"The Sorcerer Exploitation passive no longer grants Minor Prophecy, and instead provides a unique 2974 Offensive Penetration buff."
We get penetration when one of our core defensive skills require crit chance to proc. Way to go ZOS
AdonisJorge wrote: »"The Sorcerer Exploitation passive no longer grants Minor Prophecy, and instead provides a unique 2974 Offensive Penetration buff."
We get penetration when one of our core defensive skills require crit chance to proc. Way to go ZOS
Just play DK, maybe that is the intention because he got no meaningful nerf and Sorc an WW got
"The Sorcerer Exploitation passive no longer grants Minor Prophecy, and instead provides a unique 2974 Offensive Penetration buff."
We get penetration when one of our core defensive skills require crit chance to proc. Way to go ZOS
Number of issues has been successfully increased.
While I could personally live with that change, I can see why it would annoy a lot of people. I suspect a change is planned for Crit Surge in the rework, otherwise this would be too random.
I don’t agree with the change but I don’t see it as a MASSIVE nerf, it’s 6% crit chance. Now sorc can drop sharpened weapons/ 3 light armor/lover Mundas if they’re using it for something else. 6% is one precise dagger or two lines of crit chance on gear.
crit surge should have the crit requirement removed. it doesn't fit with anything that sorc does these days.
sorc have no crit buffs and no crit damage buffs. they don't even have access to minor force.
I hope this is something that is addressed in the rework, but i can live with it for now.
"The Sorcerer Exploitation passive no longer grants Minor Prophecy, and instead provides a unique 2974 Offensive Penetration buff."
We get penetration when one of our core defensive skills require crit chance to proc. Way to go ZOS
It got a 6% nerf.......lol massive is huge overstatement
Chance to Proc Surge = 1 - (Chance to NOT Crit) ^ Damage Events
HatchetHaro wrote: »It got a 6% nerf.......lol massive is huge overstatement
It didn't even get a 6% nerf.Chance to Proc Surge = 1 - (Chance to NOT Crit) ^ Damage Events
Assuming a low-pressure PvP environment where a Sorcerer is dishing out 3 damage events per second (light attack + skill + enchantment/status effect) at 40% base crit:That's just a 0.09-second delay.
- with Minor Prophecy, at 46% crit: 84.25% chance to proc Crit Surge every second, or about once every 1.19 seconds
- without Prophecy, at 40% crit: 78.40% chance to proc Crit Surge every second, or about once every 1.28 seconds
Increasing this to 5 damage events per second (light attack + Bound Armaments proc) at 40% base crit:A 0.03-second delay is not even noticeable to most people.
- with Minor Prophecy, at 46% crit: 95.41% chance to proc Crit Surge every second, or about once every 1.05 seconds
- without Prophecy, at 40% crit: 92.22% chance to proc Crit Surge every second, or about once every 1.08 seconds
In PvE, we're looking at a way higher base crit chance and way more damage events per second; the 6% crit chance difference there for proccing Crit Surge is invisible.
It got a 6% nerf.......lol massive is huge overstatement
HatchetHaro wrote: »It got a 6% nerf.......lol massive is huge overstatement
It didn't even get a 6% nerf.Chance to Proc Surge = 1 - (Chance to NOT Crit) ^ Damage Events
Assuming a low-pressure PvP environment where a Sorcerer is dishing out 3 damage events per second (light attack + skill + enchantment/status effect) at 40% base crit:That's just a 0.09-second delay.
- with Minor Prophecy, at 46% crit: 84.25% chance to proc Crit Surge every second, or about once every 1.19 seconds
- without Prophecy, at 40% crit: 78.40% chance to proc Crit Surge every second, or about once every 1.28 seconds
Increasing this to 5 damage events per second (light attack + Bound Armaments proc) at 40% base crit:A 0.03-second delay is not even noticeable to most people.
- with Minor Prophecy, at 46% crit: 95.41% chance to proc Crit Surge every second, or about once every 1.05 seconds
- without Prophecy, at 40% crit: 92.22% chance to proc Crit Surge every second, or about once every 1.08 seconds
In PvE, we're looking at a way higher base crit chance and way more damage events per second; the 6% crit chance difference there for proccing Crit Surge is invisible.
It isn't invisible for PvP though
HatchetHaro wrote: »HatchetHaro wrote: »It got a 6% nerf.......lol massive is huge overstatement
It didn't even get a 6% nerf.Chance to Proc Surge = 1 - (Chance to NOT Crit) ^ Damage Events
Assuming a low-pressure PvP environment where a Sorcerer is dishing out 3 damage events per second (light attack + skill + enchantment/status effect) at 40% base crit:That's just a 0.09-second delay.
- with Minor Prophecy, at 46% crit: 84.25% chance to proc Crit Surge every second, or about once every 1.19 seconds
- without Prophecy, at 40% crit: 78.40% chance to proc Crit Surge every second, or about once every 1.28 seconds
Increasing this to 5 damage events per second (light attack + Bound Armaments proc) at 40% base crit:A 0.03-second delay is not even noticeable to most people.
- with Minor Prophecy, at 46% crit: 95.41% chance to proc Crit Surge every second, or about once every 1.05 seconds
- without Prophecy, at 40% crit: 92.22% chance to proc Crit Surge every second, or about once every 1.08 seconds
In PvE, we're looking at a way higher base crit chance and way more damage events per second; the 6% crit chance difference there for proccing Crit Surge is invisible.
It isn't invisible for PvP though
Of course it's not! But is it really going to break your build at this point?
Keep in mind, you also get 2974 penetration to deal more damage with! That's about 6% more damage. Unless you're reaching Pen cap in PvP (and some of your enemies' builds can reach 33k resists), none of that Pen stat is wasted.
No contest if you use Onslaught, but at the same time, does it matter then? It's also a group buff. You're granting your group extra damage too, and if there's a NB in group, you get all your crit back.
HatchetHaro wrote: »HatchetHaro wrote: »It got a 6% nerf.......lol massive is huge overstatement
It didn't even get a 6% nerf.Chance to Proc Surge = 1 - (Chance to NOT Crit) ^ Damage Events
Assuming a low-pressure PvP environment where a Sorcerer is dishing out 3 damage events per second (light attack + skill + enchantment/status effect) at 40% base crit:That's just a 0.09-second delay.
- with Minor Prophecy, at 46% crit: 84.25% chance to proc Crit Surge every second, or about once every 1.19 seconds
- without Prophecy, at 40% crit: 78.40% chance to proc Crit Surge every second, or about once every 1.28 seconds
Increasing this to 5 damage events per second (light attack + Bound Armaments proc) at 40% base crit:A 0.03-second delay is not even noticeable to most people.
- with Minor Prophecy, at 46% crit: 95.41% chance to proc Crit Surge every second, or about once every 1.05 seconds
- without Prophecy, at 40% crit: 92.22% chance to proc Crit Surge every second, or about once every 1.08 seconds
In PvE, we're looking at a way higher base crit chance and way more damage events per second; the 6% crit chance difference there for proccing Crit Surge is invisible.
It isn't invisible for PvP though
Of course it's not! But is it really going to break your build at this point?
Keep in mind, you also get 2974 penetration to deal more damage with! That's about 6% more damage. Unless you're reaching Pen cap in PvP (and some of your enemies' builds can reach 33k resists), none of that Pen stat is wasted.
No contest if you use Onslaught, but at the same time, does it matter then? It's also a group buff. You're granting your group extra damage too, and if there's a NB in group, you get all your crit back.
HatchetHaro wrote: »HatchetHaro wrote: »It got a 6% nerf.......lol massive is huge overstatement
It didn't even get a 6% nerf.Chance to Proc Surge = 1 - (Chance to NOT Crit) ^ Damage Events
Assuming a low-pressure PvP environment where a Sorcerer is dishing out 3 damage events per second (light attack + skill + enchantment/status effect) at 40% base crit:That's just a 0.09-second delay.
- with Minor Prophecy, at 46% crit: 84.25% chance to proc Crit Surge every second, or about once every 1.19 seconds
- without Prophecy, at 40% crit: 78.40% chance to proc Crit Surge every second, or about once every 1.28 seconds
Increasing this to 5 damage events per second (light attack + Bound Armaments proc) at 40% base crit:A 0.03-second delay is not even noticeable to most people.
- with Minor Prophecy, at 46% crit: 95.41% chance to proc Crit Surge every second, or about once every 1.05 seconds
- without Prophecy, at 40% crit: 92.22% chance to proc Crit Surge every second, or about once every 1.08 seconds
In PvE, we're looking at a way higher base crit chance and way more damage events per second; the 6% crit chance difference there for proccing Crit Surge is invisible.
It isn't invisible for PvP though
Of course it's not! But is it really going to break your build at this point?
Keep in mind, you also get 2974 penetration to deal more damage with! That's about 6% more damage. Unless you're reaching Pen cap in PvP (and some of your enemies' builds can reach 33k resists), none of that Pen stat is wasted.
No contest if you use Onslaught, but at the same time, does it matter then? It's also a group buff. You're granting your group extra damage too, and if there's a NB in group, you get all your crit back.
There's a reason why you will see both templar and sorcs come out in opposition with the changes. It's because it's in no real case a buff. 3K more resistances or penetration is such a small number that I could just make a minor build decision elsewhere and obtain the same power -- but if given the option, I wouldn't.
The changes ultimately cut damage and healing on both classes through different means, in exchange for a buff that might be useful.
I say might because if a sorc has that penetration against my DK in all LA with around 9K-11K resistances, it's a worthless debuff vs. me and provides zero value versus crit. Conversely on a glass templar, the resistances also provide zero value versus WD/SD which augment burst healing and damage -- two things that suck hard on the class and are needed to actually have "defense" on templar because it doesn't have HP% healing. Sorc changes also cutting healing from not just surge, but crit burst healing; the significance depending on the build.
And this extends to PvE as well. Let's say I go to Infinite Archive solo. Do I really care about resistances or penetration there to the extent that I'd give up WD or crit? No.
So where exactly is this better? And you can only say it's "better" in a group, though it would be better to say it's "useful" only in a group since it's still not a buff versus what was previously there. It also is a problem if the group doesn't have the other classes that supposedly had overlapping buffs, in that case it's a nerf.
So we're exchanging power that was better overall and everywhere and for every build to gain a situational powerup in an extremely niche setting that we wouldn't be in often and a majority of players won't be in? And this is supposed to be either a buff or an equivalent exchange that ZOS is going for?
I think not.
Turtle_Bot wrote: »"The Sorcerer Exploitation passive no longer grants Minor Prophecy, and instead provides a unique 2974 Offensive Penetration buff."
We get penetration when one of our core defensive skills require crit chance to proc. Way to go ZOS
This was pointed out as a terrible change, with full in-depth explanations, when first proposed and ZOS still went ahead and implemented it as proposed without ANY adjustments at all.
I would comment further on why this change in particular is such an uninformed, biased and objectively stupid change to make, but to do so would get me banned for "bashing" despite this change being deserving of such responses with how blatantly biased and uninformed it is, especially given the objective and in-depth feedback that was shared back when this change was first proposed that has been completely, blatantly, ignored.Number of issues has been successfully increased.
While I could personally live with that change, I can see why it would annoy a lot of people. I suspect a change is planned for Crit Surge in the rework, otherwise this would be too random.
I would understand making this change if we were still on the original refresh schedule and Sorc was up for being refreshed within the next few months, but at the current (proposed/target, not even guaranteed) rate that the refreshes are going, it looks like it will maybe be the end of 2027, more likely sometime 2028 (if at all) that Sorc will be getting it's refresh and the "fixes" that are supposed to make this change make sense.
Pinktraining wrote: »HatchetHaro wrote: »HatchetHaro wrote: »It got a 6% nerf.......lol massive is huge overstatement
It didn't even get a 6% nerf.Chance to Proc Surge = 1 - (Chance to NOT Crit) ^ Damage Events
Assuming a low-pressure PvP environment where a Sorcerer is dishing out 3 damage events per second (light attack + skill + enchantment/status effect) at 40% base crit:That's just a 0.09-second delay.
- with Minor Prophecy, at 46% crit: 84.25% chance to proc Crit Surge every second, or about once every 1.19 seconds
- without Prophecy, at 40% crit: 78.40% chance to proc Crit Surge every second, or about once every 1.28 seconds
Increasing this to 5 damage events per second (light attack + Bound Armaments proc) at 40% base crit:A 0.03-second delay is not even noticeable to most people.
- with Minor Prophecy, at 46% crit: 95.41% chance to proc Crit Surge every second, or about once every 1.05 seconds
- without Prophecy, at 40% crit: 92.22% chance to proc Crit Surge every second, or about once every 1.08 seconds
In PvE, we're looking at a way higher base crit chance and way more damage events per second; the 6% crit chance difference there for proccing Crit Surge is invisible.
It isn't invisible for PvP though
Of course it's not! But is it really going to break your build at this point?
Keep in mind, you also get 2974 penetration to deal more damage with! That's about 6% more damage. Unless you're reaching Pen cap in PvP (and some of your enemies' builds can reach 33k resists), none of that Pen stat is wasted.
No contest if you use Onslaught, but at the same time, does it matter then? It's also a group buff. You're granting your group extra damage too, and if there's a NB in group, you get all your crit back.
There's a reason why you will see both templar and sorcs come out in opposition with the changes. It's because it's in no real case a buff. 3K more resistances or penetration is such a small number that I could just make a minor build decision elsewhere and obtain the same power -- but if given the option, I wouldn't.
The changes ultimately cut damage and healing on both classes through different means, in exchange for a buff that might be useful.
I say might because if a sorc has that penetration against my DK in all LA with around 9K-11K resistances, it's a worthless debuff vs. me and provides zero value versus crit. Conversely on a glass templar, the resistances also provide zero value versus WD/SD which augment burst healing and damage -- two things that suck hard on the class and are needed to actually have "defense" on templar because it doesn't have HP% healing. Sorc changes also cutting healing from not just surge, but crit burst healing; the significance depending on the build.
And this extends to PvE as well. Let's say I go to Infinite Archive solo. Do I really care about resistances or penetration there to the extent that I'd give up WD or crit? No.
So where exactly is this better? And you can only say it's "better" in a group, though it would be better to say it's "useful" only in a group since it's still not a buff versus what was previously there. It also is a problem if the group doesn't have the other classes that supposedly had overlapping buffs, in that case it's a nerf.
So we're exchanging power that was better overall and everywhere and for every build to gain a situational powerup in an extremely niche setting that we wouldn't be in often and a majority of players won't be in? And this is supposed to be either a buff or an equivalent exchange that ZOS is going for?
I think not.
That's a great rebuttal!
This person also expressed a similar opinion here:
https://forums.elderscrollsonline.com/en/discussion/697238/why-give-sorc-so-many-redundant-abilities#latest
Honestly, I think he's just happy to see Sorc and Templar get nerfed. He keeps touting that 3000 penetration/armor will increase team composition diversity, but when asked to provide a Trial team composition, he can only offer a composition similar to the mainstream meta predicted by others, and those predicting the mainstream meta are precisely the ones who oppose this change. In other words, even he doesn't know how to translate that 3000 penetration/armor into actual team benefits.
HatchetHaro wrote: »Pinktraining wrote: »HatchetHaro wrote: »HatchetHaro wrote: »It got a 6% nerf.......lol massive is huge overstatement
It didn't even get a 6% nerf.Chance to Proc Surge = 1 - (Chance to NOT Crit) ^ Damage Events
Assuming a low-pressure PvP environment where a Sorcerer is dishing out 3 damage events per second (light attack + skill + enchantment/status effect) at 40% base crit:That's just a 0.09-second delay.
- with Minor Prophecy, at 46% crit: 84.25% chance to proc Crit Surge every second, or about once every 1.19 seconds
- without Prophecy, at 40% crit: 78.40% chance to proc Crit Surge every second, or about once every 1.28 seconds
Increasing this to 5 damage events per second (light attack + Bound Armaments proc) at 40% base crit:A 0.03-second delay is not even noticeable to most people.
- with Minor Prophecy, at 46% crit: 95.41% chance to proc Crit Surge every second, or about once every 1.05 seconds
- without Prophecy, at 40% crit: 92.22% chance to proc Crit Surge every second, or about once every 1.08 seconds
In PvE, we're looking at a way higher base crit chance and way more damage events per second; the 6% crit chance difference there for proccing Crit Surge is invisible.
It isn't invisible for PvP though
Of course it's not! But is it really going to break your build at this point?
Keep in mind, you also get 2974 penetration to deal more damage with! That's about 6% more damage. Unless you're reaching Pen cap in PvP (and some of your enemies' builds can reach 33k resists), none of that Pen stat is wasted.
No contest if you use Onslaught, but at the same time, does it matter then? It's also a group buff. You're granting your group extra damage too, and if there's a NB in group, you get all your crit back.
There's a reason why you will see both templar and sorcs come out in opposition with the changes. It's because it's in no real case a buff. 3K more resistances or penetration is such a small number that I could just make a minor build decision elsewhere and obtain the same power -- but if given the option, I wouldn't.
The changes ultimately cut damage and healing on both classes through different means, in exchange for a buff that might be useful.
I say might because if a sorc has that penetration against my DK in all LA with around 9K-11K resistances, it's a worthless debuff vs. me and provides zero value versus crit. Conversely on a glass templar, the resistances also provide zero value versus WD/SD which augment burst healing and damage -- two things that suck hard on the class and are needed to actually have "defense" on templar because it doesn't have HP% healing. Sorc changes also cutting healing from not just surge, but crit burst healing; the significance depending on the build.
And this extends to PvE as well. Let's say I go to Infinite Archive solo. Do I really care about resistances or penetration there to the extent that I'd give up WD or crit? No.
So where exactly is this better? And you can only say it's "better" in a group, though it would be better to say it's "useful" only in a group since it's still not a buff versus what was previously there. It also is a problem if the group doesn't have the other classes that supposedly had overlapping buffs, in that case it's a nerf.
So we're exchanging power that was better overall and everywhere and for every build to gain a situational powerup in an extremely niche setting that we wouldn't be in often and a majority of players won't be in? And this is supposed to be either a buff or an equivalent exchange that ZOS is going for?
I think not.
That's a great rebuttal!
This person also expressed a similar opinion here:
https://forums.elderscrollsonline.com/en/discussion/697238/why-give-sorc-so-many-redundant-abilities#latest
Honestly, I think he's just happy to see Sorc and Templar get nerfed. He keeps touting that 3000 penetration/armor will increase team composition diversity, but when asked to provide a Trial team composition, he can only offer a composition similar to the mainstream meta predicted by others, and those predicting the mainstream meta are precisely the ones who oppose this change. In other words, even he doesn't know how to translate that 3000 penetration/armor into actual team benefits.
I did translate that 2974 Pen into actual team benefits, though. Namely, by taking Alkosh off our DK and letting them parse harder. That's the whole point I've been making, and ignoring it for the convenience of your argument doesn't change the fact that the new Exploitation passive would offer more to groups. Bringing your argument against me into a new thread would not change that.
Once again, you're just ignoring my points and claiming the contrary. Until you actually read my posts, we have nothing further to discuss.Pinktraining wrote: »HatchetHaro wrote: »Pinktraining wrote: »HatchetHaro wrote: »HatchetHaro wrote: »It got a 6% nerf.......lol massive is huge overstatement
It didn't even get a 6% nerf.Chance to Proc Surge = 1 - (Chance to NOT Crit) ^ Damage Events
Assuming a low-pressure PvP environment where a Sorcerer is dishing out 3 damage events per second (light attack + skill + enchantment/status effect) at 40% base crit:That's just a 0.09-second delay.
- with Minor Prophecy, at 46% crit: 84.25% chance to proc Crit Surge every second, or about once every 1.19 seconds
- without Prophecy, at 40% crit: 78.40% chance to proc Crit Surge every second, or about once every 1.28 seconds
Increasing this to 5 damage events per second (light attack + Bound Armaments proc) at 40% base crit:A 0.03-second delay is not even noticeable to most people.
- with Minor Prophecy, at 46% crit: 95.41% chance to proc Crit Surge every second, or about once every 1.05 seconds
- without Prophecy, at 40% crit: 92.22% chance to proc Crit Surge every second, or about once every 1.08 seconds
In PvE, we're looking at a way higher base crit chance and way more damage events per second; the 6% crit chance difference there for proccing Crit Surge is invisible.
It isn't invisible for PvP though
Of course it's not! But is it really going to break your build at this point?
Keep in mind, you also get 2974 penetration to deal more damage with! That's about 6% more damage. Unless you're reaching Pen cap in PvP (and some of your enemies' builds can reach 33k resists), none of that Pen stat is wasted.
No contest if you use Onslaught, but at the same time, does it matter then? It's also a group buff. You're granting your group extra damage too, and if there's a NB in group, you get all your crit back.
There's a reason why you will see both templar and sorcs come out in opposition with the changes. It's because it's in no real case a buff. 3K more resistances or penetration is such a small number that I could just make a minor build decision elsewhere and obtain the same power -- but if given the option, I wouldn't.
The changes ultimately cut damage and healing on both classes through different means, in exchange for a buff that might be useful.
I say might because if a sorc has that penetration against my DK in all LA with around 9K-11K resistances, it's a worthless debuff vs. me and provides zero value versus crit. Conversely on a glass templar, the resistances also provide zero value versus WD/SD which augment burst healing and damage -- two things that suck hard on the class and are needed to actually have "defense" on templar because it doesn't have HP% healing. Sorc changes also cutting healing from not just surge, but crit burst healing; the significance depending on the build.
And this extends to PvE as well. Let's say I go to Infinite Archive solo. Do I really care about resistances or penetration there to the extent that I'd give up WD or crit? No.
So where exactly is this better? And you can only say it's "better" in a group, though it would be better to say it's "useful" only in a group since it's still not a buff versus what was previously there. It also is a problem if the group doesn't have the other classes that supposedly had overlapping buffs, in that case it's a nerf.
So we're exchanging power that was better overall and everywhere and for every build to gain a situational powerup in an extremely niche setting that we wouldn't be in often and a majority of players won't be in? And this is supposed to be either a buff or an equivalent exchange that ZOS is going for?
I think not.
That's a great rebuttal!
This person also expressed a similar opinion here:
https://forums.elderscrollsonline.com/en/discussion/697238/why-give-sorc-so-many-redundant-abilities#latest
Honestly, I think he's just happy to see Sorc and Templar get nerfed. He keeps touting that 3000 penetration/armor will increase team composition diversity, but when asked to provide a Trial team composition, he can only offer a composition similar to the mainstream meta predicted by others, and those predicting the mainstream meta are precisely the ones who oppose this change. In other words, even he doesn't know how to translate that 3000 penetration/armor into actual team benefits.
I did translate that 2974 Pen into actual team benefits, though. Namely, by taking Alkosh off our DK and letting them parse harder. That's the whole point I've been making, and ignoring it for the convenience of your argument doesn't change the fact that the new Exploitation passive would offer more to groups. Bringing your argument against me into a new thread would not change that.
No, you haven't. You've just repeatedly demonstrated how much a loss of 6% critical (or 10% damage) is to a Sorc/Temple, and many people have already refuted you.