Lightspeedflashb14_ESO wrote: »Magplars definitely need to be using infused magic big pieces, as purifying ritual only scales with Max magic.
madchuska83 wrote: »I only run infused on my healer and tank. Dps always wears head to toe divines.
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.
Lightspeedflashb14_ESO wrote: »Magplars definitely need to be using infused magic big pieces, as purifying ritual only scales with Max magic.
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.
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?
@Asardes, sooooo, if i use TBS, then i totaly need to stay with 7 divines without questions, right?
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?
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
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..... ???