Sooooo about the shadow mundus?

Styxius
Styxius
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So what is the goal with this now that you capped this? The cap is very easy to reach so this may never see the light of day again.
  • Cillion3117
    Cillion3117
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    Looks like I'll be going back to the Warrior stone.
  • Jodynn
    Jodynn
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    Shadow mundus will only be useful if you pick up malacath's band.. but considering max crit I can think of easily without too much work (I'm sure someone more invested can you tell I'm wrong ) is 165% so you'd still be missing the cap at 115% and that's assuming everyone is having perfect buffs and debuffs up. khajiit AND templar/nightblade/chilled warden.
    Edited by Jodynn on September 20, 2021 9:02PM
    Jodynn PC NA
    PvE and PvP MagDK
    The lack of communication from ZOS to player speaks volumes.
  • MashmalloMan
    MashmalloMan
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    There are many mundus stones, races, sets and weapon combinations. If you're a Medium Templar Khajiit, maybe you don't need Shadow, but a Light Sorc High Elf might want it.

    Since the cap for armor is 18.2k in pve, should we remove Lover, Sharpened, Maces and Wood Elf from the game because a Necro in 7 Light can easily reach pen cap? No.
    @MashmalloMan - PC NA

    PC Beta - 2400+ CP
  • Styxius
    Styxius
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    There are many mundus stones, races, sets and weapon combinations. If you're a Medium Templar Khajiit, maybe you don't need Shadow, but a Light Sorc High Elf might want it.

    Since the cap for armor is 18.2k in PvE, should we remove Lover, Sharpened, Maces, and Wood Elf from the game because a Necro in 7 Light can easily reach pen cap? No.

    your argument would have ground if it wasn't for the fact that PVP exists. Crit values are capped either way from the understanding. The pen is not and has higher limits in pvp. I get your analogy but you are comparing two metrics with the only relations between them being that they have a "cap" The caps are not equal in design though.
  • MashmalloMan
    MashmalloMan
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    Styxius wrote: »
    There are many mundus stones, races, sets and weapon combinations. If you're a Medium Templar Khajiit, maybe you don't need Shadow, but a Light Sorc High Elf might want it.

    Since the cap for armor is 18.2k in PvE, should we remove Lover, Sharpened, Maces, and Wood Elf from the game because a Necro in 7 Light can easily reach pen cap? No.

    your argument would have ground if it wasn't for the fact that PVP exists. Crit values are capped either way from the understanding. The pen is not and has higher limits in pvp. I get your analogy but you are comparing two metrics with the only relations between them being that they have a "cap" The caps are not equal in design though.

    You're making an asumption there though. Why would it behave any differently when the entire premise for a crit cap was designed based on the armor/pen cap. There is nothing that shows crit damage cap won't work the same way pen/armor does.

    In pvp, you can have more than 33k armor to counter people with pen so you remain at 33k armor when they debuff or penetrate you.

    Logic would say.. for pvp if I was building crit damage, I'd go as far as 145% before I stop because everyone has -20% crit damage resistance at bare minimum. I have no reason to believe it doesn't work this way.

    Pve mobs don't have crit resist, so it's irrelevant there. I guess we will have to wait for tomorrow to see how it behaves.
    @MashmalloMan - PC NA

    PC Beta - 2400+ CP
  • Sordidfairytale
    Sordidfairytale
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    Logic would say.. for pvp if I was building crit damage, I'd go as far as 145% before I stop because everyone has -20% crit damage resistance at bare minimum. I have no reason to believe it doesn't work this way.

    You are correct. This is exactly how it works on live, a crit damage cap will not affect PVP in any measure. It's ridiculous, a full crit resist build would just negate crit damage when the patch goes live and not even 100% of the time. But by that time, you're no longer a player, you're a statue.

    Base: 1320
    CP: 660
    Robes of Transmutation: 1400
    Critical Riposte: 848
    Impregnable Armor: 1650
    7 Impen: 889
    Glorgoloch the Destroyer: 380
    Sturdy Warhorn: 1320

    Total Crit resis: 8467 or 128% crit resist. (An additional 10% for Enervation is applied to the attacker)
    The Vegemite Knight
  • Styxius
    Styxius
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    Logic would say.. for pvp if I was building crit damage, I'd go as far as 145% before I stop because everyone has -20% crit damage resistance at bare minimum. I have no reason to believe it doesn't work this way.

    You are correct. This is exactly how it works on live, a crit damage cap will not affect PVP in any measure. It's ridiculous, a full crit resist build would just negate crit damage when the patch goes live and not even 100% of the time. But by that time, you're no longer a player, you're a statue.

    Base: 1320
    CP: 660
    Robes of Transmutation: 1400
    Critical Riposte: 848
    Impregnable Armor: 1650
    7 Impen: 889
    Glorgoloch the Destroyer: 380
    Sturdy Warhorn: 1320

    Total Crit resis: 8467 or 128% crit resist. (An additional 10% for Enervation is applied to the attacker)

    Thank you for your information pal, I did not know this.
  • YandereGirlfriend
    YandereGirlfriend
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    Styxius wrote: »
    So what is the goal with this now that you capped this? The cap is very easy to reach so this may never see the light of day again.

    Remember than these stats can typically be converted into one another.

    So if you have the Shadow and are over the cap then consider not using certain CP (Backstabber, etc.) or otherwise switching things up in your build.

    And if you're running in a purely end-game trials situation where you will always have support sets and support debuffs then, sure, perhaps the Shadow is not of any use to you but there are other game modes that exist and where the Shadow is still completely viable (easy example is No-CP PvP).
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