From my understanding there are no diminished returns any more since soft-caps went. The caps now are simply what you can achieve via the numbers you stack.
With armour capped at 50% mitigation but not value (excess armour just protects against de-buffs)
Isn't the reason people stop at some levels because that's the point where any more added would be wasted. Boss monsters only have a set level of resistance for example and PvP players having average levels of defences based on gear/build.
From my understanding there are no diminished returns any more since soft-caps went. The caps now are simply what you can achieve via the numbers you stack.
With armour capped at 50% mitigation but not value (excess armour just protects against de-buffs)
Isn't the reason people stop at some levels because that's the point where any more added would be wasted. Boss monsters only have a set level of resistance for example and PvP players having average levels of defences based on gear/build.
From my understanding there are no diminished returns any more since soft-caps went. The caps now are simply what you can achieve via the numbers you stack.
With armour capped at 50% mitigation but not value (excess armour just protects against de-buffs)
Isn't the reason people stop at some levels because that's the point where any more added would be wasted. Boss monsters only have a set level of resistance for example and PvP players having average levels of defences based on gear/build.
Let's make a distinction between two different senses of the term "diminishing returns".
On the one hand, that term can refer to a "the more you put in, the less you get out" situation. This is the case with Champion Points: the more points you dedicate, the less return you get from each point. (For instance, a zero points dedicated to Mighty you only have to put in four points to gain a 1% damage increase, but at 49 points dedicated, you have to put in 7 points to add 1% to your Mighty bonus.)
On the other hand, the term can refer to a point at which it becomes inefficient to continue boosting a particular stat at the expense of another. I only have some finite amount of resources (set choices, point allocations, Mundus choice, etc.) I can dedicate to increasing my penetration, spell damage, max magicka, crit, etc., meaning that choosing to boost one stat is choosing not to boost another. If our goal is to boost the total overall damage we're capable of doing, then we have to ask whether all boostable stats increase this total equally. One thing that's clear is that, at some point, the answer becomes Definitely No. If my spell crit is already at 60% but my spell damage is low, I'm going to increase my overall potential damage by only a small amount if I increase my spell crit, but by a large amount if I increase my spell damage. This is the sense in which there is a diminishing return on penetration in PVP: once you hit a certain amount of penetration, it is (typically) more efficient to boost other damage sources instead of adding more pen.
Over the last few weeks, especially in PVP, several players have made comments about build stats such as penetration, damage numbers, max stat pools and so on. It has always been a known fact that even though there are no caps in game anymore the concept of diminishing returns still exists. We see it in CP very easily, but we don't know if it exists in other areas. Most recently, I have noticed and discussed with other players the "sweet spot" on penetration. It would seem that somewhere the effectiveness of this stat is around 8-10k at least it "feels" strongest in that range. Could this be real based on the unknown effects of diminishing returns? We have heard from other well known players also that 3k spell damage seems to be best or at least their ideal damage spot. Is this an effect of diminishing returns as well? I realize this is more of a cause and effect relationship, and to my knowledge no one has done any testing to prove this one way or the other; so I decided to post here in hopes that someone or a group of someone's could ponder this and perhaps expound on it further. I also would love to here from @ZOS_JessicaFolsom on the game mechanics regarding the role diminishing returns plays in PVP. Even if @ZOS_GinaBruno could confirm that diminishing returns effects those primary stats it would help all of us perform better. I understand the "power creep" that has plagued the game over the years and I am a firm believer in the current "health creep" taking place now. I just want the developers to shed some light on the mysteries of the mechanics so we can all build better builds.
Let me ask this perhaps someone can elaborate more on this situation. I'm in PVP, I have a 5 heavy build max mit 30k spell and physical with 3000k Crit resist and roughly 30k health. I should be able to mitigate 50% of all critical hits, 47% all physical and spell damage. How is it with the pvp buff that reduces all damage by 50% can i be 1 shot killed? Even if i don't block i am finding that more and more players are simply killing me with 1 hit.
this is a question that is not related to the topic but is a side effect of the issue. Yes Sneaky I know the difference between being group focused vs single strike from a bow or assassin and I am not referring to the stealth bomb variety. I am also aware of the players that use macro's to achieve the singular effect of multiple abilities hitting the target at the same time.
The nature of this is which i currently am not concerning myself with is of a defensive nature which of course we have all the tested data on mitigation to answer that. What we don't seem to have is a real answer to what ZOS calculates on output especially since, yesterday i began noticing with 4800wd and 14k physical pen 62% crit, attacking from stealth on a target not blocking was hitting (not dodged) doing little to no damage. I like to believe that the math is consistent but I'm at the point that even the math is flawed at some level. (and i do not want to believe that cheating exists even though it's an easy explanation.)
asneakybanana wrote: »@Anazasi are you being one hit by a single hit or killed by multiple attacks that land instantly or killed before you can react and regain control of your character? I find on my NB the highest I ever get hit in light armor is about 12k from a single attack and I find most gankers, unless they get a Selene or veli hit have a hard time getting me before I can react. This is with 27k health and probably so little physical resist that they totally penetrate it.
You don't need to be a macro user to hit with multiple attacks within a second. It's possible for quick players to execute abilities as soon as GCDs expire. I can do this in most situations, especially for combos that I am practiced with, and I don't use macros. Macros alone cannot defeat the GCDs; they just make execution easier in some situations for some players.
Also, some abilities have travel time, some are on a timer, and this game is full of procs - including enchants.
The most common combo for something like this would probably be a ranged HA + gap close + LA + ability + weapon enchant proc + set proc.
You don't need to be a macro user to hit with multiple attacks within a second. It's possible for quick players to execute abilities as soon as GCDs expire. I can do this in most situations, especially for combos that I am practiced with, and I don't use macros. Macros alone cannot defeat the GCDs; they just make execution easier in some situations for some players.
Also, some abilities have travel time, some are on a timer, and this game is full of procs - including enchants.
The most common combo for something like this would probably be a ranged HA + gap close + LA + ability + weapon enchant proc + set proc.
Let me ask this perhaps someone can elaborate more on this situation. I'm in PVP, I have a 5 heavy build max mit 30k spell and physical with 3000k Crit resist and roughly 30k health. I should be able to mitigate 50% of all critical hits, 47% all physical and spell damage. How is it with the pvp buff that reduces all damage by 50% can i be 1 shot killed? Even if i don't block i am finding that more and more players are simply killing me with 1 hit.
this is a question that is not related to the topic but is a side effect of the issue. Yes Sneaky I know the difference between being group focused vs single strike from a bow or assassin and I am not referring to the stealth bomb variety. I am also aware of the players that use macro's to achieve the singular effect of multiple abilities hitting the target at the same time.
The nature of this is which i currently am not concerning myself with is of a defensive nature which of course we have all the tested data on mitigation to answer that. What we don't seem to have is a real answer to what ZOS calculates on output especially since, yesterday i began noticing with 4800wd and 14k physical pen 62% crit, attacking from stealth on a target not blocking was hitting (not dodged) doing little to no damage. I like to believe that the math is consistent but I'm at the point that even the math is flawed at some level. (and i do not want to believe that cheating exists even though it's an easy explanation.)