There is a hard cap for armor and spell resistance. I believe, 650 Armor is 1% mitigation. 50% is the hardcap. So 32 500 armor should be the hardcap.
But there are no hardcaps for the other stats I think.
There is a hard cap for armor and spell resistance. I believe, 650 Armor is 1% mitigation. 50% is the hardcap. So 32 500 armor should be the hardcap.
But there are no hardcaps for the other stats I think.
Thanks for the information. 32,500... damn that's pretty crazy if it's the case.
I somewhat hope that ZOS will be a bit more open with the mechanics and values of attributes for 1.6 as prior to this we had to go off testing from players to learn all the information we have.
There is a hard cap for armor and spell resistance. I believe, 650 Armor is 1% mitigation. 50% is the hardcap. So 32 500 armor should be the hardcap.
But there are no hardcaps for the other stats I think.
Thanks for the information. 32,500... damn that's pretty crazy if it's the case.
I somewhat hope that ZOS will be a bit more open with the mechanics and values of attributes for 1.6 as prior to this we had to go off testing from players to learn all the information we have.
There is not much to say actually. Since the caps are gone.
We know, that Spell damage is 10 times stronger than Magicka, same for stamina and weapon damage.
So what else do we need to know ?
Rune_Relic wrote: »There is a hard cap for armor and spell resistance. I believe, 650 Armor is 1% mitigation. 50% is the hardcap. So 32 500 armor should be the hardcap.
But there are no hardcaps for the other stats I think.
Thanks for the information. 32,500... damn that's pretty crazy if it's the case.
I somewhat hope that ZOS will be a bit more open with the mechanics and values of attributes for 1.6 as prior to this we had to go off testing from players to learn all the information we have.
There is not much to say actually. Since the caps are gone.
We know, that Spell damage is 10 times stronger than Magicka, same for stamina and weapon damage.
So what else do we need to know ?
Is weapon and spell damage/resist affected by attribute point bias ?
Attribute were supposed to make a build much more meaningful....unique even
[aside from the resulting magicka/stamina/health max]
Some skills are now based off level rather than attribute point for instance.
Does Spell Damage value balance the same as Weapon damage values now, or do you still get more per point in Spell Damage over Weapon Damage (meaning WD is always going to look higher on the sheet).
If the above is true do Ultimates take their choice in damage from the value number or the damage that is equivalent to?
ZOS said in the guild summit that most players don't dive this deep into things so they won't care, however for a lot of PVE and PVP players it's important to understand exactly how the mechanics and values are working to get the best out of their classes.
Grasshopper wrote: »I started testing and I could not hit a hardcap hp with over 66k hp.
Nightblade + Imperial + Nighblade passive/Shadow health passive + health armor + health bonuses + entropy + full attributes health.
As for armor, we still need to test, but the cap might have been raised since there is no softcap, as soon as we get another character copy or live you should be able to hit it.
Type Size in bits Format Value range Approximate Exact character 8 signed (one's complement) -127 to 127(until C++14) signed (two's complement) -128 to 127 unsigned 0 to 255 integral 16 signed (one's complement) ± 3.27 · 104 -32767 to 32767 signed (two's complement) -32768 to 32767 unsigned 0 to 6.55 · 104 0 to 65535 32 signed (one's complement) ± 2.14 · 109 -2,147,483,647 to 2,147,483,647 signed (two's complement) -2,147,483,648 to 2,147,483,647 unsigned 0 to 4.29 · 109 0 to 4,294,967,295 64 signed (one's complement) ± 9.22 · 1018 -9,223,372,036,854,775,807 to 9,223,372,036,854,775,807 signed (two's complement) -9,223,372,036,854,775,808 to 9,223,372,036,854,775,807 unsigned 0 to 1.84 · 1019 0 to 18,446,744,073,709,551,615 floating point 32 IEEE-754 ± 3.4 · 10± 38 (~7 digits) min subnormal: ± 1.401,298,4 · 10-47 min normal: ± 1.175,494,3 · 10-38 max: ± 3.402,823,4 · 1038 64 IEEE-754 ± 1.7 · 10± 308 (~15 digits) min subnormal: ± 4.940,656,458,412 · 10-324 min normal: ± 2.225,073,858,507,201,4 · 10-308 max: ± 1.797,693,134,862,315,7 · 10308
I asked this in another thread already but got no answers, so here we go: Second try:
Does Spell Penetration value have any effect on healers doing heals on their allies?
In other words, will a high Spell Pen. make heals on others more effective?
I asked this in another thread already but got no answers, so here we go: Second try:
Does Spell Penetration value have any effect on healers doing heals on their allies?
In other words, will a high Spell Pen. make heals on others more effective?
I asked this in another thread already but got no answers, so here we go: Second try:
Does Spell Penetration value have any effect on healers doing heals on their allies?
In other words, will a high Spell Pen. make heals on others more effective?
There is a hard cap for armor and spell resistance. I believe, 650 Armor is 1% mitigation. 50% is the hardcap. So 32 500 armor should be the hardcap.
But there are no hardcaps for the other stats I think.
Not yet, might try and grab some guild members to test with tonight.Has anyone tested overcapped resistance vs penetration? I.e. 36k resistant vs 4k penetration attack. Does the overcharge reduce the penetration?
I asked this in another thread already but got no answers, so here we go: Second try:
Does Spell Penetration value have any effect on healers doing heals on their allies?
In other words, will a high Spell Pen. make heals on others more effective?
I would really hope not. Common sense says it shouldn't as they would have to be insane to include a spell resistance check on friendly spells.