@TurelusThey're balanced in that you lose benefits from your armour skills as well.
They would be more balanced however if ZOS ever untied resource values from damage of skills.
TurelusThey're balanced in that you lose benefits from your armour skills as well.
They would be more balanced however if ZOS ever untied resource values from damage of skills.
Let's see what I gain if I wear seven light armour vs. five light, one medium and one heavy armour.
Seven light armour:
- Reduces cost of Magicka spells by 6% (2300 Magicka * 0,94 = 2162)
- Increases Magicka Recovery by 8% (1500 Magicka Recovery * 0,08 = 120)
Five light, one medium and one heavy armour:
- Increases Magicka, Health and Stamina by 6% (35,000 Magicka * 1,06 = 37,100. 16,000 Health * 1,06 = 16,960. 9,000 Stamina * 1,06 = 9,540)
- Increases Armour and Spell Resistance by 362, as well as 1978 from the heavy and medium armour pieces, meaning 3,5% mitigation (2340 / 660 = 3,54)
- Increases Health Recovery by 4%
- You restore 186 Magicka and Stamina each time you are hit, once every 4 seconds, meaning 93 Magicka and Stamina Recovery (186 / 2 = 93)
- Increases Health by 2% (16,960 * 1,02 = 17,299)
- Increases Stamina Recovery by 4%
- Reduces the cost of sneaking by 7%
- Reduces the cost of your detection area by 5%
Now tell me why you shouldn't take advantage of the passive.
This passive must be changed. It increases your resource pools by 6% each if you wear at least one of each armour type. This makes it mandatory for those who min/max and important in PvP.
Let's say you have 35,000 Magicka, 16,000 Health and 9,000 Stamina – the passive gives you an extra 2,100 Magicka, 960 Health and 540 Stamina.
It may seem silly to be opposed to the passive, but percentage stat boosts are negative to the game, at least when it comes to balance. Just like racial passives, the Undaunted Mettle passive needs to be reworked – to be relevant to group play, for example.Let's see what I gain if I wear seven light armour vs. five light, one medium and one heavy armour.
Seven light armour:
- Reduces cost of Magicka spells by 6% (2300 Magicka * 0,94 = 2162)
- Increases Magicka Recovery by 8% (1500 Magicka Recovery * 0,08 = 120)
Five light, one medium and one heavy armour:
- Increases Magicka, Health and Stamina by 6% (35,000 Magicka * 1,06 = 37,100. 16,000 Health * 1,06 = 16,960. 9,000 Stamina * 1,06 = 9,540)
- Increases Armour and Spell Resistance by 362, as well as 1978 from the heavy and medium armour pieces, meaning 3,5% mitigation (2340 / 660 = 3,54)
- Increases Health Recovery by 4%
- You restore 186 Magicka and Stamina each time you are hit, once every 4 seconds, meaning 93 Magicka and Stamina Recovery (186 / 2 = 93)
- Increases Health by 2% (16,960 * 1,02 = 17,299)
- Increases Stamina Recovery by 4%
- Reduces the cost of sneaking by 7%
- Reduces the cost of your detection area by 5%
Now tell me why you shouldn't take advantage of the passive.
Edit: For those who don't care about PvP balance, there is no reason for you to reply. The thread is aimed at PvP, as most of mine are.
Bobby_V_Rockit wrote: »I'm curious about this too, does it actually negatively affect DPS by wearing multiple armour types? I wear 6m/1h for the resource bonus, but lose out on crit chance and stamina cost.
Some streamers builds run all one armour type, some run 2 or 3. Personal preference I guess?
@TurelusThey're balanced in that you lose benefits from your armour skills as well.
They would be more balanced however if ZOS ever untied resource values from damage of skills.
Let's see what I gain if I wear seven light armour vs. five light, one medium and one heavy armour.
Seven light armour:
- Reduces cost of Magicka spells by 6% (2300 Magicka * 0,94 = 2162)
- Increases Magicka Recovery by 8% (1500 Magicka Recovery * 0,08 = 120)
Five light, one medium and one heavy armour:
- Increases Magicka, Health and Stamina by 6% (35,000 Magicka * 1,06 = 37,100. 16,000 Health * 1,06 = 16,960. 9,000 Stamina * 1,06 = 9,540)
- Increases Armour and Spell Resistance by 362, as well as 1978 from the heavy and medium armour pieces, meaning 3,5% mitigation (2340 / 660 = 3,54)
- Increases Health Recovery by 4%
- You restore 186 Magicka and Stamina each time you are hit, once every 4 seconds, meaning 93 Magicka and Stamina Recovery (186 / 2 = 93)
- Increases Health by 2% (16,960 * 1,02 = 17,299)
- Increases Stamina Recovery by 4%
- Reduces the cost of sneaking by 7%
- Reduces the cost of your detection area by 5%
Now tell me why you shouldn't take advantage of the passive.
Muramasa89 wrote: »
This passive must be changed. It increases your resource pools by 6% each if you wear at least one of each armour type. This makes it mandatory for those who min/max and important in PvP.
Let's say you have 35,000 Magicka, 16,000 Health and 9,000 Stamina – the passive gives you an extra 2,100 Magicka, 960 Health and 540 Stamina.
It may seem silly to be opposed to the passive, but percentage stat boosts are negative to the game, at least when it comes to balance. Just like racial passives, the Undaunted Mettle passive needs to be reworked – to be relevant to group play, for example.Let's see what I gain if I wear seven light armour vs. five light, one medium and one heavy armour.
Seven light armour:
- Reduces cost of Magicka spells by 6% (2300 Magicka * 0,94 = 2162)
- Increases Magicka Recovery by 8% (1500 Magicka Recovery * 0,08 = 120)
Five light, one medium and one heavy armour:
- Increases Magicka, Health and Stamina by 6% (35,000 Magicka * 1,06 = 37,100. 16,000 Health * 1,06 = 16,960. 9,000 Stamina * 1,06 = 9,540)
- Increases Armour and Spell Resistance by 362, as well as 1978 from the heavy and medium armour pieces, meaning 3,5% mitigation (2340 / 660 = 3,54)
- Increases Health Recovery by 4%
- You restore 186 Magicka and Stamina each time you are hit, once every 4 seconds, meaning 93 Magicka and Stamina Recovery (186 / 2 = 93)
- Increases Health by 2% (16,960 * 1,02 = 17,299)
- Increases Stamina Recovery by 4%
- Reduces the cost of sneaking by 7%
- Reduces the cost of your detection area by 5%
Now tell me why you shouldn't take advantage of the passive.
Edit: For those who don't care about PvP balance, there is no reason for you to reply. The thread is aimed at PvP, as most of mine are.
And it even has a tradeoff; losing more recovery/cost reduction in favor of higher base stats.worsttankever wrote: »All classes all races with or out without DLC have access to this passive. Helpful for all builds. Can't see how any passive could be more balanced than this.
@TurelusThey're balanced in that you lose benefits from your armour skills as well.
They would be more balanced however if ZOS ever untied resource values from damage of skills.
Let's see what I gain if I wear seven light armour vs. five light, one medium and one heavy armour.
Seven light armour:
- Reduces cost of Magicka spells by 6% (2300 Magicka * 0,94 = 2162)
- Increases Magicka Recovery by 8% (1500 Magicka Recovery * 0,08 = 120)
Five light, one medium and one heavy armour:
- Increases Magicka, Health and Stamina by 6% (35,000 Magicka * 1,06 = 37,100. 16,000 Health * 1,06 = 16,960. 9,000 Stamina * 1,06 = 9,540)
- Increases Armour and Spell Resistance by 362, as well as 1978 from the heavy and medium armour pieces, meaning 3,5% mitigation (2340 / 660 = 3,54)
- Increases Health Recovery by 4%
- You restore 186 Magicka and Stamina each time you are hit, once every 4 seconds, meaning 93 Magicka and Stamina Recovery (186 / 2 = 93)
- Increases Health by 2% (16,960 * 1,02 = 17,299)
- Increases Stamina Recovery by 4%
- Reduces the cost of sneaking by 7%
- Reduces the cost of your detection area by 5%
Now tell me why you shouldn't take advantage of the passive.
Oh no! Have you seen the stats that you get when you eat food? PVP MIN-MAXERS ALL EAT FOOD! THAT'S UNBALANCED! CHANGE IT NOW!
Don't be ridiculous.
As other have put it, every class, every player has access to this passive. The use of this passive also means trading away the benefits from the user's main armor type. Many PvPers choose to go 7M or 7H instead of 5/1/1 because for their build and playstyle the extra stats aren't worth the lost armor passives. Tell me again how that's not balanced? LOL.
My thing isn't that it's not balanced - it's that personally I don't feel that a PVPer should have to PVE in order to be competitive. Play how you want and all that. It'd be a fairly easy fix - just disable mettle during pvp.
SpazzmanNDQ wrote: »Don't see how its bad I play on console I've had the game since it first came out, have six max characters and never got my undaunted past 2. Yet I didnt think it wasn't right that other people stats were higher and it wasn't fair. On my 7th character I've found interests in dungeons so maybe he will get the passive.
But something that is available to everyone if they chose to put a little time into it can't be deemed unbalanced or not fair to those who chose not to get it. Hell dungeons are pretty easy you can solo most of them on normal and get the xp to level it up.
SpazzmanNDQ wrote: »Don't see how its bad I play on console I've had the game since it first came out, have six max characters and never got my undaunted past 2. Yet I didnt think it wasn't right that other people stats were higher and it wasn't fair. On my 7th character I've found interests in dungeons so maybe he will get the passive.
But something that is available to everyone if they chose to put a little time into it can't be deemed unbalanced or not fair to those who chose not to get it. Hell dungeons are pretty easy you can solo most of them on normal and get the xp to level it up.
I think the complaint is it's one of those systems where there is no choice balance.
OP is saying it's a X is so much better than Y, you must always have X.
Wreuntzylla wrote: »I would have agreed with you when undaunted experience was a long slog. However, now you get undaunted experience for sneezing in a dungeon, and I've seen people max their passives in a handful of hours.
That may be the case if you have a very one-dimensional viewpoint..
For those of us who just like to PVP - and don't like doing dungeons, hate pledges, dailies and so don't have a regular dungeon group its one hell of a grind.. in fact I just finished it for the first ever time after 9 months playing. It is a VERY long slog.
Its also VERY useful to many PVP setups in all aspects... my magsorc... around 2.5k more magica is huge.. more health - great.. more stam - that helps with one of the main magsorc weaknesses..
Wearing different armour types... hm, a bit more resists? can't complain.. a little resource return (constitution) - all good, esp. stam.. dodge cost reduction? all good.
Its has made a BIG difference to my PVP performance.
I also agree with the view that % stat boosts are bad. Especially as stats get higher and higher as the relative strength of these boosts get proportionally stronger. 6% of 10k isn't much.. but 6% of 55k? That's significant.
THEDKEXPERIENCE wrote: »How are you all getting this done so quickly????
It's been almost 2 years and I'm at 6.999. I only discovered Balrog about 2 months ago so his delves have helped, but that aside ... man ... you PVErs are crazy fast at this leveling thing.
Experience points for undaunted skill line from achievements:
Completing normal dungeon for the 1st time - 10xp
Completing veteran dungeon for the 1st time - 10xp
No death - 10xp
Speed run - 10xp
Hard mode - 10xp
Completing non-dlc veteran pledge - 10xp
Completing non-dlc normal pledge - 5xp
Repeatable Bolgrul's daily quests - 5xp
Completing hard mode vet pledge - 20xp
Also experience can be gained from achievements like:
Dungeon and trial blocker/healer/damage dealer
Dungeon lord
Pledges done
And more.