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Did Zenimax Forget about Fire Resist Glyphs?

Vynist
Vynist
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I have heard that good Fire Resist Glyphs only mitigate 2 or maybe 3% of Fire Damage. Is this a bug? This is incredibly low and not even worth the armor slot.

I ask this because pre-1.6, it was closer to 20-30%+ for a good glyph, exactly off by a factor of 10. Do you think Zenimax forgot to multiply the effectiveness of Fire Resist Glyphs by x10 like they did with the other stats?

I would post this as a poll, but I don't know how and couldn't see the option *shrug*. You are welcome to repost this as a poll if you know how.
  • Valymer
    Valymer
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    I'd say it's not the only one:

    1672xif.png
  • SturgeHammer
    SturgeHammer
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    Vynist wrote: »
    I have heard that good Fire Resist Glyphs only mitigate 2 or maybe 3% of Fire Damage. Is this a bug? This is incredibly low and not even worth the armor slot.

    I ask this because pre-1.6, it was closer to 20-30%+ for a good glyph, exactly off by a factor of 10. Do you think Zenimax forgot to multiply the effectiveness of Fire Resist Glyphs by x10 like they did with the other stats?

    I would post this as a poll, but I don't know how and couldn't see the option *shrug*. You are welcome to repost this as a poll if you know how.

    I just assumed they changed the numbers because they added elemental resistances (up to %25) to the champion system. It would be nice to know if this is intended or not.
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  • Vynist
    Vynist
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    Valymer wrote: »
    I'd say it's not the only one:

    1672xif.png

    Thank you for the additional info! I wasn't aware of this, but I think this shows that there might be a bug with certain glyphs.
  • Faulgor
    Faulgor
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    They forgot about enchanting, period.
    Edited by Faulgor on May 26, 2015 6:12PM
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  • Nestor
    Nestor
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    Enchanting is kind of messed up right now. Other than Stats Glyphs, there is not much reason to wear them at the moment. Even then, you don't get any differences in the various levels of VR Potencies (last time I checked)
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  • Powtreeman
    Powtreeman
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    Basically I think they should make glyphs that only I can make with 100% resist all damage.
  • Francescolg
    Francescolg
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    they certainly will fix it with the next patch
    Edited by Francescolg on May 26, 2015 10:51PM
  • Moonshadow66
    Moonshadow66
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    Nestor wrote: »
    Enchanting is kind of messed up right now. Other than Stats Glyphs, there is not much reason to wear them at the moment. Even then, you don't get any differences in the various levels of VR Potencies (last time I checked)

    Yeah, it's still broken. When I asked about this here a few weeks ago, you told me that it's a known bug (and also posted links to existing threads which I didn't know), but it's still not fixed ever since... It's about time, isn't it..
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  • glavius
    glavius
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    Basically all jewelry glyphs except reduce cost are useless.
  • Preyfar
    Preyfar
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    glavius wrote: »
    Basically all jewelry glyphs except reduce cost are useless.
    Yep. There's zero different in a Level 10 Ta Potion Timer Reduction glyph and a VR14 Kuta Potion Timer Reduction glyph. They're all 5 seconds regardless of quality.
  • LtCrunch
    LtCrunch
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    Preyfar wrote: »
    glavius wrote: »
    Basically all jewelry glyphs except reduce cost are useless.
    Yep. There's zero different in a Level 10 Ta Potion Timer Reduction glyph and a VR14 Kuta Potion Timer Reduction glyph. They're all 5 seconds regardless of quality.

    To be fair this has always been the case for potion time reduction glyphs. Would be nice to see some progression from white to gold quality, but the level shouldn't matter at all since the potion CD is the same at all levels.
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  • Vynist
    Vynist
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    I originally made this because I noticed the issue/bug/whatever you call it with the Fire Resistance, but by the posts here so far it seems there are other problems that need to be addressed as well.

    What is the best way to compile these so that ZoS will acknowledge it and hopefully they do a fix of it?
  • Septimus_Magna
    Septimus_Magna
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    In my tests gold fire restist glyphs mitigated about 5% fire damage, spell resist mitigates half so 2,5%.

    With nirnhoned your spell resist is increased by 24% per nirn piece. If you're a vampire (most obvious reason to need fire resist) you could consider 3-5 nirn pieces and 1-2 spell resist glyphs to mitigate fire damage.

    I also tested gold cost reduction glyphs and they reduce magicka cost by 7% each so I would only use spell resist glyphs if you're a vampire.

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  • Vynist
    Vynist
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    So with your testing, you got 5% Fire Resist from glyphs? Still, that is absurdly low considering we were able to achieve 30% with just one pre-1.6.
  • Vynist
    Vynist
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    @Septimus_Magna (just learning how to tag people on forums lol)
  • Bfish22090
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    Powtreeman wrote: »
    Basically I think they should make glyphs that only I can make with 100% resist all damage.

    Coming soon to the crown store
  • Sylvyr
    Sylvyr
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    This really should get fixed.
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  • idk
    idk
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    I think some of the jewelry enchant values are by design. They have clearly favored cost reduction over stat regen
    The bash demand enchant may be online with the weapon/spell damage enchants. I don't know how bash damage is calculated to be able to compare properly.

    To the point, I think they have purposely chosen to encourage or give favor to certain jewelry enchantments. That was my impression from PTS. I am surprised some are just noticing these changes this far after 1-6 launched.
  • Vynist
    Vynist
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    I don't think it is by design. For example, I have a Fire Resist Glyph that was 1650 pre-1.6. Now in 1.6, with most stats multiplied by x10, it is still 1650.

    So the previous 1650 Fire Resist (pre-1.6) that was say 30% Fire Mitigation is still 1650 Fire Resist (1.6) but is now 3%.

    Definitely seems like a bug or oversight to me. Hopefully we can get an official response soon.
  • Valymer
    Valymer
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    I think some of the jewelry enchant values are by design. They have clearly favored cost reduction over stat regen
    The bash demand enchant may be online with the weapon/spell damage enchants. I don't know how bash damage is calculated to be able to compare properly.

    To the point, I think they have purposely chosen to encourage or give favor to certain jewelry enchantments. That was my impression from PTS. I am surprised some are just noticing these changes this far after 1-6 launched.

    If that's the case then they should remove the Essence runes for worthless glyphs from the game. No use in them taking up spots in the loot table, now is there?
  • Septimus_Magna
    Septimus_Magna
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    Vynist wrote: »
    So with your testing, you got 5% Fire Resist from glyphs? Still, that is absurdly low considering we were able to achieve 30% with just one pre-1.6.

    Yes, around 5% fire damage reduction for each gold fire resistance glyph. And spell resist gave half the mitigation so around 2,5%. I tested this when 1.6 went live with the basic flame attack of VR11 fire atronachs.

    As vamp you would need 3x fire resist glyphs (15% fire mitigation) on your jewelry and you would need to sacrifice 3*7%=21% cost reduction from the jewelry glyphs, which is a huge sacrifice.

    Vamp get (40%-15%=)25%* more damage from fire, 10% magicka and stamina regen + sneaking bonus and vamp skills
    *Siege fire damage isnt mitigated so fire damage from siege is increased by 40%!

    Werewolf (non-vamp should be ww) get 21% cost reduction and 15% stamina regen.

    I havent tested this with nirnhoned and I think 4+ nirnhoned pieces is the most effective way to mitigate fire damage.
    Edited by Septimus_Magna on May 28, 2015 8:14AM
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  • Cherryblossom
    Cherryblossom
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    Sylvyr wrote: »
    This really should get fixed.

    Do ZOS fix things! I've never noticed!
  • Carter_DC
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    Yup, it's really a shame us vampires couldn't resist fire as well as anyone, since we don't have any other kind of benefits from this curse we didn't even choose.
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  • ZOS_GinaBruno
    ZOS_GinaBruno
    Community Manager
    Hi guys! We can confirm that resist enchants are lower than we’d like them to be. In our next major update, we’ll be increasing the effect of the resist enchants (including the Fire Resist Glyphs mentioned in this thread) so they’re higher than what you’re currently seeing, though not as high as they were prior to Update 6.
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  • MornaBaine
    MornaBaine
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    Hi guys! We can confirm that resist enchants are lower than we’d like them to be. In our next major update, we’ll be increasing the effect of the resist enchants (including the Fire Resist Glyphs mentioned in this thread) so they’re higher than what you’re currently seeing, though not as high as they were prior to Update 6.

    Ummm...since you guys made fire hit a lot harder and, of course, it is as ubiquitous AS EVER....would it KILL you to give us at least the old values of fire resist enchants?
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  • Merlin13KAGL
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    Unfortunately, @MornaBaine , they've no intention of that. They want you to sink points into elemental defender instead.
    Just because you don't like the way something is doesn't necessarily make it wrong...

    Earn it.

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  • Attorneyatlawl
    Attorneyatlawl
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    Vynist wrote: »
    I have heard that good Fire Resist Glyphs only mitigate 2 or maybe 3% of Fire Damage. Is this a bug? This is incredibly low and not even worth the armor slot.

    I ask this because pre-1.6, it was closer to 20-30%+ for a good glyph, exactly off by a factor of 10. Do you think Zenimax forgot to multiply the effectiveness of Fire Resist Glyphs by x10 like they did with the other stats?

    I would post this as a poll, but I don't know how and couldn't see the option *shrug*. You are welcome to repost this as a poll if you know how.

    I just assumed they changed the numbers because they added elemental resistances (up to %25) to the champion system. It would be nice to know if this is intended or not.

    Dunno. I feedbacked this during 1.6 PTS and a few times afterwards through various channels. The only glyphs that "scaled" properly from pre-1.6 to now were stat glyphs for main armor slots, and jewelry cost reductions, with the rest all being substantially weaker relative to their pre-1.6 benefits. No change was made or mentioned until today it looks like finally, so I'd assume it was intended and finally decided upon to be changed... :). Honestly though with the champ system the values don't need to be, nor should be, as high as pre-1.6, but they do need to be higher than the incredibly paltry amount they give today.

    Note I am speaking as a vampire DPS with 16.5k-17k HP in PVE having cleared vDSA, HRC HM (to execute, raid couldn't finish it, but I ran the top on the split with the fire ;)), vCOA HM, and Sanctum Ophidia HM (#1 score on the NA megaserver, actually :)). It's a decided weakness to have that 40% higher incoming fire damage as a vampire, and the glyphs should be available to help mitigate it once again, but I have a hard time seeing myself wearing even one at this point after having played more since the 1.6 PTS days with the champion system on live. With how nirnhoned works, it's important to know whether the fire resistance/other glyphs will factor into that or not, because a 20%-worth-of-mitigation-before-pen glyph with someone using a nirnhoned staff and armor item like myself would amp that to around 28.4% worth of pre-pen mitigation against fire with just one glyph at that point. Either way with the champion system around, I don't think the old ~22% value of mitigation is reasonable, but I want to see around 10-12% for those glyphs :). The current scaling is decidedly borked.
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  • Tankqull
    Tankqull
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    MornaBaine wrote: »
    Hi guys! We can confirm that resist enchants are lower than we’d like them to be. In our next major update, we’ll be increasing the effect of the resist enchants (including the Fire Resist Glyphs mentioned in this thread) so they’re higher than what you’re currently seeing, though not as high as they were prior to Update 6.

    Ummm...since you guys made fire hit a lot harder and, of course, it is as ubiquitous AS EVER....would it KILL you to give us at least the old values of fire resist enchants?

    invest into cp points and you recive less firedmg now without glyphs then before 1.6 was even possible
    Edited by Tankqull on May 28, 2015 6:34PM
    spelling and grammar errors are free to be abused

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  • Bouvin
    Bouvin
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    Brandalf wrote: »
    Preyfar wrote: »
    glavius wrote: »
    Basically all jewelry glyphs except reduce cost are useless.
    Yep. There's zero different in a Level 10 Ta Potion Timer Reduction glyph and a VR14 Kuta Potion Timer Reduction glyph. They're all 5 seconds regardless of quality.

    To be fair this has always been the case for potion time reduction glyphs. Would be nice to see some progression from white to gold quality, but the level shouldn't matter at all since the potion CD is the same at all levels.

    You realize if they "fix" this, it'll probably mean leaving Kuta at 5 seconds, and reducing TA to 1 second for all levels. Right?
  • Sylvyr
    Sylvyr
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    Tankqull wrote: »
    MornaBaine wrote: »
    Hi guys! We can confirm that resist enchants are lower than we’d like them to be. In our next major update, we’ll be increasing the effect of the resist enchants (including the Fire Resist Glyphs mentioned in this thread) so they’re higher than what you’re currently seeing, though not as high as they were prior to Update 6.

    Ummm...since you guys made fire hit a lot harder and, of course, it is as ubiquitous AS EVER....would it KILL you to give us at least the old values of fire resist enchants?

    invest into cp points and you recive less firedmg now without glyphs then in 1.6 was even possible

    IIRC ZoS said that with the introduction of the champ point system, they would not nerf our existing toons and that we would be the "same" as before. Champ points weren't supposed to take the place of nerfs and/or rebuild char progression, it was supposed to enhance.

    Hmmmm.

    Anyways, they basically scaled everything times 10 and it looks like this was missed.

    Anyways, glad that it is on the radar, at least.
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