All overland bosses and mobs have 9100 resistances.
All dungeon and trials bosses and mobs have 18200 resistances.
Trials bosses have 18k resistances (18.2k to be specific), but you dont actually want that much penetration.
Major fracture/breach will drop that by almost 5280, minor fracture/breach by another 1320. That puts even the toughest trials bosses at 11,600 assuming those debuffs are being applied (which they should be). Then add in sunderflame and night mother's set debuffs, 2580 for night mother and 3440 for sunderflame, dropping the boss down to 5,580 resistances.
So as long as your trial group is decently organized and you have someone bringing these sets and debuffs (which any vet trial group should), you only need a max of 5580 penetration to hit the "cap". Past that amount you're wasting stats on something that isnt giving you any more damage potential.
Without even putting 100 points into the champion passives, you can easily get 2-3k penetration there. If you use the spriggan or spinner sets, they both give 3450 penetration (spell or physical), so you're already past the effective cap. Twice fanged serpent at 5 stacks gives 4300 penetration, nearly putting you at the cap without need for many champion points into penetration (for stamina builds).
Light armor passives already give you 4884 spell penetration, so magicka characters can completely forgoe a penetration set in a proper trials group. Destruction staff spells and attacks also ignore 10% of an enemy's resistances, which covers that last little bit at least for those abilities.
So really just figure out what debuffs you're working with and then build accordingly.
All overland bosses and mobs have 9100 resistances.
All dungeon and trials bosses and mobs have 18200 resistances.
For PVE 18k as mentined above
For PVP no limit on resistance so no limit on penetration, depends on your opponent but it's not rewarding to build toward penetration only
wow, this is hard to write without making any kind of pun
Trials bosses have 18k resistances (18.2k to be specific), but you dont actually want that much penetration.
Major fracture/breach will drop that by almost 5280, minor fracture/breach by another 1320. That puts even the toughest trials bosses at 11,600 assuming those debuffs are being applied (which they should be). Then add in sunderflame and night mother's set debuffs, 2580 for night mother and 3440 for sunderflame, dropping the boss down to 5,580 resistances.
So as long as your trial group is decently organized and you have someone bringing these sets and debuffs (which any vet trial group should), you only need a max of 5580 penetration to hit the "cap". Past that amount you're wasting stats on something that isnt giving you any more damage potential.
Without even putting 100 points into the champion passives, you can easily get 2-3k penetration there. If you use the spriggan or spinner sets, they both give 3450 penetration (spell or physical), so you're already past the effective cap. Twice fanged serpent at 5 stacks gives 4300 penetration, nearly putting you at the cap without need for many champion points into penetration (for stamina builds).
Light armor passives already give you 4884 spell penetration, so magicka characters can completely forgoe a penetration set in a proper trials group. Destruction staff spells and attacks also ignore 10% of an enemy's resistances, which covers that last little bit at least for those abilities.
So really just figure out what debuffs you're working with and then build accordingly.
All overland bosses and mobs have 9100 resistances.
All dungeon and trials bosses and mobs have 18200 resistances.
Ragnarock41 wrote: »For PVE 18k as mentined above
For PVP no limit on resistance so no limit on penetration, depends on your opponent but it's not rewarding to build toward penetration only
wow, this is hard to write without making any kind of pun
high penetration in PvP is a big big waste most of the times.
Trials bosses have 18k resistances (18.2k to be specific), but you dont actually want that much penetration.
Major fracture/breach will drop that by almost 5280, minor fracture/breach by another 1320. That puts even the toughest trials bosses at 11,600 assuming those debuffs are being applied (which they should be). Then add in sunderflame and night mother's set debuffs, 2580 for night mother and 3440 for sunderflame, dropping the boss down to 5,580 resistances.
So as long as your trial group is decently organized and you have someone bringing these sets and debuffs (which any vet trial group should), you only need a max of 5580 penetration to hit the "cap". Past that amount you're wasting stats on something that isnt giving you any more damage potential.
Without even putting 100 points into the champion passives, you can easily get 2-3k penetration there. If you use the spriggan or spinner sets, they both give 3450 penetration (spell or physical), so you're already past the effective cap. Twice fanged serpent at 5 stacks gives 4300 penetration, nearly putting you at the cap without need for many champion points into penetration (for stamina builds).
Light armor passives already give you 4884 spell penetration, so magicka characters can completely forgoe a penetration set in a proper trials group. Destruction staff spells and attacks also ignore 10% of an enemy's resistances, which covers that last little bit at least for those abilities.
So really just figure out what debuffs you're working with and then build accordingly.
All overland bosses and mobs have 9100 resistances.
All dungeon and trials bosses and mobs have 18200 resistances.
Trials bosses have 18k resistances (18.2k to be specific), but you dont actually want that much penetration.
Major fracture/breach will drop that by almost 5280, minor fracture/breach by another 1320. That puts even the toughest trials bosses at 11,600 assuming those debuffs are being applied (which they should be). Then add in sunderflame and night mother's set debuffs, 2580 for night mother and 3440 for sunderflame, dropping the boss down to 5,580 resistances.
So as long as your trial group is decently organized and you have someone bringing these sets and debuffs (which any vet trial group should), you only need a max of 5580 penetration to hit the "cap". Past that amount you're wasting stats on something that isnt giving you any more damage potential.
Without even putting 100 points into the champion passives, you can easily get 2-3k penetration there. If you use the spriggan or spinner sets, they both give 3450 penetration (spell or physical), so you're already past the effective cap. Twice fanged serpent at 5 stacks gives 4300 penetration, nearly putting you at the cap without need for many champion points into penetration (for stamina builds).
Light armor passives already give you 4884 spell penetration, so magicka characters can completely forgoe a penetration set in a proper trials group. Destruction staff spells and attacks also ignore 10% of an enemy's resistances, which covers that last little bit at least for those abilities.
So really just figure out what debuffs you're working with and then build accordingly.
All overland bosses and mobs have 9100 resistances.
All dungeon and trials bosses and mobs have 18200 resistances.
This means precussor is an overland boss dummy.