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1.6 and Impen

KBKB
KBKB
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Got to say I'm pretty happy with the impen change before it was pretty boring to stack 5+ pieces of it to negate crit builds completely and box everyone into playing pen. So with the changes, what are you guys feeling is the new sweet spot for impen rating?
  • Panda244
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    I was under the impression it's utterly useless, an entire gold set of Impen, with a shield, only negates like 10% of critical damage. I'm going to be running divines and infused on my PvP toon, no reason to wear Impen if I just want to negate damage, I'd rather wear stuff to buff my stats.
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  • KBKB
    KBKB
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    That's awesome I wasn't aware it was completely shot thanks for the post X
  • Panda244
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    KBKB wrote: »
    That's awesome I wasn't aware it was completely shot thanks for the post X

    Nuuuuuuu don't quote me on that, that's just what I read from other posts on the forums, until someone actually cranks out the math I have no idea... But either way, my case is the same.

    Impenetrable no longer negates critical hits, just reduces damage. So I'd rather buff my stats via Infused and Divines so I can do more things than crutch on a trait that no longer guarantees my protection against those slimey bow using turd burglars.
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  • Tripwyr
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    Reinforced is more effective than Impenetrable for reducing incoming damage, even on Light Armor.
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  • Pancake-Tragedy
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    Yep, impen is pretty useless in 1.6. For survivability, reinforced seems to be the way to go. There were some calculations done on the PTS sub-forum a little while ago that outlined the new impen vs reinforced. Deltia also made a video demonstrating how impen changed. If interested, here is the video:

    https://www.youtube.com/watch?v=i3KGDT9Dhb8#t=124

    I think it is a good thing though. Now there is a trade-off when choosing your trait, instead of automatically defaulting to impen because it was too good.

    Edited by Pancake-Tragedy on March 3, 2015 1:53AM
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  • Asgari
    Asgari
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    Reinforced is the new meta
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  • Knootewoot
    Knootewoot
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    I never wore impenetrable. Instead i had mundus on all my gear. I switched between the thief and the apprentice stone depending on my build. thief for my stamina/dw/bow and apprentice for my magicka/nb skills only. Will continue this in 1.6, but since i am Breton i will not go Stamina but fully magicka.
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  • Ezareth
    Ezareth
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    I don't think Reinforced is as much of a given as people think just like I never believed maxing out your Impenetrable was worth it.

    Reinforced doesn't help your shields at all, neither does/did Impenetrable for that matter.

    For a sorc using LA the spell resistance offered by reinforced is negligible. We no longer have spell resistance force multipliers and for most people anything under 10K Spell resistance may as well be 0.The physical reduction of reinforced can be decent but I think the far better option is either Divines and /or infused depending on the armor piece and your mundus stone.

    Buffing your magicka/regen for a LA wearer can end up being a far more efficient option.

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  • Huntler
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    Ezareth wrote: »
    I don't think Reinforced is as much of a given as people think just like I never believed maxing out your Impenetrable was worth it.

    Reinforced doesn't help your shields at all, neither does/did Impenetrable for that matter.

    For a sorc using LA the spell resistance offered by reinforced is negligible. We no longer have spell resistance force multipliers and for most people anything under 10K Spell resistance may as well be 0.The physical reduction of reinforced can be decent but I think the far better option is either Divines and /or infused depending on the armor piece and your mundus stone.

    Buffing your magicka/regen for a LA wearer can end up being a far more efficient option.

    Depends on your style I guess, although if you're going group play I'd backhand anyone not running reinforced. Really this change just made us trade one 1 trick trait for another imo. Even with impen some people used other traits, doesn't change the fact that as people learn they'll realize reinforced is best and go with that.
  • Xeniph
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    Currently reinforced does provide more damage mitigation. With that said, Impent is believed to be bugged and one would assume it will get a pass over in the future.

    Who knows though, today's version of 1.6 may have some of these fixes in it.

    I wouldn't hold my breath though.
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  • Huntler
    Huntler
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    Xeniph wrote: »
    Currently reinforced does provide more damage mitigation. With that said, Impent is believed to be bugged and one would assume it will get a pass over in the future.

    Who knows though, today's version of 1.6 may have some of these fixes in it.

    I wouldn't hold my breath though.

    This was before 1.6.3, impen was "bugged" as in they didn't increase it at all and left it at 100 per piece of legendary gear, they then later doubled it which leads us to the ~12% damage mitigation against crits it now is with full impen gear. Unless they realize that there is 0 reason to wear it (trust me we told them already) it won't be getting changed anytime soon.
  • Ezareth
    Ezareth
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    Xeniph wrote: »
    Currently reinforced does provide more damage mitigation. With that said, Impent is believed to be bugged and one would assume it will get a pass over in the future.

    Who knows though, today's version of 1.6 may have some of these fixes in it.

    I wouldn't hold my breath though.

    Why do people think it is bugged? @ZOS_BrianWheeler gave the formula himself. It was 3200 Impenetrable Rating required to achieve 50% Critical reduction which makes the stat the worst of them all barring Training and Exploration.

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  • RinaldoGandolphi
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    I went 5 Reinforced, 1 Divines, and 1 Infused (seems like a balanced mix) As a Light Armor user, i need the extra armor. I can take a little more damage before being killed, and i think that's worth it. Its nearly impossible to not have a 0.5 sec gap in keeping shields up, and those very small windows where their is an opening, Reinforced could make the difference.

    Granted, i stopped running full impen months ago on live and didn't have any issues, and Infused and Divines are both very very good traits in 1.6 in their own right and will make sense in many builds, i just thought reinforced was best for my tastes, im sure others will do well with other traits as well.

    It does seem Impen took a massive hit, but maybe this will get other less popular traits such as Nirnhoned, Reinforced, Divines, etc used more in PVP.
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  • Samadhi
    Samadhi
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    Removed Overcharge from the game.

    The only stats that now cap are Impenetrable, reducing the Critical Strike bonus damage to 0%, and Armor and Spell Resistance, which are capped at 50% mitigation.

    So, instead of Nightblade's buff adding 100% chance to crit on target effectively negating Impenetrable in the old system, Nightblades will instead have a buff that gives 100% chance to do 0 extra damage on a full Impenetrable build.

    Hope that Reinforced really is the new meta, or critting is going to be rather boring. :(
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  • Huntler
    Huntler
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    Samadhi wrote: »
    Removed Overcharge from the game.

    The only stats that now cap are Impenetrable, reducing the Critical Strike bonus damage to 0%, and Armor and Spell Resistance, which are capped at 50% mitigation.

    So, instead of Nightblade's buff adding 100% chance to crit on target effectively negating Impenetrable in the old system, Nightblades will instead have a buff that gives 100% chance to do 0 extra damage on a full Impenetrable build.

    Hope that Reinforced really is the new meta, or critting is going to be rather boring. :(
    No.... he just clearly said there is a hard cap and even stacking full impenetrable doesn't negate all the extra crit damage. Read the patch notes and all will be understood.
  • Samadhi
    Samadhi
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    Huntler wrote: »
    Samadhi wrote: »
    Removed Overcharge from the game.

    The only stats that now cap are Impenetrable, reducing the Critical Strike bonus damage to 0%, and Armor and Spell Resistance, which are capped at 50% mitigation.

    So, instead of Nightblade's buff adding 100% chance to crit on target effectively negating Impenetrable in the old system, Nightblades will instead have a buff that gives 100% chance to do 0 extra damage on a full Impenetrable build.

    Hope that Reinforced really is the new meta, or critting is going to be rather boring. :(
    No.... he just clearly said there is a hard cap and even stacking full impenetrable doesn't negate all the extra crit damage. Read the patch notes and all will be understood.

    The quoted text in my post was from the patch notes, and states that capping Impenetrable reduces Critical Strike bonus damage to 0%.

    Can you grab me the quote from the portion of the notes you are referring to?

    ctrl + F to search for Impenetrable returned no other results.
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  • Ezareth
    Ezareth
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    woodsro wrote: »
    I went 5 Reinforced, 1 Divines, and 1 Infused (seems like a balanced mix) As a Light Armor user, i need the extra armor. I can take a little more damage before being killed, and i think that's worth it. Its nearly impossible to not have a 0.5 sec gap in keeping shields up, and those very small windows where their is an opening, Reinforced could make the difference.

    Granted, i stopped running full impen months ago on live and didn't have any issues, and Infused and Divines are both very very good traits in 1.6 in their own right and will make sense in many builds, i just thought reinforced was best for my tastes, im sure others will do well with other traits as well.

    It does seem Impen took a massive hit, but maybe this will get other less popular traits such as Nirnhoned, Reinforced, Divines, etc used more in PVP.

    @woodsro
    I just don't understand this desire to increase armor, or use the reinforced trait while wearing light armor.

    This is where it all comes down to math for me.

    As a sorc, sure your shields are going to get pierced and your health damaged but look at the overall picture. Infused for example on a large item VR14 with a legendary magicka enchant is going to give you @200 magicka. I don't have the exact coefficient at hand but 200 magicka should add something around 50 to your base Hardened Ward. Now multiply that by the 33% modifer, then the 25% modifer for the champion system(Once it is maxed) and again the -15% nerf to damage shields(each one is multiplicative of base). That 50 becomes ~71 added to your Hardened ward. It also increases your Anulement and Healing Ward by slightly less amounts if you're using those as well. Note, these benefits are given to damage done to both magickal and physical damage.

    This occurs on every cast

    Now compare that to the "protection" provided by reinforced. Right now with the way spell penetration works, adding a negligible amount of spell resistance to your armor has no noticeable effect to someone running sharpened/nirnhorned. On the Armor/physical side of things you're getting around 100 extra Armor added with legendary reinforced on a large piece. Armor benefits now scale linearly and 100 armor adds .1555% Mitigation. A hit for 10000 Damage would be reduced by 15.5 damage on a crit this would be 23-25 damage or so depending on their mundus/champion points etc.

    Also the champion point benefits for light armor don't stack multiplicatively with reinforced and who wearing light armor would put 100 points into that trait anyways?

    Now on top of all of this.....80-90% of the damage done to a Sorc is done to his *shields*....so why on earth would a sorc wearing light armor want to buff something that is rarely even used for a lesser amount than buffing something that is used the majority of the time by a much larger amount for *all* sources of damage?

    Finally, there is the fact that increasing your magicka increases your damage as well as increasing your shields and obviously increases your overall mana pool. There is no additional benefit provided by increasing your armor.

    It's a no brainer for me. That video posted about impenetrable and reinforced only proved that reinforced was better than impenetrable...not that reinforced was better than everything.

    My 2 cents...

    (Note: I just recalled that that 200 magicka is further increased by passives like Altmer racial, Necropotence set etc..)




    Edited by Ezareth on March 3, 2015 9:07PM
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  • Huntler
    Huntler
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    Samadhi wrote: »
    Huntler wrote: »
    Samadhi wrote: »
    Removed Overcharge from the game.

    The only stats that now cap are Impenetrable, reducing the Critical Strike bonus damage to 0%, and Armor and Spell Resistance, which are capped at 50% mitigation.

    So, instead of Nightblade's buff adding 100% chance to crit on target effectively negating Impenetrable in the old system, Nightblades will instead have a buff that gives 100% chance to do 0 extra damage on a full Impenetrable build.

    Hope that Reinforced really is the new meta, or critting is going to be rather boring. :(
    No.... he just clearly said there is a hard cap and even stacking full impenetrable doesn't negate all the extra crit damage. Read the patch notes and all will be understood.

    The quoted text in my post was from the patch notes, and states that capping Impenetrable reduces Critical Strike bonus damage to 0%.

    Can you grab me the quote from the portion of the notes you are referring to?

    ctrl + F to search for Impenetrable returned no other results.

    I am aware, do the math on the equation they gave in the same section you quoted which goes to 3200 impen needed to 100% mitigate all crit damage. 1 legendary piece of gear gives 200 impen... do the math.... impen gear alone doesn't get you anywhere close to 100% mitigating crit damage.
    Edited by Huntler on March 3, 2015 9:10PM
  • RinaldoGandolphi
    RinaldoGandolphi
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    Ezareth wrote: »
    woodsro wrote: »
    I went 5 Reinforced, 1 Divines, and 1 Infused (seems like a balanced mix) As a Light Armor user, i need the extra armor. I can take a little more damage before being killed, and i think that's worth it. Its nearly impossible to not have a 0.5 sec gap in keeping shields up, and those very small windows where their is an opening, Reinforced could make the difference.

    Granted, i stopped running full impen months ago on live and didn't have any issues, and Infused and Divines are both very very good traits in 1.6 in their own right and will make sense in many builds, i just thought reinforced was best for my tastes, im sure others will do well with other traits as well.

    It does seem Impen took a massive hit, but maybe this will get other less popular traits such as Nirnhoned, Reinforced, Divines, etc used more in PVP.

    @woodsro
    I just don't understand this desire to increase armor, or use the reinforced trait while wearing light armor.

    This is where it all comes down to math for me.

    As a sorc, sure your shields are going to get pierced and your health damaged but look at the overall picture. Infused for example on a large item VR14 with a legendary magicka enchant is going to give you @200 magicka. I don't have the exact coefficient at hand but 200 magicka should add something around 50 to your base Hardened Ward. Now multiply that by the 33% modifer, then the 25% modifer for the champion system(Once it is maxed) and again the -15% nerf to damage shields(each one is multiplicative of base). That 50 becomes ~71 added to your Hardened ward. It also increases your Anulement and Healing Ward by slightly less amounts if you're using those as well. Note, these benefits are given to damage done to both magickal and physical damage.

    This occurs on every cast

    Now compare that to the *protection* provided by reinforced. Right now with the way spell penetration works, adding a negligible amount of spell resistance to your armor has no noticeable effect to someone running sharpened/nirnhorned. On the Armor/physical side of things you're getting around 100 extra Armor added with legendary reinforced on a large piece. Armor benefits now scale linearly and 100 armor adds .1555% Mitigation. At hit for 5000 Damage would be reduced by 15.5 damage on a crit this would be 23-25 damage or so depending on their mundus/champion points etc.

    Also the champion point benefits for light armor don't stack multiplicatively with reinforced and who wearing light armor would put 100 points into that trait anyways?

    Now on top of all of this.....80-90% of the damage done to a Sorc is done to his *shields*....so why on earth would a sorc wearing light armor want to buff something that is rarely even used for a lesser amount than buffing something that is used the majority of the time by a much larger amount for *all* sources of damage?

    Finally, there is the fact that increasing your magicka increases your damage as well as increasing your shields and obviously increases your overall mana pool. There is no additional benefit provided by increasing your armor.

    It's a no brainer for me. That video posted about impenetrable and reinforced only proved that reinforced was better than impenetrable...not that reinforced was better than everything.

    My 2 cents...

    (Note: I just recalled that that 200 magicka is further increased by passives like Altmer racial, Necropotence set etc..)


    I have to admit @Ezareth that's a very compelling argument. Its part of the reason i kept a 5 piece crafted set in reserve with infused and divines traits on them. As Reinforced was more of a try it and see thing. As i wasn't sure if just going for more flatout damage and sheild values would be better then a little less, but more armor. However, if that's true about Reinforced, i doubt i go that route.

    My biggest dilemma is choosing between Atronach and Mages Stone since their isn't a cap on either Max Magic or Magic Regen both of those stones look very very appealing.

    Regardless, Thanks for the tips and info, I appreciate it.
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  • Ezareth
    Ezareth
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    Huntler wrote: »
    Samadhi wrote: »
    Huntler wrote: »
    Samadhi wrote: »
    Removed Overcharge from the game.

    The only stats that now cap are Impenetrable, reducing the Critical Strike bonus damage to 0%, and Armor and Spell Resistance, which are capped at 50% mitigation.

    So, instead of Nightblade's buff adding 100% chance to crit on target effectively negating Impenetrable in the old system, Nightblades will instead have a buff that gives 100% chance to do 0 extra damage on a full Impenetrable build.

    Hope that Reinforced really is the new meta, or critting is going to be rather boring. :(
    No.... he just clearly said there is a hard cap and even stacking full impenetrable doesn't negate all the extra crit damage. Read the patch notes and all will be understood.

    The quoted text in my post was from the patch notes, and states that capping Impenetrable reduces Critical Strike bonus damage to 0%.

    Can you grab me the quote from the portion of the notes you are referring to?

    ctrl + F to search for Impenetrable returned no other results.

    I am aware, do the math on the equation they gave in the same section you quoted which goes to 3200 impen needed to 100% mitigate all crit damage. 1 legendary piece of gear gives 200 impen... do the math.... impen gear alone doesn't get you anywhere close to 100% mitigating crit damage.


    The formula is in the patch notes and note that this is only talking about mitigating 100% of unmodified crit damage. After Shadow Stone and Champion points you'd need far more to completely mitigate crit bonus damage.


    The amount of Critical Resistance required to completely eliminate the unmodified bonus damage from a Critical hit is 50 * (your Character Level + your Veteran Rank number).
    For example, a VR14 would be 50 * (50 + 14)

    8 Pieces of Impen (max) means you'd reduce bonus crit done to your health (not shields obviously) by 25%.

    If someone has a 50% crit rate and is hitting you normally for 5000 each ability this should work out to a reduction of 1250 damage reduced per crit so 6250 instead of 7500.

    In the video example If 2093 is his baseline crit then 1395 *should* be his baseline hit and with 1440 Impen he should be crit for 1779 not 1819. However he did mention that he was still *hitting* for 120 not 1395 so this means the guy hitting him didn't have a baseline crit of 50% it was actually closer to %68.8

    This rought lines up with the reduction given by the Impentrable. Base of 1240 * .225 = 279. 2093-1819= 274 which is within rounding as I think crit damage only increases by whole numbers.

    Edited by Ezareth on March 3, 2015 9:44PM
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  • Oughash
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    Ezareth is absolutely correct that infused/divines is the way to go for LA users. Impen is now the worst trait excepting training and exploration.

    However, reinforced is quite nice on both medium and heavy armor since the values scaled so high. Nirnhoned is also interesting, but will require some more testing.
  • Huntler
    Huntler
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    Ezareth wrote: »
    Huntler wrote: »
    Samadhi wrote: »
    Huntler wrote: »
    Samadhi wrote: »
    Removed Overcharge from the game.

    The only stats that now cap are Impenetrable, reducing the Critical Strike bonus damage to 0%, and Armor and Spell Resistance, which are capped at 50% mitigation.

    So, instead of Nightblade's buff adding 100% chance to crit on target effectively negating Impenetrable in the old system, Nightblades will instead have a buff that gives 100% chance to do 0 extra damage on a full Impenetrable build.

    Hope that Reinforced really is the new meta, or critting is going to be rather boring. :(
    No.... he just clearly said there is a hard cap and even stacking full impenetrable doesn't negate all the extra crit damage. Read the patch notes and all will be understood.

    The quoted text in my post was from the patch notes, and states that capping Impenetrable reduces Critical Strike bonus damage to 0%.

    Can you grab me the quote from the portion of the notes you are referring to?

    ctrl + F to search for Impenetrable returned no other results.

    I am aware, do the math on the equation they gave in the same section you quoted which goes to 3200 impen needed to 100% mitigate all crit damage. 1 legendary piece of gear gives 200 impen... do the math.... impen gear alone doesn't get you anywhere close to 100% mitigating crit damage.

    Are you sure it is 200 impen? I thought it was only 100.

    The formula is in the patch notes and note that this is only talking about mitigating 100% of unmodified crit damage. After Shadow Stone and Champion points you'd need far more to completely mitigate crit bonus damage.


    The amount of Critical Resistance required to completely eliminate the unmodified bonus damage from a Critical hit is 50 * (your Character Level + your Veteran Rank number).
    For example, a VR14 would be 50 * (50 + 14)


    Yes its 200, after 1.6.3 they boosted it from 100 to 200.
  • Ezareth
    Ezareth
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    Huntler wrote: »
    Ezareth wrote: »
    Huntler wrote: »
    Samadhi wrote: »
    Huntler wrote: »
    Samadhi wrote: »
    Removed Overcharge from the game.

    The only stats that now cap are Impenetrable, reducing the Critical Strike bonus damage to 0%, and Armor and Spell Resistance, which are capped at 50% mitigation.

    So, instead of Nightblade's buff adding 100% chance to crit on target effectively negating Impenetrable in the old system, Nightblades will instead have a buff that gives 100% chance to do 0 extra damage on a full Impenetrable build.

    Hope that Reinforced really is the new meta, or critting is going to be rather boring. :(
    No.... he just clearly said there is a hard cap and even stacking full impenetrable doesn't negate all the extra crit damage. Read the patch notes and all will be understood.

    The quoted text in my post was from the patch notes, and states that capping Impenetrable reduces Critical Strike bonus damage to 0%.

    Can you grab me the quote from the portion of the notes you are referring to?

    ctrl + F to search for Impenetrable returned no other results.

    I am aware, do the math on the equation they gave in the same section you quoted which goes to 3200 impen needed to 100% mitigate all crit damage. 1 legendary piece of gear gives 200 impen... do the math.... impen gear alone doesn't get you anywhere close to 100% mitigating crit damage.

    Are you sure it is 200 impen? I thought it was only 100.

    The formula is in the patch notes and note that this is only talking about mitigating 100% of unmodified crit damage. After Shadow Stone and Champion points you'd need far more to completely mitigate crit bonus damage.


    The amount of Critical Resistance required to completely eliminate the unmodified bonus damage from a Critical hit is 50 * (your Character Level + your Veteran Rank number).
    For example, a VR14 would be 50 * (50 + 14)


    Yes its 200, after 1.6.3 they boosted it from 100 to 200.

    Yeah I caught that after a bit of research and adjusted my post.

    Still it is a shame that they had to nerf it so hard. To be honest, if they change the formula to 50% reduction at 2400 it would be actually worth considering. I don't think Impen is terrible per se, but unfortunately it *is* worse than almost every other option.
    Permanently banned from the forums for displaying dissent: ESO - The Year Behind
    Too Much Bolt Escape - banned for "hacking the game to create movement not otherwise permitted by in game mechanics."
    Ezareth VR16 AD Sorc - Rank 36 - Axe NA
    Ezareth-Ali VR16 DC NB - Rank 20 - Chillrend NA
    Ezareth PvP on Youtube
  • Samadhi
    Samadhi
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    ✭✭✭
    Huntler wrote: »
    Samadhi wrote: »
    Huntler wrote: »
    Samadhi wrote: »
    Removed Overcharge from the game.

    The only stats that now cap are Impenetrable, reducing the Critical Strike bonus damage to 0%, and Armor and Spell Resistance, which are capped at 50% mitigation.

    So, instead of Nightblade's buff adding 100% chance to crit on target effectively negating Impenetrable in the old system, Nightblades will instead have a buff that gives 100% chance to do 0 extra damage on a full Impenetrable build.

    Hope that Reinforced really is the new meta, or critting is going to be rather boring. :(
    No.... he just clearly said there is a hard cap and even stacking full impenetrable doesn't negate all the extra crit damage. Read the patch notes and all will be understood.

    The quoted text in my post was from the patch notes, and states that capping Impenetrable reduces Critical Strike bonus damage to 0%.

    Can you grab me the quote from the portion of the notes you are referring to?

    ctrl + F to search for Impenetrable returned no other results.

    I am aware, do the math on the equation they gave in the same section you quoted which goes to 3200 impen needed to 100% mitigate all crit damage. 1 legendary piece of gear gives 200 impen... do the math.... impen gear alone doesn't get you anywhere close to 100% mitigating crit damage.

    So it's a matter of the grind on the Champion passive before Impenetrable builds are made standard again?

    Or, has ZOS actually set it up so that the only way to reach the cap is Champion passive + Impenetrable + Construct?
    "If you want others to be happy, practice compassion. If you want to be happy, practice compassion." -- the 14th Dalai Lama
    Wisdom is doing Now that which benefits you later.
  • Ezareth
    Ezareth
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    Also, I think it is worth noting to anyone reading this thread that for a *Shield* Reinforced is a far more useful trait than impenetrable. This is the only reason all reinforced ended up being a better choice than Impenetrable for him.

    If he went 7/7 Impen + Reinforced on his shield, he'd be taking less damage than if he went 8/8 Reinforced.
    Edited by Ezareth on March 3, 2015 10:04PM
    Permanently banned from the forums for displaying dissent: ESO - The Year Behind
    Too Much Bolt Escape - banned for "hacking the game to create movement not otherwise permitted by in game mechanics."
    Ezareth VR16 AD Sorc - Rank 36 - Axe NA
    Ezareth-Ali VR16 DC NB - Rank 20 - Chillrend NA
    Ezareth PvP on Youtube
  • Ezareth
    Ezareth
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    ✭✭✭✭
    Samadhi wrote: »
    Huntler wrote: »
    Samadhi wrote: »
    Huntler wrote: »
    Samadhi wrote: »
    Removed Overcharge from the game.

    The only stats that now cap are Impenetrable, reducing the Critical Strike bonus damage to 0%, and Armor and Spell Resistance, which are capped at 50% mitigation.

    So, instead of Nightblade's buff adding 100% chance to crit on target effectively negating Impenetrable in the old system, Nightblades will instead have a buff that gives 100% chance to do 0 extra damage on a full Impenetrable build.

    Hope that Reinforced really is the new meta, or critting is going to be rather boring. :(
    No.... he just clearly said there is a hard cap and even stacking full impenetrable doesn't negate all the extra crit damage. Read the patch notes and all will be understood.

    The quoted text in my post was from the patch notes, and states that capping Impenetrable reduces Critical Strike bonus damage to 0%.

    Can you grab me the quote from the portion of the notes you are referring to?

    ctrl + F to search for Impenetrable returned no other results.

    I am aware, do the math on the equation they gave in the same section you quoted which goes to 3200 impen needed to 100% mitigate all crit damage. 1 legendary piece of gear gives 200 impen... do the math.... impen gear alone doesn't get you anywhere close to 100% mitigating crit damage.

    So it's a matter of the grind on the Champion passive before Impenetrable builds are made standard again?

    Or, has ZOS actually set it up so that the only way to reach the cap is Champion passive + Impenetrable + Construct?
    @Samadhi

    It doesn't matter. The reduction is linear and easily quantifiable. The Champion Passive is additive with the impen trait. Impenetrable will never be made more powerful. Stacking Impenetrable has no increasing or diminishing returns. It provides an easily calculable and static benefit.

    Other traits are more variable and their benefits can be increased by other passives/champion points etc.

    Edited by Ezareth on March 3, 2015 10:08PM
    Permanently banned from the forums for displaying dissent: ESO - The Year Behind
    Too Much Bolt Escape - banned for "hacking the game to create movement not otherwise permitted by in game mechanics."
    Ezareth VR16 AD Sorc - Rank 36 - Axe NA
    Ezareth-Ali VR16 DC NB - Rank 20 - Chillrend NA
    Ezareth PvP on Youtube
  • Samadhi
    Samadhi
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    ✭✭✭
    Ezareth wrote: »
    Samadhi wrote: »
    Huntler wrote: »
    Samadhi wrote: »
    Huntler wrote: »
    Samadhi wrote: »
    Removed Overcharge from the game.

    The only stats that now cap are Impenetrable, reducing the Critical Strike bonus damage to 0%, and Armor and Spell Resistance, which are capped at 50% mitigation.

    So, instead of Nightblade's buff adding 100% chance to crit on target effectively negating Impenetrable in the old system, Nightblades will instead have a buff that gives 100% chance to do 0 extra damage on a full Impenetrable build.

    Hope that Reinforced really is the new meta, or critting is going to be rather boring. :(
    No.... he just clearly said there is a hard cap and even stacking full impenetrable doesn't negate all the extra crit damage. Read the patch notes and all will be understood.

    The quoted text in my post was from the patch notes, and states that capping Impenetrable reduces Critical Strike bonus damage to 0%.

    Can you grab me the quote from the portion of the notes you are referring to?

    ctrl + F to search for Impenetrable returned no other results.

    I am aware, do the math on the equation they gave in the same section you quoted which goes to 3200 impen needed to 100% mitigate all crit damage. 1 legendary piece of gear gives 200 impen... do the math.... impen gear alone doesn't get you anywhere close to 100% mitigating crit damage.

    So it's a matter of the grind on the Champion passive before Impenetrable builds are made standard again?

    Or, has ZOS actually set it up so that the only way to reach the cap is Champion passive + Impenetrable + Construct?
    @Samadhi

    It doesn't matter. The reduction is linear and easily quantifiable. The Champion Passive is additive with the impen trait. Impenetrable will never be made more powerful. Stacking Impenetrable has no increasing or diminishing returns. It provides an easily calculable and static benefit.

    Other traits are more variable and their benefits can be increased by other passives/champion points etc.

    So people are going to just opt for other traits and let the Champion passive handle reduction of crit bonus and leave it at that, rather than building to fully eliminate crit bonus?

    That is livable.
    Less fun than it was before for my Nightblade, but livable.
    "If you want others to be happy, practice compassion. If you want to be happy, practice compassion." -- the 14th Dalai Lama
    Wisdom is doing Now that which benefits you later.
  • Ezareth
    Ezareth
    ✭✭✭✭✭
    ✭✭✭✭
    Samadhi wrote: »
    Ezareth wrote: »
    Samadhi wrote: »
    Huntler wrote: »
    Samadhi wrote: »
    Huntler wrote: »
    Samadhi wrote: »
    Removed Overcharge from the game.

    The only stats that now cap are Impenetrable, reducing the Critical Strike bonus damage to 0%, and Armor and Spell Resistance, which are capped at 50% mitigation.

    So, instead of Nightblade's buff adding 100% chance to crit on target effectively negating Impenetrable in the old system, Nightblades will instead have a buff that gives 100% chance to do 0 extra damage on a full Impenetrable build.

    Hope that Reinforced really is the new meta, or critting is going to be rather boring. :(
    No.... he just clearly said there is a hard cap and even stacking full impenetrable doesn't negate all the extra crit damage. Read the patch notes and all will be understood.

    The quoted text in my post was from the patch notes, and states that capping Impenetrable reduces Critical Strike bonus damage to 0%.

    Can you grab me the quote from the portion of the notes you are referring to?

    ctrl + F to search for Impenetrable returned no other results.

    I am aware, do the math on the equation they gave in the same section you quoted which goes to 3200 impen needed to 100% mitigate all crit damage. 1 legendary piece of gear gives 200 impen... do the math.... impen gear alone doesn't get you anywhere close to 100% mitigating crit damage.

    So it's a matter of the grind on the Champion passive before Impenetrable builds are made standard again?

    Or, has ZOS actually set it up so that the only way to reach the cap is Champion passive + Impenetrable + Construct?
    @Samadhi

    It doesn't matter. The reduction is linear and easily quantifiable. The Champion Passive is additive with the impen trait. Impenetrable will never be made more powerful. Stacking Impenetrable has no increasing or diminishing returns. It provides an easily calculable and static benefit.

    Other traits are more variable and their benefits can be increased by other passives/champion points etc.

    So people are going to just opt for other traits and let the Champion passive handle reduction of crit bonus and leave it at that, rather than building to fully eliminate crit bonus?

    That is livable.
    Less fun than it was before for my Nightblade, but livable.

    I guess that depends on the player and their defensive strategy really.

    A heavy armor user is going to want players hitting his armor and his health pool and if he is reaching maximum armor mitigation (not sure how doable this is) then it would make sense for him to put points into impenetrable next.

    A Medium armor user will likely try to buff his more reactive defensive abilities like his stamina pool for roll dodging or even divines + Stam regen etc.

    Other players such as myself have accepted that trying to increase our static defenses like armor, crit reduction, and spell resistance is the equivalent of throwing "good money after the bad" and it is far more effective to min/max the only defensive abilities we have, our mobility via bolt escape, and our shield absorption values.

    I agree, it is definitely not as fun as it was in 1.5. There is actually far less choice now in armor traits than there was in 1.5 as Impenetrable in 1.5 *did* have diminishing returns (having 80% crit reduction against a player with only 30% crit was wasted etc) and it made sense to have a mix of various traits depending on your playstyle. Now it makes sense to find the trait that benefits you most mathematically and only use that.

    Permanently banned from the forums for displaying dissent: ESO - The Year Behind
    Too Much Bolt Escape - banned for "hacking the game to create movement not otherwise permitted by in game mechanics."
    Ezareth VR16 AD Sorc - Rank 36 - Axe NA
    Ezareth-Ali VR16 DC NB - Rank 20 - Chillrend NA
    Ezareth PvP on Youtube
  • c0rp
    c0rp
    ✭✭✭✭✭
    Huntler wrote: »
    Samadhi wrote: »
    Huntler wrote: »
    Samadhi wrote: »
    Removed Overcharge from the game.

    The only stats that now cap are Impenetrable, reducing the Critical Strike bonus damage to 0%, and Armor and Spell Resistance, which are capped at 50% mitigation.

    So, instead of Nightblade's buff adding 100% chance to crit on target effectively negating Impenetrable in the old system, Nightblades will instead have a buff that gives 100% chance to do 0 extra damage on a full Impenetrable build.

    Hope that Reinforced really is the new meta, or critting is going to be rather boring. :(
    No.... he just clearly said there is a hard cap and even stacking full impenetrable doesn't negate all the extra crit damage. Read the patch notes and all will be understood.

    The quoted text in my post was from the patch notes, and states that capping Impenetrable reduces Critical Strike bonus damage to 0%.

    Can you grab me the quote from the portion of the notes you are referring to?

    ctrl + F to search for Impenetrable returned no other results.

    I am aware, do the math on the equation they gave in the same section you quoted which goes to 3200 impen needed to 100% mitigate all crit damage. 1 legendary piece of gear gives 200 impen... do the math.... impen gear alone doesn't get you anywhere close to 100% mitigating crit damage.

    Doesn't the champion system account for some of this too? You cant just eliminate crit damage by gear alone. You have to devote CP into it as well. You have to work towards it, not just visit the crafting table.

    Working as intended.


    Edited by c0rp on March 3, 2015 10:31PM
    Force weapon swap to have priority over EVERYTHING. Close enough.
    Make stamina builds even with magicka builds.
    Disable abilities while holding block.
    Give us a REASON to do dungeons more than once.
    Remove PVP AoE CAP. It is ruining Cyrodiil.
    Fix/Remove Forward Camps. They are ruining Cyrodiil.
    Impenetrability needs to REDUCE CRIT DAMAGE. Not negate entire builds.
    Werewolf is not equal to Vamps/Bats.
  • Huntler
    Huntler
    ✭✭✭✭✭
    c0rp wrote: »
    Huntler wrote: »
    Samadhi wrote: »
    Huntler wrote: »
    Samadhi wrote: »
    Removed Overcharge from the game.

    The only stats that now cap are Impenetrable, reducing the Critical Strike bonus damage to 0%, and Armor and Spell Resistance, which are capped at 50% mitigation.

    So, instead of Nightblade's buff adding 100% chance to crit on target effectively negating Impenetrable in the old system, Nightblades will instead have a buff that gives 100% chance to do 0 extra damage on a full Impenetrable build.

    Hope that Reinforced really is the new meta, or critting is going to be rather boring. :(
    No.... he just clearly said there is a hard cap and even stacking full impenetrable doesn't negate all the extra crit damage. Read the patch notes and all will be understood.

    The quoted text in my post was from the patch notes, and states that capping Impenetrable reduces Critical Strike bonus damage to 0%.

    Can you grab me the quote from the portion of the notes you are referring to?

    ctrl + F to search for Impenetrable returned no other results.

    I am aware, do the math on the equation they gave in the same section you quoted which goes to 3200 impen needed to 100% mitigate all crit damage. 1 legendary piece of gear gives 200 impen... do the math.... impen gear alone doesn't get you anywhere close to 100% mitigating crit damage.

    Doesn't the champion system account for some of this too? You cant just eliminate crit damage by gear alone. You have to devote CP into it as well. You have to work towards it, not just visit the crafting table.

    Working as intended.


    Its not possible even with max CP, only possible by running construct gear as well. And no it is not working as intended. Why would anyone use a trait for defense such as Impen when there are two other traits that mitigate far more? Reinforced helps mitigation of both physical and spells always (not just crits) and nirn is 50% stronger against spells than reinforce but no help to physical attacks. Both block far more damage than impen and thats not even taking into account that crits only have a chance to be applied.

    Thats not working as intended, that bloody well doesn't make sense mathematically.
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