The lower the health on the enemy you are attacking, the damage is increased, as well as ignoring ALL defenses.
Guys...why does my SE hit like a wet paper bag in PvE?
I can get 30k+ Dazing strikes, an encounter mind you, yet with the daily SE, its rare I ever see 25k.
I don't get it =/
I don't have a clue how much health an actual boss has.
But for the sake of argument, lets say Draco has 15 million health.
Now I'm thinking they toned down SE in PvE for that exact reason. According to the tool tip, if I use SE on Drac at lets say 30% health, it would be capable of hitting for like 100K+(just guessing here). Which is OP, so I'm guessing they toned it down.
But they toned it down so much, that its useless as a Daily, other then to get the buff if you are spec'd into Exec tree.
I am only like 2 months old on my TR so what happened prior to that I don't know, and I know changes have occurred. Did SE used to hit harder in PvE?
I have heard it was toned down because of PvP. Yet, I hit the hardest with it IN PvP, on targets with far less health.
But for the sake of argument, lets say Draco has 15 million health.
Now I'm thinking they toned down SE in PvE for that exact reason. According to the tool tip, if I use SE on Drac at lets say 30% health, it would be capable of hitting for like 100K+(just guessing here). Which is OP, so I'm guessing they toned it down.
As far as I know (correct me, fellow peoples if I'm wrong) SE does more damage based on the percentage of health missing rather than the actual health missing. I don't actually know this for certain, but it makes sense to me. I occasionally bring SE into PvE situations, and I usually only use it right when the large mob is about to die. I typically get a large amount of damage in, perhaps the same as PvP. However, this is only when the mob is just about to die. In PvP, I can hit for the same, if not more, damage on an opponent with half their health left.
SE was changed a while back, but I can't remember what was changed, exactly. I believe my focus was on my gwf and cleric during that time, so I ignored the SE change. When I have time, I'll look back through the patch notes (I only have a few minutes right now).
So, I'm pretty sure it does additional damage based on percentage of health missing, but don't quote me on it. As for why it's so much more effective in PvP, I'm not sure. SE's definitely better in PvP as opposed to PvE.
As far as I know (correct me, fellow peoples if I'm wrong) SE does more damage based on the percentage of health missing rather than the actual health missing. I don't actually know this for certain, but it makes sense to me. I occasionally bring SE into PvE situations, and I usually only use it right when the large mob is about to die. I typically get a large amount of damage in, perhaps the same as PvP. However, this is only when the mob is just about to die. In PvP, I can hit for the same, if not more, damage on an opponent with half their health left.
SE was changed a while back, but I can't remember what was changed, exactly. I believe my focus was on my gwf and cleric during that time, so I ignored the SE change. When I have time, I'll look back through the patch notes (I only have a few minutes right now).
So, I'm pretty sure it does additional damage based on percentage of health missing, but don't quote me on it. As for why it's so much more effective in PvP, I'm not sure. SE's definitely better in PvP as opposed to PvE.
Well that makes sense then ...sorta.
So whether a target has 15million health, or 50 health in total, its just a straight percentage value. I get it.
It still doesnt make sense to me then why my hits in PvP are consistently higher then they are in PvE. You'd think it would be much higher in PvE, because my stats are trippled from that of my PvP gear, as well as the boss's being debuffed.
Players can (I think?) get more damage resistance than bosses. You're likely at the armour penetration cap in PvE, but there is no cap in PvP. That would mean that since SE ignores defense, the damage would be nearly constant, only effected by power/damage. Dazing and Lashing Blade, however, do not ignore defense, and since you are at the armour pen cap for PvE, as well as the bosses being debuffed, you would notice a more significant damage increase in PvE over PvP with those abilities, as it is more rare for a player to be debuffed for you to ignore all their defense.
TL;DR, SE ignores defense, so the damage would be near constant, unlike abilities which do not.
Comments
As far as I know (correct me, fellow peoples if I'm wrong) SE does more damage based on the percentage of health missing rather than the actual health missing. I don't actually know this for certain, but it makes sense to me. I occasionally bring SE into PvE situations, and I usually only use it right when the large mob is about to die. I typically get a large amount of damage in, perhaps the same as PvP. However, this is only when the mob is just about to die. In PvP, I can hit for the same, if not more, damage on an opponent with half their health left.
SE was changed a while back, but I can't remember what was changed, exactly. I believe my focus was on my gwf and cleric during that time, so I ignored the SE change. When I have time, I'll look back through the patch notes (I only have a few minutes right now).
So, I'm pretty sure it does additional damage based on percentage of health missing, but don't quote me on it. As for why it's so much more effective in PvP, I'm not sure. SE's definitely better in PvP as opposed to PvE.
Well that makes sense then ...sorta.
So whether a target has 15million health, or 50 health in total, its just a straight percentage value. I get it.
It still doesnt make sense to me then why my hits in PvP are consistently higher then they are in PvE. You'd think it would be much higher in PvE, because my stats are trippled from that of my PvP gear, as well as the boss's being debuffed.
Can anyone else give a definitive answer on this?
Players can (I think?) get more damage resistance than bosses. You're likely at the armour penetration cap in PvE, but there is no cap in PvP. That would mean that since SE ignores defense, the damage would be nearly constant, only effected by power/damage. Dazing and Lashing Blade, however, do not ignore defense, and since you are at the armour pen cap for PvE, as well as the bosses being debuffed, you would notice a more significant damage increase in PvE over PvP with those abilities, as it is more rare for a player to be debuffed for you to ignore all their defense.
TL;DR, SE ignores defense, so the damage would be near constant, unlike abilities which do not.
-Kutluch