lol they never have nerfed impen. 3665 impen equals 50% crit mitigation. you can tell this by 733 impen from cp is 10% crit mitigation, and there is no soft cap system in the game, that was removed with 1.6 2 years ago.
NightbladeMechanics wrote: »lol they never have nerfed impen. 3665 impen equals 50% crit mitigation. you can tell this by 733 impen from cp is 10% crit mitigation, and there is no soft cap system in the game, that was removed with 1.6 2 years ago.
They did nerf the mitigation obtained from critical resistance when they changed the resistant cp star to a flat value from a percentage value. I believe that was the Shadows of the Hist patch? Before then it was 66 critical resistance per 1% damage mitigation from critical strikes.
When I'm running Transmutation, I hit 3100 crit resistance, and I allocate all of my points out of resistant into hardy and elemental defender. I suppose I should go back and retest the values to see if super high critical resistance is more overall mitigation than higher hardy and elemental defender allocations following the updates, but I simply haven't bothered.
NightbladeMechanics wrote: »lol they never have nerfed impen. 3665 impen equals 50% crit mitigation. you can tell this by 733 impen from cp is 10% crit mitigation, and there is no soft cap system in the game, that was removed with 1.6 2 years ago.
They did nerf the mitigation obtained from critical resistance when they changed the resistant cp star to a flat value from a percentage value. I believe that was the Shadows of the Hist patch? Before then it was 66 critical resistance per 1% damage mitigation from critical strikes.
When I'm running Transmutation, I hit 3100 crit resistance, and I allocate all of my points out of resistant into hardy and elemental defender. I suppose I should go back and retest the values to see if super high critical resistance is more overall mitigation than higher hardy and elemental defender allocations following the updates, but I simply haven't bothered.
and I was thinking, you are running thief mundus, is it viable, when everyone is running impen in PVP?
NightbladeMechanics wrote: »NightbladeMechanics wrote: »lol they never have nerfed impen. 3665 impen equals 50% crit mitigation. you can tell this by 733 impen from cp is 10% crit mitigation, and there is no soft cap system in the game, that was removed with 1.6 2 years ago.
They did nerf the mitigation obtained from critical resistance when they changed the resistant cp star to a flat value from a percentage value. I believe that was the Shadows of the Hist patch? Before then it was 66 critical resistance per 1% damage mitigation from critical strikes.
When I'm running Transmutation, I hit 3100 crit resistance, and I allocate all of my points out of resistant into hardy and elemental defender. I suppose I should go back and retest the values to see if super high critical resistance is more overall mitigation than higher hardy and elemental defender allocations following the updates, but I simply haven't bothered.
and I was thinking, you are running thief mundus, is it viable, when everyone is running impen in PVP?
Crit being a weak stat in PvP due to impen is a total misconception.
When you kill a skilled or properly built player in pvp, it's due to lining up a burst combo consisting of a few hard hitting abilities in sequence. Hitting a lethal burst combo relies on hitting a juicy crit or two, so in fact in PvP you spend your combos fishing for crits on your hard hitting abilities.
Crit is extremely important, and crit damage is even more important against heavy armor opponents. Against tanky heavy armor builds, you HAVE to crit them to kill them with your combo, and the tankier they get, the higher your crit damage needs to be to make a combo lethal.
Also there is the whole subject of build construction theory regarding stacking additive damage stats versus multiplicative damage stats... Additive damage stats would be your spell damage and max magicka. These are flat stats that add up with each other and form the basis of your damage. Multiplicative bonuses would be crit chance, crit damage modifiers, major sorcery, and other buffs that amplify the flat stats. Multiplicative damage amplifiers are percentage-based, making them weak without a sufficient amount of flat stats to amplify. However, once a sufficient base of flat stats is accumulated, building multiplicative amplifiers surpasses stacking additional flat stats in damage added. In short, flat stats scale linearly, and multiplicative modifiers like crit scale exponentially, making them the largest sources of damage in the game for min maxed high stat builds.
For example, in PvE, players stack a lot of spell damage via Burning Spellweave, but the core of a top raid's damage is in stacking crit chance (major prophecy, thief mundus on everyone) and crit damage buffs (shadow mundus for TBS, an extensive warhorn rotation).
These concepts also explain why CP stars like ele expert, thaumaturge, and hardy are stronger than penetration and resistant until you hit strong diminishing returns.
I have since begun using shadow mundus with Light's Champion against tanky dudes who don't stack shields for a total of 40% additional crit damage. I haven't decided if I like this setup more than the one in the video, but I did hit a 19k assassin's will against a 7 impen heavy armor stam sorc. Lower crit chance = fewer juicy crits in my combos, but higher crit damage = heavier hitting combos when I do crit = I can burst down tankier opponents.
Aaaaaall a part of the mechanics and decision making that go into builds. ^.^
EDIT: I'll add a little way I like to explain the impact of impen in pvp.. Impen is the difference between outright one shotting someone with your combo versus having to soften them up a bit before bursting them. Two points to take from that: 1) you still rely on crits to kill even when people wear impen, and 2) pushing your crit damage higher is a method of negating or building to bypass impen in their builds -- i.e. crit damage is to impen as penetration is to spell resistance.
NightbladeMechanics wrote: »NightbladeMechanics wrote: »lol they never have nerfed impen. 3665 impen equals 50% crit mitigation. you can tell this by 733 impen from cp is 10% crit mitigation, and there is no soft cap system in the game, that was removed with 1.6 2 years ago.
They did nerf the mitigation obtained from critical resistance when they changed the resistant cp star to a flat value from a percentage value. I believe that was the Shadows of the Hist patch? Before then it was 66 critical resistance per 1% damage mitigation from critical strikes.
When I'm running Transmutation, I hit 3100 crit resistance, and I allocate all of my points out of resistant into hardy and elemental defender. I suppose I should go back and retest the values to see if super high critical resistance is more overall mitigation than higher hardy and elemental defender allocations following the updates, but I simply haven't bothered.
and I was thinking, you are running thief mundus, is it viable, when everyone is running impen in PVP?
Crit being a weak stat in PvP due to impen is a total misconception.
When you kill a skilled or properly built player in pvp, it's due to lining up a burst combo consisting of a few hard hitting abilities in sequence. Hitting a lethal burst combo relies on hitting a juicy crit or two, so in fact in PvP you spend your combos fishing for crits on your hard hitting abilities.
Crit is extremely important, and crit damage is even more important against heavy armor opponents. Against tanky heavy armor builds, you HAVE to crit them to kill them with your combo, and the tankier they get, the higher your crit damage needs to be to make a combo lethal.
Also there is the whole subject of build construction theory regarding stacking additive damage stats versus multiplicative damage stats... Additive damage stats would be your spell damage and max magicka. These are flat stats that add up with each other and form the basis of your damage. Multiplicative bonuses would be crit chance, crit damage modifiers, major sorcery, and other buffs that amplify the flat stats. Multiplicative damage amplifiers are percentage-based, making them weak without a sufficient amount of flat stats to amplify. However, once a sufficient base of flat stats is accumulated, building multiplicative amplifiers surpasses stacking additional flat stats in damage added. In short, flat stats scale linearly, and multiplicative modifiers like crit scale exponentially, making them the largest sources of damage in the game for min maxed high stat builds.
For example, in PvE, players stack a lot of spell damage via Burning Spellweave, but the core of a top raid's damage is in stacking crit chance (major prophecy, thief mundus on everyone) and crit damage buffs (shadow mundus for TBS, an extensive warhorn rotation).
These concepts also explain why CP stars like ele expert, thaumaturge, and hardy are stronger than penetration and resistant until you hit strong diminishing returns.
I have since begun using shadow mundus with Light's Champion against tanky dudes who don't stack shields for a total of 40% additional crit damage. I haven't decided if I like this setup more than the one in the video, but I did hit a 19k assassin's will against a 7 impen heavy armor stam sorc. Lower crit chance = fewer juicy crits in my combos, but higher crit damage = heavier hitting combos when I do crit = I can burst down tankier opponents.
Aaaaaall a part of the mechanics and decision making that go into builds. ^.^
EDIT: I'll add a little way I like to explain the impact of impen in pvp.. Impen is the difference between outright one shotting someone with your combo versus having to soften them up a bit before bursting them. Two points to take from that: 1) you still rely on crits to kill even when people wear impen, and 2) pushing your crit damage higher is a method of negating or building to bypass impen in their builds -- i.e. crit damage is to impen as penetration is to spell resistance.
wow this seems really interesting what you are writting, you seem to be a real theorycrafting expert(no sarcasm)
thankyourat wrote: »Magblade meta seems like it's either 5 heavy alchemist, 5 spinner, 2 skoria. Or 5 necroprentence, 3 willpower 2 skoria, VMA destro. That's the builds you will run into the most. I personally like alchemist I been using it on every magblade build since it came out. Switched over to heavy alchemist in dark brotherhood and never looked back. If you are using light use necro if you are using heavy use alchemist or even rattle cage (this set is underrated, it's good because it frees up a bar slot)
KaiDynasty wrote: »Question:
If i run 5 necropotence (1 destro necropotence fire staff, 1 lich staff), does the necropotence 5 piece bonus carry on the off bar when i switch, or Do i lose it? (considering the shadow is activated)
psychotic13 wrote: »thankyourat wrote: »Magblade meta seems like it's either 5 heavy alchemist, 5 spinner, 2 skoria. Or 5 necroprentence, 3 willpower 2 skoria, VMA destro. That's the builds you will run into the most. I personally like alchemist I been using it on every magblade build since it came out. Switched over to heavy alchemist in dark brotherhood and never looked back. If you are using light use necro if you are using heavy use alchemist or even rattle cage (this set is underrated, it's good because it frees up a bar slot)
Meh rattlecage isn't all that, I prefer to have entropy as an extra DoT to proc skoria