A few questions on stats

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HeWhoCaresNot
HeWhoCaresNot
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1: Is spell resistance/physical resistance raw numbers or part of some percentage? i.e. 1000 spell resistance, does this mean mitigate 1000 spell damage or?...

2: Same with penetration, am I potentially doing 1000 more damage from 1000 penetration or?...

3: Fire resist, how does this differ from spell penetration?

4: What are the actual weapon attack speed numbers, in relevance to using the trait for increase weapon speed?

5: Vampires take 40% more damage from fire; How does this correlate with Fire resist and spell resist?

6: Does penetration values cause weakness in targets with a value of 0 or lower than the amount of penetration?
Edited by HeWhoCaresNot on April 10, 2015 2:41PM
  • Nestor
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    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. The max amount of Resist for either type (armor or spell) is 50%, and you need 32,500 or close to that to gain 50% damage mitigation.
    2. Penetration ignores armor. Armor also has a percentage of mitigation (50% max at 32,500 Armor), 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.
    Edited by Nestor on April 10, 2015 5:53PM
    Enjoy the game, life is what you really want to be worried about.

    PakKat "Everything was going well, until I died"
    Gary Gravestink "I am glad you died, I needed the help"

  • HeWhoCaresNot
    HeWhoCaresNot
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    Nestor wrote: »
    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.

    Thanks for the reply!

    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)
  • Athas24
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    From my last tests, which were pre-unlimited, 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. That being said if you had 50% spell resist and 40% fire resist, you really still had 50% fire resist because it's a spell and spell resist was 50%. They didn't combine to give you 90% to fire or some mitigated version of the spell resist stacked with the 40% fire. This may now be different however, I don't think it is. To test this put on something with fire resist that has either more or less than your spell resist and see how it affects the damage done to you with fire.
    ...OverTwerked & Underpaid.
    Rajaat04 in game @Athas24 on forums
  • Nestor
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    Athas24 wrote: »
    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]

    I have not actually made both Glyphs to see the difference, but in past TES games you could get more Fire Resist on a Glyph than Magic Resist. So, to that end, Fire Resist provides the most protection against fire alone, but obviously Magic Resist protects from more attacks, just for a lesser amount. If they follow the way it was in the SPG TES games. Of course if we are getting the same amount of Resist for both types, then pick Magic. But I don't think that is the case.

    So, I guess it all depends on just what is killing you....

    Enjoy the game, life is what you really want to be worried about.

    PakKat "Everything was going well, until I died"
    Gary Gravestink "I am glad you died, I needed the help"

  • Nestor
    Nestor
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    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 just remembered something. Armor and Spell Resist can only give up to 50% mitigation, and you only reach this level of Mitigation if your Armor or Spell resist is over 32000

    Enjoy the game, life is what you really want to be worried about.

    PakKat "Everything was going well, until I died"
    Gary Gravestink "I am glad you died, I needed the help"

  • Glurin
    Glurin
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    Nestor wrote: »
    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.

    Really wish more people had that attitude. Not just here, but in most other MMOs as well. Too many min/maxers out there that get rather pissy if you don't play the way they think you should be.
    "He who fights with monsters should look to it that he himself does not become a monster...when you gaze long into the abyss the abyss also gazes into you..."
  • Hiskias
    Hiskias
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    Regardless of what the person above says, it is very nice to have a ballpark idea of what those resistance numbers mean as opposed to being totally clueless like I was. This here is what I came to look for (it's an old discussion but google brought me here):

    (50% max at 32,500 Armor)

    Thank you so much for that! I don't see why the game can't just give them as percentage values instead of the very arbitrary looking numbers. Programming laziness?
  • Lightspeedflashb14_ESO
    Lightspeedflashb14_ESO
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    Edited by Lightspeedflashb14_ESO on August 10, 2018 12:35PM
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