Maintenance for the week of March 3:
· [IN PROGRESS] NA megaservers for maintenance – March 5, 4:00AM EST (9:00 UTC) - 11:00AM EST (16:00 UTC)
· [IN PROGRESS] EU megaservers for maintenance – March 5, 9:00 UTC (4:00AM EST) - 16:00 UTC (11:00AM EST)
· ESO Store and Account System for maintenance – March 6, 6:00AM EST (11:00 UTC) - 4:00PM EST (21:00 UTC)

Armor trait: Divines vs. Infused in HotR (PvE-focused)

TheYKcid
TheYKcid
✭✭✭✭✭
✭✭
In the current patch, most PvE DPS builds are using the Apprentice/Warrior Mundus stones, typically the best option since the nerfs to Shadow and Thief.

Divines, the traditional go-to choice on armor pieces, adds 7.5% of the Mundus' value per piece, at gold quality. When using the Apprentice/Warrior, this grants 18 spell/weapon damage per piece equipped (238 * 0.075, rounded-up).

However, it seems to me that infused is a very strong alternative—possibly even better—when concerning the "large" armor pieces (head, chest, and legs). Infused grants an additional 20% of the armor pieces enchantment, at gold quality. On big pieces—enchanted with a gold quality, single-stat glyph—we receive an additional 174 magicka/stamina (868 * 0.2, rounded-up).

For damage calculations, this extra magicka/stamina is functionally equivalent to 17 spell/weapon damage (174 ÷ 10.49, rounded-up), a negligible loss in comparison to divines. However, we enjoy the added benefit of a larger primary resource pool.

Note:
Some builds may scale better with damage than max stats. A stamina build, for instance, might have the following bonuses: major+minor Brutality, Agility (med armor passive), Flawless Dawnbreaker + Expert Hunter (with Fighters guild passives) for a total modifier of +48% weapon damage. In such a case, it would probably be better to go with divines to get a higher base weapon damage.

So, which trait do you prefer to use on large armor pieces?
Edited by TheYKcid on October 4, 2017 6:18AM
PC/NA — Daggerfall Covenant — BGs, Kaalgrontiid
Kalazar ChalhoubRedguard Nord Stamplar
Kalaron Caemor — Altmer Magsorc
Kalahad Cirith — Dunmer Magden

Armor trait: Divines vs. Infused in HotR (PvE-focused) 54 votes

Divines
55%
Iruil_ESOleandro.800ub17_ESOJames-WayneTanis-Stormbinderxcalibur007InvincibleT3hasiangodListerJMCmeekeyceeVaohterrasightDankstaTyrion87sneaky_tForsakenSinZbigb4lifeIzakiGnortranermaraBobby_V_RockitBerenhir 30 votes
Infused
24%
dhoward5b14_ESOgplumblingnrb18_ESOGTech_1TenofasDystopia2020NiclasFridholmApheriusblaze1442Saint314Louis1985Morgul667eso_nyawbernardo24jackhu 13 votes
It's situational
20%
AzuryaMyerscodSkullstachioJohnRingoWhiteNoiseMakerBurgererernesmewnoZymcioCuteKirbyAnomanderakeObsidianDragon 11 votes
  • Lightspeedflashb14_ESO
    Lightspeedflashb14_ESO
    ✭✭✭✭✭
    ✭✭✭✭
    I use whichever drops first with a preference for Divines.
  • Vaoh
    Vaoh
    ✭✭✭✭✭
    ✭✭✭✭✭
    Divines
    Whichever you pick, the difference will be tiny.

    On big enchant pieces of armor the difference is negligible.
    On small enchant pieces of armor Divines has an edge.

    I prefer 7/7 Divines as it allows more strength to mundus stones if you want to switch them out for some reason into something not strictly damage-based. Mainly I like having the same trait on all of my gear.

    Damage-wise Divines is likely better but the differences are so small on big pieces you can pick whichever trait with practically zero difference. Divines is better on small pieces though for sure.
  • Berenhir
    Berenhir
    ✭✭✭✭✭
    Divines
    TheYKcid wrote: »
    For damage calculations, this extra magicka/stamina is functionally equivalent to 17 spell/weapon damage (174 ÷ 10.49, rounded-up), a negligible loss in comparison to divines.

    While skill damage scales of max magicka and spell damage equally, light and heavy attacks do not.
    LAFlameStaff = ( round(0.0161002*Magicka + 0.643855*SpellDamage - 0.692667) ) * (1 + CP.LAStaffDamage + Set.LADamage + Buff.Empower + Skill.FlameDamageDone + Skill.DamageDone + Skill.SingleTargetDamageDone + CP.DirectDamageDone)
    
    Edited by Berenhir on October 4, 2017 10:59AM
    PC EU - Ebonheart Pact - Gray Host - Death Recap -#zergfarming -
  • Izaki
    Izaki
    ✭✭✭✭✭
    ✭✭
    Divines
    Vaoh wrote: »
    Whichever you pick, the difference will be tiny.

    On big enchant pieces of armor the difference is negligible.
    On small enchant pieces of armor Divines has an edge.

    I prefer 7/7 Divines as it allows more strength to mundus stones if you want to switch them out for some reason into something not strictly damage-based. Mainly I like having the same trait on all of my gear.

    Damage-wise Divines is likely better but the differences are so small on big pieces you can pick whichever trait with practically zero difference. Divines is better on small pieces though for sure.

    ^ This.

    I do use 1 Infused piece (Velidreth head) cause I don't have anything better lol.
    @ Izaki #PCEU
    #FrenchKiss #GoneFor2YearsAndMyGuildDoesn'tRaidAnymore
    #MoreDPSthanYou
    #Stamblade
  • eso_nya
    eso_nya
    ✭✭✭✭✭
    Infused
    Using Loverstone + 2 cp into penetration star for every nondivine piece.
  • Gnortranermara
    Gnortranermara
    ✭✭✭✭✭
    Divines
    Divines is absolutely best for pure DPS.

    However, in some circumstances I like to run infused with tristat enchantments on the large pieces for survivability.
  • Azurya
    Azurya
    ✭✭✭✭✭
    It's situational
    my tank runs all infused
    most of dmg-builds use divine, though I am not using warrior/apprentice on every build
    and then I have some going mixed, because they perform really good that way

    ah, and don´t round up, the ingamecalculator rounds down!
    Edited by Azurya on October 4, 2017 12:14PM
  • TheYKcid
    TheYKcid
    ✭✭✭✭✭
    ✭✭
    Berenhir wrote: »
    TheYKcid wrote: »
    For damage calculations, this extra magicka/stamina is functionally equivalent to 17 spell/weapon damage (174 ÷ 10.49, rounded-up), a negligible loss in comparison to divines.

    While skill damage scales of max magicka and spell damage equally, light and heavy attacks do not.
    LAFlameStaff = ( round(0.0161002*Magicka + 0.643855*SpellDamage - 0.692667) ) * (1 + CP.LAStaffDamage + Set.LADamage + Buff.Empower + Skill.FlameDamageDone + Skill.DamageDone + Skill.SingleTargetDamageDone + CP.DirectDamageDone)
    

    Ah this is a good point that i missed. Weaves do benefit more from damage than max resources.

    If I interpreted that equation correctly, does 1 damage = 40 max resource in this context? And does the same ratio apply for light vs. heavy attacks?
    Azurya wrote: »
    my tank runs all infused
    most of dmg-builds use divine, though I am not using warrior/apprentice on every build
    and then I have some going mixed, because they perform really good that way

    ah, and don´t round up, the ingamecalculator rounds down!

    Cool, I actually didn't know that. I kinda assumed it would round in the direction of the closest integer, and handled my calculations accordingly. Thanks for the heads-up.
    Edited by TheYKcid on October 4, 2017 1:32PM
    PC/NA — Daggerfall Covenant — BGs, Kaalgrontiid
    Kalazar ChalhoubRedguard Nord Stamplar
    Kalaron Caemor — Altmer Magsorc
    Kalahad Cirith — Dunmer Magden
  • idk
    idk
    ✭✭✭✭✭
    ✭✭✭✭✭
    The poll would only give the correct answer by luck. Those that do the math can provide the best answer.
  • Asardes
    Asardes
    ✭✭✭✭✭
    ✭✭✭✭
    Divines
    Full divines is the best, especially after the HotR patch since multiple mundus stones became viable. Before that everyone used Thief. For example I change between 2 or 3 Mundus stones depending on what content I do on my characters.
    - apprentice or warrior when doing group content where complete resistance debuffs are available
    - lover when doing content where such debuffs are not available and the combined penetration is significantly lower than mob resistance
    - atronach or serpent when doing content where recovery is important, for example when playing healer or tank in PvE or doing no-CP PvP where you don't have the % recovery enabled

    Concerning maximum resource vs. weapon/spell damage, the latter is always stronger due to the fact:
    - maximum stat is divided by roughly 10.24 when added to the damage formula and when taking this into account it becomes clear that 129 weapon/spell damage is better than 1096 maximum stamina/magicka
    - on any DD build your light and heavy attacks comprise more than 15% of your DPS and those scale differently, with the maximum stat divided by about 40, so mostly on weapon/spell damage.
    Edited by Asardes on October 4, 2017 1:38PM
    Beta tester since February 2014, played ESO-TU October 2015 - August 2022, currently on an extended break
    vMA (The Flawless Conqueror) | vVH (Spirit Slayer & of the Undying Song) | vDSA | vAA HM | vHRC HM | vSO HM | vMoL | vAS+1 | Emperor

    PC-EU CP 3000+
    41,000+ Achievement Points before High Isle
    Member of:
    Pact Veteran Trade: Exemplary
    Traders of the Covenant: God of Sales
    Tamriels Emporium: God of Sales
    Valinor Overflow: Trader
    The Traveling Merchant: Silver


    Characters:
    Asardes | 50 Nord Dragonknight | EP AR 50 | Master Crafter: all traits & recipes, all styles released before High Isle
    Alxaril Nelcarion | 50 High Elf Sorcerer | AD AR 20 |
    Dro'Bear Three-paws | 50 Khajiit Nightblade | AD AR 20 |
    Veronique Nicole | 50 Breton Templar | DC AR 20 |
    Sabina Flavia Cosades | 50 Imperial Warden | EP AR 20 |
    Ervesa Neloren | 50 Dark Elf Dragonknight | EP AR 20 |
    Fendar Khodwin | 50 Redguard Sorcerer | DC AR 20 |
    Surilanwe of Lillandril | 50 High Elf Nightblade | AD AR 20 |
    Joleen the Swift | 50 Redguard Templar | DC AR 20 |
    Draynor Telvanni | 50 Dark Elf Warden | EP AR 20 |
    Claudius Tharn | 50 Necromancer | DC AR 20 |
    Nazura-la the Bonedancer | 50 Necromancer | AD AR 20 |

    Tharkul gro-Shug | 50 Orc Dragonknight | DC AR 4 |
    Ushruka gra-Lhurgash | 50 Orc Sorcerer | AD AR 4 |
    Cienwen ferch Llywelyn | 50 Breton Nightblade | DC AR 4 |
    Plays-with-Sunray | 50 Argonian Templar | EP AR 4 |
    Milariel | 50 Wood Elf Warden | AD AR 4 |
    Scheei-Jul | 50 Necromancer | EP AR 4 |

    PC-NA CP 1800+
    30,000+ Achievement Points before High Isle
    Member of:
    Savage Blade: Majestic Machette


    Characters:
    Asardes the Exile | 50 Nord Dragonknight | EP AR 30 |
  • TheYKcid
    TheYKcid
    ✭✭✭✭✭
    ✭✭
    Yeah, a couple of people have mentioned how divines allows flexibility between different types of content. That's a very practical benefit that I overlooked. The issue of weave damage too. Good points.

    P.S. starting to really wish I hadn't golded-out that infused BSW robe yesterday evening...
    Edited by TheYKcid on October 4, 2017 1:53PM
    PC/NA — Daggerfall Covenant — BGs, Kaalgrontiid
    Kalazar ChalhoubRedguard Nord Stamplar
    Kalaron Caemor — Altmer Magsorc
    Kalahad Cirith — Dunmer Magden
  • Izaki
    Izaki
    ✭✭✭✭✭
    ✭✭
    Divines
    TheYKcid wrote: »
    Yeah, a couple of people have mentioned how divines allows flexibility between different types of content. That's a very practical benefit that I overlooked. The issue of weave damage too. Good points.

    P.S. starting to really wish I hadn't golded-out that infused BSW robe yesterday evening...

    Don't worry about it. The damage difference for 1 piece is less than 0.02% if you're running Apprentice. And either way, in 2 weeks you'll be able to change that Infused robe to Divines.
    @ Izaki #PCEU
    #FrenchKiss #GoneFor2YearsAndMyGuildDoesn'tRaidAnymore
    #MoreDPSthanYou
    #Stamblade
  • Cybercore_Death
    Cybercore_Death
    ✭✭✭
    I asked this question a while back trying to determine the best way to get the most damage and i was told the following:

    The overall damage difference (full gold) is around 0.2% weaker if you go infused over divine.



    Again, this is what i was told by a guy who did calculations to back up the number.
    I'm a Dunmer DK Damage Dealer - My that's a lot of D's
  • FakeFox
    FakeFox
    ✭✭✭✭✭
    ✭✭
    Divines
    Magicka/Stamina generally scale very poorly. On builds that have extra modifiers it can work out well, but apart from that I see no benefit. Since Morrowind your regen from passives and synergies only scales with the base value, so even less reason to stack Magicka/Stamina there.
    EU/PC (GER) - Healermain since 2014 - 50305 Achievement Points - Youtube (PvE Healing Guides, Builds & Gameplay)
  • TheYKcid
    TheYKcid
    ✭✭✭✭✭
    ✭✭
    FakeFox wrote: »
    Magicka/Stamina generally scale very poorly. On builds that have extra modifiers it can work out well, but apart from that I see no benefit. Since Morrowind your regen from passives and synergies only scales with the base value, so even less reason to stack Magicka/Stamina there.

    On my build (Breton passive, magelight, meteor and 5/1/1), I actually get a +25% magicka modifier, higher than my +20% spell dmg from major Sorcery, which is one of the reason I considered this issue in the first place.

    The other points raised still apply though, yeah.
    Edited by TheYKcid on October 4, 2017 3:55PM
    PC/NA — Daggerfall Covenant — BGs, Kaalgrontiid
    Kalazar ChalhoubRedguard Nord Stamplar
    Kalaron Caemor — Altmer Magsorc
    Kalahad Cirith — Dunmer Magden
  • Asardes
    Asardes
    ✭✭✭✭✭
    ✭✭✭✭
    Divines
    Spell/weapon damage modifier is a maximum of 25% (20% from major sorcery/brutality and 5% form minor) but on top of that you can also slot flawless dawnbreaker for another 8% (5% from skill, another 3% from class passive) as well as 3% for any other Fighters Guild skill slotted. Templars also get 6% extra weapon damage from Balanced Warrior passive. So you can go up to 42% on a Templar slotting Rearming Trap and Flawless Dawnbreaker on his front bar, chugging weapon power pots and having a DK in the group casting an earhten heart skill - he will probably be casting Moltern Armaments every 20s for himself anyway.

    Maximum stat modifier stacks in a similar fashion: undaunted mettle adds up to 6%, racial passives up to 10% and warhorn another 10%. But beyond that there are various class and guild skills: for example sorcerers have either 8% maximum stamina from bound armaments or 8% maximum magicka from bound aegis, all classes can access a 7% bonus by slotting Inner Light (5% from skill, 2% from skill line passive) and another 2% magicka for further Mages Guild skills slotted. There's also an ultimate that gives Wardens 8% maximum magicka. For example an Altmer Sorcerer slotting Bound Aegis, Inner Light and Ice Comet while wearing 5p light 1 medium 1 heavy will have a total maximum stat modifier of 33% and 43% with warhorn up, which is quite easy to get since that bonus lasts 30s and you will have 100% uptime on it even in a group running just 2 warhorns.
    Beta tester since February 2014, played ESO-TU October 2015 - August 2022, currently on an extended break
    vMA (The Flawless Conqueror) | vVH (Spirit Slayer & of the Undying Song) | vDSA | vAA HM | vHRC HM | vSO HM | vMoL | vAS+1 | Emperor

    PC-EU CP 3000+
    41,000+ Achievement Points before High Isle
    Member of:
    Pact Veteran Trade: Exemplary
    Traders of the Covenant: God of Sales
    Tamriels Emporium: God of Sales
    Valinor Overflow: Trader
    The Traveling Merchant: Silver


    Characters:
    Asardes | 50 Nord Dragonknight | EP AR 50 | Master Crafter: all traits & recipes, all styles released before High Isle
    Alxaril Nelcarion | 50 High Elf Sorcerer | AD AR 20 |
    Dro'Bear Three-paws | 50 Khajiit Nightblade | AD AR 20 |
    Veronique Nicole | 50 Breton Templar | DC AR 20 |
    Sabina Flavia Cosades | 50 Imperial Warden | EP AR 20 |
    Ervesa Neloren | 50 Dark Elf Dragonknight | EP AR 20 |
    Fendar Khodwin | 50 Redguard Sorcerer | DC AR 20 |
    Surilanwe of Lillandril | 50 High Elf Nightblade | AD AR 20 |
    Joleen the Swift | 50 Redguard Templar | DC AR 20 |
    Draynor Telvanni | 50 Dark Elf Warden | EP AR 20 |
    Claudius Tharn | 50 Necromancer | DC AR 20 |
    Nazura-la the Bonedancer | 50 Necromancer | AD AR 20 |

    Tharkul gro-Shug | 50 Orc Dragonknight | DC AR 4 |
    Ushruka gra-Lhurgash | 50 Orc Sorcerer | AD AR 4 |
    Cienwen ferch Llywelyn | 50 Breton Nightblade | DC AR 4 |
    Plays-with-Sunray | 50 Argonian Templar | EP AR 4 |
    Milariel | 50 Wood Elf Warden | AD AR 4 |
    Scheei-Jul | 50 Necromancer | EP AR 4 |

    PC-NA CP 1800+
    30,000+ Achievement Points before High Isle
    Member of:
    Savage Blade: Majestic Machette


    Characters:
    Asardes the Exile | 50 Nord Dragonknight | EP AR 30 |
  • Runefang
    Runefang
    ✭✭✭✭✭
    ✭✭
    I use whichever drops first with a preference for Divines.

  • Narvuntien
    Narvuntien
    ✭✭✭✭✭
    ✭✭
    Divines
    Divines unless your chosen sets lack resources and/or you personally struggle with resource management.

    HotR buffed the base amount of stam, mag and health sets gave out which made the need to use infused be reduced and it also buffed most mundus stones, most noticably the apprentice and warrior.
    Edited by Narvuntien on October 6, 2017 4:00AM
  • mocap
    mocap
    ✭✭✭✭✭
    Me conservative player. Still use TBS B) Obvious choice for me.
Sign In or Register to comment.