slopezgamesub17_ESO1 wrote: »Apparently there are not enough ppl to agree with your claim so I would imagine that is why they are not changing it. If it were as OP as you feel then they would. Just look at how they nerfed bats and bolt escape which I agree did need to be nerfed. I guess we can't all have it the way we want so I'd suggest using those 3 skill pts some where else. FYI there are still several skills/passives in the game that dont work as they are suppose to and theres no telling when zos will get around to fixing them. I personally feel that Overload and Weakness to Elements need to be fixed but I'm just a player not a dev
slopezgamesub17_ESO1 wrote: »Apparently there are not enough ppl to agree with your claim so I would imagine that is why they are not changing it. If it were as OP as you feel then they would. Just look at how they nerfed bats and bolt escape which I agree did need to be nerfed. I guess we can't all have it the way we want so I'd suggest using those 3 skill pts some where else. FYI there are still several skills/passives in the game that dont work as they are suppose to and theres no telling when zos will get around to fixing them. I personally feel that Overload and Weakness to Elements need to be fixed but I'm just a player not a dev
If there is a trait like impenetrable with such a low opportunity cost, they need to change Khajit racials or let us switch races.
eventide03b14a_ESO wrote: »slopezgamesub17_ESO1 wrote: »Apparently there are not enough ppl to agree with your claim so I would imagine that is why they are not changing it. If it were as OP as you feel then they would. Just look at how they nerfed bats and bolt escape which I agree did need to be nerfed. I guess we can't all have it the way we want so I'd suggest using those 3 skill pts some where else. FYI there are still several skills/passives in the game that dont work as they are suppose to and theres no telling when zos will get around to fixing them. I personally feel that Overload and Weakness to Elements need to be fixed but I'm just a player not a dev
If there is a trait like impenetrable with such a low opportunity cost, they need to change Khajit racials or let us switch races.
You have got to be kidding right? You are playing a Khajit for the 6% crit bonus only? Seems like a poor reason to choose a race based on one racial trait. Not only should they not allow you to change races, they should ban your account for being a whiny malcontent.
eventide03b14a_ESO wrote: »slopezgamesub17_ESO1 wrote: »Apparently there are not enough ppl to agree with your claim so I would imagine that is why they are not changing it. If it were as OP as you feel then they would. Just look at how they nerfed bats and bolt escape which I agree did need to be nerfed. I guess we can't all have it the way we want so I'd suggest using those 3 skill pts some where else. FYI there are still several skills/passives in the game that dont work as they are suppose to and theres no telling when zos will get around to fixing them. I personally feel that Overload and Weakness to Elements need to be fixed but I'm just a player not a dev
If there is a trait like impenetrable with such a low opportunity cost, they need to change Khajit racials or let us switch races.
You have got to be kidding right? You are playing a Khajit for the 6% crit bonus only? Seems like a poor reason to choose a race based on one racial trait. Not only should they not allow you to change races, they should ban your account for being a whiny malcontent.
(10% crit chance reduction on legendary piece)
(10% crit chance reduction on legendary piece)
Is that how impenetrable works? Do you have a source?
Because when i was researching this a month or so back, i came upon the explanation that impenetrable increases armor/spell resistance by it's listed value when incoming damage is a crit(as opposed to lowering the chance of incoming damage being a crit in the firstplace)
Ex: If attacker has 50% crit chance, target has 100 armor with 50 impenetrable, then the attack still has 50% chance to crit, but will be reduced by 150 armor instead by 100 armor like a normal attack would.
(10% crit chance reduction on legendary piece)
Is that how impenetrable works? Do you have a source?
Because when i was researching this a month or so back, i came upon the explanation that impenetrable increases armor/spell resistance by it's listed value when incoming damage is a crit(as opposed to lowering the chance of incoming damage being a crit in the firstplace)
Ex: If attacker has 50% crit chance, target has 100 armor with 50 impenetrable, then the attack still has 50% chance to crit, but will be reduced by 150 armor instead by 100 armor like a normal attack would.
I notice this myself because I have 50%+ crit rating in pvp and against some people I get zero crits and therefore zero healing from crit surge.
I've seen two or three confirmation posts on how impenetrable works on tamriel foundry and here but can not locate them at the moment.
Trust me though, it is how it works.
I pvp with 7 pieces of IMPENETRABLE I should be basically immune crit. I mean who runs around with more then 60% / 70% crit chance without potions.
Yet I think I get critted quite often. I will pay more attention to it in future.
Oh it's actually pretty simple. It's basically an armor number, that applies only to when you get critted. So, if you have 1600 armor base (around first tier of softcaps), but have 4 90 impenetrable pieces of gear, your armor rating (and thereby your Damage reduction) acts as 1960 when critted (it's not actually 1960 due to the soft cap, but that's the gist).
EDIT: also applies to spell resist and spell crits
(10% crit chance reduction on legendary piece)
Is that how impenetrable works? Do you have a source?
Because when i was researching this a month or so back, i came upon the explanation that impenetrable increases armor/spell resistance by it's listed value when incoming damage is a crit(as opposed to lowering the chance of incoming damage being a crit in the firstplace)
Ex: If attacker has 50% crit chance, target has 100 armor with 50 impenetrable, then the attack still has 50% chance to crit, but will be reduced by 150 armor instead by 100 armor like a normal attack would.
I notice this myself because I have 50%+ crit rating in pvp and against some people I get zero crits and therefore zero healing from crit surge.
I've seen two or three confirmation posts on how impenetrable works on tamriel foundry and here but can not locate them at the moment.
Trust me though, it is how it works.
This thread http://tamrielfoundry.com/topic/impenetrable/
on Tamrielfoundry is dedicated to the topic, and even the guys there are not sure how it works. The best anyone could offer in that thread to the question "How do you know it works that way?" was "Lots of people are saying it does". That's not good enough for me. Not on the internet where lots of people just parrot what they read elsewhere.
Think about it. If you have a full set of legendary gear with impenetrable, you would be practically immune to crits(80% reduced chance to be crit with shield, who has more than 80% crit chance normally?).
That's immensely powerful. Compare this to the other armor traits. For example Divnes trait(8%) when you have the thief mundus. 8x8=64% increased effect of 5% crit chance -> 8.2% crit chance.
So you have one armor trait that increases chance to crit by 3% when used on the whole set, and another trait that decreases chance to be crit by 80%(!) when used on the whole set.
3 vs 80. I simply do not see how this would be in any way balanced. Therefore i do not believe the impenetrable does what the OP in this thread thinks it does.
(10% crit chance reduction on legendary piece)
Is that how impenetrable works? Do you have a source?
Because when i was researching this a month or so back, i came upon the explanation that impenetrable increases armor/spell resistance by it's listed value when incoming damage is a crit(as opposed to lowering the chance of incoming damage being a crit in the firstplace)
Ex: If attacker has 50% crit chance, target has 100 armor with 50 impenetrable, then the attack still has 50% chance to crit, but will be reduced by 150 armor instead by 100 armor like a normal attack would.
I notice this myself because I have 50%+ crit rating in pvp and against some people I get zero crits and therefore zero healing from crit surge.
I've seen two or three confirmation posts on how impenetrable works on tamriel foundry and here but can not locate them at the moment.
Trust me though, it is how it works.
This thread http://tamrielfoundry.com/topic/impenetrable/
on Tamrielfoundry is dedicated to the topic, and even the guys there are not sure how it works. The best anyone could offer in that thread to the question "How do you know it works that way?" was "Lots of people are saying it does". That's not good enough for me. Not on the internet where lots of people just parrot what they read elsewhere.
Think about it. If you have a full set of legendary gear with impenetrable, you would be practically immune to crits(80% reduced chance to be crit with shield, who has more than 80% crit chance normally?).
That's immensely powerful. Compare this to the other armor traits. For example Divnes trait(8%) when you have the thief mundus. 8x8=64% increased effect of 5% crit chance -> 8.2% crit chance.
So you have one armor trait that increases chance to crit by 3% when used on the whole set, and another trait that decreases chance to be crit by 80%(!) when used on the whole set.
3 vs 80. I simply do not see how this would be in any way balanced. Therefore i do not believe the impenetrable does what the OP in this thread thinks it does.
I'll keep searching for the posts that confirm this, but now you see why I think it is ridiculous over powered. It is in a whole other level compared to the other armor traits.
Found one example of a test .... Post number 45 http://tamrielfoundry.com/topic/fighting-well-played-dragonknights-as-a-sorcerer/page/3/
(10% crit chance reduction on legendary piece)
Is that how impenetrable works? Do you have a source?
Because when i was researching this a month or so back, i came upon the explanation that impenetrable increases armor/spell resistance by it's listed value when incoming damage is a crit(as opposed to lowering the chance of incoming damage being a crit in the firstplace)
Ex: If attacker has 50% crit chance, target has 100 armor with 50 impenetrable, then the attack still has 50% chance to crit, but will be reduced by 150 armor instead by 100 armor like a normal attack would.
I notice this myself because I have 50%+ crit rating in pvp and against some people I get zero crits and therefore zero healing from crit surge.
I've seen two or three confirmation posts on how impenetrable works on tamriel foundry and here but can not locate them at the moment.
Trust me though, it is how it works.
This thread http://tamrielfoundry.com/topic/impenetrable/
on Tamrielfoundry is dedicated to the topic, and even the guys there are not sure how it works. The best anyone could offer in that thread to the question "How do you know it works that way?" was "Lots of people are saying it does". That's not good enough for me. Not on the internet where lots of people just parrot what they read elsewhere.
Think about it. If you have a full set of legendary gear with impenetrable, you would be practically immune to crits(80% reduced chance to be crit with shield, who has more than 80% crit chance normally?).
That's immensely powerful. Compare this to the other armor traits. For example Divnes trait(8%) when you have the thief mundus. 8x8=64% increased effect of 5% crit chance -> 8.2% crit chance.
So you have one armor trait that increases chance to crit by 3% when used on the whole set, and another trait that decreases chance to be crit by 80%(!) when used on the whole set.
3 vs 80. I simply do not see how this would be in any way balanced. Therefore i do not believe the impenetrable does what the OP in this thread thinks it does.
I'll keep searching for the posts that confirm this, but now you see why I think it is ridiculous over powered. It is in a whole other level compared to the other armor traits.
Found one example of a test .... Post number 45 http://tamrielfoundry.com/topic/fighting-well-played-dragonknights-as-a-sorcerer/page/3/
Thanks for the link. That was pretty conclusive.
I expect this to get nerfed sooner or later. As it is, there is no reason to go with anything but impenetrable on all armor pieces in PvP, and all critical strike chance bonuses are completely meaningless.
(10% crit chance reduction on legendary piece)
Is that how impenetrable works? Do you have a source?
Because when i was researching this a month or so back, i came upon the explanation that impenetrable increases armor/spell resistance by it's listed value when incoming damage is a crit(as opposed to lowering the chance of incoming damage being a crit in the firstplace)
Ex: If attacker has 50% crit chance, target has 100 armor with 50 impenetrable, then the attack still has 50% chance to crit, but will be reduced by 150 armor instead by 100 armor like a normal attack would.
I notice this myself because I have 50%+ crit rating in pvp and against some people I get zero crits and therefore zero healing from crit surge.
I've seen two or three confirmation posts on how impenetrable works on tamriel foundry and here but can not locate them at the moment.
Trust me though, it is how it works.
This thread http://tamrielfoundry.com/topic/impenetrable/
on Tamrielfoundry is dedicated to the topic, and even the guys there are not sure how it works. The best anyone could offer in that thread to the question "How do you know it works that way?" was "Lots of people are saying it does". That's not good enough for me. Not on the internet where lots of people just parrot what they read elsewhere.
Think about it. If you have a full set of legendary gear with impenetrable, you would be practically immune to crits(80% reduced chance to be crit with shield, who has more than 80% crit chance normally?).
That's immensely powerful. Compare this to the other armor traits. For example Divnes trait(8%) when you have the thief mundus. 8x8=64% increased effect of 5% crit chance -> 8.2% crit chance.
So you have one armor trait that increases chance to crit by 3% when used on the whole set, and another trait that decreases chance to be crit by 80%(!) when used on the whole set.
3 vs 80. I simply do not see how this would be in any way balanced. Therefore i do not believe the impenetrable does what the OP in this thread thinks it does.
I'll keep searching for the posts that confirm this, but now you see why I think it is ridiculous over powered. It is in a whole other level compared to the other armor traits.
Found one example of a test .... Post number 45 http://tamrielfoundry.com/topic/fighting-well-played-dragonknights-as-a-sorcerer/page/3/
Thanks for the link. That was pretty conclusive.
I expect this to get nerfed sooner or later. As it is, there is no reason to go with anything but impenetrable on all armor pieces in PvP, and all critical strike chance bonuses are completely meaningless.
Glad someone agrees with me!
An easy fix would be to change it to crit dmg resist, so that with a full set of legendary gear with impenetrable, a crit would hit you for 10% bonus damage instead of the base 50% bonus damage. Even if changed to this it would still be very powerful (maybe still too powerful compared to other options) but at least it wouldn't fully negate anyone going for a crit build.
(10% crit chance reduction on legendary piece)
Is that how impenetrable works? Do you have a source?
Because when i was researching this a month or so back, i came upon the explanation that impenetrable increases armor/spell resistance by it's listed value when incoming damage is a crit(as opposed to lowering the chance of incoming damage being a crit in the firstplace)
Ex: If attacker has 50% crit chance, target has 100 armor with 50 impenetrable, then the attack still has 50% chance to crit, but will be reduced by 150 armor instead by 100 armor like a normal attack would.
I notice this myself because I have 50%+ crit rating in pvp and against some people I get zero crits and therefore zero healing from crit surge.
I've seen two or three confirmation posts on how impenetrable works on tamriel foundry and here but can not locate them at the moment.
Trust me though, it is how it works.
This thread http://tamrielfoundry.com/topic/impenetrable/
on Tamrielfoundry is dedicated to the topic, and even the guys there are not sure how it works. The best anyone could offer in that thread to the question "How do you know it works that way?" was "Lots of people are saying it does". That's not good enough for me. Not on the internet where lots of people just parrot what they read elsewhere.
Think about it. If you have a full set of legendary gear with impenetrable, you would be practically immune to crits(80% reduced chance to be crit with shield, who has more than 80% crit chance normally?).
That's immensely powerful. Compare this to the other armor traits. For example Divnes trait(8%) when you have the thief mundus. 8x8=64% increased effect of 5% crit chance -> 8.2% crit chance.
So you have one armor trait that increases chance to crit by 3% when used on the whole set, and another trait that decreases chance to be crit by 80%(!) when used on the whole set.
3 vs 80. I simply do not see how this would be in any way balanced. Therefore i do not believe the impenetrable does what the OP in this thread thinks it does.
I'll keep searching for the posts that confirm this, but now you see why I think it is ridiculous over powered. It is in a whole other level compared to the other armor traits.
Found one example of a test .... Post number 45 http://tamrielfoundry.com/topic/fighting-well-played-dragonknights-as-a-sorcerer/page/3/
Thanks for the link. That was pretty conclusive.
I expect this to get nerfed sooner or later. As it is, there is no reason to go with anything but impenetrable on all armor pieces in PvP, and all critical strike chance bonuses are completely meaningless.
Glad someone agrees with me!
An easy fix would be to change it to crit dmg resist, so that with a full set of legendary gear with impenetrable, a crit would hit you for 10% bonus damage instead of the base 50% bonus damage. Even if changed to this it would still be very powerful (maybe still too powerful compared to other options) but at least it wouldn't fully negate anyone going for a crit build.
xsorusb14_ESO wrote: »(10% crit chance reduction on legendary piece)
Is that how impenetrable works? Do you have a source?
Because when i was researching this a month or so back, i came upon the explanation that impenetrable increases armor/spell resistance by it's listed value when incoming damage is a crit(as opposed to lowering the chance of incoming damage being a crit in the firstplace)
Ex: If attacker has 50% crit chance, target has 100 armor with 50 impenetrable, then the attack still has 50% chance to crit, but will be reduced by 150 armor instead by 100 armor like a normal attack would.
I notice this myself because I have 50%+ crit rating in pvp and against some people I get zero crits and therefore zero healing from crit surge.
I've seen two or three confirmation posts on how impenetrable works on tamriel foundry and here but can not locate them at the moment.
Trust me though, it is how it works.
This thread http://tamrielfoundry.com/topic/impenetrable/
on Tamrielfoundry is dedicated to the topic, and even the guys there are not sure how it works. The best anyone could offer in that thread to the question "How do you know it works that way?" was "Lots of people are saying it does". That's not good enough for me. Not on the internet where lots of people just parrot what they read elsewhere.
Think about it. If you have a full set of legendary gear with impenetrable, you would be practically immune to crits(80% reduced chance to be crit with shield, who has more than 80% crit chance normally?).
That's immensely powerful. Compare this to the other armor traits. For example Divnes trait(8%) when you have the thief mundus. 8x8=64% increased effect of 5% crit chance -> 8.2% crit chance.
So you have one armor trait that increases chance to crit by 3% when used on the whole set, and another trait that decreases chance to be crit by 80%(!) when used on the whole set.
3 vs 80. I simply do not see how this would be in any way balanced. Therefore i do not believe the impenetrable does what the OP in this thread thinks it does.
I'll keep searching for the posts that confirm this, but now you see why I think it is ridiculous over powered. It is in a whole other level compared to the other armor traits.
Found one example of a test .... Post number 45 http://tamrielfoundry.com/topic/fighting-well-played-dragonknights-as-a-sorcerer/page/3/
Thanks for the link. That was pretty conclusive.
I expect this to get nerfed sooner or later. As it is, there is no reason to go with anything but impenetrable on all armor pieces in PvP, and all critical strike chance bonuses are completely meaningless.
Glad someone agrees with me!
An easy fix would be to change it to crit dmg resist, so that with a full set of legendary gear with impenetrable, a crit would hit you for 10% bonus damage instead of the base 50% bonus damage. Even if changed to this it would still be very powerful (maybe still too powerful compared to other options) but at least it wouldn't fully negate anyone going for a crit build.
We already talked about this in another thread
It would flat out nerf Bow Builds and Medium Armor Builds (anyone who relies on landing that opening crit basically from stealth) to make that change.
All because you want to be able to heal on your Sorc a bit better
So, because YOUR only self heal is based solely on getting crits, everyone else should have their crit resistance nerfed...never mind that it removes other bonuses to have said crit resistance, YOU feel discriminated against.
Give me strength. Seriously.
Impenetrable trait is WAY out of balance for PVP. It is a ridiculous design to let a trait on a single piece of armor (10% crit chance reduction on legendary piece) completely negate my Khajit's racial passive that I spent 3 skill points on (6% phys crit). The opportunity cost for gearing out with Impenetrable on minor pieces is so small too. Infused and Divines on minor pieces has an extremely small effect.
If you're going to keep Impenetrable the way it is, you need to change how Sorc self heal, and allow Khajit to change race or give them different passives. It is a complete balancing joke that 3 skill points and a racial passive are useless because of one trait on one piece of minor armor.
Hardly negated. Simply not as effective in PVP. And crit resist is pointless outisde of PVP, as mobs never seem to get crits. So, your crits are negated if they wear special PVP-only armor. Sounds fair to me. And I am being dramatic to match the drama of you lot who make this seem like the end of all that is good in this game, if someone resists your crits. God forbid.
Impenetrable trait is WAY out of balance for PVP. It is a ridiculous design to let a trait on a single piece of armor (10% crit chance reduction on legendary piece) completely negate my Khajit's racial passive that I spent 3 skill points on (6% phys crit). The opportunity cost for gearing out with Impenetrable on minor pieces is so small too. Infused and Divines on minor pieces has an extremely small effect.
If you're going to keep Impenetrable the way it is, you need to change how Sorc self heal, and allow Khajit to change race or give them different passives. It is a complete balancing joke that 3 skill points and a racial passive are useless because of one trait on one piece of minor armor.
Translation: "I'm mad because I want to run my uber PvE crit build in PvP but people got smart and tossed on a counter so now I'm bad in PvP, NERF IMPEN NAOW!!" Seems legit.
It isn't a counter. It is the standard that everyone will eventually follow because there are no other worthwhile traits for PVP. There are so many things wrong with the Impenetrable trait and it seems because you hate Sorc or maybe aren't very good at PVP that you resort to being sarcastic instead of objectively looking at the issue.
-Impenetrable trait is VASTLY superior to all other traits for PVP. Something should not be so out of balance compared to its alternatives.
-It easily negates one classes only viable source of healing
-It completely negates one race's passive with 3 skill points spent on it by putting a single armor trait on a single piece of minor gear
Let's put this discussion another way:
In PvP, is there any sensible reason to use any other armor trait then impenetrable on the "small" armour pieces?
If the answer to that question is "no", and I would argue that to be the case, then impenetrable is clearly to strong when compared to the other armor traits...
which is pretty much exactly my point.I'll counter that with this. In PvP, is there any sensible reason to use Sturdy on any armor pieces?
If the answer to that question is "no", and I would argue that to be the case, then Sturdy is clearly too weak when compared to the other armor traits...