Enemy hits are not reduced at all. VR 1 mobs still brought me to half health.
Harvesters still one-shot.
lolpyromancers are still lolpyromancers.
But yeah, my survival has increased as I don't have to unload my entire arsenal on a single bandit no-life anymore. Which is nice and immersive.
forthewinn2 wrote: »How this is converted to the % easier is beyond me, but I personally consider damage taken during the entire duration of a fight to be a reasonable indicator of how difficult that fight was (with of course a few exceptions ie very long fights where you take very low damage per second, are still easy).
Enemy hits are not reduced at all. VR 1 mobs still brought me to half health.
Harvesters still one-shot.
lolpyromancers are still lolpyromancers.
But yeah, my survival has increased as I don't have to unload my entire arsenal on a single bandit no-life anymore. Which is nice and immersive.
Enemy damage has been proved to be reduced by around 30%. May vary depending on armour.
Who cares?16% health reduction + 16% damage reduction =?
Is there an official source on the 16% and 30% numbers ? or was they found via testing ?
Also, does the 30% damage reduction is flat or just spell/armor penetration ? because I heard both.
Is there an official source on the 16% and 30% numbers ? or was they found via testing ?
Also, does the 30% damage reduction is flat or just spell/armor penetration ? because I heard both.
Not sure but I hope its achieved through a spell/armor pen nerf and not just a flat damage nerf. It would be good if armor actually meant something
forthewinn2 wrote: »As far as I know it was only veteran content that has been changed.
Zenimax has not stated exactly what they have done but it has been confirmed through player testing(myself included) that the changes are around 16% less mob health and 30% less mob damage.
It was not armor or spell penetration that was changed, all of my personal testing was done without any armor on.
I would have preferred to see a ramped nerf from the original difficulty at VR10 down to 1 to 50 difficulty. Progression would then be a linear increase and picking up the techniques you needed to survive would be something that you did almost without noticing. It was the massive variations that hit people hard.