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Fire resist

grimsfield
grimsfield
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I haven't used any fire resist since 1.6 came out but I've heard from a lot of people that fire resist is currently broken. So broken that it in fact increases damage taken from fire. I'm just wondering if this patch today fixed that? Or if anyone knows when this fix might be coming. Or if the devs even have this on their radar?
  • Iago
    Iago
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    still no confirmation?
    That which we obtain to cheap we esteem to lightly, it is dearness only that gives everything its value.

    -Thomas Pain

  • haileyjschmidtub17_ESO
    Lol I hope that isn't true considering I'm a Dunmer DK.
    But I haven't noticed that I take any extra damage.
  • Evandus
    Evandus
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    No number testing from me to back it up as I don't have the time. But COH Vet caused me to drop vampire on my Dumner DK DPS character. Got through the entire dungeon without any issue. Gained aggro when the tank missed a taunt, and took 22000 fire damage per shot from the final boss' basic destro attack.

    Feels out of wack for sure.
  • angelyn
    angelyn
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    As far as I was aware what happened on PTS was:
    - the resist ( inc fire)enchants scaled up pitifully in comparison to other enchants
    - there was a possibly undocumented at first reduction to Dunmer fire resistance
    - 1.6 reduced damage taken from fire for vamps to 40%

    Unfortunately, that 10% reduction didn't seem to make up for the nerfs ...i mean rebalancing elsewhere, so a vamp in 1.6 would end up taking more fire damage unless they used like 3 times the number of enchants,even though they had fire damage reduced by 10%. My fellow number cruncher @DeLindsay did some fantastic working out on the pts, which combined with my post looking into how enchants scaled compared to each other,led to this
    feedback on PTS on 11th February
    http://forums.elderscrollsonline.com/en-GB/discussion/comment/1551473/#Comment_1551473
    Then in the livestream on 13th Feb I raised this question and Eric Wrobel said his team would look into it.

    Perhaps they wanted to move the resist from enchants to cps. However, I think when they said vamps will now take 40% fire damage no one thought they would have to use 3 times as many enchants as in 1.5 or dump most of their first cps into resistance in order to achieve that 40%.

    Perhaps it has been fixed but after this i gave up trying to provide feedback on PTS .I guess they are still looking into it?:D
    Edited by angelyn on March 31, 2015 11:49PM
  • Personofsecrets
    Personofsecrets
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    Hi everyone, I can't confirm for the dunmer passive or the champion point passive but I obtained the following numbers from using a legendary v10-v14 fire resist enchant (2183 fire resistance) against fire attacks.

    3 distinct attacks before fire resist

    873, 2202, and 3771

    The same 3 attacks after 2138 fire resist enchant.

    838, 2113, 3616

    In each case the fire resist enchant gave me about 4% extra damage mitigation against fire attacks. I'm not sure how that resistance stacks with spell resistance, but is that low of a value intended? I save 150 damage from the hardest hitting attacks for the cost of 1 enchant and that hardly seems worth it.

    @ZOS_GinaBruno
  • DeLindsay
    DeLindsay
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    angelyn wrote: »
    Perhaps they wanted to move the resist from enchants to cps. However, I think when they said vamps will now take 40% fire damage no one thought they would have to use 3 times as many enchants as in 1.5 or dump most of their first cps into resistance in order to achieve that 40%.
    Either ZoS didn't think about the implications of nerfing the Fire glyph into the ground (went from 28% in 1.5.8 to 3.4% in 1.6) or it's intended as a balance based on 3600 CP when you'd have max Fire resistance via Elemental Defender + Spell Shield & Thick Skinned, to a lesser extent. The latter is a very poor way to do it because it severely gimps DPS/Healers that are Vampires until they are very deep into CP, like 3-400+ deep. Tanking as a Vampire in 1.6 is very easy as reaching hard cap for Spell Resistance is reasonably easy in 7/7 Heavy Armor and using Major Spell Resistance plus Defending on your 1H and at least 1 Nirnhoned off-pc.

    Now I wouldn't at all put it past ZoS to have miscalculated how badly Vampires would suffer from the moment of 1.6's launch but I have a feeling it's that they're balancing everything from the moment 1.6 went Live as if we all had 3600 CP already. That's the easy way out for ZoS because they don't have to re-balance the Champion System multiple times over the course of a year or 3 as Players gain more and more CP, and since not all Players will gain CP at the same rate it would make it even more of a challenge for continued balance passes over time.

    However, the above concept is looking at the problem the wrong way. The much easier way to go about it is to NOT nerf Fire resist glyphs as hard as they did from 1.6's launch but instead drop it from 28% to say 25% (Light Armor wearers still wouldn't be hard capped with 1 glyph) then 6mo later drop it again to 15%, another 6mo drop it to 10%, then finally at 18mo after 1.6 Launched drop the Fire resist glyph to what it is now, 3.4%. That gives Players sufficient time to gain CP so that they don't feel required to push all of their first 50-100+ points into Elemental Defender and Spell Shield just so they don't have to use (3) Fire Glyphs, which is unreasonable for ZoS to except us to use.

    The bigger issue that this shows, is that Light Armor wearers in PvE (like those pesky Healing types that keep you alive in Trials) can be 1-shot by normal trash Archers due to absurdly low Armor value. If ZoS were to have done it right, LA should've been 50% of HA's value, and MA at 75% instead of LA being 25%. And all of that was done due to all the whiners out there that were mad because Players could Tank in LA. Here's a pro tip for those types, you STILL CAN Tank in 7/7 LA, even Trials, I've witnessed it personally since 1.6. So all those complaining about Players Tanking in LA that got ZoS to severely nerf the Armor value of LA just ended up Gimping their own Healers and those few remaining Magicka DPS, good job.
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