Players -- max 34k magical/physical resistance (correct me if im wrong)
Overland Adds -- roughly 9k resistance
Bosses/Elite Addds -- 18.2k resistance
Players -- max 34k magical/physical resistance (correct me if im wrong)
Extra glyphs would not be needed if im not incorrect because certain dmg types fall under a specific categorie
so flame/shock/ice etc. are magic damage and poison/bleed etc are counted as physical damage types, the only one that falls out of that equation is oblivion dmg, if im not mistaken.
Resistances in PVE are easily achieved through gear/passives/skills/cp's/major,minor buffs or debuffs if needed (or through multiple people for example in a trial situation)
PVP is a whole nother playing field which i dont know anything about.
All in all judging by the other post you made, i'd advice you to take a look into some guides that explain the topics you have questions about.
HoffmannTheBest wrote: »Overland Adds -- roughly 9k resistance
Bosses/Elite Addds -- 18.2k resistance
Players -- max 34k magical/physical resistance (correct me if im wrong)
Extra glyphs would not be needed if im not incorrect because certain dmg types fall under a specific categorie
so flame/shock/ice etc. are magic damage and poison/bleed etc are counted as physical damage types, the only one that falls out of that equation is oblivion dmg, if im not mistaken.
Resistances in PVE are easily achieved through gear/passives/skills/cp's/major,minor buffs or debuffs if needed (or through multiple people for example in a trial situation)
PVP is a whole nother playing field which i dont know anything about.
All in all judging by the other post you made, i'd advice you to take a look into some guides that explain the topics you have questions about.
Why should I wear heavy armor to get high elemental resistances?
HoffmannTheBest wrote: »Overland Adds -- roughly 9k resistance
Bosses/Elite Addds -- 18.2k resistance
Players -- max 34k magical/physical resistance (correct me if im wrong)
Extra glyphs would not be needed if im not incorrect because certain dmg types fall under a specific categorie
so flame/shock/ice etc. are magic damage and poison/bleed etc are counted as physical damage types, the only one that falls out of that equation is oblivion dmg, if im not mistaken.
Resistances in PVE are easily achieved through gear/passives/skills/cp's/major,minor buffs or debuffs if needed (or through multiple people for example in a trial situation)
PVP is a whole nother playing field which i dont know anything about.
All in all judging by the other post you made, i'd advice you to take a look into some guides that explain the topics you have questions about.
Why should I wear heavy armor to get high elemental resistances?
silky_soft wrote: »Shattered fate + some light pieces is like 10k pen right there. Stack maces and/or sharp weapons even higher. Stack monster peice with pen. Stack major/minor breach.
ragnarok6644b14_ESO wrote: »Elemental resistance isn't always 0.
Nords for example have a value there, as do Dunmer and (possibly?) some NPCs, while Bretons have innate magical resistance that doubles if there is an elemental damage effect on them.
In general, those stats are part of modeling the world of the Elder Scrolls - Dunmer are more resilient to fire than Nords, tho are generally more resilient overall and then are even moreso against frost.
Imagine looking at Oblivion's stat system... or Morrowind's...
HoffmannTheBest wrote: »Overland Adds -- roughly 9k resistance
Bosses/Elite Addds -- 18.2k resistance
Players -- max 34k magical/physical resistance (correct me if im wrong)
Extra glyphs would not be needed if im not incorrect because certain dmg types fall under a specific categorie
so flame/shock/ice etc. are magic damage and poison/bleed etc are counted as physical damage types, the only one that falls out of that equation is oblivion dmg, if im not mistaken.
Resistances in PVE are easily achieved through gear/passives/skills/cp's/major,minor buffs or debuffs if needed (or through multiple people for example in a trial situation)
PVP is a whole nother playing field which i dont know anything about.
All in all judging by the other post you made, i'd advice you to take a look into some guides that explain the topics you have questions about.
Why should I wear heavy armor to get high elemental resistances?
Because the armour rating you see no matter if its light/heavy/medium gives both magical/physical resistances. But i did not say you should wear heavy armour. I just gave a broad explanation where the armour rating can be sourced from.
HoffmannTheBest wrote: »HoffmannTheBest wrote: »Overland Adds -- roughly 9k resistance
Bosses/Elite Addds -- 18.2k resistance
Players -- max 34k magical/physical resistance (correct me if im wrong)
Extra glyphs would not be needed if im not incorrect because certain dmg types fall under a specific categorie
so flame/shock/ice etc. are magic damage and poison/bleed etc are counted as physical damage types, the only one that falls out of that equation is oblivion dmg, if im not mistaken.
Resistances in PVE are easily achieved through gear/passives/skills/cp's/major,minor buffs or debuffs if needed (or through multiple people for example in a trial situation)
PVP is a whole nother playing field which i dont know anything about.
All in all judging by the other post you made, i'd advice you to take a look into some guides that explain the topics you have questions about.
Why should I wear heavy armor to get high elemental resistances?
Because the armour rating you see no matter if its light/heavy/medium gives both magical/physical resistances. But i did not say you should wear heavy armour. I just gave a broad explanation where the armour rating can be sourced from.
Resistances are directly tied to armor rating. The higher the armor rating, the higher the resistance. This should not be. This is why tanks have excellent protection against everything, because they wear heavy armor that does not even need additional enchantments for protection, which is why they are enchanted for health/stamina. And if this is untied, then tanks will have to choose between elemental protection and a large amount of health.
endorphinsplox wrote: »Also its wild to say penetration is worthless. Its clear to me you know next to nothing about this game's design and functions. Penetration efficiency depends on the target and anyone with the Combat Metrics addon will already know their penetration in PvE. PvP is so target dependent that you can't have one stat block showing your efficiency against all targets. On top of that, there's ways to ignore armor or other types of mitigation entirely. Play a Corrosive Armor DK or run Onslaught and you'll see what I mean. The point is, there are many ways to mitigate or deal damage in this game, allowing players a number of options to build with. A DK might not need to build penetration due to corrosive and can just build weapon and spell damage instead. Just spend some more time with the game before posting on the forums calling for reworks of systems you aren't familiar with.
valenwood_vegan wrote: »Suggest directing more effort into the learning the game, because they're not going to redevelop a successful ten year old game to suit one player's tastes. Particularly when such requests are made without extensive knowledge of existing game systems.
And even if they WERE going to, it would take years at the current pace of development.
Do certainly agree that the game itself does a terrible job teaching players anything.
There are great guides and helpful guilds out there though.
HoffmannTheBest wrote: »endorphinsplox wrote: »Also its wild to say penetration is worthless. Its clear to me you know next to nothing about this game's design and functions. Penetration efficiency depends on the target and anyone with the Combat Metrics addon will already know their penetration in PvE. PvP is so target dependent that you can't have one stat block showing your efficiency against all targets. On top of that, there's ways to ignore armor or other types of mitigation entirely. Play a Corrosive Armor DK or run Onslaught and you'll see what I mean. The point is, there are many ways to mitigate or deal damage in this game, allowing players a number of options to build with. A DK might not need to build penetration due to corrosive and can just build weapon and spell damage instead. Just spend some more time with the game before posting on the forums calling for reworks of systems you aren't familiar with.
Penetration is useless and I showed why this is so with my own example. 10k penetration will not replace 6k crit with 60% chance. For penetration to really affect something, the weapon must have at least 10k damage, or penetration must be at least 30k, and this is unrealistic to achieve.valenwood_vegan wrote: »Suggest directing more effort into the learning the game, because they're not going to redevelop a successful ten year old game to suit one player's tastes. Particularly when such requests are made without extensive knowledge of existing game systems.
And even if they WERE going to, it would take years at the current pace of development.
Do certainly agree that the game itself does a terrible job teaching players anything.
There are great guides and helpful guilds out there though.
It's not successful because it's new, or because it's interesting in terms of gameplay, but because it uses a universe that everyone loves. That's the secret to its success.
Yes, I have turned into a hater of my favorite game.
HoffmannTheBest wrote: »endorphinsplox wrote: »Also its wild to say penetration is worthless. Its clear to me you know next to nothing about this game's design and functions. Penetration efficiency depends on the target and anyone with the Combat Metrics addon will already know their penetration in PvE. PvP is so target dependent that you can't have one stat block showing your efficiency against all targets. On top of that, there's ways to ignore armor or other types of mitigation entirely. Play a Corrosive Armor DK or run Onslaught and you'll see what I mean. The point is, there are many ways to mitigate or deal damage in this game, allowing players a number of options to build with. A DK might not need to build penetration due to corrosive and can just build weapon and spell damage instead. Just spend some more time with the game before posting on the forums calling for reworks of systems you aren't familiar with.
Penetration is useless and I showed why this is so with my own example. 10k penetration will not replace 6k crit with 60% chance. For penetration to really affect something, the weapon must have at least 10k damage, or penetration must be at least 30k, and this is unrealistic to achieve.valenwood_vegan wrote: »Suggest directing more effort into the learning the game, because they're not going to redevelop a successful ten year old game to suit one player's tastes. Particularly when such requests are made without extensive knowledge of existing game systems.
And even if they WERE going to, it would take years at the current pace of development.
Do certainly agree that the game itself does a terrible job teaching players anything.
There are great guides and helpful guilds out there though.
It's not successful because it's new, or because it's interesting in terms of gameplay, but because it uses a universe that everyone loves. That's the secret to its success.
Yes, I have turned into a hater of my favorite game.
ESO needs a major overhaul like the veritable hole in the head. Rather, it needs a period of stability, during which the networking and/or Akamai issues that are plaguing some players can be resolved. Otherwise, if major changes were made to the game then it would be even harder to track down and fix whatever the root cause of the connection and performance issues are.
HoffmannTheBest wrote: »endorphinsplox wrote: »Also its wild to say penetration is worthless. Its clear to me you know next to nothing about this game's design and functions. Penetration efficiency depends on the target and anyone with the Combat Metrics addon will already know their penetration in PvE. PvP is so target dependent that you can't have one stat block showing your efficiency against all targets. On top of that, there's ways to ignore armor or other types of mitigation entirely. Play a Corrosive Armor DK or run Onslaught and you'll see what I mean. The point is, there are many ways to mitigate or deal damage in this game, allowing players a number of options to build with. A DK might not need to build penetration due to corrosive and can just build weapon and spell damage instead. Just spend some more time with the game before posting on the forums calling for reworks of systems you aren't familiar with.
Penetration is useless and I showed why this is so with my own example. 10k penetration will not replace 6k crit with 60% chance. For penetration to really affect something, the weapon must have at least 10k damage, or penetration must be at least 30k, and this is unrealistic to achieve.valenwood_vegan wrote: »Suggest directing more effort into the learning the game, because they're not going to redevelop a successful ten year old game to suit one player's tastes. Particularly when such requests are made without extensive knowledge of existing game systems.
And even if they WERE going to, it would take years at the current pace of development.
Do certainly agree that the game itself does a terrible job teaching players anything.
There are great guides and helpful guilds out there though.
It's not successful because it's new, or because it's interesting in terms of gameplay, but because it uses a universe that everyone loves. That's the secret to its success.
Yes, I have turned into a hater of my favorite game.
If you don't know how Penetration works your own example is useles as you did the testing wrong (no front). You can't simply compare tons of Crit Chance with a medium amount of Penetration, that's not how it works.
There're tons of nuances to ESO's fighting system, it took me months to actually learn only parts of it. The more you know the more sense everything's doing. Go watch some guides, Skinny Cheeks on YT is one of the best to explain everything you need to know. At some point you'll understand why a random player passing by kills an Overland boss in mere seconds while you're having trouble for minutes now.
HoffmannTheBest wrote: »HoffmannTheBest wrote: »endorphinsplox wrote: »Also its wild to say penetration is worthless. Its clear to me you know next to nothing about this game's design and functions. Penetration efficiency depends on the target and anyone with the Combat Metrics addon will already know their penetration in PvE. PvP is so target dependent that you can't have one stat block showing your efficiency against all targets. On top of that, there's ways to ignore armor or other types of mitigation entirely. Play a Corrosive Armor DK or run Onslaught and you'll see what I mean. The point is, there are many ways to mitigate or deal damage in this game, allowing players a number of options to build with. A DK might not need to build penetration due to corrosive and can just build weapon and spell damage instead. Just spend some more time with the game before posting on the forums calling for reworks of systems you aren't familiar with.
Penetration is useless and I showed why this is so with my own example. 10k penetration will not replace 6k crit with 60% chance. For penetration to really affect something, the weapon must have at least 10k damage, or penetration must be at least 30k, and this is unrealistic to achieve.valenwood_vegan wrote: »Suggest directing more effort into the learning the game, because they're not going to redevelop a successful ten year old game to suit one player's tastes. Particularly when such requests are made without extensive knowledge of existing game systems.
And even if they WERE going to, it would take years at the current pace of development.
Do certainly agree that the game itself does a terrible job teaching players anything.
There are great guides and helpful guilds out there though.
It's not successful because it's new, or because it's interesting in terms of gameplay, but because it uses a universe that everyone loves. That's the secret to its success.
Yes, I have turned into a hater of my favorite game.
If you don't know how Penetration works your own example is useles as you did the testing wrong (no front). You can't simply compare tons of Crit Chance with a medium amount of Penetration, that's not how it works.
There're tons of nuances to ESO's fighting system, it took me months to actually learn only parts of it. The more you know the more sense everything's doing. Go watch some guides, Skinny Cheeks on YT is one of the best to explain everything you need to know. At some point you'll understand why a random player passing by kills an Overland boss in mere seconds while you're having trouble for minutes now.
NOBODY will read some manuals, NOBODY will spend a lot of time studying something there. People came to PLAY, and they want to be allowed to do it.
In the Dark Souls series, it is easier to understand how things work than in TESO, because there it is intuitively clear what and how it works, and here you have to go somewhere, read something somewhere from someone, because the developers are not user friendly.
At best, players will just go through the story, at worst - they will skip the game after a couple of weeks of playing. Especially with such a terrible crafting system, where you need to spend months learning the features to complete master orders. I'm surprised the game didn't die 6 years ago.
HoffmannTheBest wrote: »HoffmannTheBest wrote: »endorphinsplox wrote: »Also its wild to say penetration is worthless. Its clear to me you know next to nothing about this game's design and functions. Penetration efficiency depends on the target and anyone with the Combat Metrics addon will already know their penetration in PvE. PvP is so target dependent that you can't have one stat block showing your efficiency against all targets. On top of that, there's ways to ignore armor or other types of mitigation entirely. Play a Corrosive Armor DK or run Onslaught and you'll see what I mean. The point is, there are many ways to mitigate or deal damage in this game, allowing players a number of options to build with. A DK might not need to build penetration due to corrosive and can just build weapon and spell damage instead. Just spend some more time with the game before posting on the forums calling for reworks of systems you aren't familiar with.
Penetration is useless and I showed why this is so with my own example. 10k penetration will not replace 6k crit with 60% chance. For penetration to really affect something, the weapon must have at least 10k damage, or penetration must be at least 30k, and this is unrealistic to achieve.valenwood_vegan wrote: »Suggest directing more effort into the learning the game, because they're not going to redevelop a successful ten year old game to suit one player's tastes. Particularly when such requests are made without extensive knowledge of existing game systems.
And even if they WERE going to, it would take years at the current pace of development.
Do certainly agree that the game itself does a terrible job teaching players anything.
There are great guides and helpful guilds out there though.
It's not successful because it's new, or because it's interesting in terms of gameplay, but because it uses a universe that everyone loves. That's the secret to its success.
Yes, I have turned into a hater of my favorite game.
If you don't know how Penetration works your own example is useles as you did the testing wrong (no front). You can't simply compare tons of Crit Chance with a medium amount of Penetration, that's not how it works.
There're tons of nuances to ESO's fighting system, it took me months to actually learn only parts of it. The more you know the more sense everything's doing. Go watch some guides, Skinny Cheeks on YT is one of the best to explain everything you need to know. At some point you'll understand why a random player passing by kills an Overland boss in mere seconds while you're having trouble for minutes now.
NOBODY will read some manuals, NOBODY will spend a lot of time studying something there. People came to PLAY, and they want to be allowed to do it.
In the Dark Souls series, it is easier to understand how things work than in TESO, because there it is intuitively clear what and how it works, and here you have to go somewhere, read something somewhere from someone, because the developers are not user friendly.
At best, players will just go through the story, at worst - they will skip the game after a couple of weeks of playing. Especially with such a terrible crafting system, where you need to spend months learning the features to complete master orders. I'm surprised the game didn't die 6 years ago.
Nobody will do those things except the people who spend $15 million monthly on the game so they can do those things.
HoffmannTheBest wrote: »HoffmannTheBest wrote: »HoffmannTheBest wrote: »endorphinsplox wrote: »Also its wild to say penetration is worthless. Its clear to me you know next to nothing about this game's design and functions. Penetration efficiency depends on the target and anyone with the Combat Metrics addon will already know their penetration in PvE. PvP is so target dependent that you can't have one stat block showing your efficiency against all targets. On top of that, there's ways to ignore armor or other types of mitigation entirely. Play a Corrosive Armor DK or run Onslaught and you'll see what I mean. The point is, there are many ways to mitigate or deal damage in this game, allowing players a number of options to build with. A DK might not need to build penetration due to corrosive and can just build weapon and spell damage instead. Just spend some more time with the game before posting on the forums calling for reworks of systems you aren't familiar with.
Penetration is useless and I showed why this is so with my own example. 10k penetration will not replace 6k crit with 60% chance. For penetration to really affect something, the weapon must have at least 10k damage, or penetration must be at least 30k, and this is unrealistic to achieve.valenwood_vegan wrote: »Suggest directing more effort into the learning the game, because they're not going to redevelop a successful ten year old game to suit one player's tastes. Particularly when such requests are made without extensive knowledge of existing game systems.
And even if they WERE going to, it would take years at the current pace of development.
Do certainly agree that the game itself does a terrible job teaching players anything.
There are great guides and helpful guilds out there though.
It's not successful because it's new, or because it's interesting in terms of gameplay, but because it uses a universe that everyone loves. That's the secret to its success.
Yes, I have turned into a hater of my favorite game.
If you don't know how Penetration works your own example is useles as you did the testing wrong (no front). You can't simply compare tons of Crit Chance with a medium amount of Penetration, that's not how it works.
There're tons of nuances to ESO's fighting system, it took me months to actually learn only parts of it. The more you know the more sense everything's doing. Go watch some guides, Skinny Cheeks on YT is one of the best to explain everything you need to know. At some point you'll understand why a random player passing by kills an Overland boss in mere seconds while you're having trouble for minutes now.
NOBODY will read some manuals, NOBODY will spend a lot of time studying something there. People came to PLAY, and they want to be allowed to do it.
In the Dark Souls series, it is easier to understand how things work than in TESO, because there it is intuitively clear what and how it works, and here you have to go somewhere, read something somewhere from someone, because the developers are not user friendly.
At best, players will just go through the story, at worst - they will skip the game after a couple of weeks of playing. Especially with such a terrible crafting system, where you need to spend months learning the features to complete master orders. I'm surprised the game didn't die 6 years ago.
Nobody will do those things except the people who spend $15 million monthly on the game so they can do those things.
Random people gathered in one team created a full-fledged role-playing MMO based on Skyrim, and it is absolutely free and without donations, and they spend less than 15 million dollars on it, and without any stupid pseudo "complex mechanics".
If you do something complicated, it should be intuitive or there should be a guide, and not this useless tutorial at the very beginning, where they explain which buttons to press. This is such useful information! (no)
Zero tutorials about penetration, defense, resistances, damage types, types of overlay effects, types of control, but a lot of tutorials about which button to press to open the map. Even in the oldest online games there is a tutorial explaining the mechanics, and not explaining which button to press to open the inventory.
HoffmannTheBest wrote: »ragnarok6644b14_ESO wrote: »Elemental resistance isn't always 0.
Nords for example have a value there, as do Dunmer and (possibly?) some NPCs, while Bretons have innate magical resistance that doubles if there is an elemental damage effect on them.
In general, those stats are part of modeling the world of the Elder Scrolls - Dunmer are more resilient to fire than Nords, tho are generally more resilient overall and then are even moreso against frost.
Imagine looking at Oblivion's stat system... or Morrowind's...
Singles have a great and flexible defense system. You can wear light armor and it will be as effective as heavy armor. Here, however, this is not the case, light armor is weak, just like medium armor, it does not provide sufficient defense and therefore - sufficient resistance, because resistance and defense are linked, and this should not be. The player should be able to combine resistance and defense regardless of the type of armor, as it is in singles. That is why I proposed to introduce glyphs that increase resistance, while untying resistance from the amount of defense.
In singles, races have much more resistance than here, by the way. I'm not even talking about the Nords' immunity to cold in Morrowind)
HoffmannTheBest wrote: »HoffmannTheBest wrote: »endorphinsplox wrote: »Also its wild to say penetration is worthless. Its clear to me you know next to nothing about this game's design and functions. Penetration efficiency depends on the target and anyone with the Combat Metrics addon will already know their penetration in PvE. PvP is so target dependent that you can't have one stat block showing your efficiency against all targets. On top of that, there's ways to ignore armor or other types of mitigation entirely. Play a Corrosive Armor DK or run Onslaught and you'll see what I mean. The point is, there are many ways to mitigate or deal damage in this game, allowing players a number of options to build with. A DK might not need to build penetration due to corrosive and can just build weapon and spell damage instead. Just spend some more time with the game before posting on the forums calling for reworks of systems you aren't familiar with.
Penetration is useless and I showed why this is so with my own example. 10k penetration will not replace 6k crit with 60% chance. For penetration to really affect something, the weapon must have at least 10k damage, or penetration must be at least 30k, and this is unrealistic to achieve.valenwood_vegan wrote: »Suggest directing more effort into the learning the game, because they're not going to redevelop a successful ten year old game to suit one player's tastes. Particularly when such requests are made without extensive knowledge of existing game systems.
And even if they WERE going to, it would take years at the current pace of development.
Do certainly agree that the game itself does a terrible job teaching players anything.
There are great guides and helpful guilds out there though.
It's not successful because it's new, or because it's interesting in terms of gameplay, but because it uses a universe that everyone loves. That's the secret to its success.
Yes, I have turned into a hater of my favorite game.
If you don't know how Penetration works your own example is useles as you did the testing wrong (no front). You can't simply compare tons of Crit Chance with a medium amount of Penetration, that's not how it works.
There're tons of nuances to ESO's fighting system, it took me months to actually learn only parts of it. The more you know the more sense everything's doing. Go watch some guides, Skinny Cheeks on YT is one of the best to explain everything you need to know. At some point you'll understand why a random player passing by kills an Overland boss in mere seconds while you're having trouble for minutes now.
NOBODY will read some manuals, NOBODY will spend a lot of time studying something there. People came to PLAY, and they want to be allowed to do it.
In the Dark Souls series, it is easier to understand how things work than in TESO, because there it is intuitively clear what and how it works, and here you have to go somewhere, read something somewhere from someone, because the developers are not user friendly.
At best, players will just go through the story, at worst - they will skip the game after a couple of weeks of playing. Especially with such a terrible crafting system, where you need to spend months learning the features to complete master orders. I'm surprised the game didn't die 6 years ago.
At best, players will just go through the story, at worst - they will skip the game after a couple of weeks of playing.
Especially with such a terrible crafting system, where you need to spend months learning the features to complete master orders. I'm surprised the game didn't die 6 years ago.