incognito222 wrote: »
(4) Are you satisfied with the recent changes in Heavy Armor passives in the game compared to LA and MA ?
The cap raises but the mitigation stays the same. So right now it takes 33k resistance to reach 50% mitigation. When they raise it it may take 34k to reach 50% mitigation.2. I think the armour cap will raise as gear CP level increases.
It's better, but I won't be satisfied until something is done about the amount of penetration in this game. It is very common in PvP for a full set of heavy to be rendered useless for mitigation. Would be nice if impenetrable lost the 50% durability decrease and protected against penetration instead. Impenetrable-penetration, just seems like a good match.
Also the armor skill for heavy armor is the highest cost skill for any armor type and comes with no cost reduction in heavy armor. It cost 4384 stamina. Immovable needs to have it's cost reduced based on HA pieces equipped.
The cap raises but the mitigation stays the same. So right now it takes 33k resistance to reach 50% mitigation. When they raise it it may take 34k to reach 50% mitigation.
DRXHarbinger wrote: »It needs raising. Vet sanctum mantikora hits really really hard. Even having 5 axes in archive is very hard. God knows what to do when when that goes vet. They won't be sponged easily.
incognito222 wrote: »Good Day Everyone,
Would like to ask for clarification regarding damage mitigation in relation to spell and physical resist values. Having read posts from @Asayre and hearing from friends, I understand the game has spell and physical resist values hard cap set at 33K, please correct me if this is not accurate.
@ZOS_JessicaFolsom , @ZOS_AlanG , @ZOS_DaryaK , please share some insight if you can on this topic as well.
The following are my questions.
(1) Would putting more points above the 33K value produce diminishing returns, or no benefit whatsoever is obtainable from doing so.
(2) Are there plans to raise this 33K cap in future? I ask myself as to why there is no cap to damage output and yet a hard cap is in place for damage mitigation.
(3) Champion Point allocation in 'Mighty' increases Physical, Poison and Disease damage. Consequently, does physical resistance help to mitigate damage from poisons and disease?
(4) Are you satisfied with the recent changes in Heavy Armor passives in the game compared to LA and MA ?
Perhaps those with knowledge on this can share with the rest of the community. Thank you very much and I look forward to constructive discussion with the aim to help everyone theorycraft builds that benefit their playstyle.
Wish you all a pleasant day ahead, peace and happiness to all.
mistermutiny89 wrote: »1) There is no benefit at all. A hard cap is a hard cap.
2) really hope they remove the hard cap for mitigation but ZoS hates tanks.
3) I'd say yes, physical resistance does cover poison and disease as spell resistances SEEMS to cover fire resistance but I have no hard data on that. I'll have to follow this post myself.
4) Heavy armour is still the weakest set out of the three armour types and the changes made me hate the passives even more. My sap tank's spell damage is lower than before thanks to the removal of bracing and moving the block cost in the red tree to the green tree meant less green points to spend on cost reduction of skills and break free. This was made to look like a buff but ZoS despises tanks.
Semoga berhasil!