RinaldoGandolphi wrote: »As I mentioned in another thread armor and spell pen has been out of control for awhile, but now it's just dumb. Sharpened gives an insane amount now. Sharpened is giving more Spell Pen then Nirnhoned did last patch and now stamina builds have access to the same level of penetration and can stack weapon damage higher. Hence why your now getting wrecked like i noticed far easier then before.
Lets look at the Physical/Spell Resist Mitigation Formula's and how this works.
Physical/Spell mitigation*: (resistance-100)/(level*10)
So lets say you have 25,000 Spell Resist
Everyone has a base 100 Armor and Spell Pen before equipping any weapons with penetration traits, putting points in Spell Erosion/Piercing, or having 5 pieces of Light Armor with Concentration.
A Sharpened staff gives 5160 Spell Pen at gold(it may be slightly more or slightly less its early i need my coffee, if this value is wrong tell me so i can update the formula)
Light Armor gives 4884 Spell Penetration with the Concentration Passive from Light Armor.
We will assume 900 Spell Pen from Spell Erosion(im being conservative here)
We will also assume they inflict you with Major Breech which reduces your Spell Resist by 5281 points
So 25,000 SR is around 37% Mitigation
Now lets re-do that calculation with the above scenarios:
(25,000-16,325)/(66*10)
That 37% mitigation becomes 13% mitigation. This means they easily negated 67% of your defenses. This is broken no matter how you want to shake it. Stamina builds can get weapon damage higher then magic users can get spell damage making the difference in pen values a moot, but giving stamina builds more pen then nirnhoned gave magic users last patch is just overkill of the highest level
Using these calculations, The average Stamina Nightblade in this game will render roughly 17,000 of your Physical Armor moot.the average caster will render 18,000 or so of your Spell Resist useless
So if you have 25,000 Armor he will render 68% of your resistance useless which means heavy armor is useless. This is completely broken and unbalanced when Armor and Spell Resist have restrictive caps and sacrifices must be made to get them to reasonably high levels, you shouldn't be able to ignore so much of it without even really trying...they keep pushing the Spell and Weapon damage higher and higher every update, the last thing they needed was to make it even easier to ignore all of everyones defenses.
Simply put, You will need roughly 27,000 Armor just have a measly 10,000 Armor(15% mitigation) against a Stam Blade or a caster.
So unless your running 33k+ Armor or Spell Resist, your better off just stacking everything into Hardy, and Elemental Defender because everyone is running around Naked in Cyrodiil wearing clothes that give them stat bonuses but pretty much no damage mitigation at all.....FFS....This just makes the damage sheild meta, even at 6 seconds all the more appealing.
Champion point rebalance in action here I think.
Don't forget you know have a physical resistance modifier within your champ points. You can make the choice to be lest burst and more sustain by dropping points from DD and putting them into mitigation.
r.jan_emailb16_ESO wrote: »Champion point rebalance in action here I think.
Don't forget you know have a physical resistance modifier within your champ points. You can make the choice to be lest burst and more sustain by dropping points from DD and putting them into mitigation.
You don't have to compromise between damage and mitigation in the CP system... one is blue, the other one red.
ZOS_GinaBruno wrote: »Short answer is DKs likely won't be seeing a ton of changes before we go live; this class is still quite powerful (as it should be being a tank), even after some of the adjustments we've made to other classes and abilities.
RinaldoGandolphi wrote: »As I mentioned in another thread armor and spell pen has been out of control for awhile, but now it's just dumb. Sharpened gives an insane amount now. Sharpened is giving more Spell Pen then Nirnhoned did last patch and now stamina builds have access to the same level of penetration and can stack weapon damage higher. Hence why your now getting wrecked like i noticed far easier then before.
Lets look at the Physical/Spell Resist Mitigation Formula's and how this works.
Physical/Spell mitigation*: (resistance-100)/(level*10)
So lets say you have 25,000 Spell Resist
Everyone has a base 100 Armor and Spell Pen before equipping any weapons with penetration traits, putting points in Spell Erosion/Piercing, or having 5 pieces of Light Armor with Concentration.
A Sharpened staff gives 5160 Spell Pen at gold(it may be slightly more or slightly less its early i need my coffee, if this value is wrong tell me so i can update the formula)
Light Armor gives 4884 Spell Penetration with the Concentration Passive from Light Armor.
We will assume 900 Spell Pen from Spell Erosion(im being conservative here)
We will also assume they inflict you with Major Breech which reduces your Spell Resist by 5281 points
So 25,000 SR is around 37% Mitigation
Now lets re-do that calculation with the above scenarios:
(25,000-16,325)/(66*10)
That 37% mitigation becomes 13% mitigation. This means they easily negated 67% of your defenses. This is broken no matter how you want to shake it. Stamina builds can get weapon damage higher then magic users can get spell damage making the difference in pen values a moot, but giving stamina builds more pen then nirnhoned gave magic users last patch is just overkill of the highest level
Using these calculations, The average Stamina Nightblade in this game will render roughly 17,000 of your Physical Armor moot.the average caster will render 18,000 or so of your Spell Resist useless
So if you have 25,000 Armor he will render 68% of your resistance useless which means heavy armor is useless. This is completely broken and unbalanced when Armor and Spell Resist have restrictive caps and sacrifices must be made to get them to reasonably high levels, you shouldn't be able to ignore so much of it without even really trying...they keep pushing the Spell and Weapon damage higher and higher every update, the last thing they needed was to make it even easier to ignore all of everyones defenses.
Simply put, You will need roughly 27,000 Armor just have a measly 10,000 Armor(15% mitigation) against a Stam Blade or a caster.
So unless your running 33k+ Armor or Spell Resist, your better off just stacking everything into Hardy, and Elemental Defender because everyone is running around Naked in Cyrodiil wearing clothes that give them stat bonuses but pretty much no damage mitigation at all.....FFS....This just makes the damage sheild meta, even at 6 seconds all the more appealing.
I think what people are complaining about, which I agree with, is them pushing the new animations despite what the PVP player base feels or cares about.
Couple it with the fact that I literally did not have sound in PvP for about 80-90% of 4hours of PvPing (literally)... and you have animations you cant see, effects you cant hear, and death recaps that dont add up.
And ultimately, for me, I still like things more than previous patches... because I couldnt even touch idiots that didnt CC break while they were being healed for monsterous amounts laying on the ground. Its amazing what will make you happy given what youve lost in PvP. But pushing the new animation changes to make things "feel better" was an awful idea.
This was one of the 1 questions I asked devs about at PAX East. Would they force out animations or wait until they were ready? They werent ready. People are indeed dying to stuff that doesnt seem to add up or animations they just could not see. And despite animation canceling and weaving hiding animations, this feels much worse, because were not gaining the ability to see animations still. You can still weave, things are just clunky and ugly looking.
But at least I can kill magicka templars walking around flooding BOL with blinders on.
ZOS_GinaBruno wrote: »Short answer is DKs likely won't be seeing a ton of changes before we go live; this class is still quite powerful (as it should be being a tank), even after some of the adjustments we've made to other classes and abilities.
This is one of those 'changes' that doesnt get reversed. Like new lighting. Its in now - it was held off due to huge complaints in Tguild patch, but there wasnt a lot of vocal resistance this time around.
Its here to stay, they dont care about how negatively it may impact PVP. This is a problem. As long as it doesnt break PVE, and mobs are not animation canceling and weaving... so its considered not a major concern the way I see it.
Its something to get used to, and I dont understand why resources were put into doing this.
What value did this add to the game? It looks better? (Lets consider it outside of PVP, which is clearly actually looks worse right now) Does PVE look or feel better? Not really, If i weave animations it looks worse. If i wasnt weaving animations, its no different than before for me. SO WHY? Why did you force things we didnt need and didnt drastically benefit us? There are other things you could have focused resources on that would have impacted us even more. Even fixing loot tables would have been a major victory.
Very disappoint.
ZOS_GinaBruno wrote: »Short answer is DKs likely won't be seeing a ton of changes before we go live; this class is still quite powerful (as it should be being a tank), even after some of the adjustments we've made to other classes and abilities.
This is one of those 'changes' that doesnt get reversed. Like new lighting. Its in now - it was held off due to huge complaints in Tguild patch, but there wasnt a lot of vocal resistance this time around.
Its here to stay, they dont care about how negatively it may impact PVP. This is a problem. As long as it doesnt break PVE, and mobs are not animation canceling and weaving... so its considered not a major concern the way I see it.
Its something to get used to, and I dont understand why resources were put into doing this.
What value did this add to the game? It looks better? (Lets consider it outside of PVP, which is clearly actually looks worse right now) Does PVE look or feel better? Not really, If i weave animations it looks worse. If i wasnt weaving animations, its no different than before for me. SO WHY? Why did you force things we didnt need and didnt drastically benefit us? There are other things you could have focused resources on that would have impacted us even more. Even fixing loot tables would have been a major victory.
Very disappoint.
@ZOS_JessicaFolsom can we PLEASE get some dialogue going with you guys? These combat changes are, IMO, the worst change ever made to this game--and that's saying something. Despite all of ESO's problems, the combat system is one of the things that keeps me playing.
Can one of the developers--any developer--start a thread and at least talk to us about why this was done? As Fengrush asks, what benefit does this change confer upon the game? I don't see it.
This is one of those 'changes' that doesnt get reversed. Like new lighting. Its in now - it was held off due to huge complaints in Tguild patch, but there wasnt a lot of vocal resistance this time around.
Its here to stay, they dont care about how negatively it may impact PVP. This is a problem. As long as it doesnt break PVE, and mobs are not animation canceling and weaving... so its considered not a major concern the way I see it.
Its something to get used to, and I dont understand why resources were put into doing this.
What value did this add to the game? It looks better? (Lets consider it outside of PVP, which is clearly actually looks worse right now) Does PVE look or feel better? Not really, If i weave animations it looks worse. If i wasnt weaving animations, its no different than before for me. SO WHY? Why did you force things we didnt need and didnt drastically benefit us? There are other things you could have focused resources on that would have impacted us even more. Even fixing loot tables would have been a major victory.
Very disappoint.
This is one of those 'changes' that doesnt get reversed. Like new lighting. Its in now - it was held off due to huge complaints in Tguild patch, but there wasnt a lot of vocal resistance this time around.
Its here to stay, they dont care about how negatively it may impact PVP. This is a problem. As long as it doesnt break PVE, and mobs are not animation canceling and weaving... so its considered not a major concern the way I see it.
Its something to get used to, and I dont understand why resources were put into doing this.
What value did this add to the game? It looks better? (Lets consider it outside of PVP, which is clearly actually looks worse right now) Does PVE look or feel better? Not really, If i weave animations it looks worse. If i wasnt weaving animations, its no different than before for me. SO WHY? Why did you force things we didnt need and didnt drastically benefit us? There are other things you could have focused resources on that would have impacted us even more. Even fixing loot tables would have been a major victory.
Very disappoint.

ZOS_GinaBruno wrote: »Short answer is DKs likely won't be seeing a ton of changes before we go live; this class is still quite powerful (as it should be being a tank), even after some of the adjustments we've made to other classes and abilities.