willymchilybily wrote: »willymchilybily wrote: »if you have 15k health sorc (20k in cyrodil) and probably 10k Physical resistance (15% mitigation at most). vs a tank with 25-30k one getting 50% mitigation. tank takes 60k damage to die sorc 33k. +10k per each shield to die. Thats 3 shields = one tank healing for 1.5k health.
A 50% mitigation tank who keeps spamming himself with a 5K heal every second will be able to negate 10000 DPS in incoming damage just as well as a 0% mitigation sorcerer spamming himself with a 10K shield every second. That is if we assume the attacker never crits.
Example: 10000 damage hits incoming every 1 seccond.
- Tank mitigates 5000 of it, takes the rest 5000, and heals himself for 5000.
- Sorc mitigated 0 of it, takes the rest 10000, ans shields himself for 10000 again.
Result: same. Sorc is just as tough to kill as a full tank.
If we assume that the attacker crits, the sorc will be able to negate even more incoming damage than the tank. If the attacker crits 100% of the time, then the sorcerer will be able to negate 33% more incoming damage than the tank.
(and before you claim sorcs don't have 10K shields in PvP - well, tanks don't have a 50% mitigation in PvP either.)
@Sharee I got your point the first time. i dont know why you decided to repeat the exact same thing. the maths was easy to follow.
if you look at one shot. one attack yes the shield is great. but you ignore the size of health pool, the time to kill, the lack of stamina, the inability to reapply when stunned where armor is always up. The fact the tank can block more to further reduce the damage. You are totally blinkered. ive bolded it. so you can see what hyperbole you are using to make your point! and a really rubbish point it is as you are ignoring every other factor but those that strengthen your point, and looking at one attack not the overall health pool and resistances.
by your logic I could argue templars healing themselves for 10k a time(actual value is likely less). And a heal can crit, sorc shields cant crit. so a templar can self heal for larger values by far than my sorc can shield and thats one button. with two champion trees they can use to buff it. and id be talking nonsense. Because one is proactive and one reactive. Thats what you ignore in your narrow narrow view/example. one hit. one attack doesnt reflect the truth of the comparison.
The ONLY reason I'm not getting into this more is because penetration is OP and high armor can be rendered useless in the current PvP system. This makes shields strong.when you can get 12-18% penetration on the trait and 10% on a mace, and magicka or stamina can DW mace/sword. Then yes you are right. re-applying a shield that has no resistance is better than relying on resistance when its possible to mitigate it to such a large extent. Armor being too weak to penetration is not the same as shield being too strong.
If ZOS removed all penetration (outside of de-buffing abilities) the game would be a lot more balanced imo. shields are really not all that.
anyway im just going to agree to disagree if you have been on PC since feb and haven't even tried a sorc you likely never will and will always have this same blinkered view.
Forestd16b14_ESO wrote: »Yay magicka users crying even more just what every body needs... Also want physical resistance ? Pool some points into the armor expert trees in the warrior. They increase your armors physical resistance so you'll have to take some points out of bastion to increase your physical resistance.
Fine if magicka users get a new passive they can pool points into the increase physical resistance either though there is already something like in the system then stamina users should get a new passive that deals "X"% unresistant damage to a player with a damage shield or deal "X" extra damage to a players damage shield. It's only fair.
Right on cue. As is the case every single time a new patch rolls around, certain people start freaking out and overreacting to every proposed change.
willymchilybily wrote: »willymchilybily wrote: »if you have 15k health sorc (20k in cyrodil) and probably 10k Physical resistance (15% mitigation at most). vs a tank with 25-30k one getting 50% mitigation. tank takes 60k damage to die sorc 33k. +10k per each shield to die. Thats 3 shields = one tank healing for 1.5k health.
A 50% mitigation tank who keeps spamming himself with a 5K heal every second will be able to negate 10000 DPS in incoming damage just as well as a 0% mitigation sorcerer spamming himself with a 10K shield every second. That is if we assume the attacker never crits.
Example: 10000 damage hits incoming every 1 seccond.
- Tank mitigates 5000 of it, takes the rest 5000, and heals himself for 5000.
- Sorc mitigated 0 of it, takes the rest 10000, ans shields himself for 10000 again.
Result: same. Sorc is just as tough to kill as a full tank.
If we assume that the attacker crits, the sorc will be able to negate even more incoming damage than the tank. If the attacker crits 100% of the time, then the sorcerer will be able to negate 33% more incoming damage than the tank.
(and before you claim sorcs don't have 10K shields in PvP - well, tanks don't have a 50% mitigation in PvP either.)
@Sharee I got your point the first time. i dont know why you decided to repeat the exact same thing. the maths was easy to follow.
if you look at one shot. one attack yes the shield is great. but you ignore the size of health pool, the time to kill, the lack of stamina, the inability to reapply when stunned where armor is always up. The fact the tank can block more to further reduce the damage. You are totally blinkered. ive bolded it. so you can see what hyperbole you are using to make your point! and a really rubbish point it is as you are ignoring every other factor but those that strengthen your point, and looking at one attack not the overall health pool and resistances.
by your logic I could argue templars healing themselves for 10k a time(actual value is likely less). And a heal can crit, sorc shields cant crit. so a templar can self heal for larger values by far than my sorc can shield and thats one button. with two champion trees they can use to buff it. and id be talking nonsense. Because one is proactive and one reactive. Thats what you ignore in your narrow narrow view/example. one hit. one attack doesnt reflect the truth of the comparison.
The ONLY reason I'm not getting into this more is because penetration is OP and high armor can be rendered useless in the current PvP system. This makes shields relatively strong.when you can get 12-18% penetration on the trait and 10% on a mace, and magicka or stamina can DW mace/sword. Then yes you are right. re-applying a shield that has no resistance is better than relying on resistance when its possible to mitigate it to such a large extent. Armor being too weak to penetration is not the same as shield being too strong.
If ZOS removed all penetration (outside of de-buffing abilities) the game would be a lot more balanced imo. shields are really not all that.
anyway im just going to agree to disagree if you have been on PC since feb and haven't even tried a sorc you likely never will and will always have this same blinkered view.
Come one, it's about time and needs to happen. Not only in PvP, v.s Tornado and Bombard spamming raids, but also in PvE.
Take all the crazy physical dmg in vMA, only sorcs have decent tools to deal with it (Hardened Ward). We need a CP sign reducing physical dmg period.
However, ZoS needs to re-balance stamina builds at the same time. We need Ultimate's doing physical dmg, stamina skills doing physical dmg and not magic dmg. Preferably more stamina morphs. These things needs to be introduced simultaneously to the new CP signs, or stamina builds will indeed have to many problems.
Please note that the point of my post was not to do an in-depth comparison of sorcerers to templars or tanks in general. Rather, it was to demonstrate why "shields have no mitigation" is not as major a weakness as some posters make it to be.[SNIP] That is why i find the common argument "but shields have no mitigation!" silly.
willymchilybily wrote: »I doubt ZOS can fudge it too bad. OP mentioning sorcs having high potential to get physical damage resistance with already reasonable spell and shields with the change. Does make me question the OPs understanding of game mechanics. Like shields not having any damage resistance.
I think this harping on how shields do not have damage resistance is silly, considering how strong they are.
[SNIP].
willymchilybily wrote: »Please note that the point of my post was not to do an in-depth comparison of sorcerers to templars or tanks in general. Rather, it was to demonstrate why "shields have no mitigation" is not as major a weakness as some posters make it to be.[SNIP] That is why i find the common argument "but shields have no mitigation!" silly.
I agree with that, but you do realise I only mentioned a lack of damage resistance because the OP was on about boosting physical damage resistance making sorc OP/stronger. My point was it will make sweet F.A. difference to a sorc if you boost physical resistance if my main defence is the shield (Because it has no resistances +25% of 0 is stil 0) and im in light armor... 25% of diddly squat is still diddly squat. Thats the ONLY reason i mentioned that shields have no resistance.
But I didnt expect some one quoting me not to connect the dots. i thought i was being quite clear.willymchilybily wrote: »I doubt ZOS can fudge it too bad. OP mentioning sorcs having high potential to get physical damage resistance with already reasonable spell and shields with the change. Does make me question the OPs understanding of game mechanics. Like shields not having any damage resistance.
I think this harping on how shields do not have damage resistance is silly, considering how strong they are.
[SNIP].
Because sorcs needed more???
This is why i hardly ever touch my temp, or my DK or even my NB now.
Best Shields + most DPS + bolt escape....
So OP now, this is crazy.....
Because sorcs needed more???
This is why i hardly ever touch my temp, or my DK or even my NB now.
Best Shields + most DPS + bolt escape....
So OP now, this is crazy.....
I can't imagine how I will play on my stamina Templar which is already the weakest setup in the game when everybody will be running around with 24% physical reduction. I might as well not even bother try to kill ppl lol.
Strider_Roshin wrote: »
MaxwellCrystal wrote: »If that's the case all they really need to do is either increase the cost of shields sorc use or reduce the effectiveness it is in PvP. If I have to keep blowing through a shield that they put up while bolt escaping away then it'll just get out of hand. Simply tired as a Stam DK dealing with that kind of situation especially when I don't even use my class abilities for damage since they all suck especially DoTs.
CaptainObvious wrote: »Just make shield strength scale off of health. That way you end up with 64, 0, 0 Sorcs with a 3k damage shield. Then tanks would get a buff out of it too.
Most of the CP lines are a % so if you have light armour your armour benefit from CP is half what heavy armour gets as its half the armour rating. So if they offer a % bonus to armour in CP then to get the most out of it you want to be in heavy armour.
I have said it once and I will say it again. Most people when they look at a light armour shield player look at the top 1% of players and see a 12K damage shield not the crappy 5k shield most players get. A better argument would be to lower the power of the top 1% not nerf everyone.
willymchilybily wrote: »Please note that the point of my post was not to do an in-depth comparison of sorcerers to templars or tanks in general. Rather, it was to demonstrate why "shields have no mitigation" is not as major a weakness as some posters make it to be.[SNIP] That is why i find the common argument "but shields have no mitigation!" silly.
I agree with that, but you do realise I only mentioned a lack of damage resistance because the OP was on about boosting physical damage resistance making sorc OP/stronger. My point was it will make sweet F.A. difference to a sorc if you boost physical resistance if my main defence is the shield (Because it has no resistances +25% of 0 is stil 0) and im in light armor... 25% of diddly squat is still diddly squat. Thats the ONLY reason i mentioned that shields have no resistance.
But I didnt expect some one quoting me not to connect the dots. i thought i was being quite clear.willymchilybily wrote: »I doubt ZOS can fudge it too bad. OP mentioning sorcs having high potential to get physical damage resistance with already reasonable spell and shields with the change. Does make me question the OPs understanding of game mechanics. Like shields not having any damage resistance.
I think this harping on how shields do not have damage resistance is silly, considering how strong they are.
[SNIP].
I see. I misunderstood the context in which the statement was made.
However i am not sure you are correct when you say a damage resistance star would have no effect on the damage shields take. Shields are unaffected by armor or spell resistance, but it is not armor or spell resistance that is boosted by Hardy or Elemental Defender. Instead, these stars "reduce damage dealt to you". That could be read as "incoming damage is reduced before even being applied to you, and that includes your shield".
Did you (or someone else) test whether a shielded target will take less damage to the shield from a magical attack if the target has points in Hardy? I never thought about this before now.
Decayed_Inside wrote: »This game has no hope
Agreed