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https://forums.elderscrollsonline.com/en/discussion/comment/8098811/#Comment_8098811

Infused on big pieces

WickidMexican
WickidMexican
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Is it still 7 divines or can you go infused on big pieces now? Playing as a magplar.
  • Runefang
    Runefang
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    Infused on big is fine now.
  • Lightspeedflashb14_ESO
    Lightspeedflashb14_ESO
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    Magplars definitely need to be using infused magic big pieces, as purifying ritual only scales with Max magic.
  • SirMewser
    SirMewser
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    Depends on what you're building for...

    Infused on big pieces is, without a doubt, very good in most cases.
    For a pet sorc needing max magic with the mage's boon, the benefit is that you would get a bit more magic from an infused enchant than say, full divines (for that extra 22.5%).
    Why max magic?
    Some abilities in game only scale off of max magic and not spell power; pets and shields.

    There are some boons and classes that just couldn't care otherwise.
    It simply isn't necessary for all builds/playstyles.
  • Nestor
    Nestor
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    Other than some Stamina DPS builds, you cant go wrong with Infused on large pieces. In fact StamDPS would probably do just fine with 3/4 infused/divines. Especially now with resource management being a thing again.
    Enjoy the game, life is what you really want to be worried about.

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  • Asardes
    Asardes
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    For a magicka character you get 173.6 extra base magicka out of a maximum magicka glyph on an infused full piece (chest, legs, head). That means that if you are using 3 infused 4 divines, you will get 520.8 extra maximum magicka compared to running full divines. Apprentice mundus gives 238 bases spell damage, 363 with 7 divines, 309.4 with 4 divines. So you are losing 53.6 base spell damage.

    Now let's consider the multipliers for maximum magicka:
    20% Having 100 mage CP allocated
    7% slotting inner light and 2% for slotting each additional Mages Guild passive
    8% slotting Bound Aegis (sorcerer), a siphoning skill (nightblade) or Northern Storm (warden)
    10% from Warhorn
    6% from Undaunted Mettle
    So a multiplier of between 1.33 and 1.53 depending on class, skill setup and group support. That means the extra magicka bonus you get by running 3 infused becomes 692.6 to 796.8. Considering that most skills scale on spell damage + maximum magicka/10.5, that would be equivalent to between 66 and 75.9 spell damage.

    And spell damage:
    20% from Major Sorcery
    5% from Minor Sorcery (if you are Templar or you have one in group)
    2% for every class skill slotted if you are a Sorcerer from Expert Mage passive (not sure if they fixed this but it was bugged at some point giving only around 1%)
    So the spell damage multiplier is between 1.20 and 1.28. This makes the extra spell damage from running full divines between 64.3 and 68.6.

    So mathematically running 3 infused and 4 divines is slightly better than running 7 divines, with Apprentice mundus. The difference is negligible though, since it's only equivalent to less than 20 spell damage, or around 0.3% DPS, considering 3K spell damage and a 40K magicka pool; most builds have more than that, so the difference is even smaller. But divines is still better IMO since it allows you to change mundi. For example in a poorly optimized group that doesn't have Alkosh and stamina Templar DD you can switch to Lover to reach full penetration, which will count more than having a bigger magicka pool or higher spell damage.

    Lover mundus gives 2752, 4196 with 7 divines, 3578 with 4 divines 3 infused. That's a difference of 619 penetration. Considering 11 CP in Spell Erosion for 1097 penetration, 100 by default, 5280 from Major Breach (Elemental Drain) and 4884 from Prodigy, you have 11361 penetration. In the first case, with 7 divines, you will have a total penetration of 15557, and with only 4 divines, 14939. Considering target spell resistance 18200, which is standard for dungeon & trial mobs, the remaining resistance will be 2643 and 3261 respectively. Since mobs are considered to be level 50, their baseline resistance is 50000. Thus, the mitigation from remaining resistance will be 5.28% and 6.52% respectively. In the first case you will be doing 94.72% tool tip damage, and in the second 93.48%. This means a relative 94.72/93.48-1 = 1.33% increase with 7 divines, compared to 4 divines and 3 infused. The 1.33% increase while using Lover mundus is still small, but at least 4 times higher than the <0.3% decrease when using Apprentice mundus.

    So if I had full divines setup I would stick with that for the sake of flexibility. It's much easier, and free to change mundus, than change CP.
    Edited by Asardes on June 20, 2018 2:59PM
    Beta tester since February 2014, played ESO-TU October 2015 - August 2022, currently on an extended break
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  • Sparr0w
    Sparr0w
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    I just run infused chest on everything. But yeh since the scaling changes the difference between infused & divines is negligible. Only really counts if you're running the lover.
    @Sparr0w so I get the notification
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  • FakeFox
    FakeFox
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    Magplars definitely need to be using infused magic big pieces, as purifying ritual only scales with Max magic.

    Well, only if you are using it.
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  • madchuska83
    madchuska83
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    I only run infused on my healer and tank. Dps always wears head to toe divines.
  • Asardes
    Asardes
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    I only run infused on my healer and tank. Dps always wears head to toe divines.

    Tank benefits more from infused since you're most likely running Prismatic on big pieces. Also some healers do that since they're running Whichmother's Brew and want to have reasonable health and also some stamina to block, sprint and break free. Also tank and healer don't really need to change mundus, as they either run Lord (tank) or Atronach (healer, sometimes tank). But if running single stats glyphs, divines is certainly better as I've shown above.
    Beta tester since February 2014, played ESO-TU October 2015 - August 2022, currently on an extended break
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    Draynor Telvanni | 50 Dark Elf Warden | EP AR 20 |
    Claudius Tharn | 50 Necromancer | DC AR 20 |
    Nazura-la the Bonedancer | 50 Necromancer | AD AR 20 |

    Tharkul gro-Shug | 50 Orc Dragonknight | DC AR 4 |
    Ushruka gra-Lhurgash | 50 Orc Sorcerer | AD AR 4 |
    Cienwen ferch Llywelyn | 50 Breton Nightblade | DC AR 4 |
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  • reprosal
    reprosal
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    Nestor wrote: »
    Other than some Stamina DPS builds, you cant go wrong with Infused on large pieces. In fact StamDPS would probably do just fine with 3/4 infused/divines. Especially now with resource management being a thing again.

    How does max resources affect regen? Or do you mean just having a bigger pool to start with?
  • idk
    idk
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    I am only seeing full divines from serious raiders. Have not heard of any of them going to infused on body pieces.
  • Oreyn_Bearclaw
    Oreyn_Bearclaw
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    idk wrote: »
    I am only seeing full divines from serious raiders. Have not heard of any of them going to infused on body pieces.

    LZH has infused big pieces on his latest mageblade build. That's about as serious and meta as it gets.
  • Danksta
    Danksta
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    Magplars definitely need to be using infused magic big pieces, as purifying ritual only scales with Max magic.

    *Purifying Light
    BawKinTackWarDs PS4/NA

  • Sotomaior
    Sotomaior
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    Asardes wrote: »
    For a magicka character you get 173.6 extra base magicka out of a maximum magicka glyph on an infused full piece (chest, legs, head). That means that if you are using 3 infused 4 divines, you will get 520.8 extra maximum magicka compared to running full divines. Apprentice mundus gives 238 bases spell damage, 363 with 7 divines, 309.4 with 4 divines. So you are losing 53.6 base spell damage.

    Now let's consider the multipliers for maximum magicka:
    20% Having 100 mage CP allocated
    7% slotting inner light and 2% for slotting each additional Mages Guild passive
    8% slotting Bound Aegis (sorcerer), a siphoning skill (nightblade) or Northern Storm (warden)
    10% from Warhorn
    6% from Undaunted Mettle
    So a multiplier of between 1.33 and 1.53 depending on class, skill setup and group support. That means the extra magicka bonus you get by running 3 infused becomes 692.6 to 796.8. Considering that most skills scale on spell damage + maximum magicka/10.5, that would be equivalent to between 66 and 75.9 spell damage.

    And spell damage:
    20% from Major Sorcery
    5% from Minor Sorcery (if you are Templar or you have one in group)
    2% for every class skill slotted if you are a Sorcerer from Expert Mage passive (not sure if they fixed this but it was bugged at some point giving only around 1%)
    So the spell damage multiplier is between 1.20 and 1.28. This makes the extra spell damage from running full divines between 64.3 and 68.6.

    So mathematically running 3 infused and 4 divines is slightly better than running 7 divines, with Apprentice mundus. The difference is negligible though, since it's only equivalent to less than 20 spell damage, or around 0.3% DPS, considering 3K spell damage and a 40K magicka pool; most builds have more than that, so the difference is even smaller. But divines is still better IMO since it allows you to change mundi. For example in a poorly optimized group that doesn't have Alkosh and stamina Templar DD you can switch to Lover to reach full penetration, which will count more than having a bigger magicka pool or higher spell damage.

    Lover mundus gives 2752, 4196 with 7 divines, 3578 with 4 divines 3 infused. That's a difference of 619 penetration. Considering 11 CP in Spell Erosion for 1097 penetration, 100 by default, 5280 from Major Breach (Elemental Drain) and 4884 from Prodigy, you have 11361 penetration. In the first case, with 7 divines, you will have a total penetration of 15557, and with only 4 divines, 14939. Considering target spell resistance 18200, which is standard for dungeon & trial mobs, the remaining resistance will be 2643 and 3261 respectively. Since mobs are considered to be level 50, their baseline resistance is 50000. Thus, the mitigation from remaining resistance will be 5.28% and 6.52% respectively. In the first case you will be doing 94.72% tool tip damage, and in the second 93.48%. This means a relative 94.72/93.48-1 = 1.33% increase with 7 divines, compared to 4 divines and 3 infused. The 1.33% increase while using Lover mundus is still small, but at least 4 times higher than the <0.3% decrease when using Apprentice mundus.

    So if I had full divines setup I would stick with that for the sake of flexibility. It's much easier, and free to change mundus, than change CP.

    And what about the thief mundus? Is it better 7 divines for max crit or infused on big pieces?
  • WickidMexican
    WickidMexican
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    Wow lots info. Awesome thanks i went 2 infused with tri enchant. Since my health is a little low with witchmothers.
  • Asardes
    Asardes
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    Sotomaior wrote: »
    Asardes wrote: »
    For a magicka character you get 173.6 extra base magicka out of a maximum magicka glyph on an infused full piece (chest, legs, head). That means that if you are using 3 infused 4 divines, you will get 520.8 extra maximum magicka compared to running full divines. Apprentice mundus gives 238 bases spell damage, 363 with 7 divines, 309.4 with 4 divines. So you are losing 53.6 base spell damage.

    Now let's consider the multipliers for maximum magicka:
    20% Having 100 mage CP allocated
    7% slotting inner light and 2% for slotting each additional Mages Guild passive
    8% slotting Bound Aegis (sorcerer), a siphoning skill (nightblade) or Northern Storm (warden)
    10% from Warhorn
    6% from Undaunted Mettle
    So a multiplier of between 1.33 and 1.53 depending on class, skill setup and group support. That means the extra magicka bonus you get by running 3 infused becomes 692.6 to 796.8. Considering that most skills scale on spell damage + maximum magicka/10.5, that would be equivalent to between 66 and 75.9 spell damage.

    And spell damage:
    20% from Major Sorcery
    5% from Minor Sorcery (if you are Templar or you have one in group)
    2% for every class skill slotted if you are a Sorcerer from Expert Mage passive (not sure if they fixed this but it was bugged at some point giving only around 1%)
    So the spell damage multiplier is between 1.20 and 1.28. This makes the extra spell damage from running full divines between 64.3 and 68.6.

    So mathematically running 3 infused and 4 divines is slightly better than running 7 divines, with Apprentice mundus. The difference is negligible though, since it's only equivalent to less than 20 spell damage, or around 0.3% DPS, considering 3K spell damage and a 40K magicka pool; most builds have more than that, so the difference is even smaller. But divines is still better IMO since it allows you to change mundi. For example in a poorly optimized group that doesn't have Alkosh and stamina Templar DD you can switch to Lover to reach full penetration, which will count more than having a bigger magicka pool or higher spell damage.

    Lover mundus gives 2752, 4196 with 7 divines, 3578 with 4 divines 3 infused. That's a difference of 619 penetration. Considering 11 CP in Spell Erosion for 1097 penetration, 100 by default, 5280 from Major Breach (Elemental Drain) and 4884 from Prodigy, you have 11361 penetration. In the first case, with 7 divines, you will have a total penetration of 15557, and with only 4 divines, 14939. Considering target spell resistance 18200, which is standard for dungeon & trial mobs, the remaining resistance will be 2643 and 3261 respectively. Since mobs are considered to be level 50, their baseline resistance is 50000. Thus, the mitigation from remaining resistance will be 5.28% and 6.52% respectively. In the first case you will be doing 94.72% tool tip damage, and in the second 93.48%. This means a relative 94.72/93.48-1 = 1.33% increase with 7 divines, compared to 4 divines and 3 infused. The 1.33% increase while using Lover mundus is still small, but at least 4 times higher than the <0.3% decrease when using Apprentice mundus.

    So if I had full divines setup I would stick with that for the sake of flexibility. It's much easier, and free to change mundus, than change CP.

    And what about the thief mundus? Is it better 7 divines for max crit or infused on big pieces?

    That's a bit harder to calculate, since the critical multiplier depends a lot on group support, namely Warhorn Major Force. Let's see what that multiplier is.
    150% since critical attacks do 1.5x the tool tip damage by default
    10% Minor Force - with Channeled Acceleration you can now easily have 100% up time on that
    up to 25% from putting CP in Elf Born, let's say typically 20% from putting 56 CP there
    10% for Templar (Aedric Spear: Piercing Spear passive) & NB (Assassination: Hemorrhage passive)
    12% Major Force from Warhorn, you can't have 100% on that buff, but let's say with a well coordinated group you can get to ~85% so you can get ~10% on average.
    A maximum critical multiplier of 2.00, so 1.00 critical bonus damage. This means that every 1% increase in critical rating will translate into a 1% damage increase. It depends a lot on your maximum stats w/o mundus bonuses if that increase compensates for the loss of stats or penetration.

    I've heard of people using Thief mundus with good results if they already have plenty of spell damage, for example by combining Siroria & BSW. Alternatively you can use Mother's Sorrow with BSW front bar, or BSW/Siroria with Mechanical Acuity front bar (if you have a lot of direct damage) to still gain a very high critical rating even if you keep using Apprentice or Lover. So this discussion is less clear cut, since it has many more variables as well as alternatives.
    Beta tester since February 2014, played ESO-TU October 2015 - August 2022, currently on an extended break
    vMA (The Flawless Conqueror) | vVH (Spirit Slayer & of the Undying Song) | vDSA | vAA HM | vHRC HM | vSO HM | vMoL | vAS+1 | Emperor

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    Characters:
    Asardes | 50 Nord Dragonknight | EP AR 50 | Master Crafter: all traits & recipes, all styles released before High Isle
    Alxaril Nelcarion | 50 High Elf Sorcerer | AD AR 20 |
    Dro'Bear Three-paws | 50 Khajiit Nightblade | AD AR 20 |
    Veronique Nicole | 50 Breton Templar | DC AR 20 |
    Sabina Flavia Cosades | 50 Imperial Warden | EP AR 20 |
    Ervesa Neloren | 50 Dark Elf Dragonknight | EP AR 20 |
    Fendar Khodwin | 50 Redguard Sorcerer | DC AR 20 |
    Surilanwe of Lillandril | 50 High Elf Nightblade | AD AR 20 |
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    Draynor Telvanni | 50 Dark Elf Warden | EP AR 20 |
    Claudius Tharn | 50 Necromancer | DC AR 20 |
    Nazura-la the Bonedancer | 50 Necromancer | AD AR 20 |

    Tharkul gro-Shug | 50 Orc Dragonknight | DC AR 4 |
    Ushruka gra-Lhurgash | 50 Orc Sorcerer | AD AR 4 |
    Cienwen ferch Llywelyn | 50 Breton Nightblade | DC AR 4 |
    Plays-with-Sunray | 50 Argonian Templar | EP AR 4 |
    Milariel | 50 Wood Elf Warden | AD AR 4 |
    Scheei-Jul | 50 Necromancer | EP AR 4 |

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  • mocap
    mocap
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    @Asardes, sooooo, if i use TBS, then i totaly need to stay with 7 divines without questions, right?
  • Asardes
    Asardes
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    mocap wrote: »
    @Asardes, sooooo, if i use TBS, then i totaly need to stay with 7 divines without questions, right?

    Yes, you are better off with 7 divines. Not sure about TBS though. That set used to be good back in the day because:
    - Major force used to be multiplicative with other critical bonuses instead of additive (changed in Homestead)
    - both Thief and Shadow used to give much higher bonuses than they do now (changed in Horns of the Reach)
    - there weren't many good sets back in the day, you only had Julianos (Orsinium) and BSW (leveled to CP160 in One Tamriel), but now there are many more sets which are better, both crafted and dropped.
    Edited by Asardes on June 21, 2018 12:37PM
    Beta tester since February 2014, played ESO-TU October 2015 - August 2022, currently on an extended break
    vMA (The Flawless Conqueror) | vVH (Spirit Slayer & of the Undying Song) | vDSA | vAA HM | vHRC HM | vSO HM | vMoL | vAS+1 | Emperor

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    Characters:
    Asardes | 50 Nord Dragonknight | EP AR 50 | Master Crafter: all traits & recipes, all styles released before High Isle
    Alxaril Nelcarion | 50 High Elf Sorcerer | AD AR 20 |
    Dro'Bear Three-paws | 50 Khajiit Nightblade | AD AR 20 |
    Veronique Nicole | 50 Breton Templar | DC AR 20 |
    Sabina Flavia Cosades | 50 Imperial Warden | EP AR 20 |
    Ervesa Neloren | 50 Dark Elf Dragonknight | EP AR 20 |
    Fendar Khodwin | 50 Redguard Sorcerer | DC AR 20 |
    Surilanwe of Lillandril | 50 High Elf Nightblade | AD AR 20 |
    Joleen the Swift | 50 Redguard Templar | DC AR 20 |
    Draynor Telvanni | 50 Dark Elf Warden | EP AR 20 |
    Claudius Tharn | 50 Necromancer | DC AR 20 |
    Nazura-la the Bonedancer | 50 Necromancer | AD AR 20 |

    Tharkul gro-Shug | 50 Orc Dragonknight | DC AR 4 |
    Ushruka gra-Lhurgash | 50 Orc Sorcerer | AD AR 4 |
    Cienwen ferch Llywelyn | 50 Breton Nightblade | DC AR 4 |
    Plays-with-Sunray | 50 Argonian Templar | EP AR 4 |
    Milariel | 50 Wood Elf Warden | AD AR 4 |
    Scheei-Jul | 50 Necromancer | EP AR 4 |

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    Characters:
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  • FearAndPatching
    FearAndPatching
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    I run prismatic enchant on chest piece and legs on my magsorc for trials, hitting 42k on him self buffed currently with full divines. After reading this I’m debating switching chest and legs to infused. Can anyone confirm if it’s beneficially to run infused on big pieces if you run prismatic enchant on DPS?
    Xbox NA Aldmeri Dominion 1,000 CP+

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  • Asardes
    Asardes
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    Running prismatic defense glyphs is a net DPS loss if you are a PvE DD. It's useful in PvP, on PvE tank, and healer as I explained above.
    Beta tester since February 2014, played ESO-TU October 2015 - August 2022, currently on an extended break
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  • Nestor
    Nestor
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    reprosal wrote: »
    Nestor wrote: »
    Other than some Stamina DPS builds, you cant go wrong with Infused on large pieces. In fact StamDPS would probably do just fine with 3/4 infused/divines. Especially now with resource management being a thing again.

    How does max resources affect regen? Or do you mean just having a bigger pool to start with?

    Resource management is made up of four things:

    1. Amount you have in the pool
    2. Regeneration
    3. Skill Cost
    4. Rotation

    Proper management depends on your playstyle, your build, your gear, and whether your Solo or Group. Choose the method that allows you to do your job without running out of resources before the fight is over.

    And more that anything else, what management method works for one player may not work for another.

    And remember, if you have no resources, you have little to no DPS
    Enjoy the game, life is what you really want to be worried about.

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  • reprosal
    reprosal
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    Nestor wrote: »
    reprosal wrote: »
    Nestor wrote: »
    Other than some Stamina DPS builds, you cant go wrong with Infused on large pieces. In fact StamDPS would probably do just fine with 3/4 infused/divines. Especially now with resource management being a thing again.

    How does max resources affect regen? Or do you mean just having a bigger pool to start with?

    Resource management is made up of four things:

    1. Amount you have in the pool
    2. Regeneration
    3. Skill Cost
    4. Rotation

    Proper management depends on your playstyle, your build, your gear, and whether your Solo or Group. Choose the method that allows you to do your job without running out of resources before the fight is over.

    And more that anything else, what management method works for one player may not work for another.

    And remember, if you have no resources, you have little to no DPS

    Oh I realize this fully. But people saying that max stam being lower reduces your sustain makes me confused. It literally does not change your recovery or your skill cost so..... ???
  • Oreyn_Bearclaw
    Oreyn_Bearclaw
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    ✭✭✭✭✭
    reprosal wrote: »
    Nestor wrote: »
    reprosal wrote: »
    Nestor wrote: »
    Other than some Stamina DPS builds, you cant go wrong with Infused on large pieces. In fact StamDPS would probably do just fine with 3/4 infused/divines. Especially now with resource management being a thing again.

    How does max resources affect regen? Or do you mean just having a bigger pool to start with?

    Resource management is made up of four things:

    1. Amount you have in the pool
    2. Regeneration
    3. Skill Cost
    4. Rotation

    Proper management depends on your playstyle, your build, your gear, and whether your Solo or Group. Choose the method that allows you to do your job without running out of resources before the fight is over.

    And more that anything else, what management method works for one player may not work for another.

    And remember, if you have no resources, you have little to no DPS

    Oh I realize this fully. But people saying that max stam being lower reduces your sustain makes me confused. It literally does not change your recovery or your skill cost so..... ???

    Well most builds aren’t equal in terms of resource recovery and resource drain. Assuming you drain is a little higher than you recovery, more resources means you can sustain the rotation longer. It also means more damage, which shortens the fight, so it indirectly helps there as well.
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