The Mighty passive (+physical damage) doesn't even work.
...
2. In the champion skill line, there is always an advantage passive and counter passive (for the most part). Example being, you can buff you spell resists, but your enemy can buff their spell resist penetration. Simple comparison, but you get my point. Now some champion passives affect both spell and physical damage so we will ignore those (example being crit damage reduction). Instead I want to point out how magicka damage gets damaged reduced on a multi-tiered level as compared to physical damage:
Against spell damage you can:
-% increase your spell resists
-% flat damage reduce each spell damage type (fire,cold,lightning,magic, etc.)
Against physical damage you can:
-% increase your armor
- AND.... JK thats its.... get rekt
...
What really weirds me out about the Hardy passive is it gives resistance to both Magicka and ranged Stamina (Bow) builds.
On my Light Armour build, putting points into a passive to make me take less damage from Lethal Arrow/Poison Injection spammers does not make me take less damage from any other Stamina users, and inexplicably reduces damage from casters instead.
Does Armour rating mitigate Poison damage or is it checking against Spell Resistance instead?
In either scenario, does this mean ranged Stamina builds have more counters than Melee Stamina builds for some completely arbitrary reason?
I remember this being brought up as a question back during the PTS and if I recall correctly primary bow damage is considered physical while your dot is reduced by spell resists. Someone might correct me on that, but things like lethal arrow are mitigated by armor, not spell resists.
So it is possible to invest in three (Hardy, Light Armour Focus and Thick Skinned) individual passives that all reduce the damage taken from the average Bow spammer; Three (Spell Shield, Hardy, Elemental Defender) passives that reduce damage from average casters; however, there is only one form of reduction against Wrecking Blow and it does not scale as a direct reduction but rather a % increase of my lowest stat pool due to being in 7 Light.
That's special.
Indeed... and part of the reason. Everything else undergoes an extra layer of reduction of a flat % damage decrease. What scares me about this, is that it will only get worse. We've got players already into the ~200s CS system maxing out physical damage increase as fast as they can.... Important to note dual wield will also be hitting you like this, its just not a 2 handed issue (and some? bow attacks).
...
2. In the champion skill line, there is always an advantage passive and counter passive (for the most part). Example being, you can buff you spell resists, but your enemy can buff their spell resist penetration. Simple comparison, but you get my point. Now some champion passives affect both spell and physical damage so we will ignore those (example being crit damage reduction). Instead I want to point out how magicka damage gets damaged reduced on a multi-tiered level as compared to physical damage:
Against spell damage you can:
-% increase your spell resists
-% flat damage reduce each spell damage type (fire,cold,lightning,magic, etc.)
Against physical damage you can:
-% increase your armor
- AND.... JK thats its.... get rekt
...
What really weirds me out about the Hardy passive is it gives resistance to both Magicka and ranged Stamina (Bow) builds.
On my Light Armour build, putting points into a passive to make me take less damage from Lethal Arrow/Poison Injection spammers does not make me take less damage from any other Stamina users, and inexplicably reduces damage from casters instead.
Does Armour rating mitigate Poison damage or is it checking against Spell Resistance instead?
In either scenario, does this mean ranged Stamina builds have more counters than Melee Stamina builds for some completely arbitrary reason?
I remember this being brought up as a question back during the PTS and if I recall correctly primary bow damage is considered physical while your dot is reduced by spell resists. Someone might correct me on that, but things like lethal arrow are mitigated by armor, not spell resists.
So it is possible to invest in three (Hardy, Light Armour Focus and Thick Skinned) individual passives that all reduce the damage taken from the average Bow spammer; Three (Spell Shield, Hardy, Elemental Defender) passives that reduce damage from average casters; however, there is only one form of reduction against Wrecking Blow and it does not scale as a direct reduction but rather a % increase of my lowest stat pool due to being in 7 Light.
That's special.
Indeed... and part of the reason. Everything else undergoes an extra layer of reduction of a flat % damage decrease. What scares me about this, is that it will only get worse. We've got players already into the ~200s CS system maxing out physical damage increase as fast as they can.... Important to note dual wield will also be hitting you like this, its just not a 2 handed issue (and some? bow attacks).
Ah yes, that is a very valid concern as well.
Thaumaturge and Elemental Expert are directly countered by Hardy and Elemental Defender on top of other applicable reductions.
Mighty has no direct counter passive in the system.
...
2. In the champion skill line, there is always an advantage passive and counter passive (for the most part). Example being, you can buff you spell resists, but your enemy can buff their spell resist penetration. Simple comparison, but you get my point. Now some champion passives affect both spell and physical damage so we will ignore those (example being crit damage reduction). Instead I want to point out how magicka damage gets damaged reduced on a multi-tiered level as compared to physical damage:
Against spell damage you can:
-% increase your spell resists
-% flat damage reduce each spell damage type (fire,cold,lightning,magic, etc.)
Against physical damage you can:
-% increase your armor
- AND.... JK thats its.... get rekt
...
What really weirds me out about the Hardy passive is it gives resistance to both Magicka and ranged Stamina (Bow) builds.
On my Light Armour build, putting points into a passive to make me take less damage from Lethal Arrow/Poison Injection spammers does not make me take less damage from any other Stamina users, and inexplicably reduces damage from casters instead.
Does Armour rating mitigate Poison damage or is it checking against Spell Resistance instead?
In either scenario, does this mean ranged Stamina builds have more counters than Melee Stamina builds for some completely arbitrary reason?
I remember this being brought up as a question back during the PTS and if I recall correctly primary bow damage is considered physical while your dot is reduced by spell resists. Someone might correct me on that, but things like lethal arrow are mitigated by armor, not spell resists.
So it is possible to invest in three (Hardy, Light Armour Focus and Thick Skinned) individual passives that all reduce the damage taken from the average Bow spammer; Three (Spell Shield, Hardy, Elemental Defender) passives that reduce damage from average casters; however, there is only one form of reduction against Wrecking Blow and it does not scale as a direct reduction but rather a % increase of my lowest stat pool due to being in 7 Light.
That's special.
Indeed... and part of the reason. Everything else undergoes an extra layer of reduction of a flat % damage decrease. What scares me about this, is that it will only get worse. We've got players already into the ~200s CS system maxing out physical damage increase as fast as they can.... Important to note dual wield will also be hitting you like this, its just not a 2 handed issue (and some? bow attacks).
Ah yes, that is a very valid concern as well.
Thaumaturge and Elemental Expert are directly countered by Hardy and Elemental Defender on top of other applicable reductions.
Mighty has no direct counter passive in the system.
Exactly my point # 2 in the OP
WTB Physical Counterpart of Nirnhoned. (Increase armor by 24% for each peice)
Oh wait... That doesn't exist.
phreatophile wrote: »Perhaps the answer is obvious, but not to me.
How does one get that high weapon damage? I'm refering to the 4K+ to even 5K temporarily.
On my NB I've got:
5 Ravager
2 Red Mountain
2 Shadow walker
2 Morag Tong
Each of these sets adds weapon damage and I have 20K Stamina/20K health with food
With Rally up and Ravager Proc, I don't quite crack 4K.
On to weapon damage, the same type of BIS build puts you at over 4k weapon damage.
For brief periods of time I run with someone who boosts it to over 5k, just to put some things in perspective.
Ifthir_ESO wrote: »On to weapon damage, the same type of BIS build puts you at over 4k weapon damage.
Is this buffed or unbuffed? Id be surprised if it was unbuffed. With full hundings + morag tong + trials rings + all weapon damage enchants I can't get near 4k so I'd love to see the build that is hitting 4k weapon damage unbuffedFor brief periods of time I run with someone who boosts it to over 5k, just to put some things in perspective.
How long is that active for though? I assume this is with just about every possible alliance/skill/spell/class buff.
phreatophile wrote: »Relentless Focus for a NB and Flawless Dawnbreaker and either of the Hunter FG skills must help.
Still miles from 5K.
Ifthir_ESO wrote: »phreatophile wrote: »Relentless Focus for a NB and Flawless Dawnbreaker and either of the Hunter FG skills must help.
Still miles from 5K.
Thinking 3 piece Dreugh king + morag tong 4 piece + something else + enough buffs + stealth might get you close.
@Huntler I assume this is the type of build we are describing?
Joy_Division wrote: »I find the OP's analysis insightful, but there are some parts which I deem more theoretical than what actually plays out in Cyrodiil.
First off, while it maybe obvious to everyone here what BIS means, it is not to me and the ever-popular response of ask google reveals "Bank for International Settlements" "Bureau of Industry and Security" "Bureau of Indian Standards" and other such entities that I am guessing the OP doesn't mean.
I understand this is a PvP oriented thread and I expect people to throw rotten tomatoes at me for saying this, but with all the weapon damage stacking and variety of competitive gear sets available to stamina users, there is relative balance between stamina and magicka DPS builds at the moment. We can hypothesize why this is, (OP sorcs, magicka has more time on target, better class-weapon synergy for magicka than stamina, etc.), but I am not sure a higher average weapon damage on our character sheets has translated into more raw damage being put on player targets in Cyrodiil. And this does not even consider the reality that many of the best weapon powers are melee / short range which means less time on target.
And while there is there is a perception that Wrecking Blow is OP because people insist on posting no context death recaps, but I fail to see how that skill is objectively superior to the magicka based Crystal Shards.
Where I think the OP is onto something is the reality that it is far easier to mitigate magic damage than it is physical damage. This is best illustrated by the stupidly good yet awful Sorceror Overload ultimate. This is ridiculously powerful against a target that is incapable of reflect or harness magicka but worse than useless against a target that uses either of those two skills. Some might argue this is balance. I don't think so. Just because we get an overall "average" effect, does not mean that half the time we are an invincible god and half the time we are impotent is desirable. The game has many more ways to passively mitigate magic / elemental damage than physical. There is no reflecting WB or a shield that transfers much of its damage into resources that you can use yourself. So if the raw damage is equal, I suspect the actual damage is not. But I don't think spellpower / weapon power imbalance is causing this.
I also think the OP has a point in that the gear choices/variety for magicka users is far more limited than stamina users. I'm not sure how much of the community cares about this since I made a post asking for ZoS to give magicka users more options than 4 pieces of Martial Knowledge + 3 sets of 2 piece random spellpower, but nobody commented on it so that implies there is at least contentment there. When these magicka based classes realize that through interesting gear options I can have BOTH a higher weapon damage than their spell power AND the sustain to endlessly dodge roll, perhaps they will take the 5 minutes or so to communicate to ZoS the gear variety for them is terrible.
Another example of discrepancy I left out, but since you ask is that the buff Continuous Assault gives 10% weapon damage, but not to spell damage... get rekt magicka users.
LonePirate wrote: »Another example of discrepancy I left out, but since you ask is that the buff Continuous Assault gives 10% weapon damage, but not to spell damage... get rekt magicka users.
This one seems like an oversight rather than an intentional design decision. Hopefully this can be corrected. Perhaps @ZOS_BrianWheeler can shed some light here.
Perma dodgers are annoying at best. Getting hit by a crit rush from a stam glass cannon hurts like a mofo. Cryst frag for example? Not nearly as much. What magicka builds do have is delayed dmg (curse, inevitable det) combine that with another high dmg attack and you are going to get recked. Aoe dmg doesbt count imho. Oh yea!!! I can do 20k dps!!! Split up over 12people... Wow... Nice...I might be wrong since I have not thought this true as much as you (djeezes christ). I agree with your analysis at first glance. But a magicka user has acces to better defense then a stam user imho.
Sorcs: hardened ward + bol. With good dps and sustain
DK's: flappy wings + gdb. Not too familiar with dk builds. The one class I never played. Hope someone can help out?
Templar: go for 25k+ health +magicka sustain build -> blazing shield + breath of life + puncturing sweep.
Nb's: sap tank? (Some people say it sucks now, some swear to it untill they die)
Stamina got the burst dmg glass cannons atm. Magicka has got the survivability + relative good dps. I get ganked by stam cannons. Prolonged fights with 1 guy tanking five while killing people? Magicka builds.
permaroll dodging is the best defense in the game, lmao, and magicka has the burst dmg glass cannons. think you got it a lil backwards brah
Ifthir_ESO wrote: »Thinking 3 piece Dreugh king + morag tong 4 piece + something else + enough buffs + stealth might get you close.
@Huntler I assume this is the type of build we are describing?
This basically, I need to double check so I don't give false information with the guy in our guild I'd call the king of weapon damage, but I do believe he incorporates some off the wall stuff to really boost it to ludicrous levels. It definitely takes advantage of different buff stacking that aren't restricted by the minor/major buff system,
LonePirate wrote: »Another example of discrepancy I left out, but since you ask is that the buff Continuous Assault gives 10% weapon damage, but not to spell damage... get rekt magicka users.
This one seems like an oversight rather than an intentional design decision. Hopefully this can be corrected. Perhaps @ZOS_BrianWheeler can shed some light here.
phreatophile wrote: »Ifthir_ESO wrote: »Thinking 3 piece Dreugh king + morag tong 4 piece + something else + enough buffs + stealth might get you close.
@Huntler I assume this is the type of build we are describing?This basically, I need to double check so I don't give false information with the guy in our guild I'd call the king of weapon damage, but I do believe he incorporates some off the wall stuff to really boost it to ludicrous levels. It definitely takes advantage of different buff stacking that aren't restricted by the minor/major buff system,
Running with 5 Ravager, 2 Tong, 2 Red Mountain, 2 Shadow. These all buff weapon damage, heck the Ravager procs +600, and Major and minor brutality buffs. Outside of Cyrodil the Continous Attack doesn't apply. I'm going to have to spend some time tracking this down.
Mostly just a curiousity. I'm assuming that 5K value is calculated not Char Sheet.
Back on topic, there is some justification to be found for weapon damage being higher if we are talking about melee. Using the same pool for mitigation and damage and having to get into the hurt to do any damage.
It wasn't long ago that it was go magic or go home. Some balancing work is definitly still needed.
saintmurray wrote: »When they stop crystal frags and heavy attacks from dks hitting for 16k+ (I got 22k spell resist as well) I will feel bad foe magica users. Until then nope.
cozmon3c_ESO wrote: »Perma dodgers are annoying at best. Getting hit by a crit rush from a stam glass cannon hurts like a mofo. Cryst frag for example? Not nearly as much. What magicka builds do have is delayed dmg (curse, inevitable det) combine that with another high dmg attack and you are going to get recked. Aoe dmg doesbt count imho. Oh yea!!! I can do 20k dps!!! Split up over 12people... Wow... Nice...I might be wrong since I have not thought this true as much as you (djeezes christ). I agree with your analysis at first glance. But a magicka user has acces to better defense then a stam user imho.
Sorcs: hardened ward + bol. With good dps and sustain
DK's: flappy wings + gdb. Not too familiar with dk builds. The one class I never played. Hope someone can help out?
Templar: go for 25k+ health +magicka sustain build -> blazing shield + breath of life + puncturing sweep.
Nb's: sap tank? (Some people say it sucks now, some swear to it untill they die)
Stamina got the burst dmg glass cannons atm. Magicka has got the survivability + relative good dps. I get ganked by stam cannons. Prolonged fights with 1 guy tanking five while killing people? Magicka builds.
permaroll dodging is the best defense in the game, lmao, and magicka has the burst dmg glass cannons. think you got it a lil backwards brah
If you are getting hit for full damage by Magicka Detonation, and Curse its your own fault. its the most telegraphed burst damage in the game, if you cant pop one boneshield for that and negate all the damage because shields cannot be crit then thats your own fault. i get hit as hard as 20k and more from stealthers burst all the time with zero telegraphs.
cozmon3c_ESO wrote: »Perma dodgers are annoying at best. Getting hit by a crit rush from a stam glass cannon hurts like a mofo. Cryst frag for example? Not nearly as much. What magicka builds do have is delayed dmg (curse, inevitable det) combine that with another high dmg attack and you are going to get recked. Aoe dmg doesbt count imho. Oh yea!!! I can do 20k dps!!! Split up over 12people... Wow... Nice...I might be wrong since I have not thought this true as much as you (djeezes christ). I agree with your analysis at first glance. But a magicka user has acces to better defense then a stam user imho.
Sorcs: hardened ward + bol. With good dps and sustain
DK's: flappy wings + gdb. Not too familiar with dk builds. The one class I never played. Hope someone can help out?
Templar: go for 25k+ health +magicka sustain build -> blazing shield + breath of life + puncturing sweep.
Nb's: sap tank? (Some people say it sucks now, some swear to it untill they die)
Stamina got the burst dmg glass cannons atm. Magicka has got the survivability + relative good dps. I get ganked by stam cannons. Prolonged fights with 1 guy tanking five while killing people? Magicka builds.
permaroll dodging is the best defense in the game, lmao, and magicka has the burst dmg glass cannons. think you got it a lil backwards brah
If you are getting hit for full damage by Magicka Detonation, and Curse its your own fault. its the most telegraphed burst damage in the game, if you cant pop one boneshield for that and negate all the damage because shields cannot be crit then thats your own fault. i get hit as hard as 20k and more from stealthers burst all the time with zero telegraphs.
Doesn't Bone Shield only mitigate physical damage in a manner similar to how Annulment only mitigates spell damage?