Up to a point (the enemy's resistance cap) penetration is every bit as good as spell damage or max magicka.
In a trial setting you want to be as close to that 18.2k number as possible without going over, but like I said you need to also account for debuffs like major/minor breach.
In most cases you don't really need more than 7-8k spell or physical penetration from your passives, champion points, and gear combined, so don't try to overdo it on pen at the cost of other stats.
Oreyn_Bearclaw wrote: »18.2k pen when completely solo may be possible, but it is not practical. It is true that as a general rule, spell pen is your best way to buff damage until you get close to the cap, but there are diminishing returns as you get close. I wouldnt advise anyone building for solo play go much more than about 14-15k, and anyone building for group play go much north of about 10k.
Where to get spell pen:
CP - you can certainly put points here, most people dont go much above 30 in PVE.
Gear - Lots of options here, some are selfish, some are group oriented. The most obvious pen set for spell damage is spinners. Strong in PVP, not great in group PVE play, but certainly viable solo. Alkosh does it for the group, but not viable on a magic damage dealer. Typically, its worn by a tank.
Mundus - Lover gives pen, pretty simple. 4196 with 7/7 gold divines gear.
Light armor passives (4884) - One advantage magic has over stam is that they get pen from their armor passives. This is also why most stamina coordinate Debuff sets in a raid.
Skills - Anything that gives major/minor breach.
Lets take a real life example. Lets say you want to build a DPS character to run in a group. What can you reasonably expect?
Major Breach (5280) - If your group isnt giving this too you, you support is GARBAGE. You get 5280 of pen from major breech. You tank can give it to you with pierce armor (should be up 100% on any boss), your healer can give it to you with ele drain.
Minor Breech (1320) - This really only comes from power of the light (templar skill) in practice. I wont say this will be in every raid you encounter, but most good raids find a way to slot it, either with a stamplar DPS or a healer. This will be there sometimes.
Alkosh (3010) - The best raids have at least player running this set, and often, they have two to make sure the uptime is high. This will be there in a good raid, maybe not in a bad one.
Infused Crusher Glyph (2108, 2740 with torugs pact). Again, this one is on your tank. A tank without an infused crusher glyph is likely a bad tank. You should be able to count on this for the most part.
So lets add those up: 5280+1320+3010+2108 = 11718, which means you only need 6482 self pen to get to the cap. 4884 of that comes from just having 5 pieces of light armor, and everyone has base pen of 100 I believe. Long story short, that in this scenario, you only need to find about 1500 of penetration from other sources (CP, Lover, gear). As you can see, lover becomes overkill in that scenario which is why it's typically not used in a raid, and you only need 16 points in spell erosion to make up the gap. Most builds are going to go over the 16 (25-30 is pretty common) to make up for the downtimes of some of your buffs.
If you run solo, Alkosh, Crusher, Minor Breach are probably out the window, but major breach is still reasonable with ele drain/susceptability and a few other class skills. So you lose 6438 right off the bat. Well, equip lover and you just made up most of it.
TLDR: There are a lot of moving parts when it comes to penetration. You have to consider all your sources and the realistic uptimes. Flat pen of 18.2k on the character sheet is simply not a realistic goal. Work (with your group) to figure out what is going to be given and what you need to make up. Error on the side of getting close to the cap without going over.
Oreyn_Bearclaw wrote: »18.2k pen when completely solo may be possible, but it is not practical. It is true that as a general rule, spell pen is your best way to buff damage until you get close to the cap, but there are diminishing returns as you get close. I wouldnt advise anyone building for solo play go much more than about 14-15k, and anyone building for group play go much north of about 10k.
Where to get spell pen:
CP - you can certainly put points here, most people dont go much above 30 in PVE.
Gear - Lots of options here, some are selfish, some are group oriented. The most obvious pen set for spell damage is spinners. Strong in PVP, not great in group PVE play, but certainly viable solo. Alkosh does it for the group, but not viable on a magic damage dealer. Typically, its worn by a tank.
Mundus - Lover gives pen, pretty simple. 4196 with 7/7 gold divines gear.
Light armor passives (4884) - One advantage magic has over stam is that they get pen from their armor passives. This is also why most stamina coordinate Debuff sets in a raid.
Skills - Anything that gives major/minor breach.
Lets take a real life example. Lets say you want to build a DPS character to run in a group. What can you reasonably expect?
Major Breach (5280) - If your group isnt giving this too you, you support is GARBAGE. You get 5280 of pen from major breech. You tank can give it to you with pierce armor (should be up 100% on any boss), your healer can give it to you with ele drain.
Minor Breech (1320) - This really only comes from power of the light (templar skill) in practice. I wont say this will be in every raid you encounter, but most good raids find a way to slot it, either with a stamplar DPS or a healer. This will be there sometimes.
Alkosh (3010) - The best raids have at least player running this set, and often, they have two to make sure the uptime is high. This will be there in a good raid, maybe not in a bad one.
Infused Crusher Glyph (2108, 2740 with torugs pact). Again, this one is on your tank. A tank without an infused crusher glyph is likely a bad tank. You should be able to count on this for the most part.
So lets add those up: 5280+1320+3010+2108 = 11718, which means you only need 6482 self pen to get to the cap. 4884 of that comes from just having 5 pieces of light armor, and everyone has base pen of 100 I believe. Long story short, that in this scenario, you only need to find about 1500 of penetration from other sources (CP, Lover, gear). As you can see, lover becomes overkill in that scenario which is why it's typically not used in a raid, and you only need 16 points in spell erosion to make up the gap. Most builds are going to go over the 16 (25-30 is pretty common) to make up for the downtimes of some of your buffs.
If you run solo, Alkosh, Crusher, Minor Breach are probably out the window, but major breach is still reasonable with ele drain/susceptability and a few other class skills. So you lose 6438 right off the bat. Well, equip lover and you just made up most of it.
TLDR: There are a lot of moving parts when it comes to penetration. You have to consider all your sources and the realistic uptimes. Flat pen of 18.2k on the character sheet is simply not a realistic goal. Work (with your group) to figure out what is going to be given and what you need to make up. Error on the side of getting close to the cap without going over.
I can see now that penetration is really a complicated sum of many moving parts. Since I'm not really good enough to get into much end game content, looks like I'm fine. Thanks so much!