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Should damage focused proc-based events *also* scale with the higher penetration value?

DTStormfox
DTStormfox
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In v7.0.x, damage focused proc-based events are going to scale with the higher weapon or spell damage stat.

In my experience, it is harder to achieve high spell damage without having to sacrifice other stats than it is to achieve high weapon damage without having to sacrifice other stats.
And, also consider that the Medium Armor bonus contains a weapon damage bonus, but Light armour only has a spell penetration bonus.

So, that made me think, maybe damage focused proc-based events should *also* scale with the higher physical or spell penetration stat.
What do you think?

Edited by DTStormfox on May 25, 2021 7:06PM
Only responds to constructive replies/mentions

Immortal-Legends Guild Master
Veteran PvP player


Should damage focused proc-based events *also* scale with the higher penetration value? 19 votes

Yes, scale damage focused proc-based events with higher weapon or spell damage *and* physical or spell penetration
36% 7 votes
No, scale damage focused proc-based events with higher weapon or spell damage
42% 8 votes
Other (see comment)
21% 4 votes
  • lolo_01b16_ESO
    lolo_01b16_ESO
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    Technically they already scale with penetration as the damage your target takes is reduced by their armour. So the more pen you have, the less your damage will be reduced.
    Additionally there are ways to temporarely get >40k physical penetration without sacrificing weapon damage. Which will allow for insane burst damage if procs scale with pen and weapon damage.
  • ManDraKE
    ManDraKE
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    they already scale with penetration, they always had.
  • Mapekz
    Mapekz
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    Having a standard system allows for easier finetuning later. Weapon/Spell Damage -> Proc damage makes perfect sense, as a result.

    What doesn't make sense is the disparity in Light and Medium armor skills; the two passive skill lines should be exactly the same, with spell swapped for weapon.

    Same for physical penetration procs and abilities that would need to be added to MagDD builds.

    And so on and so forth.
  • Chilly-McFreeze
    Chilly-McFreeze
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    Mapekz wrote: »

    What doesn't make sense is the disparity in Light and Medium armor skills; the two passive skill lines should be exactly the same, with spell swapped for weapon.

    Then why not simply delete one of them? /s
  • MurderMostFoul
    MurderMostFoul
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    ManDraKE wrote: »
    they already scale with penetration, they always had.
    Technically they already scale with penetration as the damage your target takes is reduced by their armour. So the more pen you have, the less your damage will be reduced.
    Additionally there are ways to temporarely get >40k physical penetration without sacrificing weapon damage. Which will allow for insane burst damage if procs scale with pen and weapon damage.

    Extra pen scaling would be bad.
    “There is nothing either good or bad, but thinking makes it so.”
  • Elusiin
    Elusiin
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    DTStormfox wrote: »
    In v7.0.x, damage focused proc-based events are going to scale with the higher weapon or spell damage stat.

    In my experience, it is harder to achieve high spell damage without having to sacrifice other stats than it is to achieve high weapon damage without having to sacrifice other stats.
    And, also consider that the Medium Armor bonus contains a weapon damage bonus, but Light armour only has a spell penetration bonus.

    So, that made me think, maybe damage focused proc-based events should *also* scale with the higher physical or spell penetration stat.
    What do you think?

    No it should stack along with max stat... This would balance stamina vs magicka's ability to reach the proc set value from before, as magicka users can stack max magicka much easier than stamina users can stack max stamina.
  • ealdwin
    ealdwin
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    Mapekz wrote: »
    Having a standard system allows for easier finetuning later. Weapon/Spell Damage -> Proc damage makes perfect sense, as a result.

    What doesn't make sense is the disparity in Light and Medium armor skills; the two passive skill lines should be exactly the same, with spell swapped for weapon.

    The issue in that idea is that the result would be two armor sets that provide the equivalent offensive bonuses but uneven defensive bonuses, and it's not hard to imagine which armor weight would walk away with more benefit from that scenario. The disparity you bring up doesn't make sense, because rather than treating the armor weights as a linear scale (light---medium---heavy) based on trade-offs, they more-so form a lopsided T. And this is due to the fact that resource allocation does more to dictate armor selection than player choice based on the passives provided—since light armor provides near to no benefits for those investing primarily in stamina and medium armor provides near to no benefits for those investing primarily in magicka.

    An argument could be made that perhaps armor weights shouldn't be providing offensive benefits at all, instead focusing on the trade-offs between mobility/sustain and mitigation. And thereby leaving offensive benefits in the domain of weapon passives. But that's perhaps for another time (and requires more thought on ZOS' part).

    The simple solution to all of this, would be to expand the existing armor passives to offer hybridized offensive benefits. That way, light armor passives provide Spell&Physical Penetration and Spell&Weapon Critical and medium armor passives provide Spell&Weapon Damage and Spell&Weapon Critical. In this scenario, armor weights would be less restrictive based on primary resource allocation (as they should be).
    Edited by ealdwin on May 29, 2021 6:01AM
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