leepalmer95 wrote: »With heavy you don't have to do that, you gain both mag and stamina sustain, those 3 bonuses are usually filled with wpn/spell dmg or max stats.
That's a myth.
With 5 heavy BR armor pieces, you get 650 regen. If your skill costs 2000 resources to use, this regen will allow you to use it once every 6 seconds.
If you completely ignore regen, rely only on constitution returns, and fill those 3 bonuses with wpn/spell dmg like you said, you will spend the majority of your time using heavy attacks to get resources back. And that still assumes you are getting hit once every 4 seconds. You can forget about doing any kind of burst damage, try spamming an ability for a few seconds and your resources are dry.
I've been using 7 heavy armor(same constitution returns as 5 heavy with black rose) for a long time on a mag DK, and i have only one jewelry piece enchanted with spell damage, the other two are spell regen and cost reduction. I also use seducer weapons on the 2nd bar, and the 5-piece set is kagrenac for more sustain. And i constantly have to watch my magicka pool and rely a lot on cheap skills like embers, because if i let myself carried away spamming flame lash, i will run dry in a few seconds of fighting.
I've been using 7 heavy armor(same constitution returns as 5 heavy with black rose) for a long time on a mag DK, and i have only one jewelry piece enchanted with spell damage, the other two are spell regen and cost reduction. I also use seducer weapons on the 2nd bar, and the 5-piece set is kagrenac for more sustain. And i constantly have to watch my magicka pool and rely a lot on cheap skills like embers, because if i let myself carried away spamming flame lash, i will run dry in a few seconds of fighting.
leepalmer95 wrote: »leepalmer95 wrote: »With heavy you don't have to do that, you gain both mag and stamina sustain, those 3 bonuses are usually filled with wpn/spell dmg or max stats.
That's a myth.
With 5 heavy BR armor pieces, you get 650 regen. If your skill costs 2000 resources to use, this regen will allow you to use it once every 6 seconds.
If you completely ignore regen, rely only on constitution returns, and fill those 3 bonuses with wpn/spell dmg like you said, you will spend the majority of your time using heavy attacks to get resources back. And that still assumes you are getting hit once every 4 seconds. You can forget about doing any kind of burst damage, try spamming an ability for a few seconds and your resources are dry.
I've been using 7 heavy armor(same constitution returns as 5 heavy with black rose) for a long time on a mag DK, and i have only one jewelry piece enchanted with spell damage, the other two are spell regen and cost reduction. I also use seducer weapons on the 2nd bar, and the 5-piece set is kagrenac for more sustain. And i constantly have to watch my magicka pool and rely a lot on cheap skills like embers, because if i let myself carried away spamming flame lash, i will run dry in a few seconds of fighting.
Mag dk is a whole other problem.
Though if your using heavy i'd go another cost reduction over that regen, spec full into cost reduction, mag dk's sustain via ult's and tri-pots.
leepalmer95 wrote: »It's when heavy is combined with things like Redguard which i assume people naturally do and didn't think i needed to state that, then the mag recovery that comes with it allows utility spamming such as dark deal, etc..
@All those comparing Regens:
Isn't regen / 2 sec?
So your math isn't "a bit" off, it's "a ton" off:
28% off 1500 regen is not 420/sec, it's 210
Vs 1304/4*1.5= 490
More than 3ple the bonus.
Or basically:
1500 regen and 28% from passive is 960/sec
900 regen and black rose is also 1000/sec
That is a huge difference
Constitution needs in my opinion still a further buff:
Comparing Resource sustain between HA and LA,MA:
The Constitution passive gives a flat recovery, whereas LA/MA give mainly a percentual cost reduction and a smaller flat recovery.
In order to make a comparison, this wall of Math is therefore aimed at calculating for what amount of ability costs there is a break even between HA and LA,MA.
For abilities higher than that break even, the percentual cost reduction of LA and MA will always favor LA and MA above HA.
Bear also in mind that the ability costs have been increased in PTS.
Important note:
The HA Constitution passive gives both Magicka as Stamina restoration.
IF you use only Magicka or only Stamina abilities, the hybrid recovery purpose of Constitution will NEVER be really valuable for you !
The first assumption to be made is how to handle the hybrid resource regain of Constitution (Mag + Stam) so that we get a "like for like" with the mono Resource sustain of LA or MA.
The easiest way to do that is by conforming to the already by ZOS used method for hybrid features.
Those are Food (tri-stat, two-stat and one-stat), Drinks (same) and for example the bonus for Spell & Weapon Damage used in the Black Rose set.
If we normalise the values of Food and Drinks, and put the one-stat value at 100,
you get for Food:
one-stat: 100/---/---
two-stat: 80/80/---
tri-stat: 67/67/67
The same ratios are used for Drinks.
So the total stat increase effect for Food is for tri-stat 200, compared to 160 of the two-stat and 100 of the one-stat.
Hybrid and tanky-Tank builds use tri-stat. Focussed/stacking DPS/HPS builds use two-stat.
And apparently ZOS and everybody of the playerbase is comfortable with this method of giving BOTH dimishing returns PER stat for the more Hybrid Food, but also giving a higher overall total.
The same happens more or less with the hybrid Black Rose set if we compare that for example with the Kagrenac's hope set.
Black Rose has a 5 piece bonus for a damage effect of 154 more Spell AND Weapon Power, besides a second effect of increasing Constitution.
Kagrenac's hope has a 5 piece bonus for a Damage effect of 224 more Spell Power, besides a second effect of the 25% rezz time and the Magicka regain when an ally is rezzed.
If you divide the 154 by the 224 you get 68%.
So if you normalise that, you either get the one-stat bonus of 100 or two times 68 for Mag and Stam. (there is no Health Power)
So....
Ignoring Health and Health recovery aspects of Food and Drinks, because Constitution is about Magicka and Stamina only, 2x67 should be converted in 1x100
ZOS has done the same with the Black Rose set. They applied 2x68 in Black Rose instead of 1x100 in Kagenac.
Applying this to convert the two-stat Constitution bonus to a one stat, I think it is justified to say that we must take 67-68 as base to convert Constitution to a one stat recovery.
So if Constitution gives 186 per piece per 4 seconds of Stamina AND Magicka.
Then the converted value is (100/67*186) = 279 Magicka OR Stamina per piece per 4 seconds.
That is: Converted to one-stat Constitution this gives during combat per piece of HA Armor 70 Magicka per second OR 70 Stamina per second.
If you take for example one piece of LA, you get 4% Magicka Recovery, during combat and out of combat and you get 3% Cost reduction.
When your base Magicka Recovery would be around 700, the 4% per piece deliver 28 Magicka Recovery. When you have 71 CP in Arcanist for 20% more recovery, you get 34 Magicka Recovery per piece of LA, which is 17 Magicka per second.
Assuming for the sake of simplicity that you cast 1 ability per second:
If the 3% Cost reduction from one piece of LA gives (70 -17) = 53 Magicka Cost reduction, you have a break even between Constitution and LA passives.
1 divided by 3% = 33.3. So we have this break even, when abilities used have an average cost of 1766.
Assuming that you have put 100 CP, the rest of your 171 CP, in Magician for 16% Cost reduction:
The break even takes place at (1766/84%) = 2102.
Concluding:
LA or MA are better in Resource sustain than HA, if the average base value costs of your abilities per second casted are higher than 2102 !
In my opinion that break even point has to be shifted up from 2102 to 2700 minimal.
That means that the to one-stat converted Constitution must deliver 86 Magicka or Stamina per second.
Or that the unconverted two-stat Constitution must deliver 57.6 Magicka AND Stamina per second.
This is 230 per piece instead of the PTS value of 186 per piece, or a 24% increase of the PTS value.
But my suggestion to increase the PTS Constitution value is ofc a personal opinion and open for debate, where the break even ability costs used in practice are pivotal.
Here below the PTS base costs of some abilities, which are BTW increased compared to live !
Puncturing Sweeps: 2952
Reflective Light: 2700
BOL: 4590
Grand Healing: 3510
Regeneration: 2160
Force Shock:2700
Uppercut: 3240
Strife: 1367
Assassins Blade morphs: 1890 Magicka or 1511 Stamina
Veiled Strike morphs: 2700 Magicka or 2160 Stamina
Sap Essence: 3240
Burning Embers: 1350 Magicka
Lava Whip: 2700
Dragon Blood/Inhale/Earthen Heart: >4000
CrystalFragments: 4050 (2025)
Liquid Lightning: 3510
Conjured Ward: 3510
EDIT:
although this post is aimed at analysing the comparable viability of the three Armor types.
You can also boil it down to a very practical conclusion that if you love to walk around in HA, you just have to make a build that is using on average cheap enough abilities in the basic rotations, whereby the PTS buff of Constitution gives you already more Resource sustain and allows for a wider choice of sets.
In my opinion, the main problem is Black Rose : on top of the 40% bonus to constitution and the other HA passive, it give one health bonus, two stamina bonus and one weapon/spell damage bonus. Change it to give only health or health regen but no offensive bonus, and it will be less problematic.
ZOS_RichLambert wrote: »I probably shouldn't respond to such a post, but gotta jump in. We do use data and compare that to player feedback and our own experiences on live. Players always assume that what they see is what everyone is doing... that is a very dangerous assumption. Let's take a more detailed look at question #7... (even though its trolly)"What hard data did you use when buffing heavy armor? If your data is reliable and / or your ability to interpret this data is satisfactory, why are HA sets like Black Rose so popular among damage dealers?"
Note: I'm only using NA PC data for a quick example... I don't have the time to wait for the report to parse all 180+ GB of data for all platforms.
Current armor bias of ALL players on NA PC:
Current armor bias of ONLY PVP players on NA PC
.. and now just for fun, here's the bias of all PVP players on NA PC with 501+ CP.
So in general, heavy isn't as popular as everyone thinks in PVP, especially at the higher end CP. The changes to heavy armor have swung things much closer to what I would call overall parity than ever before. There is still room for improvement however, especially when we start digging into things like class armor bias breakdowns. (i.e. - DK generally prefer heavy over all other armor types...etc)
leepalmer95 wrote: »This thread... I swear.
So heavy armor wearing players are hard to kill. Would you call that... I dunno... tanky?
And if such players are hard to kill couldn't you... you know... leave them alone while you burn off other players? Once the group's down, you turn your attention to the tank. Tanks are supposed to be hard to kill and draw aggro. If you're having a hard time killing them and are completely focused on them in PVP... you're only helping them do their job. Heavy armor is supposed to make someone hard to kill. This is what drives me crazy when people complain about "cancer builds" (ie: Blazing Shield). It's only useful if people act like moths to a flame. Blazing Shield builds are weak AF if you don't go near them. High health, low DPS. C'mon guys!
Yes, some people wear 5 pieces of heavy armor for more survivability... but then they lack the weapon power (medium), crit (medium), penetration (light), and regen (med & light). All those people complaining about heavy armor sets are obviously not wearing them because they prefer the higher damage of medium or light. (and let's not forget about how these new uber penetration sets are about to come out!)
As for Black Rose... I think it would be fine to change one of the stamina bonuses to magicka. That way, it truly is a "hybrid" set. Black Rose is not just for PVP. It's very, very helpful for end-game trials and vDSA. If you're going to nerf it- don't kill the set. Just adjust it to where it benefits PVP and PVE equally without being overkill to one.
Do you even pvp?
Incase you've failed to pvp in the last 6 months or you haven't even read the thred, you lose nothing while being in black rose....
Dmg = wraith
Sustain = 650 mag and stam regen in pvp - which is why people run 600 regen and sustain just fine.
More hp
More healing
More armour.
?
Okay... let's see...
Wrath's damage, more HP, more healing, and more armor are all just heavy armor passives. That has nothing to do with Black Rose. So, you're complaining that Black Rose has a 5pc bonus "regenerative" effect comparable to other medium and light armor sets that have high regen? Seriously? !?!
Fine, then. Vicious Serpent is waaaaaay OP because you get the medium armor passives of regen, reduced stamina costs, extra crit, 12% extra damage, AND the actual set bonuses of: Reduce the cost of Stamina abilities by 8%. When you kill an enemy, you restore 2075 Stamina and gain Major Expedition, increasing your Movement Speed by 30% for 20 seconds. Adds 124 Weapon Damage.
Look at that!!! Wow... when you name the everyday passives with an armor's 5pc bonus... it suddenly looks crazy.
OMG!!! Let's try it with a light armor set:
Scathing Mage is sooooooo OP because it gets light armor passives of reduced magicka costs, magicka regen, spell resistance, huge spell crit, huge spell penetration, AND 10% chance when causing Critical Damage to increase your Spell Damage by 516 for 6 seconds. 516 spell damage?!?! WOW... that certainly outshines a set that gets a 154 damage bonus.
Whew... I'm glad we talked this one out.
The wrath passive(damage) , COMBINED with the tankiness (more health, resistances, healing), COMBINED with the constitution passive (resource sustain) is what makes heavy armor way stronger. It has everything. It has very insignificant drawbacks, and having the best of all areas of the game makes it overperform.
Black Rose on top of that? Health, Stam, Stam (more damage for stamina). 150 Spell damage and weapon damage, buff to constitution....
The wrath passive(damage) , COMBINED with the tankiness (more health, resistances, healing), COMBINED with the constitution passive (resource sustain) is what makes heavy armor way stronger. It has everything. It has very insignificant drawbacks, and having the best of all areas of the game makes it overperform.
Black Rose on top of that? Health, Stam, Stam (more damage for stamina). 150 Spell damage and weapon damage, buff to constitution....
What this guy said, spot on. Its the combination that makes it overperform.
Heavy isn't overpowered. People just haven't adjusted to fighting against it since it was buffed and mad their 3 hit combo no longer works and they have to think a bit for a kill.
Also these forums are full of sheep.
Heavy isn't overpowered. People just haven't adjusted to fighting against it since it was buffed and mad their 3 hit combo no longer works and they have to think a bit for a kill.
Also these forums are full of sheep.
@leepalmer95
Sarcasm isn't meant to be mature, dingleberry. Bring your sense of entitlement down a few notches.
And see, here's the problem with all of this. All of these complaints come from PVPers who can't seem to see past PVP. There is more to the game that ZOS has to try to balance than just PVP. So, they make these sets with PVP and PVE in mind. PVE needed heavy armor buffs, too. The only "go-to" PVE tank build HAD to have Footman's Fortune. ZoS is trying to give both PVP and PVE more options. But, for some reason... you can't seem to grasp that. Every aspect of this game has to revolve around PVP to some of you.
Earlier this year, PVPers and PVEers alike were screaming for a heavy armor buff. ZoS kindly gives us one. Now, suddenly, these guys wearing heavy armor are harder to kill in PVP. What happens? People start complaining. So what? Nerf heavy armor so tanks are easy to kill? Sure, they could do that... but then it would unbalance PVE tanks. Actually... it looks like ZoS is about to buff DPSers (both in PVE and PVP) with these max stam/mag and max penetration sets.
Heavy is the head that wears the crown. I wouldn't want to sit below ZoS's Sword of Damocles. They're constantly trying to adjust the game to give it "balance" for both PVP and PVE. And they have to try to satisfy two different parties who'll never get exactly what they want.
But there is one thing I think we can both agree on, @leepalmer95. Whether you're PVP or PVE... ERPers are weird.
Here's my personal experience for the armor weights in PVP. You are free to agree or disagree.
The main issue with the assumed "heavy armor meta" is that a lot of people in the game are complaining if their opponents can hold their ground for more than a minute. Look at the uproar on the recent healbot thread (on Alliance War forums), it's ridiculous. A tank build is supposed to tank, a healbot is supposed to heal. There's nothing wrong there. Just because some people started moving towards heavy armor after a stupidly bursty/high penetration meta doesn't mean heavy armor is OP. It means your expectations of burst is completely biased towards expecting people to die too sooner.
Another common complaint: "Heavy armor is meant for tanking, not DD". Any kinda heavy armor set that you put on that gives you some amount of damage (fury, black rose, etc) has to be combined with some good damage dealing jewelry/weapons to make them DDs. (Agility, VMA weapons, Viper, Velidreth etc.) Viper and Velidreth are the definition of burst. On a heavy armor set they will give you the missing small burst. However if you were to run those sets in medium armor, any opponent would melt in front of you. So by giving up killing your opponents under a second and donning heavy armor, you gain survivability against such builds. There's nothing wrong there, it's a counter-meta for burst builds.
I find @ZOS_RichLambert 's findings most accurate, at least for PC/NA Trueflame. A lot of people in PVP don't run heavy armor. You will find that those people usually run in "larger groups". My group have been fighting against so many small man groups recently. And you will see that these groups, that can take on your average zerg for a few rounds, all heavily run heavy armor. Why? Because you need to be able to face tank/outheal some damage while bursting down your numerous light/medium armored opponents.
It's all about size and group composition. You will still get facerolled by a trained, organized group if they catch you off-guard and you don't have enough defensive structures. But heavy armor will also give you a chance to thrawt group 3-5 times your size.
Past patches we've been talking/complaining about how much ZOS seems to favor "the zerg" (see: AOE caps). Any smaller scale player should take heavy armor as a blessing, not a curse. It should also be noted heavy armor gives you a higher margin of error. You won't die immediately just because you broke CC half a second slower (due to a broken CCs, bad ping, player ineptness). I think the larger margin of player error is what most people are complaining about.
Having said that, despite the fact that heavy armor has its place in the current pvp meta, I still prefer medium armor on my nightblade since it gives me more chance for subterfuge. Heavy is god-given to any stam sorc, stam dk and stamplar. Good luck taking your heavy armored opponents on with medium or light armor.
With equal odds, any heavy armor build will outperform their bursty equivalents. If you're dueling them, chances are you will miss a killing blow time and time again, and then die from the smallest error. Two solutions: A-You should go full derp and build on damage, so you can burst 30k+ health much more easily. B-Balance your damage and recovery, but don't made mistakes (git gud).
Light armor on the other hand needs a complete rework. The amount of light armor magplars (save zerg healers), light armor mdks or sorcs is depleting fast. This is partially related to the amount of buffs stamina received, which caused all magicka builds to fall behind, forcing more and more of them to have no choice but run heavy armor. (I'm looking at you reactive magplars, negatebot sorcs.)
One final point, Black Rose constitution passive is ridiculous under pressure (note the under pressure part). If you know how to handle your health, you won't run out of resources until a bursty nightblade or two gank you from stealth. It's certainly imba at times, and might require some looking into.
TL;DR: Heavy armor meta is just a counter to the bursty b***s*** meta. Also helps the small man groups to perform better against larger groups in pvp. Black Rose might overperform at times.
WillhelmBlack wrote: »Strider_Roshin wrote: »Or you could just wear heavy armor... If it was so good. Also I think you need to read the actual data put out early last week. Heavy armor not so much. There has not been one nerf in this game in 2.4 years that have made anything better. Can you name one.
Dodge rolling, and bolt escape.
No, the game is much worse now because of those.
https://youtu.be/xrCsfvTM7_0