MincMincMinc wrote: »Tommy_The_Gun wrote: »I think this set has potential to be actually broken & more OP than it seems to look. Why ? Cuz 5 Piece bonus looks more like something you would see in a mythic item, rather than a regular set. Just Compare it to Malacath's Band of Brutality:
(1 item) Increases your damage done by 16% but decreases your Critical Damage done by 50%.
Here you basically ignore armour, regardless of how much armour target has. It works on every type of DMG. You target simply does not have armour, as it is impossible to stack this much. So basically, all your DMG is kinda like Oblivion DMG. Let it sink for a while. Many Mythic items are weaker than this set. Take Gaze of Sithis for example. It pales in comparison. It is all about Opportunity Cost... and here it is just launching into space...
The drawback is that you are doing 46% less damage, but that penalty can be mitigated or heavily reduced by "pumping up" critical chance and critical damage done & / or using a lot of DOT abilities.
If you have high crit chance or for example you are ganking, chances are you will be able to kill 40+ Health tanks and almost one shot players with 30 - 35K health. All you need really is to line-up burst. Set like this may be kinda broken on a gank build (even ranged ones) and Sorcs with streak & shields could also be very strong with this set. DOT builds with high crit chance also will be able to put insane pressure even on a very tanky opponents.
I think that the only builds that may be least "susceptible" (but they would fee it) would be builds that focus on blocking and using DMG shields. As far as I am aware, penetration does not affects damage shields. You always do same dmg to shield (it is just a "fake" health bar). So you will basically hit for example Sorc with shield for 46% DMG less while not utilizing Pen.
If you think about it, this set alone kinda puts to shame every Oblivion damage set in the game.
Probably it is going to be nerfed, but only when new Dungeon DLC will obtainable with Crowns. At least this is my guess lol
So I guess... all of ESO+ users should enjoy it while it lasts
Like yandere pointed out shields act like normal health in terms of mitigation and penetration.
In no way does the crit affect this set or become more valuable than running a pen build with the same crit bonuses.
Really it is you gain pen equal to the enemy's resists which equates to roughly 29%-23% damage done based on average pvp builds. You lose 46% damage done. The extra benefit is from running nirn Gsword instead of sharp maul, so you gain 494wd which basically equates to a 5 piece bonus that you could have slotted without running this set from the start. Then it boils down to dropping major breach skills to make up for the 17%-23% damage done loss.
As it stands I cannot think of a single skill that can make up for 17%-23% damage done. Maybe banner with 6% damage done+cavalier+courage..... but even then that has its own -33% flat regen cut.
Zos would have to change the set to be a 30% damage cut to make the set worth a 300-500wd set basically. 25% would make more sense in terms of how it limits the rest of your build to certain choices. Also the max stam 2 and 3 piece bonuses are the worst possible stat line in todays meta. Crit, wd, or crit resist would be nice to see on more sets considering this is a pvp specific set.
chessalavakia_ESO wrote: »PvP damage builds aren't my thing but, would it be viable when working with a group and using it on just one bar?
Have Bar A for killing people that don't have any armor and Have Bar B for killing people running tons of armor.
You'd be bad against people with less extreme amounts but, if you are in a group that might not be a big issue?
MincMincMinc wrote: »chessalavakia_ESO wrote: »PvP damage builds aren't my thing but, would it be viable when working with a group and using it on just one bar?
Have Bar A for killing people that don't have any armor and Have Bar B for killing people running tons of armor.
You'd be bad against people with less extreme amounts but, if you are in a group that might not be a big issue?
Look at some of my other comments, basically this set is a net loss of 17% damage done against your average tanky player and a 23% loss against your average squishy player. It hardly goes even with tanky builds. Not to mention this is just to go even..... you still wasted a 5 piece that you need to make up for. If you swap to nirn Gsword thats 494 damage which makes up for the 5 piece bonus lost. Then the only other trade would be to drop your breach skill for some damage buff skill. Currently I dont know of any damage buff skills that could make up 17-23% damage done.
How this set implements with groups is even worse. More group members means more of a chance they will not be wearing this set and will be using breach and sunder(minor breach)......... Effectively making your set less efficient.
This is why I would say to change the 46% to 30%
Avran_Sylt wrote: »MincMincMinc wrote: »Tommy_The_Gun wrote: »I think this set has potential to be actually broken & more OP than it seems to look. Why ? Cuz 5 Piece bonus looks more like something you would see in a mythic item, rather than a regular set. Just Compare it to Malacath's Band of Brutality:
(1 item) Increases your damage done by 16% but decreases your Critical Damage done by 50%.
Here you basically ignore armour, regardless of how much armour target has. It works on every type of DMG. You target simply does not have armour, as it is impossible to stack this much. So basically, all your DMG is kinda like Oblivion DMG. Let it sink for a while. Many Mythic items are weaker than this set. Take Gaze of Sithis for example. It pales in comparison. It is all about Opportunity Cost... and here it is just launching into space...
The drawback is that you are doing 46% less damage, but that penalty can be mitigated or heavily reduced by "pumping up" critical chance and critical damage done & / or using a lot of DOT abilities.
If you have high crit chance or for example you are ganking, chances are you will be able to kill 40+ Health tanks and almost one shot players with 30 - 35K health. All you need really is to line-up burst. Set like this may be kinda broken on a gank build (even ranged ones) and Sorcs with streak & shields could also be very strong with this set. DOT builds with high crit chance also will be able to put insane pressure even on a very tanky opponents.
I think that the only builds that may be least "susceptible" (but they would fee it) would be builds that focus on blocking and using DMG shields. As far as I am aware, penetration does not affects damage shields. You always do same dmg to shield (it is just a "fake" health bar). So you will basically hit for example Sorc with shield for 46% DMG less while not utilizing Pen.
If you think about it, this set alone kinda puts to shame every Oblivion damage set in the game.
Probably it is going to be nerfed, but only when new Dungeon DLC will obtainable with Crowns. At least this is my guess lol
So I guess... all of ESO+ users should enjoy it while it lasts
Like yandere pointed out shields act like normal health in terms of mitigation and penetration.
In no way does the crit affect this set or become more valuable than running a pen build with the same crit bonuses.
Really it is you gain pen equal to the enemy's resists which equates to roughly 29%-23% damage done based on average pvp builds. You lose 46% damage done. The extra benefit is from running nirn Gsword instead of sharp maul, so you gain 494wd which basically equates to a 5 piece bonus that you could have slotted without running this set from the start. Then it boils down to dropping major breach skills to make up for the 17%-23% damage done loss.
As it stands I cannot think of a single skill that can make up for 17%-23% damage done. Maybe banner with 6% damage done+cavalier+courage..... but even then that has its own -33% flat regen cut.
Zos would have to change the set to be a 30% damage cut to make the set worth a 300-500wd set basically. 25% would make more sense in terms of how it limits the rest of your build to certain choices. Also the max stam 2 and 3 piece bonuses are the worst possible stat line in todays meta. Crit, wd, or crit resist would be nice to see on more sets considering this is a pvp specific set.
If you drop major breach skills, how more viable are Oakensoul 1-bar builds with an additional skill slot open? (which would also remove the need for several other self-buff skills).
Just_Attivi wrote: »I think theres potential in the idea, but I do think 46% is too much. but this also depends on how it interacts with other damage calculations (I saw some people were mathing things out, its too late in the day for me to bother with that, so sorry if youve already figured every which way it might land in the damage calc)
without doing the math, I do think moving it closer to 35% would likely make this set good. Alternatively, if it cut damage in half but made damage bypass shields and resistance like oblivion damage, then youd have a niche set for lower damage output but it could potentially out pace shield spammers, maybe taking the place that snake in the stars originally would have had before it got nuked. (obviously, math needs to be done for balancing in this case, too).
Necrotech_Master wrote: »from my estimations, the cutoff pt for breaking even on dmg would be 30,500 armor
30,500 armor is where the enemy has 46% dmg mitigation from armor
this set ignores armor for -46% dmg done, so seems appropriate
if the enemy armor is less than 30,500, you still see dmg loss (ramping up the dmg penalty the less armor the enemy has)
the max net gain is 4% more dmg, which you would see only when the enemy is running anything over 30,500 armor (so 33,000+ armor you would see the 4% dmg gain)
MincMincMinc wrote: »Necrotech_Master wrote: »from my estimations, the cutoff pt for breaking even on dmg would be 30,500 armor
30,500 armor is where the enemy has 46% dmg mitigation from armor
this set ignores armor for -46% dmg done, so seems appropriate
if the enemy armor is less than 30,500, you still see dmg loss (ramping up the dmg penalty the less armor the enemy has)
the max net gain is 4% more dmg, which you would see only when the enemy is running anything over 30,500 armor (so 33,000+ armor you would see the 4% dmg gain)
Again the problem is that 90% of players even on their defensive bar in pvp sit at or below 28k resists or 19k resists when breached (everyone not running this set will have major breach, all phys damage procs minor breach) This aspect can't really be ignored because it drastically lowers how effective the set is against the vast majority of enemies as I pointed out above.
Its fairly rare that you'll ever come across someone above 30k resists post debuff who is even worth spending time attacking.
Necrotech_Master wrote: »MincMincMinc wrote: »Necrotech_Master wrote: »from my estimations, the cutoff pt for breaking even on dmg would be 30,500 armor
30,500 armor is where the enemy has 46% dmg mitigation from armor
this set ignores armor for -46% dmg done, so seems appropriate
if the enemy armor is less than 30,500, you still see dmg loss (ramping up the dmg penalty the less armor the enemy has)
the max net gain is 4% more dmg, which you would see only when the enemy is running anything over 30,500 armor (so 33,000+ armor you would see the 4% dmg gain)
Again the problem is that 90% of players even on their defensive bar in pvp sit at or below 28k resists or 19k resists when breached (everyone not running this set will have major breach, all phys damage procs minor breach) This aspect can't really be ignored because it drastically lowers how effective the set is against the vast majority of enemies as I pointed out above.
Its fairly rare that you'll ever come across someone above 30k resists post debuff who is even worth spending time attacking.
no i agree, the set while it sounds good on paper (yay 100k pen, i can ignore armor), but when you factor in the constant -46% dmg done and look at the math on a surface level its pretty easy to see that it wont be worth it in general
the character i normally run around with in cyro only has about 23k resists at tops with major/minor resolve running lol, i figure even more optimized players are probably only gonna be in the 25-30k range which would still just be under the line of effectiveness for lamp knight without debuffs
even if they changed the -dmg to be scaling based on armor ignored up to -46% cap, it still likely wouldnt be the meta, but at least it wouldnt incur a major dmg loss on anything lower than 30,500 armor
i11ionward wrote: »It is imperative to thoroughly test how damage reduction interacts (additively or multiplicatively) with other sources. I suspect there might be bugs here. To put it succinctly, the set is either dead on arrival or incredibly broken.
i11ionward wrote: »It is imperative to thoroughly test how damage reduction interacts (additively or multiplicatively) with other sources. I suspect there might be bugs here. To put it succinctly, the set is either dead on arrival or incredibly broken.
Necrotech_Master wrote: »from my estimations, the cutoff pt for breaking even on dmg would be 30,500 armor
30,500 armor is where the enemy has 46% dmg mitigation from armor
this set ignores armor for -46% dmg done, so seems appropriate
if the enemy armor is less than 30,500, you still see dmg loss (ramping up the dmg penalty the less armor the enemy has)
the max net gain is 4% more dmg, which you would see only when the enemy is running anything over 30,500 armor (so 33,000+ armor you would see the 4% dmg gain)
Necrotech_Master wrote: »from my estimations, the cutoff pt for breaking even on dmg would be 30,500 armor
30,500 armor is where the enemy has 46% dmg mitigation from armor
this set ignores armor for -46% dmg done, so seems appropriate
if the enemy armor is less than 30,500, you still see dmg loss (ramping up the dmg penalty the less armor the enemy has)
the max net gain is 4% more dmg, which you would see only when the enemy is running anything over 30,500 armor (so 33,000+ armor you would see the 4% dmg gain)
True but...
Currently to bypass such amount of armor you'd need to build for it (invest all in penetration). With this set you can slot 5pc and with all the rest go into s/w damage or crit damage/chance which will result in much more than just 4% damage gain when compared to current builds.
Let's not forget that one set shouldn't give to much because it will become meta in no time and everyone will run it which is not good.
Edit:
Tldr;
This set will give you permanent more damage against armored targets and lower damage against light and medium armor damage.
Tommy_The_Gun wrote: »Honestly ? I would sincerely want to be wrong. I would rather have set that is a niche / curiosity rather than another meta set.
While I do agree that "mathematically", using Excel Balancing spreadsheet, this set may look weak. But like many things in ESO, raw math in not everything. It would require testing for sure.
The thing is that I don't play this game since yesterday (more like since 2014). And... I just know BS when I see it. And here, red warning light went on.
My 1st reaction was: What is the easiest way to by-pass / reduce the 46% damage reduction penalty of this set ? And imminently I thought about Critical Damage. At base, if you crit, it boost your damage by 50%. So with high enough critical chance (that is very easy to build up), you can kinda almost reduce this penalty to 0 at a cost of not doing critical damage/ doing less critical damage than usual. There is also Critical Damage done stat that will for sure boost your damage more.
Initially, I said that this set kinda converts all your dmg into Oblivion DMG, but It is not accurate. It will be more like "old" version of bleed dmg. This type of dmg used to by-pass armour & only armour. So Block & Shields & minor / major buffs still reduced it.
All in all, I think that if you will focus Crit chance, crit dmg done and use many DOT sources of damage and use some Execute, this set may actually be pretty powerful. Especially if you will stack a lot of DOT abilities. Keep in mind that it affects all you damage. Usually, you would want to have a couple of strong hitting abilities for a burst combo. But with this set, it will be more like a very strong "pressure damage", since it affects all your damage.
Again, I hope I am wrong and this set will be niche/not used vs hyper strong meta set. I guess we will see. I just have this feeling that it might be very strong with a proper build.
Necrotech_Master wrote: »i11ionward wrote: »It is imperative to thoroughly test how damage reduction interacts (additively or multiplicatively) with other sources. I suspect there might be bugs here. To put it succinctly, the set is either dead on arrival or incredibly broken.
penetration only ignores armor
it does not ignore any other form of mitigation (blocking, major/minor protection, undeath, etc) like true oblivion dmg would
so this set is literally only ignoring normal armor mitigation, and then penalizing yourself with a nearly same amount of -dmg as the armor would be negating
MincMincMinc wrote: »i11ionward wrote: »It is imperative to thoroughly test how damage reduction interacts (additively or multiplicatively) with other sources. I suspect there might be bugs here. To put it succinctly, the set is either dead on arrival or incredibly broken.
Not really, I already covered that in one of my posts at most you are talking a difference of 1% damage done.
This is because the damage done from pen is not additive with % damage done. There is no crazy efficiency mechanisms going on that can blow out of proportion.
i11ionward wrote: »Necrotech_Master wrote: »i11ionward wrote: »It is imperative to thoroughly test how damage reduction interacts (additively or multiplicatively) with other sources. I suspect there might be bugs here. To put it succinctly, the set is either dead on arrival or incredibly broken.
penetration only ignores armor
it does not ignore any other form of mitigation (blocking, major/minor protection, undeath, etc) like true oblivion dmg would
so this set is literally only ignoring normal armor mitigation, and then penalizing yourself with a nearly same amount of -dmg as the armor would be negating
Perhaps I didn't express myself clearly. By "damage reduction," I meant the part of the effect "Reduce your damage done by 46%," and it is specifically in this part that I suspect there might be bugs or exploits. I believe there should be no issues with penetration, and everything will work as specified.MincMincMinc wrote: »i11ionward wrote: »It is imperative to thoroughly test how damage reduction interacts (additively or multiplicatively) with other sources. I suspect there might be bugs here. To put it succinctly, the set is either dead on arrival or incredibly broken.
Not really, I already covered that in one of my posts at most you are talking a difference of 1% damage done.
This is because the damage done from pen is not additive with % damage done. There is no crazy efficiency mechanisms going on that can blow out of proportion.
Then it's simple – the set is dead on arrival.
MincMincMinc wrote: »i11ionward wrote: »Necrotech_Master wrote: »i11ionward wrote: »It is imperative to thoroughly test how damage reduction interacts (additively or multiplicatively) with other sources. I suspect there might be bugs here. To put it succinctly, the set is either dead on arrival or incredibly broken.
penetration only ignores armor
it does not ignore any other form of mitigation (blocking, major/minor protection, undeath, etc) like true oblivion dmg would
so this set is literally only ignoring normal armor mitigation, and then penalizing yourself with a nearly same amount of -dmg as the armor would be negating
Perhaps I didn't express myself clearly. By "damage reduction," I meant the part of the effect "Reduce your damage done by 46%," and it is specifically in this part that I suspect there might be bugs or exploits. I believe there should be no issues with penetration, and everything will work as specified.MincMincMinc wrote: »i11ionward wrote: »It is imperative to thoroughly test how damage reduction interacts (additively or multiplicatively) with other sources. I suspect there might be bugs here. To put it succinctly, the set is either dead on arrival or incredibly broken.
Not really, I already covered that in one of my posts at most you are talking a difference of 1% damage done.
This is because the damage done from pen is not additive with % damage done. There is no crazy efficiency mechanisms going on that can blow out of proportion.
Then it's simple – the set is dead on arrival.
Bug wise I dont see any way to mess with this. Itll just be a flat debuff like malacath is.
It could also be one of those sets where zos undershoots it on week 1, but then makes it make sense on week 2. Maybe they were worried people would freak out about perfect pen like they did on onslaught, which is now gutted.
Avran_Sylt wrote: »MincMincMinc wrote: »i11ionward wrote: »Necrotech_Master wrote: »i11ionward wrote: »It is imperative to thoroughly test how damage reduction interacts (additively or multiplicatively) with other sources. I suspect there might be bugs here. To put it succinctly, the set is either dead on arrival or incredibly broken.
penetration only ignores armor
it does not ignore any other form of mitigation (blocking, major/minor protection, undeath, etc) like true oblivion dmg would
so this set is literally only ignoring normal armor mitigation, and then penalizing yourself with a nearly same amount of -dmg as the armor would be negating
Perhaps I didn't express myself clearly. By "damage reduction," I meant the part of the effect "Reduce your damage done by 46%," and it is specifically in this part that I suspect there might be bugs or exploits. I believe there should be no issues with penetration, and everything will work as specified.MincMincMinc wrote: »i11ionward wrote: »It is imperative to thoroughly test how damage reduction interacts (additively or multiplicatively) with other sources. I suspect there might be bugs here. To put it succinctly, the set is either dead on arrival or incredibly broken.
Not really, I already covered that in one of my posts at most you are talking a difference of 1% damage done.
This is because the damage done from pen is not additive with % damage done. There is no crazy efficiency mechanisms going on that can blow out of proportion.
Then it's simple – the set is dead on arrival.
Bug wise I dont see any way to mess with this. Itll just be a flat debuff like malacath is.
It could also be one of those sets where zos undershoots it on week 1, but then makes it make sense on week 2. Maybe they were worried people would freak out about perfect pen like they did on onslaught, which is now gutted.
ZoS has a history of additive bonuses that they need to revert to multiplicative. (Torug’s, Infused, Telvanni Efficiency, Quickened)
Is the damage reduction additive or multiplicative with things like Berserk, or Malacath’s Band?
MincMincMinc wrote: »Avran_Sylt wrote: »MincMincMinc wrote: »i11ionward wrote: »Necrotech_Master wrote: »i11ionward wrote: »It is imperative to thoroughly test how damage reduction interacts (additively or multiplicatively) with other sources. I suspect there might be bugs here. To put it succinctly, the set is either dead on arrival or incredibly broken.
penetration only ignores armor
it does not ignore any other form of mitigation (blocking, major/minor protection, undeath, etc) like true oblivion dmg would
so this set is literally only ignoring normal armor mitigation, and then penalizing yourself with a nearly same amount of -dmg as the armor would be negating
Perhaps I didn't express myself clearly. By "damage reduction," I meant the part of the effect "Reduce your damage done by 46%," and it is specifically in this part that I suspect there might be bugs or exploits. I believe there should be no issues with penetration, and everything will work as specified.MincMincMinc wrote: »i11ionward wrote: »It is imperative to thoroughly test how damage reduction interacts (additively or multiplicatively) with other sources. I suspect there might be bugs here. To put it succinctly, the set is either dead on arrival or incredibly broken.
Not really, I already covered that in one of my posts at most you are talking a difference of 1% damage done.
This is because the damage done from pen is not additive with % damage done. There is no crazy efficiency mechanisms going on that can blow out of proportion.
Then it's simple – the set is dead on arrival.
Bug wise I dont see any way to mess with this. Itll just be a flat debuff like malacath is.
It could also be one of those sets where zos undershoots it on week 1, but then makes it make sense on week 2. Maybe they were worried people would freak out about perfect pen like they did on onslaught, which is now gutted.
ZoS has a history of additive bonuses that they need to revert to multiplicative. (Torug’s, Infused, Telvanni Efficiency, Quickened)
Is the damage reduction additive or multiplicative with things like Berserk, or Malacath’s Band?
It should be additive, but I suppose it is worth checking. Ill add it to my list.
Avran_Sylt wrote: »MincMincMinc wrote: »Avran_Sylt wrote: »MincMincMinc wrote: »i11ionward wrote: »Necrotech_Master wrote: »i11ionward wrote: »It is imperative to thoroughly test how damage reduction interacts (additively or multiplicatively) with other sources. I suspect there might be bugs here. To put it succinctly, the set is either dead on arrival or incredibly broken.
penetration only ignores armor
it does not ignore any other form of mitigation (blocking, major/minor protection, undeath, etc) like true oblivion dmg would
so this set is literally only ignoring normal armor mitigation, and then penalizing yourself with a nearly same amount of -dmg as the armor would be negating
Perhaps I didn't express myself clearly. By "damage reduction," I meant the part of the effect "Reduce your damage done by 46%," and it is specifically in this part that I suspect there might be bugs or exploits. I believe there should be no issues with penetration, and everything will work as specified.MincMincMinc wrote: »i11ionward wrote: »It is imperative to thoroughly test how damage reduction interacts (additively or multiplicatively) with other sources. I suspect there might be bugs here. To put it succinctly, the set is either dead on arrival or incredibly broken.
Not really, I already covered that in one of my posts at most you are talking a difference of 1% damage done.
This is because the damage done from pen is not additive with % damage done. There is no crazy efficiency mechanisms going on that can blow out of proportion.
Then it's simple – the set is dead on arrival.
Bug wise I dont see any way to mess with this. Itll just be a flat debuff like malacath is.
It could also be one of those sets where zos undershoots it on week 1, but then makes it make sense on week 2. Maybe they were worried people would freak out about perfect pen like they did on onslaught, which is now gutted.
ZoS has a history of additive bonuses that they need to revert to multiplicative. (Torug’s, Infused, Telvanni Efficiency, Quickened)
Is the damage reduction additive or multiplicative with things like Berserk, or Malacath’s Band?
It should be additive, but I suppose it is worth checking. Ill add it to my list.
Huh, I think additive would be a bug as it makes sources of global % damage increases more valuable than any other type of % damage increases with this set.
LKA
1000 x (1 - 0.46) = 540
LKA + Minor Berserk
Additive: 1000 x (1 - 0.46 + 0.05) = 590
An increase of 9.25% compared to 540
Multiplicative: 1000 x (1- 0.46) x (1 + 0.05) = 567
An increase of 5% compared to 540
LKA + Minor Berserk + Malacath's
Additive: 1000 x (1 - 0.46 + 0.05 + 0.16) = 750
An increase of 38.8...% compared to 540
Multiplicative: 1000 x (1 - 0.46) x (1 + 0.05 + 0.16) = 653.4
An increase of 21% compared to 540
LKA + Minor Berserk + Major Berserk + Malacath's
Additive: 1000 x (1 - 0.46 + 0.05 + 0.1 + 0.16) = 850
An increase of 57.407...% compared to 540
Multiplicative: 1000 x (1 - 0.46) x (1 + 0.05 + 0.1 + 0.16) = 707.4
An increase of 31% compared to 540
PLease correct me if i have this wrong
lets just say enemy has 33k resistance
and you have 5k spell damage, and this set, which is 100k pen
basically you are getting rid of the entire 33k (a surplus of 67k) - so all of your 5k is getting through
now of your 5k. its 46% less - so 2300.
on something like jabs, which hits every 0.1 second or something like that... you'll nuke players. 5 x jabs at 2300 = 11500 straight away.
am i missing something?
MincMincMinc wrote: »Avran_Sylt wrote: »MincMincMinc wrote: »Avran_Sylt wrote: »MincMincMinc wrote: »i11ionward wrote: »Necrotech_Master wrote: »i11ionward wrote: »It is imperative to thoroughly test how damage reduction interacts (additively or multiplicatively) with other sources. I suspect there might be bugs here. To put it succinctly, the set is either dead on arrival or incredibly broken.
penetration only ignores armor
it does not ignore any other form of mitigation (blocking, major/minor protection, undeath, etc) like true oblivion dmg would
so this set is literally only ignoring normal armor mitigation, and then penalizing yourself with a nearly same amount of -dmg as the armor would be negating
Perhaps I didn't express myself clearly. By "damage reduction," I meant the part of the effect "Reduce your damage done by 46%," and it is specifically in this part that I suspect there might be bugs or exploits. I believe there should be no issues with penetration, and everything will work as specified.MincMincMinc wrote: »i11ionward wrote: »It is imperative to thoroughly test how damage reduction interacts (additively or multiplicatively) with other sources. I suspect there might be bugs here. To put it succinctly, the set is either dead on arrival or incredibly broken.
Not really, I already covered that in one of my posts at most you are talking a difference of 1% damage done.
This is because the damage done from pen is not additive with % damage done. There is no crazy efficiency mechanisms going on that can blow out of proportion.
Then it's simple – the set is dead on arrival.
Bug wise I dont see any way to mess with this. Itll just be a flat debuff like malacath is.
It could also be one of those sets where zos undershoots it on week 1, but then makes it make sense on week 2. Maybe they were worried people would freak out about perfect pen like they did on onslaught, which is now gutted.
ZoS has a history of additive bonuses that they need to revert to multiplicative. (Torug’s, Infused, Telvanni Efficiency, Quickened)
Is the damage reduction additive or multiplicative with things like Berserk, or Malacath’s Band?
It should be additive, but I suppose it is worth checking. Ill add it to my list.
Huh, I think additive would be a bug as it makes sources of global % damage increases more valuable than any other type of % damage increases with this set.
LKA
1000 x (1 - 0.46) = 540
LKA + Minor Berserk
Additive: 1000 x (1 - 0.46 + 0.05) = 590
An increase of 9.25% compared to 540
Multiplicative: 1000 x (1- 0.46) x (1 + 0.05) = 567
An increase of 5% compared to 540
LKA + Minor Berserk + Malacath's
Additive: 1000 x (1 - 0.46 + 0.05 + 0.16) = 750
An increase of 38.8...% compared to 540
Multiplicative: 1000 x (1 - 0.46) x (1 + 0.05 + 0.16) = 653.4
An increase of 21% compared to 540
LKA + Minor Berserk + Major Berserk + Malacath's
Additive: 1000 x (1 - 0.46 + 0.05 + 0.1 + 0.16) = 850
An increase of 57.407...% compared to 540
Multiplicative: 1000 x (1 - 0.46) x (1 + 0.05 + 0.1 + 0.16) = 707.4
An increase of 31% compared to 540
I keep forgetting to download the pts while I am at work, but Ill test it ingame tonight. UESP has all these %dmg buffs as addititve.
I wasnt playing at the time, but I remember someone sending me patch notes where they talk about making the % buffs all additive to help new players understand better...... like that is what keeps them up at night.
Avran_Sylt wrote: »MincMincMinc wrote: »Avran_Sylt wrote: »MincMincMinc wrote: »Avran_Sylt wrote: »MincMincMinc wrote: »i11ionward wrote: »Necrotech_Master wrote: »i11ionward wrote: »It is imperative to thoroughly test how damage reduction interacts (additively or multiplicatively) with other sources. I suspect there might be bugs here. To put it succinctly, the set is either dead on arrival or incredibly broken.
penetration only ignores armor
it does not ignore any other form of mitigation (blocking, major/minor protection, undeath, etc) like true oblivion dmg would
so this set is literally only ignoring normal armor mitigation, and then penalizing yourself with a nearly same amount of -dmg as the armor would be negating
Perhaps I didn't express myself clearly. By "damage reduction," I meant the part of the effect "Reduce your damage done by 46%," and it is specifically in this part that I suspect there might be bugs or exploits. I believe there should be no issues with penetration, and everything will work as specified.MincMincMinc wrote: »i11ionward wrote: »It is imperative to thoroughly test how damage reduction interacts (additively or multiplicatively) with other sources. I suspect there might be bugs here. To put it succinctly, the set is either dead on arrival or incredibly broken.
Not really, I already covered that in one of my posts at most you are talking a difference of 1% damage done.
This is because the damage done from pen is not additive with % damage done. There is no crazy efficiency mechanisms going on that can blow out of proportion.
Then it's simple – the set is dead on arrival.
Bug wise I dont see any way to mess with this. Itll just be a flat debuff like malacath is.
It could also be one of those sets where zos undershoots it on week 1, but then makes it make sense on week 2. Maybe they were worried people would freak out about perfect pen like they did on onslaught, which is now gutted.
ZoS has a history of additive bonuses that they need to revert to multiplicative. (Torug’s, Infused, Telvanni Efficiency, Quickened)
Is the damage reduction additive or multiplicative with things like Berserk, or Malacath’s Band?
It should be additive, but I suppose it is worth checking. Ill add it to my list.
Huh, I think additive would be a bug as it makes sources of global % damage increases more valuable than any other type of % damage increases with this set.
LKA
1000 x (1 - 0.46) = 540
LKA + Minor Berserk
Additive: 1000 x (1 - 0.46 + 0.05) = 590
An increase of 9.25% compared to 540
Multiplicative: 1000 x (1- 0.46) x (1 + 0.05) = 567
An increase of 5% compared to 540
LKA + Minor Berserk + Malacath's
Additive: 1000 x (1 - 0.46 + 0.05 + 0.16) = 750
An increase of 38.8...% compared to 540
Multiplicative: 1000 x (1 - 0.46) x (1 + 0.05 + 0.16) = 653.4
An increase of 21% compared to 540
LKA + Minor Berserk + Major Berserk + Malacath's
Additive: 1000 x (1 - 0.46 + 0.05 + 0.1 + 0.16) = 850
An increase of 57.407...% compared to 540
Multiplicative: 1000 x (1 - 0.46) x (1 + 0.05 + 0.1 + 0.16) = 707.4
An increase of 31% compared to 540
I keep forgetting to download the pts while I am at work, but Ill test it ingame tonight. UESP has all these %dmg buffs as addititve.
I wasnt playing at the time, but I remember someone sending me patch notes where they talk about making the % buffs all additive to help new players understand better...... like that is what keeps them up at night.
Additive in the positive direction is fine. +90% damage done (with no other bonuses) is close to about double damage.
Additive in the negative direction is not fine. -90% damage done (with no other damage bonuses) means you deal ten times less damage. (Assuming that it takes 100 - 90 = 10)
And I wonder if things really are all additive.
See for example: Minor Berserk (self-buff), Minor Force (self crit buff), Minor Vulnerability (enemy debuff), Minor Brittle (enemy crit debuff).
All these could possibly be placed in their own multiplicative buckets in an equation. Should mean a critical is only dealing 30% more damage if everything is in play. But given the DPS people parse, I wonder if it's all multiplicative given the unique sources to be considered, making it ultimately 33% increased damage (and then continuously compound that against any other multiplicative buffs/debuffs with their own unique placement, Major variants, and the like all stacked).