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U51 Feedback Thread for Item Sets

  • Tannus15
    Tannus15
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    If the intent of the change for monolith of storms to do "sorcerer damage type" is so it can proc static reverb, someone needs to tell the combat team that procs can't proc procs.

    I setup 3 training dummys in a line, parsed the middle one down to 20% health, ended combar, and then alternated casting mages fury on the 2 end dummys

    hqgegzlb6pua.png

    at less than 20% health there should be a 100% chance of procing static reverb, it didn't proc on the centre target dummy.

    you can see static did proc during the test, 8 times from 23 casts of mages fury

    n9q5n1ekz2af.png

    just not at all on the dummy that was only being damaged by monolith.

    Is this bugged or is this intended behaviour and the monolith damage change is for some other reason?

    @ZOS_JessicaFolsom
  • Aces-High-82
    Aces-High-82
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    Monolith of Storms: per se this set has an interesting mechanic. Unfortunately procing only from Stormcalling damage leaves the set far behind plenty other damage oriented options. Procing of any sorcerer damage would elevate it at least to be frequently considered.
  • Tannus15
    Tannus15
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    further testing with 5pc monolith and 5pc innate axiom

    5pc innate
    mi1frnbyq0o3.png

    4pc innate
    2uondsddq0ml.png

    you can see that 5pc innate is hitting harder even though the 4pc has higher spell damage in cmx (i messed up and the piece i swapped was a necklace wtih a spell damage enchant.)

    regardless, you can see that it's counting as a class skill, so the damage is counting as sorcerer damage, I just don't see what the point is since nothing in the sorc kit interacts with it in that way that i can think of.
  • Tannus15
    Tannus15
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    Monolith of Storms: per se this set has an interesting mechanic. Unfortunately procing only from Stormcalling damage leaves the set far behind plenty other damage oriented options. Procing of any sorcerer damage would elevate it at least to be frequently considered.

    it's best in slot for any static content.
  • ZOS_JessicaFolsom
    ZOS_JessicaFolsom
    Community Manager
    Tannus15 wrote: »
    If the intent of the change for monolith of storms to do "sorcerer damage type" is so it can proc static reverb, someone needs to tell the combat team that procs can't proc procs.

    I setup 3 training dummys in a line, parsed the middle one down to 20% health, ended combar, and then alternated casting mages fury on the 2 end dummys

    hqgegzlb6pua.png

    at less than 20% health there should be a 100% chance of procing static reverb, it didn't proc on the centre target dummy.

    you can see static did proc during the test, 8 times from 23 casts of mages fury

    n9q5n1ekz2af.png

    just not at all on the dummy that was only being damaged by monolith.

    Is this bugged or is this intended behaviour and the monolith damage change is for some other reason?

    We see this and are investigating. We'll follow up with more info as we have it. Thank you for raising this!
    Jessica Folsom
    Associate Director of Community - ZeniMax Online Studios
    Facebook | Twitter | Twitch | Tumblr | Instagram | YouTube | Support
    Staff Post
  • kuggsishan
    kuggsishan
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    Please please let Slugthrug's Hunger apply on all healing (including overhealing) instead of just effective healing.

    It's such a cool set! But as it is, the set will remain dead in the water until this change is made, which is how it should have been in the first place.
  • RedMamba
    RedMamba
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    You forgot to add the Maarselok nerf you made that's not on the notes @ZOS_Kevin
  • RedMamba
    RedMamba
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    Pyrebrand also got adjust with zero updates on the patch notes @ZOS_Kevin
  • Chrlynsch
    Chrlynsch
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    Ran some quick tests found some interesting interactions, first note is it looks like the werewolf fury passive is functional however the tooltip for Mylenne's is actually only 15 without the passive applying. Thus 25 fury.

    Regularly weaving LAs with abilities this is the time it takes to get rampage ready:

    Rip and Tear spam: 45 seconds (44% Rampage uptime)
    Rip and Tear + Mylenne's: 42 seconds (48% Rampage Uptime)
    Rip and Tear + Feral Carnage: 33 Seconds (60% Rampage Uptime)
    Rip and Tear + Feral Carnage + Mylenne's: 28 seconds (71% Rampage Uptime)
    Rip and Tear + Feral Carnage + Hircine's Rage x2: 28 seconds (71% Rampage Uptime)
    Rip and Tear + Feral Carnage + Mylenne's+ Hircine's Rage x2: 25 seconds (80% Rampage Uptime)
    Feral Carnage + Hircine's Rage spam: 23 seconds. (88% Rampage Uptime)
    Feral Carnage + Hircine's Rage spam + Mylenne's: 20s (100% Rampage uptime aka werewolf pinatas mode!)

    35 fury would go a lot farther than the current 25. We can see it is pulling roughy 3 seconds off due to when it procs within the cadence and biggest swing in uptime comes from pinata mode or standard offensive rotation. Uptime would be under ideal conditions in a fight while chaining Rampage while available. Increasing the base value to 25 + 10 from Blood Rage passive would make this set take off about 5 seconds to build up your Rampage when actively attacking targets, which would make this set feel more impactful especially in pvp where the other bonuses are significantly less impactful.

    Even swapping this to instead increase all fury generation by 5 would make it better. (Increase blood rage passive by 50%)
    Caius
    Pack Leader of Scourge Alliance- First Fang of Hircine, The Beast of Bruma
    PC NA
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