The mythic items are good but it's a trade off, as it should be. The normal build is 5-5-2 and you can't wear a mythic item without disrupting this. You have to make adjustments.
For example Snow treaders are fantastic since they eliminate tons of annoying cc's. But to wear them I lost one of my monster set (Balorgh) which is a huge loss. The sets I'm wearing don't work well with a front bar only/back bar only approach. So far its worth it but I'm evaluating.
Malacath is breaking the PvP at the moment.
Great for proc set users, great for people in heavy armor. Not so great for classes with lots of passives or skills dependent on criticals.
It provides the same damage boost as base critical damage + 50% crit rate with no RNG. If you stats or equal or less than that it is a win. It affects proc set damage, probably the biggest thing for pvp.
But you give up Balorghs which is the most overloaded thing in the game right now.
Malacath is breaking the PvP at the moment.
Not in CP PvP. You give up a lot to have it. First you lose all crit damage. So a NB for example would never use it. Then, you lose a set bonus. For example, you might equip only one piece of the monster set. Then, for example, if you use Balorgh, you lose all crit damage AND the balorgh weapon damage plus Balorgh penetration. That is a huge loss.
I tried Malacath with 2 potentate, a monster set, and a whole 5 piece set plus 2 masters weapons. But then you lose an entire 5 piece set bonus. I did this on my DK who has low crit damage. Roughly speaking if you have 30% crit and 60% crit damage you average only 18% more damage so Malacath might work ok. But, that ignores the muliplicative feature of the 25% malacath bonus, which reduces the relative damage gain.
Or you could run it with a set on the Front bar and a set on the back bar (2 body, 1 jewelry and one weapon each). But then you can only have both set bonuses for certain builds.
I think it works ok for certain builds but it is not god mode by any means.
Malacath is breaking the PvP at the moment.
Not in CP PvP. You give up a lot to have it. First you lose all crit damage. So a NB for example would never use it. Then, you lose a set bonus. For example, you might equip only one piece of the monster set. Then, for example, if you use Balorgh, you lose all crit damage AND the balorgh weapon damage plus Balorgh penetration. That is a huge loss.
I tried Malacath with 2 potentate, a monster set, and a whole 5 piece set plus 2 masters weapons. But then you lose an entire 5 piece set bonus. I did this on my DK who has low crit damage. Roughly speaking if you have 30% crit and 60% crit damage you average only 18% more damage so Malacath might work ok. But, that ignores the muliplicative feature of the 25% malacath bonus, which reduces the relative damage gain.
Or you could run it with a set on the Front bar and a set on the back bar (2 body, 1 jewelry and one weapon each). But then you can only have both set bonuses for certain builds.
I think it works ok for certain builds but it is not god mode by any means.
No. With base impen, you now see people with 3.3k crit resist, negating standard crit damage. If you now throw Malacath on, it's like you're permanently dealing crit damage, 100% of the time. Monster sets are now also all trash, except for EG body block.
Malacath's Band is a math trap for most people. In CP environments, it gives you closer to a 11.5% damage boost because of all of your other % damage modifiers and their multiplicative nature.
Even a Nightblade or Templar with 80% crit modifier (10% class passive, 56 points in precise strikes/elfborn) and a 50% crit rate hitting someone with 50% crit resistance is going to hit harder than if they had on Malacath. The damage disparity is even greater if the Nightblade or Templar has more crit modifiers (Shadow, Khajit, Minor Force) or if the opponent has less than 3400 crit resist. And that doesn't include the Arena Weapon or Monster set you'd have to drop to put Malacath on, further decreasing it's overall net impact. A Stamblade is going to give up all of their burst from crit damage and their 330 extra weapon damage from Master's Bow to get an 11.5% increase on their floor damage?
Simply put, Malacath's impact impact on a build is better as the number of crit chance and crit modifier bonuses goes down. Unfortunately for Necros, Nightblades, and to a lesser degree Templars, it makes fitting Malacath into your build considerably more costly.
You can definitely still make highly viable and competitive builds without Mytics. But I will say, there's no substitute for Snowtreaders on a Stamsorc. It seems like that set was designed with Stamsorcs in mind.
Malacath is breaking the PvP at the moment.
Not in CP PvP. You give up a lot to have it. First you lose all crit damage. So a NB for example would never use it. Then, you lose a set bonus. For example, you might equip only one piece of the monster set. Then, for example, if you use Balorgh, you lose all crit damage AND the balorgh weapon damage plus Balorgh penetration. That is a huge loss.
I tried Malacath with 2 potentate, a monster set, and a whole 5 piece set plus 2 masters weapons. But then you lose an entire 5 piece set bonus. I did this on my DK who has low crit damage. Roughly speaking if you have 30% crit and 60% crit damage you average only 18% more damage so Malacath might work ok. But, that ignores the muliplicative feature of the 25% malacath bonus, which reduces the relative damage gain.
Or you could run it with a set on the Front bar and a set on the back bar (2 body, 1 jewelry and one weapon each). But then you can only have both set bonuses for certain builds.
I think it works ok for certain builds but it is not god mode by any means.
No. With base impen, you now see people with 3.3k crit resist, negating standard crit damage. If you now throw Malacath on, it's like you're permanently dealing crit damage, 100% of the time. Monster sets are now also all trash, except for EG body block.
You can definitely still make highly viable and competitive builds without Mytics. But I will say, there's no substitute for Snowtreaders on a Stamsorc. It seems like that set was designed with Stamsorcs in mind.
Malacath's Band is a math trap for most people. In CP environments, it gives you closer to a 11.5% damage boost because of all of your other % damage modifiers and their multiplicative nature.
Even a Nightblade or Templar with 80% crit modifier (10% class passive, 56 points in precise strikes/elfborn) and a 50% crit rate hitting someone with 50% crit resistance is going to hit harder than if they had on Malacath. The damage disparity is even greater if the Nightblade or Templar has more crit modifiers (Shadow, Khajit, Minor Force) or if the opponent has less than 3400 crit resist. And that doesn't include the Arena Weapon or Monster set you'd have to drop to put Malacath on, further decreasing it's overall net impact. A Stamblade is going to give up all of their burst from crit damage and their 330 extra weapon damage from Master's Bow to get an 11.5% increase on their floor damage?
Simply put, Malacath's impact impact on a build is better as the number of crit chance and crit modifier bonuses goes down. Unfortunately for Necros, Nightblades, and to a lesser degree Templars, it makes fitting Malacath into your build considerably more costly.
You can definitely still make highly viable and competitive builds without Mytics. But I will say, there's no substitute for Snowtreaders on a Stamsorc. It seems like that set was designed with Stamsorcs in mind.
I very much doubt an item claiming to increase damage by 25% actually only buffs by 10%. Test it with a friend and show us the numbers, please.
3300 crit resist completely negates the base crit modifier, 50%. It's super easy to get now with natural crit resist. So you only have CP and maybe a class passive to deal higher damage. And that ONLY IF you crit. I think 50% crit chance is a realistic value for PvP. So you only get half of your crit boni on average, that's about 15%? Malacath alone is already better (until disproven, which I doubt). AND you can put additional CP into penetration and light attack damage.
What monster set do you wanna run? One piece Domi is really good. After the nerf tirades, almost all monster sets are situational, weak and suffer from bad one-piece-boni.
Malacath is breaking the PvP at the moment.
Not in CP PvP. You give up a lot to have it. First you lose all crit damage. So a NB for example would never use it. Then, you lose a set bonus. For example, you might equip only one piece of the monster set. Then, for example, if you use Balorgh, you lose all crit damage AND the balorgh weapon damage plus Balorgh penetration. That is a huge loss.
I tried Malacath with 2 potentate, a monster set, and a whole 5 piece set plus 2 masters weapons. But then you lose an entire 5 piece set bonus. I did this on my DK who has low crit damage. Roughly speaking if you have 30% crit and 60% crit damage you average only 18% more damage so Malacath might work ok. But, that ignores the muliplicative feature of the 25% malacath bonus, which reduces the relative damage gain.
Or you could run it with a set on the Front bar and a set on the back bar (2 body, 1 jewelry and one weapon each). But then you can only have both set bonuses for certain builds.
I think it works ok for certain builds but it is not god mode by any means.
No. With base impen, you now see people with 3.3k crit resist, negating standard crit damage. If you now throw Malacath on, it's like you're permanently dealing crit damage, 100% of the time. Monster sets are now also all trash, except for EG body block.
First of all, 3300 crit resist does not negate crit damage. It reduces it by 50%. I have always worn about 3k crit resist to get close to 50% mitigation and this won't change now, I am not now running 4300 crit resist but replacing impenetrable with divines to get variety in the build.
Second, the other poster was absolutely right that it isn't 25% damage increase. It is often much less. Here is the explanation/example in another post:
"*Malacath's damage bonus is additive to other base damage multipliers while cit damage bonus is multiplicative to base damage bonuses. For example, if my base damage is "5" and let's say that buffed on a CP environment I have 50% damage bonus without Malacath's, My damage will be 7.5. With Malacath's that damage will be 8.75.
The increase in this case is 1.25; (ie you add the increase from the base damage to the increase from other source. Thus you go from 7.5 to 8.75 = 7.5/8.75 = a 16% increase over the damage with no band. You dont increase the damage by 25% x 7.5 (which would be multiplicative which is what crit damage is).
There is no need to post parses, this has all been figured out long ago. I will link the post that has the definitive spreadsheet you can use to caclulate whether the band does more damage than crit for your build.
https://forums.elderscrollsonline.com/en/discussion/530523/malacaths-ring-and-impen-crit-calculations
If you go through the math on the spreadsheet and want to keep arguing, you can post in the above thread.
Malacath is breaking the PvP at the moment.
Not in CP PvP. You give up a lot to have it. First you lose all crit damage. So a NB for example would never use it. Then, you lose a set bonus. For example, you might equip only one piece of the monster set. Then, for example, if you use Balorgh, you lose all crit damage AND the balorgh weapon damage plus Balorgh penetration. That is a huge loss.
I tried Malacath with 2 potentate, a monster set, and a whole 5 piece set plus 2 masters weapons. But then you lose an entire 5 piece set bonus. I did this on my DK who has low crit damage. Roughly speaking if you have 30% crit and 60% crit damage you average only 18% more damage so Malacath might work ok. But, that ignores the muliplicative feature of the 25% malacath bonus, which reduces the relative damage gain.
Or you could run it with a set on the Front bar and a set on the back bar (2 body, 1 jewelry and one weapon each). But then you can only have both set bonuses for certain builds.
I think it works ok for certain builds but it is not god mode by any means.
No. With base impen, you now see people with 3.3k crit resist, negating standard crit damage. If you now throw Malacath on, it's like you're permanently dealing crit damage, 100% of the time. Monster sets are now also all trash, except for EG body block.
First of all, 3300 crit resist does not negate crit damage. It reduces it by 50%. I have always worn about 3k crit resist to get close to 50% mitigation and this won't change now, I am not now running 4300 crit resist but replacing impenetrable with divines to get variety in the build.
Second, the other poster was absolutely right that it isn't 25% damage increase. It is often much less. Here is the explanation/example in another post:
"*Malacath's damage bonus is additive to other base damage multipliers while cit damage bonus is multiplicative to base damage bonuses. For example, if my base damage is "5" and let's say that buffed on a CP environment I have 50% damage bonus without Malacath's, My damage will be 7.5. With Malacath's that damage will be 8.75.
The increase in this case is 1.25; (ie you add the increase from the base damage to the increase from other source. Thus you go from 7.5 to 8.75 = 7.5/8.75 = a 16% increase over the damage with no band. You dont increase the damage by 25% x 7.5 (which would be multiplicative which is what crit damage is).
There is no need to post parses, this has all been figured out long ago. I will link the post that has the definitive spreadsheet you can use to caclulate whether the band does more damage than crit for your build.
https://forums.elderscrollsonline.com/en/discussion/530523/malacaths-ring-and-impen-crit-calculations
If you go through the math on the spreadsheet and want to keep arguing, you can post in the above thread.
Nah. I'll stay in this thread.
I am familiar with that spreadsheet. And Malacath increases damage. Yes, 3.3k crit resist negates natural crit bonus, it even says in the excel file. A couple percent due to calculation don't change the core idea that standard crits are effectively neutered these days. Speaking of, I am also aware of how Malacath doesn't multiply all damage by 1.25. but 16% is noticeably more than 11%, isn't it?
I believe in actually testing numbers. The game doesn't care for your paper math.
Malacath is breaking the PvP at the moment.
Not in CP PvP. You give up a lot to have it. First you lose all crit damage. So a NB for example would never use it. Then, you lose a set bonus. For example, you might equip only one piece of the monster set. Then, for example, if you use Balorgh, you lose all crit damage AND the balorgh weapon damage plus Balorgh penetration. That is a huge loss.
I tried Malacath with 2 potentate, a monster set, and a whole 5 piece set plus 2 masters weapons. But then you lose an entire 5 piece set bonus. I did this on my DK who has low crit damage. Roughly speaking if you have 30% crit and 60% crit damage you average only 18% more damage so Malacath might work ok. But, that ignores the muliplicative feature of the 25% malacath bonus, which reduces the relative damage gain.
Or you could run it with a set on the Front bar and a set on the back bar (2 body, 1 jewelry and one weapon each). But then you can only have both set bonuses for certain builds.
I think it works ok for certain builds but it is not god mode by any means.
No. With base impen, you now see people with 3.3k crit resist, negating standard crit damage. If you now throw Malacath on, it's like you're permanently dealing crit damage, 100% of the time. Monster sets are now also all trash, except for EG body block.
First of all, 3300 crit resist does not negate crit damage. It reduces it by 50%. I have always worn about 3k crit resist to get close to 50% mitigation and this won't change now, I am not now running 4300 crit resist but replacing impenetrable with divines to get variety in the build.
Second, the other poster was absolutely right that it isn't 25% damage increase. It is often much less. Here is the explanation/example in another post:
"*Malacath's damage bonus is additive to other base damage multipliers while cit damage bonus is multiplicative to base damage bonuses. For example, if my base damage is "5" and let's say that buffed on a CP environment I have 50% damage bonus without Malacath's, My damage will be 7.5. With Malacath's that damage will be 8.75.
The increase in this case is 1.25; (ie you add the increase from the base damage to the increase from other source. Thus you go from 7.5 to 8.75 = 7.5/8.75 = a 16% increase over the damage with no band. You dont increase the damage by 25% x 7.5 (which would be multiplicative which is what crit damage is).
There is no need to post parses, this has all been figured out long ago. I will link the post that has the definitive spreadsheet you can use to caclulate whether the band does more damage than crit for your build.
https://forums.elderscrollsonline.com/en/discussion/530523/malacaths-ring-and-impen-crit-calculations
If you go through the math on the spreadsheet and want to keep arguing, you can post in the above thread.
Nah. I'll stay in this thread.
I am familiar with that spreadsheet. And Malacath increases damage. Yes, 3.3k crit resist negates natural crit bonus, it even says in the excel file. A couple percent due to calculation don't change the core idea that standard crits are effectively neutered these days. Speaking of, I am also aware of how Malacath doesn't multiply all damage by 1.25. but 16% is noticeably more than 11%, isn't it?
I believe in actually testing numbers. The game doesn't care for your paper math.
Malacath is breaking the PvP at the moment.
Not in CP PvP. You give up a lot to have it. First you lose all crit damage. So a NB for example would never use it. Then, you lose a set bonus. For example, you might equip only one piece of the monster set. Then, for example, if you use Balorgh, you lose all crit damage AND the balorgh weapon damage plus Balorgh penetration. That is a huge loss.
I tried Malacath with 2 potentate, a monster set, and a whole 5 piece set plus 2 masters weapons. But then you lose an entire 5 piece set bonus. I did this on my DK who has low crit damage. Roughly speaking if you have 30% crit and 60% crit damage you average only 18% more damage so Malacath might work ok. But, that ignores the muliplicative feature of the 25% malacath bonus, which reduces the relative damage gain.
Or you could run it with a set on the Front bar and a set on the back bar (2 body, 1 jewelry and one weapon each). But then you can only have both set bonuses for certain builds.
I think it works ok for certain builds but it is not god mode by any means.
No. With base impen, you now see people with 3.3k crit resist, negating standard crit damage. If you now throw Malacath on, it's like you're permanently dealing crit damage, 100% of the time. Monster sets are now also all trash, except for EG body block.
First of all, 3300 crit resist does not negate crit damage. It reduces it by 50%. I have always worn about 3k crit resist to get close to 50% mitigation and this won't change now, I am not now running 4300 crit resist but replacing impenetrable with divines to get variety in the build.
Second, the other poster was absolutely right that it isn't 25% damage increase. It is often much less. Here is the explanation/example in another post:
"*Malacath's damage bonus is additive to other base damage multipliers while cit damage bonus is multiplicative to base damage bonuses. For example, if my base damage is "5" and let's say that buffed on a CP environment I have 50% damage bonus without Malacath's, My damage will be 7.5. With Malacath's that damage will be 8.75.
The increase in this case is 1.25; (ie you add the increase from the base damage to the increase from other source. Thus you go from 7.5 to 8.75 = 7.5/8.75 = a 16% increase over the damage with no band. You dont increase the damage by 25% x 7.5 (which would be multiplicative which is what crit damage is).
There is no need to post parses, this has all been figured out long ago. I will link the post that has the definitive spreadsheet you can use to caclulate whether the band does more damage than crit for your build.
https://forums.elderscrollsonline.com/en/discussion/530523/malacaths-ring-and-impen-crit-calculations
If you go through the math on the spreadsheet and want to keep arguing, you can post in the above thread.
Nah. I'll stay in this thread.
I am familiar with that spreadsheet. And Malacath increases damage. Yes, 3.3k crit resist negates natural crit bonus, it even says in the excel file. A couple percent due to calculation don't change the core idea that standard crits are effectively neutered these days. Speaking of, I am also aware of how Malacath doesn't multiply all damage by 1.25. but 16% is noticeably more than 11%, isn't it?
I believe in actually testing numbers. The game doesn't care for your paper math.Malacath is breaking the PvP at the moment.
Not in CP PvP. You give up a lot to have it. First you lose all crit damage. So a NB for example would never use it. Then, you lose a set bonus. For example, you might equip only one piece of the monster set. Then, for example, if you use Balorgh, you lose all crit damage AND the balorgh weapon damage plus Balorgh penetration. That is a huge loss.
I tried Malacath with 2 potentate, a monster set, and a whole 5 piece set plus 2 masters weapons. But then you lose an entire 5 piece set bonus. I did this on my DK who has low crit damage. Roughly speaking if you have 30% crit and 60% crit damage you average only 18% more damage so Malacath might work ok. But, that ignores the muliplicative feature of the 25% malacath bonus, which reduces the relative damage gain.
Or you could run it with a set on the Front bar and a set on the back bar (2 body, 1 jewelry and one weapon each). But then you can only have both set bonuses for certain builds.
I think it works ok for certain builds but it is not god mode by any means.
No. With base impen, you now see people with 3.3k crit resist, negating standard crit damage. If you now throw Malacath on, it's like you're permanently dealing crit damage, 100% of the time. Monster sets are now also all trash, except for EG body block.
First of all, 3300 crit resist does not negate crit damage. It reduces it by 50%. I have always worn about 3k crit resist to get close to 50% mitigation and this won't change now, I am not now running 4300 crit resist but replacing impenetrable with divines to get variety in the build.
Second, the other poster was absolutely right that it isn't 25% damage increase. It is often much less. Here is the explanation/example in another post:
"*Malacath's damage bonus is additive to other base damage multipliers while cit damage bonus is multiplicative to base damage bonuses. For example, if my base damage is "5" and let's say that buffed on a CP environment I have 50% damage bonus without Malacath's, My damage will be 7.5. With Malacath's that damage will be 8.75.
The increase in this case is 1.25; (ie you add the increase from the base damage to the increase from other source. Thus you go from 7.5 to 8.75 = 7.5/8.75 = a 16% increase over the damage with no band. You dont increase the damage by 25% x 7.5 (which would be multiplicative which is what crit damage is).
There is no need to post parses, this has all been figured out long ago. I will link the post that has the definitive spreadsheet you can use to caclulate whether the band does more damage than crit for your build.
https://forums.elderscrollsonline.com/en/discussion/530523/malacaths-ring-and-impen-crit-calculations
If you go through the math on the spreadsheet and want to keep arguing, you can post in the above thread.
Nah. I'll stay in this thread.
I am familiar with that spreadsheet. And Malacath increases damage. Yes, 3.3k crit resist negates natural crit bonus, it even says in the excel file. A couple percent due to calculation don't change the core idea that standard crits are effectively neutered these days. Speaking of, I am also aware of how Malacath doesn't multiply all damage by 1.25. but 16% is noticeably more than 11%, isn't it?
I believe in actually testing numbers. The game doesn't care for your paper math.
If by "negate" you mean "reduces by 50%", then I totally agree with you! However, that would be a pretty strange way to define "negate". If you mean "completely eliminates" then you are just wrong. Critical resistance reduces crit damage by a simple equation, and 3300 crit resistance eliminates 50% of crit damage. If you think otherwise you are mistaken. The spreadsheet shows the 3300 crit resistance and 50% reduction in the cell next to it.
The example I gave was for the purpose of making it simple. Of course, it is also calculated by an algebraic equation. Maybe you never took algebra, but you simply change the variable in the equation and you get a different result. It's easy enough to see that if base damage is increased more than 50% in the equation, the percent damage attributed to Malacath will shrink and yes, even sometimes below 10%.