paulsimonps wrote: »Just saw this build on the battlemasters corner, question. Why so many points into Spell Shield and Heavy armor Focus and nothing into Hardy, Elemental Defender or IronClad?
100p into spell shield is 5280 spell resistance, which gives you 7.9% mitigation against magicka, fire, shock and frost attacks.
Just 43 points into Elemental defender gives you 10% mitigation against Magicka, Fire, Shock and Frost.
The same numbers and comparison can be made with Heavy Armor Focus and Hardy.
Taking those 180-190 points you would spend into those 2 you could instead put 43 into Hardy and 43 into Elemental Defender and could then put points else where, such as Iron clad.
A solid 51 points into IronClad gives you 19% mitigation against any direct damage attack, and it would stack with Elemental Expert and Hardy. You would then have about 53 unused points to put elsewhere, my recommendation would be bumping up Thick Skin to 51points too for 19% from there too, which also stacks with Elemental Defender and Hardy and I mean anything that isn't a Direct damage attack is most likely a Damage over Time effect. Basically this combo of Ironclad, Thick Skin, Elemental Defender and Hardy gives you a solid 27% mitigation against all types of damage.
Alpha-Lupi wrote: »paulsimonps wrote: »Just saw this build on the battlemasters corner, question. Why so many points into Spell Shield and Heavy armor Focus and nothing into Hardy, Elemental Defender or IronClad?
100p into spell shield is 5280 spell resistance, which gives you 7.9% mitigation against magicka, fire, shock and frost attacks.
Just 43 points into Elemental defender gives you 10% mitigation against Magicka, Fire, Shock and Frost.
The same numbers and comparison can be made with Heavy Armor Focus and Hardy.
Taking those 180-190 points you would spend into those 2 you could instead put 43 into Hardy and 43 into Elemental Defender and could then put points else where, such as Iron clad.
A solid 51 points into IronClad gives you 19% mitigation against any direct damage attack, and it would stack with Elemental Expert and Hardy. You would then have about 53 unused points to put elsewhere, my recommendation would be bumping up Thick Skin to 51points too for 19% from there too, which also stacks with Elemental Defender and Hardy and I mean anything that isn't a Direct damage attack is most likely a Damage over Time effect. Basically this combo of Ironclad, Thick Skin, Elemental Defender and Hardy gives you a solid 27% mitigation against all types of damage.
I'll take that into consideration (& run some tests on console). but remember this, as @Reorx_Holybeard once wisely quoted (it is a small part.):
"You are correct that tooltips should be viewed with caution most of the time. While they are generally accurate as of lately they do not always reflect all damage bonus correctly. Although when you use a training dummy or mob to test with you must be careful to factor in armor/penetration which can be a complex calculation."
paulsimonps wrote: »Alpha-Lupi wrote: »paulsimonps wrote: »Just saw this build on the battlemasters corner, question. Why so many points into Spell Shield and Heavy armor Focus and nothing into Hardy, Elemental Defender or IronClad?
100p into spell shield is 5280 spell resistance, which gives you 7.9% mitigation against magicka, fire, shock and frost attacks.
Just 43 points into Elemental defender gives you 10% mitigation against Magicka, Fire, Shock and Frost.
The same numbers and comparison can be made with Heavy Armor Focus and Hardy.
Taking those 180-190 points you would spend into those 2 you could instead put 43 into Hardy and 43 into Elemental Defender and could then put points else where, such as Iron clad.
A solid 51 points into IronClad gives you 19% mitigation against any direct damage attack, and it would stack with Elemental Expert and Hardy. You would then have about 53 unused points to put elsewhere, my recommendation would be bumping up Thick Skin to 51points too for 19% from there too, which also stacks with Elemental Defender and Hardy and I mean anything that isn't a Direct damage attack is most likely a Damage over Time effect. Basically this combo of Ironclad, Thick Skin, Elemental Defender and Hardy gives you a solid 27% mitigation against all types of damage.
I'll take that into consideration (& run some tests on console). but remember this, as @Reorx_Holybeard once wisely quoted (it is a small part.):
"You are correct that tooltips should be viewed with caution most of the time. While they are generally accurate as of lately they do not always reflect all damage bonus correctly. Although when you use a training dummy or mob to test with you must be careful to factor in armor/penetration which can be a complex calculation."
https://forums.elderscrollsonline.com/en/discussion/279426/damage-mitigation-explanation-and-list-of-options/p1
My knowledge is not just tooltips.
paulsimonps wrote: »Alpha-Lupi wrote: »paulsimonps wrote: »Just saw this build on the battlemasters corner, question. Why so many points into Spell Shield and Heavy armor Focus and nothing into Hardy, Elemental Defender or IronClad?
100p into spell shield is 5280 spell resistance, which gives you 7.9% mitigation against magicka, fire, shock and frost attacks.
Just 43 points into Elemental defender gives you 10% mitigation against Magicka, Fire, Shock and Frost.
The same numbers and comparison can be made with Heavy Armor Focus and Hardy.
Taking those 180-190 points you would spend into those 2 you could instead put 43 into Hardy and 43 into Elemental Defender and could then put points else where, such as Iron clad.
A solid 51 points into IronClad gives you 19% mitigation against any direct damage attack, and it would stack with Elemental Expert and Hardy. You would then have about 53 unused points to put elsewhere, my recommendation would be bumping up Thick Skin to 51points too for 19% from there too, which also stacks with Elemental Defender and Hardy and I mean anything that isn't a Direct damage attack is most likely a Damage over Time effect. Basically this combo of Ironclad, Thick Skin, Elemental Defender and Hardy gives you a solid 27% mitigation against all types of damage.
I'll take that into consideration (& run some tests on console). but remember this, as @Reorx_Holybeard once wisely quoted (it is a small part.):
"You are correct that tooltips should be viewed with caution most of the time. While they are generally accurate as of lately they do not always reflect all damage bonus correctly. Although when you use a training dummy or mob to test with you must be careful to factor in armor/penetration which can be a complex calculation."
https://forums.elderscrollsonline.com/en/discussion/279426/damage-mitigation-explanation-and-list-of-options/p1
My knowledge is not just tooltips.
I've found that, for PvP, it depended on which you can boost easily. At 21k resists, I noticed ironclad/thick skin didn't increase my total mitigation after reaching 18% in each. I also found that, Hardy/elemental defender stopped significant contributions to my total mitigation after about 8%, especially when I placed so many points into thick skin/ironclad.
For my build, I had unnaturally high resistance to magic. On my offense bar I was at 26k buffed resists and 30k buffed on my defending Frost bar. But my physical resists were low since I was in light armor (21k buffed/25-26k buffed)
I used your calculator, 10k DMG, and compared all the sources. It seems to work very well in PvP.
Link below to my current build:
http://en.m.uesp.net/wiki/Special:EsoBuildData?id=24691
Alpha-Lupi wrote: »no need for bickering you two, both options should be considered to a certain extent & quite frankly, I already have the solution.
paulsimonps wrote: »paulsimonps wrote: »Alpha-Lupi wrote: »paulsimonps wrote: »Just saw this build on the battlemasters corner, question. Why so many points into Spell Shield and Heavy armor Focus and nothing into Hardy, Elemental Defender or IronClad?
100p into spell shield is 5280 spell resistance, which gives you 7.9% mitigation against magicka, fire, shock and frost attacks.
Just 43 points into Elemental defender gives you 10% mitigation against Magicka, Fire, Shock and Frost.
The same numbers and comparison can be made with Heavy Armor Focus and Hardy.
Taking those 180-190 points you would spend into those 2 you could instead put 43 into Hardy and 43 into Elemental Defender and could then put points else where, such as Iron clad.
A solid 51 points into IronClad gives you 19% mitigation against any direct damage attack, and it would stack with Elemental Expert and Hardy. You would then have about 53 unused points to put elsewhere, my recommendation would be bumping up Thick Skin to 51points too for 19% from there too, which also stacks with Elemental Defender and Hardy and I mean anything that isn't a Direct damage attack is most likely a Damage over Time effect. Basically this combo of Ironclad, Thick Skin, Elemental Defender and Hardy gives you a solid 27% mitigation against all types of damage.
I'll take that into consideration (& run some tests on console). but remember this, as @Reorx_Holybeard once wisely quoted (it is a small part.):
"You are correct that tooltips should be viewed with caution most of the time. While they are generally accurate as of lately they do not always reflect all damage bonus correctly. Although when you use a training dummy or mob to test with you must be careful to factor in armor/penetration which can be a complex calculation."
https://forums.elderscrollsonline.com/en/discussion/279426/damage-mitigation-explanation-and-list-of-options/p1
My knowledge is not just tooltips.
I've found that, for PvP, it depended on which you can boost easily. At 21k resists, I noticed ironclad/thick skin didn't increase my total mitigation after reaching 18% in each. I also found that, Hardy/elemental defender stopped significant contributions to my total mitigation after about 8%, especially when I placed so many points into thick skin/ironclad.
For my build, I had unnaturally high resistance to magic. On my offense bar I was at 26k buffed resists and 30k buffed on my defending Frost bar. But my physical resists were low since I was in light armor (21k buffed/25-26k buffed)
I used your calculator, 10k DMG, and compared all the sources. It seems to work very well in PvP.
Link below to my current build:
http://en.m.uesp.net/wiki/Special:EsoBuildData?id=24691
Got the remember, CP can not be Penetrated, Resistance can.
@paulsimonps A quick question to you regarding the enchantments that gives you resistance against poison and disease. Does they make you immune to minor defile? I remember you writing something similar about those enchants but I can´t really remember what it was with them. You mind enlighten me once again?
paulsimonps wrote: »@paulsimonps A quick question to you regarding the enchantments that gives you resistance against poison and disease. Does they make you immune to minor defile? I remember you writing something similar about those enchants but I can´t really remember what it was with them. You mind enlighten me once again?
It does not, the only thing the Resistance enchantment will do is increase your resistance towards the damage type and make you immune to the damage types secondary effect. And the secondary effect of Disease is Major Defile, but you can still be hit with other sources of Major Defile, and Minor Defile as well obviously.
paulsimonps wrote: »@paulsimonps A quick question to you regarding the enchantments that gives you resistance against poison and disease. Does they make you immune to minor defile? I remember you writing something similar about those enchants but I can´t really remember what it was with them. You mind enlighten me once again?
It does not, the only thing the Resistance enchantment will do is increase your resistance towards the damage type and make you immune to the damage types secondary effect. And the secondary effect of Disease is Major Defile, but you can still be hit with other sources of Major Defile, and Minor Defile as well obviously.
Secondary effects such as enchants and poisons??
TalostheCat wrote: »There are numerous flaws with this build (seen on Battlemaster's Corner), such as "do whatever you want and let your inner wolf guide you" and Alpha-Lupi doesn't seem to want to discuss, as he thinks we're just out to 'bicker'. This concerns me. I do not recommend this build. Once Alpha-Lupi starts understanding the need for build discussion and refining, then we can have a dialogue.
bigheadsfork wrote: »Bull Netch grants major brutality, and it's a free cost ability. Major brutality is also the 5th buff that you get from the Dreugh King Slayer set. However, it doesn't stack. This makes me feel like the 5th trait on that set would be a waste, since you can get major brutality from a lot of other sources. Am I wrong in thinking this?
TalostheCat wrote: »There are numerous flaws with this build (seen on Battlemaster's Corner), such as "do whatever you want and let your inner wolf guide you" and Alpha-Lupi doesn't seem to want to discuss, as he thinks we're just out to 'bicker'. This concerns me. I do not recommend this build. Once Alpha-Lupi starts understanding the need for build discussion and refining, then we can have a dialogue.
He just wants people to be respectful. No harm.
Paul also said it was just a harmless discussion.
In the design world this is called "critique" and in this form of discussion there is no 100% perfect. The best discussion always finds one problem that no one agrees on but that is not a flaw, it's about trying to articulate the viewpoints which will benefit everyone, think about and make a decision based on the information presented.
Hunniebeenikki wrote: »TalostheCat wrote: »There are numerous flaws with this build (seen on Battlemaster's Corner), such as "do whatever you want and let your inner wolf guide you" and Alpha-Lupi doesn't seem to want to discuss, as he thinks we're just out to 'bicker'. This concerns me. I do not recommend this build. Once Alpha-Lupi starts understanding the need for build discussion and refining, then we can have a dialogue.
He just wants people to be respectful. No harm.
Paul also said it was just a harmless discussion.
In the design world this is called "critique" and in this form of discussion there is no 100% perfect. The best discussion always finds one problem that no one agrees on but that is not a flaw, it's about trying to articulate the viewpoints which will benefit everyone, think about and make a decision based on the information presented.
Do to the questions being asked and answered and explained... I have found this thread very interesting and helpful... I am considering makin a new toon and tryin this build with an Orc... (Not my norm) Sooo @Alpha-Lupi Do you have a direct link for your build pls..
Alpha-Lupi wrote: »Hunniebeenikki wrote: »TalostheCat wrote: »There are numerous flaws with this build (seen on Battlemaster's Corner), such as "do whatever you want and let your inner wolf guide you" and Alpha-Lupi doesn't seem to want to discuss, as he thinks we're just out to 'bicker'. This concerns me. I do not recommend this build. Once Alpha-Lupi starts understanding the need for build discussion and refining, then we can have a dialogue.
He just wants people to be respectful. No harm.
Paul also said it was just a harmless discussion.
In the design world this is called "critique" and in this form of discussion there is no 100% perfect. The best discussion always finds one problem that no one agrees on but that is not a flaw, it's about trying to articulate the viewpoints which will benefit everyone, think about and make a decision based on the information presented.
Do to the questions being asked and answered and explained... I have found this thread very interesting and helpful... I am considering makin a new toon and tryin this build with an Orc... (Not my norm) Sooo @Alpha-Lupi Do you have a direct link for your build pls..
did you check to see how many pages there are in this thread, because when a thread has a lot of commentary, it extends to another page, which is why I advise checking page 1 at the top to see the build. You can find the page tabs at the top or bottom of this discussion for easy navigation.
https://forums.elderscrollsonline.com/en/discussion/351953/were-warden-build-update-1-3
You will gain more weapon damage with an infused off hand weapon with weapon damage enchant glyph.
Alpha-Lupi wrote: »You will gain more weapon damage with an infused off hand weapon with weapon damage enchant glyph.
I know, but I prefer to retain weapon damage through Nirnhoned means than to go with an infused off-hand variant, plus from my perspective, it is better to have plenty of base damage from Armor sets, weapons, etc. than to let enchantments do the talking for you, because weapon enchantments are a temporary commodity, whereas having nirnhoned weapons with a provided setup means that you will have plenty of flat damage even when weapon enchantments run out of charge.
The emphasis behind some of these workings is that it provides a high amount of weapon damage without solely relying on weapon enchantments too much which gives beginners & professional players alike a special type of power play "almost" never before seen in PvE, Because by having plenty of weapon damage through passives, Armor sets, nirnhoned weapons, champion skills and a few other key variations, one can achieve a lot of weapon damage without the need for weapon enchantments that temporarily increase your weapon damage or even reduce an enemies physical/spell resistance respectively. (In a way, it helps one save extra soul gems regardless of the soul gem count, plus each one sells for 30 gold at an NPC merchant & I usually keep 200 of them, any more than that & they get sold for gold which is a good way to make easy gold when farming bosses.)
But otherwise, it is your choice if you wish to use an Infused Offhand Weapon with a weapon damage glyph, but I prefer more base damage for in the long run.
paulsimonps wrote: »Alpha-Lupi wrote: »You will gain more weapon damage with an infused off hand weapon with weapon damage enchant glyph.
I know, but I prefer to retain weapon damage through Nirnhoned means than to go with an infused off-hand variant, plus from my perspective, it is better to have plenty of base damage from Armor sets, weapons, etc. than to let enchantments do the talking for you, because weapon enchantments are a temporary commodity, whereas having nirnhoned weapons with a provided setup means that you will have plenty of flat damage even when weapon enchantments run out of charge.
The emphasis behind some of these workings is that it provides a high amount of weapon damage without solely relying on weapon enchantments too much which gives beginners & professional players alike a special type of power play "almost" never before seen in PvE, Because by having plenty of weapon damage through passives, Armor sets, nirnhoned weapons, champion skills and a few other key variations, one can achieve a lot of weapon damage without the need for weapon enchantments that temporarily increase your weapon damage or even reduce an enemies physical/spell resistance respectively. (In a way, it helps one save extra soul gems regardless of the soul gem count, plus each one sells for 30 gold at an NPC merchant & I usually keep 200 of them, any more than that & they get sold for gold which is a good way to make easy gold when farming bosses.)
But otherwise, it is your choice if you wish to use an Infused Offhand Weapon with a weapon damage glyph, but I prefer more base damage for in the long run.
The problems is that the weapon damage you get from a Nirnhoned off hand is really low, cause the off hand weapon has significantly less weapon damage. The off hand weapon only gives roughly 25% of the base damage of the weapon. Here are some nice numbers
Gold CP 160 One Handed Weapon, non Nirnhoned: 1335 weapon damage
Gold CP 160 One Handed Weapon, Nirnhoned: 1535 weapon damage
Dual Wielding:
- No Passives:
- Double non Nirnhoned: 1572 weapon damage
- Main hand Nirnhoned: 1772 weapon damage
- Double Nirnhoned: 1807 weapon damage
- Dual Wield Expert Passive:
- Double non Nirnhoned: 1664 weapon damage
- Main hand Nirnhoned: 1864 weapon damage
- Double Nirnhoned: 1899 weapon damage
- In Werewolf Form:
- Double non Nirnhoned: 1854 weapon damage
- Main hand Nirnhoned: 2090 weapon damage
- Double Nirnhoned: 2132 weapon damage
Weapon Damage Enchantment
Base enchantment 348 weapon damage for 5s with 10s cooldown
Infused enchantment 452 weapon damage for 5s with 5s cooldown
So one thing to remember, the Dual Wield Expert Passive is turned off in Werewolf form, I specifically double checked for this test. So in Werewolf, double Nirnhoned gives you a measly 42 weapon damage increase in werewolf form and even less in non werewolf with Dual Wield expert at only 35. As we can see though the difference between no Nirnhoned and Nirnhoned on Main bar is a lot more significant at 236 in Werewolf form and 200 with Dual Wield expert in non werewolf.
A base Weapon Damage enchantment will give you a nice boost and almost everyone uses them. The change from base to Infused is a solid 104 weapon damage, about 2.5 times as much as the Off hand Nirnhoned gave. Not only is there an increase of 104 weapon damage, it also reduces to cooldown to 5s down from 10s. And since enchantment like these does proc of Werewolf light and heavy attack this is very much so a viable set up to run, considering light and heavy attacks are used a lot as a werewolf.
Another good trait that should be considered is Precise, a lot of stamina users are now using Nirnhoned/Infused Main Hand and Precise off Hand. This gives you a 3.5% boost to Weapon and Spell Critical, and correct me if I am wrong but the werewolf heal scales of Spell Critical. So not only will you increase your critical chance with your DoTs and Direct attacks, you will increase the chance to get stronger self heal. Now a Werewolf does not have as many DoTs as a regular stamina character that has 2 bars and 2 ultimate's to use so you will have to decide for yourself if Infused or Precise off hand is the right choice for you. But @Chrlynsch I agree, the Infused off hand weapon looks much better than the slight constant base increase of a off hand Nirnhoned weapon.
Alpha-Lupi wrote: »You will gain more weapon damage with an infused off hand weapon with weapon damage enchant glyph.
I know, but I prefer to retain weapon damage through Nirnhoned means than to go with an infused off-hand variant, plus from my perspective, it is better to have plenty of base damage from Armor sets, weapons, etc. than to let enchantments do the talking for you, because weapon enchantments are a temporary commodity, whereas having nirnhoned weapons with a provided setup means that you will have plenty of flat damage even when weapon enchantments run out of charge.
The emphasis behind some of these workings is that it provides a high amount of weapon damage without solely relying on weapon enchantments too much which gives beginners & professional players alike a special type of power play "almost" never before seen in PvE, Because by having plenty of weapon damage through passives, Armor sets, nirnhoned weapons, champion skills and a few other key variations, one can achieve a lot of weapon damage without the need for weapon enchantments that temporarily increase your weapon damage or even reduce an enemies physical/spell resistance respectively. (In a way, it helps one save extra soul gems regardless of the soul gem count, plus each one sells for 30 gold at an NPC merchant & I usually keep 200 of them, any more than that & they get sold for gold which is a good way to make easy gold when farming bosses.)
But otherwise, it is your choice if you wish to use an Infused Offhand Weapon with a weapon damage glyph, but I prefer more base damage for in the long run.