thelordoffelines wrote: »This really pisses me off. As a sorc, ive been sitting here hoping they would change impenetrable so crit surge would be useful.... Well nps they're going to take crit surge away from magic sorcs so we won't see any result from this. Thanks ZOS for once again *** over sorcerers.
Thats one more sign that ZoS is completely mindless of PvP.
Sorc can already now escape from all situations even from the middle of a zergball.This will make them nearly unkillable in each and every situation. In combination with its spamable class shield it will become the more tanky the more dps it has. A permablocking class cannon with insane autoheal without even having the need of a healing skill in the bar. If this goes live sorc will definitely become the new fotm in PvP.
At the same time this nerfs all kinds of 2h charge builds wich were the best counter of BE sorcs to death. Shadowly disguise morph will become completely useless.
Do ZoS developers never PvP on live servers on their own?
Saint_JiubB14_ESO wrote: »And if a a build's gap closer having it's damaged reduced by about 17% (100% base damage + 50% crit damage /2 (500 impen =50%))= 125% opposed to original 150%, ruins it, then I think it was probably a bad build.
well it doesent matter much if the additional dmg is <<10% after impen is calculated in.Tweaked impen, but didn't tweak crit rates. Quite easy right now to get a sorc to 60-80% crit without even a spell power pot..... ummm.... this is going to hurt
so the sorc doesent hurt more but has a reliable heal for the first time.
but what about ae cap changes + crit surge? this will lead to unkillable sorcs with enough enemys in range...
Yeah thats what I meant, I kind of assume it'll be a 1 to 1 ratio switch so that basically 5 piece impen cuts crit damage by half, etc etc. So crits even with someone stacking impen will still mean something, but really only be like a 25% or less damage buff (unless they are nightblades or use the shadow stone etc.). However like you said, a sorc running the 80% crit build without even using a spell pot is going to basically perma heal himself... this could be insane.
It'd be nice to find out if the change is a direct change, i.e. 100 Impen now reduces the change to crit by 10% (Legendary), so will the change reduce the damage of the critical bonus by 10% (Legendary)? I think that would be fine because even if all the Blocktaculars had full 8pc of Impen they could still only reduce the critical damage bonus by 80%.
I'm not sure the word Transparency has ever been uttered in the halls of ZoS. I'd almost wager it's on the no-go list of words that nobody is allowed to speak.danno816_ESO wrote: »Whether it is multiplicative 1-(.10 * (.5)) = 45% more damage
or additive 50%-10% = 40% more damage we will have to wait and see.
Unless ZoS just wants to tell us, you know for transparency and all.
johan.danielsson1994b16_ESO wrote: »
My major concern about the impenetrable tweak, is that the reduction in critical dmg also will apply to abilities with a sure-crit chance. Like critical charge or sneak attack.
That would actually make impenetrable better post 1.6 then pre 1.6.
Suntzu1414 wrote: »I'm confused.
If impen is tied to damage reduction vs. chance to crit.
This should "help" sorc and NB crit builds, especially those that are heavy crit based (khajit NB).
Previously, when i hit in pvp with my crit based NB (i have another non-crit based NB). If the target had 5 pieces of impen. My 50% crit percentage would be nulled.
under the new system. I would still crit (example):
Pervious
Base Damage 500
Crit 50% 250
Impen -250
Final 500
New System
Base Damage 500
Crit 50% 250
Impen -125
Final 625 (20% damage increase)
I'm i looking at this correctly??
Kill Well
ST
danno816_ESO wrote: »It'd be nice to find out if the change is a direct change, i.e. 100 Impen now reduces the change to crit by 10% (Legendary), so will the change reduce the damage of the critical bonus by 10% (Legendary)? I think that would be fine because even if all the Blocktaculars had full 8pc of Impen they could still only reduce the critical damage bonus by 80%.
Whether it is multiplicative 1-(.10 * (.5)) = 45% more damage
or additive 50%-10% = 40% more damage we will have to wait and see.
Unless ZoS just wants to tell us, you know for transparency and all.
Sallington wrote: »Anything useful that players are wanting added into the game all fall under the category of "Yer ruinin my 'mersion!"
Sarcasm aside I don't think it'll work this way. The change reads to me that Impen will ONLY reduce the Crit dmg itself, not the total damage you do. Meaning if you hit for 1000 normally and crit for 1500 (500 Crit dmg) then 8 pcs of Impen at Legendary would reduce the total dmg from 1500 to 1100 (80% off of 500). It wouldn't make sense at all that normal attacks would still be 1000 while crits of 1500 would be reduced to 300.as ZOS have proofen great math skills it´ll be a reduction of 80% of the overall dmg so you will be doing ~30% of your normal dmg when critting :P
sth like
1*1.5[crit dmgcal]-1.5*0.8[reduction calc] = 30% :P
danno816_ESO wrote: »Not sure if this has been discussed but I'll put it here.
Just came up on reddit and was replied to:
Eric Wrobel
"Impenetrable has been tweaked in 1.6, it now reduces incoming critical damage instead of reducing the chance to be hit with a critical strike. This means abilties such such as critical surge will now give the caster health. We like the fact that Impenetrable is very powerful in AvA but would like to further adjust the way it works so players have more gearing options in AvA."
danno816_ESO wrote: »Not sure if this has been discussed but I'll put it here.
Just came up on reddit and was replied to:
Eric Wrobel
"Impenetrable has been tweaked in 1.6, it now reduces incoming critical damage instead of reducing the chance to be hit with a critical strike. This means abilties such such as critical surge will now give the caster health. We like the fact that Impenetrable is very powerful in AvA but would like to further adjust the way it works so players have more gearing options in AvA."
It was inevitable, the idea of the crit chance reduction seemed inane for long term PvP. But crit damage reduction has been used in other MMO's at end game and is far more useful. I am guessing there is a hard cap at about 20 to 30 percent.
danno816_ESO wrote: »Not sure if this has been discussed but I'll put it here.
Just came up on reddit and was replied to:
Eric Wrobel
"Impenetrable has been tweaked in 1.6, it now reduces incoming critical damage instead of reducing the chance to be hit with a critical strike. This means abilties such such as critical surge will now give the caster health. We like the fact that Impenetrable is very powerful in AvA but would like to further adjust the way it works so players have more gearing options in AvA."
It was inevitable, the idea of the crit chance reduction seemed inane for long term PvP. But crit damage reduction has been used in other MMO's at end game and is far more useful. I am guessing there is a hard cap at about 20 to 30 percent.
Personally Im hoping the hardcap is at or below 33%. If its more then that, the trait will still be mandatory for pvp. And I hope you can reach the cap with 4 or so armor pieces.
Sallington wrote: »Anything useful that players are wanting added into the game all fall under the category of "Yer ruinin my 'mersion!"
danno816_ESO wrote: »Not sure if this has been discussed but I'll put it here.
Just came up on reddit and was replied to:
Eric Wrobel
"Impenetrable has been tweaked in 1.6, it now reduces incoming critical damage instead of reducing the chance to be hit with a critical strike. This means abilties such such as critical surge will now give the caster health. We like the fact that Impenetrable is very powerful in AvA but would like to further adjust the way it works so players have more gearing options in AvA."
It was inevitable, the idea of the crit chance reduction seemed inane for long term PvP. But crit damage reduction has been used in other MMO's at end game and is far more useful. I am guessing there is a hard cap at about 20 to 30 percent.
Personally Im hoping the hardcap is at or below 33%. If its more then that, the trait will still be mandatory for pvp. And I hope you can reach the cap with 4 or so armor pieces.
crit dmg must be negated by a full imp set otherwise the allready insane TTK will go compleatly out of whack
danno816_ESO wrote: »Not sure if this has been discussed but I'll put it here.
Just came up on reddit and was replied to:
Eric Wrobel
"Impenetrable has been tweaked in 1.6, it now reduces incoming critical damage instead of reducing the chance to be hit with a critical strike. This means abilties such such as critical surge will now give the caster health. We like the fact that Impenetrable is very powerful in AvA but would like to further adjust the way it works so players have more gearing options in AvA."
It was inevitable, the idea of the crit chance reduction seemed inane for long term PvP. But crit damage reduction has been used in other MMO's at end game and is far more useful. I am guessing there is a hard cap at about 20 to 30 percent.
Personally Im hoping the hardcap is at or below 33%. If its more then that, the trait will still be mandatory for pvp. And I hope you can reach the cap with 4 or so armor pieces.
crit dmg must be negated by a full imp set otherwise the allready insane TTK will go compleatly out of whack
Another point:
As the full set is impenetrable, it wouldn't make much sense in it's current state.
Of course, it may be reworked, like everything we are discussing about after all.
danno816_ESO wrote: »Not sure if this has been discussed but I'll put it here.
Just came up on reddit and was replied to:
Eric Wrobel
"Impenetrable has been tweaked in 1.6, it now reduces incoming critical damage instead of reducing the chance to be hit with a critical strike. This means abilties such such as critical surge will now give the caster health. We like the fact that Impenetrable is very powerful in AvA but would like to further adjust the way it works so players have more gearing options in AvA."
It was inevitable, the idea of the crit chance reduction seemed inane for long term PvP. But crit damage reduction has been used in other MMO's at end game and is far more useful. I am guessing there is a hard cap at about 20 to 30 percent.
Personally Im hoping the hardcap is at or below 33%. If its more then that, the trait will still be mandatory for pvp. And I hope you can reach the cap with 4 or so armor pieces.