etchedpixels wrote: »Enough penetration then critical - to a point.
Criticals (without any crit damage bonus) are 50% bonus damage, so weapon damage v critical chance v critical damage is just a bit of maths.
etchedpixels wrote: »Enough penetration then critical - to a point.
Criticals (without any crit damage bonus) are 50% bonus damage, so weapon damage v critical chance v critical damage is just a bit of maths.
So what's the optimal amount of pen you should have solo?
etchedpixels wrote: »PvP aside overland is generally 9100 armour. double that on dungeon and trial bosses and some arena bosses.
However you've also got 5948 resistance reduction from major breach and 2974 from minor breach if you can supply them from class, guild or weapon skills.
Assuming you are not doing dungeons solo or malestrom/vateshan arenas you need enough penetration to reach 9100 minus whatever your toon can supply in the breaches. So for example a magicka toon running elemental drain you need 9100 - 5948 assuming you keep the drain up. Five pieces of light armour plus passives and thats 4965 penetration so sorted.
In group content your tank generally provides both and may provide some extra via crusher etc so for PvE the rule of thumb often used is 7170.
For PvP some players will stack for very high resists (the cap is about 33K) hence the tendancy to favour mauls.
With the CP 2.0 update having given us a boost in base weapon and spell damage, wouldn't it just be more prudent to build for stacked Critical Chance so we're hitting crits as often as possible? My Nightblade after the CP change with 5k buffed weapon damage feels like a wet noodle when not hitting crits. Even with my current build with a buffed stat of 71% chance, it still does standard damage rolls fairly often. I feel like if I can have at least a 90% crit chance, even with taking a hit to other stats, my overall short term damage output would increase.
FriedEggSandwich wrote: »etchedpixels wrote: »PvP aside overland is generally 9100 armour. double that on dungeon and trial bosses and some arena bosses.
However you've also got 5948 resistance reduction from major breach and 2974 from minor breach if you can supply them from class, guild or weapon skills.
Assuming you are not doing dungeons solo or malestrom/vateshan arenas you need enough penetration to reach 9100 minus whatever your toon can supply in the breaches. So for example a magicka toon running elemental drain you need 9100 - 5948 assuming you keep the drain up. Five pieces of light armour plus passives and thats 4965 penetration so sorted.
In group content your tank generally provides both and may provide some extra via crusher etc so for PvE the rule of thumb often used is 7170.
For PvP some players will stack for very high resists (the cap is about 33K) hence the tendancy to favour mauls.
So, just out of interest (don't want to hijack the thread), what is a good amount of pen for someone soloing dungeons or doing vMA/vateshan. My solo pve build only gets me to about 10k spell pen (just over 5k plus weakness to elements), and I've often wondered if that's enough, too much or just right. I can't really think how to get it any higher without going full 7 light armour, or wearing something silly like spinners, and I imagine fully penetrating vMA bosses isn't even possible or worth trying for. I'm just wondering what most people do, thanks.