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Whats the cap on armor penetration?

Mettaricana
Mettaricana
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I know the use mauls sharpened and cp etc but what's the actual limit on armor penetration?how much before its just a waste of trait and weapon cp?
Edited by Mettaricana on 9 December 2015 14:28
  • Bashev
    Bashev
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    No cap.
    Because I can!
  • Xantaria
    Xantaria
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    100% penetration is the limit. can't gain more damage after that point

    (obvious I know but it's the correct answer to your question)
    Xantaria - Lead of Chimaira
    Hardcore Progress PvE Player - Livestream - Youtube

    World First Dro-m'Athra Destroyer
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    Proud Member of the Council of Exploiters.
  • Mettaricana
    Mettaricana
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    I know ts not possible to get 100% but I know lime heavy armor can only migitate so much dmg % so realistically how high should I go to pretty much go head to head with a tank like he's wearing paper armor using mauls+ sharpen+100pts in piercing cp. Anything else stam sorc btw so I dobt get unrated class skill suggestions
  • paulsimonps
    paulsimonps
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    This posses some good questions actually. How is penetration calculated? I have done a lot of testing on how mitigation works but never on penetration. I don't have time right now to go on and hack away at testing but I would think it be either these two options and I will theory craft this with the assumption that a person has hardcapped armor and useing those passives and traits you mentioned yourself, maul sharpened 100p piercing but I will also add major fracture.

    option 1:

    33150*0.8*0.86*0.75-5120=11985.4 physical resistance left, so 18% mitigation left from the original 50%

    option 2:

    (33150-5120)*0.8*0.86*0.75=14463.48 physical resistance left, so 21.8% mitigation left from the original 50%

    The way gaining armor via buffs works as option 1 does, the same principals apply and the same way mitigation is counted. So I would think its that but I can't be sure until I test it. If the target has less than 5120 resistance it doesn't matter which on it is obviously but if the target has more than it does matter. Option 1 is the only one that can give you 100% penetration. Cause if it is calculated like this then you will get diminishing returns on the percentage reducations so having the subtraction at the end is the only way to get 100% penetration. But looking at the armor penetration buffs and debuffs available to us then if it is like this then if the target has enough armor then you cannot bring it to 100% penetration without using Corrosive Armor which of course is exactly 100%. I might go test this out later when I have time but if someone already knows the proper calculation methods please share it with the rest.
  • Mettaricana
    Mettaricana
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    ^I have noticed using corrosive on my dk no real change in dmg done vs not having corrosive active. Or atleast the dmg was so miniscule it didn't show well. Now on stam sorc I can see the maul armor ignore etc in play about 12-18% more dmg compared to ising my greatsword of the same effect and enchants.
  • Forestd16b14_ESO
    Forestd16b14_ESO
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    No cap and what I know there is no way to block or mitigate or resits penetration effects. Just one of few reasons why HA is lack luster in PVP. "Oh got 25K+ physical resistance ? LOL I got 70% physical penetration." That is literally what is going on with HA in PVP. Which why I suggested HA gets a passive 50% res to physical and spell penetration.
  • Asayre
    Asayre
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    There is an addon that will show your penetration now. You can find it at http://www.esoui.com/downloads/info984-MitigationPercent.html#info. Percentage penetration is applied first before flat penetration (Major Breach/Major Fracture is applied first and I'm not considering it as penetration here)

    The following are considered percentage penetration
    1. Sharpened
    2. Nirnhoned
    3. Penetrating Magic [Destruction Staff, only for Destruction Staff skills]
    4. Heavy Weapons [Two-Handed, Mace]
    5. Twin Blade and Blunt [Dual Wield, Mace]

    The following are considered flat penetration
    1. Concentration [Light Armour Passive]
    2. Spell Erosion and Piercing [Champion Point Stars]
    3. Suppresion Field [morph of Negate Magic, Sorcerer Ultimate under Dark Magic]
    4. Some rare sets such as Arms of the Ancestor

    If we ignore Corrosive armour, I think the maximum penetration for a v16 Stamina Character against a V16 target is if you were to use a Sharpened Maul/Mace with Heavy Weapons/Twin Blade and Blunt. That will give you 34% penetration. You'll want 100 points in Piercing even though it is suboptimal this will provide 1980 flat penetration and however much Arms of the Ancestor provides. I don't have the set so I don't know how much it provides. There is also an additional base penetration of 100.

    For Stamina characters the maximum penetration will be 34% + 2080 + Arms of Ancestor bonus

    Edit: @pilotfish has the purple and gold Arms of the Ancestor set, it gives 1822 and 1890 physical penetration respectively

    The maximum penetration for a v16 Magicka character against a V16 target is achieved if you are using a Destruction Staff ability(10%) and Nirnhoned(18%) along with 5 pieces of Light armour for the Concentration passive (4884 flat penetration), 100 points in Spell Erosion (1980 flat penetration), Suppression field (2442 flat penetration) and the base penetration of 100.

    For Magicka characters the maximum penetration will be 28% + 9406
    Edited by Asayre on 10 December 2015 07:54
    Reference for any calculation I make Introduction to PvE Damage Calculation
  • Mettaricana
    Mettaricana
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    No cap and what I know there is no way to block or mitigate or resits penetration effects. Just one of few reasons why HA is lack luster in PVP. "Oh got 25K+ physical resistance ? LOL I got 70% physical penetration." That is literally what is going on with HA in PVP. Which why I suggested HA gets a passive 50% res to physical and spell penetration.

    To be honest I feel each armor should get a passive resistance to a type of dmg effect and they should do away with 5 pc set effects and install a per peice effect in place to give more freedom of choice.

    HA should be crit and penetration
    Light armor should be like three times its armor in spell resist and spell penetration resist
    Medium should have a sort of snare aliment debuff resistance.
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