crit resist

Syiccal
Syiccal
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does any one know how much critical resistance is required to completly negate critical strikes from most players
  • olsborg
    olsborg
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    3200 afaik

    PC EU
    PvP only
  • SodanTok
    SodanTok
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    3300 to negate 50% crit damage (almost any build in CP PVP will have more than 50%)
    Edited by SodanTok on September 23, 2018 5:34PM
  • fred4
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    Define "most". Base crit modifier is 50%, which is mitigated by 3300 crit resist. Nightblades and templars get another 10% from passives. Khajiit gets another 8% (<-- wrong, as noted by others, below). CP will easily give you 16% to 20% (wouldn't really spec for more, due to diminishing returns). A Khajiit nightblade running Trap Beast or Accelerate, in CP, can approach a 100% crit modifier, more if they also get Major Force from someone resto ulting.

    I would say an 80% crit modifier is common among templars and nightblades, in CP. To fully mitigate that would require 5280 crit resist. Running Impenetrable Impregnable Armor + some CP is not wasted.
    Edited by fred4 on September 24, 2018 3:02PM
  • Minno
    Minno
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    fred4 wrote: »
    Define "most". Base crit modifier is 50%, which is mitigated by 3300 crit resist. Nightblades and templars get another 10% from passives. Khajiit gets another 8%. CP will easily give you 16% to 20% (wouldn't really spec for more, due to diminishing returns). A Khajiit nightblade running Trap Beast or Accelerate, in CP, can approach a 100% crit modifier, more if they also get Major Force from someone resto ulting.

    I would say an 80% crit modifier is common among templars and nightblades, in CP. To fully mitigate that would require 5280 crit resist. Running Impenetrable Impregnable Armor + some CP is not wasted.

    This.

    Till they can cap CP, expect 1.7-1.8 modifiers and plan accordingly.
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  • WaltherCarraway
    WaltherCarraway
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    In unfavorable situation I'd wear impreg to yield 5300 crit resist to negate 80 pct-ish critical damage
    Back from my last hiatus. 2021 a new start.
  • HowlKimchi
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    imo you can never go wrong with havig more crit resist, but depending on your class 2000-2300 crit resist would be the minimum to not be too squishy in cyro.

    previously @HaruKamui but I outgrew my weeb phase (probably)

    PC/NA - EP - Howl Bragi/Howl Kimchi
  • Syiccal
    Syiccal
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    just asking as currently trying a light armour set up using impregnable,wizards reposte and skoria . I have 21k resist 5.5k crit resist + wizards which allows me to be tanky but still pit out decent dmg as I'm light.
  • Lightspeedflashb14_ESO
    Lightspeedflashb14_ESO
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    Minno wrote: »
    fred4 wrote: »
    Define "most". Base crit modifier is 50%, which is mitigated by 3300 crit resist. Nightblades and templars get another 10% from passives. Khajiit gets another 8%. CP will easily give you 16% to 20% (wouldn't really spec for more, due to diminishing returns). A Khajiit nightblade running Trap Beast or Accelerate, in CP, can approach a 100% crit modifier, more if they also get Major Force from someone resto ulting.

    I would say an 80% crit modifier is common among templars and nightblades, in CP. To fully mitigate that would require 5280 crit resist. Running Impenetrable Impregnable Armor + some CP is not wasted.

    This.

    Till they can cap CP, expect 1.7-1.8 modifiers and plan accordingly.

    Khajiit do NOT have a critical hit damage modifier, they have 8% increased critical hit CHANCE. Big difference.
  • Xeniph
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    According to this:


    https://forums.elderscrollsonline.com/en/discussion/279426/damage-mitigation-explanation-updated-for-summerset/p1



    It would require 5440 Impen to negate a 1.8 modifier- (Or +80% crit damage) Which is what most folks are running, except Templars and Nightblades.

    Those 2 classes average 1.9 (+90%) In this case 6120 is needed.

    To clarify, 50% is the base for all classes. Then the average players run 20% in CP. Temp/NB's get 10% in passives and finally everyone has access to minor force granting 10%.

    Totaling= 1.8 (Temp/NB) <1.9>

    These are just averages mind you, as the article explains up to a 110% is reachable.

    Edit*- Also, Kajiit do NOT get +crit damage modifier, they get +% to crit.
    Edited by Xeniph on September 24, 2018 10:31AM
    Here since Beta.

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  • Syiccal
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    I would suggest in current meta (may change next patch) most players only have 10-15% in cp not the 20% as it's wasted against shields so raw dmg is better. next patch with critable shields I think we will see more high crit dmg builds come out to play
  • Minno
    Minno
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    Minno wrote: »
    fred4 wrote: »
    Define "most". Base crit modifier is 50%, which is mitigated by 3300 crit resist. Nightblades and templars get another 10% from passives. Khajiit gets another 8%. CP will easily give you 16% to 20% (wouldn't really spec for more, due to diminishing returns). A Khajiit nightblade running Trap Beast or Accelerate, in CP, can approach a 100% crit modifier, more if they also get Major Force from someone resto ulting.

    I would say an 80% crit modifier is common among templars and nightblades, in CP. To fully mitigate that would require 5280 crit resist. Running Impenetrable Impregnable Armor + some CP is not wasted.

    This.

    Till they can cap CP, expect 1.7-1.8 modifiers and plan accordingly.

    Khajiit do NOT have a critical hit damage modifier, they have 8% increased critical hit CHANCE. Big difference.

    Nightblade/temp, 20% CP, minor force = 1.9 modifier (1.7 in nCP). No cats calculated.
    Minno - DC - Forum-plar Extraordinaire
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  • Maulkin
    Maulkin
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    olsborg wrote: »
    3200 afaik
    SodanTok wrote: »
    3300 to negate 50% crit damage (almost any build in CP PVP will have more than 50%)

    If the formula linked above by @paulsimonps has not changed, then you need 680 crit resistance for every 10% of crit bonus damage you want to negate.

    So to negate the base 50% crit bonus, it should be: 680 * 5 = 3400

    For 80% crit bonus, it should be: 680 * 8 = 5440

    etc.
    EU | PC | AD
  • Lightspeedflashb14_ESO
    Lightspeedflashb14_ESO
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    Minno wrote: »
    Minno wrote: »
    fred4 wrote: »
    Define "most". Base crit modifier is 50%, which is mitigated by 3300 crit resist. Nightblades and templars get another 10% from passives. Khajiit gets another 8%. CP will easily give you 16% to 20% (wouldn't really spec for more, due to diminishing returns). A Khajiit nightblade running Trap Beast or Accelerate, in CP, can approach a 100% crit modifier, more if they also get Major Force from someone resto ulting.

    I would say an 80% crit modifier is common among templars and nightblades, in CP. To fully mitigate that would require 5280 crit resist. Running Impenetrable Impregnable Armor + some CP is not wasted.

    This.

    Till they can cap CP, expect 1.7-1.8 modifiers and plan accordingly.

    Khajiit do NOT have a critical hit damage modifier, they have 8% increased critical hit CHANCE. Big difference.

    Nightblade/temp, 20% CP, minor force = 1.9 modifier (1.7 in nCP). No cats calculated.

    What you are saying is right. Now understand that "cats" no bearing on the subject at had in the first place. "Cats" have more CHANCE to crit. They do NOT have more damage WHEN they crit then other races.
    Edited by Lightspeedflashb14_ESO on September 24, 2018 12:16PM
  • Septimus_Magna
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    Its something like 660 crit resist for every percent crit dmg modifier.

    I forgot the exact way to calculate it but I just divide crit resist by 66 to get the percentage you mitigate.
    For the base modifier 3300 / 66 = 50% crit dmg mitigation.

    Other way around you just multiply the modifier by 66 to get the crit resist you need.
    For the average crit dmg modifier 70% x 66 = 4620 crit resist.
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  • Maulkin
    Maulkin
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    Minno wrote: »
    Minno wrote: »
    fred4 wrote: »
    Define "most". Base crit modifier is 50%, which is mitigated by 3300 crit resist. Nightblades and templars get another 10% from passives. Khajiit gets another 8%. CP will easily give you 16% to 20% (wouldn't really spec for more, due to diminishing returns). A Khajiit nightblade running Trap Beast or Accelerate, in CP, can approach a 100% crit modifier, more if they also get Major Force from someone resto ulting.

    I would say an 80% crit modifier is common among templars and nightblades, in CP. To fully mitigate that would require 5280 crit resist. Running Impenetrable Impregnable Armor + some CP is not wasted.

    This.

    Till they can cap CP, expect 1.7-1.8 modifiers and plan accordingly.

    Khajiit do NOT have a critical hit damage modifier, they have 8% increased critical hit CHANCE. Big difference.

    Nightblade/temp, 20% CP, minor force = 1.9 modifier (1.7 in nCP). No cats calculated.

    Indeed.

    Magplar in BGs with Minor Force from Accelerate does pretty sweet damage when it lands crits. Considering most people in BGs with 7 Impen have ~1750 crit resist, it means you're still crit-ing them at ~45% extra crit damage. That's pretty brutal. And if they are not running Impen….

    Getting Major Prophecy out of Vampire's Bane/Reflective Light synergises very well with magplar toolkit. Getting a 1/3 (33%) crit ratio basically only requires a single crit bonus from a set like transmutation or amber plasm.
    EU | PC | AD
  • Minno
    Minno
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    Minno wrote: »
    Minno wrote: »
    fred4 wrote: »
    Define "most". Base crit modifier is 50%, which is mitigated by 3300 crit resist. Nightblades and templars get another 10% from passives. Khajiit gets another 8%. CP will easily give you 16% to 20% (wouldn't really spec for more, due to diminishing returns). A Khajiit nightblade running Trap Beast or Accelerate, in CP, can approach a 100% crit modifier, more if they also get Major Force from someone resto ulting.

    I would say an 80% crit modifier is common among templars and nightblades, in CP. To fully mitigate that would require 5280 crit resist. Running Impenetrable Impregnable Armor + some CP is not wasted.

    This.

    Till they can cap CP, expect 1.7-1.8 modifiers and plan accordingly.

    Khajiit do NOT have a critical hit damage modifier, they have 8% increased critical hit CHANCE. Big difference.

    Nightblade/temp, 20% CP, minor force = 1.9 modifier (1.7 in nCP). No cats calculated.

    What you are saying is right. Now understand that "cats" no bearing on the subject at had in the first place. "Cats" have more CHANCE to crit. They do NOT have more damage WHEN they crit then other races.

    Yea I know that's whyi said no cats calculate ;)
    Minno - DC - Forum-plar Extraordinaire
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  • Minno
    Minno
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    Maulkin wrote: »
    Minno wrote: »
    Minno wrote: »
    fred4 wrote: »
    Define "most". Base crit modifier is 50%, which is mitigated by 3300 crit resist. Nightblades and templars get another 10% from passives. Khajiit gets another 8%. CP will easily give you 16% to 20% (wouldn't really spec for more, due to diminishing returns). A Khajiit nightblade running Trap Beast or Accelerate, in CP, can approach a 100% crit modifier, more if they also get Major Force from someone resto ulting.

    I would say an 80% crit modifier is common among templars and nightblades, in CP. To fully mitigate that would require 5280 crit resist. Running Impenetrable Impregnable Armor + some CP is not wasted.

    This.

    Till they can cap CP, expect 1.7-1.8 modifiers and plan accordingly.

    Khajiit do NOT have a critical hit damage modifier, they have 8% increased critical hit CHANCE. Big difference.

    Nightblade/temp, 20% CP, minor force = 1.9 modifier (1.7 in nCP). No cats calculated.

    Indeed.

    Magplar in BGs with Minor Force from Accelerate does pretty sweet damage when it lands crits. Considering most people in BGs with 7 Impen have ~1750 crit resist, it means you're still crit-ing them at ~45% extra crit damage. That's pretty brutal. And if they are not running Impen….

    Getting Major Prophecy out of Vampire's Bane/Reflective Light synergises very well with magplar toolkit. Getting a 1/3 (33%) crit ratio basically only requires a single crit bonus from a set like transmutation or amber plasm.

    Exactly! Trans plus all impen is about 50%. That leaves most classes at 60% only getting 10%.

    In CP it would be 4100 or 60% defense.
    Minno - DC - Forum-plar Extraordinaire
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  • Xeniph
    Xeniph
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    Minno wrote: »
    Minno wrote: »
    fred4 wrote: »
    Define "most". Base crit modifier is 50%, which is mitigated by 3300 crit resist. Nightblades and templars get another 10% from passives. Khajiit gets another 8%. CP will easily give you 16% to 20% (wouldn't really spec for more, due to diminishing returns). A Khajiit nightblade running Trap Beast or Accelerate, in CP, can approach a 100% crit modifier, more if they also get Major Force from someone resto ulting.

    I would say an 80% crit modifier is common among templars and nightblades, in CP. To fully mitigate that would require 5280 crit resist. Running Impenetrable Impregnable Armor + some CP is not wasted.

    This.

    Till they can cap CP, expect 1.7-1.8 modifiers and plan accordingly.

    Khajiit do NOT have a critical hit damage modifier, they have 8% increased critical hit CHANCE. Big difference.

    Nightblade/temp, 20% CP, minor force = 1.9 modifier (1.7 in nCP). No cats calculated.

    Which I explained in the post. So thanks for agreeing I guess?
    Here since Beta.

    Characters: All of them, both Stamina and Magicka.
  • Xeniph
    Xeniph
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    Its something like 660 crit resist for every percent crit dmg modifier.

    I forgot the exact way to calculate it but I just divide crit resist by 66 to get the percentage you mitigate.
    For the base modifier 3300 / 66 = 50% crit dmg mitigation.

    Other way around you just multiply the modifier by 66 to get the crit resist you need.
    For the average crit dmg modifier 70% x 66 = 4620 crit resist.

    It's in the link I provided.

    However to make it so you don't have to look, it's:

    68 Impen= 1% cit mitigation
    662 resists= 1% non-crit mitigation.

    That's according to this guys testing.
    Here since Beta.

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  • Minno
    Minno
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    Xeniph wrote: »
    Minno wrote: »
    Minno wrote: »
    fred4 wrote: »
    Define "most". Base crit modifier is 50%, which is mitigated by 3300 crit resist. Nightblades and templars get another 10% from passives. Khajiit gets another 8%. CP will easily give you 16% to 20% (wouldn't really spec for more, due to diminishing returns). A Khajiit nightblade running Trap Beast or Accelerate, in CP, can approach a 100% crit modifier, more if they also get Major Force from someone resto ulting.

    I would say an 80% crit modifier is common among templars and nightblades, in CP. To fully mitigate that would require 5280 crit resist. Running Impenetrable Impregnable Armor + some CP is not wasted.

    This.

    Till they can cap CP, expect 1.7-1.8 modifiers and plan accordingly.

    Khajiit do NOT have a critical hit damage modifier, they have 8% increased critical hit CHANCE. Big difference.

    Nightblade/temp, 20% CP, minor force = 1.9 modifier (1.7 in nCP). No cats calculated.

    Which I explained in the post. So thanks for agreeing I guess?

    Your post didn't show up when I had the thread opened while posting. No need for the sass :P
    Minno - DC - Forum-plar Extraordinaire
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  • NyassaV
    NyassaV
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    On live If you are a magcika player who uses wards and light armor you can get away with a little more than 2k

    In general you want around 3.2k

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