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Spell/Armor Resistance

Purplestone90
Purplestone90
Soul Shriven
I was wondering what the current amount of spell/armor resistance is needed to reach the 50% mitigation cap. I been looking around the forums but I can only seem to find people saying this was achieved with somewhere around 3000 resistance. This has to have been changed at some point because I currently at vr3 with green armor have around 7000 resistance. So how have they changed the formula? Im on PS4 btw.
  • Purplestone90
    Purplestone90
    Soul Shriven
    Also could anyone explain a little how armor/spell pen works? am I correct in thinking if I have 50% pen, armor pen to be exact, would it cut my targets armor in half? so say if they have 10,000 armor would they effectively only have 5000 or is it calculated some other way? thanks.
  • Ffastyl
    Ffastyl
    ✭✭✭✭✭
    Armor penetration works how you think it works: 12% penetration reduces the target's resistance by 12% during damage calculations; 50% reduces it by 50%; etc.

    The hard cap changes each level, but I noticed the armor buff from Phase in the Champion System grants about 1% mitigation in armor. At least at VR14. At VR14 the hard cap for Resistances is 32,500, every 650 equalling 1% mitigation. Phase grants 640 Armor. Any Armor over the hard cap is not null, as it acts as a buffer against armor penetration.
    "A person is smart. People are dumb, panicky, dangerous animals and you know it."

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  • Purplestone90
    Purplestone90
    Soul Shriven
    Awesome you cleared that up perfectly for me, thank you.
  • Robbmrp
    Robbmrp
    ✭✭✭✭✭
    Ffastyl wrote: »
    Armor penetration works how you think it works: 12% penetration reduces the target's resistance by 12% during damage calculations; 50% reduces it by 50%; etc.

    The hard cap changes each level, but I noticed the armor buff from Phase in the Champion System grants about 1% mitigation in armor. At least at VR14. At VR14 the hard cap for Resistances is 32,500, every 650 equalling 1% mitigation. Phase grants 640 Armor. Any Armor over the hard cap is not null, as it acts as a buffer against armor penetration.

    @Ffastyl , the "hard cap" for both Spell and Physical resistance is 32.5k? If you were to go over in resistance, which would be better to do so? Spell or Physical? I was toying around with a build last night that when I popped Unstoppable, I was at over 50k Spell and 22k Physical resistance. My build prior to that was around 40k Spell and 13k Physical and I was holding up against a really good NB for a while but couldn't take them out as I was getting hit pretty hard, they were duel wield. I want to go for greater survivability in PVP and not waste any resources.
    NA Server - Kildair
  • Ffastyl
    Ffastyl
    ✭✭✭✭✭
    Both have penetration stats, so it is a debate over which is better to "overcharge." Generally people say Spell Resistance because it is easier with Nirnhoned as it is. For Physical Resistance, 20k is the benchmark for "good" defense. Higher is nice, but up to you.
    "A person is smart. People are dumb, panicky, dangerous animals and you know it."

    PC NA
    Daggerfall Covenant

    Ffastyl - Level 50 Templar
    Arturus Amitis - Level 50 Nightblade
    Sulac the Wanderer - Level 50 Dragonknight
    Arcturus Leland - Level 50 Sorcerer
    Azrog rus-Oliphet - Level 50 Templar
    Tienc - Level 50 Warden
    Aldmeri Dominion
    Ashen Willow Knight - Level 50 Templar
    Champion Rank 938

    Check out:
    Old vs New Intro Cinematics


    "My strength is that I have no weaknesses. My weakness is that I have no strengths."
    Member since May 4th, 2014.
  • Kobaal
    Kobaal
    ✭✭✭✭✭
    Robbmrp wrote: »
    Ffastyl wrote: »
    Armor penetration works how you think it works: 12% penetration reduces the target's resistance by 12% during damage calculations; 50% reduces it by 50%; etc.

    The hard cap changes each level, but I noticed the armor buff from Phase in the Champion System grants about 1% mitigation in armor. At least at VR14. At VR14 the hard cap for Resistances is 32,500, every 650 equalling 1% mitigation. Phase grants 640 Armor. Any Armor over the hard cap is not null, as it acts as a buffer against armor penetration.

    @Ffastyl , the "hard cap" for both Spell and Physical resistance is 32.5k? If you were to go over in resistance, which would be better to do so? Spell or Physical? I was toying around with a build last night that when I popped Unstoppable, I was at over 50k Spell and 22k Physical resistance. My build prior to that was around 40k Spell and 13k Physical and I was holding up against a really good NB for a while but couldn't take them out as I was getting hit pretty hard, they were duel wield. I want to go for greater survivability in PVP and not waste any resources.

    Thanks to some broken mechanics which I will not mention here, Armor Penetration of 38.8k+ can be easily achieved. It has to do with a certain weapon with a certain trait with a certain champion point skill that required only 1 point spent in it.

    Might as well be wearing toilet paper armor :disappointed:
    Edited by Kobaal on June 30, 2015 9:34PM
    Kobaal - VR16 Dragon Knight - PC [NA] Azura Star
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    Fat Old Templar - lvl 19 Templar - PC [NA] BwB
  • Kobaal
    Kobaal
    ✭✭✭✭✭
    nmg61.jpg
    Edited by Kobaal on June 30, 2015 9:36PM
    Kobaal - VR16 Dragon Knight - PC [NA] Azura Star
    Kobaal Shadowborn - VR16 NightBlade - PC [NA] Azura Star
    Kobaal Stormborn- VR3 Sorcerer - PC [NA] Azura Star
    Fat Old Templar - lvl 19 Templar - PC [NA] BwB
  • Robbmrp
    Robbmrp
    ✭✭✭✭✭
    Kobaal wrote: »
    Robbmrp wrote: »
    Ffastyl wrote: »
    Armor penetration works how you think it works: 12% penetration reduces the target's resistance by 12% during damage calculations; 50% reduces it by 50%; etc.

    The hard cap changes each level, but I noticed the armor buff from Phase in the Champion System grants about 1% mitigation in armor. At least at VR14. At VR14 the hard cap for Resistances is 32,500, every 650 equalling 1% mitigation. Phase grants 640 Armor. Any Armor over the hard cap is not null, as it acts as a buffer against armor penetration.

    @Ffastyl , the "hard cap" for both Spell and Physical resistance is 32.5k? If you were to go over in resistance, which would be better to do so? Spell or Physical? I was toying around with a build last night that when I popped Unstoppable, I was at over 50k Spell and 22k Physical resistance. My build prior to that was around 40k Spell and 13k Physical and I was holding up against a really good NB for a while but couldn't take them out as I was getting hit pretty hard, they were duel wield. I want to go for greater survivability in PVP and not waste any resources.

    Thanks to some broken mechanics which I will not mention here, Armor Penetration of 38.8k+ can be easily achieved. It has to do with a certain weapon with a certain trait with a certain champion point skill that required only 1 point spent in it.

    Might as well be wearing toilet paper armor :disappointed:

    Hopefully that will be fixed with the next update!
    NA Server - Kildair
  • Robbmrp
    Robbmrp
    ✭✭✭✭✭
    Ffastyl wrote: »
    Both have penetration stats, so it is a debate over which is better to "overcharge." Generally people say Spell Resistance because it is easier with Nirnhoned as it is. For Physical Resistance, 20k is the benchmark for "good" defense. Higher is nice, but up to you.

    Great, thanks a bunch!
    NA Server - Kildair
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