Did someone really just post proof that the difference in protection between light and heavy is 4%? What are they thinking with these values? Please tell me this is an error.
No wonder every one is rolling robes
Preferably with something other than the now standard response "We're looking into it, there might be a change of some kind sometime, you know, Soon(tm). Trust us and keep paying your your monthly fee while you wait."Wondering if @ZOS_GinaBruno or @ZOS_JessicaFolsom can chime in on this. Thanks >;)
Ok I just tested this theory and @Valn is mostly correct.
I'm VR4, tested myself against equal VR4 spiders:
- Full Heavy Armor (1840 armor), Naked (261 Armor) - it absolutely doesn't make any difference in Melee, I'm getting hit for the same amount
- Spell Damage on the other hand when I'm wearing armor I get hit for - 187 without armor (naked) - 267
Heavy Armor seems to be terribly broken.
So it might possibly be an issue with lower level veteran mobs. If 1840 armor and 261 armor have no difference with the hits you're receiving, then its broken
Did someone really just post proof that the difference in protection between light and heavy is 4%? What are they thinking with these values? Please tell me this is an error.
No wonder every one is rolling robes
We think it might be a problem with the levels
My first test (the 4% less damage per hit one ) was against a V9 mob. I am level V12
My second test against V11 mobs, they hit 47% less damage per hit.
With the lower level veteran mobs, either the armor resistance isnt working, or the mob had high armor penetration.
I have a theory
The V9 mob has a minimum number it can hit, which is why my armor resistance looked to be useless. And when I took my armor off, it seems it can't damage me that much higher, possibly because my veteran level is higher.
Animus0724 wrote: »At 2227 armor getting attacked for 2254 damage, you only took 407 of that
At 917 armor getting attacked for 1796 damage, you only took 538 of that
Is this how you're supposed to read these charts? If thats the case, that 458 difference in damage alters your results by up to 30%
The 2227 and 1796 values are for current health.
This is about as consistent as you can make this kind of test -- use same mob with and without armor. It's possible you could try against different types of mobs, but it still gets the point across that armor is no better than paper in some situations at least.
One possibility is that first mob you tested registered its attack as spell damage so it was looking at spell resist instead of armor. (Heavy armor really should increase both more than it does, though...)
I agree. And, NPC's that cast fire spells need to be seriously tuned. Scamps, Incendiaries, etc.
Ever fight a 3 pack of V7 scamps? All it takes is one of them to get a spell off and I lose 70% of my health almost instantly. This is with 2000+ spell resist. It's very difficult to stop 3 casters from nuking you all at the same time. One of them is going to get a spell off.
It's actually really funny getting my arse handed to me by a bunch of scamps. The devs obviously have a sadistic sense of humor.
Ever fight a 3 pack of V7 scamps? All it takes is one of them to get a spell off and I lose 70% of my health almost instantly. This is with 2000+ spell resist. It's very difficult to stop 3 casters from nuking you all at the same time. One of them is going to get a spell off.
It's actually really funny getting my arse handed to me by a bunch of scamps. The devs obviously have a sadistic sense of humor.
nikolaj.lemcheb16_ESO wrote: »I just went and tested where I am VR8 against VR6 mobs, my 1230s armor gave me 23% mitigation.
Should increase the armor cap to 3.5k - 4k and also make heavy armor have significant more armor. Up the values on damage mitigation for each armor point as well.
A light armor user should never be able to absorb damage as good as heavy armor.
nikolaj.lemcheb16_ESO wrote: »Should increase the armor cap to 3.5k - 4k and also make heavy armor have significant more armor. Up the values on damage mitigation for each armor point as well.
A light armor user should never be able to absorb damage as good as heavy armor.
I suggested some time ago that the softcap should be based on the type of armor you wear.
In my example light armor should give a soft cap of 100 per piece, medium 200 and heavy 300.
Then a full light armor guy would hit the softcap already at 700 while a full heavy would only hit it at 2100.
A person with 2 light and 5 heavy would hit the softcap at 1700.
It is such a simple change that would make heavy armor worth it again.
Edit: Of course the hardcap should be based on armor too, like 150, 300 and 450 per piece.
nikolaj.lemcheb16_ESO wrote: »Should increase the armor cap to 3.5k - 4k and also make heavy armor have significant more armor. Up the values on damage mitigation for each armor point as well.
A light armor user should never be able to absorb damage as good as heavy armor.
I suggested some time ago that the softcap should be based on the type of armor you wear.
In my example light armor should give a soft cap of 100 per piece, medium 200 and heavy 300.
Then a full light armor guy would hit the softcap already at 700 while a full heavy would only hit it at 2100.
A person with 2 light and 5 heavy would hit the softcap at 1700.
It is such a simple change that would make heavy armor worth it again.
Edit: Of course the hardcap should be based on armor too, like 150, 300 and 450 per piece.
You have to keep in mind tho that this would screw up some abilities that are intended to give large temporary boosts to armor.
A sorcerer using lightning form for example is supopsed to be very tanky by design. The balancing lies in the ability being expensive, and the protection temporary. If he had a cap at 700 armor, lightning form would become basically useless.
nikolaj.lemcheb16_ESO wrote: »nikolaj.lemcheb16_ESO wrote: »Should increase the armor cap to 3.5k - 4k and also make heavy armor have significant more armor. Up the values on damage mitigation for each armor point as well.
A light armor user should never be able to absorb damage as good as heavy armor.
I suggested some time ago that the softcap should be based on the type of armor you wear.
In my example light armor should give a soft cap of 100 per piece, medium 200 and heavy 300.
Then a full light armor guy would hit the softcap already at 700 while a full heavy would only hit it at 2100.
A person with 2 light and 5 heavy would hit the softcap at 1700.
It is such a simple change that would make heavy armor worth it again.
Edit: Of course the hardcap should be based on armor too, like 150, 300 and 450 per piece.
You have to keep in mind tho that this would screw up some abilities that are intended to give large temporary boosts to armor.
A sorcerer using lightning form for example is supopsed to be very tanky by design. The balancing lies in the ability being expensive, and the protection temporary. If he had a cap at 700 armor, lightning form would become basically useless.
There is something basically wrong with an ability that give a light cloth wearer better protection than heavy armor even for a short time while the reverse for a tank doing cloth wearer dps does not exist.
nikolaj.lemcheb16_ESO wrote: »nikolaj.lemcheb16_ESO wrote: »Should increase the armor cap to 3.5k - 4k and also make heavy armor have significant more armor. Up the values on damage mitigation for each armor point as well.
A light armor user should never be able to absorb damage as good as heavy armor.
I suggested some time ago that the softcap should be based on the type of armor you wear.
In my example light armor should give a soft cap of 100 per piece, medium 200 and heavy 300.
Then a full light armor guy would hit the softcap already at 700 while a full heavy would only hit it at 2100.
A person with 2 light and 5 heavy would hit the softcap at 1700.
It is such a simple change that would make heavy armor worth it again.
Edit: Of course the hardcap should be based on armor too, like 150, 300 and 450 per piece.
You have to keep in mind tho that this would screw up some abilities that are intended to give large temporary boosts to armor.
A sorcerer using lightning form for example is supopsed to be very tanky by design. The balancing lies in the ability being expensive, and the protection temporary. If he had a cap at 700 armor, lightning form would become basically useless.
There is something basically wrong with an ability that give a light cloth wearer better protection than heavy armor even for a short time while the reverse for a tank doing cloth wearer dps does not exist.
Nonetheless, the ability clearly is supposed to do exactly that. Whether it is appropriate for sorcerers to have something like that is a different debate, and a matter of personal opinion.
lolwut? Light armour doesn't need an armour nerf, it's not like vet mobs don't tear through light armour as well is it.
DK V5 with resto staff + 5HA/2LA, and I exceed both MR and armor of 150 points. Something here is not right.
I misspoke, light armor doesn't need an armor nerf, but the passive are too powerfull, IMO.