https://www.youtube.com/watch?v=EelWXvJkEmcGlockcoma725 wrote: »On my MAGDK I'm about to upgrade my gear. Question is, on my chest and legs do I want to continue running Divines? Or do I switch to Infused on those two pieces and attach Magicka Recovery Glyphs?
Also I was told the Thief mundus works for critical magicka attacks as well as physical, is this true? Or do I stick with Apprentice?
As always, thanks for any input/suggestions.
What is it about people and the Meta. The math on this has been done already, several times. You get more DPS with Infused on Large and Divines on small. In some certain builds it might make sense to go all Divines, but most builds, use the mix. Don't believe me, see this (for those who don't want to watch it, he pulls 1K + more DPS on Infused)https://www.youtube.com/watch?v=EelWXvJkEmc
What is it about people and the Meta. The math on this has been done already, several times. You get more DPS with Infused on Large and Divines on small. In some certain builds it might make sense to go all Divines, but most builds, use the mix. Don't believe me, see this (for those who don't want to watch it, he pulls 1K + more DPS on Infused)https://www.youtube.com/watch?v=EelWXvJkEmc
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WrathOfInnos wrote: »snip
s7732425ub17_ESO wrote: »Always all divines. Magicka recovery glyphs? What? Are you low CP? You should need 0 or 1 of those at the most. Mundus should either be Lover or Apprentice.
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TL:DR It all comes down to how you play the game as what is best. I agree. The OP asked about a Magic Character, so that is why I said that Infused on Large items is better than Divines, because, most of the time, for a magic build it is better. Stamina Builds I don't talk about because I don't run them.
Glockcoma725 wrote: »On my MAGDK I'm about to upgrade my gear. Question is, on my chest and legs do I want to continue running Divines? Or do I switch to Infused on those two pieces and attach Magicka Recovery Glyphs?
WrathOfInnos wrote: »I think everyone agrees that divines is best on gloves, sash, shoes, and shoulders. For the 3 large pieces it really depends on build.
One piece of divines offers 7.5% of the Apprentice Stone (I wouldn't recommend thief for MagDK, even though it does affect spell crit), or .075 x 238 = 17.85 spell damage. This gets multiplies by major, 20%, and minor, 5%, (if grouped with a templar) sorcery for a total of 22.3 spell damage.
Now looking at worst case for infused. One piece gives 20% of 868 Magicka, or 173.6. This gets a 20% multiplier from champion points (assuming CP 300 minimum) for a total of 208.3. Continuing with the worst case theme, let's assume not a Magicka race, with no other boosts to max Magicka. Let's also assume that your build uses a lot of light and heavy attacks (which shifts the max Magicka to spell damage ratio higher to about 14:1). This 208 max Magicka is worth about 14.9 spell damage, much lower than the 22.3 from a divines piece.
Now best case for infused. Again it gives 208.3 after the CP multiplier. On top of this you could have:
- 10% from race (altmer or Breton, 9% for Dunmer)
- 7% from Inner light slotted
- 6% from undaunted passives 5-1-1
- 8% from class skills (sorc, warden, nightblade only)
- 2% from additional Mage's guild skill slotted (like meteor or entropy)
- 10% from Warhorn (good group support gives 100% uptime)
Total 43% multiplier
So the 208.3 becomes 297.9. Now best case for infused would be a rotation with few light or heavy attacks (for a max Magicka to spell damage ratio of 10.5:1), which makes this 297.9 equivalent to 28.3 spell damage. This is significantly higher than the 22.3 from one piece of divines.
Obviously these are extreme scenarios. For most builds there will not be a noticeable difference between the two traits. Personally, I prefer infused since I always try to optimize race, passives, and buffs. Also the bigger shields don't hurt.
Oreyn_Bearclaw wrote: »WrathOfInnos wrote: »I think everyone agrees that divines is best on gloves, sash, shoes, and shoulders. For the 3 large pieces it really depends on build.
One piece of divines offers 7.5% of the Apprentice Stone (I wouldn't recommend thief for MagDK, even though it does affect spell crit), or .075 x 238 = 17.85 spell damage. This gets multiplies by major, 20%, and minor, 5%, (if grouped with a templar) sorcery for a total of 22.3 spell damage.
Now looking at worst case for infused. One piece gives 20% of 868 Magicka, or 173.6. This gets a 20% multiplier from champion points (assuming CP 300 minimum) for a total of 208.3. Continuing with the worst case theme, let's assume not a Magicka race, with no other boosts to max Magicka. Let's also assume that your build uses a lot of light and heavy attacks (which shifts the max Magicka to spell damage ratio higher to about 14:1). This 208 max Magicka is worth about 14.9 spell damage, much lower than the 22.3 from a divines piece.
Now best case for infused. Again it gives 208.3 after the CP multiplier. On top of this you could have:
- 10% from race (altmer or Breton, 9% for Dunmer)
- 7% from Inner light slotted
- 6% from undaunted passives 5-1-1
- 8% from class skills (sorc, warden, nightblade only)
- 2% from additional Mage's guild skill slotted (like meteor or entropy)
- 10% from Warhorn (good group support gives 100% uptime)
Total 43% multiplier
So the 208.3 becomes 297.9. Now best case for infused would be a rotation with few light or heavy attacks (for a max Magicka to spell damage ratio of 10.5:1), which makes this 297.9 equivalent to 28.3 spell damage. This is significantly higher than the 22.3 from one piece of divines.
Obviously these are extreme scenarios. For most builds there will not be a noticeable difference between the two traits. Personally, I prefer infused since I always try to optimize race, passives, and buffs. Also the bigger shields don't hurt.
Problem I see here, the bolded part is not real life. What rotation doesn't use light/heavy attacks. Whether you are a heavy attack sorc using 2 HAs a rotation or an magic NB that does nothing but light attack, you weapon attack number will always be high your damage report. On my NB, my typical 3 million dummy parse has around 65 light attacks in a sub 80 second fight. My fire attacks (front bar) are generally at the top of my parse, and my back bar is top 5 or 6. On a pet sorc, again, my heavy attack is the TOP of my dps parse on a 3 million dummy and my 20-22 light attacks from my back bar are like 5th. Heavy and light attacks are a huge amount of damage for any end game build. On a 43K pet sorc parse, my heavy and light attacks acount for about 10k (approx 23%) of the damage.
Again, great arguments to be made for infused for solo builds or newer players with less than a great weave that also might benefit from a bigger shield, but at the extreme end of things for an actual real life raid, divines wins. Not by a crazy amount, but it does win. That is the definition of Best in Slot.