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Mundus stones detalied stats?

OrphanHelgen
OrphanHelgen
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I have looked for this, but never found anything.
Does anyone have an official detailed list of the mundus stones?
Does it give a flat amount or a percentage of your base stats?
And does sprint speed have a soft cap/hard cap?

Right now I have the tower (max stamina). And if I switch one armor with divines trait 5,5% , I only get 6 more stamina. That is not much. I think reinforced is better at least in boots and shoulders, even if its medium armor. Divines in gloves and belt, due to no benefit from infused trait, and low base armor stats. Reinforced in chest due to highest base armor, or maybe infused since it gets benefit from that.

Edit:

I have tested a sprint speed route. With 6 meidum 1 heavy, and 7 medium. This is to see if I loose speed by putting on a heavy armor . I have also tried with or without the steed stone, and with and without alliance war - assult - retreating maneuver IV (the pvp speed skill). And everytime I add some sort of speed buff, I did the speed route 1 sec faster. So I actually dont think there is and soft cap or hard cap on sprinting.

The Apprentice - Ignore 250 of targets' spell resistance.
The Atronach - Increases magicka regeneration by 17.
The Lady - Increases armor by 100.
The Lord - Increases max health by 100.
The Lover - Increases spell resistance by 100.
The Mage - Increases max magicka by 100.
The Ritual - Increases all healing done by 5%.
The Shadow - Increases the effectiveness of critical hits by 5%.
The Serpent - Increases health regeneration by 17.
The Steed - *Increases movement speed by 5%*
The Thief - Increases weapon critical and spell critical by 5%.
The Tower - Increases max stamina by 100.
Warrior - Increases weapon damage by 12.
Edited by OrphanHelgen on 18 December 2014 15:26
PC, EU server, Ebonheart Pact


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  • Pmarsico9
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    Considering there's very few ways to get critical strike (set bonuses, armor passives, and mundus stones) you may want to reconsidering the mundus you are using. There is also only one way to Critical Strike bonus damage: Mundus Stones.

  • Merlight
    Merlight
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    Mage/Lord/Tower stones add 2x your level to the respective stat, that is 100 at level 50 (including VR).
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  • Gyudan
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    I think that the health/stamina/magicka mundus boons only bring 100 of the selected stat to your character, which is quite bad imo.
    For healers, thief stone (+5% crit chance) or ritual (healing done, don't know the value) are the best.
    For DPS, thief or shadow (+5% crit damage) are the best choices.
    For tanks, I think mundus boons don't matter that much, since all of them are pretty bad.
    Wololo.
  • DeLindsay
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    All Mundus Stones are 5% with exception to the ones that give Health/Magicka/Stamina/Armor and those are 100 like @Gyudan stated.
  • Lynx7386
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    For tanks, I think mundus boons don't matter that much, since all of them are pretty bad.

    If i recall correctly, one of the mundus stones increases your healing received, which is probably the best one for tanks.
    PS4 / NA
    M'asad - Khajiit Nightblade - Healer
    Pakhet - Khajiit Dragonknight - Tank
    Raksha - Khajiit Sorcerer - Stamina DPS
    Bastet - Khajiit Templar - Healer
    Leonin - Khajiit Warden - Tank
  • Pmarsico9
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    Lynx7386 wrote: »
    For tanks, I think mundus boons don't matter that much, since all of them are pretty bad.

    If i recall correctly, one of the mundus stones increases your healing received, which is probably the best one for tanks.

    Antronach isn't bad for a pure heavy tank. It's a little bit of magicka regen.
  • Nestor
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    And if I switch one armor with divines trait 5,5% , I only get 6 more stamina.

    One thing to remember, the Mundus stones give you a percentage increase of a stat. The Divines adds to the percentage increase, which is then applied to the underlying value. So, the 5% Mundus stone effect becomes 5.055% with one piece of armor with the Divines Trait on it. So, on a typical character with 1200 Stamina, 6 points more sounds about right from one piece of armor with rounding.

    The way to get the most out of the Divines Trait is to put it on 4 pieces of armor, then improve them to at least Blue so that you get a meaningful increase from the Divines Trait. Then you still have 3 pieces for Impenetrable or Infused.

    Edited by Nestor on 17 December 2014 23:35
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  • Ramasee
    Ramasee
    I pulled this from my post on my guild forums. This list is for vr1+

    The Apprentice - Ignore 250 of targets' spell resistance.
    The Atronach - Increases magicka regeneration by 17.
    The Lady - Increases armor by 100.
    The Lord - Increases max health by 100.
    The Lover - Increases spell resistance by 100.
    The Mage - Increases max magicka by 100.
    The Ritual - Increases all healing done by 5%.
    The Shadow - Increases the effectiveness of critical hits by 5%.
    The Serpent - Increases health regeneration by 17.
    The Steed - *Increases movement speed by 5%*
    The Thief - Increases weapon critical and spell critical by 5%.
    The Tower - Increases max stamina by 100.
    Warrior - Increases weapon damage by 12.

    Here is the original post, the entirety of the post is outdated now, but the mundus stone values have not changed...yet.

    http://www.guardianhq.com/teso-classes/a-guide-to-fashionable-statistics/
  • ThatHappyCat
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    Doesn't Serpent only increase out-of-combat health regen?
  • DeLindsay
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    It's a shame that ZoS refuses to be more transparent with game values, stats and mechanics or at the very least give us a proper way to test said items. I forgot about the regen Mundus and the Warrior, which also aren't the static 5% or 100.
    Edited by DeLindsay on 18 December 2014 08:06
  • OrphanHelgen
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    Thanks alot for the answers guys and girls :-). You are the best. Yes I believe The Serpent only gives health regen when out of combat (for some reason :P ).
    Good point I read in this post, about the reasons for having divines in gear, even if the small percentage doesnt seam to be much. Stamina I can get from food and enchant, but not crit damage. If it wasnt for the soft cap, the mundus stone that gives 12 flat weapon damage seems very good :).

    I have tested the steed stone about movement speed. I was skeptical at first, since percent sprint speed scales with base movement speed. But I tested this by running the same route, and use stopwatch. Seems lame, but I actually got answers out of it.

    First of all, I would like to start with the medium armor passive, that dont give the right tooltip.
    Athletics: Increase sprint move speed by 3% and decreases the stamina cost of roll dodge by 4,0% per piece of medium armor equipped. Current bonus: 28,0%
    This is when I use 7 pieces of medium. 4 x 7 = 28. But it doesnt stand anything about the sprint speed, what should have been 3 x 7 = 21. So what this tooltip says, is that you just have to equip 1 piece of medium armor, to get the 3 percent sprint speed, but you dont get more sprint speed out of more mediums. I can confirm that you do.

    Like I said, I have tested a sprint speed route. With 6 meidum 1 heavy, and 7 medium. This is to see if I loose speed by putting on a heavy armor . I have also tried with or without the steed stone, and with and without alliance war - assult - retreating maneuver IV (the pvp speed skill). And everytime I add some sort of speed buff, I did the speed route 1 sec faster. So I actually dont think there is and soft cap or hard cap on sprinting.

    The most movement speed I get, is with orc passive, retreating maneuver IV, 7 medium, steed stone and roll dodge with bow combined with animation canceling after pressing retreating maneuver.
    PC, EU server, Ebonheart Pact


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  • Ramasee
    Ramasee
    Serpent used to only give out of combat health regeneration. However, they changed that at some point (well before they changed the in game description) and it now gives you health recovery at all times.
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