puffytheslayer wrote: »in theory yes, however if you are running sharpened weapons, have your LA penetration passive, have a tonne of CP into spell pen & are wearing the spell pen set (too tired to think what its called) your penetration could be higher than the mob's resistance
edt to add: you may not need the spell pen set to exceed certain mobs spell resistance
puffytheslayer wrote: »in theory yes, however if you are running sharpened weapons, have your LA penetration passive, have a tonne of CP into spell pen & are wearing the spell pen set (too tired to think what its called) your penetration could be higher than the mob's resistance
edt to add: you may not need the spell pen set to exceed certain mobs spell resistance
Oh so if your penetration is higher than their resistance it just doesn't effect the damage output as there isn't anything left to go through.
Nice to know!
Thanks! That explains a lot.
DigitalShibby wrote: »New title of thread sounds slightly sexual.
paulsimonps wrote: »Enemies in the overworld only have 9,100 resistance, their spell and physical is the same. Mobs in Dungeons and trials have 18,200. So if you have a 2 handed weapon or 2 dual wield weapons with sharpened you get 5160 Penetration, and the light Armor Passive gives at Rank 2: 4884 Penetration. Together both of them are 10044. So in the overworld you will do maximum amount of damage, always, with those two passives. But of course for trials and dungeons you still got about 8156 resistance left on the mobs which with good support will be taken off as well.
OH also if you attack a monster with an elemental attack and they are "weak" against that element then they will have 0 resistance towards that attack regardless of your penetration stats or passives. If the mobs are "weak" against it it will also have a chance to proc an additional effect. For example Fire weakness has a chance to proc Explosion, which when procced will deal a big Fire Damage attack on the target. Not sure about proc chance for it or how much damage it is but I know that it will and can happend to targets weak to fire.
A followup question: how can you tell what the spell resistance is for a mob? And how can you tell what your spell penetration is?
paulsimonps wrote: »Enemies in the overworld only have 9,100 resistance, their spell and physical is the same. Mobs in Dungeons and trials have 18,200. So if you have a 2 handed weapon or 2 dual wield weapons with sharpened you get 5160 Penetration, and the light Armor Passive gives at Rank 2: 4884 Penetration. Together both of them are 10044. So in the overworld you will do maximum amount of damage, always, with those two passives. But of course for trials and dungeons you still got about 8156 resistance left on the mobs which with good support will be taken off as well.
OH also if you attack a monster with an elemental attack and they are "weak" against that element then they will have 0 resistance towards that attack regardless of your penetration stats or passives. If the mobs are "weak" against it it will also have a chance to proc an additional effect. For example Fire weakness has a chance to proc Explosion, which when procced will deal a big Fire Damage attack on the target. Not sure about proc chance for it or how much damage it is but I know that it will and can happend to targets weak to fire.
This information is mostly outdated.
They recently made all monsters have equal resistances.
Mostly.
Yolokin_Swagonborn wrote: »I'm more interested in knowing the increase in damage as a function of increased penetration. How much additional penetration is needed to equal and additional weapon damage enchant?
Some testing with the spriggan/spinner sets seems to show the damage gained to be equal to about 160 weapon damage but I am wondering if anyone else is getting those numbers.
paulsimonps wrote: »paulsimonps wrote: »Enemies in the overworld only have 9,100 resistance, their spell and physical is the same. Mobs in Dungeons and trials have 18,200. So if you have a 2 handed weapon or 2 dual wield weapons with sharpened you get 5160 Penetration, and the light Armor Passive gives at Rank 2: 4884 Penetration. Together both of them are 10044. So in the overworld you will do maximum amount of damage, always, with those two passives. But of course for trials and dungeons you still got about 8156 resistance left on the mobs which with good support will be taken off as well.
OH also if you attack a monster with an elemental attack and they are "weak" against that element then they will have 0 resistance towards that attack regardless of your penetration stats or passives. If the mobs are "weak" against it it will also have a chance to proc an additional effect. For example Fire weakness has a chance to proc Explosion, which when procced will deal a big Fire Damage attack on the target. Not sure about proc chance for it or how much damage it is but I know that it will and can happend to targets weak to fire.
This information is mostly outdated.
They recently made all monsters have equal resistances.
Mostly.
@Dubhliam
ALL of it is 100% Accurate. I tested it just last week. You sir are mistaken. The only place I have found so far that does not conform to this rule set is Maelstrom where the mobs have all kinds of weird resistance stats and do not follow a base rule set. But the 9,100 in overworld and 18,200 in Dungeons and Trials is still accurate.
EDIT: Just went and double checked. Dragonstar Arena is 18,200 too. So for the moment Maelstrom is the only place that is not standardized.
paulsimonps wrote: »paulsimonps wrote: »Enemies in the overworld only have 9,100 resistance, their spell and physical is the same. Mobs in Dungeons and trials have 18,200. So if you have a 2 handed weapon or 2 dual wield weapons with sharpened you get 5160 Penetration, and the light Armor Passive gives at Rank 2: 4884 Penetration. Together both of them are 10044. So in the overworld you will do maximum amount of damage, always, with those two passives. But of course for trials and dungeons you still got about 8156 resistance left on the mobs which with good support will be taken off as well.
OH also if you attack a monster with an elemental attack and they are "weak" against that element then they will have 0 resistance towards that attack regardless of your penetration stats or passives. If the mobs are "weak" against it it will also have a chance to proc an additional effect. For example Fire weakness has a chance to proc Explosion, which when procced will deal a big Fire Damage attack on the target. Not sure about proc chance for it or how much damage it is but I know that it will and can happend to targets weak to fire.
This information is mostly outdated.
They recently made all monsters have equal resistances.
Mostly.
@Dubhliam
ALL of it is 100% Accurate. I tested it just last week. You sir are mistaken. The only place I have found so far that does not conform to this rule set is Maelstrom where the mobs have all kinds of weird resistance stats and do not follow a base rule set. But the 9,100 in overworld and 18,200 in Dungeons and Trials is still accurate.
EDIT: Just went and double checked. Dragonstar Arena is 18,200 too. So for the moment Maelstrom is the only place that is not standardized.
I remember reading that monsters no longer have "weakness" to certain elements, and that all resistances have been flattened to the same values apart from certain specific monsters such as found in Maelstrom.
I'll have to do some digging to find out where I read this though...
Gilliamtherogue wrote: »SublimeSparo wrote: »So 5 light armour + Sharpened weapon = overland enemy completely penetrated?
And trolls are no longer weak to fire damage for example?
That is correct, with 5 pieces of Light Armor (4884) and a gold quality 2h Sharp Weapon (5160) and base Focus (100) will put you over the Overland resist cap.
As for the weakness, I've found a lot of conflicting results. All bosses are weak to a specific element, but many overland entities are not susceptible to their creature base weakness. For example, trolls in the rift aren't weak to fire on Live or PTS, but in Sanctum Ophidia all trolls are weak to fire. On the inverse, many zombie and blood fiend mobs are weak to fire no matter where they are found. It would be nice to receive a formal post by ZoS that allowed either players or Devs to officially publish information such as enemy weaknesses and in game resist values, to allow for some MUCH needed transparency in the game.
paulsimonps wrote: »paulsimonps wrote: »Enemies in the overworld only have 9,100 resistance, their spell and physical is the same. Mobs in Dungeons and trials have 18,200. So if you have a 2 handed weapon or 2 dual wield weapons with sharpened you get 5160 Penetration, and the light Armor Passive gives at Rank 2: 4884 Penetration. Together both of them are 10044. So in the overworld you will do maximum amount of damage, always, with those two passives. But of course for trials and dungeons you still got about 8156 resistance left on the mobs which with good support will be taken off as well.
OH also if you attack a monster with an elemental attack and they are "weak" against that element then they will have 0 resistance towards that attack regardless of your penetration stats or passives. If the mobs are "weak" against it it will also have a chance to proc an additional effect. For example Fire weakness has a chance to proc Explosion, which when procced will deal a big Fire Damage attack on the target. Not sure about proc chance for it or how much damage it is but I know that it will and can happend to targets weak to fire.
This information is mostly outdated.
They recently made all monsters have equal resistances.
Mostly.
@Dubhliam
ALL of it is 100% Accurate. I tested it just last week. You sir are mistaken. The only place I have found so far that does not conform to this rule set is Maelstrom where the mobs have all kinds of weird resistance stats and do not follow a base rule set. But the 9,100 in overworld and 18,200 in Dungeons and Trials is still accurate.
EDIT: Just went and double checked. Dragonstar Arena is 18,200 too. So for the moment Maelstrom is the only place that is not standardized.
I remember reading that monsters no longer have "weakness" to certain elements, and that all resistances have been flattened to the same values apart from certain specific monsters such as found in Maelstrom.
I'll have to do some digging to find out where I read this though...
And here it is.
Also, here is a short answer the OP gave about monster weakness:Gilliamtherogue wrote: »SublimeSparo wrote: »So 5 light armour + Sharpened weapon = overland enemy completely penetrated?
And trolls are no longer weak to fire damage for example?
That is correct, with 5 pieces of Light Armor (4884) and a gold quality 2h Sharp Weapon (5160) and base Focus (100) will put you over the Overland resist cap.
As for the weakness, I've found a lot of conflicting results. All bosses are weak to a specific element, but many overland entities are not susceptible to their creature base weakness. For example, trolls in the rift aren't weak to fire on Live or PTS, but in Sanctum Ophidia all trolls are weak to fire. On the inverse, many zombie and blood fiend mobs are weak to fire no matter where they are found. It would be nice to receive a formal post by ZoS that allowed either players or Devs to officially publish information such as enemy weaknesses and in game resist values, to allow for some MUCH needed transparency in the game.
Turns out I overgeneralized what I read. Something I often do.
But still, resistance values have been tampered with since One Tamriel.
paulsimonps wrote: »paulsimonps wrote: »paulsimonps wrote: »Enemies in the overworld only have 9,100 resistance, their spell and physical is the same. Mobs in Dungeons and trials have 18,200. So if you have a 2 handed weapon or 2 dual wield weapons with sharpened you get 5160 Penetration, and the light Armor Passive gives at Rank 2: 4884 Penetration. Together both of them are 10044. So in the overworld you will do maximum amount of damage, always, with those two passives. But of course for trials and dungeons you still got about 8156 resistance left on the mobs which with good support will be taken off as well.
OH also if you attack a monster with an elemental attack and they are "weak" against that element then they will have 0 resistance towards that attack regardless of your penetration stats or passives. If the mobs are "weak" against it it will also have a chance to proc an additional effect. For example Fire weakness has a chance to proc Explosion, which when procced will deal a big Fire Damage attack on the target. Not sure about proc chance for it or how much damage it is but I know that it will and can happend to targets weak to fire.
This information is mostly outdated.
They recently made all monsters have equal resistances.
Mostly.
@Dubhliam
ALL of it is 100% Accurate. I tested it just last week. You sir are mistaken. The only place I have found so far that does not conform to this rule set is Maelstrom where the mobs have all kinds of weird resistance stats and do not follow a base rule set. But the 9,100 in overworld and 18,200 in Dungeons and Trials is still accurate.
EDIT: Just went and double checked. Dragonstar Arena is 18,200 too. So for the moment Maelstrom is the only place that is not standardized.
I remember reading that monsters no longer have "weakness" to certain elements, and that all resistances have been flattened to the same values apart from certain specific monsters such as found in Maelstrom.
I'll have to do some digging to find out where I read this though...
And here it is.
Also, here is a short answer the OP gave about monster weakness:Gilliamtherogue wrote: »SublimeSparo wrote: »So 5 light armour + Sharpened weapon = overland enemy completely penetrated?
And trolls are no longer weak to fire damage for example?
That is correct, with 5 pieces of Light Armor (4884) and a gold quality 2h Sharp Weapon (5160) and base Focus (100) will put you over the Overland resist cap.
As for the weakness, I've found a lot of conflicting results. All bosses are weak to a specific element, but many overland entities are not susceptible to their creature base weakness. For example, trolls in the rift aren't weak to fire on Live or PTS, but in Sanctum Ophidia all trolls are weak to fire. On the inverse, many zombie and blood fiend mobs are weak to fire no matter where they are found. It would be nice to receive a formal post by ZoS that allowed either players or Devs to officially publish information such as enemy weaknesses and in game resist values, to allow for some MUCH needed transparency in the game.
Turns out I overgeneralized what I read. Something I often do.
But still, resistance values have been tampered with since One Tamriel.
Both the link and the quote both say that I was right so..... what are we arguing about exactly?
paulsimonps wrote: »paulsimonps wrote: »paulsimonps wrote: »Enemies in the overworld only have 9,100 resistance, their spell and physical is the same. Mobs in Dungeons and trials have 18,200. So if you have a 2 handed weapon or 2 dual wield weapons with sharpened you get 5160 Penetration, and the light Armor Passive gives at Rank 2: 4884 Penetration. Together both of them are 10044. So in the overworld you will do maximum amount of damage, always, with those two passives. But of course for trials and dungeons you still got about 8156 resistance left on the mobs which with good support will be taken off as well.
OH also if you attack a monster with an elemental attack and they are "weak" against that element then they will have 0 resistance towards that attack regardless of your penetration stats or passives. If the mobs are "weak" against it it will also have a chance to proc an additional effect. For example Fire weakness has a chance to proc Explosion, which when procced will deal a big Fire Damage attack on the target. Not sure about proc chance for it or how much damage it is but I know that it will and can happend to targets weak to fire.
This information is mostly outdated.
They recently made all monsters have equal resistances.
Mostly.
@Dubhliam
ALL of it is 100% Accurate. I tested it just last week. You sir are mistaken. The only place I have found so far that does not conform to this rule set is Maelstrom where the mobs have all kinds of weird resistance stats and do not follow a base rule set. But the 9,100 in overworld and 18,200 in Dungeons and Trials is still accurate.
EDIT: Just went and double checked. Dragonstar Arena is 18,200 too. So for the moment Maelstrom is the only place that is not standardized.
I remember reading that monsters no longer have "weakness" to certain elements, and that all resistances have been flattened to the same values apart from certain specific monsters such as found in Maelstrom.
I'll have to do some digging to find out where I read this though...
And here it is.
Also, here is a short answer the OP gave about monster weakness:Gilliamtherogue wrote: »SublimeSparo wrote: »So 5 light armour + Sharpened weapon = overland enemy completely penetrated?
And trolls are no longer weak to fire damage for example?
That is correct, with 5 pieces of Light Armor (4884) and a gold quality 2h Sharp Weapon (5160) and base Focus (100) will put you over the Overland resist cap.
As for the weakness, I've found a lot of conflicting results. All bosses are weak to a specific element, but many overland entities are not susceptible to their creature base weakness. For example, trolls in the rift aren't weak to fire on Live or PTS, but in Sanctum Ophidia all trolls are weak to fire. On the inverse, many zombie and blood fiend mobs are weak to fire no matter where they are found. It would be nice to receive a formal post by ZoS that allowed either players or Devs to officially publish information such as enemy weaknesses and in game resist values, to allow for some MUCH needed transparency in the game.
Turns out I overgeneralized what I read. Something I often do.
But still, resistance values have been tampered with since One Tamriel.
Both the link and the quote both say that I was right so..... what are we arguing about exactly?
Well, I would not call it arguing.
I simply thought a part of your post was inaccurate, namely the part about the monster weaknesses.
Turns out I overlooked the fact that monster weaknesses are still a thing, but not in the extent that it was prior to One Tamriel.
Although, it baffles me why they decided to leave only certain (overland) mobs with weaknesses, while removing weaknesses from other (overland) mobs.
I have not tested it myself, but I can only assume that undead are the only type of (overland) monsters that still have a element weakness (to fire).
paulsimonps wrote: »paulsimonps wrote: »paulsimonps wrote: »paulsimonps wrote: »Enemies in the overworld only have 9,100 resistance, their spell and physical is the same. Mobs in Dungeons and trials have 18,200. So if you have a 2 handed weapon or 2 dual wield weapons with sharpened you get 5160 Penetration, and the light Armor Passive gives at Rank 2: 4884 Penetration. Together both of them are 10044. So in the overworld you will do maximum amount of damage, always, with those two passives. But of course for trials and dungeons you still got about 8156 resistance left on the mobs which with good support will be taken off as well.
OH also if you attack a monster with an elemental attack and they are "weak" against that element then they will have 0 resistance towards that attack regardless of your penetration stats or passives. If the mobs are "weak" against it it will also have a chance to proc an additional effect. For example Fire weakness has a chance to proc Explosion, which when procced will deal a big Fire Damage attack on the target. Not sure about proc chance for it or how much damage it is but I know that it will and can happend to targets weak to fire.
This information is mostly outdated.
They recently made all monsters have equal resistances.
Mostly.
@Dubhliam
ALL of it is 100% Accurate. I tested it just last week. You sir are mistaken. The only place I have found so far that does not conform to this rule set is Maelstrom where the mobs have all kinds of weird resistance stats and do not follow a base rule set. But the 9,100 in overworld and 18,200 in Dungeons and Trials is still accurate.
EDIT: Just went and double checked. Dragonstar Arena is 18,200 too. So for the moment Maelstrom is the only place that is not standardized.
I remember reading that monsters no longer have "weakness" to certain elements, and that all resistances have been flattened to the same values apart from certain specific monsters such as found in Maelstrom.
I'll have to do some digging to find out where I read this though...
And here it is.
Also, here is a short answer the OP gave about monster weakness:Gilliamtherogue wrote: »SublimeSparo wrote: »So 5 light armour + Sharpened weapon = overland enemy completely penetrated?
And trolls are no longer weak to fire damage for example?
That is correct, with 5 pieces of Light Armor (4884) and a gold quality 2h Sharp Weapon (5160) and base Focus (100) will put you over the Overland resist cap.
As for the weakness, I've found a lot of conflicting results. All bosses are weak to a specific element, but many overland entities are not susceptible to their creature base weakness. For example, trolls in the rift aren't weak to fire on Live or PTS, but in Sanctum Ophidia all trolls are weak to fire. On the inverse, many zombie and blood fiend mobs are weak to fire no matter where they are found. It would be nice to receive a formal post by ZoS that allowed either players or Devs to officially publish information such as enemy weaknesses and in game resist values, to allow for some MUCH needed transparency in the game.
Turns out I overgeneralized what I read. Something I often do.
But still, resistance values have been tampered with since One Tamriel.
Both the link and the quote both say that I was right so..... what are we arguing about exactly?
Well, I would not call it arguing.
I simply thought a part of your post was inaccurate, namely the part about the monster weaknesses.
Turns out I overlooked the fact that monster weaknesses are still a thing, but not in the extent that it was prior to One Tamriel.
Although, it baffles me why they decided to leave only certain (overland) mobs with weaknesses, while removing weaknesses from other (overland) mobs.
I have not tested it myself, but I can only assume that undead are the only type of (overland) monsters that still have a element weakness (to fire).
Actually I was testing it on a Ice Wraith just a few min ago and they are still weak to fire.
Thou an extensive Bestiary would be awesome
paulsimonps wrote: »paulsimonps wrote: »paulsimonps wrote: »paulsimonps wrote: »Enemies in the overworld only have 9,100 resistance, their spell and physical is the same. Mobs in Dungeons and trials have 18,200. So if you have a 2 handed weapon or 2 dual wield weapons with sharpened you get 5160 Penetration, and the light Armor Passive gives at Rank 2: 4884 Penetration. Together both of them are 10044. So in the overworld you will do maximum amount of damage, always, with those two passives. But of course for trials and dungeons you still got about 8156 resistance left on the mobs which with good support will be taken off as well.
OH also if you attack a monster with an elemental attack and they are "weak" against that element then they will have 0 resistance towards that attack regardless of your penetration stats or passives. If the mobs are "weak" against it it will also have a chance to proc an additional effect. For example Fire weakness has a chance to proc Explosion, which when procced will deal a big Fire Damage attack on the target. Not sure about proc chance for it or how much damage it is but I know that it will and can happend to targets weak to fire.
This information is mostly outdated.
They recently made all monsters have equal resistances.
Mostly.
@Dubhliam
ALL of it is 100% Accurate. I tested it just last week. You sir are mistaken. The only place I have found so far that does not conform to this rule set is Maelstrom where the mobs have all kinds of weird resistance stats and do not follow a base rule set. But the 9,100 in overworld and 18,200 in Dungeons and Trials is still accurate.
EDIT: Just went and double checked. Dragonstar Arena is 18,200 too. So for the moment Maelstrom is the only place that is not standardized.
I remember reading that monsters no longer have "weakness" to certain elements, and that all resistances have been flattened to the same values apart from certain specific monsters such as found in Maelstrom.
I'll have to do some digging to find out where I read this though...
And here it is.
Also, here is a short answer the OP gave about monster weakness:Gilliamtherogue wrote: »SublimeSparo wrote: »So 5 light armour + Sharpened weapon = overland enemy completely penetrated?
And trolls are no longer weak to fire damage for example?
That is correct, with 5 pieces of Light Armor (4884) and a gold quality 2h Sharp Weapon (5160) and base Focus (100) will put you over the Overland resist cap.
As for the weakness, I've found a lot of conflicting results. All bosses are weak to a specific element, but many overland entities are not susceptible to their creature base weakness. For example, trolls in the rift aren't weak to fire on Live or PTS, but in Sanctum Ophidia all trolls are weak to fire. On the inverse, many zombie and blood fiend mobs are weak to fire no matter where they are found. It would be nice to receive a formal post by ZoS that allowed either players or Devs to officially publish information such as enemy weaknesses and in game resist values, to allow for some MUCH needed transparency in the game.
Turns out I overgeneralized what I read. Something I often do.
But still, resistance values have been tampered with since One Tamriel.
Both the link and the quote both say that I was right so..... what are we arguing about exactly?
Well, I would not call it arguing.
I simply thought a part of your post was inaccurate, namely the part about the monster weaknesses.
Turns out I overlooked the fact that monster weaknesses are still a thing, but not in the extent that it was prior to One Tamriel.
Although, it baffles me why they decided to leave only certain (overland) mobs with weaknesses, while removing weaknesses from other (overland) mobs.
I have not tested it myself, but I can only assume that undead are the only type of (overland) monsters that still have a element weakness (to fire).
Actually I was testing it on a Ice Wraith just a few min ago and they are still weak to fire.
Thou an extensive Bestiary would be awesome
Aren't Wraiths undead??

paulsimonps wrote: »paulsimonps wrote: »paulsimonps wrote: »paulsimonps wrote: »paulsimonps wrote: »Enemies in the overworld only have 9,100 resistance, their spell and physical is the same. Mobs in Dungeons and trials have 18,200. So if you have a 2 handed weapon or 2 dual wield weapons with sharpened you get 5160 Penetration, and the light Armor Passive gives at Rank 2: 4884 Penetration. Together both of them are 10044. So in the overworld you will do maximum amount of damage, always, with those two passives. But of course for trials and dungeons you still got about 8156 resistance left on the mobs which with good support will be taken off as well.
OH also if you attack a monster with an elemental attack and they are "weak" against that element then they will have 0 resistance towards that attack regardless of your penetration stats or passives. If the mobs are "weak" against it it will also have a chance to proc an additional effect. For example Fire weakness has a chance to proc Explosion, which when procced will deal a big Fire Damage attack on the target. Not sure about proc chance for it or how much damage it is but I know that it will and can happend to targets weak to fire.
This information is mostly outdated.
They recently made all monsters have equal resistances.
Mostly.
@Dubhliam
ALL of it is 100% Accurate. I tested it just last week. You sir are mistaken. The only place I have found so far that does not conform to this rule set is Maelstrom where the mobs have all kinds of weird resistance stats and do not follow a base rule set. But the 9,100 in overworld and 18,200 in Dungeons and Trials is still accurate.
EDIT: Just went and double checked. Dragonstar Arena is 18,200 too. So for the moment Maelstrom is the only place that is not standardized.
I remember reading that monsters no longer have "weakness" to certain elements, and that all resistances have been flattened to the same values apart from certain specific monsters such as found in Maelstrom.
I'll have to do some digging to find out where I read this though...
And here it is.
Also, here is a short answer the OP gave about monster weakness:Gilliamtherogue wrote: »SublimeSparo wrote: »So 5 light armour + Sharpened weapon = overland enemy completely penetrated?
And trolls are no longer weak to fire damage for example?
That is correct, with 5 pieces of Light Armor (4884) and a gold quality 2h Sharp Weapon (5160) and base Focus (100) will put you over the Overland resist cap.
As for the weakness, I've found a lot of conflicting results. All bosses are weak to a specific element, but many overland entities are not susceptible to their creature base weakness. For example, trolls in the rift aren't weak to fire on Live or PTS, but in Sanctum Ophidia all trolls are weak to fire. On the inverse, many zombie and blood fiend mobs are weak to fire no matter where they are found. It would be nice to receive a formal post by ZoS that allowed either players or Devs to officially publish information such as enemy weaknesses and in game resist values, to allow for some MUCH needed transparency in the game.
Turns out I overgeneralized what I read. Something I often do.
But still, resistance values have been tampered with since One Tamriel.
Both the link and the quote both say that I was right so..... what are we arguing about exactly?
Well, I would not call it arguing.
I simply thought a part of your post was inaccurate, namely the part about the monster weaknesses.
Turns out I overlooked the fact that monster weaknesses are still a thing, but not in the extent that it was prior to One Tamriel.
Although, it baffles me why they decided to leave only certain (overland) mobs with weaknesses, while removing weaknesses from other (overland) mobs.
I have not tested it myself, but I can only assume that undead are the only type of (overland) monsters that still have a element weakness (to fire).
Actually I was testing it on a Ice Wraith just a few min ago and they are still weak to fire.
Thou an extensive Bestiary would be awesome
Aren't Wraiths undead??
Wraiths are yes but ICE Wraiths are not.
You know these guys:
Easy way to check if something counts as undead. Slot Expert Hunter and if they glow they are undead. Ice Wraiths do not glow and they are not undead but they are still weak to fire.
puffytheslayer wrote: »in theory yes, however if you are running sharpened weapons, have your LA penetration passive, have a tonne of CP into spell pen & are wearing the spell pen set (too tired to think what its called) your penetration could be higher than the mob's resistance
edt to add: you may not need the spell pen set to exceed certain mobs spell resistance
Oh so if your penetration is higher than their resistance it just doesn't effect the damage output as there isn't anything left to go through.
Nice to know!
Thanks! That explains a lot.
byrdmanwes wrote: »I believe it's suppose to be around 4k penetration for your respective stat and build. For example night mother's gaze is popular among stamina users when they are solo, but if they are in a group where someone is already killing the resistance of mobs and bosses then other sets are better.
A followup question: how can you tell what the spell resistance is for a mob? And how can you tell what your spell penetration is?
puffytheslayer wrote: »A followup question: how can you tell what the spell resistance is for a mob? And how can you tell what your spell penetration is?
**cough** I knew someone would come along and give the detailed answer if i skulked away for long enough. so now my original reply is still insightfull & in no way tarnished by my lack of detailed knowledge **cough**