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Light/Medium Armor *equal* Armor/Spell Resistance

Alcast
Alcast
Class Representative
Same CP allocation. Both have Heavy chest.

Magicka DK: (without nirnstaff)
3d39979e8e2cc8cfd6cf006128cd9e9d.png

Stamina Templar
7a653228b57e277e3cad97cfc445bb49.png


Edited by Alcast on 12 September 2015 18:14
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  • Carde
    Carde
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    I wonder how much harder 3493 weapon damage hits than 2250 spell damage. Also how much better 47.4% crit is compared to 32.0%.
    Member of the Psijic Order PTS Group
  • Psilent
    Psilent
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    Look at that recovery and health. D:
  • Forestd16b14_ESO
    Forestd16b14_ESO
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    And here I am still waiting for ZOS to fix heavy armor to make it the best option for defense. :/

    Seriously yes heavy armor has high stats but that means nothing to penetration and doesn't help when shield stacking and dodge rolling are litteraly 10X better than actual defense. :/
  • FMonk
    FMonk
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    And here I am still waiting for ZOS to fix heavy armor to make it the best option for defense. :/

    Seriously yes heavy armor has high stats but that means nothing to penetration and doesn't help when shield stacking and dodge rolling are litteraly 10X better than actual defense. :/

    You haven't played this game much since the patch, have you?
  • Forestd16b14_ESO
    Forestd16b14_ESO
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    FMonk wrote: »
    And here I am still waiting for ZOS to fix heavy armor to make it the best option for defense. :/

    Seriously yes heavy armor has high stats but that means nothing to penetration and doesn't help when shield stacking and dodge rolling are litteraly 10X better than actual defense. :/

    You haven't played this game much since the patch, have you?

    Yes I have and HA still falls short to LA and MA. Yes you have better armor and spell res that goes well with the reduce damage but still falls short when a player in full HA still gets killed by 3 players to a player in full LA shield stacking which still takes 6 or 7 players with shield breaker to kill. HA still needs buff and the fact ZOS buffed LA with 100% more armor just put another nail in HA in PVP coffin .

    Cause as stated many times LA and MA offer resource gain along with DPS gain to HA that only offers a defense gain that isn't even much. So what you think players are gonna use armor that offers just as good if not better defense options stacked with amazing DPS bonuses or a armor that only offers a small boost to defense that doesn't even include reduce breaker free cost or snare effect.
  • Xeniph
    Xeniph
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    FMonk wrote: »
    And here I am still waiting for ZOS to fix heavy armor to make it the best option for defense. :/

    Seriously yes heavy armor has high stats but that means nothing to penetration and doesn't help when shield stacking and dodge rolling are litteraly 10X better than actual defense. :/

    You haven't played this game much since the patch, have you?

    Yes I have and HA still falls short to LA and MA. Yes you have better armor and spell res that goes well with the reduce damage but still falls short when a player in full HA still gets killed by 3 players to a player in full LA shield stacking which still takes 6 or 7 players with shield breaker to kill. HA still needs buff and the fact ZOS buffed LA with 100% more armor just put another nail in HA in PVP coffin .

    Cause as stated many times LA and MA offer resource gain along with DPS gain to HA that only offers a defense gain that isn't even much. So what you think players are gonna use armor that offers just as good if not better defense options stacked with amazing DPS bonuses or a armor that only offers a small boost to defense that doesn't even include reduce breaker free cost or snare effect.

    You have got to be insane! I only run 5 HA in one of my builds and I can face tank 3 people comfortably, without 1h/s. If it were buffed anymore there would be no reason to run anything else.

    Also, discounting health regen in HA is a mistake, gotta think outside the box here.
    Here since Beta.

    Characters: All of them, both Stamina and Magicka.
  • Domander
    Domander
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    Alcast wrote: »
    Same CP allocation. Both have Heavy chest.

    Magicka DK: (without nirnstaff)
    3d39979e8e2cc8cfd6cf006128cd9e9d.png

    Stamina Templar
    7a653228b57e277e3cad97cfc445bb49.png


    DK's and light armor have extra spell resist, so no surprise there...

    The physical resist is not equal... the medium has over 2k more. That is quite a difference.
  • Ghostbane
    Ghostbane
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    Currently sporting 5 HA with 2.4k MR. All vr14.

    Does the job.
    {★★★★★ · ★★★★★ · ★★ · ★★★★★}
    350m+ AP PC - EU
    AD :: Imported Waffles [37]EP :: Wee ee ee ee ee [16]DC :: Ghostbane's DK [16], Impending Loadscreen [12]PC - NA
    AD :: Ghostbane [50], yer ma [43], Sir Humphrey Winterbottom 2.0 [18], robotic baby legs [18]EP :: Wee Mad Arthur [50], avast ye buttcrackz [49], Sir Horace Foghorn [27], Brother Ballbag [24], Scatman John [16]DC :: W T B Waffles [36], Morale Boost [30], W T F Waffles [17], Ghostbanë [15]RIPAD :: Sir Humphrey Winterbottom 1.0 [20]
    Addons
  • Alcast
    Alcast
    Class Representative
    Domander wrote: »
    Alcast wrote: »
    Same CP allocation. Both have Heavy chest.

    Magicka DK: (without nirnstaff)
    3d39979e8e2cc8cfd6cf006128cd9e9d.png

    Stamina Templar
    7a653228b57e277e3cad97cfc445bb49.png


    DK's and light armor have extra spell resist, so no surprise there...

    The physical resist is not equal... the medium has over 2k more. That is quite a difference.

    Templar also has 2k extra spell resistance.

    I just remember it had been like this in 1.6

    Light was 1/4
    Med was 3/4
    Heavy 4/4

    and now it should be in 1.7
    Light 2/4
    Med 3/4
    Heavy 4/4

    Tho now it looks like Light and Med are equal again. Mag Dk is wearing 5L/1M/1H. Stam Temp is wearing 5M/1L/1H. How does that bring them to almost the same values?
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  • Sanct16
    Sanct16
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    Tbh I don't see a reason why medium armor should have better resistances. Never made much sense to me in the first place so I would say its a reasonable change if it is intended to be like it is now.
    Edited by Sanct16 on 14 September 2015 09:02
    - EU - Raid Leader of Banana Zerg Squad
    AD | AR 50 | Sanct Fir'eheal | ex Mana DK @31.10.2015
    EP | AR 50 | Sanctosaurus | Mana NB
    AD | AR 44 | rekt ya | Mana NB
    AD | AR 41 | Sanct Thunderstorm | Mana Sorc
    EP | AR 36 | S'na'ct | Mana NB {NA}
    AD | AR 29 | Captain Full Fist| Stam DK
    AD | AR 29 | Sanct The Dark Phoenix| Stam Sorc
    EP | AR 16 | Horny Sanct | Stam Warden
    EP | AR 16 | Sánct Bánáná Sláyér | Mana DK
    DC | AR 13 | ad worst faction eu | Stam Sorc
    DC | AR 13 | Lagendary Sanct | Mana NB

    >320.000.000 AP
  • anitajoneb17_ESO
    anitajoneb17_ESO
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    Sanct16 wrote: »
    Tbh I don't see a reason why medium armor should have better resistances. Never made much sense to me in the first place so I would say its a reasonable change if it is intended to be like it is now.

    Because medium armor is linked to stamina which is linked to melee physical damage (except for bow) and melee implies more risks of physical damage from encounter ? Whereas light armor is linked to magicka which is linked to range magical damage which implies less risk of physical damage from encounter ?

  • Anazasi
    Anazasi
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    if you want to test this accurately and complain with competence please use sets that have no trait. Then compare the appropriate pieces individually.

    I think its fine the way it is. So stop complaining.

    I might add you will want to make sure you have reset all your skill pts and attributes to create a solid no lie base line. Then compare your stats.
    Edited by Anazasi on 14 September 2015 12:07
  • contact.opiumb16_ESO
    contact.opiumb16_ESO
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    Sanct16 wrote: »
    Tbh I don't see a reason why medium armor should have better resistances. Never made much sense to me in the first place so I would say its a reasonable change if it is intended to be like it is now.

    Because medium armor is linked to stamina which is linked to melee physical damage (except for bow) and melee implies more risks of physical damage from encounter ? Whereas light armor is linked to magicka which is linked to range magical damage which implies less risk of physical damage from encounter ?

    Not true. You can play ranged stam toon or melle magicka.
  • Sanct16
    Sanct16
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    Sanct16 wrote: »
    Tbh I don't see a reason why medium armor should have better resistances. Never made much sense to me in the first place so I would say its a reasonable change if it is intended to be like it is now.

    Because medium armor is linked to stamina which is linked to melee physical damage (except for bow) and melee implies more risks of physical damage from encounter ? Whereas light armor is linked to magicka which is linked to range magical damage which implies less risk of physical damage from encounter ?
    Light armor = Magicka
    Medium armor = Stamina
    Heavy armor = both but less damage/sustain for more defense

    I think we can agree on that.

    If you get involved into melee combat or ranged depends on yoir playstyle, your class, etc. A light armor Dk/Templar has no skills to create distance between himself and the opponent so he will be fighting mostly in melee range.

    Stamina builds can use bow for ranged combat. Magicka builds can use destro.

    In groupfights where you stick to your groups both stamina and magicka builds will get hit by same skills.

    So saying medium armor thus stamina builds should get better damage reduction is not valid imo since the choice of armor affects mostly what your main resource is rather than how you fight.

    Medium armor and light armor have similar damage output aswell so they should have the same resistances too.
    - EU - Raid Leader of Banana Zerg Squad
    AD | AR 50 | Sanct Fir'eheal | ex Mana DK @31.10.2015
    EP | AR 50 | Sanctosaurus | Mana NB
    AD | AR 44 | rekt ya | Mana NB
    AD | AR 41 | Sanct Thunderstorm | Mana Sorc
    EP | AR 36 | S'na'ct | Mana NB {NA}
    AD | AR 29 | Captain Full Fist| Stam DK
    AD | AR 29 | Sanct The Dark Phoenix| Stam Sorc
    EP | AR 16 | Horny Sanct | Stam Warden
    EP | AR 16 | Sánct Bánáná Sláyér | Mana DK
    DC | AR 13 | ad worst faction eu | Stam Sorc
    DC | AR 13 | Lagendary Sanct | Mana NB

    >320.000.000 AP
  • anitajoneb17_ESO
    anitajoneb17_ESO
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    @contact.opiumb16_ESO , @Sanct16 :

    I wasn't stating what should be or what I think is right (thus the question marks in my post), I was just stating what I believe to be the underlying reasoning behind the difference in armor rates. I know you can build non-typical builds (and you can use the undaunted sets for that purpose), but you cannot deny that most stamina builds are melee and most magicka builds are distant.

    I have no opinion if armor ratings should be equal, but if they're made equal, they'll have to rename them from LA/MA to cloth/leather or whatever.
  • Domander
    Domander
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    Alcast wrote: »
    Domander wrote: »
    Alcast wrote: »
    Same CP allocation. Both have Heavy chest.

    Magicka DK: (without nirnstaff)
    3d39979e8e2cc8cfd6cf006128cd9e9d.png

    Stamina Templar
    7a653228b57e277e3cad97cfc445bb49.png


    DK's and light armor have extra spell resist, so no surprise there...

    The physical resist is not equal... the medium has over 2k more. That is quite a difference.

    Templar also has 2k extra spell resistance.

    I just remember it had been like this in 1.6

    Light was 1/4
    Med was 3/4
    Heavy 4/4

    and now it should be in 1.7
    Light 2/4
    Med 3/4
    Heavy 4/4

    Tho now it looks like Light and Med are equal again. Mag Dk is wearing 5L/1M/1H. Stam Temp is wearing 5M/1L/1H. How does that bring them to almost the same values?

    Yes, but DK has more.

    Wouldn't it be nice if everyone didn't have easy extra spell resistance...
    Edited by Domander on 15 September 2015 09:59
  • Maulkin
    Maulkin
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    Domander wrote: »
    Alcast wrote: »
    Domander wrote: »
    Alcast wrote: »
    Same CP allocation. Both have Heavy chest.

    Magicka DK: (without nirnstaff)
    3d39979e8e2cc8cfd6cf006128cd9e9d.png

    Stamina Templar
    7a653228b57e277e3cad97cfc445bb49.png


    DK's and light armor have extra spell resist, so no surprise there...

    The physical resist is not equal... the medium has over 2k more. That is quite a difference.

    Templar also has 2k extra spell resistance.

    I just remember it had been like this in 1.6

    Light was 1/4
    Med was 3/4
    Heavy 4/4

    and now it should be in 1.7
    Light 2/4
    Med 3/4
    Heavy 4/4

    Tho now it looks like Light and Med are equal again. Mag Dk is wearing 5L/1M/1H. Stam Temp is wearing 5M/1L/1H. How does that bring them to almost the same values?

    Yes, but DK has more.

    Wouldn't it be nice if everyone didn't have easy extra spell resistance...

    I don't understand this argument. Everyone has passives that compensate you somehow. My NB has Shadow Barrier passive that gives Major Ward and Major Resolve every time I activate a Shadow ability as an extra bonus, while DK has to slot razor armor for that and waste a slot. Or I have 3% extra HP by slotting any shadow ability, through dark vigor.

    DK passives were a bit too strong imo when the game first released, if after several rounds of nerfs you think that DK passives are stronger then the other classes, then I'm sorry I don't know how to help you.

    I don't even main a DK and I think there's nothing OP about them now, I would even buff them slightly if anything.

    EU | PC | AD
  • Dalglish
    Dalglish
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    @contact.opiumb16_ESO , @Sanct16 :

    I wasn't stating what should be or what I think is right (thus the question marks in my post), I was just stating what I believe to be the underlying reasoning behind the difference in armor rates. I know you can build non-typical builds (and you can use the undaunted sets for that purpose), but you cannot deny that most stamina builds are melee and most magicka builds are distant.

    I have no opinion if armor ratings should be equal, but if they're made equal, they'll have to rename them from LA/MA to cloth/leather or whatever.

    From what I see most of the stamina builds are using bows. Sorcs are almost the only class that stay at range. Other classes either dont have enough mobility to stay at range or doesnt suit them to be at range for the whole duration of a fight (I dont include those bow users who just stand behind a zerg and snipe in). So excluding sorcs, all classes no matter if you use stam or magicka, need a mix of range/melee.

    I agree with only heavy armour getting extra resistances because they are the only armour user that is sacrificing dps for using it.
    Edited by Dalglish on 15 September 2015 10:53
    Victrix EU - EP & AD -
    Xbox EU - DalglishUK
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