ArtOfShred wrote: »@Gilliamtherogue
Oh god I can't even...
https://www.youtube.com/watch?v=Jc29o-J5lOg&feature=youtu.be
(Also woops, had volume up just a bit too high so there's a bit of an echo)
I'm gonna go out on a limb here and assume that all mobs in dungeons just have 18200 spell resistance now as well.
ztyhurstub17_ESO wrote: »So the time spent in VSO will become more than 80% mindlessly grinding trash mobs and 20% boss fights. Yay.
SublimeSparo wrote: »ztyhurstub17_ESO wrote: »So the time spent in VSO will become more than 80% mindlessly grinding trash mobs and 20% boss fights. Yay.
No they have already snuck this change into trials from what i gather so it won't change much. Hooray for absurdly long tanky trash pulls
ztyhurstub17_ESO wrote: »So the time spent in VSO will become more than 80% mindlessly grinding trash mobs and 20% boss fights. Yay.
Gilliamtherogue wrote: »Competition has died out, it's impossible to reasonably train new players since the skill difference is so large with so few in game tools
Wouldn't an increase in mitigation favor Sharpened over Precise? The old way of thinking was that Precise worked well on trash because it was easier to overpenetrate them. Now it would seem that Precise has become even less desirable.Nice post, very interesting. Depending on how a raid can be setup this might bring precise weapons back for some of us.
Wouldn't an increase in mitigation favor Sharpened over Precise? The old way of thinking was that Precise worked well on trash because it was easier to overpenetrate them. Now it would seem that Precise has become even less desirable.Nice post, very interesting. Depending on how a raid can be setup this might bring precise weapons back for some of us.
Nice post, very interesting. Depending on how a raid can be setup this might bring precise weapons back for some of us.Gilliamtherogue wrote: »Competition has died out, it's impossible to reasonably train new players since the skill difference is so large with so few in game tools
That is solely an NA problem. PC EU has a blooming raiding community with 4 guilds having Maw Hard Mode down and over 30 guilds being able to complete Maw on veteran. Plenty of raid guilds taking both new and experienced players. There has never been more raiding on the EU server than now.
@WoelerWouldn't an increase in mitigation favor Sharpened over Precise? The old way of thinking was that Precise worked well on trash because it was easier to overpenetrate them. Now it would seem that Precise has become even less desirable.Nice post, very interesting. Depending on how a raid can be setup this might bring precise weapons back for some of us.
Yes, but with new sets like sunderflame, alkosh, two fanged snake, nightmother you might get the boss resistances close to 0.
Wouldn't an increase in mitigation favor Sharpened over Precise? The old way of thinking was that Precise worked well on trash because it was easier to overpenetrate them. Now it would seem that Precise has become even less desirable.Nice post, very interesting. Depending on how a raid can be setup this might bring precise weapons back for some of us.
hedna123b14_ESO wrote: »Wouldn't an increase in mitigation favor Sharpened over Precise? The old way of thinking was that Precise worked well on trash because it was easier to overpenetrate them. Now it would seem that Precise has become even less desirable.Nice post, very interesting. Depending on how a raid can be setup this might bring precise weapons back for some of us.
On trash Sharpened weapons are a must, on bosses you can go one of two routes. Sacrificing individual performance for group DPS increase, or find a gear optimization solution which has everyone running DPS sets and still fully penetrates the target. In our runs we will be pursuing the latter choice. I find that a major difference in rotation (a FHA every 8 seconds in sunderflame) severely lowers the full DPS potential of the player thereby negating much of the desired effect of damage boosting. I have seen 2 exactly identical (gear and race wise) DK's executing slightly different rotations (but same skills) and having a damage difference anywhere from 5-10k. Rotation is everything and FHA's imho would not be worthwhile.
The ultimate takeaway though is each team plays to the strengths of its players, and unique approaches work differently depending on player composition. Precise IMHO in our particular raid setup would lead to a DPS loss.
Gilliamtherogue wrote: »hedna123b14_ESO wrote: »Wouldn't an increase in mitigation favor Sharpened over Precise? The old way of thinking was that Precise worked well on trash because it was easier to overpenetrate them. Now it would seem that Precise has become even less desirable.Nice post, very interesting. Depending on how a raid can be setup this might bring precise weapons back for some of us.
On trash Sharpened weapons are a must, on bosses you can go one of two routes. Sacrificing individual performance for group DPS increase, or find a gear optimization solution which has everyone running DPS sets and still fully penetrates the target. In our runs we will be pursuing the latter choice. I find that a major difference in rotation (a FHA every 8 seconds in sunderflame) severely lowers the full DPS potential of the player thereby negating much of the desired effect of damage boosting. I have seen 2 exactly identical (gear and race wise) DK's executing slightly different rotations (but same skills) and having a damage difference anywhere from 5-10k. Rotation is everything and FHA's imho would not be worthwhile.
The ultimate takeaway though is each team plays to the strengths of its players, and unique approaches work differently depending on player composition. Precise IMHO in our particular raid setup would lead to a DPS loss.
Exactly, Sharpened is now (actually has been since this was stealth applied in Update 11) a must on trash since many armor reductions are bound to single target application, meaning you cannot reliably reduce ALL targets to 0. On single target bosses however this is different, but again as you said finding what works best for your group is vital. If running Sunder is causing your designated wearer to lose a large portion of DPS (which it shouldn't, but not everyone is perfect), then don't wear it and find alternatives. Our Sunder wearer averages ~46-48k while our full DPS wearer averages 50-53k (they've both pulled higher in some situations). A single 5k loss for one is made up if you have 2 or more Stamina builds both gaining ~3k+ leads to a larger gain. Keep in mind the gap will close as well with Sunder now being available at c160 now too!
Gilliamtherogue wrote: »@ArtOfShred Have you tried multiple zones for values? I haven't run into critters with resistances since like 1.4, and I even remember the patch note fixing it. "Fixed an issue where critters throughout the world had armor and spell resistance, they will now go back to being the frail, weak creatures they are."
RE: Dungeons and Monster Mitigation
Monsters in Dungeons have had their current mitigation levels since the patch in which we introduced Champion Points. This was done, specifically in Dungeons and Group content, to make sure that armor and spell penetration abilities were desirable and useful in group situations.
@Gilliamtherogue Thank you for these.
To ask plainly, will it be more difficult for me to solo Vet White Gold Tower in One Tamriel over the current patch?
Sounds like bosses will take less damage in One Tamriel meaning longer boss fights.
Gilliamtherogue wrote: »@Gilliamtherogue Thank you for these.
To ask plainly, will it be more difficult for me to solo Vet White Gold Tower in One Tamriel over the current patch?
Sounds like bosses will take less damage in One Tamriel meaning longer boss fights.
Nope, dungeons are left untouched. This was strictly referring to Overland PvE (public dungeons, dolmens, etc). The mitigation changes for dungeons were changed back in Update 11, although there are still a few inconsistencies.
Dagoth_Rac wrote: »RE: Dungeons and Monster Mitigation
Monsters in Dungeons have had their current mitigation levels since the patch in which we introduced Champion Points. This was done, specifically in Dungeons and Group content, to make sure that armor and spell penetration abilities were desirable and useful in group situations.
@ZOS_Finn
If you are allowed to expand on this, do you mean that mob mitigation in dungeons/trials is unchanged since Champion Points were introduced and will continue to be unchanged with One Tamriel? This new change for One Tamriel only affects overland mobs? I know that on live, trolls in Wrothgar have about 25% mitigation, mammoths have about 35%, etc. It varies. Is standardizing all those overland mobs to a single mitigation the only change?
hedna123b14_ESO wrote: »Wouldn't an increase in mitigation favor Sharpened over Precise? The old way of thinking was that Precise worked well on trash because it was easier to overpenetrate them. Now it would seem that Precise has become even less desirable.Nice post, very interesting. Depending on how a raid can be setup this might bring precise weapons back for some of us.
On trash Sharpened weapons are a must, on bosses you can go one of two routes. Sacrificing individual performance for group DPS increase, or find a gear optimization solution which has everyone running DPS sets and still fully penetrates the target. In our runs we will be pursuing the latter choice. I find that a major difference in rotation (a FHA every 8 seconds in sunderflame) severely lowers the full DPS potential of the player thereby negating much of the desired effect of damage boosting. I have seen 2 exactly identical (gear and race wise) DK's executing slightly different rotations (but same skills) and having a damage difference anywhere from 5-10k. Rotation is everything and FHA's imho would not be worthwhile.
The ultimate takeaway though is each team plays to the strengths of its players, and unique approaches work differently depending on player composition. Precise IMHO in our particular raid setup would lead to a DPS loss.
hedna123b14_ESO wrote: »Wouldn't an increase in mitigation favor Sharpened over Precise? The old way of thinking was that Precise worked well on trash because it was easier to overpenetrate them. Now it would seem that Precise has become even less desirable.Nice post, very interesting. Depending on how a raid can be setup this might bring precise weapons back for some of us.
On trash Sharpened weapons are a must, on bosses you can go one of two routes. Sacrificing individual performance for group DPS increase, or find a gear optimization solution which has everyone running DPS sets and still fully penetrates the target. In our runs we will be pursuing the latter choice. I find that a major difference in rotation (a FHA every 8 seconds in sunderflame) severely lowers the full DPS potential of the player thereby negating much of the desired effect of damage boosting. I have seen 2 exactly identical (gear and race wise) DK's executing slightly different rotations (but same skills) and having a damage difference anywhere from 5-10k. Rotation is everything and FHA's imho would not be worthwhile.
The ultimate takeaway though is each team plays to the strengths of its players, and unique approaches work differently depending on player composition. Precise IMHO in our particular raid setup would lead to a DPS loss.
Why do you use Sunderflame over Nightmother's Gaze? It has a higher armor reduction and doesn't require heavy attacking. (At least according to esoacademy)