Everyone here is saying sorcs want to nerf nirn so they can get their 20k frags back..... And i'm sitting here with my magicka dk doing 2.5k lava whips against people who've stacked spell resist. And if i stack more spell dmg / magicka than I already have, i will get a whopping 6k whip but i'll take 16k from every wrecknig blow and every crystal frag.
Also draw essence hitting for a laughable 2k haha. But yeah it's all about sorcs
didn't you get the 1.6 memo? "go sorc or go home"
thats the sad reality
Teargrants wrote: »The gold cost per piece is nothing, I can make 90k in a day of PvP easy. By that same logic should making my gear gold make it OP as well considering that costs substantially more than nirnhoned?
And exactly what crafted trait would you use instead of Nirn in order to get similar results with physical resistance? People are just ignoring the fact that Nirn is so far and away the best trait for armour that it makes all other traits terrible by comparison.
Personally I use infused but use whatever you like, it's all about trade-offs. Nirns trade-off is 17k more gold PER PIECE. Plus you are forced to use crafter armor.Denying it doesn't make it so. As ZOS has already stated:1. It is cost restrictive.
2. It is capped at 50% anyway.
3. You are forced to use crafter armor which is vastly inferior to most PvP sets.
Please stop nerfing things that aren't broken just because a few mages get mad that they can't 2 shot people anymore.
You know ZOS already stated it is broken? Making these threads isn't going to change it because most educated players of this game know it's completely broken in it's current state.
You wishing it so does not make it so.ZOS_JessicaFolsom wrote: »This is actually one of the reasons we're not doing a quick and dirty 'fix' immediately, and addressing it after console launch. It needs some rebalancing/redesigning, which will take some time to do right.Stats prove nothing? No, stats prove the disparity between spell resist vs armor balance. Your pointless conjecture is what proves nothing except that you don't understand spell pen.houimetub17_ESO wrote: »Man these stats proves nothing. Resist are caped at 50 percent which you gain at around 32-35k resist. Way to waste money on overcapping. 15k plus spell resist for nothing.
Emma_Eunjung wrote: »Teargrants wrote: »The gold cost per piece is nothing, I can make 90k in a day of PvP easy. By that same logic should making my gear gold make it OP as well considering that costs substantially more than nirnhoned?
And exactly what crafted trait would you use instead of Nirn in order to get similar results with physical resistance? People are just ignoring the fact that Nirn is so far and away the best trait for armour that it makes all other traits terrible by comparison.
Personally I use infused but use whatever you like, it's all about trade-offs. Nirns trade-off is 17k more gold PER PIECE. Plus you are forced to use crafter armor.Denying it doesn't make it so. As ZOS has already stated:1. It is cost restrictive.
2. It is capped at 50% anyway.
3. You are forced to use crafter armor which is vastly inferior to most PvP sets.
Please stop nerfing things that aren't broken just because a few mages get mad that they can't 2 shot people anymore.
You know ZOS already stated it is broken? Making these threads isn't going to change it because most educated players of this game know it's completely broken in it's current state.
You wishing it so does not make it so.ZOS_JessicaFolsom wrote: »This is actually one of the reasons we're not doing a quick and dirty 'fix' immediately, and addressing it after console launch. It needs some rebalancing/redesigning, which will take some time to do right.Stats prove nothing? No, stats prove the disparity between spell resist vs armor balance. Your pointless conjecture is what proves nothing except that you don't understand spell pen.houimetub17_ESO wrote: »Man these stats proves nothing. Resist are caped at 50 percent which you gain at around 32-35k resist. Way to waste money on overcapping. 15k plus spell resist for nothing.
"I can make 90k in a day of PvP easy."
LOL, is everyone making 90K per day of PvP... or just YOU? What about all the PvE grinders sweating it out in delves and dungeons or farming wasp-infested nodes in Craglorn? Why is it OK to wipe out millions and millions of OTHER PLAYERS' invested gold just so YOU can get a few more points of spell penetration?
I don't care how famous you are, how many videos you have on YouTube or how many ZoS devs you're buddies with... that's CRAP!
You're angry that I...make gold through PvP? You are aware that 248k AP items routinely sell for 80-90K? You are aware that the actual AP farm groups can rake in 100k AP w/in 1-2 hours? Just watch the leaderboards when a campaign flips if you don't believe.Emma_Eunjung wrote: »Teargrants wrote: »The gold cost per piece is nothing, I can make 90k in a day of PvP easy. By that same logic should making my gear gold make it OP as well considering that costs substantially more than nirnhoned?
And exactly what crafted trait would you use instead of Nirn in order to get similar results with physical resistance? People are just ignoring the fact that Nirn is so far and away the best trait for armour that it makes all other traits terrible by comparison.
Personally I use infused but use whatever you like, it's all about trade-offs. Nirns trade-off is 17k more gold PER PIECE. Plus you are forced to use crafter armor.Denying it doesn't make it so. As ZOS has already stated:1. It is cost restrictive.
2. It is capped at 50% anyway.
3. You are forced to use crafter armor which is vastly inferior to most PvP sets.
Please stop nerfing things that aren't broken just because a few mages get mad that they can't 2 shot people anymore.
You know ZOS already stated it is broken? Making these threads isn't going to change it because most educated players of this game know it's completely broken in it's current state.
You wishing it so does not make it so.ZOS_JessicaFolsom wrote: »This is actually one of the reasons we're not doing a quick and dirty 'fix' immediately, and addressing it after console launch. It needs some rebalancing/redesigning, which will take some time to do right.Stats prove nothing? No, stats prove the disparity between spell resist vs armor balance. Your pointless conjecture is what proves nothing except that you don't understand spell pen.houimetub17_ESO wrote: »Man these stats proves nothing. Resist are caped at 50 percent which you gain at around 32-35k resist. Way to waste money on overcapping. 15k plus spell resist for nothing.
"I can make 90k in a day of PvP easy."
LOL, is everyone making 90K per day of PvP... or just YOU? What about all the PvE grinders sweating it out in delves and dungeons or farming wasp-infested nodes in Craglorn? Why is it OK to wipe out millions and millions of OTHER PLAYERS' invested gold just so YOU can get a few more points of spell penetration?
I don't care how famous you are, how many videos you have on YouTube or how many ZoS devs you're buddies with... that's CRAP!
1. It is cost restrictive.
2. It is capped at 50% anyway.
3. You are forced to use crafter armor which is vastly inferior to most PvP sets.
Please stop nerfing things that aren't broken just because a few mages get mad that they can't 2 shot people anymore.
You know ZOS already stated it is broken? Making these threads isn't going to change it because most educated players of this game know it's completely broken in it's current state.
You wishing it so does not make it so.
Teargrants wrote: »You're angry that I...make gold through PvP? You are aware that 248k AP items routinely sell for 80-90K? You are aware that the actual AP farm groups can rake in 100k AP w/in 1-2 hours? Just watch the leaderboards when a campaign flips if you don't believe.Emma_Eunjung wrote: »Teargrants wrote: »The gold cost per piece is nothing, I can make 90k in a day of PvP easy. By that same logic should making my gear gold make it OP as well considering that costs substantially more than nirnhoned?
And exactly what crafted trait would you use instead of Nirn in order to get similar results with physical resistance? People are just ignoring the fact that Nirn is so far and away the best trait for armour that it makes all other traits terrible by comparison.
Personally I use infused but use whatever you like, it's all about trade-offs. Nirns trade-off is 17k more gold PER PIECE. Plus you are forced to use crafter armor.Denying it doesn't make it so. As ZOS has already stated:1. It is cost restrictive.
2. It is capped at 50% anyway.
3. You are forced to use crafter armor which is vastly inferior to most PvP sets.
Please stop nerfing things that aren't broken just because a few mages get mad that they can't 2 shot people anymore.
You know ZOS already stated it is broken? Making these threads isn't going to change it because most educated players of this game know it's completely broken in it's current state.
You wishing it so does not make it so.ZOS_JessicaFolsom wrote: »This is actually one of the reasons we're not doing a quick and dirty 'fix' immediately, and addressing it after console launch. It needs some rebalancing/redesigning, which will take some time to do right.Stats prove nothing? No, stats prove the disparity between spell resist vs armor balance. Your pointless conjecture is what proves nothing except that you don't understand spell pen.houimetub17_ESO wrote: »Man these stats proves nothing. Resist are caped at 50 percent which you gain at around 32-35k resist. Way to waste money on overcapping. 15k plus spell resist for nothing.
"I can make 90k in a day of PvP easy."
LOL, is everyone making 90K per day of PvP... or just YOU? What about all the PvE grinders sweating it out in delves and dungeons or farming wasp-infested nodes in Craglorn? Why is it OK to wipe out millions and millions of OTHER PLAYERS' invested gold just so YOU can get a few more points of spell penetration?
I don't care how famous you are, how many videos you have on YouTube or how many ZoS devs you're buddies with... that's CRAP!
But, on to what the hell you're actually trying to argue; what is this "wipe millions of other players gold so I can get more spell pen"?? Are you just ignorant, or do you not see how facetious you're being? At 50k+ spell resist, there is not amount of spell pen you can stack outside of Weakness to Elements that will result in penetrating them beyond the hard cap.
People spent millions of gold on nirnhoned weapons when that was bugged and giving 20K spell pen all on it's own. Should that not have been fixed either just because they all spent a bunch of imaginary gold to craft those weapons too?
Emma_Eunjung wrote: »Teargrants wrote: »You're angry that I...make gold through PvP? You are aware that 248k AP items routinely sell for 80-90K? You are aware that the actual AP farm groups can rake in 100k AP w/in 1-2 hours? Just watch the leaderboards when a campaign flips if you don't believe.Emma_Eunjung wrote: »Teargrants wrote: »The gold cost per piece is nothing, I can make 90k in a day of PvP easy. By that same logic should making my gear gold make it OP as well considering that costs substantially more than nirnhoned?
And exactly what crafted trait would you use instead of Nirn in order to get similar results with physical resistance? People are just ignoring the fact that Nirn is so far and away the best trait for armour that it makes all other traits terrible by comparison.
Personally I use infused but use whatever you like, it's all about trade-offs. Nirns trade-off is 17k more gold PER PIECE. Plus you are forced to use crafter armor.Denying it doesn't make it so. As ZOS has already stated:1. It is cost restrictive.
2. It is capped at 50% anyway.
3. You are forced to use crafter armor which is vastly inferior to most PvP sets.
Please stop nerfing things that aren't broken just because a few mages get mad that they can't 2 shot people anymore.
You know ZOS already stated it is broken? Making these threads isn't going to change it because most educated players of this game know it's completely broken in it's current state.
You wishing it so does not make it so.ZOS_JessicaFolsom wrote: »This is actually one of the reasons we're not doing a quick and dirty 'fix' immediately, and addressing it after console launch. It needs some rebalancing/redesigning, which will take some time to do right.Stats prove nothing? No, stats prove the disparity between spell resist vs armor balance. Your pointless conjecture is what proves nothing except that you don't understand spell pen.houimetub17_ESO wrote: »Man these stats proves nothing. Resist are caped at 50 percent which you gain at around 32-35k resist. Way to waste money on overcapping. 15k plus spell resist for nothing.
"I can make 90k in a day of PvP easy."
LOL, is everyone making 90K per day of PvP... or just YOU? What about all the PvE grinders sweating it out in delves and dungeons or farming wasp-infested nodes in Craglorn? Why is it OK to wipe out millions and millions of OTHER PLAYERS' invested gold just so YOU can get a few more points of spell penetration?
I don't care how famous you are, how many videos you have on YouTube or how many ZoS devs you're buddies with... that's CRAP!
But, on to what the hell you're actually trying to argue; what is this "wipe millions of other players gold so I can get more spell pen"?? Are you just ignorant, or do you not see how facetious you're being? At 50k+ spell resist, there is not amount of spell pen you can stack outside of Weakness to Elements that will result in penetrating them beyond the hard cap.
People spent millions of gold on nirnhoned weapons when that was bugged and giving 20K spell pen all on it's own. Should that not have been fixed either just because they all spent a bunch of imaginary gold to craft those weapons too?
Nirnhoned weapons were, in fact, BUGGED, so I didn't have a problem with them being fixed. Nirnhoned armor, on the other hand, is working EXACTLY as described in the tooltip and has been for MONTHS.
You call me facetious, when YOU are the one making the argument that nerfing Nirnhoned is no big deal because you're making 90K/day at PvP? What about all those hundreds of scrubs you farm every day to make all that AP, are THEY making that much gold? I seriously doubt it. Never mind the fact that PvP income doesn't mean jack squat to all the thousands of PvE players who are going to wake up one day in June and discover they've been robbed.
Emma_Eunjung wrote: »LOL, is everyone making 90K per day of PvP... or just YOU? What about all the PvE grinders sweating it out in delves and dungeons or farming wasp-infested nodes in Craglorn? Why is it OK to wipe out millions and millions of OTHER PLAYERS' invested gold just so YOU can get a few more points of spell penetration?
I don't care how famous you are, how many videos you have on YouTube or how many ZoS devs you're buddies with... that's CRAP!
Emma_Eunjung wrote: »Nirnhoned weapons were, in fact, BUGGED, so I didn't have a problem with them being fixed. Nirnhoned armor, on the other hand, is working EXACTLY as described in the tooltip and has been for MONTHS.
You call me facetious, when YOU are the one making the argument that nerfing Nirnhoned is no big deal because you're making 90K/day at PvP? What about all those hundreds of scrubs you farm every day to make all that AP, are THEY making that much gold? I seriously doubt it. Never mind the fact that PvP income doesn't mean jack squat to all the thousands of PvE players who are going to wake up one day in June and discover they've been robbed.
houimetub17_ESO wrote: »You are an idiot to compare physical rs and spell rs. Armor pen isnt present in med armor passives. No armor pen mundus. Yeaaaah... real smart of you (not)
Did you just? Like for real? Arguing that PvE income is outpaced by PvP income?Emma_Eunjung wrote: »Never mind the fact that PvP income doesn't mean jack squat to all the thousands of PvE players who are going to wake up one day in June and discover they've been robbed.
Emma_Eunjung wrote: »Teargrants wrote: »You're angry that I...make gold through PvP? You are aware that 248k AP items routinely sell for 80-90K? You are aware that the actual AP farm groups can rake in 100k AP w/in 1-2 hours? Just watch the leaderboards when a campaign flips if you don't believe.Emma_Eunjung wrote: »Teargrants wrote: »The gold cost per piece is nothing, I can make 90k in a day of PvP easy. By that same logic should making my gear gold make it OP as well considering that costs substantially more than nirnhoned?
And exactly what crafted trait would you use instead of Nirn in order to get similar results with physical resistance? People are just ignoring the fact that Nirn is so far and away the best trait for armour that it makes all other traits terrible by comparison.
Personally I use infused but use whatever you like, it's all about trade-offs. Nirns trade-off is 17k more gold PER PIECE. Plus you are forced to use crafter armor.Denying it doesn't make it so. As ZOS has already stated:1. It is cost restrictive.
2. It is capped at 50% anyway.
3. You are forced to use crafter armor which is vastly inferior to most PvP sets.
Please stop nerfing things that aren't broken just because a few mages get mad that they can't 2 shot people anymore.
You know ZOS already stated it is broken? Making these threads isn't going to change it because most educated players of this game know it's completely broken in it's current state.
You wishing it so does not make it so.ZOS_JessicaFolsom wrote: »This is actually one of the reasons we're not doing a quick and dirty 'fix' immediately, and addressing it after console launch. It needs some rebalancing/redesigning, which will take some time to do right.Stats prove nothing? No, stats prove the disparity between spell resist vs armor balance. Your pointless conjecture is what proves nothing except that you don't understand spell pen.houimetub17_ESO wrote: »Man these stats proves nothing. Resist are caped at 50 percent which you gain at around 32-35k resist. Way to waste money on overcapping. 15k plus spell resist for nothing.
"I can make 90k in a day of PvP easy."
LOL, is everyone making 90K per day of PvP... or just YOU? What about all the PvE grinders sweating it out in delves and dungeons or farming wasp-infested nodes in Craglorn? Why is it OK to wipe out millions and millions of OTHER PLAYERS' invested gold just so YOU can get a few more points of spell penetration?
I don't care how famous you are, how many videos you have on YouTube or how many ZoS devs you're buddies with... that's CRAP!
But, on to what the hell you're actually trying to argue; what is this "wipe millions of other players gold so I can get more spell pen"?? Are you just ignorant, or do you not see how facetious you're being? At 50k+ spell resist, there is not amount of spell pen you can stack outside of Weakness to Elements that will result in penetrating them beyond the hard cap.
People spent millions of gold on nirnhoned weapons when that was bugged and giving 20K spell pen all on it's own. Should that not have been fixed either just because they all spent a bunch of imaginary gold to craft those weapons too?
Nirnhoned weapons were, in fact, BUGGED, so I didn't have a problem with them being fixed. Nirnhoned armor, on the other hand, is working EXACTLY as described in the tooltip and has been for MONTHS.
You call me facetious, when YOU are the one making the argument that nerfing Nirnhoned is no big deal because you're making 90K/day at PvP? What about all those hundreds of scrubs you farm every day to make all that AP, are THEY making that much gold? I seriously doubt it. Never mind the fact that PvP income doesn't mean jack squat to all the thousands of PvE players who are going to wake up one day in June and discover they've been robbed.
Emma_Eunjung wrote: »LOL, is everyone making 90K per day of PvP... or just YOU? What about all the PvE grinders sweating it out in delves and dungeons or farming wasp-infested nodes in Craglorn? Why is it OK to wipe out millions and millions of OTHER PLAYERS' invested gold just so YOU can get a few more points of spell penetration?
I don't care how famous you are, how many videos you have on YouTube or how many ZoS devs you're buddies with... that's CRAP!
Honestly who cares what people have to do to get it. PvE grinders are "Sweating it out" in delves along with PvP grinders doing the same thing. I made 15-20K doing the same thing as a PvPer and I'm grinding CP not gold.
People spend months of grinding Undaunted to get full sets, so if someone had to spend a whopping 12K gold X 3-4 to get a few pieces of Fortified Nirncrux....boo hoo.
I make more gold than I can spend and I'm not even trying. I drink Tristat pots like Candy and I still make more gold. Max bags, max bank, every horse and every set I want in Gold when another couple million in gold in mats in my bank. The price of nirncrux is immaterial.Emma_Eunjung wrote: »Nirnhoned weapons were, in fact, BUGGED, so I didn't have a problem with them being fixed. Nirnhoned armor, on the other hand, is working EXACTLY as described in the tooltip and has been for MONTHS.
You call me facetious, when YOU are the one making the argument that nerfing Nirnhoned is no big deal because you're making 90K/day at PvP? What about all those hundreds of scrubs you farm every day to make all that AP, are THEY making that much gold? I seriously doubt it. Never mind the fact that PvP income doesn't mean jack squat to all the thousands of PvE players who are going to wake up one day in June and discover they've been robbed.
Nirnhoned Armor is bugged as well. They thought it provided 50% More protection than Reinforced for Armor when it clearly does not. Just because they're not calling it a bug doesn't make it not a bug.
No one is getting "Robbed" they're getting to use the trait in it's current broken status for a couple of months and when they "wake up" they're do like everyone else and change their gear to the next best thing (Which will more than likely still be Nirnhoned).
Emma_Eunjung wrote: »LOL, is everyone making 90K per day of PvP... or just YOU? What about all the PvE grinders sweating it out in delves and dungeons or farming wasp-infested nodes in Craglorn? Why is it OK to wipe out millions and millions of OTHER PLAYERS' invested gold just so YOU can get a few more points of spell penetration?
I don't care how famous you are, how many videos you have on YouTube or how many ZoS devs you're buddies with... that's CRAP!
Honestly who cares what people have to do to get it. PvE grinders are "Sweating it out" in delves along with PvP grinders doing the same thing. I made 15-20K doing the same thing as a PvPer and I'm grinding CP not gold.
People spend months of grinding Undaunted to get full sets, so if someone had to spend a whopping 12K gold X 3-4 to get a few pieces of Fortified Nirncrux....boo hoo.
I make more gold than I can spend and I'm not even trying. I drink Tristat pots like Candy and I still make more gold. Max bags, max bank, every horse and every set I want in Gold when another couple million in gold in mats in my bank. The price of nirncrux is immaterial.Emma_Eunjung wrote: »Nirnhoned weapons were, in fact, BUGGED, so I didn't have a problem with them being fixed. Nirnhoned armor, on the other hand, is working EXACTLY as described in the tooltip and has been for MONTHS.
You call me facetious, when YOU are the one making the argument that nerfing Nirnhoned is no big deal because you're making 90K/day at PvP? What about all those hundreds of scrubs you farm every day to make all that AP, are THEY making that much gold? I seriously doubt it. Never mind the fact that PvP income doesn't mean jack squat to all the thousands of PvE players who are going to wake up one day in June and discover they've been robbed.
Nirnhoned Armor is bugged as well. They thought it provided 50% More protection than Reinforced for Armor when it clearly does not. Just because they're not calling it a bug doesn't make it not a bug.
No one is getting "Robbed" they're getting to use the trait in it's current broken status for a couple of months and when they "wake up" they're do like everyone else and change their gear to the next best thing (Which will more than likely still be Nirnhoned).
Not a bug, been explained to you like a 1000 times already. Why you keep insisting it is blows my mind. It has worked the same way since inception and does exactly what the tooltip says it does. It may be overpowered.. But then so is the sorc class.. But it's not a bug.
Teargrants wrote: »Who said anything about damage shields? Why are you even bringing that up? You see, you die when your health bar reaches 0, everyone dies in PvP at some point. At some point your shield stacking is going to be out DPS'd or you're going to be CC'd and unable to recast. What stands between you and dying then? Your health bar. That is where nirnhoned makes the difference if you're fighting magicka builds. Why do I even have to spell this out?Attorneyatlawl wrote: »Hence my other post:
"Awesome, you have 25 percent damage reduction against my sorc after pen! Seems fair to me given all that gear slotted to get the spell resist. Especially seems a lot since you don't get anything from it on the shields anyway as they don't use mitigation but whatever floats your boat!"
Your shields take 100% of the damage regardless, and you're getting 25% mitigation if you fight me in exchange for either wearing tons of heavy armor (which isn't desirable for a sorc damaging people where you want light armor) to get that, or almost (or entirely) all light armor crafted gear in which case you're locking yourself out of the majority of the good/best sets in the game for casting as a damager, which can't be crafted and do not drop with the nirnhoned trait. Either way you're losing out and calling that small reduction, worth about 3000 effective hitpoints against magical damage only, some kind of amazing thing, when it's really just not. No one would rationally do that if they understood the math which is what I was joking about in regards to your meme pictures. 'Nuff said.
I don't give up anything of substance to run all the nirnhoned I want in both light armor or heavy armor.That makes you about the 1/50 ppl that acutally use that skill at all in PvP. Even then, it doesn't effect the big burst dealers - shards/curse/det.Elemental weakness will make that less then 25% and it costs zero magic to cast
I still think it needs adjusted some, but I hope they don't make it useless.
Joy_Division wrote: »Attorneyatlawl - You argue as if if there was some drawback or opportunity cost to equipping nirn. There isn't.
Joy_Division wrote: »Attorneyatlawl - You argue as if if there was some drawback or opportunity cost to equipping nirn. There isn't.
Yes there is. The Opportunity Cost for going 5-7 Nirn is All other sets in the game are unavailable, not to mention most of the damage being dealt in Cyrodiil is the stamina/physical vareity in which Nirn is useless and a wasted investment.
IMO any more then 2 armor pieces with Nirn on it is simply a waste, its not about numbers, its about evaluating external factors and trends, Trends show Stamina or Physical damage is by far the most popular in Cyrodiil, the Steel Tornado Zerg meta is just one of the many trends showing this fact to be true. The abundance of two handed, bow, and dual wield from Sorc's to Templars and everyone in-between just further expounds this fact.
when 7 out of 10 players are magic based, then we can re-visit Nirn, it will have value then, right now, the bottom has fallen out of the Nirn market, and any investment of more then 2 pieces of it simply doesn't make sense from a ROI perspective.
Joy_Division wrote: »Attorneyatlawl - You argue as if if there was some drawback or opportunity cost to equipping nirn. There isn't.
Yes there is. The Opportunity Cost for going 5-7 Nirn is All other sets in the game are unavailable, not to mention most of the damage being dealt in Cyrodiil is the stamina/physical vareity in which Nirn is useless and a wasted investment.
IMO any more then 2 armor pieces with Nirn on it is simply a waste, its not about numbers, its about evaluating external factors and trends, Trends show Stamina or Physical damage is by far the most popular in Cyrodiil, the Steel Tornado Zerg meta is just one of the many trends showing this fact to be true. The abundance of two handed, bow, and dual wield from Sorc's to Templars and everyone in-between just further expounds this fact.
when 7 out of 10 players are magic based, then we can re-visit Nirn, it will have value then, right now, the bottom has fallen out of the Nirn market, and any investment of more then 2 pieces of it simply doesn't make sense from a ROI perspective.
Exactly, it caps at 50% overkill is a waste.
Teargrants wrote: »Who said anything about damage shields? Why are you even bringing that up? You see, you die when your health bar reaches 0, everyone dies in PvP at some point. At some point your shield stacking is going to be out DPS'd or you're going to be CC'd and unable to recast. What stands between you and dying then? Your health bar. That is where nirnhoned makes the difference if you're fighting magicka builds. Why do I even have to spell this out?Attorneyatlawl wrote: »Hence my other post:
"Awesome, you have 25 percent damage reduction against my sorc after pen! Seems fair to me given all that gear slotted to get the spell resist. Especially seems a lot since you don't get anything from it on the shields anyway as they don't use mitigation but whatever floats your boat!"
Your shields take 100% of the damage regardless, and you're getting 25% mitigation if you fight me in exchange for either wearing tons of heavy armor (which isn't desirable for a sorc damaging people where you want light armor) to get that, or almost (or entirely) all light armor crafted gear in which case you're locking yourself out of the majority of the good/best sets in the game for casting as a damager, which can't be crafted and do not drop with the nirnhoned trait. Either way you're losing out and calling that small reduction, worth about 3000 effective hitpoints against magical damage only, some kind of amazing thing, when it's really just not. No one would rationally do that if they understood the math which is what I was joking about in regards to your meme pictures. 'Nuff said.
I don't give up anything of substance to run all the nirnhoned I want in both light armor or heavy armor.That makes you about the 1/50 ppl that acutally use that skill at all in PvP. Even then, it doesn't effect the big burst dealers - shards/curse/det.Elemental weakness will make that less then 25% and it costs zero magic to cast
I still think it needs adjusted some, but I hope they don't make it useless.
Elemental Drain is one of the most useful single target debuffs in the game for a Destro Staff user, especially Sorcs.
Elemental Drain makes my Crushing Shock nearly free and makes me do more damage with all my spells, just my destro spells do more., why wouldn't i or anyone else for that matter focused on a single target damage build with Destro Staff not use it? It also weaknens Nirn so it makes burst Dealers with Shards/Curse/Detonation do more damage as well. I don't run it all the time, but it is such an under rated skill.
Most of the damage done in Cyrodiil is by players with stamina based weapons and physical damage, which nirn does nothing to help with.
Furthermore, 52k Spell resist is total overkill, That is the very definition of the Law of Diminishing Marginal Returns. After 32k Spell Resist, adding more spell resist gives less benefit then the previous resist added, taking into account what you gave up to get to 32k giving up more to get less of a return benefit makes no sense. The fact most players in Cyrodiil are using Two Handed, Dual Wield, or Bow which are all physical damage, giving up every dropped set as well as a ton of other combinations that are probably better in lieu of Nirnhoned don't seem like a good deal to me.
Running two pieces? Sure i could see the advantages there, and it makes sense, as one wouldn't be hitting a diminished marginal returns wall, but after that, what you give up in return for what you gain doesn't make sense from an efficiency standpoint. Sure you still get Spell Resist, but your benefit is much less then it would be if you invested in other areas, numbers don;t always tell the tale, and inputs should always be invested where the most ROI is realized. In thise case, 2 pieces of Nirn would be the sweet spot, and you could then strengthen your character far more by investing in other areas.This is further compounded by the fact physical damage is so profound and most popular in Cyrodiil that Nirn loses some of its intrinsic value. When 7 out of 10 folks are using magic, then Nirnhoned will have value,. right now, the bottom has fallen out of nirnhoned on the market, and the majority of damage sources from players in Cyrodiil is the physical stamina variety and Nirn simply doesn't have the value now that it had a few weeks ago.
just my 2 cents
It's not bugged, I'll give you that - what likely happened is that one person at zos said "nirn sux, how do we make it effective?" another said "let's make it x % better than reinforced" and the person who implemented it didn't have a god damn clue that reinforced works differently from nirnhoned. I feel pretty confident that's exactly what happened, from having spent a lot of time working with dev people - this is how *** like nirnhoned happens.
EDIT: It's really easy to see based on this comment from the 1.6.5 notes:
"Increased the value of the Nirnhoned Trait so it is 50% stronger than the Reinforced Trait for armor."
Anyone with knowledge of maths can see that it is not currently 50% stronger than Reinforced.
Nirnhoned is OP and it has been confirmed that it WILL BE NERFED.
/thread
It's not bugged, I'll give you that - what likely happened is that one person at zos said "nirn sux, how do we make it effective?" another said "let's make it x % better than reinforced" and the person who implemented it didn't have a god damn clue that reinforced works differently from nirnhoned. I feel pretty confident that's exactly what happened, from having spent a lot of time working with dev people - this is how *** like nirnhoned happens.
EDIT: It's really easy to see based on this comment from the 1.6.5 notes:
"Increased the value of the Nirnhoned Trait so it is 50% stronger than the Reinforced Trait for armor."
Anyone with knowledge of maths can see that it is not currently 50% stronger than Reinforced.
Nirnhoned is OP and it has been confirmed that it WILL BE NERFED.
/thread
And this is exactly why I continue to believe it is bugged because the end result was not the intended result of the designer of the change. There was obviously a very large disconnect between the designer and the programmer who implemented the change.
Teargrants wrote: »Who said anything about damage shields? Why are you even bringing that up? You see, you die when your health bar reaches 0, everyone dies in PvP at some point. At some point your shield stacking is going to be out DPS'd or you're going to be CC'd and unable to recast. What stands between you and dying then? Your health bar. That is where nirnhoned makes the difference if you're fighting magicka builds. Why do I even have to spell this out?Attorneyatlawl wrote: »Hence my other post:
"Awesome, you have 25 percent damage reduction against my sorc after pen! Seems fair to me given all that gear slotted to get the spell resist. Especially seems a lot since you don't get anything from it on the shields anyway as they don't use mitigation but whatever floats your boat!"
Your shields take 100% of the damage regardless, and you're getting 25% mitigation if you fight me in exchange for either wearing tons of heavy armor (which isn't desirable for a sorc damaging people where you want light armor) to get that, or almost (or entirely) all light armor crafted gear in which case you're locking yourself out of the majority of the good/best sets in the game for casting as a damager, which can't be crafted and do not drop with the nirnhoned trait. Either way you're losing out and calling that small reduction, worth about 3000 effective hitpoints against magical damage only, some kind of amazing thing, when it's really just not. No one would rationally do that if they understood the math which is what I was joking about in regards to your meme pictures. 'Nuff said.
I don't give up anything of substance to run all the nirnhoned I want in both light armor or heavy armor.That makes you about the 1/50 ppl that acutally use that skill at all in PvP. Even then, it doesn't effect the big burst dealers - shards/curse/det.Elemental weakness will make that less then 25% and it costs zero magic to cast
I still think it needs adjusted some, but I hope they don't make it useless.
Elemental Drain is one of the most useful single target debuffs in the game for a Destro Staff user, especially Sorcs.
Elemental Drain makes my Crushing Shock nearly free and makes me do more damage with all my spells, just my destro spells do more., why wouldn't i or anyone else for that matter focused on a single target damage build with Destro Staff not use it? It also weaknens Nirn so it makes burst Dealers with Shards/Curse/Detonation do more damage as well. I don't run it all the time, but it is such an under rated skill.
Most of the damage done in Cyrodiil is by players with stamina based weapons and physical damage, which nirn does nothing to help with.
Furthermore, 52k Spell resist is total overkill, That is the very definition of the Law of Diminishing Marginal Returns. After 32k Spell Resist, adding more spell resist gives less benefit then the previous resist added, taking into account what you gave up to get to 32k giving up more to get less of a return benefit makes no sense. The fact most players in Cyrodiil are using Two Handed, Dual Wield, or Bow which are all physical damage, giving up every dropped set as well as a ton of other combinations that are probably better in lieu of Nirnhoned don't seem like a good deal to me.
Running two pieces? Sure i could see the advantages there, and it makes sense, as one wouldn't be hitting a diminished marginal returns wall, but after that, what you give up in return for what you gain doesn't make sense from an efficiency standpoint. Sure you still get Spell Resist, but your benefit is much less then it would be if you invested in other areas, numbers don;t always tell the tale, and inputs should always be invested where the most ROI is realized. In thise case, 2 pieces of Nirn would be the sweet spot, and you could then strengthen your character far more by investing in other areas.This is further compounded by the fact physical damage is so profound and most popular in Cyrodiil that Nirn loses some of its intrinsic value. When 7 out of 10 folks are using magic, then Nirnhoned will have value,. right now, the bottom has fallen out of nirnhoned on the market, and the majority of damage sources from players in Cyrodiil is the physical stamina variety and Nirn simply doesn't have the value now that it had a few weeks ago.
just my 2 cents
It's not bugged, I'll give you that - what likely happened is that one person at zos said "nirn sux, how do we make it effective?" another said "let's make it x % better than reinforced" and the person who implemented it didn't have a god damn clue that reinforced works differently from nirnhoned. I feel pretty confident that's exactly what happened, from having spent a lot of time working with dev people - this is how *** like nirnhoned happens.
EDIT: It's really easy to see based on this comment from the 1.6.5 notes:
"Increased the value of the Nirnhoned Trait so it is 50% stronger than the Reinforced Trait for armor."
Anyone with knowledge of maths can see that it is not currently 50% stronger than Reinforced.
Nirnhoned is OP and it has been confirmed that it WILL BE NERFED.
/thread
And this is exactly why I continue to believe it is bugged because the end result was not the intended result of the designer of the change. There was obviously a very large disconnect between the designer and the programmer who implemented the change.
bloodenragedb14_ESO wrote: »regardless whether it is broken or not, leets want it nerfed so they can kill more people, or they get killed less.
the pvp leets control the strings attached to the devs.