I guess I just had to say something at least, that set looks so annoying. Yeah I'm kind of pointing out the obvious I suppose. I hope at least the nerf part of that is true because the easy conditions that allow the insane amount of damage that set will bring will be a nightmare to deal with and could be as disruptive as sloads was when it was released, or even worse. Again that could also be a marketing thing too, or at least a mindset of "well we might have to nerf (or even ban in the case of MTG) but it should help sell a load on release." I've noticed the same thing happening recently in Magic The Gathering with new cards that become banned really quickly because of the chaos they cause. They can get the sets early and rack up a load of kills in places like Cyro and then eventually the nerf will arrive. I'm starting to think that sets like unleashed terror are a marketing thing to get more players to buy dlc when it first arrives. It deals about the same damage it did during the 6.1.0 cycle, but instead of over 10 seconds, instead of 5, reducing the overall pressure it applies to targets. Update: In 6.1.1 the damage for Unleashed Terror got the treatment it probably deserved. These changes are all within the last 2-3 patches. The other powerful ones: Unfathomable Darkness, Pillar of Nirn, Sheer Venom, and Widowmaker have all received adjustments in this patch or very recently. The most powerful medium procs we can see on the list here: Unleashed Terror, Aegis Caller, and Venomous Smite are all recent additions to the game. ![]() It appears to me that ZOS' answer to that is proc sets. A common complaint I have seen on the forums here over the last year (especially back when Fury was meta) is that Medium armor sets weren't as good. This is what results in procs being more effective when your character has less stats overall, such as in a no-cp environment. Increasing your resources or damage does not increase your proc damage. This is because they cannot land critical hits, and they are less effected by the stats your character has. ![]() Most DOT procs have higher tooltips than skills.Light, Heavy, and Monster sets tend to only deal about 9000-13000 damage when proc'd. Most of these have been added more recently, or have undergone changes. Medium Armor has many proc sets that deal upwards of 20,000 total damage when proc'd.As ZOS intended, most proc sets now have a proc condition instead of a proc chance.Monster sets for damage dealers have and continue to be focused on proc damage.However, most light armor procs deal their damage instantly, whereas more of the stamina procs deal their damage over time. Most conditions are easy for a stamina/melee player to fulfill, simply being put into place to prevent use by either a ranged character or a magicka character. Medium armor has more sets, but they typically require some other condition to fulfill. Over half of all medium armor proc sets, and nearly all of the light armor damage proc sets have simple conditions such as deal damage.This is because Heavy armor is focused on mitigating damage while Light armor sets are split between sets that deal damage and sets that heal other players. Medium Armor has the most proc sets that are primarily focused on dealing damage. ![]() As a result one should not use these values in determining how strong a set is objectively, but instead in comparison to other sets that already exist. ![]() All values are using the template character set to maximum level with no CP invested, no stats invested, no gear, and no skills. The values I used for each set are ones on the PTS as of 6.1.0. There may be some errors, but hopefully I carried them through because this document is for comparison purposes only. I have not included proc sets that increase the damage you deal, nor have I included sets that grant just healing.Īt some later time, probably after 6.1.1 is on the PTS I will update this list to include any changes and include any healing procs. Let me know if there are any errors, as I am sure I made some.
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