Lightspeedflashb14_ESO wrote: »@SaintSubwayy the armor cap for players is 33,000, which is 50% reduction, beyond that you get no more reduction in damage, unless the player that is attacking you has pen, then they have to go though the armor you have above 33k to increase the damage they do to you, otherwise you will always take 50% less damage, no matter if you have 34k armor or 60k.
Overland mobs have 9100 armor. All dungeon/trial/areana mobs have 18200 as you said, except for vma. There it varies between 9100, 12500 and 18200.
The "formula" is that in pve, every 500 armor you penetrate, you get 1% damage back. So the max is 36.4%, if the mob has 18200 and you fully penetrate the mobs resistance.
SaintSubwayy wrote: »Lightspeedflashb14_ESO wrote: »@SaintSubwayy the armor cap for players is 33,000, which is 50% reduction, beyond that you get no more reduction in damage, unless the player that is attacking you has pen, then they have to go though the armor you have above 33k to increase the damage they do to you, otherwise you will always take 50% less damage, no matter if you have 34k armor or 60k.
Overland mobs have 9100 armor. All dungeon/trial/areana mobs have 18200 as you said, except for vma. There it varies between 9100, 12500 and 18200.
The "formula" is that in pve, every 500 armor you penetrate, you get 1% damage back. So the max is 36.4%, if the mob has 18200 and you fully penetrate the mobs resistance.
Well he didnt ask for player armor cap, or did I miss that?
But thx for the update anyways ^^
Ah didnt know that there is a difference between overland and Instanced Areas (Trial, dungeons ect) so learned something there
. The cap for players isnt at 3.3-3.5k , It depends on which Sets you're wearing, mundus you use, CP distribution, and acces to Penetration you have.
Lightspeedflashb14_ESO wrote: »SaintSubwayy wrote: »Lightspeedflashb14_ESO wrote: »@SaintSubwayy the armor cap for players is 33,000, which is 50% reduction, beyond that you get no more reduction in damage, unless the player that is attacking you has pen, then they have to go though the armor you have above 33k to increase the damage they do to you, otherwise you will always take 50% less damage, no matter if you have 34k armor or 60k.
Overland mobs have 9100 armor. All dungeon/trial/areana mobs have 18200 as you said, except for vma. There it varies between 9100, 12500 and 18200.
The "formula" is that in pve, every 500 armor you penetrate, you get 1% damage back. So the max is 36.4%, if the mob has 18200 and you fully penetrate the mobs resistance.
Well he didnt ask for player armor cap, or did I miss that?
But thx for the update anyways ^^
Ah didnt know that there is a difference between overland and Instanced Areas (Trial, dungeons ect) so learned something there
The op did not ask, this is true, but when you say-. The cap for players isnt at 3.3-3.5k , It depends on which Sets you're wearing, mundus you use, CP distribution, and acces to Penetration you have.
You are implying that the armor cap is different for all players, as your first paragraph about armor resistance, not penetration. Player resistance is caped. At 33k, players penetration is not capped. You can stack as much as the game allows and if the target has that much armor, you will penetrate.
This confusion, on my part I admit, probably stems from the ops non native English
Lightspeedflashb14_ESO wrote: »SaintSubwayy wrote: »Lightspeedflashb14_ESO wrote: »@SaintSubwayy the armor cap for players is 33,000, which is 50% reduction, beyond that you get no more reduction in damage, unless the player that is attacking you has pen, then they have to go though the armor you have above 33k to increase the damage they do to you, otherwise you will always take 50% less damage, no matter if you have 34k armor or 60k.
Overland mobs have 9100 armor. All dungeon/trial/areana mobs have 18200 as you said, except for vma. There it varies between 9100, 12500 and 18200.
The "formula" is that in pve, every 500 armor you penetrate, you get 1% damage back. So the max is 36.4%, if the mob has 18200 and you fully penetrate the mobs resistance.
Well he didnt ask for player armor cap, or did I miss that?
But thx for the update anyways ^^
Ah didnt know that there is a difference between overland and Instanced Areas (Trial, dungeons ect) so learned something there
The op did not ask, this is true, but when you say-. The cap for players isnt at 3.3-3.5k , It depends on which Sets you're wearing, mundus you use, CP distribution, and acces to Penetration you have.
You are implying that the armor cap is different for all players, as your first paragraph about armor resistance, not penetration. Player resistance is caped. At 33k, players penetration is not capped. You can stack as much as the game allows and if the target has that much armor, you will penetrate.
This confusion, on my part I admit, probably stems from the ops non native English
Lightspeedflashb14_ESO wrote: »SaintSubwayy wrote: »Lightspeedflashb14_ESO wrote: »@SaintSubwayy the armor cap for players is 33,000, which is 50% reduction, beyond that you get no more reduction in damage, unless the player that is attacking you has pen, then they have to go though the armor you have above 33k to increase the damage they do to you, otherwise you will always take 50% less damage, no matter if you have 34k armor or 60k.
Overland mobs have 9100 armor. All dungeon/trial/areana mobs have 18200 as you said, except for vma. There it varies between 9100, 12500 and 18200.
The "formula" is that in pve, every 500 armor you penetrate, you get 1% damage back. So the max is 36.4%, if the mob has 18200 and you fully penetrate the mobs resistance.
Well he didnt ask for player armor cap, or did I miss that?
But thx for the update anyways ^^
Ah didnt know that there is a difference between overland and Instanced Areas (Trial, dungeons ect) so learned something there
The op did not ask, this is true, but when you say-. The cap for players isnt at 3.3-3.5k , It depends on which Sets you're wearing, mundus you use, CP distribution, and acces to Penetration you have.
You are implying that the armor cap is different for all players, as your first paragraph about armor resistance, not penetration. Player resistance is caped. At 33k, players penetration is not capped. You can stack as much as the game allows and if the target has that much armor, you will penetrate.
This confusion, on my part I admit, probably stems from the ops non native English
Yea, armor in pvp has a cap at 50% or 33k. But in PVP, you frequently run into penetration builds so its highly unlikely you'll be at armor cap (unless you give up dmg or sustain to reach it.)
Lightspeedflashb14_ESO wrote: »@SaintSubwayy the armor cap for players is 33,000, which is 50% reduction, beyond that you get no more reduction in damage, unless the player that is attacking you has pen, then they have to go through the armor you have above 33k to increase the damage they do to you, otherwise you will always take 50% less damage, no matter if you have 34k armor or 60k.
@Rteqh
Look at this thread:
https://forums.elderscrollsonline.com/en/discussion/279426/damage-mitigation-explanation-updated-for-morrowind-new-calculator/p1
It is very useful to determine what further damage mitigation will be sensible or useful for you as tank. It also explains the principles of how penetration works in ESO pretty well. The same principles applying to players generally applies to mobs as well.
SaintSubwayy wrote: »ah i was srefering to the penetration cap