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Infused vs Divines

Glockcoma725
Glockcoma725
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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.
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  • s7732425ub17_ESO
    s7732425ub17_ESO
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    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.
  • Nestor
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    Infused on Large Pieces, Divines on Smaller Pieces.

    The only time you really want to go all divines on 7 pieces is for Twice Born Star.
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  • FakeFox
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    Just go full divines, you can run big pieces infused on certain builds, but it's mostly not worth it. Thief does work for Magicka builds, though Apprentice is better, or if you lack penetration Lover.
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  • Oreyn_Bearclaw
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    Divines across the board is the way to go if your goal is to optimize damage. You could make arguments for infused if you say wanted a bigger damage shield, or if you wanted some crossover with the build into pvp, but pure damage is divines. One exception (havent personally tested) is that if you run shadow mundus, the game apparently rounds down and doesnt give you the benefit of the 7th divines piece, so one infused makes sense.

    As to your question about Thief, it does boost spell crit, but it is still not as good as Apprentice (in a good group) or Lover (when solo or 4 man).
  • Nestor
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    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


    Edited by Nestor on January 18, 2018 10:22PM
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  • Kingslayer513
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    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.

    If you already have divines, then stick with them and Apprentice mundus stone. No point switching to infused for basically the same damage (slightly less actually). The Thief mundus does boost both crit chances, but it's not as good as Apprentice.

    What kind of content are you trying to do? PVE? Solo, small group, or trials?
  • Danksta
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    Nestor wrote: »
    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


    Testing one time each on the 3 mil dummy isn't exactly the way to get accurate results.
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  • Asmael
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    Nestor wrote: »
    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


    Testing issues:
    • Magicka sorc with Bound Aegis + Inner light on front bar is advantaging Infused over Divines.
    • Crystal Fragments is a heavily RNG reliant tool
    • Testing does not include the Lover, which is a very strong choice for people who are not clsoe enough to the penetration cap

    More general comments:
    • This covers magicka only and is more likely to be true for magicka sorcerers specifically
    • To say that Infused pulls 1k+ extra DPS is extremely wrong, if this ever happens, someone drastically messed up the testing, because the difference between the two setups with several setups will pull in theory the same numbers with less than a 1% margin (across 8 differents setups using Julianos, Necropotence, Netch's Touch and Burning Spellweave). A 1k DPS difference would be closer to 3%.
    • He also makes the comparison at the end of the video (see 17:10) in which we see that the average of several parses for all different tests done goes from 35.1k to 35.6k, and his results even show that a full Divines setup on a non-pet setup outperforms a mixed Inf/Divines. This is due - again - to magicka sorcerer scaling with maximum magicka more so than other classes, due to pets not getting increased damage with Spell Damage
    • A raid and solo environment may differ depending on buffs in use, more specifically warhorn and powerful assault
    • The gear setup will benefit Infused further if running setups benefitting from Undaunted Mettle (so 5/1/1), on the contrary, pure light armor setups will favor Divines. The reasoning is that it changes the max magicka multipliers, which has no benefit over the spell damage provided by the Apprentice.
    • The difference is so small that choosing between Infused and Divines is going to be mostly irrelevant

    TL;DR: No, Infused does not pull 1k+ DPS over Divines, watch the video again.
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  • WrathOfInnos
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    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.
    Edited by WrathOfInnos on January 19, 2018 12:05AM
  • Nestor
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    Asmael wrote: »
    Snip


    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.
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  • Tasear
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    Only time you want infused
    snip

    So depends muitlipers and race. As such no definite answer when answering people unless you ask important questions.

  • Glockcoma725
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    Thanks all for the input, it is PVE content I'm gearing for. I have switched back to apprentice, and am running full divines. I also found Alcast's Magdk build guide last night, and like it so I'm going to follow it pretty closely. He's good at builds right?
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  • idk
    idk
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    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.

    The mundus is correct. Thief was nerfed in 2017.

    For regen many of the top players are using either of the max health/magicka with magicka regen food. The one from CWC is more costly to craft but offers a small bit more. The one from the Halloween event works just fine. This probably offers a little more overall, and certainly more regen, than doing one regen glyph. However, you do need to add health elsewhere like enchants or attributes to make up for the lower health from the food.
  • Merlin13KAGL
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    Generally most go 7 divines. It depends on your build and your rotation, even the mundus you choose.

    You can always compare the difference directly - you can look at your character sheet with 5/7 and 7/7 and see the difference in Spell Power and max Magicka. Take the spell power difference (infused) and multiply by 10.5 to get the Magicka equivalent.

    A pet build (that is, one that gets most of its damage from pets) will benefit more from stat pool. A Heavy Attack build will benefit more from higher Spell Damage. Essentially all other skills will convert the same way depending on which trait gives the higher equivalent number.

    You can factor in % multipliers, like Spell Damage potions or sets like Necro. However, in either case/trait, you'll find the difference to be very minor.
    Just because you don't like the way something is doesn't necessarily make it wrong...

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  • Asardes
    Asardes
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    Infused is only worth if you want to run Glyph of Prismatic Defense (aka. Tri-Glyph) on your big pieces, which is probably not the case in PvE unless you are a tank, or in PvP if you are a build that wants to block a bit more without sacrificing attribute points for health & stamina (which is quite common for Magicka DK). In both cases you should go with sturdy on small pieces.

    But I assume you are taking about a PvE DPS build, in which case you will need to consider that your damage scales more strongly with spell damage, rather than maximum magicka. Why is that? First, most magicka skills scale on a formula based on spell damage + maximum magicka/10.5, which I'll call "spell power". Infused on the big pieces will boost your maximum magicka only, but divines will boost spell damage if paired with Apprentice mundus. Second, base attacks, such as heavy and light attack from a staff scale differently, on spell damage + maximum magicka/40. And those will make up for about ~15% of your DPS because you will need to weave light attack with every skill, and also do a heavy attack every rotation to be able to sustain.

    So having 53 more spell damage from apprentice to to the 3 extra armor pieces in divines is slightly better than 520 maximum magicka you would get from 3 extra armor pieces in infused. Also DK doesn't have a multiplier for maximum magicka, like Sorcerer. The maximum multiplier you can get is 1.23: 6% from Undaunted Mettle, 7% from slotting Inner Light and 10% from Warhorn, the latter only available in groups. On the other hand, spell damage will get a higher multiplier of 1.25: 20% from major sorcery (ex. Molten Armaments) and 5% from minor sorcery (ex. having a Stamina Templar cast Power of the Light). Which brings the listed values to 67 extra spell damage vs. 640 extra magicka. Also divines comes with increased flexibility, since you can change your buff by simply changing the mundus: if you need more recovery you can get more from Atronach, if you need more penetration - the Lover etc.

    Note that the difference is small in practice. If you can't get that particular piece in divines, you have little reason to fret about it, but if it's part of a crafted set like Law of Julianos, of it's a dropped set like Burning Spellweave and you can change the trait it's worth having it crafted in divines or changing it from infused to divines respectively.
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  • Oreyn_Bearclaw
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    Nestor wrote: »
    Asmael wrote: »
    Snip


    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.

    @Nestor
    TLDR, divines scales better in a raid for the vast majority of magic builds. For solo builds, I think there are valid arguments for infused, but for true PVE endgame, they tend to disappear in a hurry. Look at the build videos put out by the top DPS in the top raids in the game. I assure you, they are all divines.

    You can't use a dummy parse to say something is better than something else. The data can be useful, but you are rarely comparing apples to apples, as a raid environment is going to make certain builds scale better than others.

    All that said, the difference is extremely small, but Divines is technically BIS.
    Edited by Oreyn_Bearclaw on January 19, 2018 6:25PM
  • Everstorm
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    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?

    You are aware that you can not put magicka recovery glyphs on armor parts? They only go on jewelry.

  • Oreyn_Bearclaw
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    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.
    Edited by Oreyn_Bearclaw on January 19, 2018 6:40PM
  • WrathOfInnos
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    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.

    True, nobody should really use the 10.5:1 ratio (I've usually been vocal against the accuracy of this "typical" value, especially post-Morrowind). I was just trying to demonstrate the extreme cases (without being too unreasonable like saying 6 Mage's guild skills slotted).

    Even on pet sorc, which shifts the ratio low due to pet scaling only off Magicka, the ratio was still 10.8:1 last time I calculated it with my rotation. The funny thing about pet sorc, is that it has access to great Magicka buffs (inner light and bound aegis), and needs them more than any other class, but cannot make use of them due to limited bar space. So pet sorc can really only get a Magicka multiplier of about 1.28 if they want to have active skills. This makes an infused piece worth 266.6 max Magicka, or 24.6 spell damage for my pet sorc build. This is still slightly higher than the 22.3 from a piece of divines, but by an insignificant margin.

    Those numbers are assuming raid buffs (minor sorcery and Warhorn) for solo it becomes 245.7 Magicka from infused (22.7 spell damage equivalent) vs 21.4 spell damage from divines.

    I don't think anyone can really notice a difference as small as we are talking here. It would certainly be less than a 0.1% DPS difference, and at most 2% difference in shield strength.

  • Izaki
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    .
    Edited by Izaki on January 22, 2018 1:36AM
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