WrathOfInnos wrote: »As for Alkosh, I’m not sure why you would want to take away one of the few sources left to debuff resistances (RIP Sunderflame and Night Mother’s). The main reason tanks began using this is because they have access to the most synergies. If the debuff lasted longer, and the damage done by the set could crit, it might see use on a stamina DPS again. Reducing its value would just be a massive nerf to stamina DPS in trials. They’re already forced to use the Lover stone or a set like Two Fang it Spriggans, giving up their Mundus because Medium Armor does not offer any physical penetration. Without Alkosh, every stamina DPS would be forced into using both a Mundus Stone and a 5 pc set to get good damage.
WrathOfInnos wrote: »As for Alkosh, I’m not sure why you would want to take away one of the few sources left to debuff resistances (RIP Sunderflame and Night Mother’s). The main reason tanks began using this is because they have access to the most synergies. If the debuff lasted longer, and the damage done by the set could crit, it might see use on a stamina DPS again. Reducing its value would just be a massive nerf to stamina DPS in trials. They’re already forced to use the Lover stone or a set like Two Fang it Spriggans, giving up their Mundus because Medium Armor does not offer any physical penetration. Without Alkosh, every stamina DPS would be forced into using both a Mundus Stone and a 5 pc set to get good damage.
Damn you are right, i completely forgot that there is such thing as stamina DD. So here is a perfect desicion for this set:
30 sec duration, and debuff changed so it is lowering just physical penetration. So the first point here is that this set is needed only if you bring some stamina DD, so he could also use this set himself while tank would be better off buffing the whole group in a different way. In the same time its damage should be buffed to at least 1/2 of Relequen (2000 damage per second) and shouldnt stack with itself. So this set would be brilliant to somehow even mana and stamina in terms of penetration as mana already has too much
John_Falstaff wrote: »WrathOfInnos wrote: »As for Alkosh, I’m not sure why you would want to take away one of the few sources left to debuff resistances (RIP Sunderflame and Night Mother’s). The main reason tanks began using this is because they have access to the most synergies. If the debuff lasted longer, and the damage done by the set could crit, it might see use on a stamina DPS again. Reducing its value would just be a massive nerf to stamina DPS in trials. They’re already forced to use the Lover stone or a set like Two Fang it Spriggans, giving up their Mundus because Medium Armor does not offer any physical penetration. Without Alkosh, every stamina DPS would be forced into using both a Mundus Stone and a 5 pc set to get good damage.
Damn you are right, i completely forgot that there is such thing as stamina DD. So here is a perfect desicion for this set:
30 sec duration, and debuff changed so it is lowering just physical penetration. So the first point here is that this set is needed only if you bring some stamina DD, so he could also use this set himself while tank would be better off buffing the whole group in a different way. In the same time its damage should be buffed to at least 1/2 of Relequen (2000 damage per second) and shouldnt stack with itself. So this set would be brilliant to somehow even mana and stamina in terms of penetration as mana already has too much
With the abundance of magicka in trials nowadays, tanks will simply stop running Alkosh, since in most cases for half the group or more its effect will be useless. So, the real outcome: stamina will have just lost another 3k penetration across the board.
Lightspeedflashb14_ESO wrote: »John_Falstaff wrote: »WrathOfInnos wrote: »As for Alkosh, I’m not sure why you would want to take away one of the few sources left to debuff resistances (RIP Sunderflame and Night Mother’s). The main reason tanks began using this is because they have access to the most synergies. If the debuff lasted longer, and the damage done by the set could crit, it might see use on a stamina DPS again. Reducing its value would just be a massive nerf to stamina DPS in trials. They’re already forced to use the Lover stone or a set like Two Fang it Spriggans, giving up their Mundus because Medium Armor does not offer any physical penetration. Without Alkosh, every stamina DPS would be forced into using both a Mundus Stone and a 5 pc set to get good damage.
Damn you are right, i completely forgot that there is such thing as stamina DD. So here is a perfect desicion for this set:
30 sec duration, and debuff changed so it is lowering just physical penetration. So the first point here is that this set is needed only if you bring some stamina DD, so he could also use this set himself while tank would be better off buffing the whole group in a different way. In the same time its damage should be buffed to at least 1/2 of Relequen (2000 damage per second) and shouldnt stack with itself. So this set would be brilliant to somehow even mana and stamina in terms of penetration as mana already has too much
With the abundance of magicka in trials nowadays, tanks will simply stop running Alkosh, since in most cases for half the group or more its effect will be useless. So, the real outcome: stamina will have just lost another 3k penetration across the board.
Use a mace to penetrate more?
Lightspeedflashb14_ESO wrote: »John_Falstaff wrote: »WrathOfInnos wrote: »As for Alkosh, I’m not sure why you would want to take away one of the few sources left to debuff resistances (RIP Sunderflame and Night Mother’s). The main reason tanks began using this is because they have access to the most synergies. If the debuff lasted longer, and the damage done by the set could crit, it might see use on a stamina DPS again. Reducing its value would just be a massive nerf to stamina DPS in trials. They’re already forced to use the Lover stone or a set like Two Fang it Spriggans, giving up their Mundus because Medium Armor does not offer any physical penetration. Without Alkosh, every stamina DPS would be forced into using both a Mundus Stone and a 5 pc set to get good damage.
Damn you are right, i completely forgot that there is such thing as stamina DD. So here is a perfect desicion for this set:
30 sec duration, and debuff changed so it is lowering just physical penetration. So the first point here is that this set is needed only if you bring some stamina DD, so he could also use this set himself while tank would be better off buffing the whole group in a different way. In the same time its damage should be buffed to at least 1/2 of Relequen (2000 damage per second) and shouldnt stack with itself. So this set would be brilliant to somehow even mana and stamina in terms of penetration as mana already has too much
With the abundance of magicka in trials nowadays, tanks will simply stop running Alkosh, since in most cases for half the group or more its effect will be useless. So, the real outcome: stamina will have just lost another 3k penetration across the board.
Use a mace to penetrate more?
Just Major Fracture drops the value of Maces below that Axes/Daggers/Sword for 18k bosses, so it won't help at all in PvE.
Lightspeedflashb14_ESO wrote: »Lightspeedflashb14_ESO wrote: »John_Falstaff wrote: »WrathOfInnos wrote: »As for Alkosh, I’m not sure why you would want to take away one of the few sources left to debuff resistances (RIP Sunderflame and Night Mother’s). The main reason tanks began using this is because they have access to the most synergies. If the debuff lasted longer, and the damage done by the set could crit, it might see use on a stamina DPS again. Reducing its value would just be a massive nerf to stamina DPS in trials. They’re already forced to use the Lover stone or a set like Two Fang it Spriggans, giving up their Mundus because Medium Armor does not offer any physical penetration. Without Alkosh, every stamina DPS would be forced into using both a Mundus Stone and a 5 pc set to get good damage.
Damn you are right, i completely forgot that there is such thing as stamina DD. So here is a perfect desicion for this set:
30 sec duration, and debuff changed so it is lowering just physical penetration. So the first point here is that this set is needed only if you bring some stamina DD, so he could also use this set himself while tank would be better off buffing the whole group in a different way. In the same time its damage should be buffed to at least 1/2 of Relequen (2000 damage per second) and shouldnt stack with itself. So this set would be brilliant to somehow even mana and stamina in terms of penetration as mana already has too much
With the abundance of magicka in trials nowadays, tanks will simply stop running Alkosh, since in most cases for half the group or more its effect will be useless. So, the real outcome: stamina will have just lost another 3k penetration across the board.
Use a mace to penetrate more?
Just Major Fracture drops the value of Maces below that Axes/Daggers/Sword for 18k bosses, so it won't help at all in PvE.
false.
Lightspeedflashb14_ESO wrote: »Lightspeedflashb14_ESO wrote: »John_Falstaff wrote: »WrathOfInnos wrote: »As for Alkosh, I’m not sure why you would want to take away one of the few sources left to debuff resistances (RIP Sunderflame and Night Mother’s). The main reason tanks began using this is because they have access to the most synergies. If the debuff lasted longer, and the damage done by the set could crit, it might see use on a stamina DPS again. Reducing its value would just be a massive nerf to stamina DPS in trials. They’re already forced to use the Lover stone or a set like Two Fang it Spriggans, giving up their Mundus because Medium Armor does not offer any physical penetration. Without Alkosh, every stamina DPS would be forced into using both a Mundus Stone and a 5 pc set to get good damage.
Damn you are right, i completely forgot that there is such thing as stamina DD. So here is a perfect desicion for this set:
30 sec duration, and debuff changed so it is lowering just physical penetration. So the first point here is that this set is needed only if you bring some stamina DD, so he could also use this set himself while tank would be better off buffing the whole group in a different way. In the same time its damage should be buffed to at least 1/2 of Relequen (2000 damage per second) and shouldnt stack with itself. So this set would be brilliant to somehow even mana and stamina in terms of penetration as mana already has too much
With the abundance of magicka in trials nowadays, tanks will simply stop running Alkosh, since in most cases for half the group or more its effect will be useless. So, the real outcome: stamina will have just lost another 3k penetration across the board.
Use a mace to penetrate more?
Just Major Fracture drops the value of Maces below that Axes/Daggers/Sword for 18k bosses, so it won't help at all in PvE.
false.
false.it's common knowledge that for pen calculation you go wep trait+cp+buffs and after all this is calculated the maces % gets added. AkA useless.
4. Armor Penetration and Mitigation
This is probably the most complex part of damage calculation, simply because the formula is a bit unintuitive. In ESO, every enemy (may it be a NPC or a player) has a resistance value. You can circumvent that resistance by using items and passives that let you "pierce" through the armor and deal higher damage to the target. So in general, you want to circumvent all armor the enemy has to deal "true" damage. This can either be achieved through own penetration, meaning all sets, buffs etc that increase your own armor penetration rating, or through debuffing the enemy, and thus reducing resistances. There are % amps and flat stats for penetration, and I will go through it in detail.
The formula looks like this:
Armor Mitigation =1-((((Target Resistance - Target Debuffs)*(1 - % Penetration ) - Penetration)/(Target.EffectiveLevel * 1000))))
So we start with 1. We start with one because the "true" damage let's us do the full damage. If we manage to achieve the full penetration, we simply do not deduct anything from 1, and therefore do the full unmitigated damage.
Then we have the target's resistance, which is 18200 in PvE for all veteran content mobs and target dummies. In PvP, it depends on how much spell or physical resitance your target has. Then we deduct all the debuffs the target has on it. There are multiple debuffs that apply to this category, such as major and minor fracture or breach (5280 and 1320, respectively), the 5- piece of roar of alkosh (3010) and the crusher weapon enchantment (which is amplifiable with torug's pact and infused and yields 1622, 2108 and 2741, respectively).
Afterwards we deduct % penetration amps, such as the Maul + Mace bonuses that ignore up to 20% of the target's resistance. The key takeaway here is that these %- amps are applied after debuffs, but not after your own penetration. This means that major and minor fracture reduce the effectiveness of mauls and maces, but sets like spriggan, twice-fanged serpent, penetration cps etc do NOT. So be aware which debuffs you have available, because if there are only few debuffs, you might even be better off with a mace over a dagger. The Break-even point between amces and daggers lies somewhere around 5000 & 6000 of penetration debuffs (which is often achieved in trials, but less in four man and solo content). I can provide statistics on this upon request.
After that, your own penetration value is deducted, so here's where most of the sets and the lover mundus belong. You might notice how penetration is mostly shown as a flat value, such as 5280 and 1320 for the major and minor debuffs. This needs to be converted into a % value so we can multiply it with the rest. That's what the denominator of the above formula is for:
The effectiveness of penetration depends on the level of the target. In PvE, enemies are considered as level 50 because they don't have CPs, so the denominator in these cases is 50000, while in PvP it is mostly 66000.
In no cp pvp, players are also considered as level 50, so here it is also 50000.
NOTE: There are some types of damage that ignore armor resistance either way, notably bleeds and oblivion damage. Both of these cannot be mitigated, so skills that indicate that they let enemies "bleed" or deal oblivion damage will always inflict their true damage value. This is mostly irrelevant for PvE, but in PvP, this is often an effective strategy against targets with high resistances.
This shows how much mitigation you have to achieve in order to reach the break-even point between a dagger and a mace.
This depends largely on the critical chance and critical damage you have. If your critical chance is low, a dagger is giving you more additional damage than in a scenario where you already have more critical chance.
Example: If you are a stamina sorcerer that has 50% critical chance before the 5% from the dagger is added, you'd be better off using a amce if your enemy with 18200 resistance has less than 7065 of debuffs on him. So in any case where that is not achieved, a mace will give you more damage than a dagger. If you have 64% critical chance prior to a dagger (if you are khajiit, use advancing yokeda or something similar), then you need 7719 of debuffs to benefit more from a dagger than a mace.
What I'm saying is that since the removal of Unique Penetration Debuffs, the border between thos weapons has been reduced significantly, since you can not obtain that amount of penetration as easily. On bosses yes, but in many trials where you are alone and Tanks will not debuff enemies enough (2nd Boss Upstairs vHoF, 4th Boss vHoF, vCR if you go in the shadow realm, vAS for protectors and minibosses etc), then you can also use a mace. Nightblades have a higher critical base chance due to their assassination passive, but also have higher critical damage.
A maul will be better than a greatsword in most situations. All you'd have to change is the value from 10% to 20% and the sword bonus from 2.5% to 5%. I ran a few tests now and the value is very high, often above 10k penetration debuffs (which is very very unralistic to have).
To the second point: Because many people either don't test things or simply have no idea what they are talking about. Statements like the ones that discredited yours are simply wrong. Using alkosh as a flat 3k is simply unrealistic, you wont have a crusher enchant on everything you hit, not even talking about major and minor fracture. There are trials like vAA, alright, there it might be realistic, but in the newer trials it is simply not feasible to use that kind of math at all.
Lightspeedflashb14_ESO wrote: »Lightspeedflashb14_ESO wrote: »Lightspeedflashb14_ESO wrote: »John_Falstaff wrote: »WrathOfInnos wrote: »As for Alkosh, I’m not sure why you would want to take away one of the few sources left to debuff resistances (RIP Sunderflame and Night Mother’s). The main reason tanks began using this is because they have access to the most synergies. If the debuff lasted longer, and the damage done by the set could crit, it might see use on a stamina DPS again. Reducing its value would just be a massive nerf to stamina DPS in trials. They’re already forced to use the Lover stone or a set like Two Fang it Spriggans, giving up their Mundus because Medium Armor does not offer any physical penetration. Without Alkosh, every stamina DPS would be forced into using both a Mundus Stone and a 5 pc set to get good damage.
Damn you are right, i completely forgot that there is such thing as stamina DD. So here is a perfect desicion for this set:
30 sec duration, and debuff changed so it is lowering just physical penetration. So the first point here is that this set is needed only if you bring some stamina DD, so he could also use this set himself while tank would be better off buffing the whole group in a different way. In the same time its damage should be buffed to at least 1/2 of Relequen (2000 damage per second) and shouldnt stack with itself. So this set would be brilliant to somehow even mana and stamina in terms of penetration as mana already has too much
With the abundance of magicka in trials nowadays, tanks will simply stop running Alkosh, since in most cases for half the group or more its effect will be useless. So, the real outcome: stamina will have just lost another 3k penetration across the board.
Use a mace to penetrate more?
Just Major Fracture drops the value of Maces below that Axes/Daggers/Sword for 18k bosses, so it won't help at all in PvE.
false.
false.it's common knowledge that for pen calculation you go wep trait+cp+buffs and after all this is calculated the maces % gets added. AkA useless.
false again.
codestripper wrote: »Lightspeedflashb14_ESO wrote: »Lightspeedflashb14_ESO wrote: »Lightspeedflashb14_ESO wrote: »John_Falstaff wrote: »WrathOfInnos wrote: »As for Alkosh, I’m not sure why you would want to take away one of the few sources left to debuff resistances (RIP Sunderflame and Night Mother’s). The main reason tanks began using this is because they have access to the most synergies. If the debuff lasted longer, and the damage done by the set could crit, it might see use on a stamina DPS again. Reducing its value would just be a massive nerf to stamina DPS in trials. They’re already forced to use the Lover stone or a set like Two Fang it Spriggans, giving up their Mundus because Medium Armor does not offer any physical penetration. Without Alkosh, every stamina DPS would be forced into using both a Mundus Stone and a 5 pc set to get good damage.
Damn you are right, i completely forgot that there is such thing as stamina DD. So here is a perfect desicion for this set:
30 sec duration, and debuff changed so it is lowering just physical penetration. So the first point here is that this set is needed only if you bring some stamina DD, so he could also use this set himself while tank would be better off buffing the whole group in a different way. In the same time its damage should be buffed to at least 1/2 of Relequen (2000 damage per second) and shouldnt stack with itself. So this set would be brilliant to somehow even mana and stamina in terms of penetration as mana already has too much
With the abundance of magicka in trials nowadays, tanks will simply stop running Alkosh, since in most cases for half the group or more its effect will be useless. So, the real outcome: stamina will have just lost another 3k penetration across the board.
Use a mace to penetrate more?
Just Major Fracture drops the value of Maces below that Axes/Daggers/Sword for 18k bosses, so it won't help at all in PvE.
false.
false.it's common knowledge that for pen calculation you go wep trait+cp+buffs and after all this is calculated the maces % gets added. AkA useless.
false again.