danielpatrickkeaneub17_ESO wrote: »Take a look at the 168,439 nerf threads, especially the nerf Radiant Oppression ones. Then take a look at all of the threads that say how impenetrable is a "must have" in Cyrodiil.
Did some of you ever stop to think that you're spending too much time worrying about bonus damage that doesn't happen all the time, and not enough worrying about either base damage or your own damage output?
If impen stops a max of 50% of crit damage and crit only happens a variable amount of time, let's say 50%, you're only stopping 50% of 50% of the damage on 50% of the incoming attacks.
That said, I know my math is off. That's not the point. The point is just to illustrate that too many people are worrying about BONUS damage and not normal damage.
Crit resist is critical. See what I did there!?
But really, resistance as a whole this patch is just terrible. My Healplar/Tankplar has 30k physical and spell resist, 3,500 crit resist and still gets hit for 8-10k from certain abilities from certain builds.
Crit resistance is very important none the less. I can out heal 5-8k hits all day, but when those big 10-15k hits come in and a pleasantly placed CC, it's over. Those massive crit hits are even worse on any of my DPS builds/characters. So anything to mitigate the incoming spike of damage is crucial.
You have no clue if you say impen is overrated.
Molag_Crow wrote: »As a Mag Templar with 27k Health, 20k+ spell resist and physical (buffed) and 2k crit resist, I just got hit for a 17k radiant destruction, so yes you're right, it's quite overrated in a sense that base damage is more dangerous than the chance of somebody critting huge.
Shader_Shibes wrote: »My stam DK feels far more squishier wearing 7 Impen and around 2k crit resist, than my stamblade who wears 2 impen with 1200 crit resist.
I have no idea why.
Mac10murda wrote: »Radiant is a channel so all the damage from it shows up on one attack on death recap, so that's why it shows those high numbers in recap
Listen to this guy, please. Dropping impen will give me easier kills. I'd love for my 8K~ Dizzying Swings to reach 12K~.
https://youtu.be/I3wqbhXlaAM
This is why. You could say skill is the equalizer, but if you get caught in a combo that crits you're smoked.
17k take flight btw ;D
Crit resist is critical. See what I did there!?
But really, resistance as a whole this patch is just terrible. My Healplar/Tankplar has 30k physical and spell resist, 3,500 crit resist and still gets hit for 8-10k from certain abilities from certain builds.
Crit resistance is very important none the less. I can out heal 5-8k hits all day, but when those big 10-15k hits come in and a pleasantly placed CC, it's over. Those massive crit hits are even worse on any of my DPS builds/characters. So anything to mitigate the incoming spike of damage is crucial.
DRXHarbinger wrote: »Stam player health 18k.
Ambush 12k, incap strike 18k, sup attack 7k, killers blade 11k, plus a viper sting 4k in there somewhere.
These figures fully buffed crit numbers which mine hit for, with pvp reduction taken into account.
Now impen makes you survive that that? Only shuffle can save you, not some crappy trait.
No trait can save you from an Alpha ganker, perhaps heavy reinforced and tons of health but you get the gist.