New idea for torment

New idea for torment

in Mesmer

Posted by: BlackDevil.9268

BlackDevil.9268

I’ve seen this crossing by in other games and as torment is now, it’s pretty much a fail so I thought of bringing up a ’’new’’ idea of how torment should be.

As it is now, it’s based on your condition damage and deals damage equal to:
Standing still: 0.75x bleed damage
While moving: 1.5x bleed damage

Now you can already clearly see that no one’s gonna stand still in almost 99% of all cases to profit from taking a bit less damage. So I thought, why not make torment deal damage based on the amount of yards someone makes while having the condition?
Let it fuction the same as it works now, by stacking in intensity and keep on with the same formula, though add a multiplier of the amount of yards someone tracks.

For example:

While moving:
0.04 * Condition Damage + 0.4 * Level * Amount of yards moved * 0.03

While standing still:
No damage
or the same formula
0.04 * Condition Damage + 0.4 * Level * Amount of yards moved * 0.03

(The formula is ofc based on 1 stack)

Let’s say you’re fighting a thief. Thieves are known to have the greatest gap opener and closer of the game, called Heartseeker.
Now lets say you’re a mesmer with 1700 condition damage and you’re fighting a thief who is on low health and he wants to escape easily by spamming heartseeker, but you applied your 5 stacks of torment just before he wants to flee.

That would mean every heartseeker would deal him 2330 damage, which ofc doesn’t seem that strong, but probably more than enough to make someone stop moving.
While as, if he would stand still, he would get 68 damage (per second?), or just no damage at all.

Of course these are just examples and the formula could always be different to what anet thinks is best.

New idea for torment

in Mesmer

Posted by: Oberon Vex.1389

Oberon Vex.1389

According to the wiki, the damage formula for torment is (0.11)x(conditiondamage) + 32. This is much more than 75% of bleeding while standign still, this is just shy of poison damage (which is (0.1)x(conditiondmg) + 84

And it stax. And deals double damage while moving.

Using your example condition damage of 1700 (which is kinda low for a mesmer) you would be dealing (0.11)x(1700)+(32) = 219dps/stack while they are stationary and 438dps/stack while they are moving. In your scenario, where your target is trying to flee, they will probably at least START moving. Illusionary Counter puts 5stax on the target, which would be (5)x(438) =2190dps. For 8s: (2190)x(8s) = 17 520dmg overall.

Perhaps I’m doing the math wrong, but as this is the only formula I’ve seen, its what I’ve been using to theorycraft. 2k dps from one skill is NOT underpowered or underwhelming at all. And this is with ONLY 1700 condition dmg, mesmers can get quite a bit more.

(edited by Oberon Vex.1389)