
ESO_Nightingale wrote: »Did runeblades kill your dog or something?
VoidParticle wrote: »
Single Target direct damage skills are supposed to have a base chance to proc status effects of 10%. All signs point to Runeblades fulfilling this requirement. Some have argued that runeblades is unable to proc overcharged more than once per cast despite having 3 direct damage hits (force pulse has 3 separate hits and can proc 3 status effects). However, I was able to show that runeblades can proc overcharged more than once per cast, the base chance is just so low that I had to raise my status effect chance to over 500% to come across a few instances it procd 2 overcharges. Normally this wouldn't matter much because status effects are meant to debuff the enemy and add a little bit of damage, but if status effect damage is actually being used in builds right now, it helps to have a status effect procing skill.
Runeblades has no good reason to break the rules and have a 3% chance of status effects vs other direct damage skills having 10%. If it's somehow just so broken to allow each hit to have 10% status chance then fix status effect damage, don't break the rules for one skill and cause confusion in skill interaction. The skill is acting like a single enemy DOT when the skill description, combat hovering numbers, and combat metrics show it as direct damage. Yet another example of how this game ruins theorycrafting when nothing is consistent. ZOS is not making it easy.
YandereGirlfriend wrote: »VoidParticle wrote: »
Single Target direct damage skills are supposed to have a base chance to proc status effects of 10%. All signs point to Runeblades fulfilling this requirement. Some have argued that runeblades is unable to proc overcharged more than once per cast despite having 3 direct damage hits (force pulse has 3 separate hits and can proc 3 status effects). However, I was able to show that runeblades can proc overcharged more than once per cast, the base chance is just so low that I had to raise my status effect chance to over 500% to come across a few instances it procd 2 overcharges. Normally this wouldn't matter much because status effects are meant to debuff the enemy and add a little bit of damage, but if status effect damage is actually being used in builds right now, it helps to have a status effect procing skill.
Runeblades has no good reason to break the rules and have a 3% chance of status effects vs other direct damage skills having 10%. If it's somehow just so broken to allow each hit to have 10% status chance then fix status effect damage, don't break the rules for one skill and cause confusion in skill interaction. The skill is acting like a single enemy DOT when the skill description, combat hovering numbers, and combat metrics show it as direct damage. Yet another example of how this game ruins theorycrafting when nothing is consistent. ZOS is not making it easy.
Force Pulse is the exception to the rule not the other way around.
Most of the multi-DirectDamage skills get the stealth-nerfed status chance without any documentation about it.
Force Pulse should get nerfed down to match the rest as there is little reason why it alone should be exempted from the rule.