PS4_ZeColmeia wrote: »Armor pen needs to be reduced or armor cap needs to be removed with easier options to raise armor values across the board.
This also may seem hypocritical given what I just said, but LA really needs higher pen. Pen&Crit are the damage methods for LA yet Pen is outclassed by one sharpened weapon.
My preference is to lower sharpened values and slightly raise LA's value. I also think LA needs to be slighly closer to MA in armor value. I think right now LA is 1/3 for HA, while MA is either 2/3 or 3/4 of HA. I think LA needs to the be the same difference between LA and MA as MA is HA. So if MA is 3/4 of HA, then LA would 9/16 of HA or roughly half.
Not a major buff, but would go a long way to helping alight magicka imbalance imho.
Reorx_Holybeard wrote: »It depends on what content you are playing and with who. Right I'm assuming most mobs (both trash and bosses) have 18.2k resistances:
- Solo = As much as you can get, or at least up to 18k.
- Casual/PUG Dungeon/Vet Dungeon = Perhaps 10-12k.
- Trials = No more than 10k (sometimes less).
- PVP = As much as you can get? Depends on the type of armor the people you typically fight against.
The reason you don't want too much physical/spell penetration is that once you reduce the armor of your target to 0 you get no benefit from further penetration. This was the reason that Precise was the preferred trait in prior updates when trash had 0 (or near 0) resistances.
Some typical sources of penetration are:
- Sharpened = 5160 for x2 1H or 2H
- Light Armor = 4884 Spell with 5 pieces
- Destruction Staff = 10% of Target
- 2H Mace = 20% of Target
- Crusher Enchant = 1622
- Elemental Drain = 5088 Spell
- Puncture = 5280 Physical
- CP = up to 5088
For example, I get 10791 Spell Penetration with a Sharpened Destruction and some CP. In a trial situation with someone casting Elemental Drain and the tank using a Crusher Enchantment that's a total of 17501 Spell Penetration which reduces the target's resistance to almost 0. I wouldn't benefit much from putting more into spell penetration in a trial setting. In a group/solo setting, however, not everyone is using the Crusher Enchantment or Elemental Drain as much so I might benefit from a little more penetration.
Reorx_Holybeard wrote: »It depends on what content you are playing and with who. Right I'm assuming most mobs (both trash and bosses) have 18.2k resistances:
- Solo = As much as you can get, or at least up to 18k.
- Casual/PUG Dungeon/Vet Dungeon = Perhaps 10-12k.
- Trials = No more than 10k (sometimes less).
- PVP = As much as you can get? Depends on the type of armor the people you typically fight against.
The reason you don't want too much physical/spell penetration is that once you reduce the armor of your target to 0 you get no benefit from further penetration. This was the reason that Precise was the preferred trait in prior updates when trash had 0 (or near 0) resistances.
Some typical sources of penetration are:
- Sharpened = 5160 for x2 1H or 2H
- Light Armor = 4884 Spell with 5 pieces
- Destruction Staff = 10% of Target
- 2H Mace = 20% of Target
- Crusher Enchant = 1622
- Elemental Drain = 5088 Spell
- Puncture = 5280 Physical
- CP = up to 5088
For example, I get 10791 Spell Penetration with a Sharpened Destruction and some CP. In a trial situation with someone casting Elemental Drain and the tank using a Crusher Enchantment that's a total of 17501 Spell Penetration which reduces the target's resistance to almost 0. I wouldn't benefit much from putting more into spell penetration in a trial setting. In a group/solo setting, however, not everyone is using the Crusher Enchantment or Elemental Drain as much so I might benefit from a little more penetration.
So you are saying that for pve dungeons having sharpened plus kragh is more than enough physical penetration? So this spriggan thorn set is a waste?
Reorx_Holybeard wrote: »It depends on what content you are playing and with who. Right I'm assuming most mobs (both trash and bosses) have 18.2k resistances:
- Solo = As much as you can get, or at least up to 18k.
- Casual/PUG Dungeon/Vet Dungeon = Perhaps 10-12k.
- Trials = No more than 10k (sometimes less).
- PVP = As much as you can get? Depends on the type of armor the people you typically fight against.
The reason you don't want too much physical/spell penetration is that once you reduce the armor of your target to 0 you get no benefit from further penetration. This was the reason that Precise was the preferred trait in prior updates when trash had 0 (or near 0) resistances.
Some typical sources of penetration are:
- Sharpened = 5160 for x2 1H or 2H
- Light Armor = 4884 Spell with 5 pieces
- Destruction Staff = 10% of Target
- 2H Mace = 20% of Target
- Crusher Enchant = 1622
- Elemental Drain = 5088 Spell
- Puncture = 5280 Physical
- CP = up to 5088
For example, I get 10791 Spell Penetration with a Sharpened Destruction and some CP. In a trial situation with someone casting Elemental Drain and the tank using a Crusher Enchantment that's a total of 17501 Spell Penetration which reduces the target's resistance to almost 0. I wouldn't benefit much from putting more into spell penetration in a trial setting. In a group/solo setting, however, not everyone is using the Crusher Enchantment or Elemental Drain as much so I might benefit from a little more penetration.
So you are saying that for pve dungeons having sharpened plus kragh is more than enough physical penetration? So this spriggan thorn set is a waste?
This is my plan
jyates214b14_ESO wrote: »15k penetration is what you should be aiming for in PvP while never really exceeding 20k. Above 20k you're over penetrating most light armor builds, sightly over penetrating medium builds and have full effect for heavy armor users. But if you are hitting 20k you're putting a lot into the CP star, have the pen set and monster piece, sharpened trait, using a maul, etc which is overkill.
As someone said above me, hit a certain point then start spreading things. My opinion is right between 15k to 20k
Also pen is useless against shields.
But if you are after those heavy armor users stack til you're hearts content.
PS4_ZeColmeia wrote: »Armor pen needs to be reduced or armor cap needs to be removed with easier options to raise armor values across the board.
This also may seem hypocritical given what I just said, but LA really needs higher pen. Pen&Crit are the damage methods for LA yet Pen is outclassed by one sharpened weapon.
My preference is to lower sharpened values and slightly raise LA's value. I also think LA needs to be slighly closer to MA in armor value. I think right now LA is 1/3 for HA, while MA is either 2/3 or 3/4 of HA. I think LA needs to the be the same difference between LA and MA as MA is HA. So if MA is 3/4 of HA, then LA would 9/16 of HA or roughly half.
Not a major buff, but would go a long way to helping alight magicka imbalance imho.
Reorx_Holybeard wrote: »It depends on what content you are playing and with who. Right I'm assuming most mobs (both trash and bosses) have 18.2k resistances:
- Solo = As much as you can get, or at least up to 18k.
- Casual/PUG Dungeon/Vet Dungeon = Perhaps 10-12k.
- Trials = No more than 10k (sometimes less).
- PVP = As much as you can get? Depends on the type of armor the people you typically fight against.
The reason you don't want too much physical/spell penetration is that once you reduce the armor of your target to 0 you get no benefit from further penetration. This was the reason that Precise was the preferred trait in prior updates when trash had 0 (or near 0) resistances.
Some typical sources of penetration are:
- Sharpened = 5160 for x2 1H or 2H
- Light Armor = 4884 Spell with 5 pieces
- Destruction Staff = 10% of Target
- 2H Mace = 20% of Target
- Crusher Enchant = 1622
- Elemental Drain = 5088 Spell
- Puncture = 5280 Physical
- CP = up to 5088
For example, I get 10791 Spell Penetration with a Sharpened Destruction and some CP. In a trial situation with someone casting Elemental Drain and the tank using a Crusher Enchantment that's a total of 17501 Spell Penetration which reduces the target's resistance to almost 0. I wouldn't benefit much from putting more into spell penetration in a trial setting. In a group/solo setting, however, not everyone is using the Crusher Enchantment or Elemental Drain as much so I might benefit from a little more penetration.
My Question is: Maul got 20% phys Penetration from Target - Destro Staffs 10% spell res
It takes away 10%/20% from the 18k~ Resistance in general? (before all other debuffs)
OR is it Like: 18000 - 5280 sharpened - 5280 puntucre/ele drain= 7440 left - 10/20% Destro/Maul = 6696 Penetration left.
I'm console player and i dont see **** in my stats Overall lol.
Would be cool if someone with know how could answer this !!
Thanks
Yours Nidro~~
Mitigation = ((Resist - Debuff) * PenetrationFactor - FlatPenetration) / (Level * 1000)
Resist = 18000 Debuff = 5280 2H Maul = 20% Final Resist = (18000 - 5280) * (1 - 0.20) - 5280 = 4896
My Question is: Maul got 20% phys Penetration from Target - Destro Staffs 10% spell res
It takes away 10%/20% from the 18k~ Resistance in general? (before all other debuffs)
OR is it Like: 18000 - 5280 sharpened - 5280 puntucre/ele drain= 7440 left - 10/20% Destro/Maul = 6696 Penetration left.
I'm console player and i dont see **** in my stats Overall lol.
Would be cool if someone with know how could answer this !!
Thanks
Yours Nidro~~
Thanks for this awesome data.
But i have another question now.
what is meant with:
- Flat Penetration
- Penetration Factor (is the 20% lowered from Maul i guess)
- And Debuff in General.
What counts as what?!?
i guess sharpened is flat penetration?
alkosh / nmg, e.g is debuff?
Thanks
WillhelmBlack wrote: »5 Black Rose and 2 medium is about 19-20k armour, so 19-20k.