Waffennacht wrote: »montiferus wrote: »Lol transmutation on a stamplar.
You're intrigued, I know you are
Seriously though, you're only giving up a 2 and 3 armor bonus for transmutation.
And you do have a powerful Magicka dump in extended ritual, not a bad trade off (approximately 231 weapon damage for -.2 crit modifier)
If I had master dw I'd run those instead of bow probably.
Edit: I keep forgetting to add, giving the additional crit resistance to allies via vigor and extended ritual is extremely helpful, it is a BG build
I love your work with this!!
Back to OP, Crit mitigation is often misunderstood, and i think this thread gives you all the intel you need @MalagenR mitigation 50% Crit is the minimum really now as most folks with points in Eflborn (15-20%) and NB (+10%) are going to be hitting you for 70-80% Crit no worries.
This is why sorcs have been kicking off. As now we have to use traits that were helping our other issues to motivate damage. Where ever we get resistances & Crit resist & possibly health from comes at a loss in Sustain and or damage which we can't afford.
Oddly most sorcs will be MORE tanker after this patch, that's the irony. Pre patch i hit hard but if my wards when down pop i was dead, instant. Now when my wards are down ill.be able to take a load more damage. I've just lost sustain, and punch.
Tales of sorcs that can't die are going to get worse. Is all.
Waffennacht wrote: »
montiferus wrote: »Waffennacht wrote: »
lol not really. i know you only play bgs so builds in general are different for that environment. tbh i dont really do bgs so i have very little experience in that area and if you found something that works thats cool.
for small scale open world that build would be bad...like really bad. but that is what makes this game so interesting what works in one instance may not work at all in another.
montiferus wrote: »Waffennacht wrote: »
lol not really. i know you only play bgs so builds in general are different for that environment. tbh i dont really do bgs so i have very little experience in that area and if you found something that works thats cool.
for small scale open world that build would be bad...like really bad. but that is what makes this game so interesting what works in one instance may not work at all in another.
the dodgeroll reduction wouldnt be as bad open world. It's the stamina regen.
But you could argue, restoring rune lets you have less regen.
montiferus wrote: »montiferus wrote: »Waffennacht wrote: »
lol not really. i know you only play bgs so builds in general are different for that environment. tbh i dont really do bgs so i have very little experience in that area and if you found something that works thats cool.
for small scale open world that build would be bad...like really bad. but that is what makes this game so interesting what works in one instance may not work at all in another.
the dodgeroll reduction wouldnt be as bad open world. It's the stamina regen.
But you could argue, restoring rune lets you have less regen.
You can only dodge roll so much playing small scale. It will get you killed. More importantly that build does 0 damage. You are never killing a competent player with that. In open world burst is king and that build has none of it. With the changes to Stamplar now you only have 1 magicka dump so it is way easier to purify than it used to be so the Magicka recovery while nice is completely not needed. Im running 6 medium right now and my magicka sustain is just fine even with 2 damage sets.
As I said this build could be great for BGs and if it works for him cool. My very extensive experience playing small scale open world says this build would be terrible in that scenario.
2k crit resists = 29% modifer defense. Against:
- 50% base CHD, you are taking a 21% extra damage on crits (15k tooltip dmg before mitigation, is now 18150 that now must be reduced by your normal mitigation)
- 60% becomes 31% = 19650 (most of cyro with 10% CP, or nightblade/templar with only their CHD passive)
- 70% becomes 41% = 21150 (most of cyro with 20% CP or nigthblade/templar with 10% CP and their CHD passive
- 80% becomes 51% = 22650 (classes with minor force+20% CP or nightblade/templar with their passives and 20% CP)
- 90% becomes 61% = 24151 (only CP nightblades/templars with 20% CP, CHD passive, and minor force)
three of these will instagib anyone not running more than 23k health or not dodging/blocking.
If you had 4080k crit resists it's a different story:
- 60% becomes 0% = 15000 base tooltip or doesn't crit (most of cyro with 10% CP, or nightblade/templar with only their CHD passive)
- 70% becomes 10% = 16500 (most of cyro with 20% CP or nigthblade/templar with 10% CP and their CHD passive
- 80% becomes 20% = 18000 (classes with minor force+20% CP or nightblade/templar with their passives and 20% CP)
- 90% becomes 30% = 19500 (only CP nightblades/templars with 20% CP, CHD passive, and minor force)
Now you know why I say 4k is the new minimum in PVP. Don't give players free damage; slot more crit resists.
This is literally why I came asking this question, it seemed ridiculous but it is what it is, this is the new *** Sorc's have to deal with now that shields can be crit.
They drastically nerfed our defense which in turn drastically nerfs our sustain and damage. So crazy.
It's always been that way, just now hitting sorcs/shield users.
They need to add crit resists to jewel traits so you can nulify all crit damage at expense of your max stats or run 3pc jewels to deslot trans/impreg to run other sets.
Waffennacht wrote: »I agree with both of you. I build for pure BGs and I had to put a lot into getting just enough damage.
In BGs you get to face the same players, and always multiple; meaning you can actively target individuals/ignore others. Tanky builds can be focused with allies or left until reinforcements, or just single out the sorc (lol)
2h ult is absolutely critical for the build. It allows for significant burst with light and poison injection and double dmg poison.
It will always get the buff from Balorgh and if crits can single handedly take half of an opponent's health.
Cyrodiil is not for me anymore
Edit: thread jack sneak peak fully self buffed no CP
Waffennacht wrote: »Waffennacht wrote: »Brutusmax1mus wrote: »Waffennacht wrote: »Waffennacht wrote: »I'll come clean;
I'm running impreg and transmutation on my stamplar
All jewelry transmuted to x2 infused, robust
x3 jewelry, 2H transmutation
Impreg all body
Shackle breaker bow (weapon damage and craftable, after modifiers out performs agility)
This let's me run full well-fitted x7 medium while still having 3250 crit resistance in BGs (well ideally my helm is heavy boo)
x2 Balorgh to compensate for weapon dmg loss and is absolutely bananas combined with Onslaught.
The build is extremely tanky and extremely difficult to pin down. That's how good crit resistance is
Transmutation on a stamplar? Why?
With the Nerf to impreg I wanted more crit resistance while still being able to roll dodge a massive amount.
The 2 and 3 of transmutation is mag regen, I pair that with mag return rune. I can use extended ritual at will, and my secret weapon is using toppling charge as my hard CC (the guaranteed CC morph) - on my 2h bar, binding javelin on my bow bar
Using toppling to set up my Onslaught to ensure it lands.
Transmutation backbar only and transmuted jewelry means I'm losing very little by running transmutation.
It's an experimental build that I'm really enjoying
You're weird
Got footage? I enjoy hybrid type bg builds
Lol! No footage yet. I've only ran it in about 6 BGs now. It has taken... 200 crystals and I still need 55 more (have 45 ATM) to finish the build. I don't plan on running for Balorgh medium helm or well fitted.
I just remembered my hands aren't the correct trait either...
And to be honest I wasn't even completely sold on the idea myself and that's why I haven't committed the mats to Golding my transmutation 2h
You just need 4 gold well fitted to match CP 20% cost reduction. I wouldn't go past that. Then use 2 divines for extra damage via mundas.
I definitely feel the difference between 5 and 7, I prefer more reduction. The added damage is less noticeable for me.
It's also an Argonian if that means anything.
Anywho, 3k impen is my goal for most builds, how to go about it is where the spice of variety comes from
2k crit resists = 29% modifer defense. Against:
- 50% base CHD, you are taking a 21% extra damage on crits (15k tooltip dmg before mitigation, is now 18150 that now must be reduced by your normal mitigation)
- 60% becomes 31% = 19650 (most of cyro with 10% CP, or nightblade/templar with only their CHD passive)
- 70% becomes 41% = 21150 (most of cyro with 20% CP or nigthblade/templar with 10% CP and their CHD passive
- 80% becomes 51% = 22650 (classes with minor force+20% CP or nightblade/templar with their passives and 20% CP)
- 90% becomes 61% = 24151 (only CP nightblades/templars with 20% CP, CHD passive, and minor force)
three of these will instagib anyone not running more than 23k health or not dodging/blocking.
If you had 4080k crit resists it's a different story:
- 60% becomes 0% = 15000 base tooltip or doesn't crit (most of cyro with 10% CP, or nightblade/templar with only their CHD passive)
- 70% becomes 10% = 16500 (most of cyro with 20% CP or nigthblade/templar with 10% CP and their CHD passive
- 80% becomes 20% = 18000 (classes with minor force+20% CP or nightblade/templar with their passives and 20% CP)
- 90% becomes 30% = 19500 (only CP nightblades/templars with 20% CP, CHD passive, and minor force)
Now you know why I say 4k is the new minimum in PVP. Don't give players free damage; slot more crit resists.
This is literally why I came asking this question, it seemed ridiculous but it is what it is, this is the new *** Sorc's have to deal with now that shields can be crit.
They drastically nerfed our defense which in turn drastically nerfs our sustain and damage. So crazy.
It's always been that way, just now hitting sorcs/shield users.
They need to add crit resists to jewel traits so you can nulify all crit damage at expense of your max stats or run 3pc jewels to deslot trans/impreg to run other sets.
Well your analysis is misleading in terms:
First, you neglect the spell / physical resistences. If you have let's say 30% spell & physical resistences your crit damage at 90% additional crit damage will be (1-0.3)*1.9 = 1.33 or 133% of tooltip damage. At 50% it's 105% and at 70% it'S oly 119%. And all of that is prior to crit resist.
Second, shields act as additional health (nowadays quite literally like a short term boost to your HP bar), so even at 90% additional damage from crits you don't necessarily need 24k HP or can allow for lower crit resist.
rabidrufus64 wrote: »Waffennacht wrote: »Waffennacht wrote: »Brutusmax1mus wrote: »Waffennacht wrote: »Waffennacht wrote: »I'll come clean;
I'm running impreg and transmutation on my stamplar
All jewelry transmuted to x2 infused, robust
x3 jewelry, 2H transmutation
Impreg all body
Shackle breaker bow (weapon damage and craftable, after modifiers out performs agility)
This let's me run full well-fitted x7 medium while still having 3250 crit resistance in BGs (well ideally my helm is heavy boo)
x2 Balorgh to compensate for weapon dmg loss and is absolutely bananas combined with Onslaught.
The build is extremely tanky and extremely difficult to pin down. That's how good crit resistance is
Transmutation on a stamplar? Why?
With the Nerf to impreg I wanted more crit resistance while still being able to roll dodge a massive amount.
The 2 and 3 of transmutation is mag regen, I pair that with mag return rune. I can use extended ritual at will, and my secret weapon is using toppling charge as my hard CC (the guaranteed CC morph) - on my 2h bar, binding javelin on my bow bar
Using toppling to set up my Onslaught to ensure it lands.
Transmutation backbar only and transmuted jewelry means I'm losing very little by running transmutation.
It's an experimental build that I'm really enjoying
You're weird
Got footage? I enjoy hybrid type bg builds
Lol! No footage yet. I've only ran it in about 6 BGs now. It has taken... 200 crystals and I still need 55 more (have 45 ATM) to finish the build. I don't plan on running for Balorgh medium helm or well fitted.
I just remembered my hands aren't the correct trait either...
And to be honest I wasn't even completely sold on the idea myself and that's why I haven't committed the mats to Golding my transmutation 2h
You just need 4 gold well fitted to match CP 20% cost reduction. I wouldn't go past that. Then use 2 divines for extra damage via mundas.
I definitely feel the difference between 5 and 7, I prefer more reduction. The added damage is less noticeable for me.
It's also an Argonian if that means anything.
Anywho, 3k impen is my goal for most builds, how to go about it is where the spice of variety comes from
now do u prefer argonian in general for all stam specs? or just stamplar?
2k crit resists = 29% modifer defense. Against:
- 50% base CHD, you are taking a 21% extra damage on crits (15k tooltip dmg before mitigation, is now 18150 that now must be reduced by your normal mitigation)
- 60% becomes 31% = 19650 (most of cyro with 10% CP, or nightblade/templar with only their CHD passive)
- 70% becomes 41% = 21150 (most of cyro with 20% CP or nigthblade/templar with 10% CP and their CHD passive
- 80% becomes 51% = 22650 (classes with minor force+20% CP or nightblade/templar with their passives and 20% CP)
- 90% becomes 61% = 24151 (only CP nightblades/templars with 20% CP, CHD passive, and minor force)
three of these will instagib anyone not running more than 23k health or not dodging/blocking.
If you had 4080k crit resists it's a different story:
- 60% becomes 0% = 15000 base tooltip or doesn't crit (most of cyro with 10% CP, or nightblade/templar with only their CHD passive)
- 70% becomes 10% = 16500 (most of cyro with 20% CP or nigthblade/templar with 10% CP and their CHD passive
- 80% becomes 20% = 18000 (classes with minor force+20% CP or nightblade/templar with their passives and 20% CP)
- 90% becomes 30% = 19500 (only CP nightblades/templars with 20% CP, CHD passive, and minor force)
Now you know why I say 4k is the new minimum in PVP. Don't give players free damage; slot more crit resists.
This is literally why I came asking this question, it seemed ridiculous but it is what it is, this is the new *** Sorc's have to deal with now that shields can be crit.
They drastically nerfed our defense which in turn drastically nerfs our sustain and damage. So crazy.
It's always been that way, just now hitting sorcs/shield users.
They need to add crit resists to jewel traits so you can nulify all crit damage at expense of your max stats or run 3pc jewels to deslot trans/impreg to run other sets.
Well your analysis is misleading in terms:
First, you neglect the spell / physical resistences. If you have let's say 30% spell & physical resistences your crit damage at 90% additional crit damage will be (1-0.3)*1.9 = 1.33 or 133% of tooltip damage. At 50% it's 105% and at 70% it'S oly 119%. And all of that is prior to crit resist.
Second, shields act as additional health (nowadays quite literally like a short term boost to your HP bar), so even at 90% additional damage from crits you don't necessarily need 24k HP or can allow for lower crit resist.
30% armor is 19k resist? But that assumes no penetration And crit happens before any mitigation. If a target is getting 30% after Penn your defense is over defensive anyway because they will have stacked so much mitigation they gave up dmg.
Or your target has terrible penetration. And bleeds will completely ignore. For high penetration attacks impen is better followed by major protection.
Shields are only as important as the gcd you waste to cast. And active defenses can only be compared to other active defensive (block, dodge roll, etc.) And are a league of thier own.
BlackMadara wrote: »2k crit resists = 29% modifer defense. Against:
- 50% base CHD, you are taking a 21% extra damage on crits (15k tooltip dmg before mitigation, is now 18150 that now must be reduced by your normal mitigation)
- 60% becomes 31% = 19650 (most of cyro with 10% CP, or nightblade/templar with only their CHD passive)
- 70% becomes 41% = 21150 (most of cyro with 20% CP or nigthblade/templar with 10% CP and their CHD passive
- 80% becomes 51% = 22650 (classes with minor force+20% CP or nightblade/templar with their passives and 20% CP)
- 90% becomes 61% = 24151 (only CP nightblades/templars with 20% CP, CHD passive, and minor force)
three of these will instagib anyone not running more than 23k health or not dodging/blocking.
If you had 4080k crit resists it's a different story:
- 60% becomes 0% = 15000 base tooltip or doesn't crit (most of cyro with 10% CP, or nightblade/templar with only their CHD passive)
- 70% becomes 10% = 16500 (most of cyro with 20% CP or nigthblade/templar with 10% CP and their CHD passive
- 80% becomes 20% = 18000 (classes with minor force+20% CP or nightblade/templar with their passives and 20% CP)
- 90% becomes 30% = 19500 (only CP nightblades/templars with 20% CP, CHD passive, and minor force)
Now you know why I say 4k is the new minimum in PVP. Don't give players free damage; slot more crit resists.
This is literally why I came asking this question, it seemed ridiculous but it is what it is, this is the new *** Sorc's have to deal with now that shields can be crit.
They drastically nerfed our defense which in turn drastically nerfs our sustain and damage. So crazy.
It's always been that way, just now hitting sorcs/shield users.
They need to add crit resists to jewel traits so you can nulify all crit damage at expense of your max stats or run 3pc jewels to deslot trans/impreg to run other sets.
Well your analysis is misleading in terms:
First, you neglect the spell / physical resistences. If you have let's say 30% spell & physical resistences your crit damage at 90% additional crit damage will be (1-0.3)*1.9 = 1.33 or 133% of tooltip damage. At 50% it's 105% and at 70% it'S oly 119%. And all of that is prior to crit resist.
Second, shields act as additional health (nowadays quite literally like a short term boost to your HP bar), so even at 90% additional damage from crits you don't necessarily need 24k HP or can allow for lower crit resist.
30% armor is 19k resist? But that assumes no penetration And crit happens before any mitigation. If a target is getting 30% after Penn your defense is over defensive anyway because they will have stacked so much mitigation they gave up dmg.
Or your target has terrible penetration. And bleeds will completely ignore. For high penetration attacks impen is better followed by major protection.
Shields are only as important as the gcd you waste to cast. And active defenses can only be compared to other active defensive (block, dodge roll, etc.) And are a league of thier own.
When crit damage or any defensive modifier is applied doesnt matter. It's all multiplicative. They all hold a certain weight based on diminishing returns.
Most physical damage dealers in pvp won't have high pen and spell resistance is easier to get than physical. You can still sit around an effective 30% mitigation and have decent damage.
Bleeds honestly don't do that much damage, other than master axes, compared to, say, DK DoTs. Even with mitigation factored, my burning embers, engulfing flames, and burning proc tick as hard or harder, not counting master axe buff to rending. The main problem for bleeds are the ease of getting the passive procs.
Impen and major/minor protection are the only defense against attacks that ignore armor. High armor is still effective against high penetration because their is only so much pen you can get. I still find that you need a balance of defensive mechanics.
Example from myself. High resists from pariah, med-high crit resists with all impen and cp, and cauterize HoT and offensive healing from DK class. All of these add to my effective hp.
PS. I decided to change out a set on my stam DK that I just leveled to Impreg. Its feeling spicy. All the ways to build in this game is part of the fun. Great input.
2k crit resists = 29% modifer defense. Against:
- 50% base CHD, you are taking a 21% extra damage on crits (15k tooltip dmg before mitigation, is now 18150 that now must be reduced by your normal mitigation)
- 60% becomes 31% = 19650 (most of cyro with 10% CP, or nightblade/templar with only their CHD passive)
- 70% becomes 41% = 21150 (most of cyro with 20% CP or nigthblade/templar with 10% CP and their CHD passive
- 80% becomes 51% = 22650 (classes with minor force+20% CP or nightblade/templar with their passives and 20% CP)
- 90% becomes 61% = 24151 (only CP nightblades/templars with 20% CP, CHD passive, and minor force)
three of these will instagib anyone not running more than 23k health or not dodging/blocking.
If you had 4080k crit resists it's a different story:
- 60% becomes 0% = 15000 base tooltip or doesn't crit (most of cyro with 10% CP, or nightblade/templar with only their CHD passive)
- 70% becomes 10% = 16500 (most of cyro with 20% CP or nigthblade/templar with 10% CP and their CHD passive
- 80% becomes 20% = 18000 (classes with minor force+20% CP or nightblade/templar with their passives and 20% CP)
- 90% becomes 30% = 19500 (only CP nightblades/templars with 20% CP, CHD passive, and minor force)
Now you know why I say 4k is the new minimum in PVP. Don't give players free damage; slot more crit resists.
This is literally why I came asking this question, it seemed ridiculous but it is what it is, this is the new *** Sorc's have to deal with now that shields can be crit.
They drastically nerfed our defense which in turn drastically nerfs our sustain and damage. So crazy.
It's always been that way, just now hitting sorcs/shield users.
They need to add crit resists to jewel traits so you can nulify all crit damage at expense of your max stats or run 3pc jewels to deslot trans/impreg to run other sets.
Well your analysis is misleading in terms:
First, you neglect the spell / physical resistences. If you have let's say 30% spell & physical resistences your crit damage at 90% additional crit damage will be (1-0.3)*1.9 = 1.33 or 133% of tooltip damage. At 50% it's 105% and at 70% it'S oly 119%. And all of that is prior to crit resist.
Second, shields act as additional health (nowadays quite literally like a short term boost to your HP bar), so even at 90% additional damage from crits you don't necessarily need 24k HP or can allow for lower crit resist.
30% armor is 19k resist? But that assumes no penetration And crit happens before any mitigation. If a target is getting 30% after Penn your defense is over defensive anyway because they will have stacked so much mitigation they gave up dmg.
Or your target has terrible penetration. And bleeds will completely ignore. For high penetration attacks impen is better followed by major protection.
Shields are only as important as the gcd you waste to cast. And active defenses can only be compared to other active defensive (block, dodge roll, etc.) And are a league of thier own.
2k crit resists = 29% modifer defense. Against:
- 50% base CHD, you are taking a 21% extra damage on crits (15k tooltip dmg before mitigation, is now 18150 that now must be reduced by your normal mitigation)
- 60% becomes 31% = 19650 (most of cyro with 10% CP, or nightblade/templar with only their CHD passive)
- 70% becomes 41% = 21150 (most of cyro with 20% CP or nigthblade/templar with 10% CP and their CHD passive
- 80% becomes 51% = 22650 (classes with minor force+20% CP or nightblade/templar with their passives and 20% CP)
- 90% becomes 61% = 24151 (only CP nightblades/templars with 20% CP, CHD passive, and minor force)
three of these will instagib anyone not running more than 23k health or not dodging/blocking.
If you had 4080k crit resists it's a different story:
- 60% becomes 0% = 15000 base tooltip or doesn't crit (most of cyro with 10% CP, or nightblade/templar with only their CHD passive)
- 70% becomes 10% = 16500 (most of cyro with 20% CP or nigthblade/templar with 10% CP and their CHD passive
- 80% becomes 20% = 18000 (classes with minor force+20% CP or nightblade/templar with their passives and 20% CP)
- 90% becomes 30% = 19500 (only CP nightblades/templars with 20% CP, CHD passive, and minor force)
Now you know why I say 4k is the new minimum in PVP. Don't give players free damage; slot more crit resists.
This is literally why I came asking this question, it seemed ridiculous but it is what it is, this is the new *** Sorc's have to deal with now that shields can be crit.
They drastically nerfed our defense which in turn drastically nerfs our sustain and damage. So crazy.
It's always been that way, just now hitting sorcs/shield users.
They need to add crit resists to jewel traits so you can nulify all crit damage at expense of your max stats or run 3pc jewels to deslot trans/impreg to run other sets.
Well your analysis is misleading in terms:
First, you neglect the spell / physical resistences. If you have let's say 30% spell & physical resistences your crit damage at 90% additional crit damage will be (1-0.3)*1.9 = 1.33 or 133% of tooltip damage. At 50% it's 105% and at 70% it'S oly 119%. And all of that is prior to crit resist.
Second, shields act as additional health (nowadays quite literally like a short term boost to your HP bar), so even at 90% additional damage from crits you don't necessarily need 24k HP or can allow for lower crit resist.
30% armor is 19k resist? But that assumes no penetration And crit happens before any mitigation. If a target is getting 30% after Penn your defense is over defensive anyway because they will have stacked so much mitigation they gave up dmg.
Or your target has terrible penetration. And bleeds will completely ignore. For high penetration attacks impen is better followed by major protection.
Shields are only as important as the gcd you waste to cast. And active defenses can only be compared to other active defensive (block, dodge roll, etc.) And are a league of thier own.
You are right, but penetration usually does not exceed the resistences, so the 4k crit resistence still seems a bit excessive.
As for the shields. Ofc, every ability is only as important as the GCD you waste to cast it. But given the lack of decent healing available to magSorcs, there is little alternative to the shields. Which in turn means you got an extended HP pool and are not as susceptible to 1 shots - if the mitigation works properly. But given how unreliably shields work (especially in the recent DLC) you could make a strong arguement for having to be tanky enough to survive such a NB crit unshielded.
usmguy1234 wrote: »My templar has 30k resists and almost 4.5 crit resist and got hit by a 13k killers blade so just take that in to account.
Waffennacht wrote: »montiferus wrote: »Lol transmutation on a stamplar.
You're intrigued, I know you are
Seriously though, you're only giving up a 2 and 3 armor bonus for transmutation.
And you do have a powerful Magicka dump in extended ritual, not a bad trade off (approximately 231 weapon damage for -.2 crit modifier)
If I had master dw I'd run those instead of bow probably.
Edit: I keep forgetting to add, giving the additional crit resistance to allies via vigor and extended ritual is extremely helpful, it is a BG build
I love your work with this!!
Back to OP, Crit mitigation is often misunderstood, and i think this thread gives you all the intel you need @MalagenR mitigation 50% Crit is the minimum really now as most folks with points in Eflborn (15-20%) and NB (+10%) are going to be hitting you for 70-80% Crit no worries.
This is why sorcs have been kicking off. As now we have to use traits that were helping our other issues to motivate damage. Where ever we get resistances & Crit resist & possibly health from comes at a loss in Sustain and or damage which we can't afford.
Oddly most sorcs will be MORE tanker after this patch, that's the irony. Pre patch i hit hard but if my wards when down pop i was dead, instant. Now when my wards are down ill.be able to take a load more damage. I've just lost sustain, and punch.
Tales of sorcs that can't die are going to get worse. Is all.
Waffennacht wrote: »montiferus wrote: »Lol transmutation on a stamplar.
You're intrigued, I know you are
Seriously though, you're only giving up a 2 and 3 armor bonus for transmutation.
And you do have a powerful Magicka dump in extended ritual, not a bad trade off (approximately 231 weapon damage for -.2 crit modifier)
If I had master dw I'd run those instead of bow probably.
Edit: I keep forgetting to add, giving the additional crit resistance to allies via vigor and extended ritual is extremely helpful, it is a BG build
I love your work with this!!
Back to OP, Crit mitigation is often misunderstood, and i think this thread gives you all the intel you need @MalagenR mitigation 50% Crit is the minimum really now as most folks with points in Eflborn (15-20%) and NB (+10%) are going to be hitting you for 70-80% Crit no worries.
This is why sorcs have been kicking off. As now we have to use traits that were helping our other issues to motivate damage. Where ever we get resistances & Crit resist & possibly health from comes at a loss in Sustain and or damage which we can't afford.
Oddly most sorcs will be MORE tanker after this patch, that's the irony. Pre patch i hit hard but if my wards when down pop i was dead, instant. Now when my wards are down ill.be able to take a load more damage. I've just lost sustain, and punch.
Tales of sorcs that can't die are going to get worse. Is all.
It's interesting in my Sorc's case. Pre-Murkmire I was running 2 sustain sets (Shackle+alteration) and mix-matched monster sets for stats. But zero impen. So i hit moderately hard and was able to sustain a fight.
Post Murkmire, I am running Pariah and Bright Throat with Bloodspawn. And it is insane. I still hit moderately hard because I was already not running a damage set. So my power hasn't changed. And with the new Overload, I feel like I have gotten stronger. But with Pariah and Bloodspawn i have crazy mitigation. Unbuffed, I am sitting at 20K resistances in light armor. Fully buffed with Pariah, Bloodspawn and Boundless storm, I am just under 40K.
With only 1500 crit resist coming from gear traits. Not even worrying about it too much since my base resistance is so high. The tankiness is next level.
Waffennacht wrote: »montiferus wrote: »Lol transmutation on a stamplar.
You're intrigued, I know you are
Seriously though, you're only giving up a 2 and 3 armor bonus for transmutation.
And you do have a powerful Magicka dump in extended ritual, not a bad trade off (approximately 231 weapon damage for -.2 crit modifier)
If I had master dw I'd run those instead of bow probably.
Edit: I keep forgetting to add, giving the additional crit resistance to allies via vigor and extended ritual is extremely helpful, it is a BG build
I love your work with this!!
Back to OP, Crit mitigation is often misunderstood, and i think this thread gives you all the intel you need @MalagenR mitigation 50% Crit is the minimum really now as most folks with points in Eflborn (15-20%) and NB (+10%) are going to be hitting you for 70-80% Crit no worries.
This is why sorcs have been kicking off. As now we have to use traits that were helping our other issues to motivate damage. Where ever we get resistances & Crit resist & possibly health from comes at a loss in Sustain and or damage which we can't afford.
Oddly most sorcs will be MORE tanker after this patch, that's the irony. Pre patch i hit hard but if my wards when down pop i was dead, instant. Now when my wards are down ill.be able to take a load more damage. I've just lost sustain, and punch.
Tales of sorcs that can't die are going to get worse. Is all.
It's interesting in my Sorc's case. Pre-Murkmire I was running 2 sustain sets (Shackle+alteration) and mix-matched monster sets for stats. But zero impen. So i hit moderately hard and was able to sustain a fight.
Post Murkmire, I am running Pariah and Bright Throat with Bloodspawn. And it is insane. I still hit moderately hard because I was already not running a damage set. So my power hasn't changed. And with the new Overload, I feel like I have gotten stronger. But with Pariah and Bloodspawn i have crazy mitigation. Unbuffed, I am sitting at 20K resistances in light armor. Fully buffed with Pariah, Bloodspawn and Boundless storm, I am just under 40K.
With only 1500 crit resist coming from gear traits. Not even worrying about it too much since my base resistance is so high. The tankiness is next level.
But how do you sustain?
I put on Impreg. 4k crit resists. Sure, I could use Trans instead, but why would I? I need no requirements for Impreg, it's always there. 4k crit resist might seems excessive, but if you can, no, HAVE to afford it, why not? Also allows me to not waste a skillslot on Boundless Storm. Win in my CP book.
I put on Impreg. 4k crit resists. Sure, I could use Trans instead, but why would I? I need no requirements for Impreg, it's always there. 4k crit resist might seems excessive, but if you can, no, HAVE to afford it, why not? Also allows me to not waste a skillslot on Boundless Storm. Win in my CP book.
I tried impreg first, then switched to transmutation - as it doubles up as my sustain set too!
Pro tip, use rapid regen and have degeneration on you back bar (or at least the morph that gives extra health - whatever its called) - then every time you swap to your back-bar, your max health increases - but as your current health doesn't (immediately), you can be healed with a rapid regen tick - triggering the transmutation proc.
You're also buffing your overload attacks with it too..
Crit resists happen first. If you have 1k crit resists, but your target has 1.5-1.6 (1.353/1.453), a 15k attack will be 20295\21795). Attacks will crit, ignoring them is what creates those threads like "omg bleedz OP" or "Sorc OP".DTStormfox wrote: »I personally decided to not go above 1000 critical resistance in no-cp pvp and focus more on physical and spell resistance (let's call them normal resistance levels).
The reasoning behind this is that most of the damage you receive is not critical damage. Yes, you will run into people that one-shot you, but the majority of players do not run such builds. By running a lot of critical damage you have a build that incorporates the probability of getting critically hit. Remember that critical resistance ONLY mitigates critical damage. Physical and Spell resistance levels mitigate both!
Let's say you run 3.5k crit resistance, which totally negates the critical modifier of 1.5, you have 0 physical resistance* and the base damage dealt was 5k. You will receive 5k multiplied by 1.0 = 5000 damage received and 2500 damage mitigated.
If you run 0 critical resistance and have 33100 physical resistance, which is the hard cap (approx) and the base damage dealt was 5k. You will receive 50% of 5k multiplied by 1.5 = 3750 damage and 1250 damage mitigated.
However, putting things in perspective:
A potential critical attack is 7500 damage with these numbers. With full impenetrable, you mitigated 2500 damage. But with full normal resistance levels, you mitigate the potential 7500 damage with 3750 damage!
Conclusion: You can mitigate more damage when at full resistance levels at all times, than running an impenetrable build. The downside is that normal resistance levels can be debuffed, critical resistance cannot be reduced, and bleeds ignore armour.
*for the sake of argument
(correct me if my calculations are wrong)
I put on Impreg. 4k crit resists. Sure, I could use Trans instead, but why would I? I need no requirements for Impreg, it's always there. 4k crit resist might seems excessive, but if you can, no, HAVE to afford it, why not? Also allows me to not waste a skillslot on Boundless Storm. Win in my CP book.
I tried impreg first, then switched to transmutation - as it doubles up as my sustain set too!
Pro tip, use rapid regen and have degeneration on you back bar (or at least the morph that gives extra health - whatever its called) - then every time you swap to your back-bar, your max health increases - but as your current health doesn't (immediately), you can be healed with a rapid regen tick - triggering the transmutation proc.
You're also buffing your overload attacks with it too..
Waffennacht wrote: »montiferus wrote: »Lol transmutation on a stamplar.
You're intrigued, I know you are
Seriously though, you're only giving up a 2 and 3 armor bonus for transmutation.
And you do have a powerful Magicka dump in extended ritual, not a bad trade off (approximately 231 weapon damage for -.2 crit modifier)
If I had master dw I'd run those instead of bow probably.
Edit: I keep forgetting to add, giving the additional crit resistance to allies via vigor and extended ritual is extremely helpful, it is a BG build
I love your work with this!!
Back to OP, Crit mitigation is often misunderstood, and i think this thread gives you all the intel you need @MalagenR mitigation 50% Crit is the minimum really now as most folks with points in Eflborn (15-20%) and NB (+10%) are going to be hitting you for 70-80% Crit no worries.
This is why sorcs have been kicking off. As now we have to use traits that were helping our other issues to motivate damage. Where ever we get resistances & Crit resist & possibly health from comes at a loss in Sustain and or damage which we can't afford.
Oddly most sorcs will be MORE tanker after this patch, that's the irony. Pre patch i hit hard but if my wards when down pop i was dead, instant. Now when my wards are down ill.be able to take a load more damage. I've just lost sustain, and punch.
Tales of sorcs that can't die are going to get worse. Is all.
It's interesting in my Sorc's case. Pre-Murkmire I was running 2 sustain sets (Shackle+alteration) and mix-matched monster sets for stats. But zero impen. So i hit moderately hard and was able to sustain a fight.
Post Murkmire, I am running Pariah and Bright Throat with Bloodspawn. And it is insane. I still hit moderately hard because I was already not running a damage set. So my power hasn't changed. And with the new Overload, I feel like I have gotten stronger. But with Pariah and Bloodspawn i have crazy mitigation. Unbuffed, I am sitting at 20K resistances in light armor. Fully buffed with Pariah, Bloodspawn and Boundless storm, I am just under 40K.
With only 1500 crit resist coming from gear traits. Not even worrying about it too much since my base resistance is so high. The tankiness is next level.
But how do you sustain?
usmguy1234 wrote: »My templar has 30k resists and almost 4.5 crit resist and got hit by a 13k killers blade so just take that in to account.
Crit resists happen first. If you have 1k crit resists, but your target has 1.5-1.6 (1.353/1.453), a 15k attack will be 20295\21795). Attacks will crit, ignoring them is what creates those threads like "omg bleedz OP" or "Sorc OP".DTStormfox wrote: »I personally decided to not go above 1000 critical resistance in no-cp pvp and focus more on physical and spell resistance (let's call them normal resistance levels).
The reasoning behind this is that most of the damage you receive is not critical damage. Yes, you will run into people that one-shot you, but the majority of players do not run such builds. By running a lot of critical damage you have a build that incorporates the probability of getting critically hit. Remember that critical resistance ONLY mitigates critical damage. Physical and Spell resistance levels mitigate both!
Let's say you run 3.5k crit resistance, which totally negates the critical modifier of 1.5, you have 0 physical resistance* and the base damage dealt was 5k. You will receive 5k multiplied by 1.0 = 5000 damage received and 2500 damage mitigated.
If you run 0 critical resistance and have 33100 physical resistance, which is the hard cap (approx) and the base damage dealt was 5k. You will receive 50% of 5k multiplied by 1.5 = 3750 damage and 1250 damage mitigated.
However, putting things in perspective:
A potential critical attack is 7500 damage with these numbers. With full impenetrable, you mitigated 2500 damage. But with full normal resistance levels, you mitigate the potential 7500 damage with 3750 damage!
Conclusion: You can mitigate more damage when at full resistance levels at all times, than running an impenetrable build. The downside is that normal resistance levels can be debuffed, critical resistance cannot be reduced, and bleeds ignore armour.
*for the sake of argument
(correct me if my calculations are wrong)
You won't have zero resists in full impen, except maybe light armor unless you start adding outside sources, but you need defense in light armor like heavy armor needs offense.
You also will have penetration coming in. Light armor will have typically around 7k with sharp+passives and another 10% on their destro attacks, medium alot lower (2752) unless they go 20% mace. Both can get major resist debuffs. That puts a LA player fighting a 33100 target, Major breach will reduce 5280 (27820), destro passive will reduce that down by 10% for destro attacks (25038), LA passive +sharp will reduce by 7k (18038).
So back to the 15k dmg that crits, on your 33100 build in nCP, assuming you have no minor maim, your armor will be taking a 21795 against a nightblade. Your armor, if it was a magblade, will be 18038. Then you find out the percentage of what that armor is (18038/662/100 = 0.2724%. 100%-0.2724% = 0.7576%. 16511.892 final dmg hitting you.
Same attacker but build running 3000k resists (44%):
You will be lower resists, if at light armor yourself, but you can run 2-3 protective and get 18-20k resists but still hit 30k max mag because max stats is gutted in nCP anyway. 18k resists on the same penetration would be, after breach (12720), after destro (11448), LA+sharp (4448). 4448 armor becomes 6.7%, subtracted from 100% it is 0.933%.
1.5/1.6 modifer becomes 1.06\1.16. that 15k attack becomes 15900\17400. Same nightblade, but 17400 times 0.933% = 16234 final damage.
Therefore 3k CR on a lower resist build is the same as trying to stack high resists but giving up damage. That also assumes the attack crits. If the attack doesnt crit, then its 11,364 final damage on the 33k resist build and 13995 final damage on the 3k CR build.
It comes down to if you are giving up offense stats or not, and what crit percentage your attacker has. 9/10 builds in nCP will still have 40-50% crit percentage, so every other attack WILL be a crit. With how easy it is to get resists without giving up offense after tacking on a CR set, it makes no sense to stack such high resist sets anymore.