Elendildur wrote: »HatchetHaro wrote: »You just need someone running the Assassination skill line. Almost every raid group already has a Nightblade proccing Hemorrhage for the Minor Savagery, either as a parse DD, or as a Werewolf for the additional Major Courage.
A werewolf wouldn't be able to proc Hemorrhage though, would it? Since Hemorrhage requires having an Assassination ability slotted, which you don't have in werewolf form. I agree with the rest of it, though
HatchetHaro wrote: »Okay, since you want to apply the Templar change here too, we can factor that in as well. And since you've made your arguments around raid group comps, I shall do the same here, too.I think we must first establish a fundamental truth: a class’s overall strength is determined by its own damage output, survivability, and group contribution combined. When a change is made under the guise of “increasing class uniqueness,” yet it substantially cuts into the core stats of that class itself, it constitutes a nerf—regardless of any side benefits attached. That is exactly what happened with the U51 swap of the Sorcerer’s critical buff (and the Templar’s as well).
1. The pen-buff cannot compensate for the loss of critical.
In the current PvE environment, Pen is one of the easiest stats to cap through gear and racial passives. A standard trial group setup can easily reach the cap, whereas Critical is always a scarce and highly valuable stat.
To “utilize” this new Pen, some proposed group compositions have outright dropped other better Mythic sets and instead required the group to use Velothi—a Mythic set whose damage formula was adjusted in the previous patch (don’t get me wrong, it’s still decent, but it’s no longer top-tier for most classes). This is essentially a net-negative trade-off: if Pen is already capped, the buff is completely wasted; if it’s not capped, you have to sacrifice other more valuable stats to fit it, and overall damage often ends up no higher—or even lower.
2. “More choices” is just a fancy wrapper for taking away choice.
Some claim that this change “increases build flexibility,” but the opposite is true:
Before, groups could freely choose which critical buff to bring (Sorc or Nightblade), and that buff applied to the class itself as well—a double benefit.
Now, the Pen-buff forcibly replaces the critical buff, forcing Sorcerers to give up their own critical, while the Pen may be completely irrelevant to the group’s needs. Players have no option to keep the old effect—how is that “flexibility”? It’s simply forcing a mature, established setup to be replaced by an inferior one.
In short, this is not adding new options; it’s removing options from some players and forcing them onto others. If the devs truly wanted to add choice, they could have made the new Pen a separate passive or an optional skill, rather than directly overwriting a core group buff.
What’s more, if this change goes live, Sorcerers will struggle to be dps for the raid team for future. The so-called “more choices” will only reduce the number of viable options.
3. The skill redundancy issue is completely ignored
If anyone believe this change is an improvement, then them cannot ignore the long-standing problem of skill overlap within the Sorcerer class. This update did not address any of the redundant skills (e.g., multiple immobilizes, multiple resource passives), but instead made a one-size-fits-all swap on a key passive. This reveals that the dev team does not truly understand the Sorcerer’s pain points. Rather than giving a trivial Pen-buff, they should have reworked Exploiter or consolidated the Dark Magic passives so that Sorcerers could keep their own critical while providing group Pen through specific actions. This is not “balance” or "more choices "—it’s lazy nerfing.
4. Player feedback was ignored.
A full month before U51 hit the PTS, the community submitted extensive objections, clearly pointing out the drawbacks of this Pen-buff. Yet these comments were completely disregarded in the final update. It shows a disregard for player experience. When a change lacks any data support (the devs have published no statistics showing Pen outperforms Critical, nor any developer commentary), and goes against the practical experience of most players, it again proves that this is merely an attempt to force class representation rates, at the expense of the Sorcerer’s core gameplay.
To sum up in one sentence: If a change forces you to re-stack an easily overcapped stat while taking away a core offensive stat that scales linearly, then it is a nerf—no matter what fancy name it’s given.
(The above arguments also apply equally to the Templar.)
1. The pen buff absolutely compensates for the "loss" of Prophecy.
Because the critical isn't actually lost. You just need someone running the Assassination skill line. Almost every raid group already has a Nightblade proccing Hemorrhage for the Minor Savagery, either as a parse DD, or as a Werewolf for the additional Major Courage. Even if you don't have one, or your group is specced for a cleave-heavy trial where you would prefer to run all cleave classes, you can just have one of the Arcanists swap to the U47 and U48 subclassing meta of Herald + Assassination + Dawn's Wrath (also grants the Illuminate passive). Making a very minor change like that would be of zero detriment to your team, and you get the new Armour and Penetration group buffs to go along with it.
Yes, there are loads of ways to gain Penetration, which is exactly why the change to granting 2974 Penetration on Exploitation is a good thing: it means you can easily spec to take Alkosh off of a DD and let them do more damage. It's 2974 free Pen, for free, for the group, for free! Even if, for whatever reason, you don't want to make that set change, that Pen will still absolutely be useful for any target without optimal uptime of Alkosh or Crusher, such as the Enraged Fragments on Ansuul, Abominations on Bahsei, Nereid Sirens on Taleria, etc. And if that little Pen helps keep the board clear on Ansuul, it's a win for everyone.
Likewise, the Armour buff absolutely compensates for the "loss" of Sorcery. Every group should already have at least one DK granting Minor Brutality, either as a tank, or as a Z'en's DD. Generally, you'll actually see two DKs around juggling their ults to give the group Major Berserk with their Lead from the Front Class Mastery. There is zero loss of Weapon and Spell damage. In fact, the extra Armour would actually be very useful for all the overwhelming amounts of non-one-shot damage coming from so many fights, such as Ansuul (Ignite, Wrack, Poisoned Mind, Inferno, Bolt, Chilling Thought, Afterburn), Falgravn (Grievous Pulse, Sanguine Grasp, Hemorrhage, Pool of Ichor, Blood Fountain, Unstable Energy), Oaxiltso (Cinder Cleave, Ashen Wounds, Magma Sludge, Noxious Puddle, Molten Earth, Meteor Crash, Sunburst), and Kazpian (Caustic Carrion, Distressing Bolt, Daedric Bombardment, Biting Blaze, Giant Sword, Shock Wall). It may not be a big mitigation buff, but any amount is always going to help any group looking to do some serious progression; DDs would survive more, healers would have an easier time topping everyone off, it's a win-win situation.
2. You still have a choice.
The argument that this change "takes away choice" assumes every group is forced to play the meta. In reality, and especially with the power creep offered by Class Masteries, groups actually always have the flexibility to make sub-optimal composition choices or trade away maximum efficiency for the sake of comfort, even for Trifecta-level runs. Case in point, I choose not to put Martial Knowledge on anyone in my group, even if it would result in higher group damage, because I hate using it and I refuse to subject any of my team members to it.
If you choose not to optimize around the new unique Pen and Armour buffs, you can absolutely keep running your current setups without your class becoming unviable or your group suffering.
These changes simply reward groups that do choose to adapt their rosters to the extra buffs available. Circling back to point 1, making that 6% crit back up requires doing nothing for most teams, or making at most just one single class change to the roster for the small handful that needs it; you can just treat this like any meta shift from any update.
3. Skill redundancy aside, this is still an improvement.
Yes, I agree mostly on this part. No one is saying the class kit is perfect or that any of their pain points have been addressed in this PTS iteration. But calling this change a "nerf" just because it didn't simultaneously fix every problem is quite overblown. As I've demonstrated above, it's still a net positive for everyone involved, which is an improvement.
On this note, I genuinely do not mind if they swap those buffs around all the classes. People will still build their comps based on what ends up on which classes. It's just a matter of which class mains get angry on the forums, and I will say this: there's no pleasing everyone.
4. Developers look for testing data, not forum speculation.
That is the whole point of the PTS. Everyone loves to complain and rag on changes as if they know for sure it will ruin everything with their playstyle without even trying them. Couple that with the abundant doomerism panic here on the forums and the tendency for players to exaggerate their issues (and I am guilty of that from time to time), I'm going to say that the devs would be right to take that feedback with a grain of salt until they get actual gameplay data.
But if you want data, I have already done the maths and published the statistic here that, given that a target that is underpen, the 2974 Pen outweighs the 6% crit chance in damage. Sure, not all raid comps would be underpen, but also, not all groups has to run Alkosh. It's all about adapting to what's given to shift stats elsewhere; that's a core part of any raid team. In the same way, that Pen would also be good for solo/duo play like Arenas and IA, and would at least be a sidegrade in PvP, though specifics may depend on build and role (and like any update, you should adapt your builds).
At the end of the day, the complaints people have here are just massively overblown. The changes are still easy to adapt to and make useful for any PvE scenario.
You've made your arguments around raid comps, thus I made mine around that. And in a 12-man group, that's not the "Sorcerer's own output and survivability"; that's everyone's.1. You claim: “The Penetration buff absolutely compensates for the ‘loss’ of Prophecy.”
Why use a team function that's mostly dispensable to exchange for a core attribute crucial to Sorcerer's own output and survivability, especially since this attribute is also a necessary attribute for Sorcerer skills?
You've just described Universal Basic Income, which sounds like a very good thing to me! You are also viewing a cooperative raid roster through the lens of a solo player's personal wallet.2. You then say: “Critical chance isn’t really lost—just bring a Nightblade using the Assassination skill line.”
This statement is the single biggest insult to every Sorcerer player. Why should a Sorcerer have to rely on another class to get back what was taken from them? You are using someone else's tools as a fig leaf for the Sorcerer's own stripped‑down kit. Taking what is inherently ours, then telling us “it's okay, someone else can provide it”—that isn't compensation, that is deprivation.
Basically, it's like I take money from your pocket and distribute it to others, then tell you it's "good for everyone."
Damage output: Higher.3. You insist: “This is still an overall improvement.”
No. As I stated repeatedly, a class's viability depends on a balance of damage output, survivability, and group utility. If you only tick one of those boxes, you are not a well‑designed class. For the Sorcerer, trading away 6% critical strike chance (An attribute with no upper limit) for a Penetration buff that is already capped in most raid environments is a net loss—both in personal DPS and in the overall feel of the class.
We are now talking about basic group coordination.4. You argue: “You still have a choice—you don’t have to optimise around the new buffs.”
That is pure sophistry. In practice, the choice is an illusion. Compositions that previously relied on a Sorcerer without a Nightblade, or a Templar without a Dragonknight, will inevitably suffer. You cannot claim “choice” when the meta forces a specific pairing to maintain what was once baseline.
Let's lay this all out one more time:5. Let me summarise your entire defence:
You excuse the Sorcerer's personal loss by saying “the team has a Nightblade.”
You mask the Sorcerer's individual DPS drop by pointing to “total raid damage.”
You dodge the question of design rationale by telling everyone to “adapt to change.”
If these changes were truly reasonable, I would gladly offer that 3000 Penetration to the Nightblade in exchange for the 6% critical chance that was originally the Sorcerer's own. But you know that would never happen, because this is a blatant nerf, plain and simple. All your verbose arguments are nothing but whitewash for a decision that undermines the Sorcerer's identity and effectiveness.
HatchetHaro wrote: »You've made your arguments around raid comps, thus I made mine around that. And in a 12-man group, that's not the "Sorcerer's own output and survivability"; that's everyone's.
Once more, I must reiterate, if you are in a raid group, that 6% crit is provided, and you get 2974 penetration for you to use how you want, and if you want to just ignore that even after I've repeatedly demonstrated how useful it can be, that is your call. If you are solo, that 2974 penetration results in higher damage than that 6% crit chance would have. The 6% lower crit chance would have minimal impact on your Critical Surge procs.
You are still arguing the exact same points that mathematics has already disproven. Stick with the facts.
HatchetHaro wrote: »You've just described Universal Basic Income, which sounds like a very good thing to me! You are also viewing a cooperative raid roster through the lens of a solo player's personal wallet.
In a coordinated trials group, there is no "my pocket" or "your pocket". It's about what each class can bring to the table, and now there are more buffs for all. A group that brings both a Nightblade and a Sorcerer can now walk away with both the 6% critical chance and the 2974 penetration. You aren't being "deprived" of anything.
And once more, if you don't want to adapt your group compositions to make use of the new buffs, that's on you for not reaping the benefits of the extra buffs being brought to the table.
HatchetHaro wrote: »Damage output: Higher.
Survivability: Almost invisible.
Group utility: It's an extra buff! For sure higher.
You're still talking about raid environments, great! Then you still get that 6% crit chance because it'll be shared from a Nightblade, and you get 2974 pen, which, I can't believe I have to say again, the group composition can be adapted to for higher damage. I don't know how many times and ways I have to say "you can drop Alkosh from one of your DDs now and so they can put on Null Arca and parse higher which means the group also benefits from the faster kills".
HatchetHaro wrote: »We are now talking about basic group coordination.
This is a 12-man cooperative trials roster we are talking about, not a solo arena. If a group cannot even coordinate with even one of their twelve members to swap to Nightblade (for their incredible single-target damage) or subclass Assassination onto an Arcanist (and still keep the amazing cleave damage) to keep the group optimized, then that is a breakdown in fundamental raid leading.
Every single update in the history of ESO has introduced class synergies and pairings that groups adapt to. Claiming a composition "suffers" just because you are now encouraged to coordinate with a very well-performing class is just making excuses for a refusal to adapt. And keep in mind, once adapted, it results in a buff for the group.
HatchetHaro wrote: »Let's lay this all out one more time:
1. There is no personal loss. Rather than looking for either a Sorc or NB, groups would be looking for both a Sorc and a NB. If you're talking about Sorc DDs, well, there's no change; you can't get lower than zero demand.
2. There is no individual DPS drop. The armour pen results in higher damage than the 6% crit chance would in unoptimized situations, and optimized situations would grant everyone the 6% crit chance from Nightblades.
3. You're ignoring the design rationale. Groups are getting free stats. What are you complaining about?
At the end of the day, class pride doesn't change the numbers. You can look at this emotionally or logistically, but the maths say it's a net positive.
Look, this thread is about the change to the Exploitation passive, which I've honestly found to be fine. But it genuinely sounds like your complaints are actually about Sorcerer DDs not being meta in endgame PvE, which has nothing to do with this passive.
effectively allowing NB to completely replace Sorc
Once again, you've treated "as long as the team has Nightblade, no one will lose" as a panacea, ignoring the fact that the team could originally choose one of two options.
completely disregarding the fact that current teams generally don't lack penetration
6% crit is always a net benefit, while penetration is not
It's even more relevant in 4-man comps! 4-man groups have half the room on the supports for set and class synergy, which means they can always find a way to make use of that Pen without going over cap, like dropping Crimson Oath or Tremorscale for one of the many other useful sets such as Lucent Echoes, Xoryn, Powerful Assault, Archdruid Devyric, Baron Zaudrus. And, as established, that Pen is more damage.Ok, even if people argue that unique penetration buff is a net benefit, that's just increasing the powercreep and giving 12-man groups more stats and power while 4-man comps lose power. Content has already been trivialized with the amount of free stats from class masteries. Why do we need more? Is it healthy for the game?
Ok, even if people argue that unique penetration buff is a net benefit, that's just increasing the powercreep and giving 12-man groups more stats and power while 4-man comps lose power. Content has already been trivialized with the amount of free stats from class masteries. Why do we need more? Is it healthy for the game?
I don't know which well-known streamers and players you are mentioning, but the well-known streamers and players I know, all of whom are good at the game, are fine with this change.Pinktraining wrote: »Ok, even if people argue that unique penetration buff is a net benefit, that's just increasing the powercreep and giving 12-man groups more stats and power while 4-man comps lose power. Content has already been trivialized with the amount of free stats from class masteries. Why do we need more? Is it healthy for the game?
I don't think it will cause numerical inflation. After all, inflation is based on increases, not decreases, and 3000 armor and penetration are essentially a nerf, not a buff. Aside from a few people who are unwilling to admit it for unknown reasons, most well-known streamers and players oppose this change. As others have said elsewhere, "why 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?"
mitigation per point of armor = max mitigation / max resistances damage before penetration = 1 - (armour * mitigation per point of armour) damage after penetration = 1 - ((armour - penetration) * mitigation per point of armour) damage gain = (damage after penetration / damage before penetration) - 1


damage before prophecy = (base damage * (1 - crit chance)) + (base damage * crit chance * (1 + crit damage))
damage after prophecy = (base damage * (1 - (crit chance + prophecy))) + (base damage * (crit chance + prophecy) * (1 + crit damage))
damage gain = (damage after prophecy / damage before prophecy) - 1
since the base damage can be factored out (and also because it can just be any arbitrary number since we're looking for percentage differences here):
damage gain = (1 - (crit chance + prophecy) + ((crit chance + prophecy) * (1 + crit damage))) / (1 - (crit chance) + ((crit chance) * (1 + crit damage))) - 1


crit mitigation % = critical resistance / player level(66) final critical damage taken = base damage + critical damage - crit mitigation
crit mitigation % = 1320/66 = 20 final critical damage taken = 100% + 50% - 20% = 130% = 1.3


HatchetHaro wrote: »I don't know which well-known streamers and players you are mentioning, but the well-known streamers and players I know, all of whom are good at the game, are fine with this change.Pinktraining wrote: »Ok, even if people argue that unique penetration buff is a net benefit, that's just increasing the powercreep and giving 12-man groups more stats and power while 4-man comps lose power. Content has already been trivialized with the amount of free stats from class masteries. Why do we need more? Is it healthy for the game?
I don't think it will cause numerical inflation. After all, inflation is based on increases, not decreases, and 3000 armor and penetration are essentially a nerf, not a buff. Aside from a few people who are unwilling to admit it for unknown reasons, most well-known streamers and players oppose this change. As others have said elsewhere, "why 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?"
You see how that argument gets us nowhere?
But hey, since my reasons are still "unknown" to you, I can make my thought processes very easy to understand. Let's start with the PvE side of things.
To calculate the damage gain 2974 armour penetration would grant on a target, we will need to calculate:mitigation per point of armor = max mitigation / max resistances damage before penetration = 1 - (armour * mitigation per point of armour) damage after penetration = 1 - ((armour - penetration) * mitigation per point of armour) damage gain = (damage after penetration / damage before penetration) - 1
Every NPC has a cap of 25000 resistances, which results in a 50% damage mitigation. Every enemy in grouped instances has 18200 armour, which is our actual target penetration goal, and any penetration above that amount would result in no damage increase.
Using that, we get this graph, and the threshold where the 2974 would be at maximum effectiveness after all other penetration is applied would be at 15226 penetration, with the additional penetration granting a 6.32% damage increase.
This value is also corroborated with Hyperioxes' Penetration Calculator.
(Keep in mind, group compositions and sets are always flexible, and can easily be rearranged to make the best use of the new stat, such as taking Alkosh off your jail DD and letting them use other sets like Null Arca. or jail them in Morag Tong that's fine too whatever you want)
With this, we can also find out at which point the 6% crit chance from Minor Prophecy would match the 6.32% damage increase value from the 2974 Pen.
To do that, we must first also calculate the overall damage gain that 6% crit chance would grant:damage before prophecy = (base damage * (1 - crit chance)) + (base damage * crit chance * (1 + crit damage)) damage after prophecy = (base damage * (1 - (crit chance + prophecy))) + (base damage * (crit chance + prophecy) * (1 + crit damage)) damage gain = (damage after prophecy / damage before prophecy) - 1 since the base damage can be factored out (and also because it can just be any arbitrary number since we're looking for percentage differences here): damage gain = (1 - (crit chance + prophecy) + ((crit chance + prophecy) * (1 + crit damage))) / (1 - (crit chance) + ((crit chance) * (1 + crit damage))) - 1
So, for the Minor Prophecy to match and surpass the 6.32% damage increase from the 2974 Pen, your crit chance before Prophecy must be at 14.9% or lower, only 4.9% crit chance above the base 10%. Any more, and the damage gain from Minor Prophecy is no longer better than the damage gain from 2974 Pen. I don't know anyone with critical chance that low in PvE, and at that point, they have way bigger issues than "oh nooo my 6% crit chance has been taken away", issues like "oh nooo Mannimarco is taking over Tamriel and I have to stop him!".
And keep in mind, in an optimized raid setting, you'll still be able to retain that 6% crit chance with minimal effort.
Hey, let's also move onto the PvP side.
Now, I have missed out earlier on the fact that player resistance caps are higher than NPCs at 33000, and therefore the 2974 Penetration buff will not be as strong as it is against NPCs.
Using the same calculations above with the new values, we end up with this, where the 2974 Pen would result in a minimum of a 4.72% damage increase without going above the target Pen.
(That target Pen is set to 27229 because that is the amount of resistances my DK bruiser build has when all buffed up, but it actually doesn't matter here; the point is, it is a minimum of 4.72% before dropping off)
I would like to apologize for that blunder, but I don't have to, because turns out, players have critical resistances!
Here's how critical resistances work:crit mitigation % = critical resistance / player level(66) final critical damage taken = base damage + critical damage - crit mitigation
For example, with a player's +50% crit damage and their enemy's base 1320 crit resistance, every critical strike would just deal 1.3x damage:crit mitigation % = 1320/66 = 20 final critical damage taken = 100% + 50% - 20% = 130% = 1.3
Using that formula and the above graph for crit chance, we can also find out at which point Minor Prophecy would match the 4.72% from the 2974 Pen.
Let us assume a few things:
1. The Sorcerer attacker is able to reliably source Minor Force, is wearing the Monomyth Reforged Mythic (for Major Force), has 1 piece of medium armour, and is a Khajiit, resulting in +94% critical damage
2. The target has 3 pieces of Impenetrable gear, granting them a total of 1320 + 132 * 3 = 1716 critical resistance
Uh oh. At even the very lowest base of 10% crit chance, Minor Prophecy only grants a total of 3.82% overall damage increase, far lower than the 4.72% from the Penetration.
It takes changing the build to have 2 axes and 4 pieces of medium armour to bump the critical damage up to +112% to even just have the no crit buff situation match the damage buff from the Pen.
Before you ask about crit burst windows, they don't matter. Crit is unpredictable RNG, and if you could control when you crit (like with Critical Rush or Mechanical Acuity), you never needed the Minor Prophecy in the first place.
Look, just so I'm not being accused of not giving everything a fair shake, here are a few instances where this Exploitation change would be a nerf in any capacity:
1. You're a Sorcerer healer with no Nightblade in the group.
2. Your raid group refuses to make one simple class change.
3. You're running Onslaught in PvP. And I can count on one hand, with four fingers amputated, the number of times I've been hit with Onslaught over the past few months of Battlegrounds.
4. You're using Lamp Knight's Art, which is its own problem.
So, there's that. How's that for "unknown reasons"? I did the research, did the calculations, made the graphs, and brought the receipts. This is irrefutable proof that this Exploitation change is a buff in almost every way.
If you have questions about the formulas, ask away. If you're still on the fence and want to see more situations, show me your build or comp and ask away (or just copy the Desmos formulas yourself, they're right there). Otherwise, the math speaks for itself.
My guy, I'm simply giving you the reason why I think it's a buff (since you said it was "unknown") and I backed it up with cold hard mathematics.Pinktraining wrote: »Here again, even after countless people have explained to you that your theory is based on a flawed premise, you still insist on the so-called 6.3% damage theory.
In raids without a Sorc, the lack of 2974 Pen directly impacts the entire team's DPS by forcing an Alkosh or Crimson Oath requirement. See, this works the other way too!Pinktraining wrote: »While I admire your charts, you essentially avoid addressing many points that have been repeatedly mentioned:
1. In 4/12 raids without NB, the lack of 6% critical directly impacts the entire team's DPS.
It's free group penetration that buys you extra room in your limited item-set-budget in the raid comp. You gain that benefit by making good use of that extra pen budget, dropping certain pen-focused sets, and replacing them with other group utility or damage sets.Pinktraining wrote: »2. In optimized raids with maxed pen, pen is completely overflowing, resulting in 0% benefit, while the original 6% critical still provides a stable contribution.
Yes! I addressed this! Read my whole post! Conveniently ignoring parts of my posts and hyper-focusing on your idea of what my premise is and arguing against that is simply not constructive.Pinktraining wrote: »3. Crit affects Sorc-class healing skills and also affects survivability, set proc, etc.
I've actively acknowledged, many times, that Sorcerer DPS aren't sought-after in endgame raids. I haven't provided the reason why they aren't really sought-after, so here it is: they don't have as much cleave damage as Arcanists and Necromancers, and they don't have as much single-target damage as Nightblades. I have acknowledged that as an overall balance issue, irrelevant to the Exploitation passive change.Pinktraining wrote: »4. You ignore the fact that Sorc, as a DPS (though not mainstream, we can still see it in logs), faces stricter limitations,
There are many ways to make that change to retain a Sorcerer for the buff, and switching DDs to Velothi is only one of them, which I had also specified as a possible change for fights with heavy-cleave. Just because I only gave one example does not mean it is the only way to do so.Pinktraining wrote: »and assume that the team will voluntarily sacrifice using a better Mythic (according to your plan) to retain Sorc, rather than directly replacing it with Nightblade.
Correction: Penetration is not a "binary state of either useful or useless". The overpen amount on an enemy is useless, sure, but that doesn't include all enemies. For example: Infused Crusher can only be applied to one enemy at a time, which means any "extra" Pen is still useful to all other enemies in the fight. Another example: there could be situations where existing Penetration sources can fall off, such as a lack of experience with Alkosh synergy-juggling (they're trying their best; let them practice!); in those situations, any "extra" Pen instantly becomes a useful buffer to bridge those gaps and make up some of the lost damage.Pinktraining wrote: »This is essentially a typical "closed laboratory model"—ignoring pen overflow, assuming the team can unconditionally change the entire setup for a single class, excluding skill mechanic synergies, etc. However, in the real game ecosystem, this assumption is extremely unrealistic. In actual combat, pen is a binary state of "either useful or useless," but crit is a stable benefit—this is the most fundamental difference between the two.

That's my favourite line! See, you do read my posts after all! I'm flattered!Pinktraining wrote: »If we all agree that More damage = Faster fights = Fewer mechanics = Fewer chances to die = Fewer deaths = More damage, then we shouldn't ignore the 6% critical loss and assume the team is still lacking a pen. Moreover, there are better ways to provide unique buffs than pen/armor, such as WW's 6% damage.
Finally! I love seeing some actual suggestions!Pinktraining wrote: »For Sorc (or Templ), a better unique team buff would be (for example) 1. Increase your and your team members' light/heavy attack damage by 20%, or bless your and your team members' weapons so that each time a class skill deals damage, it adds an extra 1500 magic damage.
Isn't it nice to pitch tangible alternatives rather than just looping complaints about a change that people keep misunderstanding?Pinktraining wrote: »See, isn't such a unique buff more meaningful than pen or armor?
HatchetHaro wrote: »My guy, I'm simply giving you the reason why I think it's a buff (since you said it was "unknown") and I backed it up with cold hard mathematics.Pinktraining wrote: »Here again, even after countless people have explained to you that your theory is based on a flawed premise, you still insist on the so-called 6.3% damage theory.
It's not "theory"; it's literally how the game calculates damage. There's no flawed premise here. You didn't address my calculations, and went straight for the "flawed premise" excuse, all just because it's easier to ignore the graphs and not argue against those, which is by design. Thanks for proving that mathematics is irrefutable!In raids without a Sorc, the lack of 2974 Pen directly impacts the entire team's DPS by forcing an Alkosh or Crimson Oath requirement. See, this works the other way too!Pinktraining wrote: »While I admire your charts, you essentially avoid addressing many points that have been repeatedly mentioned:
1. In 4/12 raids without NB, the lack of 6% critical directly impacts the entire team's DPS.
I mean, not bringing a Sorc into a group means you miss out on Calculated Defense. Not bringing a DK means you miss out on Heat Shock. Not bringing a Warden means you miss out on group Minor Toughness and Major Heroism. These all directly impact the entire team's DPS and survivability. It's all about making meaningful choices and weighing your options when forming a group, and making sure these puzzle pieces all fit within a group composition the team is happy with.It's free group penetration that buys you extra room in your limited item-set-budget in the raid comp. You gain that benefit by making good use of that extra pen budget, dropping certain pen-focused sets, and replacing them with other group utility or damage sets.Pinktraining wrote: »2. In optimized raids with maxed pen, pen is completely overflowing, resulting in 0% benefit, while the original 6% critical still provides a stable contribution.Yes! I addressed this! Read my whole post! Conveniently ignoring parts of my posts and hyper-focusing on your idea of what my premise is and arguing against that is simply not constructive.Pinktraining wrote: »3. Crit affects Sorc-class healing skills and also affects survivability, set proc, etc.I've actively acknowledged, many times, that Sorcerer DPS aren't sought-after in endgame raids. I haven't provided the reason why they aren't really sought-after, so here it is: they don't have as much cleave damage as Arcanists and Necromancers, and they don't have as much single-target damage as Nightblades. I have acknowledged that as an overall balance issue, irrelevant to the Exploitation passive change.Pinktraining wrote: »4. You ignore the fact that Sorc, as a DPS (though not mainstream, we can still see it in logs), faces stricter limitations,There are many ways to make that change to retain a Sorcerer for the buff, and switching DDs to Velothi is only one of them, which I had also specified as a possible change for fights with heavy-cleave. Just because I only gave one example does not mean it is the only way to do so.Pinktraining wrote: »and assume that the team will voluntarily sacrifice using a better Mythic (according to your plan) to retain Sorc, rather than directly replacing it with Nightblade.
Viable changes will always depend on the trial, fight, and strats the group wants to use.
Is keeping a Sorcerer DD going to be an optimal change? Naw, Sorcerers just aren't as good as Nightblades when it comes to single-target damage, and most groups would opt for a Sorcerer tank (see above point about my acknowledgement that this is a balancing issue irrelevant to the Exploitation passive change). But you're also going to get more damage out of keeping a Sorcerer DD and bringing a Nightblade or Assassination-subclassed DD, rather than just going for one of them.Correction: Penetration is not a "binary state of either useful or useless". The overpen amount on an enemy is useless, sure, but that doesn't include all enemies. For example: Infused Crusher can only be applied to one enemy at a time, which means any "extra" Pen is still useful to all other enemies in the fight. Another example: there could be situations where existing Penetration sources can fall off, such as a lack of experience with Alkosh synergy-juggling (they're trying their best; let them practice!); in those situations, any "extra" Pen instantly becomes a useful buffer to bridge those gaps and make up some of the lost damage.Pinktraining wrote: »This is essentially a typical "closed laboratory model"—ignoring pen overflow, assuming the team can unconditionally change the entire setup for a single class, excluding skill mechanic synergies, etc. However, in the real game ecosystem, this assumption is extremely unrealistic. In actual combat, pen is a binary state of "either useful or useless," but crit is a stable benefit—this is the most fundamental difference between the two.
My own team just got this today, by the way, on a comp I made and tweaked over time from group feedback. How's that for "actual combat"?That's my favourite line! See, you do read my posts after all! I'm flattered!Pinktraining wrote: »If we all agree that More damage = Faster fights = Fewer mechanics = Fewer chances to die = Fewer deaths = More damage, then we shouldn't ignore the 6% critical loss and assume the team is still lacking a pen. Moreover, there are better ways to provide unique buffs than pen/armor, such as WW's 6% damage.
The critical loss is only if you don't bring a Nightblade into the team. Bring a Nightblade = no 6% critical loss. Bring a Sorcerer = new Penetration = no need for Alkosh = less jail = more parse = more damage. Oh, also, Nightblade already = more damage, because Nightblade damage go brrrrrrr.Finally! I love seeing some actual suggestions!Pinktraining wrote: »For Sorc (or Templ), a better unique team buff would be (for example) 1. Increase your and your team members' light/heavy attack damage by 20%, or bless your and your team members' weapons so that each time a class skill deals damage, it adds an extra 1500 magic damage.
Small pushback, those are some wild numbers. On first blush, I'd bring those down to like 5-10% (Heavy Attack builds are plenty strong, they don't need a buff) and 150 magic damage (it's a passive, can't be doing more than Heat Shock which DKs have to actively keep up), respectively. Thematically cool, for sure.Isn't it nice to pitch tangible alternatives rather than just looping complaints about a change that people keep misunderstanding?Pinktraining wrote: »See, isn't such a unique buff more meaningful than pen or armor?
Listen, I'm fine with the changes in the current PTS iteration; the complaints about them are far overblown. I'm also fine with your suggestions, given that the numbers are toned down by like a lot.
The bad-faith doomposting over misinformed values is genuinely tiring. All I'm doing is offering a reality check, and if that can keep people informed and convince them to pivot away from the unconstructive negativity to making useful suggestions, I'm happy.
Pinktraining wrote: »your premise is that the raid doesn't have a full pen, but the reality is the opposite; current raids have sufficient pen








I don't see the hostility, but I am watching you actively ignore or twist points I've made. But okay, whatever floats your boat.Pinktraining wrote: »There's no need to be so hostile. If you calm down, you'll realize that no one is refuting your table or questioning the math.
Current realities? Everything I've said has been based on years of running and raid leading trial trifectas. Don't you worry, I'm pulling from real experience.Pinktraining wrote: »The problem is that your assumptions are too heavily biased towards simulated environments rather than current realities.
I actually never called Bound Armaments a "spammable". All I did was use a 5-hit GCD window as a statistical example to calculate the probability of triggering Critical Surge's 1-second internal cooldown.Pinktraining wrote: »As others have pointed out, real combat and simulations can be vastly different. For example, you argued that a light attack + BA combo can deal 5 hits of damage, using this as a basis for calculating Power Surge's healing opportunities. However, Bound Armaments have prerequisites and cannot be considered effective spam (compared to Force Shock).
This is another case of misinterpreting my premise. My premise isn't that "the raid doesn't have full pen"; it's that raid groups currently reach full pen by spending a set on it, and with the new changes, depending on the comp, they can save on that set.Pinktraining wrote: »"In raids without warlocks, the lack of 2974 penetration directly impacts the entire raid's DPS because it forces the raid to use Alkosh or Crimson." "It's free group penetration." Similarly, this is another point where you and others disagree, because your premise is that the raid doesn't have a full pen, but the reality is the opposite; current raids have sufficient pen.
Sorcerer tanks and Nightblade DDs are literally part of the meta right now. That is zero change in raid composition.Pinktraining wrote: »Furthermore, even using Alkosh or Crimson might not result in a DPS loss greater than the change in raid composition due to incorporating this 2974 penetration. Therefore, the so-called free benefit doesn't necessarily work. Exchanging a guaranteed-to-work attribute for a potentially ineffective one clearly, it cant call a buff to that class.
Misinterpreting basic group build mechanics just to argue against me on points I've never made speaks for itself. The math and actual raid utility are clear for anyone actually interested in working with this change. Feel free to structure your groups however you prefer.Pinktraining wrote: »Furthermore, frankly, I haven't seen what you call "bad-faith doomposting ." Everyone here is trying to offer suggestions for balancing Sorc. There are certainly complaints, but they are far from your claim of "bad-faith doomposting ." Many people even offered suggestions for improvement at the very beginning of the PTS.
I’m confused. What should I run on my lightning staff trait wise then? Sharp precise charged nirnhorn? I have 36% crit without precise and usually run sharpened which gives me 10k penetration or so without breachesTurtle_Bot wrote: »For PvP seems ok. Just use precise staff instead of sharpened.
I explained this earlier, but making this change is a net nerf for PvP. Sharpened has also not been a top tier trait for a while due to everyone using percent mitigations instead of armor because of Corrosive and Onslaught making armor a very mediocre mitigation stat, also not a good trait due to Onslaught being so common now since it is basically corrosive but without the AoE DoT. (These are also part of the reason why Light armor has been so mediocre in PvP recently, since outside of the massively lowered base armor and extra damage taken from martial damage, the pen bonus has really lost it's effectiveness due to the above shifts in the meta to account for the rise of DK and onslaught).
Making the change to Precise over other traits is either:
- A damage/healing loss if previously running Nirnhoned since the lower weapon/spell damage is a direct nerf to tooltips of both damage and healing.
- A damage, buff/debuff and sustain loss if previously running Charged due to lower status proc chance (sundered which is breach and weapon damage, concussed which is vulnerability and overcharged which is mag restore).
Running an extra piece of Light armor is also a nerf since it is a direct reduction in armor values (light armor builds have at most 12-13k armor before resolve buffs/sets) and is extra damage taken from martial attacks per Light armor piece:
- physical (common due to stamsorcs being a solid anti-meta option this patch)
- poison (everywhere to try and counter WW)
- bleed (everywhere due to WW refresh)
- disease (more common now with Necro masteries giving that class a viable niche build for PvP, also common on weapon enchants because the diseased status inflicts defile which reduces healing and shields).
So to make up for this change in the exploiter passive, I'm either losing defense (armor/healing) or offense (status proc uptime and associated buffs/debuffs, or weapon/spell damage) or both at once and that's just to get that 6% crit chance back.
I’m confused. What should I run on my lightning staff trait wise then? Sharp precise charged nirnhorn? I have 36% crit without precise and usually run sharpened which gives me 10k penetration or so without breachesTurtle_Bot wrote: »For PvP seems ok. Just use precise staff instead of sharpened.
I explained this earlier, but making this change is a net nerf for PvP. Sharpened has also not been a top tier trait for a while due to everyone using percent mitigations instead of armor because of Corrosive and Onslaught making armor a very mediocre mitigation stat, also not a good trait due to Onslaught being so common now since it is basically corrosive but without the AoE DoT. (These are also part of the reason why Light armor has been so mediocre in PvP recently, since outside of the massively lowered base armor and extra damage taken from martial damage, the pen bonus has really lost it's effectiveness due to the above shifts in the meta to account for the rise of DK and onslaught).
Making the change to Precise over other traits is either:
- A damage/healing loss if previously running Nirnhoned since the lower weapon/spell damage is a direct nerf to tooltips of both damage and healing.
- A damage, buff/debuff and sustain loss if previously running Charged due to lower status proc chance (sundered which is breach and weapon damage, concussed which is vulnerability and overcharged which is mag restore).
Running an extra piece of Light armor is also a nerf since it is a direct reduction in armor values (light armor builds have at most 12-13k armor before resolve buffs/sets) and is extra damage taken from martial attacks per Light armor piece:
- physical (common due to stamsorcs being a solid anti-meta option this patch)
- poison (everywhere to try and counter WW)
- bleed (everywhere due to WW refresh)
- disease (more common now with Necro masteries giving that class a viable niche build for PvP, also common on weapon enchants because the diseased status inflicts defile which reduces healing and shields).
So to make up for this change in the exploiter passive, I'm either losing defense (armor/healing) or offense (status proc uptime and associated buffs/debuffs, or weapon/spell damage) or both at once and that's just to get that 6% crit chance back.