Sallington wrote: »Anything useful that players are wanting added into the game all fall under the category of "Yer ruinin my 'mersion!"
What is this guy talking about My crystal frag with 2k spell power and 34k magika hit for 2k on a nirnhorned geared guy
Wreuntzylla wrote: »What is this guy talking about My crystal frag with 2k spell power and 34k magika hit for 2k on a nirnhorned geared guy
So your frag delves 4k base damage with 2k spell power and 34k magicka?
In my farming gear, I have 24.5k Magicka and 1859 spell power. My frags tooltip is at 6764. Mitigation from spell resist being capped at 50%, I have to think something else is going on. Sometimes I do 2-3k on someone using a damage reducing ultimate or gear set. For example, a Templar using Empowering Sweep. In most cases you can just streak away until the ultimate is down and then kill them.
If you post screenshots of your damage log (FTC/CLS) we can probably figure out what is going on.
I can hit for 6-8k hits on high spell resist targets in my PvP gear, and by back loading damage can kill almost any high weapon damage build in one rotation. Stamina builds using the Crusader set are a bit tough but they don't have the weapon damage to get through shields.
Maybe you aren't stacking spell penetration? There are builds out there to help you through your issue, take a look at King Richard's build on Tamriel Foundries' Sorc Theorycrafting forum. In PvP you should be using melee weapons to up your spell damage, have nirnhoned weapons and use the apprentice mundus stone.
People that have 75k resists may mitigate 50% but they will never kill you. No way to peel through stacked shields without >3k weapon damage.
I think nirnhoned balance is problematic for most magicka builds, but not for a sorc running the cookie cutter high magicka/penetration/spell damage builds.
Edit: I am not talking about fighting against vigor builds, which is a different animal altogether.
No, it needs to be nerfed. You should not be able to max out spell resist (or physical resist for that matter, so "no" to the reinforced counterpart) with a simple trait on 3 pieces of your armour.
You want everyone in game to walk around with 50% physical resist and 50% spell resist?
You want to make it so armour type has almost no bearing on mitigation again?
What they need to do is fix nirnhoned, lower some of the huge damage modifiers in the game (or return to soft caps/smoothe diminishing returns), while at the same time lowering healing so people aren't indestructible and increase health a bit. It all needs to be done together in the right ratio to avoid even more imbalance.
It is a hard task but simply giving a reinforced counterpart is the wrong answer.