buffs to immediate damage status effects. And the interaction of the Asylum staff AND charged is giving waaaay too much free damage. This will immediately become the new meta.
Easy fix, change the % chance of each status effect proc to account for the number of elements active in the ability. So for force pulse that's 3.33% (10/3=3.33% chance per Element. That's still a 16.15% chance per element which seems balanced.
This really needs to be addressed before live because we don't need a ranged spammable doing that much damage.
Question? Can A single cast of an ability with multiple hits of the same damage type proc the same status effect multiple times? That is to say, this seems most obviously like it has the potential to be really strong with force pulse, but what I'm wondering is if that is this case would this also effect runeblades, jabs, sweeps, and rapid strikes (maybe bloodthirst).
I believe Force Pulse and it's interaction with Charged also needs to be looked at.
It's classified as a single target direct damage ability which gives it a base 10% chance to proc a status effect.
Destruction staff has a base 100% increase to this chance in passives.
Charged is an additional 240% (I forget the changed value).
There is a 30% increase in the champion tree.
So this is in total a 400% increase, bringing that 10% chance to 50%.
Force Pulse I believe is the only ability in the game with 3 different damage types. Due to this it is offering way too much additional damage from the added proc of these new buffs to immediate damage status effects. And the interaction of the Asylum staff AND charged is giving waaaay too much free damage. This will immediately become the new meta.
Easy fix, change the % chance of each status effect proc to account for the number of elements active in the ability. So for force pulse that's 3.33% (10/3=3.33% chance per Element. That's still a 16.15% chance per element which seems balanced.
This really needs to be addressed before live because we don't need a ranged spammable doing that much damage.
Question? Can A single cast of an ability with multiple hits of the same damage type proc the same status effect multiple times? That is to say, this seems most obviously like it has the potential to be really strong with force pulse, but what I'm wondering is if that is this case would this also effect runeblades, jabs, sweeps, and rapid strikes (maybe bloodthirst).
I believe Force Pulse and it's interaction with Charged also needs to be looked at.
It's classified as a single target direct damage ability which gives it a base 10% chance to proc a status effect.
Destruction staff has a base 100% increase to this chance in passives.
Charged is an additional 240% (I forget the changed value).
There is a 30% increase in the champion tree.
So this is in total a 400% increase, bringing that 10% chance to 50%.
Force Pulse I believe is the only ability in the game with 3 different damage types. Due to this it is offering way too much additional damage from the added proc of these new buffs to immediate damage status effects. And the interaction of the Asylum staff AND charged is giving waaaay too much free damage. This will immediately become the new meta.
Easy fix, change the % chance of each status effect proc to account for the number of elements active in the ability. So for force pulse that's 3.33% (10/3=3.33% chance per Element. That's still a 16.15% chance per element which seems balanced.
This really needs to be addressed before live because we don't need a ranged spammable doing that much damage.
Necrotech_Master wrote: »I believe Force Pulse and it's interaction with Charged also needs to be looked at.
It's classified as a single target direct damage ability which gives it a base 10% chance to proc a status effect.
Destruction staff has a base 100% increase to this chance in passives.
Charged is an additional 240% (I forget the changed value).
There is a 30% increase in the champion tree.
So this is in total a 400% increase, bringing that 10% chance to 50%.
Force Pulse I believe is the only ability in the game with 3 different damage types. Due to this it is offering way too much additional damage from the added proc of these new buffs to immediate damage status effects. And the interaction of the Asylum staff AND charged is giving waaaay too much free damage. This will immediately become the new meta.
Easy fix, change the % chance of each status effect proc to account for the number of elements active in the ability. So for force pulse that's 3.33% (10/3=3.33% chance per Element. That's still a 16.15% chance per element which seems balanced.
This really needs to be addressed before live because we don't need a ranged spammable doing that much damage.
if you use the asylum destro staff, you get 100% chance for status effects every other cast, regardless of building into increasing chance of effects
Let me guess, pvp complaint?