The build with a guild - the ultimate Templar for anyone who loves running groups, PVP and ta Dark Elf - Spell/Weapon Damage. Fourth fight there was a respawn while I was typing some of this. Based on the assumption that the Thief mundus is used, I calculate the damage increase with Divines and Infused on large and small gear. These include champion point optimisation, mundus optimisation, armour trait optimisation and weapon trait optimisation. Base Health recovery at CP160 is 309. I'm lousy at weaving, but I don't have exact figures as to how lousy. Further increasing the execution time to 1.2 results in a DPS loss of 11% (mean = 37845, SD = 814). The changes have been made except for jewellery XD. =], Looks great as always, thank you for doing this for the community :). The DPS loss is less than recasting Curse every 3.6 seconds because half the time the second explosion does occur. Argonian - Potion Boost, stat-wise not comparable to Nord or Imperial. (1 item) Adds 833 Spell Critical (2 items) When you deal Critical Damage, you have a 20% chance to gain a damage shield that absorbs 5000 damage for 6 seconds. They bring excellent damage at range. Also recasting Haunting Curse every 3.6 seconds (after the first explosion) results in a DPS loss of approximately 4% (mean = 40597, SD = 999). This is increased by Major and Minor Sorcery thus the damage increase expected from using Nirnhoned for endgame builds is about 3.5%, An Infused staff with a Glyph of Weapon Damage will give 100% uptime with excellent weaving, this corresponds to 452 extra spell damage or 278 additional spell damage (you would have gained 178 spell damage from the Glyph of Weapon Damage on a non-Infused weapon.) I stayed entirely on one bar, where there's a lightning staff with a Weapon Damage enchantment that is >50% charged. Guides: Stamplar, Magplar, StamDen, MagDK, MagSorc. Optimisation decisions based of the Damage Equations are covered in Analytical Results. Note that the differences between the mundus choice tends to be small and the error in the estimates is probably larger than the calculated difference shown here. It contains a damage log and damage summary. But this is based on the assumption that the 3.5 flame-based attacks are equally distributed over a second. Magicka and Spell Damage work together to increase your overall damage per attack, and likewise Stamina and Weapons Damage do the same. It will be slightly more difficult to sustain with this race, but your damage will surely be higher, and your stamina management will be a lot easier too.. Potions. Dealing direct damage to an enemy has a 10% chance to boost your damage with every ability by 530. Magicka increases your resource pool for using Magicka based abilities and also, similar to Spell Damage, it increases the damage that your Magicka based attacks hit for. So here's an example of what's concerning me. Frost Damage has the chance to apply the Chilled Status Effect which reduces the target movement speed by 40% for 4 seconds. @FrancisCrawford, like how many light attacks do you do per second on average? Thank you!!! Spells cost 7% less to cast. Re your questions in the previous thread: Hopefully, this will all become clearer when I get a target skeleton. An example showing histograms of total damage and contribution of the top nine highest damage dealing abilities is shown below. I've actually calculated the ability coefficients for every ability in game for 2.3 launch on pts. Skill coefficients can be found at ESO: Skill Browser. https://alcasthq.com/eso-solo-magicka-necromancer-build-pve The simulation only allows direct damage abilities and Twisting Path to proc Scathing Mage. The panel on the right controls periodic buffs and debuffs. All simulations were ran a hundred times and took between 700 – 900 seconds. After some consideration, I belief this is due to the nature of my simulation putting most damaging abilities near the start of a second right after Burning Spellweave comes after cooldown. The third tab outputs a single damage parse. Thanks @FrancisCrawford! Flat Cost Reduction is typically in the form of enchantments on jewellery and % Cost Reduction comes from skills and passives. This can be approximated with a normal distribution with the following statistics, where n is the number of events. This is increased by CP and Skill multipliers. A complete list of supported abilities is listed here. Skills refer to the sum of stat boosting skills. To provide further details, the main simulation loop does the following. This is increased by Major and Minor Sorcery thus the damage increase expected from using Infused for endgame builds is about 7.9%. I just had a short fight, more than 10 seconds since my last one. The Lord Mundus gives 1452 Health. It contains four panels. This is primarily for allowing the 5 piece bonus of Moondancer to proc. Redguard - Max Stamina, Weapon cost reduction, Sustain. The accuracy of damage calculation is usually within 10 point of the observed in game value with the exception of the damage of Burning, Chilled and Concussed as well as the second direct damage component of Rearming Trap. After this the value is constant at 20%. Of the sets considered, the simulation is most favourable for (4). @Nosferatuzod. For example, that means every 1000 magicka is worth approximately 95 spell damage. There are some situations where the Apprentice or Mage is preferred, notably for skills that scale strongly or solely of magicka or spell damage. All + Magicka Enchants. where CPI and Skill were define in Resource Pool. Resistance is the relevant physical or spell resistance. One approach is with a geometric distribution but this only models the average behaviour and leaves much to be desired. The impact of Divines can be neglected for this section. Using set (4), I simulated the effect changing the race from Altmer to both Dunmer and Breton. This time is tracked by cooldown, CD. Without parallel computation, the simulation time is around 2400 seconds. This means that the time to proc burning spellweave is usually 0 as seen in the histogram below. This set gives us an absolutely massive boost to our maximum magicka as long as we have a pet active, and we always will with Blue Betty. CLM says I had: Is there any hypothesis to entertain other than that something is bugged (even if it's just Combat Log Metrics)? Enjoy the game, life is what you really want to be worried about. Damage Equations covers the majority of equations needed to accurate calculate damage. NVM, I think I realized what the formula is reading now. At other times I see it near 50%, which makes a lot more sense to me. twitch streamer crazmadsci, Guildmaster Ethereal Army, Guide Writer: Travelers Guide to … The average damage increase for each mundus can be determine by calculating the quotient of the damage with and without the mundus. In my simulation, all buffs on ability cast are granted prior to damage calculation. It is strongly recommended that PC users use the Constellations addon developed by decay2. With access to boundless storm and critical surge they also have unrivaled self healing in combat. CP Bonus is typically Elemental Expert for direct damage abilities or the sum of Elemental Expert and Thaumathurge for damage over time abilities. No Beserker. Thus, the damage increase from a small infused piece is. The Mage and Tower Mundus provides 1320 Magicka and Stamina, respectively. The average damage done when taking into account critical chance is, It is often useful to calculate all factors in the average damage equation except for the base tooltip as this provides an efficient method to compare builds. Assuming that k attacks occurs per second, the normal distribution for damage per second is. This ESO Solo Magicka Necromancers build is capable of amazing damage output, survive-ability, and pack one of the strongest ultimates in the game! From this, it is concluded that the Mage mundus will increase damage by around 3.5%. The damage increase from a large infused piece, On a small piece, Infused increase magicka by 70. Note that (5) uses Blockade of Storms instead of Blockade of Fire thus the higher Minor Vulnerability uptime and lower Burning Spellweave uptime. +2000 Maximum Magicka. Looks good. For endgame characters Magicka and Spell Damage are in the vicinity of 44000 and 3000, respectively. Please respect the Tamriel Foundry Hybrid builds in The Elder Scrolls Online require BOTH Weapon and Spell Damage, which is why we are making use of the Pelinal’s Aptitude set. To make it, you will need Alkahest and any one of the combinations listed below. Note that the 2 piece Molag Kena is a 33% cost increase when activated. Draugrkin’s Grip is a potent Magicka DPS Set that can boost your Maximum Magicka, Magicka Recovery and Spell Penetration. Liko with the help of Rosskag goes over Magicka Sorcerer PvE DPS'ing in ... Liko.gg, a friend of the ESO University website! (1 item) Adds 833 Spell Critical (2 items) When you deal Critical Damage, you have a 20% chance to gain a damage shield that absorbs 5000 damage for 6 seconds. Tri-Stat (Restore Health, Magicka and Stamina) In another fight I went with light attacks alternating with Shock Ring (2 of each hit, plus some pet and some Grothdarr). This effect can occur once every 6 seconds. Frost damage can be mitigated by spell resistance or jewelry glyphs. Due to rounding of Elfborn there are jumps. Your donations help to support Tamriel Foundry, fund further improvements, and unlock account perks! The tooltip calculated in this manner will typically differ from in-game tooltips as the latter sometimes shows the influence of CP and damage done multipliers. To aid with the flow of simulation, I have built a rough interface. The difference is less than 4% due to the additive nature of damage multipliers. These stats are roughly equal in terms of what they provide from a damage stand point, however Max Magicka and Max Stamina both allow you to use more Skills before running out of resources. I have also played with variables that might better model in-game situations. Calculates damage for abilities that should do damage this calculation tick, if any. +258 base Spell Damage. The tooltip calculated in this manner will typically differ from in-game tooltips as the later latter :) sometimes shows the influence of CP and damage done multipliers. The Daedroth's attacks deal 3865 Flame Damage, and alternate between Fiery Breath, Fiery Jaws, and Jagged Claw, which alternate once every 2 seconds. This panel is primarily for inputting the ordered list of abilities. Please correct me if wrong. This is a very powerful set, whenever you deal Flame, Shock, or Frost Damage, you gain 550 Spell Damage for that element for 4 seconds with a 4 second cooldown. I look forward to following the discussion in the coming months/years, and eager to find out what you have planned for the 'reserved' sections. An example of my accuracy for some abilities is shown below. It is interesting to note that the uptime on my Burning Spellweave is quite high. 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