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Divines and Thief Mundus question

mb14_ESO
mb14_ESO
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Sorry if this question is totally noob, but I just don't understand.
If I have the Thief Mundus stone for Crit of added 5% and get Divines on a piece of armor for increase Mundus stone effect by 5% does that mean the divines gives 5% of 5%?? So the divines gives an extra .25% ??
Thanks for your patience.
  • Erock25
    Erock25
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    mb14_ESO wrote: »
    Sorry if this question is totally noob, but I just don't understand.
    If I have the Thief Mundus stone for Crit of added 5% and get Divines on a piece of armor for increase Mundus stone effect by 5% does that mean the divines gives 5% of 5%?? So the divines gives an extra .25% ??
    Thanks for your patience.

    Yes ... 5% of 5% so 0.25% added crit.
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  • Nestor
    Nestor
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    For Divines to make an appreciable difference, you need 4 items with that trait.


    Enjoy the game, life is what you really want to be worried about.

    PakKat "Everything was going well, until I died"
    Gary Gravestink "I am glad you died, I needed the help"

  • eventide03b14a_ESO
    eventide03b14a_ESO
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    Nestor wrote: »
    For Divines to make an appreciable difference, you need 4 items with that trait.


    I use chest, head, pants as infused and the rest as divines.
    :trollin:
  • mb14_ESO
    mb14_ESO
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    I can clearly see where a mundus stone that gives plus magicka, health or stamina would benefit from the Divines trait. But I use Thief for crit percent increase. On large pieces I use infused. In PvP I use Impenetrable on small pieces, but in PvE Impenetrable is not useful. I know if I use Infused on small pieces and use a Magicka glyph it gives somewhere around 230 max magicka ( depending on what color the glyph is ). With four pieces that's around 920 added max magicka. What would be better for a healer? Using the 4 small pieces for an added 1% crit or 920 max magicka? To me the added magicka seems to be the logical choice but I always see people say to use Divines instead of Infused on small pieces, so it kind of confuses me.
    Thanks.
  • Nestor
    Nestor
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    mb14_ESO wrote: »
    ............I always see people say to use Divines instead of Infused on small pieces, so it kind of confuses me.
    Thanks.

    The 4 smaller pieces actually cut the Glyph amount in half (or close to it), where the 3 larger pieces give you the glyph amount plus whatever boost from Infused, so you get more. The Infused trait does not add that much to the smaller pieces as compared to the larger pieces (because of the initial reduction of the glyph amount). So, bang for the buck leads you away from using Infused on the smaller pieces.

    So, what that means is Infused on smaller pieces is what you really want to avoid.

    What does that leave you with? For PvE, your other choices are Reinforced and Divines. Training is the only other really useful trait for armor, but that is only needed for leveling. The other traits are kind of meh* in what they offer and what you have to give up (Infused, Divines boost and Reinforced) to use them.

    Armor is not that critical a need in this game, and there are ways to boost that using jewelery and glyphs far more than any trait will, so Reinforced is not super useful, but it's not terrible either. Really, all your left with for a useful trait in PvE is Divines for the smaller pieces. Because even Reinforced on the smaller pieces does not do that much.

    That is why people say to go Infused on the 3 Larger Pieces and Divines on the 4 Smaller ones. They are the most effective traits, this uses them in the most efficient ways.

    Note, in PvP, Impenetrable can be more important than Infused and Divines, but you will have to ask those folks how much of that to run.

    Another thing to consider, the trait effects do not really start having a large impact on the character until start improving the armor. Take an armor set to Green then Blue then Purple then Gold and you will really see a difference in trait effects on the entire set. Hint, Blue is really enough of an improvement to see a nice difference, Purple and Gold are gilding the Lilly in that they are expensive rare tempers and then you get into a gold cost/benefit analysis on that.

    Now, why use the Divines trait with Critical Strike Chance? Once you get your Critical Strike chance up above 50 or 60%, your going to Crit on just about every attack, certainly more so than not. Something like FTC will show you just how often you do crit. But its pretty close to all the time. Every little bit helps to get you up and over that hump.

    However, armor sets available at higher levels give you a lot of crit boost, and some passives coupled with some weapons gives a nice crit boost. So, pretty soon, you won't need the Thief Stone to increase your criticals. Instead, then you want the stone that increases your Critical Damage because you will be getting criticals all the time without the boost from the Thief Stone. Neat.




    *I did make a set of armor with the reduced sprint cost trait one time just for lulz. On a Medium Armor character with all the passives, you can basically Sprint forever (well as long as you would think you need to). I think it would be a great way to go for a Farmer.
    Edited by Nestor on 13 March 2015 14:57
    Enjoy the game, life is what you really want to be worried about.

    PakKat "Everything was going well, until I died"
    Gary Gravestink "I am glad you died, I needed the help"

  • mb14_ESO
    mb14_ESO
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    Is it possible to get 50% or 60% using crafted sets?
    It also looks like Mage Light in 1.6 only gives 10% crit boost now.
    Thanks
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