The nerf herders happy for the the light armor penetration in this thread are so cute and funny.
Hey , look some guy who reads more than it is written. I never said that that bugs shouldn't be fixed. On the other hand you suggest that the current max 42% supposed spell resist reduction should be nerferd to 28% because it is bugged and does more instead of fixing the damn bug.
PlagueMonk wrote: »Kewljag_66_ESO wrote: »Why are they nerfing light armor??? Have you noticed how 80% of people wear light armor? how light armor lets you have more damage and a better defense in most cases?
I think you answered your own question right there. If something is SO good that 80% of the people feel they need to use it rather than the other 2 armor types, something is out of whack. ALL armor types should be equally viable for all classes for different reasons and that is not happening right now.
And you are all QQing about 1-2% points?! Holy freakin crap! It's not as if they removed the ability, jeez. Why don't you try playing a NB with Siphoning strikes that removes 22% of your damage and then we will talk about your tiny nerf.
Kvasir Silverpaw wrote: »Does this come about because some PvP folks were complaining? If so, once again a PvP issue screws up the game for players who primarily focus on PvE, particularly if new "trash" monsters are going to be dealing higher damage.
Exactamundo !! the sqeaky wheel gets the grease..and that 10% is SQUEAKY
Man, I'm glad those players exist, then.
If everyone were like you and the poster you quoted, nothing in this game would ever get fixed....
Hey , look some guy who reads more than it is written. I never said that that bugs shouldn't be fixed. On the other hand you suggest that the current max 42% supposed spell resist reduction should be nerferd to 28% because it is bugged and does more instead of fixing the damn bug.
Kvasir Silverpaw wrote: »Does this come about because some PvP folks were complaining? If so, once again a PvP issue screws up the game for players who primarily focus on PvE, particularly if new "trash" monsters are going to be dealing higher damage.
Exactamundo !! the sqeaky wheel gets the grease..and that 10% is SQUEAKY
Man, I'm glad those players exist, then.
If everyone were like you and the poster you quoted, nothing in this game would ever get fixed....
Hey, thanks for assuming the worst about me! Us humans are pretty darn good at that, aren't we? Especially on the Internet! Anonymity and all, right? Little chance that you might be insulting, denigrating or tearing down a family member, friend, neighbor or someone else you interact with in real life, after all, right?
That said, I speak from a PvE perspective, since PvP consistently crashes my computer every 45 minutes or so. And, in PvE, I find quite a few fights challenging, even with my so-called OP build. (Never mind the fact that I play mages in pretty much every fantasy-based game I have.) So, believe it or not, this change concerns me since it's a per-piece change. I wear all-light armor, so the change will drop my stats from 42 percent to 28 percent. To me, that's a significant loss that will make life harder in PvE and, I imagine, even more so for people who prefer PvP play.
Kvasir Silverpaw wrote: »Does this come about because some PvP folks were complaining? If so, once again a PvP issue screws up the game for players who primarily focus on PvE, particularly if new "trash" monsters are going to be dealing higher damage.
Exactamundo !! the sqeaky wheel gets the grease..and that 10% is SQUEAKY
Man, I'm glad those players exist, then.
If everyone were like you and the poster you quoted, nothing in this game would ever get fixed....
Hey, thanks for assuming the worst about me! Us humans are pretty darn good at that, aren't we? Especially on the Internet! Anonymity and all, right? Little chance that you might be insulting, denigrating or tearing down a family member, friend, neighbor or someone else you interact with in real life, after all, right?
That said, I speak from a PvE perspective, since PvP consistently crashes my computer every 45 minutes or so. And, in PvE, I find quite a few fights challenging, even with my so-called OP build. (Never mind the fact that I play mages in pretty much every fantasy-based game I have.) So, believe it or not, this change concerns me since it's a per-piece change. I wear all-light armor, so the change will drop my stats from 42 percent to 28 percent. To me, that's a significant loss that will make life harder in PvE and, I imagine, even more so for people who prefer PvP play.
Let's be honest, stamina builds not being competitive in the end game raids is the only reason why this nerf for light armor is coming. I understand that ZOS can't improve stamina build DPS values, because in PVP those are already capable of two-shotting people, but they could easily lower armor ratings of those end game bosses. Now instead they take a route to gain nothing in PVE and hurt PVP balance, where you already can use light or medium just fine. Heavy armor probably needs a buff, but that we all know already.
So lower end game bosses armor ratings and give 2%/4% damage mitigation per piece for heavy armor, and all would be happy(ier).
That 1 to 2 percent change applies to each *piece* of light armor you wear. The max percent will drop from 42 percent to 28 percent now. So, in that context, it's a bit more than a wee nerf.
Does this come about because some PvP folks were complaining? If so, once again a PvP issue screws up the game for players who primarily focus on PvE, particularly if new "trash" monsters are going to be dealing higher damage.
Merlin13KAGL wrote: »Also, I don't believe I've ever seen anyone consider that a Heavy wearer is taking about 10-30% less damage the a Light user, as the armor class is probably double that of a Light wearer.
This is due to the way armor directly reduces damage. Though not explicitly written in a passive's tooltip, it's a direct benefit from wearing Heavy vs Light.
Heavy takes less damage. Light has better passives and movement for magic users. Medium is built for stealth and somewhere in between.
Isn't that how it is supposed to be?
Merlin13KAGL wrote: »Also, I don't believe I've ever seen anyone consider that a Heavy wearer is taking about 10-30% less damage the a Light user, as the armor class is probably double that of a Light wearer.
This is due to the way armor directly reduces damage. Though not explicitly written in a passive's tooltip, it's a direct benefit from wearing Heavy vs Light.
Heavy takes less damage. Light has better passives and movement for magic users. Medium is built for stealth and somewhere in between.
Isn't that how it is supposed to be?
I'm not sure if you're saying it works like this now or it will work like this in the future. It currently doesn't work like that and is one of the reasons that people, even tanks, wear light armor.
Because of the way soft caps and hard caps work and the high number of passives and abilities that raise armor and spell resist, you can get the same mitigation wearing light or heavy. If you can get the same damage mitigation from light as you do for heavy, then there are very few reasons to wear heavy armor.
Merlin13KAGL wrote: »DK skill shouldn't stack. No skill should stack, effectively being able to reduce your armor class to zero, unless they wish to reimplement the Disintegration spells (DoT directly effecting armor/weapons) when they implement spellcrafting.That 1 to 2 percent change applies to each *piece* of light armor you wear. The max percent will drop from 42 percent to 28 percent now. So, in that context, it's a bit more than a wee nerf.
@Nova Sky, Thank you for putting it into a bit more perspective. That does show it's a bit of bigger bite than many here think.
Also, I don't believe I've ever seen anyone consider that a Heavy wearer is taking about 10-30% less damage the a Light user, as the armor class is probably double that of a Light wearer.
This is due to the way armor directly reduces damage. Though not explicitly written in a passive's tooltip, it's a direct benefit from wearing Heavy vs Light.
Heavy takes less damage. Light has better passives and movement for magic users. Medium is built for stealth and somewhere in between.
Isn't that how it is supposed to be?
@Varicite actually nightblades can increase their armor by going into stealth, and then coming out of stealth provided they have the passive that does so...Although it rarely seems to work even though I do get the boosts in my character info.
Never should've stacked, in fact no ones skills should stack in this manner, DKs aren't the only ones benefiting from such.
Burning Breath: The armor reduction debuff from this ability will no longer stack.
Light Armor
Concentration: This passive will now provide 2%/4% spell penetration instead of 3%/6%."
Merlin13KAGL wrote: »DK skill shouldn't stack. No skill should stack, effectively being able to reduce your armor class to zero, unless they wish to reimplement the Disintegration spells (DoT directly effecting armor/weapons) when they implement spellcrafting.That 1 to 2 percent change applies to each *piece* of light armor you wear. The max percent will drop from 42 percent to 28 percent now. So, in that context, it's a bit more than a wee nerf.
@Nova Sky, Thank you for putting it into a bit more perspective. That does show it's a bit of bigger bite than many here think.
Also, I don't believe I've ever seen anyone consider that a Heavy wearer is taking about 10-30% less damage the a Light user, as the armor class is probably double that of a Light wearer.
This is due to the way armor directly reduces damage. Though not explicitly written in a passive's tooltip, it's a direct benefit from wearing Heavy vs Light.
Heavy takes less damage. Light has better passives and movement for magic users. Medium is built for stealth and somewhere in between.
Isn't that how it is supposed to be?
If everyone were NBs (the only class that doesn't have a skill that directly boosts armor rating) and Immovable didn't exist, this might be the case. Also, the armor of Heavy is nowhere near double that of Light. Not even close.
Additionally, because of the way that damage is calculated against armor vs resistance, it will always work out in the favor of magical damage.
Warning: Some light math ahead! Scroll down for TL:DR
Armor debuffs come mainly from abilities and 1 trait, all of which lower a target's armor by a percentage that is multiplicative. This means if you have 2000 armor and I hit you w/ a 40% debuff, you will now have 1200 armor. If you get hit w/ a different 40% debuff, it would knock you down to 720, instead of stacking to 80%, which would leave you at 400 armor.
In essence, no matter how much armor debuffing is done, you will always have some armor, because the calculation is multiplicative. This is also part of the reason that weapons will never hit quite as hard as spells against players in the current game.
Heavy armor basically hoses weapon attacks and does nothing against spells, whereas Light armor (traited correctly) can also hose weapon attacks and also does nothing against spells (will show why this is the case in the moment), but has better passives that allow you to use buffs like Lightning Form, Spiked Armor, etc far more often.
Anyone wearing 7 light + destro staff has 52% spell penetration passively. (42% from light armor passive, 10% from destro staff). These stack additively.
The current hardcap for spell resistance is 50%, and spell penetration is subtracted from this additively. What this means is that no matter how much spell resistance you wear, you can NOT go above 50% mitigation, which is then reduced by spell penetration (52%) down to 0% mitigation.
Instead of changing the calculations for spell penetration to also work multiplicatively, ie: 50% spell penetration reduces hardcapped spell resistance of 3150 down to 1575 instead of 0 like it currently does, they have decided to nerf the actual spell penetration passive.
I would personally have chosen to make spell resistance work like armor against spells (makes sense), but they have decided to leave the current formula in place and instead reduce the passive spell penetration bonus from Light armor to 28% instead of 42%.
It's basically a band-aid fix that accomplishes the same thing, which is reducing the damage from spells against stacked resistances.
Now, instead of passively negating 52% (which is 2% over hardcapped spell resistance, effectively bringing ANY character's resistance to 0), Destro + LA will passively negate 38% of spell resistance.
For example's sake, the softcap for spell resistance is 30% mitigation, so for players who do not go past the softcap on spell resistance, you will not notice any difference in the damage you're taking. For players who stack all the way to the hardcap, you will be taking 12% less damage than you do from spells on live currently.
There are very, very few players who will stack spell resistance to the hardcap of 3150 (3250 when VR14 is introduced). Most don't go much past the softcap.
It's really a miniscule nerf, and more of a fix to a broken mechanic than anything.
TL:DR - Against PvE mobs that don't have much resistance anyway, you won't notice a change. Against PvP players who don't stack spell resistance past the softcap, you won't notice a change.
Against PvP players who hardcap their spell resistance (I don't think these even exist), you will do 12% less damage unless you use Sharpened trait or a spell resistance debuff, at which point you will not notice any change.
Merlin13KAGL wrote: »DK skill shouldn't stack. No skill should stack, effectively being able to reduce your armor class to zero, unless they wish to reimplement the Disintegration spells (DoT directly effecting armor/weapons) when they implement spellcrafting.That 1 to 2 percent change applies to each *piece* of light armor you wear. The max percent will drop from 42 percent to 28 percent now. So, in that context, it's a bit more than a wee nerf.
@Nova Sky, Thank you for putting it into a bit more perspective. That does show it's a bit of bigger bite than many here think.
Also, I don't believe I've ever seen anyone consider that a Heavy wearer is taking about 10-30% less damage the a Light user, as the armor class is probably double that of a Light wearer.
This is due to the way armor directly reduces damage. Though not explicitly written in a passive's tooltip, it's a direct benefit from wearing Heavy vs Light.
Heavy takes less damage. Light has better passives and movement for magic users. Medium is built for stealth and somewhere in between.
Isn't that how it is supposed to be?
If everyone were NBs (the only class that doesn't have a skill that directly boosts armor rating) and Immovable didn't exist, this might be the case. Also, the armor of Heavy is nowhere near double that of Light. Not even close.
Additionally, because of the way that damage is calculated against armor vs resistance, it will always work out in the favor of magical damage.
Warning: Some light math ahead! Scroll down for TL:DR
Armor debuffs come mainly from abilities and 1 trait, all of which lower a target's armor by a percentage that is multiplicative. This means if you have 2000 armor and I hit you w/ a 40% debuff, you will now have 1200 armor. If you get hit w/ a different 40% debuff, it would knock you down to 720, instead of stacking to 80%, which would leave you at 400 armor.
In essence, no matter how much armor debuffing is done, you will always have some armor, because the calculation is multiplicative. This is also part of the reason that weapons will never hit quite as hard as spells against players in the current game.
Heavy armor basically hoses weapon attacks and does nothing against spells, whereas Light armor (traited correctly) can also hose weapon attacks and also does nothing against spells (will show why this is the case in the moment), but has better passives that allow you to use buffs like Lightning Form, Spiked Armor, etc far more often.
Anyone wearing 7 light + destro staff has 52% spell penetration passively. (42% from light armor passive, 10% from destro staff). These stack additively.
The current hardcap for spell resistance is 50%, and spell penetration is subtracted from this additively. What this means is that no matter how much spell resistance you wear, you can NOT go above 50% mitigation, which is then reduced by spell penetration (52%) down to 0% mitigation.
Instead of changing the calculations for spell penetration to also work multiplicatively, ie: 50% spell penetration reduces hardcapped spell resistance of 3150 down to 1575 instead of 0 like it currently does, they have decided to nerf the actual spell penetration passive.
I would personally have chosen to make spell resistance work like armor against spells (makes sense), but they have decided to leave the current formula in place and instead reduce the passive spell penetration bonus from Light armor to 28% instead of 42%.
It's basically a band-aid fix that accomplishes the same thing, which is reducing the damage from spells against stacked resistances.
Now, instead of passively negating 52% (which is 2% over hardcapped spell resistance, effectively bringing ANY character's resistance to 0), Destro + LA will passively negate 38% of spell resistance.
For example's sake, the softcap for spell resistance is 30% mitigation, so for players who do not go past the softcap on spell resistance, you will not notice any difference in the damage you're taking. For players who stack all the way to the hardcap, you will be taking 12% less damage than you do from spells on live currently.
There are very, very few players who will stack spell resistance to the hardcap of 3150 (3250 when VR14 is introduced). Most don't go much past the softcap.
It's really a miniscule nerf, and more of a fix to a broken mechanic than anything.
TL:DR - Against PvE mobs that don't have much resistance anyway, you won't notice a change. Against PvP players who don't stack spell resistance past the softcap, you won't notice a change.
Against PvP players who hardcap their spell resistance (I don't think these even exist), you will do 12% less damage unless you use Sharpened trait or a spell resistance debuff, at which point you will not notice any change.
So basically, for all they "nerfed" light armor; they buffed it agains someone using a destro staff, because at least now, your light armor spell resist will be doing something. Funny enough, they also are adding a trait to up spell resist further.