golfer.dub17_ESO wrote: »Imperials are way better than Nords.
golfer.dub17_ESO wrote: »Imperials are way better than Nords.
Another meaningless and unsupported statement: Circles are way better than squares.
Concur with the previous post. You should provide more explanation for your opinion.
golfer.dub17_ESO wrote: »Imperials are way better than Nords.
Could you go a bit more into detail?
ChampionSheWolf wrote: »if you plan on tanking, go Nord. Their survivability is much better. They have their regeneration, 3% health and of course 6% damage reduction all standard. Imperials get more health and of course more stamina, which translates into slightly better DPS, but not better survivability. Once you gear up, buff out, and all that stuff, the actual difference starts realistically becoming negligible, not a wider margin as some would believe.
Brasseurfb16_ESO wrote: »32500 armour/spellresist is the hard cap and grants 50% mitigation.
-> So we can easely say 650 armour/spellresist = 1% mitigation.
A legendary set bonus grants :
- 1890 armour/spellresist
- 126 health regen
- 1039 health
126 health regen means a player can sustain an extra 63dmg/sec without taking anything else into consideration.
1890 armour/spellresist means a player can mitigate an extra 2,9% dmg without taking anything else into consideration.
1039 health means a player can soak an extra 1039 dmg without taking anything else into consideration.
But it gets interesting because to remotely increase your mitgation for both armour/spellresist with item sets, you have to slot 2 pieces of gear to have a general 2,9% increase while health regen increases sustainability against both types of dmg. So to increase both armour/spellresist you actualy have to give up 2078 health or 252 health regen. It is also worth to mention that health regen and health will scale in effectiveness exponentialy the more mitigation your have. So mitigation would be the obvious choice, since it increases the effectiveness from both ressources up to 100%.
Let's say you wear a full armour set and have 50% mitigation or 32500 armour/spellresist. If you give up 1890 armour/spellresist it leaves you with :
30213 armour/spell resist [32500 - 1890 x 1.21]
or 46,5% mitgation [30213 : 650 = 46,50+-]
If I now compare a similar build but with just a little differences in 2 set bonuses it gives me this :
BUILD1 :
armour/spellresist : 32500 (+21% from resolve)
health regen : 309 (no modifiers)
BUILD2 :
armour/spellresist : 30213 (+21% from resolve)
health regen : 565 (no modifiers)
So for that 3,5% modifier to be more effective you have to compare how much that health recovery could add to your surviability :
[256 : 3,5 x 100] : 2 = 3657 dmg/sec taken without any mitigation for armour+spellresist to be more effective.
Now add this value in BUILD2 which instead has 46,5% mitigation and add on top of that 3 important sources of health regen up by 78% (Robust, Constitution, Major Fortitude).
[3657 : (100 - 46,5) x 100)] x 1,78 - /b][158,5 : (100 - 50) x 100] - [158,5 : (100 - 46,5) x 100][b = 12146~dmg/sec
So you need to take at least 12146~ dmg/sec for that extra mitigation to be more effective against both physical and spell damage.
Now add something like Mundus stones :
Serpent : 211 health regen or 167% of a yellow set value.
Lady/Lover : 1280 armour/spellresist or 67% of a yellow set value.
Or just the fact you can block in the game and I can ensure you health regen has a very good place in this game.
newtinmpls wrote: »I'm not even going to try to quote or understand that last post. It astonishes me that both Brasseurfb and I can play and enjoy the same game. .... ZOS must be doing something right
Brasseurfb16_ESO wrote: »newtinmpls wrote: »I'm not even going to try to quote or understand that last post. It astonishes me that both Brasseurfb and I can play and enjoy the same game. .... ZOS must be doing something right
I'm just saying health regen is totaly viable in this game, its not crap like people like to say. There are barely any encounters dealing that much dmg/sec and every mechanics which does involve more usualy forces you to use dodge, block or doing something very specific to not get killed in a single strike. So it might even be more interesting to give up some health or mitigation for health regen instead because it can potentialy increase your own sustain and help the healer to focus his attention on other people in your team.