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% impact on all dmg sources !

eMKa8
eMKa8
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Hi all ,

Really interested to discuss a couple of things within the world of PVP.
There are many different things that can account for dealing damage and i was hoping to understand it better.

I am only playing a magsorc in pvp so i prefer to keep the focus on magicka and not on stamina builds.

So i heard that 660 penetration equals 1% damage mitigation that is cancelled … so means you have 1 % more damage (unless you are overpenetrating)

How much spell dmg gives an extra 1% boost to total damage?

How much extra crit should you need to have on average 1% increase on total damage (lets say you do a test on 1000 chances of crit)

How much extra magicka do you need to have an extra 1% total damage ?

Also : What is the formula for damage shields that scale off max magicka ? Is that max magicka divided by a number ?

If we lay down all equations next to each other … what is then the most important ones for pvp to invest in ?

To give an example …
- is it better to go for 1400 penetration or 129 spell damage
- - better to go for 129 spell dmg or max magicka of 1080 (knowing it will also boost your shields )…

Anything i am forgetting ?

Thanks !

  • OBJnoob
    OBJnoob
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    I’m not smart enough to answer some of the exact math problems. I can tell you though that the crit changes can be examined by just taking stuff on and off and looking at your character sheet. Even on console, the exact percentage is visible. So that’s the easy part. And you’ve already figured out the penetration bit, which is the hard part. Next you can just equip/unequip spell damage stuff and instead of looking at your character sheet look at the tooltips of the actual skills and how they change.

    I’m sure somebody else will come along and give you everything you wanted to know. I just wanted to offer something in the meantime since I’m here first.

    In pvp penetration is very important for your damage but, and I might be wrong here, if you’re wearing spinners, using sharpened weapons, wearing mostly light armor, and running the major armor debuff on enemies… or doing any 3 of the 4, you probably have enough and don’t need to worry too much.

    I say that because spell damage is also important, because it impacts your heals as well as your outgoing damage. But since you’re talking about magsorc in particular I’ll tell you that roughly 1k magic equals roughly 100 spell damage. And since shields are a big part of magsorc play some magsorcs choose to have most of the penetration means I just described but stack max magic instead of damage.

    Kinda vague maybe but hope that helps a bit!
  • Dagoth_Rac
    Dagoth_Rac
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    There is no hard and fast rule to convert a flat spell damage number into a percent. If you have 2000 spell damage and add 300 spell damage, that is going to have a much bigger impact on your damage percentage increase than if you have 5000 spell damage and add 300. About all one can say is that a flat amount of spell damage increases your damage done by a flat amount. So, in the first instance, adding 300 spell damage might increase a tooltip from 10,000 to 11,000. And in the second instance, it might increase tooltip from 20,000 to 21,000.

    Even penetration does not map directly to a percentage. If someone has 2% mitigation and you have 660 penetration, reducing it to 1% mitigation, that means a 10,000 tooltip will hit for 9900 instead of 9800. 9900/9800 = ~1% more actual damage done. But if someone has 50% mitigation and you have 660 penetration, reducing it to to 49% mitigation, that means a 10,000 tooltip will hit for 5100 instead of 5000. 5100/5000 = ~2% more actual damage done. Again, both increase damage done by 100, but the percentage increase that amounts to varies.

    Basically, you cannot judge what new numbers do without knowing the old numbers. The initial conditions matter.
  • SkaraMinoc
    SkaraMinoc
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    Even if penetration is mathematically superior, it's still easier to find sources of spell damage.

    For example, Master's Staff gives 600 spell damage for 4 seconds and the duration aligns perfectly with Haunting Curse.

    You can find +4000 spell damage for your Mag Sorc burst combo. That's the equivalent of ~30000 penetration.

    depE4lT.png

    PxxBqOL.png

    enIaXbb.gif

    Edited by SkaraMinoc on March 7, 2022 2:03PM
    RIP Deathmatch Queue, September 2021 - March 2022, You Will Be Remembered
  • gariondavey
    gariondavey
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    SkaraMinoc wrote: »
    Even if penetration is mathematically superior, it's still easier to find sources of spell damage.

    For example, Master's Staff gives 600 spell damage for 4 seconds and the duration aligns perfectly with Haunting Curse.

    You can find +4000 spell damage for your Mag Sorc burst combo. That's the equivalent of ~30000 penetration.

    depE4lT.png

    PxxBqOL.png

    enIaXbb.gif

    bsw clever and master inferno?
    PC NA @gariondavey, BG, IC & Cyrodiil Focused Since October 2017 Stamplar (main), Magplar, Magsorc, Stamsorc, StamDK, MagDK, Stamblade, Magblade, Magden, Stamden
  • MEBengalsFan2001
    MEBengalsFan2001
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    Not sure if I can share the site below or not here but this is the site I use to help me test overall builds effectiveness out before I actually go use them in the game.

    You can even adjust your buffs received and debuffs on your target. You can even adjust it for PVP and PVE. You can adjust your target resistance, etc...

    The thing I look at is effective spell/weapon damage as I build up my character using the tool until I find a build that provides enough, health, resistance, damage, pen, etc... I than take that build and run it in PVP for a week or so. I than come back to the tool and adjust my build if I don't like how it is performing in PVP.

    Right now my warden needs to be adjusted as I don't like how that character is performing in PVP solo. In group play the character is fine but solo I die way to easily. So I will take my build and go through various gear sets to find one that meets my minimum requirements and than I will go ahead and test the build out until I can find one that I like.

    https://en.uesp.net/wiki/Special:EsoBuildEditor

  • SkaraMinoc
    SkaraMinoc
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    [snip]
    bsw clever and master inferno?

    Magio build + Frenzy (which is nerfed next patch)

    He charges 21k crowns for his build unless you theorycraft math and spreadsheets for him like I do :smile:
    RIP Deathmatch Queue, September 2021 - March 2022, You Will Be Remembered
  • gariondavey
    gariondavey
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    SkaraMinoc wrote: »
    [snip]
    bsw clever and master inferno?

    Magio build + Frenzy (which is nerfed next patch)

    He charges 21k crowns for his build unless you theorycraft math and spreadsheets for him like I do :smile:

    Lol yeah that frenzy nerf is just trash
    PC NA @gariondavey, BG, IC & Cyrodiil Focused Since October 2017 Stamplar (main), Magplar, Magsorc, Stamsorc, StamDK, MagDK, Stamblade, Magblade, Magden, Stamden
  • Larcomar
    Larcomar
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    SkaraMinoc wrote: »
    Here's the item stat density:

    1487 penetration > 129 damage > 1096 magicka

    1 spell damage = 10.5 magicka (this is an official value and not an estimate)
    129 spell damage = 1355 magicka

    It depends on several variables but the ballpark % damage is as follows,

    1487 penetration = 2.25% damage
    129 spell damage = 1.5% damage
    1096 magicka = 1.2% damage

    Extrapolate and you'll get,

    1487 penetration equals
    • 194 spell damage
    • 2055 magicka
    129 spell damage equals
    • 989 penetration
    • 1355 magicka
    1096 magicka equals
    • 793 penetration
    • 104 spell damage

    Again these are rough estimates meant to compare the 3 stats and not exact values.

    That's actually the best explanation / most detailed explanation of this Ive seen. I think I've said this before to emk48 but pen isn't necessarily better than spell dmg, it's just more damage. Spell damg buffs your heals too. Max mag buffs your shields on top.

    Two quick questions though - First, Im assuming that's for pvp ie 660 mitigation per 1%. I suck at math but I'm, guessing thats going to push pen in pve over 3%? I knew it was better dmg, but that's quite a margin over raw spell dmg. Bigger than I thought tbh.

    But... second (going back to pvp) we all know with pen you obv run the risk of overpenning a light armored enemy, at which point extra pen is a waste. One thing I've wondered though is how it works out vs a very heavily armored enemy. Take somone with 40k resists say. Not beyond the bounds of possibility nowadays. Say I have 14870k pen, half of that - well, 7k - is sort of wasted. I'd only be getting say an extra 11, 12% dmg. Wouldn't I get more dmg just saying sod it and stacking spell dmg in that scenario? Taking your equivalancies, that wd be roughly 1290 spell dmg, giving me 15%...?

    Edited by Larcomar on March 8, 2022 3:10PM
  • WrathOfInnos
    WrathOfInnos
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    @Larcomar That's an interesting question. I guess there could be an opponent so heavily armored that you would be better off not attempting to build spell pen. However, I think in most cases it is the opposite.

    Even for your 40k resist example, if you wear 6 pieces Light Armor + invest 20 CP's in Piercing that is already 7k Penetration, bringing their 40k down to the 33k cap. You could say that first 7k is wasted because it hasn't increased damage at all, but it was essentially free, and now any additional penetration added is going to receive the maximum benefit. At 33k they mitigate 50% of your damage, but if you add another standard pen bonus of 1487 that brings their mitigation down to 47.75%. Effectively your damage increased by 52.25%/50% = 1.045 or 4.5% from that one small set bonus, which is far more than you would get from crit, spell damage, or max magicka.
    Edited by WrathOfInnos on March 8, 2022 3:56PM
  • SkaraMinoc
    SkaraMinoc
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    Larcomar wrote: »
    Two quick questions though - First, Im assuming that's for pvp ie 660 mitigation per 1%. I suck at math but I'm, guessing thats going to push pen in pve over 33%? I knew it was better dmg, but that's quite a margin over raw spell dmg. Bigger than I thought tbh.
    660 per 1% and 33000 soft cap for PvP

    18200 cap for PvE boss
    Larcomar wrote: »
    But... second (going back to pvp) we all know with pen you obv run the risk of overpenning a light armored enemy, at which point extra pen is a waste. One thing I've wondered though is how it works out vs a very heavily armored enemy. Take somone with 40k resists say. Not beyond the bounds of possibility nowadays. Say I have 14870k pen, half of that - well, 7k - is sort of wasted. I'd only be getting say an extra 11, 12% dmg. Wouldn't I get more dmg just saying sod it and stacking spell dmg in that scenario? Taking your equivalancies, that wd be roughly 1290 spell dmg, giving me 15%...?
    Short answer is yes, offensive penetration is wasted on heavily armored players because any resistance over 33k reduces the effective strength of that penetration.

    Too much offensive penetration is also wasted on lightly armored players. If you have 20k penetration and your target has 16.7k resist with Breach debuffs, you've just waited 3300 penetration (5% damage).

    As a Mag Sorc, I recommend 8-10k penetration from Sharpened trait and 1 Light. Heartland Conqueror helps here.

    https://forums.elderscrollsonline.com/en/discussion/279426/damage-mitigation-explanation-updated-for-morrowind-new-calculator/p1

    Total Mitigation=100-100*(1-Battlespirit/100)*(1-Base Mitigation+Light Armor or Heavy Armor/100)*(1-Mitigation #1/100)*(1-Mitigation #2/100)*(1-(Resistance/660)/100)*((1-Blocking/100)*(1-(Extra blocking #1+Extra blocking #2)/100)-Heavy Block/100)

    Damage Taken=Base Damage*(1-Battlespirit/100)*(1-Base Mitigation+Light Armor or Heavy Armor/100)*(1-Mitigation #1/100)*(1-Mitigation #2/100)*(1-(Resistance/660)/100)*((1-Blocking/100)*(1-(Extra blocking #1+Extra blocking #2)/100)-Heavy Block/100)

    Side note: Block mitigation starts at 50%. You won't find a stronger source of mitigation except for Mist Form.

    This is why I don't recommend Gaze of Sithis. You can hold down block and cast all of your abilities except for Overload.

    Edited by SkaraMinoc on March 9, 2022 12:19AM
    RIP Deathmatch Queue, September 2021 - March 2022, You Will Be Remembered
  • SkaraMinoc
    SkaraMinoc
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    1v1 and 1vX are typically better with Max Magicka builds because you can't rely on a dead Matriarch pet for heals.

    If you have a healer then Spell Damage builds have significantly stronger burst.
    RIP Deathmatch Queue, September 2021 - March 2022, You Will Be Remembered
  • eMKa8
    eMKa8
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    @SkaraMinoc

    What do you mean with soft cap 33.000
    What does soft cap exactly mean?

    Does that mean that no player can go OVER 33 K resistances?
    Or does that mean that everyone somehow has the effect of having 33k resistance and all additional resistances adds up to +33k?

    Block mitigation starts at 50%?

    So if i block i can half down the offensive strikes by 50%?! Always?
    Is it the same for blocking in pve ?
    I basically never block ….

    Wow … then i should go for another mythic item!

    Thanks for clarifying though!

  • Dagoth_Rac
    Dagoth_Rac
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    33000 / 660 = 50% mitigation. Anything beyond that will still only give 50% mitigation. 39000 / 660 = ~59% mitigation in theory, but still only mitigates 50% of damage. However, if you have 39000 resistance and someone hits you with 6000 in resistance debuffs, you drop to 33000 resistance but still have 50% mitigation. If you have 33000 and someone hits you with 6000 in resistance debuffs, you drop to 27000 resistance and about 41% mitigation. So some people like to go over soft cap to make it harder to debuff them.

    Blocking gives 50% mitigation (on top of resistance mitigation), but not everything can be blocked. Most of your big hitting single target direct damage attacks can be blocked, though. Blocking will run you out of stamina fast if you are not built for it, though. So best to get a feel for what can be blocked and only block when you need it. Blocking an attack uses stamina and you don't recover stamina at all while holding block.
  • MEBengalsFan2001
    MEBengalsFan2001
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    eMKa8 wrote: »
    @SkaraMinoc

    What do you mean with soft cap 33.000
    What does soft cap exactly mean?

    Does that mean that no player can go OVER 33 K resistances?
    Or does that mean that everyone somehow has the effect of having 33k resistance and all additional resistances adds up to +33k?

    Block mitigation starts at 50%?

    So if i block i can half down the offensive strikes by 50%?! Always?
    Is it the same for blocking in pve ?
    I basically never block ….

    Wow … then i should go for another mythic item!

    Thanks for clarifying though!

    Just a FYI...if you are blocking your stamina can be eaten up rather quickly through light attacks, especially if the player uses DW. I love going toe to toe with players who think block casting is the way to go. A few quick hits and those players run out of stamina and now they got to heal or go on the offensive. Either way, they typically die.

    IMO best bet to survive is with strong resistance and than go burst someone down. This is why many players use the pariah and the CA sets together. Pariah for defensive stats and once the opponent burns through resource pop a potion to regain your and you get a major boost to your damage and phew phew phew there dead.

    Another defensive set is Daedric Trickery or Ancient Dragonguard. Daedric Trickery is great as you are constantly getting a buff every 9 second when you are combat and doing damage.

    I personally like Ancient Dragonguard as you get offensive stats when health is above 50% and you get defensive stats as it get 50% or less. It provides a nice balance between offensive and defensive. This way you can get either a defensive set such as Daedric Trickery or Pariah or you could go with Spinner/Spriggan for additional pen if you wanted more offensive.

    There many ways to build a PVP character. You just need to find your play style and figure out what sets will work best for you.
  • eMKa8
    eMKa8
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    Hi 👋!

    Thanks for all the information. That actually was interesting to read about the block and the stamina cost. So i guess my gaze of sithis isnt yhat bad at all 😉.

    I have an idea for a better build which i wanted to check with you guys.
    Would below be a good option for a magsorc ?
    - mighty chdan monster set (one heavy/one medium)
    - All other gear light and crafty alfiq
    - malacath ring
    - 2 trainee rings
    - Weapon FB : inferno willpower staff (shock enchant/sharpened)
    - Weapon BB : resto blessing of potentates (defending / dmg enchant)

    Rings - probably all mag recovery

    Would that be strong build ?
  • eMKa8
    eMKa8
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    Or : how could i potentially make that build stronger ?
    On BB i do use 2 shields & rapid regenaration because i am too squishy still 🤷🏼‍♂️

    With big gear i have all infused and tristats.
    All other i also have tristat , but tend to go for well fitted (instead of impen)

    Wondering your feedback about that set up (this message and previous one)
    @MEBengalsFan2001
    @SkaraMinoc
    @Dagoth_Rac
    @WrathOfInnos
  • eMKa8
    eMKa8
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    No one ? ;-)

    Also would it be better to have FB the willpower inferno staff …. (For max mag) …. Or the destructive impact staff for spell damage (600)?

    Thank you !
  • MEBengalsFan2001
    MEBengalsFan2001
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    eMKa8 wrote: »
    Hi 👋!

    Thanks for all the information. That actually was interesting to read about the block and the stamina cost. So i guess my gaze of sithis isnt yhat bad at all 😉.

    I have an idea for a better build which i wanted to check with you guys.
    Would below be a good option for a magsorc ?
    - mighty chdan monster set (one heavy/one medium)
    - All other gear light and crafty alfiq
    - malacath ring
    - 2 trainee rings
    - Weapon FB : inferno willpower staff (shock enchant/sharpened)
    - Weapon BB : resto blessing of potentates (defending / dmg enchant)

    Rings - probably all mag recovery

    Would that be strong build ?

    Crafty is only magika and it limits your survivability especially if you are all light on your major armor pieces. I provided a mixture of light and craftable alternative gear you can try below. If you stick with using trainee pieces and crafty swap the trainee neck/ring for crafty neck/ring and put the trainee pieces on your character chest and legs with reinforced. This will provide you a nice boost to your resistance and health. I would even go heavy on the shoulders with reinforced and medium head for the monster set. This would give you a nice 3-3-1 setup for heavy-light-medium. Heavy pieces all reinforced and the rest well fitted.

    As for your rings I would go with 2 spell damage and 1 recovery all infused.

    As for crafty set vs. others possible sets to use.

    Bright Throat
    Necropotence
    Spinner's
    Unleashed Ritualist
    Wisdom of Vanus
    Armor of the Seducer
    Dauntless Combatant
    Kagrenac's Hope
    Shacklebreaker
    Vampire's Kiss
    Way of the Arena
    Wretched Vitality

    If you plan on using will power as your damaging weapon staff I would go with a crafted set so you can have the 3-3-1 setup and than I would go with trainee neck, will power ring and the malacath ring. This way when you are on your destruction staff bar you would get the 3 piece will power set which provides spell damage bonus. Even if you don't use crafted set you could still do this but make sure to swap out your chest piece for the trainee for the added resistance it provides you and health.



  • eMKa8
    eMKa8
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    Why shoulders heavy& head medium?
    Wouldnt it be wiser to use the biggest gear in heavy … whicj is head and nlt shoulder ?

    That way you get more armor , not ?
    Or am i missing something here ?
  • MEBengalsFan2001
    MEBengalsFan2001
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    eMKa8 wrote: »
    Why shoulders heavy& head medium?
    Wouldnt it be wiser to use the biggest gear in heavy … whicj is head and nlt shoulder ?

    That way you get more armor , not ?
    Or am i missing something here ?

    The heaviest piece of gear is chest. These four pieces all share the same armor value - head, shoulder, legs and boots.

    The difference is that the head and legs if you wanted to you could run infused for added stats. If you craft your gear you could go head infused light or medium, legs light or medium infused, shoulder heavy reinforce, chest heavy reinforce, boots reinforced heavy, Than well fitted for the hands and waist.

    Edited by MEBengalsFan2001 on March 15, 2022 5:51PM
  • eMKa8
    eMKa8
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    Oh i did not know that !
    I thought head and chest were the heavy ones.

    Thanks for clarifying.
    It helped me to optimise my build.

    How does heavy armor relate to stats in general ?
    I notice that the armor adds to physical resistance.

    However i also see some increases in health , magicka and stamina …
    And i think its more than the passives related to it such as undaunted mettle
  • MEBengalsFan2001
    MEBengalsFan2001
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    eMKa8 wrote: »
    Oh i did not know that !
    I thought head and chest were the heavy ones.

    Thanks for clarifying.
    It helped me to optimise my build.

    How does heavy armor relate to stats in general ?
    I notice that the armor adds to physical resistance.

    However i also see some increases in health , magicka and stamina …
    And i think its more than the passives related to it such as undaunted mettle

    Heavy armor passive provides an increase to health, overall armor value per a piece. Light armor provides magika recovery and pen per a piece. Medium armor provides its own bonuses per a piece. Just read the passives.

    If you want more stamina, health and magika I recommend going infused for the legs and head pieces with tri stat enchantments. It isn't a big increase but enough to help out a bit if you craft your gear or able find pieces that provide the right mixture of traits and armor type.
  • eMKa8
    eMKa8
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    Ok ill do that. Thanks !

    I have all tristat glyphs on crafty alfiq + head and shoulder monster set.
    Would it be wise to go 3 infused (big pieces- head / legs / chest) and 4 well fitted ?

    Is impen still worth it ?
    I have one now which i a thinking of switching to well fitted now
  • eMKa8
    eMKa8
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    Ok ill do that. Thanks !

    I have all tristat glyp
    eMKa8 wrote: »
    Hi 👋!

    Thanks for all the information. That actually was interesting to read about the block and the stamina cost. So i guess my gaze of sithis isnt yhat bad at all 😉.

    I have an idea for a better build which i wanted to check with you guys.
    Would below be a good option for a magsorc ?
    - mighty chdan monster set (one heavy/one medium)
    - All other gear light and crafty alfiq
    - malacath ring
    - 2 trainee rings
    - Weapon FB : inferno willpower staff (shock enchant/sharpened)
    - Weapon BB : resto blessing of potentates (defending / dmg enchant)

    Rings - probably all mag recovery

    Would that be strong build ?

    Crafty is only magika and it limits your survivability especially if you are all light on your major armor pieces. I provided a mixture of light and craftable alternative gear you can try below. If you stick with using trainee pieces and crafty swap the trainee neck/ring for crafty neck/ring and put the trainee pieces on your character chest and legs with reinforced. This will provide you a nice boost to your resistance and health. I would even go heavy on the shoulders with reinforced and medium head for the monster set. This would give you a nice 3-3-1 setup for heavy-light-medium. Heavy pieces all reinforced and the rest well fitted.

    As for your rings I would go with 2 spell damage and 1 recovery all infused.

    As for crafty set vs. others possible sets to use.

    Bright Throat
    Necropotence
    Spinner's
    Unleashed Ritualist
    Wisdom of Vanus
    Armor of the Seducer
    Dauntless Combatant
    Kagrenac's Hope
    Shacklebreaker
    Vampire's Kiss
    Way of the Arena
    Wretched Vitality

    If you plan on using will power as your damaging weapon staff I would go with a crafted set so you can have the 3-3-1 setup and than I would go with trainee neck, will power ring and the malacath ring. This way when you are on your destruction staff bar you would get the 3 piece will power set which provides spell damage bonus. Even if you don't use crafted set you could still do this but make sure to swap out your chest piece for the trainee for the added resistance it provides you and health.



    Hi @MEBengalsFan2001

    About this post a while back.
    I am considering the 3-3-1 set up with 3 heavies

    However i was wondering. If i do chest/head/legs heavy …. Is it then best to have them all reinforced ? Or better to do prismatic defense and infused ?

    Your thoughts ?

    Thanks !

    @Dagoth_Rac @WrathOfInnos
    Maybe you have any ideas what would be best ?

    Thanks !
  • MEBengalsFan2001
    MEBengalsFan2001
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    eMKa8 wrote: »
    Ok ill do that. Thanks !

    I have all tristat glyp
    eMKa8 wrote: »
    Hi 👋!

    Thanks for all the information. That actually was interesting to read about the block and the stamina cost. So i guess my gaze of sithis isnt yhat bad at all 😉.

    I have an idea for a better build which i wanted to check with you guys.
    Would below be a good option for a magsorc ?
    - mighty chdan monster set (one heavy/one medium)
    - All other gear light and crafty alfiq
    - malacath ring
    - 2 trainee rings
    - Weapon FB : inferno willpower staff (shock enchant/sharpened)
    - Weapon BB : resto blessing of potentates (defending / dmg enchant)

    Rings - probably all mag recovery

    Would that be strong build ?

    Crafty is only magika and it limits your survivability especially if you are all light on your major armor pieces. I provided a mixture of light and craftable alternative gear you can try below. If you stick with using trainee pieces and crafty swap the trainee neck/ring for crafty neck/ring and put the trainee pieces on your character chest and legs with reinforced. This will provide you a nice boost to your resistance and health. I would even go heavy on the shoulders with reinforced and medium head for the monster set. This would give you a nice 3-3-1 setup for heavy-light-medium. Heavy pieces all reinforced and the rest well fitted.

    As for your rings I would go with 2 spell damage and 1 recovery all infused.

    As for crafty set vs. others possible sets to use.

    Bright Throat
    Necropotence
    Spinner's
    Unleashed Ritualist
    Wisdom of Vanus
    Armor of the Seducer
    Dauntless Combatant
    Kagrenac's Hope
    Shacklebreaker
    Vampire's Kiss
    Way of the Arena
    Wretched Vitality

    If you plan on using will power as your damaging weapon staff I would go with a crafted set so you can have the 3-3-1 setup and than I would go with trainee neck, will power ring and the malacath ring. This way when you are on your destruction staff bar you would get the 3 piece will power set which provides spell damage bonus. Even if you don't use crafted set you could still do this but make sure to swap out your chest piece for the trainee for the added resistance it provides you and health.



    Hi @MEBengalsFan2001

    About this post a while back.
    I am considering the 3-3-1 set up with 3 heavies

    However i was wondering. If i do chest/head/legs heavy …. Is it then best to have them all reinforced ? Or better to do prismatic defense and infused ?

    Your thoughts ?

    Thanks !

    @Dagoth_Rac @WrathOfInnos
    Maybe you have any ideas what would be best ?

    Thanks !

    Chest should be reinforced. Head and Legs can be reinforced or infused if you want extra stats.
  • SkaraMinoc
    SkaraMinoc
    ✭✭✭✭✭
    ✭✭
    Just did a quick test and 129 spell damage looks closer to 2% damage (give or take 0.2%)

    Stats

    1487 penetration = 2.25% damage
    129 spell damage = ~2% damage
    1096 magicka = ~1.618% damage

    1487 penetration equals
    • 145 spell damage
    • 1527 magicka
    129 spell damage equals
    • 1320 penetration
    • 1355 magicka
    1096 magicka equals
    • 1067 penetration
    • 104 spell damage

    +4000 spell damage from enchants, buffs, passives is equivalent to 62% damage (40930 penetration)
    +20000 magicka is equivalent to 29.5% damage (19470 penetration)

    Now you see why stacking spell damage hits way harder than max magicka builds.

    na82uUc.png

    This is also why Stam builds w/ 8k+ weapon damage hit like a truck.

    Edited by SkaraMinoc on April 24, 2022 4:25AM
    RIP Deathmatch Queue, September 2021 - March 2022, You Will Be Remembered
  • eMKa8
    eMKa8
    ✭✭
    SkaraMinoc wrote: »
    Just did a quick test and 129 spell damage looks closer to 2% damage (give or take 0.2%)

    Stats

    1487 penetration = 2.25% damage
    129 spell damage = ~2% damage
    1096 magicka = ~1.618% damage

    1487 penetration equals
    • 145 spell damage
    • 1527 magicka
    129 spell damage equals
    • 1320 penetration
    • 1355 magicka
    1096 magicka equals
    • 1067 penetration
    • 104 spell damage

    +4000 spell damage from enchants, buffs, passives is equivalent to 62% damage (40930 penetration)
    +20000 magicka is equivalent to 29.5% damage (19470 penetration)

    Now you see why stacking spell damage hits way harder than max magicka builds.

    na82uUc.png

    This is also why Stam builds w/ 8k+ weapon damage hit like a truck.

    Thank you !!!
    Not sure how people run tests like these but it sure helps ! Thx
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