"Hunding's Rage" Damage bonus Broken

  • vyal
    vyal
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    It doesn't do what it says. The set is broken, regardless if, by using some arcane formula not shown in-game, the percentage might be applied "correctly" in a way no one can understand without a graphing calculator to explain it.

    If it doesn't increase damage by ~19%, the tooltip is wrong.
    The actual damage that will show up in the log is what should be on the tooltip.

    In any case, the entire set effect is terrible, along with most crafted sets. So many dropped sets are so much better, it's ridiculous we're left with buggy Hundings broken effect for over two months.
  • Amoilesmobs
    For the record, in patch note V1.1.2 :
    "Hunding’s Rage: Fixed an issue where this set was not increasing weapon damage by the intended amount."

    ...

    Well i guess i should sell it ... -_-
    It is the only Set for increasing dmg out there ?
    Edited by Amoilesmobs on June 16, 2014 5:34AM
  • vyal
    vyal
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    Yeah, that patch note is a lie.

    I've crafted a full set, and the damage is buggy/broken, or the tooltip is wrong, or both. Complete and utter crap testing by ZOS, crap QA, and crap effect by whatever overpaid designer thought this was a good idea, tbh.
  • p_tsakirisb16_ESO
    p_tsakirisb16_ESO
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    I have made a blue set of Hunding Rage V6
    So. What is the best add-on to test the damage? I will report the results with screenshots here. (I do use 2H). And by not shooting mud crabs of unknown level.

    The examples above over complicate the whole issue, with some keep repeating some dubious % that have nothing to do with the actual issue.

    You will have the results at around 6pm BST tonight. (5pm GMT, 7pm CEST).

  • Lyall84
    Lyall84
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    I have made a blue set of Hunding Rage V6
    So. What is the best add-on to test the damage? I will report the results with screenshots here. (I do use 2H). And by not shooting mud crabs of unknown level.

    The examples above over complicate the whole issue, with some keep repeating some dubious % that have nothing to do with the actual issue.

    You will have the results at around 6pm BST tonight. (5pm GMT, 7pm CEST).

    Need to make sure you dont use skills that increase damage as health decreases. otherwise it will bugger up your numbers.
  • Lyall84
    Lyall84
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    Is posting that wall of text 3 times supposed to make a point? It just messes the thread.

    sorry about that. Removing the additional walls.
  • ScardyFox
    ScardyFox
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    I have made a blue set of Hunding Rage V6
    So. What is the best add-on to test the damage? I will report the results with screenshots here. (I do use 2H). And by not shooting mud crabs of unknown level.

    The examples above over complicate the whole issue, with some keep repeating some dubious % that have nothing to do with the actual issue.

    You will have the results at around 6pm BST tonight. (5pm GMT, 7pm CEST).

    I'll be really interested in seeing this since I am trying to find a good set for my stamina build.

  • Axer
    Axer
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    CLS is the best addon to test damage.

    My guldies tested it:

    It is 100% bugged for destro/resto staff. 0% increase on all abilities.

    That's all that matters.

    The game's so insanely unbalanced that it's not even worth testing physical weapons. A physical weapon with a +25% damage advantage over a staff is still gonna do a pathetically low amount of damage.
    Edited by Axer on June 16, 2014 8:13AM
    Axer. Main tank and Leader of Crush it! (NA-EP highly skilled trials guild)
  • Andy22
    Andy22
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    Lyall84 wrote: »
    Ran 2 different combat log mods with the same results on both. The set appears to be adding about 5-7 damage to the abilities.
    ...
    Remember, I am calculating this based on what the set bonus says it does "Increases weapon damage by 18% when using weapon abilities", I am only looking for an increase on the weapons damage portion of the weapon ability, not an increase on the entire ability.

    Like i have already noted, blame ZOS for the vague wording of the "Weapon Damage" stat you see in your char screen vs what many assume in the "Tooltip" and how much it actually relates to the final "Damage" u see in a log.

    You simply need to understand the math, your "Weapon Damage" Stat only contributes around 50% of your final damage, so we would expect to see a 8-9% increase in raw final "Damage" if we increase the "Weapon Damage" stat by 19% (V12 value).

    As noted this diminishes by 47% if u are already at "Weapon Damage" softcap or will be over it, with the hundings effect.

    You can verify all this by following my math + steps and yes i have tested this with a couple of weapon abilities. The only bug is that it does not effect Staffs, which in ESO are technically also "Weapon Damage" based.

    PS: Btw hundings work exactly as the NB siphoning strikes toggle ability, except that it is displayed in the char screen, because it also effects light/heavy attacks. Siphoning Strikes lowers your "Weapon Damage" by 25% and many also assume it will lower the actual "Damage/DPS" by 25%, while in reality it only lowers it by 9-12% depending on your max. Stamina/Magicka.
    Edited by Andy22 on June 16, 2014 8:55AM
  • V19312
    V19312
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    Unfortunately Andy, people fail at math and reading comprehension so there is no point trying to explain it to them.

    The wall of text posts on the previous page is a prime example of how someone can fail at math, if they see "increases weapon damage by 19% while using weapon skills" and some how come out of that thinking that their weapon will be contributing 19% more to the weapon skills damage and that equates to 81% instead of 63% there's nothing I can do for you.

    I'm not sure about everyone else but it's clear to me from that tooltip, the intention is to increase the damage a weapon skill does by a certain amount. The amount I get from reading it is 19% of the damage that comes from the weapon itself, so for a skill that does 100 damage and has 63% of that damage coming from the weapon so lets say 63 damage, it would be 19% of 63 (approximately 12 damage) so I would expect that the end result would be 112 total damage.

    Now these are totally made up numbers but as you can see there is not a 19% increase in total damage but a smaller 12% and again the numbers here are made up and I'm sure someone else will have more accurate numbers for us.
  • ferzalrwb17_ESO
    ferzalrwb17_ESO
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    V19312 wrote: »
    Unfortunately Andy, people fail at math and reading comprehension so there is no point trying to explain it to them.

    To be fair.. it is a bit of an obscure way to word a set bonus especially when most people don't really understand how much weapon damage contributes to weapon abilities vs stamina.

    It's a pretty underwhelming set bonus. Given the state of stamina builds and the lack of sets that aren't completely useless perhaps they should make it a straight up weapon damage percentage bonus. That way it's harder to bug out, makes sense and is actually pretty useful for a stamina build (would be a required set).

    There are better sets for skirtwearers but they could still utilise it if they wished and it would fix the stick-bug.

  • vyal
    vyal
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    V19312 wrote: »
    Unfortunately Andy, people fail at math and reading comprehension so there is no point trying to explain it to them.

    The wall of text posts on the previous page is a prime example of how someone can fail at math, if they see "increases weapon damage by 19% while using weapon skills" and some how come out of that thinking that their weapon will be contributing 19% more to the weapon skills damage and that equates to 81% instead of 63% there's nothing I can do for you.

    I'm not sure about everyone else but it's clear to me from that tooltip, the intention is to increase the damage a weapon skill does by a certain amount. The amount I get from reading it is 19% of the damage that comes from the weapon itself, so for a skill that does 100 damage and has 63% of that damage coming from the weapon so lets say 63 damage, it would be 19% of 63 (approximately 12 damage) so I would expect that the end result would be 112 total damage.

    Now these are totally made up numbers but as you can see there is not a 19% increase in total damage but a smaller 12% and again the numbers here are made up and I'm sure someone else will have more accurate numbers for us.
    This is the exact problem. A player should not have to 'fail at math' to try and understand how 19% = 9%. The tooltip should simply be accurate for the average player, or every formula used in all ability calculations should be IN-GAME for the player to see, plainly written.
    Every other way of doing it is malicious at worst, or lazy at best.
  • V19312
    V19312
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    vyal wrote: »
    V19312 wrote: »
    Unfortunately Andy, people fail at math and reading comprehension so there is no point trying to explain it to them.

    The wall of text posts on the previous page is a prime example of how someone can fail at math, if they see "increases weapon damage by 19% while using weapon skills" and some how come out of that thinking that their weapon will be contributing 19% more to the weapon skills damage and that equates to 81% instead of 63% there's nothing I can do for you.

    I'm not sure about everyone else but it's clear to me from that tooltip, the intention is to increase the damage a weapon skill does by a certain amount. The amount I get from reading it is 19% of the damage that comes from the weapon itself, so for a skill that does 100 damage and has 63% of that damage coming from the weapon so lets say 63 damage, it would be 19% of 63 (approximately 12 damage) so I would expect that the end result would be 112 total damage.

    Now these are totally made up numbers but as you can see there is not a 19% increase in total damage but a smaller 12% and again the numbers here are made up and I'm sure someone else will have more accurate numbers for us.
    This is the exact problem. A player should not have to 'fail at math' to try and understand how 19% = 9%. The tooltip should simply be accurate for the average player, or every formula used in all ability calculations should be IN-GAME for the player to see, plainly written.
    Every other way of doing it is malicious at worst, or lazy at best.

    These types of games have always been based in math, since the days of paper dungeons and dragons. That is half the fun, theory crafting and coming up with different ways to increase dps or stay alive longer or increase healing throughput. So I can see no reason that ESO should be any different, math is an integral part of gaming and if you can not figure it out or can not read into what the tooltip is trying to say it's not that it's poorly written or broken it's the fact that you are not used to seeing it in such a way or you are not accustomed to having to figure things out on your own.

    I personally enjoy having to figure things like this out for myself and if you don't enjoy that it's fine, just wait for someone else to do it for you and read it later.

  • Lyall84
    Lyall84
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    Andy22 wrote: »
    Lyall84 wrote: »
    Ran 2 different combat log mods with the same results on both. The set appears to be adding about 5-7 damage to the abilities.
    ...
    Remember, I am calculating this based on what the set bonus says it does "Increases weapon damage by 18% when using weapon abilities", I am only looking for an increase on the weapons damage portion of the weapon ability, not an increase on the entire ability.

    Like i have already noted, blame ZOS for the vague wording of the "Weapon Damage" stat you see in your char screen vs what many assume in the "Tooltip" and how much it actually relates to the final "Damage" u see in a log.

    You simply need to understand the math, your "Weapon Damage" Stat only contributes around 50% of your final damage, so we would expect to see a 8-9% increase in raw final "Damage" if we increase the "Weapon Damage" stat by 19% (V12 value).

    As noted this diminishes by 47% if u are already at "Weapon Damage" softcap or will be over it, with the hundings effect.

    You can verify all this by following my math + steps and yes i have tested this with a couple of weapon abilities. The only bug is that it does not effect Staffs, which in ESO are technically also "Weapon Damage" based.

    PS: Btw hundings work exactly as the NB siphoning strikes toggle ability, except that it is displayed in the char screen, because it also effects light/heavy attacks. Siphoning Strikes lowers your "Weapon Damage" by 25% and many also assume it will lower the actual "Damage/DPS" by 25%, while in reality it only lowers it by 9-12% depending on your max. Stamina/Magicka.

    The skills take exactly 63% of the weapons damage not "around 50%". I already took that into the equation. You need to fully read my post. When looking at my character screen, the only time I get "overcharged" on weapon damage is when i equip jewelry that also adds weapon damage. That is why I am not looking for a 18% increase in spell damage, just a 18% increase in my weapon damages portion of the skill effect.

    For a 134 damage weapon, it should be at least 15 damage after you put it through the equation. Not 5.
    Edited by Lyall84 on June 16, 2014 4:32PM
  • Lyall84
    Lyall84
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    V19312 wrote: »
    Unfortunately Andy, people fail at math and reading comprehension so there is no point trying to explain it to them.

    The wall of text posts on the previous page is a prime example of how someone can fail at math, if they see "increases weapon damage by 19% while using weapon skills" and some how come out of that thinking that their weapon will be contributing 19% more to the weapon skills damage and that equates to 81% instead of 63% there's nothing I can do for you.

    I'm not sure about everyone else but it's clear to me from that tooltip, the intention is to increase the damage a weapon skill does by a certain amount. The amount I get from reading it is 19% of the damage that comes from the weapon itself, so for a skill that does 100 damage and has 63% of that damage coming from the weapon so lets say 63 damage, it would be 19% of 63 (approximately 12 damage) so I would expect that the end result would be 112 total damage.

    Now these are totally made up numbers but as you can see there is not a 19% increase in total damage but a smaller 12% and again the numbers here are made up and I'm sure someone else will have more accurate numbers for us.

    DING DING, gold star...You are trying to say I don't understand the math but then you use the exact math that I was using to prove my point. The damage for total skill would be lower than the 18% or whatever, that is not the point i am trying to make. I have never said that the damage should be 18% increase. The problem is that we are seeing closer to a 2%-5% increase, not the 12% that you. With your math, just pointed out.

    Also, if you read my post, I thought I said that there was two ways you could have applied that 18%.

    Either to the effectiveness of the weapon, hence the 81% instead of 63%. Which for 134 damage weapon resulted in an increase of 24 damage.

    Or

    Applied to the weapon before the 63%. Which for a 134 damage weapon resulted in an increase of 15 damage.

    What I see in game is 5 damage.

    So it is around 1/3 as effective as it should be.

    You post saying someone would have more accurate numbers for us, when my "big wall of text" that people have been complaining about has those exact numbers you are looking for.
    Edited by Lyall84 on June 16, 2014 4:35PM
  • Gisgo
    Gisgo
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    Lyall if the bonus wearing Hunding's Rage brings you above the Weapon Damage softcap you will get less than 12%.
  • Lyall84
    Lyall84
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    Gisgo wrote: »
    Lyall if the bonus wearing Hunding's Rage brings you above the Weapon Damage softcap you will get less than 12%.

    Dude, soft cap or not, i am not even getting 3%. You guys need to actually read the wall of text. And even then. I am not looking for 12%. I am expecting around 7-8%.
    Edited by Lyall84 on June 16, 2014 4:45PM
  • Gisgo
    Gisgo
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    Lyall84 wrote: »

    Test:
    Naked with green level 13 sword, Executioner does 106 damage. So far it can be noted that a about 62% of the weapon's damage is added to the skill's damage.

    Naked with white VR9 sword, Executioner does 166 damage. It appears that this weapon added about 63% of the weapon's damage to the skill's damage. Pretty consistent.

    5 Piece Hunding's Rage set equipped with green level 13 sword. Executioner tool tip still displays 106 damage. It appears that the set has 0 effect. Set is broken and useless. Should be around 110 damage if you count the set as only increasing the weapons portion of the effect.

    I did read your wall of text and you mention the "tooltip".
    Nothing about Hunding's Rage bonus does show on the tooltip.

    Unless there is a more up to date wall of text with parsec data i am lost.

  • WilsonMG
    WilsonMG
    Are you at or near weapon damage softcap? I've noticed that with/without the HR set it seems to make little difference to my actual damage (like +1-2 damage/attack). I'm beginning to think that it is due to the fact that my weapon damage is at softcap (only shows when in Cyrodiil where it drops from 184 to 172).
  • Lyall84
    Lyall84
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    Gisgo wrote: »
    Lyall84 wrote: »

    Test:
    Naked with green level 13 sword, Executioner does 106 damage. So far it can be noted that a about 62% of the weapon's damage is added to the skill's damage.

    Naked with white VR9 sword, Executioner does 166 damage. It appears that this weapon added about 63% of the weapon's damage to the skill's damage. Pretty consistent.

    5 Piece Hunding's Rage set equipped with green level 13 sword. Executioner tool tip still displays 106 damage. It appears that the set has 0 effect. Set is broken and useless. Should be around 110 damage if you count the set as only increasing the weapons portion of the effect.

    I did read your wall of text and you mention the "tooltip".
    Nothing about Hunding's Rage bonus does show on the tooltip.

    Unless there is a more up to date wall of text with parsec data i am lost.

    And clearly you missed the part where i said that i used TWO DIFFERENT add-ons that measure output damage.
  • Lyall84
    Lyall84
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    WilsonMG wrote: »
    Are you at or near weapon damage softcap? I've noticed that with/without the HR set it seems to make little difference to my actual damage (like +1-2 damage/attack). I'm beginning to think that it is due to the fact that my weapon damage is at softcap (only shows when in Cyrodiil where it drops from 184 to 172).

    I am using a 134 damage VR9 weapon when I am VR11. So as far as I know, no where near the softcap. Only time I can get the weapon damage to go overcharged is if i go VR11 weapon and use accessories that add weapon damage.
  • Gisgo
    Gisgo
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    Lyall84 wrote: »
    I am using a 134 damage VR9 weapon when I am VR11. So as far as I know, no where near the softcap. Only time I can get the weapon damage to go overcharged is if i go VR11 weapon and use accessories that add weapon damage.

    You should find where the softcap is for you and how many points you are below it; if the Hunding Rage does not bring you above the softcap and you still get less than 12% damage bonus then yes it is broken; but you didnt prove it yet.

    You ran a lot of tests and forgot to check your weapon damage soft cap, possibly the most important stat to check.
    Edited by Gisgo on June 16, 2014 5:17PM
  • p_tsakirisb16_ESO
    p_tsakirisb16_ESO
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    OK Gents. I apologise for the delay, but was help up at work on a meeting.

    I only killed 2 V5 bears. One with Hunding Rage on. One off. The item replaced had Health buff. Both items V6 and I doubt the Impenetrable trait can do anything about it.

    You will clearly see the damage with both Wrecking Blow (red marking) and Brawler (yellow marking). Shame some wrecking blows crit.

    Also I wanted to see if the solar barrage lives up to it's name (which it does).


    Installed the CLS mod and tried to put together the images from the screenshots. So you need to read them from bottom up.


    damages_zpsbfdecd05.png


    My blue set V6 armour should give a 18% bonus on style damage.

    On Brawler is gives 16% bonus damage.
    On Wrecking blow gives 6.5%.

    So. I have no idea why. I can run more tests if you want me to.

    If it works or not, maybe a dev can say. (anyone around?)
    Edited by p_tsakirisb16_ESO on June 16, 2014 5:26PM
  • Gisgo
    Gisgo
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    My blue set V6 armour should give a 18% bonus on style damage.

    No, it shouldnt.

    Increases Weapon Damage when using weapon abilities.

    Edited by Gisgo on June 16, 2014 5:41PM
  • p_tsakirisb16_ESO
    p_tsakirisb16_ESO
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    Sorry for not being clear. I am coming from DAOC.

    Weapon Style = Weapon Ability. :)


  • Xnemesis
    Xnemesis
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    So if you are already near or at weapon damage soft cap this set is pretty bad to get, because of the diminishing returns of overcharge on weapon damage? Or does this buff not get affected by overcharge? It seems very confusing. Wouldn't white damage be the best way to test the actual increase to weapon damage IE just spam heavy attack with and without bonus below weapon overcharge and then again when it would push you over?
    Edited by Xnemesis on June 16, 2014 6:04PM
  • maxilaub17_ESO
    maxilaub17_ESO
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    Xnemesis wrote: »
    So if you are already near or at weapon damage soft cap this set is pretty bad to get, because of the diminishing returns of overcharge on weapon damage?

    After I made the post I found out my poor results were because I was near the cap for weapon damage, for example on Critical Charge, I went from 368 damage to 370. I had similar results for all weapon abilities tested, Momentum and Executioner; they had a very small increase 1/2% to 4% additional damage.

    You do not want this set if you are close too, or at the softcap for weapon damage.
    Wouldn't white damage be the best way to test the actual increase to weapon damage IE just spam heavy attack

    The tooltip read's increase's damage of "weapon abilities" so it should not effect vanilla light or heavy attacks, only attacks that are activated by a weapon ability.

  • Xnemesis
    Xnemesis
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    basically if you are at weapon cap you can only expect to receive less then 10% of the increase due to overcharge. Which would effectively increase the total damage less than 1-2%. Seems like they totally botched the gear set because they didn't factor in people going into overcharge.
  • Xnemesis
    Xnemesis
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    I would almost just rather see a 15% increase to light and heavy attacks then this garbage
  • ScardyFox
    ScardyFox
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    Well, this is depressing but not shocking - so what set is worth a damn for stamina users?
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