EldritchPenguin wrote: »For simplicity's sake, let's say that without any armor or enchantments, and no CPs assigned whatsoever, a character has 500 Magicka and Stamina recovery.
- In 5 Heavy, Constitution will grant an additional 493 of both, increasing Magicka and Stamina recovery to 993.
- In 5 Light, Recovery will grant an additional 100 Magicka recovery, increasing Magicka recovery to 600, while Stamina recovery remains at 500.
- In 7 Medium, Wind Walker will grant an additional 140 Stamina recovery, increasing Stamina recovery to 640, while Magicka recovery remains at 500.
The advantage of 5 light armor is that every piece of additional recovery your build has is 20% more effective than it would be in heavy armor.
You present an example where there is NONE additional recovery whatsoever - and you wonder why heavy armor seems better?
C'mon. That's like evaluating the recovery of heavy armor in a situation where you do not get hit at all.EldritchPenguin wrote: »Now to consider cost reduction. To calculate this, I'm just going to increase the recovery stat by the cost reduction percentage, since cost reduction functions by making every point of your resources more effective, and thus makes the same amount of recovery go further. So if we consider cost reduction as a direct, percent-based increase to recovery, then effective Magicka recovery for 5 Light becomes 690, while effective Stamina recovery becomes 819.2, both of which are still outpaced by 5 Heavy, which has the additional advantage of restoring both resources.
How about we instead take an average skill that costs 2000 magicka and start from there. 15% cost reduction means you save 300 resources everytime you use the skill. If you spam the skill once per second, then that equals to having 600 resource recovery (since you "gain" 600 resources every 2 seconds). With even the gimped 600 magicka regen you used in the previous example, that's still 1200 magicka recovery in 5 light, and not 690.
EldritchPenguin wrote: »Let's break this down a bit, shall we?2. Your Sustain is trash-tier, even with blackrose and desert rose. Without a sustain set like Lich a HA user will run out of stamina/magicka very quickly.
Constitution provides 186 Magicka and Stamina every 4 seconds for every piece of Heavy Armor equipped. In 5 heavy, this goes up to 986 of each, effectively granting 493 Magicka and Stamina recovery.
Light Armor passives increase Magicka recovery by 4% and reduce the cost of Magicka abilities by 3% for each piece of Light Armor equipped, granting 20% recovery and 15% cost reduction in 5 light.
Medium Armor passives increase Stamina recovery by 4% and reduce the cost of feats by 4% for piece of Medium Armor equipped, granting 28% recovery and 28% cost reduction in 7 Medium.
For simplicity's sake, let's say that without any armor or enchantments, and no CPs assigned whatsoever, a character has 500 Magicka and Stamina recovery.
- In 5 Heavy, Constitution will grant an additional 493 of both, increasing Magicka and Stamina recovery to 993.
- In 5 Light, Recovery will grant an additional 100 Magicka recovery, increasing Magicka recovery to 600, while Stamina recovery remains at 500.
- In 7 Medium, Wind Walker will grant an additional 140 Stamina recovery, increasing Stamina recovery to 640, while Magicka recovery remains at 500.
Now to consider cost reduction. To calculate this, I'm just going to increase the recovery stat by the cost reduction percentage, since cost reduction functions by making every point of your resources more effective, and thus makes the same amount of recovery go further. So if we consider cost reduction as a direct, percent-based increase to recovery, then effective Magicka recovery for 5 Light becomes 690, while effective Stamina recovery becomes 819.2, both of which are still outpaced by 5 Heavy, which has the additional advantage of restoring both resources.
- Disregarding cost reduction, 5 Light builds would need 872.5 recovery (without armor) for their Magicka recovery to be stronger in Light than Heavy, while 7 Medium builds would need 775.78 recovery for Medium armor to outpace Heavy. Considering cost reduction, this becomes 750.7 for 5 Light and 606.08 for 5 Medium.
So, after doing all this math, I'm going to draw a few conclusions. Note that this is exclusively based on Magicka and Stamina recovery.I think the bolded point is really the biggest draw of using Heavy Armor from a sustain standpoint. No, a Magicka build in 5 Heavy won't have as much sustain as they would in Light if both builds ran Seducer with recovery enchants on jewelry, but they will have substantially more Stamina to work with for keeping themselves alive.
- Heavy armor is superior for builds that completely abandon recovery in favor of damage, since the flat value of Constitution is comparatively stronger at lower recovery levels.
- Light and Medium armor provide vastly superior single-resource sustain for builds that invest heavily in recovery.
- Heavy armor has the advantage of providing both resources; while sustain in your primary resource is likely weaker than it would be in light or medium armor, Constitution also provides a substantial boost to your secondary resource's recovery.
This is why people say that the combination of Dark Deal and Constitution is overpowered. Dark Deal tops off their Stamina, while Constitution gives them a solid amount of Magicka to fuel their use of it. Since they can use the Magicka gained from Constitution to restore their Stamina, they can effectively double-dip in the Constitution passive by using it to restore their Stamina twice, and allowing them to have powerful sustain while completely neglecting recovery.
I hope this post provides some insight. If someone could double-check my math, that would be fabulous.
makeumrage wrote: »I believe heavy should have ALL spell damage taken away from its passives. Leave heavy sets as is though. Maybe change wraith passive to decrease block costs on damage instead of spell/weapok damage
Also, I think itd be nice to adjust Light armor passives. Maybe increase duration of shields if in 5 pieces light. Idk. Not a theory crafter.
Although heavy armor isnt the issue IMO itself. More so the bursty one shot capabilities in PvP of certain builds. ESO needs to do better at the way certain skills work in PvP vrs PvE.
silky_soft wrote: »Nerf block cost reduction
IcyDeadPeople wrote: »silky_soft wrote: »Nerf block cost reduction
This happened in a previous patch. Heavy armor passives do not provide block cost reduction anymore.
Tis true for tanks. I was speaking of DPS builds though, most already not running any block reduction at all. Just wearing heavy armor to last longer while fully specced for damage. Thats the understanding though we all seem to miss sometimes... looking at the bigger picture and how something affects EVERYTHING not just one thing or one build or one class or one race.makeumrage wrote: »I believe heavy should have ALL spell damage taken away from its passives. Leave heavy sets as is though. Maybe change wraith passive to decrease block costs on damage instead of spell/weapok damage
Also, I think itd be nice to adjust Light armor passives. Maybe increase duration of shields if in 5 pieces light. Idk. Not a theory crafter.
Although heavy armor isnt the issue IMO itself. More so the bursty one shot capabilities in PvP of certain builds. ESO needs to do better at the way certain skills work in PvP vrs PvE.
I don't think I like the sound of that.. I'm no expert on tank builds.. but it seems this would free up block cost reduction from jewellery in favour of flat-out spell power.. so instead of a graudually building spell-power, you'll have it constantly.
I thought I'd acknowledged pretty well that Light and Medium have stronger potential for single-resource regeneration than Heavy. I even showed mathematically exactly where that point was, and it's not actually very high. It's maybe 1 recovery glyph, and possibly a set bonus, but I don't think even the set bonus is necessary to beat out Heavy for single-resources sustain.EldritchPenguin wrote: »For simplicity's sake, let's say that without any armor or enchantments, and no CPs assigned whatsoever, a character has 500 Magicka and Stamina recovery.
- In 5 Heavy, Constitution will grant an additional 493 of both, increasing Magicka and Stamina recovery to 993.
- In 5 Light, Recovery will grant an additional 100 Magicka recovery, increasing Magicka recovery to 600, while Stamina recovery remains at 500.
- In 7 Medium, Wind Walker will grant an additional 140 Stamina recovery, increasing Stamina recovery to 640, while Magicka recovery remains at 500.
The advantage of 5 light armor is that every piece of additional recovery your build has is 20% more effective than it would be in heavy armor.
You present an example where there is NONE additional recovery whatsoever - and you wonder why heavy armor seems better?
C'mon. That's like evaluating the recovery of heavy armor in a situation where you do not get hit at all.
Doctordarkspawn wrote: »Giles.floydub17_ESO wrote: »IcyDeadPeople wrote: »Does a PVE tank need the damage though?Knightpanther wrote: »Heavy Armor should be for Tanking, although stop nerfing the bugger for us PVE just because of PvPer.
In PVP currently there is not much tradeoff if you choose heavy armor. You can have very high damage output, reasonable sustain and still get close to resistance cap.
@IcyDeadPeople the damage passive is for those who want to dps in HA. I think OP is missing something besides the obvious that the HA passives are not the issue.
When confronting an issue one needs to determine what the foundation of the problem is and this thread is not doing that. HA itself is not the issue.
This, I half agree with, half disagree with.
I agree with it because people -do- want to play tanky DPS, something this game absolutely hates on a fundemental level. It should be an option, considering it's an archetype at least one class is supposed to meet.
I disagree with it because the problem right now, is we lost a key passive for tanks for the -sake- of this damage that isn't giving the people who wanna DPS in HA, and isn't helping us. With the noose geting tightened around tanks necks, I think it's time for a HA rework. A offensive, and defensive passive set.
With 5 heavy(1med/1light), and a sharpened staff, my character has 16.5k resists and 5160 pen.
With 5 light(1m/1hvy) 13k/11k spell/phys resists and 10k pen - but if I make the staff defending, its 18/16k resists and 4880 pen.
Not a lot of difference really. Basically the tankyness of heavy is a fallacy unless you also combine it with other stuff to add to the tankyness (defending traits, major/minor resolve etc.) So basically, unless you're going full tank, the defensiveness of heavy isn't all that.
Joy_Division wrote: »With 5 heavy(1med/1light), and a sharpened staff, my character has 16.5k resists and 5160 pen.
With 5 light(1m/1hvy) 13k/11k spell/phys resists and 10k pen - but if I make the staff defending, its 18/16k resists and 4880 pen.
Not a lot of difference really. Basically the tankyness of heavy is a fallacy unless you also combine it with other stuff to add to the tankyness (defending traits, major/minor resolve etc.) So basically, unless you're going full tank, the defensiveness of heavy isn't all that.
It's not just the resists that makes heavy tankier, it's the extra health, extra healing received, and, what I find most important, the stamina return from constitution. As a heavy armor build I don't run out of stamina on a magicka character.
But I digress.. I see the intention of them as:
- Light armour - aids with magick - players rely on magickal defences
- Medium - Avoidance based defence (dodging/stealth/mobility)
- Heavy - Mitigation-based defence (hits are a bit lighter, you recover from them better with more health/healing and resource recov allows for blocking
As long as they are relatively even in defence, they should be relatively even in offence.. However, I think what skews the balance is high-cp's and certain class-based resource recov. mechanics that can allow for unlimited blocking and/or fantastic sustain without having to sacrifice other stats for it.
I tried a heavy armour DD-type build on Azura - I've tried a few. It doesn't work - which is why I point the balance issues towards CP.
IcyDeadPeople wrote: »All three should be capable of damage, just defending in different ways
With 7/7 medium it's not currently possible to be both extremely tanky and deal high damage output. I have a lot of respect for the skilled players out there running well fitted and jumping in and out of melee - this is currently much more challenging play style than heavy armor.
With 7/7 light it's possible to be extremely tanky and deal high damage only if you have access to sorc shields that scale on your offensive stat pool.
With a lack of tradeoffs, planning and testing new build ideas becomes less interesting. The fun part of planning build ideas is looking at all the options available and making difficult choices. If you make a choice to spec into being extremely tanky, it's a more interesting choice when you are sacrificing in other areas.
For the last time, pvp is not the only part of this game, nor is it the end all be all for the majority of players.
Heavy is hardly ever used in pve by anyone except tanks, and I've seen some shield stacking sorc survive things in light armor that no heavy tank could.
You all keep stressing that medium and light never see any use, but they are what 90% of pve players are wearing, so please make that destinction between pve and pvp play.
Balancing everything around the pvp part of the game is exactly what's ruining the other half of it.
For the last time, pvp is not the only part of this game, nor is it the end all be all for the majority of players.
Heavy is hardly ever used in pve by anyone except tanks, and I've seen some shield stacking sorc survive things in light armor that no heavy tank could.
You all keep stressing that medium and light never see any use, but they are what 90% of pve players are wearing, so please make that destinction between pve and pvp play.
Balancing everything around the pvp part of the game is exactly what's ruining the other half of it.
Giles.floydub17_ESO wrote: »When confronting an issue one needs to determine what the foundation of the problem is and this thread is not doing that. HA itself is not the issue.
IcyDeadPeople wrote: »
But I digress.. I see the intention of them as:
- Light armour - aids with magick - players rely on magickal defences
- Medium - Avoidance based defence (dodging/stealth/mobility)
- Heavy - Mitigation-based defence (hits are a bit lighter, you recover from them better with more health/healing and resource recov allows for blocking
As long as they are relatively even in defence, they should be relatively even in offence.. However, I think what skews the balance is high-cp's and certain class-based resource recov. mechanics that can allow for unlimited blocking and/or fantastic sustain without having to sacrifice other stats for it.
I tried a heavy armour DD-type build on Azura - I've tried a few. It doesn't work - which is why I point the balance issues towards CP.
Light armor only provides strong damage mitigation if you have access to the large sorc class shields which scale based on your offensive stat pool, otherwise you are rather squishy in light armor even with 7/7 impen.
Medium armor provides some extra mitigation by reduced dodge roll cost; however, frequently dodge rolling and trying to land hits here or there is a somewhat challenging play style.
In contrast, benefiting from heavy armor mitigation doesn't require any special play style. It is also not hard to reach 35-40k offensive stat and 3k+ weapon damage or spell damage in heavy armor, plus decent sustain, while being rather tough to kill.
If you spec into excellent damage mitigation and sustain, I can understand. However, it seems there should be a bit more of a tradeoff in terms of damage output with this kind of build. At least not all three.
I gather the intent of the constitution and wrath passives was to provide a boost when you are being hit frequently by other players. However, unless you are actively trying to disengage and hide, streak or cloak away, everyone gets hit frequently in almost every small or large battle.
Maybe light and medium need slightly stronger damage or penetration passives. Maybe shuffle could be adjusted to require 5 medium, as some have suggested.
All I know is so many are using heavy armor these days that it is beginning to remind me of launch when everybody was in light armor robes.
IcyDeadPeople wrote: »
But I digress.. I see the intention of them as:
- Light armour - aids with magick - players rely on magickal defences
- Medium - Avoidance based defence (dodging/stealth/mobility)
- Heavy - Mitigation-based defence (hits are a bit lighter, you recover from them better with more health/healing and resource recov allows for blocking
As long as they are relatively even in defence, they should be relatively even in offence.. However, I think what skews the balance is high-cp's and certain class-based resource recov. mechanics that can allow for unlimited blocking and/or fantastic sustain without having to sacrifice other stats for it.
I tried a heavy armour DD-type build on Azura - I've tried a few. It doesn't work - which is why I point the balance issues towards CP.
Light armor only provides strong damage mitigation if you have access to the large sorc class shields which scale based on your offensive stat pool, otherwise you are rather squishy in light armor even with 7/7 impen.
Medium armor provides some extra mitigation by reduced dodge roll cost; however, frequently dodge rolling and trying to land hits here or there is a somewhat challenging play style.
In contrast, benefiting from heavy armor mitigation doesn't require any special play style. It is also not hard to reach 35-40k offensive stat and 3k+ weapon damage or spell damage in heavy armor, plus decent sustain, while being rather tough to kill.
If you spec into excellent damage mitigation and sustain, I can understand. However, it seems there should be a bit more of a tradeoff in terms of damage output with this kind of build. At least not all three.
I gather the intent of the constitution and wrath passives was to provide a boost when you are being hit frequently by other players. However, unless you are actively trying to disengage and hide, streak or cloak away, everyone gets hit frequently in almost every small or large battle.
Maybe light and medium need slightly stronger damage or penetration passives. Maybe shuffle could be adjusted to require 5 medium, as some have suggested.
All I know is so many are using heavy armor these days that it is beginning to remind me of launch when everybody was in light armor robes.
I did not write what you quoted there. That´s from @Biro123
Light armor provides "mitigation" with shields for NBs aswell. A 7/7 or 6/7 light armor NB will most likely see higher shield values than a sorc for dampen magica - which coupled with NBs selfhealing capabilities results in light armor nightblades working pretty well.
The main problem for any light armor user not a sorc is - they can´t combat root/snares. They have a mobility problem to make the armor work for them. Even NBs do once they get caught.
Either light needs to provide better mobility options or it needs to provide better utilizeable defense options in general - with sorc shields (or stacking if you´d ask me) getting a nerf. I don´t agree with the statement of light armor being range combat oriented - that would equal saying DKs should not wear light armor period.