Amsel_McKay wrote: »I like how we are comparing heavy with light and naked. I wonder if Medium would be best because you will hit the caps and have bonus in dodging damage...
You can get hard capped in Medium 50% mitigation and receive 35% dodge would that not be the best?Paladin_echo1 wrote: »I significantly have a problem with armor. I think they need to increase the amount of tanking a tank can do. Its a shame I can block and take damage naked and still have the same chance to survive as a fully armored tank against a v12 mob. Light armor gets incredibly way too much credit being the fact people can just go around and sport it and tank a lot of crap.
They have made the tanks into glass tanks in this game. How do you have a glass tank? You don't and they end up dying unless they block the crap out of every mob and run from nearly every spell casted.
I say this because I like tanking, but hate what this is doing at the moment. I think tanks should get an increase in overall mitigation so people can tell who is in light armor, who is in heavy armor, and who is in medium armor. There needs to be a real difference when you see them against mobs.
I see why tanks get angry sometimes when they try to grind. Full armor getting peeled off by 3 skeevers at lvl V12 hitting you for over 20% hp a piece is one reason. Also the V10 Tiger mauling my character the other day to less than 50%hp in FULL HEAVY ARMOR. Then tanks definitely don't have the points to be putting into stamina to the point that they can handle those mobs.
I HAVE charged my stamina to the max as a tank to try to kill them, and that was extremely ineffective powerwise, and hpwise. You hit too low hp, and you lose tankability. Then you take away more stamina and you still can't kill the mobs and lose power, and the only thing you can do is block, CC, and a few stamina moves while you wait for the mob to ultimately cause you armor damage by death.
I've come to the conclusion that for a stamina based tank, it as actually "better" to use medium armor with one hand and shield because of the synergy between tanking and the medium armor buffs.
Dexterity = more threat from crits
Wind Walker = faster stam regen for more blocking
Improved Sneak = initial big hit from stealth to start fight with higher threat without using a taunt
Agility = more swings which create more threat
Athletics = more mobility for a cheaper cost
Evasion and morphs = PURE miss chance, not % mitigation. Each time an enemy misses due to this skill = 100% mitigation. Combine this skill with the Hist Bark set which also grants dodge chance while blocking and roughly 35% - 42% of all incoming attacks should miss.
NB can even get a class skill that grants more on top of that using magicka instead of stam so it draws from both resource pools... depending on the morph that's anywhere between another 15% and 30%! albeit short term... 2 sec of 30% miss chance on activation and then another 24sec of 15% miss chance.
Provided you keep up both of these relatively expensive skills and block, that totals 72% miss chance for 2 sec and 58% miss chance for 24 sec... on top of the mitigation you can attain for when you do get hit.
Great for those oh crap moments or just to alternate the resources you are using.
Amsel_McKay wrote: »Amsel_McKay wrote: »I like how we are comparing heavy with light and naked. I wonder if Medium would be best because you will hit the caps and have bonus in dodging damage...
You can get hard capped in Medium 50% mitigation and receive 35% dodge would that not be the best?Paladin_echo1 wrote: »I significantly have a problem with armor. I think they need to increase the amount of tanking a tank can do. Its a shame I can block and take damage naked and still have the same chance to survive as a fully armored tank against a v12 mob. Light armor gets incredibly way too much credit being the fact people can just go around and sport it and tank a lot of crap.
They have made the tanks into glass tanks in this game. How do you have a glass tank? You don't and they end up dying unless they block the crap out of every mob and run from nearly every spell casted.
I say this because I like tanking, but hate what this is doing at the moment. I think tanks should get an increase in overall mitigation so people can tell who is in light armor, who is in heavy armor, and who is in medium armor. There needs to be a real difference when you see them against mobs.
I see why tanks get angry sometimes when they try to grind. Full armor getting peeled off by 3 skeevers at lvl V12 hitting you for over 20% hp a piece is one reason. Also the V10 Tiger mauling my character the other day to less than 50%hp in FULL HEAVY ARMOR. Then tanks definitely don't have the points to be putting into stamina to the point that they can handle those mobs.
I HAVE charged my stamina to the max as a tank to try to kill them, and that was extremely ineffective powerwise, and hpwise. You hit too low hp, and you lose tankability. Then you take away more stamina and you still can't kill the mobs and lose power, and the only thing you can do is block, CC, and a few stamina moves while you wait for the mob to ultimately cause you armor damage by death.
I've come to the conclusion that for a stamina based tank, it as actually "better" to use medium armor with one hand and shield because of the synergy between tanking and the medium armor buffs.
Dexterity = more threat from crits
Wind Walker = faster stam regen for more blocking
Improved Sneak = initial big hit from stealth to start fight with higher threat without using a taunt
Agility = more swings which create more threat
Athletics = more mobility for a cheaper cost
Evasion and morphs = PURE miss chance, not % mitigation. Each time an enemy misses due to this skill = 100% mitigation. Combine this skill with the Hist Bark set which also grants dodge chance while blocking and roughly 35% - 42% of all incoming attacks should miss.
NB can even get a class skill that grants more on top of that using magicka instead of stam so it draws from both resource pools... depending on the morph that's anywhere between another 15% and 30%! albeit short term... 2 sec of 30% miss chance on activation and then another 24sec of 15% miss chance.
Provided you keep up both of these relatively expensive skills and block, that totals 72% miss chance for 2 sec and 58% miss chance for 24 sec... on top of the mitigation you can attain for when you do get hit.
Great for those oh crap moments or just to alternate the resources you are using.
I need numbers
I dont actually know if its broken or not. Maybe the level difference means it can only hit a certain amount on me, however my armor level made almost no affect on the damage it hit at V9.
The V9 was hitting me for 224 when I had full gear on
The V11 was hitting me for 235 when I had full gear on
When I took my armor off
V9 was hitting me for 236
V11 was hitting me for 346.
If the V11 were hitting me for 47% less when I had armor on, how come the V9 was only hitting me 4% less with armor on? Again, is this due to level difference?
And we also have to consider if the V9 was scaled to V11, would it hit higher? What are the mobs armor penetration? Do they have any? It's all very confusing, and I would love some dev explaination.
Think of it this way
When I took of my armor I lost health, lets assume my health is the same for both
2227 armor
I had 2254 health. They have to hit me 9.5 times to kill me hitting 235
300 armor
2254 health. They have to hit me 6.5 times to kill me hitting 346
With an additional 1927 armor, i'm reducing their light attacks against me by 47%. But still, Craglorn is impossible to solo with a stamina build
Shaun98ca2 wrote: »A melee with Heavy Armor will be more durable.
Amsel_McKay wrote: »"Magicka produces the best numbers in the game. IF Magicka users run out of Magicka then their numbers would become crap" I disagree because they can go to the stamina pool while mana rebuilds
Amsel_McKay wrote: »"Magicka produces the best numbers in the game. IF Magicka users run out of Magicka then their numbers would become crap" I disagree because they can go to the stamina pool while mana rebuilds
Or just light/heavy attack like a stam user can do when they run out of stam...
These hard caps are just a consequence of combat design. You should use active defense (block, dodge, etc) instead of relying on passives.
p_tsakirisb16_ESO wrote: »These hard caps are just a consequence of combat design. You should use active defense (block, dodge, etc) instead of relying on passives.
THIS!!!!!!
Yersterday I wasn't bothered to repair my armour since I was close to get to V7.
The night before has set me back 1300g, and that was 2 deaths and heavy beating at Glenumbra (VR6 area)
So started fresh with 1800 armour. (5HA/2LA)
Did some quests died in the start, but started getting better and better with the new skills started to using and leveling. (Degeneration/Rally/Executioner).
Suddenly realised my armour was 900. Ignored it and kept going doing the main line quest in the area. Died once after some heavy beating and damn lag. Armour 500. Checked the bill was something like 1800g to repair. I said "sod it" and carried on.
By the time I hit the last quest (at the big tree) my armour was 140. Many parts went to 0 and stopped giving their passive bonuses from the skill line also.
I carried on all way to the heart of the tree where I had 0 armour. (all items broken).
Between 900 armour and 0 Armour died once!!!!!! Even if I fought my way through as normal killing hundreds of mobs in groups of 2-3.
(died twice on the heart of the big tree until I realise need to stand next to the spirits or I am one shot @ 2800 HP)
It felt to me that when went below 200 Armour, the trash mobs were doing almost no damage!!!!! Some where hitting power attacks, spells. Nothing. I could heal, shrug it and keep going as normal. (some might laugh that that was my perseption)
FYI I was trying to block and dodge as normal. (yes in the HA)
So decided that Heavy Armour sucks, and made a V7 medium set. Put 8 points I had on all passives needed (had it leveled before) and moved on to the next area.
By keep playing exactly the same (with 2 handed GS), by rolling around dodging attacks.
Having 2/3 the previous AC in this green V7 5MA/2LA set, compared to the V6 5HA/2LA all blue, means nothing tbh.
However my character feels tad better. I can defend more, I can attack faster that includes pulling my channeling spells faster after a 2H attack (also put a weighted GS on and is helped with the faster attacks from Medium).
FYI Hunding rage scales better as does Rally also, giving more bonus and keeping the damage constant!!!!
its been obvious armour mitigation is utter fail in this game for ages, hence why light armour mages in this game have no problem standing in large groups of mobs spamming impulse... light armour should be for ranged fighting as in melee range you get mashed fast..
every other game armour makes sense but in ESO .. its just fecked .
Tested it on a bunch of V11 mobs. First picture is with full gear, 2nd is naked.
Seems like the armor only applies when the mob is near your level. My first test was on a V9 mob, these were on V11.
They hit 111 less melee damage (or 47% less with their light attacks) when I add 1927 armor on this test. Keep in mind this is only from melee, I don't know if spell reduction works either.
Shaun98ca2 wrote: »Well you have to look at it from a different perspective. Light Armor with a lower armor rating WOULD have a much more difficult time IF Heavy Armor made a huge difference.
@crislevinlol, now I wonder if strip naked would be just fine. Interesting.
Wifeaggro13 wrote: »
Shaun98ca2 wrote: »p_tsakirisb16_ESO wrote: »These hard caps are just a consequence of combat design. You should use active defense (block, dodge, etc) instead of relying on passives.
THIS!!!!!!
Yersterday I wasn't bothered to repair my armour since I was close to get to V7.
The night before has set me back 1300g, and that was 2 deaths and heavy beating at Glenumbra (VR6 area)
So started fresh with 1800 armour. (5HA/2LA)
Did some quests died in the start, but started getting better and better with the new skills started to using and leveling. (Degeneration/Rally/Executioner).
Suddenly realised my armour was 900. Ignored it and kept going doing the main line quest in the area. Died once after some heavy beating and damn lag. Armour 500. Checked the bill was something like 1800g to repair. I said "sod it" and carried on.
By the time I hit the last quest (at the big tree) my armour was 140. Many parts went to 0 and stopped giving their passive bonuses from the skill line also.
I carried on all way to the heart of the tree where I had 0 armour. (all items broken).
Between 900 armour and 0 Armour died once!!!!!! Even if I fought my way through as normal killing hundreds of mobs in groups of 2-3.
(died twice on the heart of the big tree until I realise need to stand next to the spirits or I am one shot @ 2800 HP)
It felt to me that when went below 200 Armour, the trash mobs were doing almost no damage!!!!! Some where hitting power attacks, spells. Nothing. I could heal, shrug it and keep going as normal. (some might laugh that that was my perseption)
FYI I was trying to block and dodge as normal. (yes in the HA)
So decided that Heavy Armour sucks, and made a V7 medium set. Put 8 points I had on all passives needed (had it leveled before) and moved on to the next area.
By keep playing exactly the same (with 2 handed GS), by rolling around dodging attacks.
Having 2/3 the previous AC in this green V7 5MA/2LA set, compared to the V6 5HA/2LA all blue, means nothing tbh.
However my character feels tad better. I can defend more, I can attack faster that includes pulling my channeling spells faster after a 2H attack (also put a weighted GS on and is helped with the faster attacks from Medium).
FYI Hunding rage scales better as does Rally also, giving more bonus and keeping the damage constant!!!!
Well you have to look at it from a different perspective. Light Armor with a lower armor rating WOULD have a much more difficult time IF Heavy Armor made a huge difference.
It did make a NOTICEABLE difference but the game is still highly playable. The game doesn't force you to wear Heavy Armor just to survive and make it through the content, nor does it penalize you for wearing Light Armor.
Heavy Armor just makes surviving EAISER, not the only way TO survive.
In order to make heavy armor viable for tanking, it doesn't need more armor or armor passives.
What it needs is an addition to the current passives, namely, a percentage damage reduction passive. If heavy armor is to become viable for tanking, it's going to need percentage damage reduction in the passives. Not more armor or spell resist.
madangrypally wrote: »My proposed changes:
Resolve: Changed. This now reduces cost of CC break by 6% and Block by 3% per piece worn at rank 2. (IE: 42% CC break reduction with all 7 pieces worn and 21% block reduction. This is in line with some armor sets so not to OP).
Constitution: Change: Increase in-combat Health, Magicka, and Stamina regeneration. All the abilities still cost a truck load with no resource reduction so this will help offset it a little.
Bracing: Change: With 5 or more pieces worn adds damage reduction, 5% at rank 1 and 10% at rank 2 .
Rapid Mending: Increase healing is good, but make it so it receiving heals generate ultimate in addition to its current form
Yeah that's really disheartening. When you wear heavy armor, you are sacrificing quite a bit of damage/regen/etc and if it doesn't provide adequate mitigation, there is no point in using it...
coryevans_3b14_ESO wrote: »Yeah that's really disheartening. When you wear heavy armor, you are sacrificing quite a bit of damage/regen/etc and if it doesn't provide adequate mitigation, there is no point in using it...
Passives...
But if you look at the second test there is a big difference, not that I think that armr isn't totally borked.
Shaun98ca2 wrote: »coryevans_3b14_ESO wrote: »Yeah that's really disheartening. When you wear heavy armor, you are sacrificing quite a bit of damage/regen/etc and if it doesn't provide adequate mitigation, there is no point in using it...
Passives...
But if you look at the second test there is a big difference, not that I think that armr isn't totally borked.
I cant look at Heavy Armor and think its borked I think its the way people look at it and expect from it without realizing its full potential.
Light Armor can hit soft cap and cast well. This does allow a different kind of tanking but if something hits hard you have to look at what Heavy Armor is offering.
Heavy Armor can PUSH to hard cap. So now your talking 20% physical damage reduction OVER Light Armor. Then you have decreased cost in blocking with increased healing received
I think the issue is people aren't seeing the extra 20% physical damage reduction over Light Armor and factor that into the passives.
leandro.800ub17_ESO wrote: »This bring another question. Reduce target armor by X or armor penetration is it worth it?
If mobs hit you almost the same if you are naked then if the other way around is the same why use these enchants?
NadiusMaximus wrote: »I didn't believe this was true at first so I went and found a single mud crab and just let him kill me. I counted how many hits it took.
It only took like 3 more hits in armor than naked.
Yeah a fun mud crab can kill a guy wearing heavy plate ....In 3 extra hits.
I dont actually know if its broken or not. Maybe the level difference means it can only hit a certain amount on me, however my armor level made almost no affect on the damage it hit at V9.
The V9 was hitting me for 224 when I had full gear on
The V11 was hitting me for 235 when I had full gear on
When I took my armor off
V9 was hitting me for 236
V11 was hitting me for 346.
If the V11 were hitting me for 47% less when I had armor on, how come the V9 was only hitting me 4% less with armor on? Again, is this due to level difference?
And we also have to consider if the V9 was scaled to V11, would it hit higher? What are the mobs armor penetration? Do they have any? It's all very confusing, and I would love some dev explaination.
just a thought but the v11's would be craglorn? those mobs seem to work correctly in general while the mobs are borked in vet 5-10 zones. remember they accidently buffed them in patch 1.1.2 and supposedly hotfixed it back but it made no diffrence.. they probably buffed them to 90% armour pen or soemthing ***
The VR1-10 mobs do have 90% armor and spell penetration. I thought that had been known for some time. Craglorn mobs don't have any. Perhaps that's the fix for balancing 1-10 VR zones, if would make sense.