If you get an addon like Foundry Tactical Combat, you can see the exact effect the changes make. Then you can log onto the PTS (Public Test Server) and load a VR14 template, and use the Champion System to make the changes and then see what the results are from the numbers.
I will try to answer as best I can, because for me, the only numbers that matter are how many mobs are dead and if I am alive at the end of the fight.
1. Spell Resistance Mitigates all Spell Damage, most damage in the game is Spell based, so this is good. I think there is an 80% factor in there somewhere, so 1000 really gives you 800, but I could be wrong.
2. Penetration ignores armor. Armor also has a percentage of mitigation, so not sure how all those numbers work out. However it is a good thing to have buffed if you can.
3. Fire Resist mitigates fire damage, but other spells can give you full damage, like Frost for instance
4. I don't know if anyone has really figured this out with regards to weapon traits. The last time I put this trait on a weapon, it did not seem to make a difference. But that was near release and I think they have done something about this trait. I still don't use it, I use Sharpened or Precise. Note there are other ways to increase attack speed than traits, and those do seem to have some benefit.
5. Yes, if your Vampire, your going to want some Fire Resist Glyphs on your Jewelery to make up for the weakness to fire. This has nothing to do with Spell Resist, see #3. You can overcome most of your weakness to fire with Enchants. But of course that means you don't have enchants that will help you out in other areas.
6. I don't know if there are any targets out there with no armor. So, not even sure how to answer that question.
fire resist and spell resist did Not stack and spell resist was vastly superior to fire resist meaning that it encompassed all spells damage not just fire. [/color]
HeWhoCaresNot wrote: »In regards to question 3, I meant how fire resist and spell resist. Do these add or are they separate tables of damage?
In regards to 6, i.e someone has 300 spell resist, you have 500 spell pen. Does this bring resist to 0 or does it cause weakness (additional damage, excluding diminishing returns as you stated)
I will try to answer as best I can, because for me, the only numbers that matter are how many mobs are dead and if I am alive at the end of the fight.