Take flight has a travel time even at point blank, which means that it won't deal it's damage in the GCD it is casted during. So what you're seeing in this example is someone doing Shattering rocks, take flight, then light attack -> molten whip.
Nothing sketchy at all about what you've shared here.
In this example, soul of flame is a delayed burst that fires after four seconds. Shattering rocks is a delayed stun that stuns after one second, and deals it's damage when you break free. Molten whip is instant, and burning status effects can happen at any moment from any source of flame damage.
So this person cast soul of flame, then 2 seconds later cast shattering rocks, then whipped you on the next GCD. Resulting in all the damage applying within one global cooldown.
I'm not sure you quite understand how igneous weapons works - this is a pre buff that causes your light/heavy attacks to deal damage that shows up as "igneous weapons", so it'll always appear in the same GCD as weaves.
Take flight has a travel time even at point blank, which means that it won't deal it's damage in the GCD it is casted during. So what you're seeing in this example is someone doing Shattering rocks, take flight, then light attack -> molten whip.
But these examples aren't anywhere near what is actually possible at the high end. If I was to do Incinerate -> soul of flame -> corrosive -> shattering rocks -> Light attack/molten whip/bash, you might see as many as 6 abilities dealing damage to you in one GCD, and even more instances of damage when considering things like quick cloak, shatterspike mantle, glyphs, status effects, etc.
The ability to layer burst damage like this is what allows people to be killed in modern eso. Without these mechanics, we'd all be slapping eachother with pool noodles and never dying through the absurd self healing and mitigation we have today.
Take flight has a travel time even at point blank, which means that it won't deal it's damage in the GCD it is casted during. So what you're seeing in this example is someone doing Shattering rocks, take flight, then light attack -> molten whip.
The best way to do it is: Incinerate (5 second to hit) + Soul of Flame (4 second to hit) + light attack + Disintegrating Dragonfire + Shattering rocks (1 second to hit) + Take flight + light attack + Molten whip. Everything explodes at once. Something like Incap + Shalks
Turtle_Bot wrote: »No exploit going on here, just simple delayed damage being stacked correctly to land a big burst of damage within 1 GCD.
From what I can tell, the internal GCD starts upon activating an ability, not when it lands, so:
- Shattering rocks procs it's damage when it ends (or you break free) but is actually cast 1.5-2s before the combo lands due to having the 1 second delay before it attempts to stun it's target, then the additional delay of breaking free/ending before it deals it's damage instance.
- Leap is cast next, assuming a 0.5-0.8s air-time for them to travel to you, even in melee range (shattering rocks is now ~0.8s away from landing it's delayed damage when leap is cast).
- Molten whip is cast last since it is instant and deals it's damage on cast, due to not being delayed nor having a travel time/projectile, thus it hits at the same time (or with milliseconds) of leap landing and shattering rocks proccing it's delayed damage.
.
Oh, this is the key. Shattering rocks if you just stand there only does damage after 5 seconds (1 second snare, 4 second stun, then damage). But since I break free right away, the damage hit me at that moment, right? So I myself played the key role in getting them all to hit at once!
I knew about all the old delayed combos, I use them all the time on my sorc, used to use the old shalks/dizzy/executioner, incap/bow; just didnt realize how you could do it with this new skill set. Thanks for the post!
Nothing sketchy at all about what you've shared here.
In this example, soul of flame is a delayed burst that fires after four seconds. Shattering rocks is a delayed stun that stuns after one second, and deals it's damage when you break free. Molten whip is instant, and burning status effects can happen at any moment from any source of flame damage.
So this person cast soul of flame, then 2 seconds later cast shattering rocks, then whipped you on the next GCD. Resulting in all the damage applying within one global cooldown.
I'm not sure you quite understand how igneous weapons works - this is a pre buff that causes your light/heavy attacks to deal damage that shows up as "igneous weapons", so it'll always appear in the same GCD as weaves.
Take flight has a travel time even at point blank, which means that it won't deal it's damage in the GCD it is casted during. So what you're seeing in this example is someone doing Shattering rocks, take flight, then light attack -> molten whip.
But these examples aren't anywhere near what is actually possible at the high end. If I was to do Incinerate -> soul of flame -> corrosive -> shattering rocks -> Light attack/molten whip/bash, you might see as many as 6 abilities dealing damage to you in one GCD, and even more instances of damage when considering things like quick cloak, shatterspike mantle, glyphs, status effects, etc.
The ability to layer burst damage like this is what allows people to be killed in modern eso. Without these mechanics, we'd all be slapping eachother with pool noodles and never dying through the absurd self healing and mitigation we have today.
React,
I was only highlighting the abilities (as I stated after the logs), not the enchantments/pre buffs like burning, igneous. They are in there only because I wanted to show the unchanged log
your last example with incinerate won't work, because shattering rocks is a 5 second delay before the damage: 1 second snare, 4 second stun, then the damage hits. Incinerate is also 5 second delay.
Since shattering rocks is 5 seconds, then, In the first scenario they had to 1) cast shattering rocks, 2) wait one second, cast soul of flame, wait 4 seconds and 3) cast molten whip, is that right? How to time those casts so that they land within .1 milliseconds? Is that an addon? Or just "muscle memory" like light attack canceling? If it is "muscle memory" there should be a variance in when the different abilities hit in a large sample size
In the second log above, He had to 1) cast shattering rocks, 2) wait 4.5 seconds, cast Take flight, 3) cancel take flight with molten whip.
I was aware of course that you have to stack damage, the old example is shalks/dizzying swing/executioner. But in that scenario Dizzy has a delay. I didn't realize that Take flight has a delay even if point blank.
Anyway thanks for the exegesis!
Even if they managed to time the shattering rocks to expire "exactly" when the other two skills hit, it shouldn't be possible for take flight and molten weapons to hit in the same gcd.
Even if they managed to time the shattering rocks to expire "exactly" when the other two skills hit, it shouldn't be possible for take flight and molten weapons to hit in the same gcd.
Oh, this is the key. Shattering rocks if you just stand there only does damage after 5 seconds (1 second snare, 4 second stun, then damage). But since I break free right away, the damage hit me at that moment, right? So I myself played the key role in getting them all to hit at once!
I knew about all the old delayed combos, I use them all the time on my sorc, used to use the old shalks/dizzy/executioner, incap/bow; just didnt realize how you could do it with this new skill set. Thanks for the post!
It's not just the revamped skills tho, the examples you originally posted as bugs have been staple delayed burst combos for DK as long as I've been playing the game (5 years), and probably for much longer than that.
Oh sorry about that, my mistake. BTW thank you as always for your amazing youtube videos that show all your builds. I see you have posted the build video that explains all this, lol.
So in the example I posted, do you think it was just dumb luck that the shattering rocks procced right when molten whip hit ? Do you cast the shattering rock in the order you specified assuming they will break free immediately and thus it's damage syncs with the other ones? Or is it mostly just to lock them down?
Oh sorry about that, my mistake. BTW thank you as always for your amazing youtube videos that show all your builds. I see you have posted the build video that explains all this, lol.
So in the example I posted, do you think it was just dumb luck that the shattering rocks procced right when molten whip hit ? Do you cast the shattering rock in the order you specified assuming they will break free immediately and thus it's damage syncs with the other ones? Or is it mostly just to lock them down?
In that video I posted, I actually show some burst combos that sort of explain this.
Yes, with shattering rocks you're always casting it assuming they're going to break free ASAP or try to roll it. Their alternative is to not break free, and sit there not healing/blocking/dodging while you rip them in half - so you can assume they're always going to break free.
I don't think it was dumb luck, the person was probably just trying to stack them together.
The funny thing about shattering rocks is that previously the skill was instant. This means that someone would cast it on you and instantly stun you, which with decent ping and reaction time meant that you would ALWAYS be able to break free and roll/block before they could hit you with an ability in the next global cooldown. There was adequate counterplay, even if you couldn't block/roll it, because it was tied to the global cooldown. The counterplay was be fast enough.
This patch zenimax actually changed the ability to make it dodgeable, and they gave it a one second delay before stunning. They said that this was to "create more counterplay for the ability", but in practice this actually gives less counterplay.
The delay means that at the exact moment when this skill will stun you, your opponent can cast any other ability on you. This means they can guarantee a stun + huge combo on you if they were to cast something like leap which is undodgeable, because if you dodge the shattering rocks you'll get stunned by the leap, but if you don't dodge you'll get stunned by the shattering rocks and still eat the leap. Same goes for things like kjalnir, meteor, etc.
Tale as old as time - Zenimax attempting a PVP-focused balance change that ends up having the exact opposite effect it was intended to have.
Turtle_Bot wrote: »No exploit going on here, just simple delayed damage being stacked correctly to land a big burst of damage within 1 GCD.
From what I can tell, the internal GCD starts upon activating an ability, not when it lands, so:
- Shattering rocks procs it's damage when it ends (or you break free) but is actually cast 1.5-2s before the combo lands due to having the 1 second delay before it attempts to stun it's target, then the additional delay of breaking free/ending before it deals it's damage instance.
- Leap is cast next, assuming a 0.5-0.8s air-time for them to travel to you, even in melee range (shattering rocks is now ~0.8s away from landing it's delayed damage when leap is cast).
- Molten whip is cast last since it is instant and deals it's damage on cast, due to not being delayed nor having a travel time/projectile, thus it hits at the same time (or with milliseconds) of leap landing and shattering rocks proccing it's delayed damage.
.
Oh, this is the key. Shattering rocks if you just stand there only does damage after 5 seconds (1 second snare, 4 second stun, then damage). But since I break free right away, the damage hit me at that moment, right? So I myself played the key role in getting them all to hit at once!
I knew about all the old delayed combos, I use them all the time on my sorc, used to use the old shalks/dizzy/executioner, incap/bow; just didnt realize how you could do it with this new skill set. Thanks for the post!