calamity192 wrote: »I've dropped a piece of this set yesterday and was thinking about possible place for it. Have you got any ideas?
After some thinking, the shell I decided to try this set in Status Effects on DK.
The main reason for that is Combustion probably. Almost single-handedly mitigates the drawback of this set with 40% increased damage of your Burning and Poison status effects.
The second thing is Elemental Explosion: Trauma + Assassin's Misery + Off Balance. This should be fun.
After some unintelligent calculation I concluded that if target has more than 19%ish res (depends on the amount of increased damage, the more you have the more res will cut it, your captain) - this set gives more damage. Which I found acceptable...
With that said, here are the numbers that should help to mitigate and push forward:
Set: -46%
Malacath band: 16%, since we want to build around Status Effect, crit damage probably something we could sacrifice (?)
Combustion: 40%,
Ancient Knowledge 2: 12%
Major berserk: 10%, from Chains of Devastation most likely
Fiery Banner: 11%, Flame Damage (6% more DoT damage) + Class Mastery + Minor Berserk (5% more damage)
CP Thaumaturgy: 6%
CP Exploiter: 10%
Burning is applied with Destructive Touch and Poison with Venomous Claw.
The question is what to choose as second set... I was always dreaming of using Serpent's Disdain somewhere... But something like Deadly Strike could be good too. Or maybe something for durability...
I've been running a status effect DK on and off for the last year and I can't say I'd be too excited about this set. Although I have no idea where the decrease rests in the calculation so it's kind hard to say without that knowledge. Multipliers are always weird like that.
MincMincMinc wrote: »Medium – Lamp Knight’s Art
2 – Adds 1096 Maximum Stamina
3 – Adds 1096 Maximum Stamina
4 – Adds 129 Weapon and Spell Damage
5 – Gain 100000 Offensive Penetration. Reduce your damage done by 46%.
Can we please think this through for a sec.
MincMincMinc wrote: »Medium – Lamp Knight’s Art
2 – Adds 1096 Maximum Stamina
3 – Adds 1096 Maximum Stamina
4 – Adds 129 Weapon and Spell Damage
5 – Gain 100000 Offensive Penetration. Reduce your damage done by 46%.
Can we please think this through for a sec.
No one has enough resistance to counter this.
Just consider that the 5th bonus is: "ignore completely the resistance of the ennemy & reduce your damage done by 46%"
Introducing this type of set into the game puts a brake on the race for resistance, in a way.
Of course, not everyone will use this set, but it may be ZOS's answer to complaints about enemies being too resistant in PvP.
MincMincMinc wrote: »Medium – Lamp Knight’s Art
2 – Adds 1096 Maximum Stamina
3 – Adds 1096 Maximum Stamina
4 – Adds 129 Weapon and Spell Damage
5 – Gain 100000 Offensive Penetration. Reduce your damage done by 46%.
Can we please think this through for a sec.
No one has enough resistance to counter this.
Just consider that the 5th bonus is: "ignore completely the resistance of the ennemy & reduce your damage done by 46%"
Introducing this type of set into the game puts a brake on the race for resistance, in a way.
Of course, not everyone will use this set, but it may be ZOS's answer to complaints about enemies being too resistant in PvP.
Thumbless_Bot wrote: »MincMincMinc wrote: »Medium – Lamp Knight’s Art
2 – Adds 1096 Maximum Stamina
3 – Adds 1096 Maximum Stamina
4 – Adds 129 Weapon and Spell Damage
5 – Gain 100000 Offensive Penetration. Reduce your damage done by 46%.
Can we please think this through for a sec.
No one has enough resistance to counter this.
Just consider that the 5th bonus is: "ignore completely the resistance of the ennemy & reduce your damage done by 46%"
Introducing this type of set into the game puts a brake on the race for resistance, in a way.
Of course, not everyone will use this set, but it may be ZOS's answer to complaints about enemies being too resistant in PvP.
No one complains about people being to resistant. They complain about people being too tanky and heals being broken.
This set needs A LOT more to be viable in combating tankiness, since that seems to be what it is combating, but then the set would negate defensive build choices and likely be op. It's really hard to think of a way that this set can balance on that knives edge.
It's either going to be too weak, as it is now, or too strong. Pick your poison.
The way to move forward with this set is likely to build purely into either raw damage or crit, and then take the 54% of that. Maybe pair it with clever bb, molag kena, and masters destro, but then your recoveries are dog water. It's meh at best for pvp and worse for pve.
YandereGirlfriend wrote: »I finally saw my first Lamp Knight enjoyer show up in a Cyrodiil log.
But the fact that it took several nights of looking for it should tell you everything that's needed about the current balance of the set.
Would love to see the debuff adjusted to ~30-35% in the next PTS Notes.
MincMincMinc wrote: »YandereGirlfriend wrote: »I finally saw my first Lamp Knight enjoyer show up in a Cyrodiil log.
But the fact that it took several nights of looking for it should tell you everything that's needed about the current balance of the set.
Would love to see the debuff adjusted to ~30-35% in the next PTS Notes.
Shoulda been this pts pass, itd take 5 seconds to change the variable.
Curious what the hangup is whether its
- Forum mods not passing the info
- Some manager not making a meeting or worse, needing multiple meetings
- An employee not changing a variable instead of a 5min coffee break
Thumbless_Bot wrote: »MincMincMinc wrote: »YandereGirlfriend wrote: »I finally saw my first Lamp Knight enjoyer show up in a Cyrodiil log.
But the fact that it took several nights of looking for it should tell you everything that's needed about the current balance of the set.
Would love to see the debuff adjusted to ~30-35% in the next PTS Notes.
Shoulda been this pts pass, itd take 5 seconds to change the variable.
Curious what the hangup is whether its
- Forum mods not passing the info
- Some manager not making a meeting or worse, needing multiple meetings
- An employee not changing a variable instead of a 5min coffee break
It would be nice to understand where 46 came from. I don't know ow what the right number is, but, at some point it goes from a damage nerf to a damage buff. Who knows what the right number is, but, as a new set. One would think it would error on the side of a slight buff to make it attractive. 46 is a nerf. No one wants to nerf themselves.
Zos has to be very careful imho, because this set has the potential to be stupid broken if they overbuff it.
Am I correct in my understanding that % damage done modifies are additive to this? If that is true, would this be a somewhat decent set for a stamden? Here's what I'm thinking
Essence Thief - 10% Damage Done
Merciless Charge - ~12% Direct Damage Done (Needs 6666 W/S damage for 12%)
Piercing Cold - 8% Damage Done (Need to be less than 30k HP)
Major Berserk - 10% Damage Done (Wrecking Blow, Saint & Seducer, Sea-Serpent's Coil)
Minor Berserk - 5% Damage Done (Bird of Prey)
Altogether this comes out to 45% damage done. Toss in Minor Vulnerability for -5% damage taken (Swarm) and this should completely counteract the 46% reduced damage, right? This way you can build completely into weapon damage, not nerf your crit damage with malacath (Wardens also get crit damage done with their animal companion passive which can help mitigate the crit damage loss when combined with a battleaxe if using malacath), and have everyone be treated as if they're wearing nothing, or is that wishful thinking?
Am I correct in my understanding that % damage done modifies are additive to this? If that is true, would this be a somewhat decent set for a stamden? Here's what I'm thinking
Essence Thief - 10% Damage Done
Merciless Charge - ~12% Direct Damage Done (Needs 6666 W/S damage for 12%)
Piercing Cold - 8% Damage Done (Need to be less than 30k HP)
Major Berserk - 10% Damage Done (Wrecking Blow, Saint & Seducer, Sea-Serpent's Coil)
Minor Berserk - 5% Damage Done (Bird of Prey)
Altogether this comes out to 45% damage done. Toss in Minor Vulnerability for -5% damage taken (Swarm) and this should completely counteract the 46% reduced damage, right? This way you can build completely into weapon damage, not nerf your crit damage with malacath (Wardens also get crit damage done with their animal companion passive which can help mitigate the crit damage loss when combined with a battleaxe if using malacath), and have everyone be treated as if they're wearing nothing, or is that wishful thinking?
Urzigurumash wrote: »I think it's best compared against Night Mother's Gaze, in other words it's best viewed as an alternative to NMG