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1.4.0 Nerf incoming for Lightarmor and DragonKnight

  • Varicite
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    PBpsy wrote: »
    The nerf herders happy for the the light armor penetration in this thread are so cute and funny.

    Hey, look at that, it's some guy who probably doesn't realize that just by wearing Light armor and using a Destro staff, you negated 100% of any player's spell resistance.

    But hey, as long as the Sharpened trait is still broken, it doesn't matter much anyway.

    Buffing the other armors is also necessary, but don't kid yourself that Light armor's passives aren't overtuned.
  • sagitter
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    1-2% in terms of damage it's nothinggggggggg,
  • NerfEverything
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    Varicite wrote: »
    But hey, as long as the Sharpened trait is still broken, it doesn't matter much anyway.

    Can you elaborate on this?
  • Ninnghizhidda
    Ninnghizhidda
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    Really, such a huge deal. I am sure all "Harry Potters" (like 80%+ of ESO population?) will be automatically become useless and their dps capacity utterly devastated...

    On the other hand, "warriors" (if such a thing even exists, rather the "clowns" of ESO) receive next to nothing and will remain the sad story they are (like 10 times weaker than the average "Harry Potter").

    Now, please, let those rivers of tears flow...
  • PBpsy
    PBpsy
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    Varicite wrote: »
    PBpsy wrote: »
    The nerf herders happy for the the light armor penetration in this thread are so cute and funny.

    Hey, look at that, it's some guy who probably doesn't realize that just by wearing Light armor and using a Destro staff, you negated 100% of any player's spell resistance.
    .
    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.
    Edited by PBpsy on August 20, 2014 9:39PM
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  • Nova Sky
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    PlagueMonk 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.

    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.
    "Wheresoever you go, go with all of your heart."
  • Nova Sky
    Nova Sky
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    Varicite wrote: »
    Nova Sky 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.
    "Wheresoever you go, go with all of your heart."
  • Varicite
    Varicite
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    PBpsy wrote: »
    Varicite wrote: »
    PBpsy wrote: »
    The nerf herders happy for the the light armor penetration in this thread are so cute and funny.

    Hey, look at that, it's some guy who probably doesn't realize that just by wearing Light armor and using a Destro staff, you negated 100% of any player's spell resistance.
    .
    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.

    I actually suggested nothing of the sort. Irony, considering your first sentence.

    Even w/out the bug w/ Sharpened (which is currently increasing spell penetration further than it should), you could reach 52% spell penetration w/ Light Armor and Destro staff alone. Spell resistance hardcaps at 50%, meaning that just by wearing full light and the staff, you effectively brought any player's resistance down to 0% no matter how much resistance they might stack.

    They should fix the bug, but they should also nerf the amount of spell penetration passively gained from light armor + destro staff as well, because that's just ludicrous.
    Nova Sky wrote: »
    Varicite wrote: »
    Nova Sky 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.

    No problem, if you want to try to lay blame on people w/out even knowing what's going on, I'm most likely going to call you out on it if I see it. Strangely enough, I do that whether I'm anonymous or not. Go figure.

    Who cares which sector of the game a complaint came from? Armor debuff stacking was a pure and simple bug and complaining about it being fixed just makes you look selfish.

    Also, from a PvE perspective, mobs do not carry a lot of spell resistance, so you will barely even notice the loss of spell penetration. If it bothers you that much, throw Sharpened on your weapon and enjoy even more penetration than you had before.

    Maybe instead of sitting on your high horse and looking for somebody to blame for changes made in the game (in this case, pointing your finger at PvP players for bugs being fixed), how about you make more of an effort to understand the game mechanics and reasoning behind the changes being made, hmm?
  • smeeprocketnub19_ESO
    smeeprocketnub19_ESO
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    Nova Sky wrote: »
    Varicite wrote: »
    Nova Sky 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.

    I think you are taking the comment too personally. It was rather tame.

    Personally, I sold out and went light armor/resto staff and am loving it. I am wearing a jerkin and dyed my armor brown to pretend I am rocking leather, tho.

    I am not particularly worried about the nerf, it is needed.
    Dear Sister, I do not spread rumors, I create them.
  • Nova Sky
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    Maybe, maybe not. I'm just tired of this thread. Whatever the ESO devs are going to do, they're going to do no matter what happens in-thread. So, the heck with it all. I guess we'll see the ramifications — or lack thereof — after the changes are applied.
    "Wheresoever you go, go with all of your heart."
  • Daethz
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    The bug fix for medium armor is a nerf.
    Frankly I hope staff and light armor get nerfed to the point where all stamina builds are better.
    But even with this nerf, stamina builds will still suck.
    Waiting, and watching, for the return of Melee Weapons.
    -Subsidiary of The Fighters Guild
  • Mendoze
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    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).
  • Varicite
    Varicite
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    Mendoze wrote: »
    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).

    Endgame bosses don't actually have much armor to begin w/.

    Also, this fix is not just for PvE. Light Armor + Destro staff passives negated 100% of any player's spell resistance w/out doing anything else, no matter if that player stacked resistance all the way to the hard cap.

    It was a broken mechanic that needed fixing, so they are fixing it.
  • Merlin13KAGL
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    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.
    Nova Sky wrote: »
    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?
    Just because you don't like the way something is doesn't necessarily make it wrong...

    Earn it.

    IRL'ing for a while for assorted reasons, in forum, and in game.
    I am neither warm, nor fuzzy...
    Probably has checkbox on Customer Service profile that say High Aggro, 99% immunity to BS
  • Bramir
    Bramir
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    Nova Sky 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.

    Suggest you get better then...if you really want a challenge though, I suggest you try an unscripted encounter...

  • Vuron
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    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
    Merlin13KAGL
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    Vuron 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.

    @Vuron, was referring to unbuffed armor (No Bound Armor, Storm, etc)

    Going by the whole (Armor Class - 100) / enemy level = mitigation.

    I agree, for the most part, that any effect on a given set up should be able to be supplemented via Provisioning/Enchanting/Alchemy to achieve close to what a different setup is able to achieve directly.

    Each should have its own better level of something that the others cannot quite match. If there were no difference at all then it would simply become a matter of aesthetics.

    I think they are still struggling to figure out how best to do this.

    I should not expect to be able to go toe to toe with a Dual Wielding DK.

    A dual wielding DK should not expect to have the level of Spell resist as I do.

    (In my mind, Light should have the magicka benefits and spell resist, Heavy should be better against the physical attacks)

    (Much as I hate to say this), perhaps lowering the amount of armor increase given by some of the spells would help make this happen, or make Bound a timed spell, vice a constant conjur.

    Option number three would be to separate the passive benefits from the armor it's attached to. Most benefit from light, but still some benefit from medium or heavy. Same with the Medium and Heavy passives as applied to the remaining two.

    *I'd like to see things like agility/movement speed be affected accordingly too.
    Edited by Merlin13KAGL on August 21, 2014 3:14PM
    Just because you don't like the way something is doesn't necessarily make it wrong...

    Earn it.

    IRL'ing for a while for assorted reasons, in forum, and in game.
    I am neither warm, nor fuzzy...
    Probably has checkbox on Customer Service profile that say High Aggro, 99% immunity to BS
  • Varicite
    Varicite
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    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.
    Nova Sky wrote: »
    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.


    Edited by Varicite on August 21, 2014 3:24PM
  • Iradicus
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    They really need to sort this out, dont you think its strange that tanks tank in light armour?
  • GRxKnight
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    @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.
    Edited by GRxKnight on August 21, 2014 3:50PM
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  • Varicite
    Varicite
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    GRxKnight wrote: »
    @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.

    This is true, but the passive bugs out sometimes and only lasts for 4 seconds.

    In comparison, Spiked Armor lasts for 20 seconds.

    Thundering Presence lasts for 9 seconds on top of Bound Armor that lasts indefinitely.

    And Templar has Rune Focus morphs that last for 18 seconds.

    Most of those also have passives associated w/ them that boost their duration as well.

    The Shadow Barrier passive, while nice, is pretty negligible when comparing armor boosts of all the classes. But you're right, they do have that. : P

    Fortunately, Immovable exists for everyone.
  • strongoakb14a_ESO
    strongoakb14a_ESO
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    rusila22 wrote: »

    Burning Breath: The armor reduction debuff from this ability will no longer stack.
    Never should've stacked, in fact no ones skills should stack in this manner, DKs aren't the only ones benefiting from such.
    rusila22 wrote: »
    Light Armor
    Concentration: This passive will now provide 2%/4% spell penetration instead of 3%/6%."

    This has nothing to do with DKs alone, this change was needed across the board.

  • technohic
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    Varicite 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.
    Nova Sky wrote: »
    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.
  • GRxKnight
    GRxKnight
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    I think if they add a cooldown an armor buff skill (so as soon as you cast the skill (e.g. immovable) there is a set amount of time before you can cast it again) it would stop the spam, especially for immovable, and allow for healthy counterplay.
    Member of Victorem, RÁGE ; Decibel Alumni (RIP)

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  • Varicite
    Varicite
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    technohic wrote: »
    Varicite 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.
    Nova Sky wrote: »
    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.

    Yes, but only if you are rocking more than ~40% resistance will you notice any sort of "buff" against the staff.

    That's pretty much why Nirnhoned exists, to make it a bit easier to get to that point, imo.
    Edited by Varicite on August 21, 2014 10:02PM
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