this isn't 1.5, the buff to mundus stones made divines the most useful trait if you're using thief of shadow as they are percentage increases (Mostly pvers are doing this, hardly see it in pvp) and anything else use impenetrable as you're gaining way more than losing. (Mostly pvpers are doing this as impen doesn't work in pve)Welp, expect some Training gear from the vendor next week
PS: Infused is pretty good, jus' saying
KochDerDamonen wrote: »Please ZOS hand me muh minmax gear for 100k gold please
I vote we make the vendor gear only come in sturdy and well-fitted :^)
No it's not, infused is no longer that great of a trait.nordsavage wrote: »Infused is fine on helms but not on shoulders.
KochDerDamonen wrote: »Please ZOS hand me muh minmax gear for 100k gold please
I vote we make the vendor gear only come in sturdy and well-fitted :^)
Why must you be so sarcastic? I don't care if they double the price but it's ridiculous that they're giving us no (reliable) alternative of acquiring these shoulders. So what am I supposed to do? Open 2 chests per day and pray to the gods of RNG that I get it right? We have a right to *** about this. If we could grind for them then there wouldn't be ANY complaining about the infused trait (except from PvPers).
KochDerDamonen wrote: »Please ZOS hand me muh minmax gear for 100k gold please
I vote we make the vendor gear only come in sturdy and well-fitted :^)
Why must you be so sarcastic? I don't care if they double the price but it's ridiculous that they're giving us no (reliable) alternative of acquiring these shoulders. So what am I supposed to do? Open 2 chests per day and pray to the gods of RNG that I get it right? We have a right to *** about this. If we could grind for them then there wouldn't be ANY complaining about the infused trait (except from PvPers).
No it's not, infused is no longer that great of a trait.nordsavage wrote: »Infused is fine on helms but not on shoulders.
I use infused on large armour pieces to gain more magicka or stamina based on the build.
Well you're in a bit of a catch 22... Infused from vendors and hopeless at doing dungeons I assume.
Maybe undaunted sets just arent for you and people who keep moaning.
If there is a complaint it should be that ZOS allowed the sets to be bought tbh.
FloppyFrank wrote: »I don't get whats wrong with infused. Isn't it still the second best trait right behind divines, especially on big pieces?
Not in PVP its only useful on the big pieces.Even then its like this Divines,Impen then infused.Unless your a magical Sorc maybe even a Magical period since Shields can't be crit so you have nothing to worry about.That's why people say Crit builds don't work in PVP.FloppyFrank wrote: »I don't get whats wrong with infused. Isn't it still the second best trait right behind divines, especially on big pieces?
gladlykrees28b14_ESO wrote: »No it's not, infused is no longer that great of a trait.nordsavage wrote: »Infused is fine on helms but not on shoulders.
To stop the people arguing the divines/infused thing how about linking the topics where the math has been done to prove that divines is better. You sound like a kid denying they had their hand in the cookie jar before dinner. Your the one making the claim so back up your claim with proof other than your say so.
like i said, divines is the most useful for pvefrom @gilliamtherogue
in a pure DPS or Healer setup, you'll only ever enchant full primary resource (Magicka for casters/healer, stamina for stam based dps). In PvP the choice is yours based on your preference or spec, you can spread between all three or you can use prismatic. The combat value of prismatic don't have solid mathematical numbers to them, as they offer more situational utility that may or may not benefit you from fight to fight. You only want to take 7x divines over 4x divines 3x infused if you're using the Shadow or Thief stone. Here's some simple math to determine effectiveness.
Legendary Divines = 7.5% increase of Mundus stone
Shadow = 12% increase to critical strike damage
Thief = 12% critical strike chance
Apprentice/Warrior = 166 spell/wep damage(before amps)
Tower/Mage = 1280 magicka/stamina (before amps)
Divines per legendary piece
Shadow = .9% CHD
Thief = .9% Crit chance
Apprentice/Warrior = 12.45 SD/WD(decimal is added after all calculations are completed and is rounded down until it increases to a whole number, in the case of two divines you'd get 16, but with 3 you'd get 19.)
Tower/Mage = 96 stam/magicka
Infused bumps resource enchants from 868 to 1041 on big pieces(173 increase) and 351 to 421 on lesser(70 increase).
Now each ability in game has a unique coefficient that multiplies itself to its respective stat. This in turn increases the listed tool tip damage. For example; Surprise Attack and Concealed Weapon have a .128625 : 1 ratio for resources. For each point of stamina (surprise attack) or magicka (concealed weapon) you gain that much tooltip increase. Since calculations ignore decimals until they add up into whole numbers, you need 8 magicka or stamina to gain anything. They also have a 1.35091 weapon damage (surprise attack) or spell damage (concealed weapon) scaling that. Every 1 SD/WD increases its tooltip by the stated amount. Now lets find the effectiveness of an increase in accordance to this skill.
Shadow = complex, living number. Depends on how much tooltip you have. Let's use my character's tooltip as an example. Fully buffed my tooltip is 12865. My crit hit damage multiplier without divines is 1.76. Therefor on a target with no armor I'd deal 22642 damage. Divines is a .9% increase to my CHD with shadow, so that number becomes 22758. +116 damage.
Thief = again, a complex living number. This will depend on your crit hit damage, as they are directly related. Lets compare the efficiency of base CHD and my CHD just to see the differences. Base CHD is 1.5, mine was 1.76 (no divines). .9% chance to deal 50% more damage is .45% (less than 1) increase to overall damage. With high tooltips, that's nothing to laugh at. Now with my CHD that becomes .684% overall damage. It'd take a large wall of text to truly put a value of is this better or worse, so I'll leave it to the the reader to take that. I think this increase outweighs the gains of infused, but let's move on.
Apprentice/Warrior= Static number, with some minor boosts based on context. 12.45 SD/WD offers 16.819 tooltip to SA. However, there are passives that increase your WD by a % (Major/Minor Brutality, WW passives, Templar passives, etc) that can change the importance. Let's look at it from a universal situation where anyone can have access to Major/Minor Brutality. 25% increase overall means you're getting 15.563 WD which translates to 21.024 TT increase per divines.
Tower/Mage= Again, a static number with some minor boosts depending. 96 stamina/magicka would be a 12.348 TT increase so SA/concealed weapon. There are also passives that increase magicka/stamina by %'s that can increase this value. Again lets look at it from a universal level where CP offers a 25%(@3600 cap) bonus to each tree's resources (Warrior = health, Mage = magicka, Thief = stam). 96 becomes 120 and that turns to 15.435 TT increase on SA/concealed.
Now that we've found the values of divines for these mundus stones, lets look at infused. Luckily this is a much simpler thing to discuss since you pretty much see everything that's going on at eye level.
Since OP already knows that x7 infused would be silly, lets use the old meta x4 divines x3 infused on large pieces (helm chest legs). 20% increase to the largest possible enchants in game (v16) boosts the enchant from an 868 magicka/stam to 1041. 173 increase in accordance to SA/concealed would be a 22.252 TT increase. Let's give this the same treatment as we did Tower/Mage and add the universal increase of 25% more if at 3600 CP cap. We're now at 207.6 magicka/stam and a 26.703 TT increase for SA/concealed.
All of these numbers are subjective to other amps that I've chosen to ignore since they're not universally obtainable (racials, build exclusive, etc) that can change the effectiveness of these. Pretty much a TL;DR it depends. The answer to the question is based on the context of the question. PvP and PvE call for very different things, and each changes the effectiveness that each of these stats offer. It's up to the user of this information to determine the answers for them self.
KochDerDamonen wrote: »Please ZOS hand me muh minmax gear for 100k gold please
I vote we make the vendor gear only come in sturdy and well-fitted :^)
Emma_Eunjung wrote: »Maybe they should make the AP version Impenetrable, and then the version that costs gold would be Divines?
strikeback1247 wrote: »
You can get 16 quests for 16 chances for the gear each day. If you reach this cap every day and still have the time and will to farm even more, you need to seriously rethink your life