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Overcharge Question

Esha76
Esha76
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The tool-tip states that once a stat is overcharged, it is increasingly difficult to raise it further. But does that higher number work as effectively as a lower overcharged number?

Here it is - I have played my sorc rather unconventionally. She's VR3 right now, melee, rolling in 7 light and Bound armor. This puts her at 1700 Spell resist (Overcharged) and 1395 armor. When I pop Thundering Presence she's up to 2412 spell resist and 2284 armor. Obviously both way overcharged.

Does, for example, the 2412 spell resist really block any more spell damage than the already overcharged 1700? I really don't think so as those are rather large numbers, and she still drops regularly to packs of 3 VR mobs. I have the healing Matriarch out and she has saved my sorc more times with that heal than I care to count. On top of food and the 3-stat alchemy potions to... I don't expect to be invincible, but numbers over 2000 look as though she should be resisting more damage than she does.

I never fully understood this. I appreciate any help and clarification.
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  • Azzuria
    Azzuria
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    Overcharge means you've reached a point of diminishing returns. You're only getting a decreasing fraction of the actual points you're putting into the stat.
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  • Esha76
    Esha76
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    Hello,

    I do know that... but the question I have is it's effectiveness a diminish as well? Such as popping Thundering Presence, those are actually points I do not put into the character, that's just the ability cranking those numbers over 2000. Are those numbers of 2000+ any more effective than the 1700, or on the line of overcharge?
    "There is no moisture in your angry stares." - Laughs-at-All
    "I don't know why I bother guarding you horrible people." - Orama Sadas
    "Scales here is about to have a really bad day..." - Valeric
    "Just tell me what you're doing here before I turn your heart into a tomato..." - Sereyne
    "Break those rocks! Dig those ditches! Why??? Because I want you to!!!" - Ifriz the Unraveller
    "There are worse masters than I. Far worse." - Molag Bal
    "I humiliated the Daedra in Mehrunes Spite." - You, when turning in a specific Undaunted Daily.
    "I'm not finding you very pleasant!" - Adla the Brewer
    "Old Ri'hirr likes his birds slow and stupid!" - Old Ri'hirr
    "When things get dirty... Oh, I get so flustered." - Meredil the Archivist
    "Too many Argonians about these days..." - Davon's Watch Guard (though I think this one has been removed from game)
  • traigusb14_ESO2
    traigusb14_ESO2
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    Since it is diminishing returns, not as cap, yes... they are by definition more powerful... but we don't know how much.

    So it could be:

    1 point of damage off for every 10 pts untill 1600,

    Then 1 point every 12 till 1800, 15 till 2500 20 etc. where even overcharged we get a lot of value



    Or it could be 10 pts till 1600, then 5 pts for the next 600, then 2 for the next 400 and 1 pt everything after that... with a massive drop off.

    we don't know...

    I know when I throw down a 1K boost to my armor when I'm at already diminished returns, I do feel harder to kill (i get a lot less bleed trough while blocking for example).

    I may only be getting rid of 20 more damage per hit, but that adds up fast across 3-4 baddies.

    For smaller numbers like point regens, I suspect it is harder to see the difference between 0 and 80 regen and 0 and 100 regen.

    Edited by traigusb14_ESO2 on June 6, 2014 6:30PM
  • Cogo
    Cogo
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    The info about overcharged in game also says you do not learn exp towards that skill as fast because you have to much of it.

    You still see what stats you have if you are interested in that. I am not.

    The overcharged for me, is a pointer that maybe I should look at something else for my next choice?

    I still believe you should pick skills and attributes as you want.

    However, as a tank, I've heard way to many times that all attributes in health, isnt very good. And my play experience has to agree.
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