Maintenance for the week of July 20:
• [COMPLETE] PC/Mac: NA and EU megaservers for patch maintenance – July 20, 4:00AM EDT (8:00 UTC) - 12:00PM EDT (16:00 UTC)
• [COMPLETE] Xbox: NA and EU megaservers for patch maintenance – July 20, 4:00AM EDT (8:00 UTC) - 12:00PM EDT (16:00 UTC)
• [COMPLETE] PlayStation®: NA and EU megaservers for patch maintenance – July 20, 4:00AM EDT (8:00 UTC) - 12:00PM EDT (16:00 UTC)

Runeblade Status Effect Chance

VoidParticle
VoidParticle
✭✭✭
ijudkbwnanr5.jpg

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.
  • ESO_Nightingale
    ESO_Nightingale
    ✭✭✭✭✭
    ✭✭✭✭✭
    Did runeblades kill your dog or something?
    PvE Frost Warden Main and teacher. Come Join the ESO Frost Discord to discuss everything frost!: https://discord.gg/5PT3rQX
    Youtube: https://www.youtube.com/@Frostingale
    Twitch: https://www.twitch.tv/eso_nightingale
  • VoidParticle
    VoidParticle
    ✭✭✭
    Did runeblades kill your dog or something?

    Other MMOs have figured out how to design consistent behaviors so that people can actually play the game and expect interactions reliably. ESO struggles to find consistency. When they started to implement some, they still decided many similar skills will behave differently for no apparent reason. Either they're not concerned with consistency and expect everyone to always waste their life checking every skill interaction, or they are but it's too much work to fix all the bugs.

    I've spent to much time theory crafting different builds just to find out something unintuitive is going on that breaks the build.
  • Finedaible
    Finedaible
    ✭✭✭✭✭
    ✭✭
    Devs have been giving single-target, multi-hit attacks the same status chance % as single-target DoTs since Flurry unfortunately. They just never explicitly stated that or documented it anywhere. The only 'confirmation' I could find was an obscure post from someone who had contacted support about Flurry many, many years ago thinking it was a bug, but supposedly support confirmed this was intentional for multi-hit attacks. WHY none of this is officially stated or why ZoS decided it would be a good idea to hide important stats and mechanics from players we may never know; it doesn't make much sense. It never made sense to hide enemy resistances when the gameplay heavily depends on knowing it, for example.
  • YandereGirlfriend
    YandereGirlfriend
    ✭✭✭✭✭
    ✭✭✭✭✭
    ijudkbwnanr5.jpg

    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.
  • Usureki
    Usureki
    ✭✭✭
    I think this post should be a bug report as even if the effect is 'intended' it is not at all documented anywhere and is confusing. I'd recommend posting it either on the forum here or in-game as a bug report.
  • Vaqual
    Vaqual
    ✭✭✭✭✭
    ijudkbwnanr5.jpg

    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.

    Totally agree. That would have been appropriate a long time ago, even before Signet came out.

    Edited for quoting the wrong reply.
    Edited by Vaqual on June 29, 2026 12:11AM
  • ZOS_GregoryV
    Greetings,

    We have move this thread to a more appropriate category.

    Regards,
    -Greg-
    The Elder Scrolls Online: Tamriel Unlimited - ZeniMax Online Studios
    Forum Rules | Code of Conduct | Terms of Service | Home Page | Help Site
    Staff Post
Sign In or Register to comment.