OlumoGarbag wrote: »Where on earth do you see mobility on Magicka Warden? Even Magicka necro the second slowest class in the has more mobility due to the fact you can cleanse yourself for free, while magden has to spam netch and still doesent get all snares and roots removed?
Why does the Stamsorc have the same healing/defence as the Stamden?
Stamsoc doesn't have any defensiv Passives vs 100%Minor Protection + Minor Toupghness...
And how is KritSurge better than Major Mending.
Stamsorc has also better defence than Stamplar... I mean Minor Protection,10%Block Migation, cleans, Spellresistenz are clearly worse than nothing...
OlumoGarbag wrote: »Where on earth do you see mobility on Magicka Warden? Even Magicka necro the second slowest class in the has more mobility due to the fact you can cleanse yourself for free, while magden has to spam netch and still doesent get all snares and roots removed?
Why does the Stamsorc have the same healing/defence as the Stamden?
Stamsoc doesn't have any defensiv Passives vs 100%Minor Protection + Minor Toupghness...
And how is KritSurge better than Major Mending.
Stamsorc has also better defence than Stamplar... I mean Minor Protection,10%Block Migation, cleans, Spellresistenz are clearly worse than nothing...
Why does the Stamsorc have the same healing/defence as the Stamden?
Stamsoc doesn't have any defensiv Passives vs 100%Minor Protection + Minor Toupghness...
And how is KritSurge better than Major Mending.
Stamsorc has also better defence than Stamplar... I mean Minor Protection,10%Block Migation, cleans, Spellresistenz are clearly worse than nothing...
There is a good deal of wishing and fantasy in these charts for sure.
Unified_Gaming wrote: »As for stamina sorcerer - dark deal is like 8k hp and allows you to reset the fight. You then have really high passive healing through crit surge and as you have amplitude to aid your damage, you can afford to use more health regen. Therefore, they have high self healing and defence wise, they have armour buffs like all classes but defense on a stamsorc gets heavily aided by passive healing and more importantly movement. As for minor protection, everyone is slotting temporal guard back bar and so have access to it.
Unified_Gaming wrote: »As for stamina sorcerer - dark deal is like 8k hp and allows you to reset the fight. You then have really high passive healing through crit surge and as you have amplitude to aid your damage, you can afford to use more health regen. Therefore, they have high self healing and defence wise, they have armour buffs like all classes but defense on a stamsorc gets heavily aided by passive healing and more importantly movement. As for minor protection, everyone is slotting temporal guard back bar and so have access to it.
Darkdeal is 4k Hp whit the Battelspirit! And it doesn't allow you to reset the fight. The mobility allows to reset the fight!
You say it yourself: Stamsorc defence comes mostly from mobility!
Unified_Gaming wrote: »As for stamina sorcerer - dark deal is like 8k hp and allows you to reset the fight. You then have really high passive healing through crit surge and as you have amplitude to aid your damage, you can afford to use more health regen. Therefore, they have high self healing and defence wise, they have armour buffs like all classes but defense on a stamsorc gets heavily aided by passive healing and more importantly movement. As for minor protection, everyone is slotting temporal guard back bar and so have access to it.
Darkdeal is 4k Hp whit the Battelspirit! And it doesn't allow you to reset the fight. The mobility allows to reset the fight!
You say it yourself: Stamsorc defence comes mostly from mobility!
Indeed. Dark Deal is 4k health only and according to the graphs, defense and mobility are 2 different factors.
Yes, their high healing over time and their mobility make stamina sorcerer very hard to take down and even impossible by magicka builds when they use ball of lightning.
But these are not the same according to the graph. When talking about pure tankiness, Templar is significantly tankier than sorcerer, which the graphs do not show as such. According to it, templar has above average tankiness while Sorcerer (magicka) has top level tankiness? I think everyone who has stepped into pvp recently can attest that this is not true. Templar is not just averagely tanky.
Unified_Gaming wrote: »Unified_Gaming wrote: »As for stamina sorcerer - dark deal is like 8k hp and allows you to reset the fight. You then have really high passive healing through crit surge and as you have amplitude to aid your damage, you can afford to use more health regen. Therefore, they have high self healing and defence wise, they have armour buffs like all classes but defense on a stamsorc gets heavily aided by passive healing and more importantly movement. As for minor protection, everyone is slotting temporal guard back bar and so have access to it.
Darkdeal is 4k Hp whit the Battelspirit! And it doesn't allow you to reset the fight. The mobility allows to reset the fight!
You say it yourself: Stamsorc defence comes mostly from mobility!
Indeed. Dark Deal is 4k health only and according to the graphs, defense and mobility are 2 different factors.
Yes, their high healing over time and their mobility make stamina sorcerer very hard to take down and even impossible by magicka builds when they use ball of lightning.
But these are not the same according to the graph. When talking about pure tankiness, Templar is significantly tankier than sorcerer, which the graphs do not show as such. According to it, templar has above average tankiness while Sorcerer (magicka) has top level tankiness? I think everyone who has stepped into pvp recently can attest that this is not true. Templar is not just averagely tanky.
If your fight a templar which doesn't have access to breath of life they are then not as tanky as you think or if you're using defile they drop alot faster. As such, sets like affliction work wonderful against them but I do agree, they are tanky in their own way mainly due to block. 10 is average and templar is 16/20 btw showing they're above average but when they're not in their rune and are blocking, they can drop pretty fast from my experience but I do see your point
As for magicka sorcerer, you can literally stack 2 8k-11k shields and still hit 80% mitigation allowing you to take an absolute beating.
Unified_Gaming wrote: »Unified_Gaming wrote: »As for stamina sorcerer - dark deal is like 8k hp and allows you to reset the fight. You then have really high passive healing through crit surge and as you have amplitude to aid your damage, you can afford to use more health regen. Therefore, they have high self healing and defence wise, they have armour buffs like all classes but defense on a stamsorc gets heavily aided by passive healing and more importantly movement. As for minor protection, everyone is slotting temporal guard back bar and so have access to it.
Darkdeal is 4k Hp whit the Battelspirit! And it doesn't allow you to reset the fight. The mobility allows to reset the fight!
You say it yourself: Stamsorc defence comes mostly from mobility!
Indeed. Dark Deal is 4k health only and according to the graphs, defense and mobility are 2 different factors.
Yes, their high healing over time and their mobility make stamina sorcerer very hard to take down and even impossible by magicka builds when they use ball of lightning.
But these are not the same according to the graph. When talking about pure tankiness, Templar is significantly tankier than sorcerer, which the graphs do not show as such. According to it, templar has above average tankiness while Sorcerer (magicka) has top level tankiness? I think everyone who has stepped into pvp recently can attest that this is not true. Templar is not just averagely tanky.
If your fight a templar which doesn't have access to breath of life they are then not as tanky as you think or if you're using defile they drop alot faster. As such, sets like affliction work wonderful against them but I do agree, they are tanky in their own way mainly due to block. 10 is average and templar is 16/20 btw showing they're above average but when they're not in their rune and are blocking, they can drop pretty fast from my experience but I do see your point
As for magicka sorcerer, you can literally stack 2 8k-11k shields and still hit 80% mitigation allowing you to take an absolute beating.
Please allow me a question regarding this. I have seen a video of yours where you had a Battleground Sorcerer build and spoke of 80% damage mitigation+armor. But where does this come from? You have 8% from temporal guard and maybe 10% from the swift set.
I thought you meant those %s from ironclad etc. But it was no cp, so. And then again, everyone has these CP. I just don't understand where people see these mitigation %s
I want 80% mitigation on my Sorcerer. Please tell me how, for I will be immortal. Sadly I only have 8% from temporal guard and my 20k armor which gets melted close to 0 anyway.
Unified_Gaming wrote: »Most pvp builds in cp hit 74-77% with some going over 80%. In the no cp the average is around 67%-72% depending on sets and stuff. My video on how to use the editor has the build linked so worth look
Unified_Gaming wrote: »Unified_Gaming wrote: »Unified_Gaming wrote: »As for stamina sorcerer - dark deal is like 8k hp and allows you to reset the fight. You then have really high passive healing through crit surge and as you have amplitude to aid your damage, you can afford to use more health regen. Therefore, they have high self healing and defence wise, they have armour buffs like all classes but defense on a stamsorc gets heavily aided by passive healing and more importantly movement. As for minor protection, everyone is slotting temporal guard back bar and so have access to it.
Darkdeal is 4k Hp whit the Battelspirit! And it doesn't allow you to reset the fight. The mobility allows to reset the fight!
You say it yourself: Stamsorc defence comes mostly from mobility!
Indeed. Dark Deal is 4k health only and according to the graphs, defense and mobility are 2 different factors.
Yes, their high healing over time and their mobility make stamina sorcerer very hard to take down and even impossible by magicka builds when they use ball of lightning.
But these are not the same according to the graph. When talking about pure tankiness, Templar is significantly tankier than sorcerer, which the graphs do not show as such. According to it, templar has above average tankiness while Sorcerer (magicka) has top level tankiness? I think everyone who has stepped into pvp recently can attest that this is not true. Templar is not just averagely tanky.
If your fight a templar which doesn't have access to breath of life they are then not as tanky as you think or if you're using defile they drop alot faster. As such, sets like affliction work wonderful against them but I do agree, they are tanky in their own way mainly due to block. 10 is average and templar is 16/20 btw showing they're above average but when they're not in their rune and are blocking, they can drop pretty fast from my experience but I do see your point
As for magicka sorcerer, you can literally stack 2 8k-11k shields and still hit 80% mitigation allowing you to take an absolute beating.
Please allow me a question regarding this. I have seen a video of yours where you had a Battleground Sorcerer build and spoke of 80% damage mitigation+armor. But where does this come from? You have 8% from temporal guard and maybe 10% from the swift set.
I thought you meant those %s from ironclad etc. But it was no cp, so. And then again, everyone has these CP. I just don't understand where people see these mitigation %s
I want 80% mitigation on my Sorcerer. Please tell me how, for I will be immortal. Sadly I only have 8% from temporal guard and my 20k armor which gets melted close to 0 anyway.
The build editor is useful to see it as it has the formula built in but in short, in pvp you need to factor in battle spirit, resistances, cp, %damage reduction buffs and then any damage dealt reductions the target has like minor maim. It's easier to use the editor to see it - the reduction we have is due to good armour, % reduction sets/skills and cp as well as being in pvp. If we had minor main on our target then we'd be tankier.
Most pvp builds in cp hit 74-77% with some going over 80%. In the no cp the average is around 67%-72% depending on sets and stuff. My video on how to use the editor has the build linked so worth look
@Unified_Gaming
It would be good to give a description of each area. And if you already take mobility as a factor. Why include mobility at defense too?Unified_Gaming wrote: »Most pvp builds in cp hit 74-77% with some going over 80%. In the no cp the average is around 67%-72% depending on sets and stuff. My video on how to use the editor has the build linked so worth look
Most PvP builds in Cp are over 80%! Magsorc whit 2x Resistance Monsterset + minor Protection is already at 80% (26700 Armor) Any heavy Build whit Bloodspwan has armor.
Because it's folly. Adding 20% resistance from armor to that 50% battle spirit does not amount to 70% damage reduction. Because these 20% are taken from that which is left after battle spirit.
All our tooltips are reduced by 50% in pvp, so that is nothing I would call damage reduction to begin with. After penetration, a Sorcerer maybe has like 18% actual damage reduction in pvp with minor protection. Likely even less.
Because it's folly. Adding 20% resistance from armor to that 50% battle spirit does not amount to 70% damage reduction. Because these 20% are taken from that which is left after battle spirit.
All our tooltips are reduced by 50% in pvp, so that is nothing I would call damage reduction to begin with. After penetration, a Sorcerer maybe has like 18% actual damage reduction in pvp with minor protection. Likely even less.
He is talking about the UESP-Build-editor. Even whitout the 50% Battespirit you have much more than 18%.
whit 20k Armor = 30% reduction
Minor Protection: 8%
Hardy/Elemental defender(43): mostly 10%
Ironclad(56): 20%
0.7x0.92x0.9x0.8=0.46 => 54% dmg reduction
whit Battelspirit 0.46x0.5 =>77% dmg reduction
And that's all things that every class have access to. Whit rather low Armor...
And everyone is wondering why we have a tank meta....
Because it's folly. Adding 20% resistance from armor to that 50% battle spirit does not amount to 70% damage reduction. Because these 20% are taken from that which is left after battle spirit.
All our tooltips are reduced by 50% in pvp, so that is nothing I would call damage reduction to begin with. After penetration, a Sorcerer maybe has like 18% actual damage reduction in pvp with minor protection. Likely even less.
He is talking about the UESP-Build-editor. Even whitout the 50% Battespirit you have much more than 18%.
whit 20k Armor = 30% reduction
Minor Protection: 8%
Hardy/Elemental defender(43): mostly 10%
Ironclad(56): 20%
0.7x0.92x0.9x0.8=0.46 => 54% dmg reduction
whit Battelspirit 0.46x0.5 =>77% dmg reduction
And that's all things that every class have access to. Whit rather low Armor...
And everyone is wondering why we have a tank meta....
Armor is not real damage reduction. I mean, everyone has 10k-17k armor penetration. So 20k armor is almost nothing after that.
I agree though. It is incredibly easy to be super tanky. Defense is also cheaper to maintain than offense. So yea, being defensive is way too easy in pvp. Particularly because damage scales horribly in pvp. All weapon/spell damage you gain is first cut in half by battlespirit and then greatly diminished by enemy resistances.
Means that even with a heavy investment into damage, barely anything gets through. So it is preferable to play tanky, as building for damage does almost nothing except for essentially lowering your damage for you are vulnerable and squishy and barely have time to attack.
Unified_Gaming wrote: »Unified_Gaming wrote: »Unified_Gaming wrote: »As for stamina sorcerer - dark deal is like 8k hp and allows you to reset the fight. You then have really high passive healing through crit surge and as you have amplitude to aid your damage, you can afford to use more health regen. Therefore, they have high self healing and defence wise, they have armour buffs like all classes but defense on a stamsorc gets heavily aided by passive healing and more importantly movement. As for minor protection, everyone is slotting temporal guard back bar and so have access to it.
Darkdeal is 4k Hp whit the Battelspirit! And it doesn't allow you to reset the fight. The mobility allows to reset the fight!
You say it yourself: Stamsorc defence comes mostly from mobility!
Indeed. Dark Deal is 4k health only and according to the graphs, defense and mobility are 2 different factors.
Yes, their high healing over time and their mobility make stamina sorcerer very hard to take down and even impossible by magicka builds when they use ball of lightning.
But these are not the same according to the graph. When talking about pure tankiness, Templar is significantly tankier than sorcerer, which the graphs do not show as such. According to it, templar has above average tankiness while Sorcerer (magicka) has top level tankiness? I think everyone who has stepped into pvp recently can attest that this is not true. Templar is not just averagely tanky.
If your fight a templar which doesn't have access to breath of life they are then not as tanky as you think or if you're using defile they drop alot faster. As such, sets like affliction work wonderful against them but I do agree, they are tanky in their own way mainly due to block. 10 is average and templar is 16/20 btw showing they're above average but when they're not in their rune and are blocking, they can drop pretty fast from my experience but I do see your point
As for magicka sorcerer, you can literally stack 2 8k-11k shields and still hit 80% mitigation allowing you to take an absolute beating.
Please allow me a question regarding this. I have seen a video of yours where you had a Battleground Sorcerer build and spoke of 80% damage mitigation+armor. But where does this come from? You have 8% from temporal guard and maybe 10% from the swift set.
I thought you meant those %s from ironclad etc. But it was no cp, so. And then again, everyone has these CP. I just don't understand where people see these mitigation %s
I want 80% mitigation on my Sorcerer. Please tell me how, for I will be immortal. Sadly I only have 8% from temporal guard and my 20k armor which gets melted close to 0 anyway.
The build editor is useful to see it as it has the formula built in but in short, in pvp you need to factor in battle spirit, resistances, cp, %damage reduction buffs and then any damage dealt reductions the target has like minor maim. It's easier to use the editor to see it - the reduction we have is due to good armour, % reduction sets/skills and cp as well as being in pvp. If we had minor main on our target then we'd be tankier.
Most pvp builds in cp hit 74-77% with some going over 80%. In the no cp the average is around 67%-72% depending on sets and stuff. My video on how to use the editor has the build linked so worth look
Unified_Gaming wrote: »Unified_Gaming wrote: »Unified_Gaming wrote: »As for stamina sorcerer - dark deal is like 8k hp and allows you to reset the fight. You then have really high passive healing through crit surge and as you have amplitude to aid your damage, you can afford to use more health regen. Therefore, they have high self healing and defence wise, they have armour buffs like all classes but defense on a stamsorc gets heavily aided by passive healing and more importantly movement. As for minor protection, everyone is slotting temporal guard back bar and so have access to it.
Darkdeal is 4k Hp whit the Battelspirit! And it doesn't allow you to reset the fight. The mobility allows to reset the fight!
You say it yourself: Stamsorc defence comes mostly from mobility!
Indeed. Dark Deal is 4k health only and according to the graphs, defense and mobility are 2 different factors.
Yes, their high healing over time and their mobility make stamina sorcerer very hard to take down and even impossible by magicka builds when they use ball of lightning.
But these are not the same according to the graph. When talking about pure tankiness, Templar is significantly tankier than sorcerer, which the graphs do not show as such. According to it, templar has above average tankiness while Sorcerer (magicka) has top level tankiness? I think everyone who has stepped into pvp recently can attest that this is not true. Templar is not just averagely tanky.
If your fight a templar which doesn't have access to breath of life they are then not as tanky as you think or if you're using defile they drop alot faster. As such, sets like affliction work wonderful against them but I do agree, they are tanky in their own way mainly due to block. 10 is average and templar is 16/20 btw showing they're above average but when they're not in their rune and are blocking, they can drop pretty fast from my experience but I do see your point
As for magicka sorcerer, you can literally stack 2 8k-11k shields and still hit 80% mitigation allowing you to take an absolute beating.
Please allow me a question regarding this. I have seen a video of yours where you had a Battleground Sorcerer build and spoke of 80% damage mitigation+armor. But where does this come from? You have 8% from temporal guard and maybe 10% from the swift set.
I thought you meant those %s from ironclad etc. But it was no cp, so. And then again, everyone has these CP. I just don't understand where people see these mitigation %s
I want 80% mitigation on my Sorcerer. Please tell me how, for I will be immortal. Sadly I only have 8% from temporal guard and my 20k armor which gets melted close to 0 anyway.
The build editor is useful to see it as it has the formula built in but in short, in pvp you need to factor in battle spirit, resistances, cp, %damage reduction buffs and then any damage dealt reductions the target has like minor maim. It's easier to use the editor to see it - the reduction we have is due to good armour, % reduction sets/skills and cp as well as being in pvp. If we had minor main on our target then we'd be tankier.
Most pvp builds in cp hit 74-77% with some going over 80%. In the no cp the average is around 67%-72% depending on sets and stuff. My video on how to use the editor has the build linked so worth look
And when u do take account all that all classes have similar ridiculous dmg reduction right?
Because it's folly. Adding 20% resistance from armor to that 50% battle spirit does not amount to 70% damage reduction. Because these 20% are taken from that which is left after battle spirit.
All our tooltips are reduced by 50% in pvp, so that is nothing I would call damage reduction to begin with. After penetration, a Sorcerer maybe has like 18% actual damage reduction in pvp with minor protection. Likely even less.
He is talking about the UESP-Build-editor. Even whitout the 50% Battespirit you have much more than 18%.
whit 20k Armor = 30% reduction
Minor Protection: 8%
Hardy/Elemental defender(43): mostly 10%
Ironclad(56): 20%
0.7x0.92x0.9x0.8=0.46 => 54% dmg reduction
whit Battelspirit 0.46x0.5 =>77% dmg reduction
And that's all things that every class have access to. Whit rather low Armor...
And everyone is wondering why we have a tank meta....
Armor is not real damage reduction. I mean, everyone has 10k-17k armor penetration. So 20k armor is almost nothing after that.
I agree though. It is incredibly easy to be super tanky. Defense is also cheaper to maintain than offense. So yea, being defensive is way too easy in pvp. Particularly because damage scales horribly in pvp. All weapon/spell damage you gain is first cut in half by battlespirit and then greatly diminished by enemy resistances.
Means that even with a heavy investment into damage, barely anything gets through. So it is preferable to play tanky, as building for damage does almost nothing except for essentially lowering your damage for you are vulnerable and squishy and barely have time to attack.
Sort of. Most defense is from self healing so if you’re too tanky you’ll never get through someone’s hots. Being really tanky is moreso a small scale thing I think; you can be tanky because a group Ult dump by multiple people will still be able to kill someone.
I don’t mean go stamblade divines with 18k health garbage, I just mean offense vs defense is a balancing act. More max stats also means better self healing so sacrificing too much for defense doesn’t work too well imo.
Unified_Gaming wrote: »Because it's folly. Adding 20% resistance from armor to that 50% battle spirit does not amount to 70% damage reduction. Because these 20% are taken from that which is left after battle spirit.
All our tooltips are reduced by 50% in pvp, so that is nothing I would call damage reduction to begin with. After penetration, a Sorcerer maybe has like 18% actual damage reduction in pvp with minor protection. Likely even less.
He is talking about the UESP-Build-editor. Even whitout the 50% Battespirit you have much more than 18%.
whit 20k Armor = 30% reduction
Minor Protection: 8%
Hardy/Elemental defender(43): mostly 10%
Ironclad(56): 20%
0.7x0.92x0.9x0.8=0.46 => 54% dmg reduction
whit Battelspirit 0.46x0.5 =>77% dmg reduction
And that's all things that every class have access to. Whit rather low Armor...
And everyone is wondering why we have a tank meta....
Armor is not real damage reduction. I mean, everyone has 10k-17k armor penetration. So 20k armor is almost nothing after that.
I agree though. It is incredibly easy to be super tanky. Defense is also cheaper to maintain than offense. So yea, being defensive is way too easy in pvp. Particularly because damage scales horribly in pvp. All weapon/spell damage you gain is first cut in half by battlespirit and then greatly diminished by enemy resistances.
Means that even with a heavy investment into damage, barely anything gets through. So it is preferable to play tanky, as building for damage does almost nothing except for essentially lowering your damage for you are vulnerable and squishy and barely have time to attack.
Sort of. Most defense is from self healing so if you’re too tanky you’ll never get through someone’s hots. Being really tanky is moreso a small scale thing I think; you can be tanky because a group Ult dump by multiple people will still be able to kill someone.
I don’t mean go stamblade divines with 18k health garbage, I just mean offense vs defense is a balancing act. More max stats also means better self healing so sacrificing too much for defense doesn’t work too well imo.
The thing people never talk about is that there becomes a point where stacking more damage proves pointless.
Unified_Gaming wrote: »Because it's folly. Adding 20% resistance from armor to that 50% battle spirit does not amount to 70% damage reduction. Because these 20% are taken from that which is left after battle spirit.
All our tooltips are reduced by 50% in pvp, so that is nothing I would call damage reduction to begin with. After penetration, a Sorcerer maybe has like 18% actual damage reduction in pvp with minor protection. Likely even less.
He is talking about the UESP-Build-editor. Even whitout the 50% Battespirit you have much more than 18%.
whit 20k Armor = 30% reduction
Minor Protection: 8%
Hardy/Elemental defender(43): mostly 10%
Ironclad(56): 20%
0.7x0.92x0.9x0.8=0.46 => 54% dmg reduction
whit Battelspirit 0.46x0.5 =>77% dmg reduction
And that's all things that every class have access to. Whit rather low Armor...
And everyone is wondering why we have a tank meta....
Armor is not real damage reduction. I mean, everyone has 10k-17k armor penetration. So 20k armor is almost nothing after that.
I agree though. It is incredibly easy to be super tanky. Defense is also cheaper to maintain than offense. So yea, being defensive is way too easy in pvp. Particularly because damage scales horribly in pvp. All weapon/spell damage you gain is first cut in half by battlespirit and then greatly diminished by enemy resistances.
Means that even with a heavy investment into damage, barely anything gets through. So it is preferable to play tanky, as building for damage does almost nothing except for essentially lowering your damage for you are vulnerable and squishy and barely have time to attack.
Sort of. Most defense is from self healing so if you’re too tanky you’ll never get through someone’s hots. Being really tanky is moreso a small scale thing I think; you can be tanky because a group Ult dump by multiple people will still be able to kill someone.
I don’t mean go stamblade divines with 18k health garbage, I just mean offense vs defense is a balancing act. More max stats also means better self healing so sacrificing too much for defense doesn’t work too well imo.
The thing people never talk about is that there becomes a point where stacking more damage proves pointless.
Can you elaborate? Do you mean penentration type builds specifically or max stat builds?
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