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MATH WARNING!: Thoughts/Findings regarding Shield Spell/Physical/Critical Resist

PathwayM
PathwayM
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I posted a poll here to try and gather information about the average spell penetration you might find on a medium armor PvP dps in Cyrodiil here:

https://forums.elderscrollsonline.com/en/discussion/437742/how-much-penetration-is-just-right-d#latest

While most of the feedback there was pretty useless and filled with innuendo, I was really just trying to confirm a suspicion that I had where most stam DPS generally sat around 6-7k Physical Penetration in Cyrodiil.

Why does this matter? Well, according to the patch notes, shields can now receive critical damage and benefit from your character's resistance stats.

On average, in full legendary gear with all relevant passives (assuming no relevant armor/spell resist buffs from sets), a magicka character will have somewhere in the realm of 11.6k Spell Resist and 9.8k Physical Resistance (unbuffed). This correlates to roughly 18% and 15% mitigation respectively. Now, while this is easily penetrated by many magicka builds to result in 0% bonus mitigation on the shields, many current stamina DPS setups in PvP seem to have around 6-7k penetration (without Major/Minor Fracture). This will result in the shields seeming roughly 5-8% stronger on average due to remaining armor/spell resist.

But what about crits you ask? Ahah now that's where the big changes are! In a CP-enabled campaign it isn't uncommon for a character to have anywhere between 70-90% increased critical damage. Of course accounting for 7 Impen, and 42 Points in the resistant CP passive yields roughly 2900 critical resist, or -44% Enemy critical damage taken. (Which is pretty high)

This now means that shields can be expected to take roughly (((1-0.065)*(1+((80-44)/100)))-1)*100 = 27% More damage on average from stamina DPS.

This greatly changes though when the shield caster is in heavy armor. Let's assume the shield caster in this case has 27k unbuffed armor and spell resist with the same critical resistance against an opponent with roughly 80% critical hit damage. With 27k Armor and Spell resist granting roughly 41% mitigation.

We now run into a situation closer to (((1-0.41)*(1+((80-44)/100)))-1)*100 = -19.76% Damage.

While I'm not sure how useful this information is, it definitely shows that users in light armor are going to greatly suffer increased damage against their shields than ever before on average; while heavy armor users will notice a massive improvement to shield strength in general.

Also, keep in mind, the math here is very rough and many assumptions are made for the purposes of generalizing. I found this pretty interesting.
  • usmguy1234
    usmguy1234
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    PathwayM wrote: »
    I posted a poll here to try and gather information about the average spell penetration you might find on a medium armor PvP dps in Cyrodiil here:

    https://forums.elderscrollsonline.com/en/discussion/437742/how-much-penetration-is-just-right-d#latest

    While most of the feedback there was pretty useless and filled with innuendo, I was really just trying to confirm a suspicion that I had where most stam DPS generally sat around 6-7k Physical Penetration in Cyrodiil.

    Why does this matter? Well, according to the patch notes, shields can now receive critical damage and benefit from your character's resistance stats.

    On average, in full legendary gear with all relevant passives (assuming no relevant armor/spell resist buffs from sets), a magicka character will have somewhere in the realm of 11.6k Spell Resist and 9.8k Physical Resistance (unbuffed). This correlates to roughly 18% and 15% mitigation respectively. Now, while this is easily penetrated by many magicka builds to result in 0% bonus mitigation on the shields, many current stamina DPS setups in PvP seem to have around 6-7k penetration (without Major/Minor Fracture). This will result in the shields seeming roughly 5-8% stronger on average due to remaining armor/spell resist.

    But what about crits you ask? Ahah now that's where the big changes are! In a CP-enabled campaign it isn't uncommon for a character to have anywhere between 70-90% increased critical damage. Of course accounting for 7 Impen, and 42 Points in the resistant CP passive yields roughly 2900 critical resist, or -44% Enemy critical damage taken. (Which is pretty high)

    This now means that shields can be expected to take roughly (((1-0.065)*(1+((80-44)/100)))-1)*100 = 27% More damage on average from stamina DPS.

    This greatly changes though when the shield caster is in heavy armor. Let's assume the shield caster in this case has 27k unbuffed armor and spell resist with the same critical resistance against an opponent with roughly 80% critical hit damage. With 27k Armor and Spell resist granting roughly 41% mitigation.

    We now run into a situation closer to (((1-0.41)*(1+((80-44)/100)))-1)*100 = -19.76% Damage.

    While I'm not sure how useful this information is, it definitely shows that users in light armor are going to greatly suffer increased damage against their shields than ever before on average; while heavy armor users will notice a massive improvement to shield strength in general.

    Also, keep in mind, the math here is very rough and many assumptions are made for the purposes of generalizing. I found this pretty interesting.

    You also need to take in to account the amount of stats that a person in heavy armor will have. If it's health based, the sky is the limit. If it's magicka based, I couldn't see more than around 35k mag... so roughly 7-8k shield depending on the shield. However, the outlier will be healing ward which might create some interesting "situations."
    Zaghigoth- Orc Stamplar
    Soul Razor- Altmer Magsorc
    Les Drago- Redguard Stamdk
    Eirius- Altmer Magdk
    Stormifeth- Altmer Magplar

    Disclaimer: My comments are a little sarcasm mixed with truth. If you can't handle that don't respond to me.

  • PathwayM
    PathwayM
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    usmguy1234 wrote: »
    PathwayM wrote: »
    ...

    You also need to take in to account the amount of stats that a person in heavy armor will have. If it's health based, the sky is the limit. If it's magicka based, I couldn't see more than around 35k mag... so roughly 7-8k shield depending on the shield. However, the outlier will be healing ward which might create some interesting "situations."

    This is why I kept everything based on percentages. I didn't account for the total strength of the shield at all but instead how much average increased damage would be received.
  • usmguy1234
    usmguy1234
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    PathwayM wrote: »
    usmguy1234 wrote: »
    PathwayM wrote: »
    ...

    You also need to take in to account the amount of stats that a person in heavy armor will have. If it's health based, the sky is the limit. If it's magicka based, I couldn't see more than around 35k mag... so roughly 7-8k shield depending on the shield. However, the outlier will be healing ward which might create some interesting "situations."

    This is why I kept everything based on percentages. I didn't account for the total strength of the shield at all but instead how much average increased damage would be received.

    I'm just sitting here imagining someone wearing pariah casting healing ward...
    Zaghigoth- Orc Stamplar
    Soul Razor- Altmer Magsorc
    Les Drago- Redguard Stamdk
    Eirius- Altmer Magdk
    Stormifeth- Altmer Magplar

    Disclaimer: My comments are a little sarcasm mixed with truth. If you can't handle that don't respond to me.

  • PathwayM
    PathwayM
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    usmguy1234 wrote: »
    PathwayM wrote: »
    usmguy1234 wrote: »
    PathwayM wrote: »
    ...

    You also need to take in to account the amount of stats that a person in heavy armor will have. If it's health based, the sky is the limit. If it's magicka based, I couldn't see more than around 35k mag... so roughly 7-8k shield depending on the shield. However, the outlier will be healing ward which might create some interesting "situations."

    This is why I kept everything based on percentages. I didn't account for the total strength of the shield at all but instead how much average increased damage would be received.

    I'm just sitting here imagining someone wearing pariah casting healing ward...

    B)
  • idk
    idk
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    I am not saying OP is wrong by the forums is not the best sampling for the type of information (s)he is working with.

    More so, I do not see why someone would choose to use a shield very often in PvP with the 1 second activation time. It is essentially asking to be killed quickly.
  • Galarthor
    Galarthor
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    It's a stupid idea to have shields be affected by resistences when tanky heavy armor builds have the highest resistences.

    Make it scale with the number of light armor pieces worn. Or at least make it a passive of the "when using 5 or more ..." kind.

    As for having shields critted: either have shields themselves crit just like heals OR adjust shield size upwards accordingly OR don't have them be critted (there is a reason they couldn't be critted, even though the stamblade forum warriors and the new stamblade dev don't want to understand/admit that).
  • katorga
    katorga
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    Steadfast ward with pariah might be neat -> block for the psijiik shield -> boom right into deep thoughts for another 30% mitigation while you face tank and regen stats.

    Or Steadfast ward with undeath passive -> elusive mist for another 75% mitigation.

    Reality, ZOS digs in their heals on their dumb idea and goes whole hog with 1 second cast times on all shields to solve the newly created problem of the now overpowered heavy armor/damage reduction insta-cast shields.

    Or maybe its finally time to apply battle spirit to armor and reduce it by 50% in pvp, lol.

    There was actually coherent reasoning behind why shields had no armor mitigation or crit damage.Throwing that out on a whim is going to cause all sorts of unintended imbalances.
    Edited by katorga on September 25, 2018 7:41PM
  • PathwayM
    PathwayM
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    idk wrote: »
    I am not saying OP is wrong by the forums is not the best sampling for the type of information (s)he is working with.

    More so, I do not see why someone would choose to use a shield very often in PvP with the 1 second activation time. It is essentially asking to be killed quickly.

    Regarding the first point, yep definitely, I took the poll with a grain of salt and leaned more on my experience with PvP in general.

    Regarding the 2nd point, yes, you are correct, but this was just more about understanding the other changes to shields because there are other shields in the game that behave differently as a result of the resistance changes. For example: blazing shield, barrier, and bone shield all come to mind :)
    katorga wrote: »
    Steadfast ward with pariah might be neat -> block for the psijiik shield -> boom right into deep thoughts for another 30% mitigation while you face tank and regen stats.

    Or Steadfast ward with undeath passive -> elusive mist for another 75% mitigation.

    Reality, ZOS digs in their heals on their dumb idea and goes whole hog with 1 second cast times on all shields to solve the newly created problem of the now overpowered heavy armor/damage reduction insta-cast shields.

    Or maybe its finally time to apply battle spirit to armor and reduce it by 50% in pvp, lol.

    There was actually coherent reasoning behind why shields had no armor mitigation or crit damage.Throwing that out on a whim is going to cause all sorts of unintended imbalances.

    Keep in mind that the only shield that would probably be considered OP with heavy armor (if the build would even be viable) would be Hardened ward as harness is locked to 5 light armor :)
  • Minno
    Minno
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    Ultimately its a means to an end. Your damage, after reduced by armor+other percentage based mitigation, will then be subtracted by the shield value. Bleeds ignore armor, so unless you have things like minor/major protection, then that dot is hitting your shield at full value.

    Block goes after this; light armor users running SNB/ice staff backbar might see a decent return, since it's 50% off base block and another 20% roughly. But dots drain your stam in block.

    High crit resist will be the best supplement to your defense. On it's own, while it reduces your enemy's potential on crits, you still have to deal with those high dmg tooltips coming in. Though crit resist+major protection are arguably the better defenses against bleeds. If your taget has terrible crit dmg and crit chance, but obscene dmg tooltips, you might be able to stop extra dmg but not the original source.

    Can you get high resists with light armor? Yes (chudan/pirate, pariah, fort brass, protective). Chudan/pirate is 21k with 5/1/1 with heavy on chest. But negated by bleeds and higher pene builds.

    Can you use a quicker shield? yes but can be smaller than the cost justifies. Though with above, you can soak the first hit, then reposition to soak the pressure dmg.

    Overall it's a good change; forces defense diversity.
    Minno - DC - Forum-plar Extraordinaire
    - Guild-lead for MV
    - Filthy Casual
  • PathwayM
    PathwayM
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    Minno wrote: »
    Ultimately its a means to an end. Your damage, after reduced by armor+other percentage based mitigation, will then be subtracted by the shield value. Bleeds ignore armor, so unless you have things like minor/major protection, then that dot is hitting your shield at full value.

    Block goes after this; light armor users running SNB/ice staff backbar might see a decent return, since it's 50% off base block and another 20% roughly. But dots drain your stam in block.

    High crit resist will be the best supplement to your defense. On it's own, while it reduces your enemy's potential on crits, you still have to deal with those high dmg tooltips coming in. Though crit resist+major protection are arguably the better defenses against bleeds. If your taget has terrible crit dmg and crit chance, but obscene dmg tooltips, you might be able to stop extra dmg but not the original source.

    Can you get high resists with light armor? Yes (chudan/pirate, pariah, fort brass, protective). Chudan/pirate is 21k with 5/1/1 with heavy on chest. But negated by bleeds and higher pene builds.

    Can you use a quicker shield? yes but can be smaller than the cost justifies. Though with above, you can soak the first hit, then reposition to soak the pressure dmg.

    Overall it's a good change; forces defense diversity.

    Honestly, I'm kind of intrigued by all of the shield changes and how it will force playstyles to adapt. I've mained a magicka sorc since release and have no intentions of scrapping it. In my opinion it will be a breath of fresh air havng to adapt to a different playstyle. I think it's still too early to tell whether or not magicka sorc will be good, but either way it should be quite a bit more fun and refreshing to play with the new changes.
  • Dymence
    Dymence
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    TL;DR the amount of pen people have in PVP cancel out the "buff" shields get from resistances, now giving us shields that can be crit and have a 1 second cast time on top of that. Gonna be a great patch for light armor builds
  • PathwayM
    PathwayM
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    Dymence wrote: »
    TL;DR the amount of pen people have in PVP cancel out the "buff" shields get from resistances, now giving us shields that can be crit and have a 1 second cast time on top of that. Gonna be a great patch for light armor builds

    Sure, assuming you still run the same build as last patch. I would probably recommend changing things up though :D
  • Dymence
    Dymence
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    PathwayM wrote: »
    Dymence wrote: »
    TL;DR the amount of pen people have in PVP cancel out the "buff" shields get from resistances, now giving us shields that can be crit and have a 1 second cast time on top of that. Gonna be a great patch for light armor builds

    Sure, assuming you still run the same build as last patch. I would probably recommend changing things up though :D

    No matter what you "change up" you're gonna be 10 times weaker doing that in a game where magicka builds are already inferior to stamina. Sounds like a great balance patch
  • Minno
    Minno
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    Dymence wrote: »
    PathwayM wrote: »
    Dymence wrote: »
    TL;DR the amount of pen people have in PVP cancel out the "buff" shields get from resistances, now giving us shields that can be crit and have a 1 second cast time on top of that. Gonna be a great patch for light armor builds

    Sure, assuming you still run the same build as last patch. I would probably recommend changing things up though :D

    No matter what you "change up" you're gonna be 10 times weaker doing that in a game where magicka builds are already inferior to stamina. Sounds like a great balance patch

    How much penetration is everyone actually running? Maces, major/minor pen drops 16k LA to an 11% mitigation, but that's 11% mitigation protecting the shield where none was available (assuming you ignore major protection, minor pro, etc.)

    Not as much as heavy however, but there are some set combos that result in higher defensive LA players while you shift your offense off the sets (and there are those that go entirely offensive). The PVP defense set thread is really helpful there.
    Minno - DC - Forum-plar Extraordinaire
    - Guild-lead for MV
    - Filthy Casual
  • Jeezye
    Jeezye
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    usmguy1234 wrote: »
    PathwayM wrote: »
    usmguy1234 wrote: »
    PathwayM wrote: »
    ...

    You also need to take in to account the amount of stats that a person in heavy armor will have. If it's health based, the sky is the limit. If it's magicka based, I couldn't see more than around 35k mag... so roughly 7-8k shield depending on the shield. However, the outlier will be healing ward which might create some interesting "situations."

    This is why I kept everything based on percentages. I didn't account for the total strength of the shield at all but instead how much average increased damage would be received.

    I'm just sitting here imagining someone wearing pariah casting healing ward...

    That was exactly my thoughts lol. Yeah in some way its just wrong that heavy armor benefits from shields when they are actually designed to aid light armor. Yet one has to take into account max mag also increases shield sice, thus increasing their potency relative to resistances. However, LA doesn't get a direct buff to max magicka, which is kinda weird.
  • Jeezye
    Jeezye
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    PathwayM wrote: »
    On average, in full legendary gear with all relevant passives (assuming no relevant armor/spell resist buffs from sets), a magicka character will have somewhere in the realm of 11.6k Spell Resist and 9.8k Physical Resistance (unbuffed). This correlates to roughly 18% and 15% mitigation respectively. Now, while this is easily penetrated by many magicka builds to result in 0% bonus mitigation on the shields, many current stamina DPS setups in PvP seem to have around 6-7k penetration (without Major/Minor Fracture). This will result in the shields seeming roughly 5-8% stronger on average due to remaining armor/spell resist.

    This is just plain wrong. You can't compare light armor unbuffed with heavy armor buffed and say light armor sucks. I can easily achieve 20k+ resistances on LA, even up to hard cap if I build accordingly. Someone that is running less that 10k resistances is supposed to die in literally a second, since he doesn't even invest into keeping his major resistances buffs up.

    Also, a 1,9 critical multiplier is A LOT, that is 40% additional crit damage from external sources. Most people run more like 1,7 (16 trough CP, maybe minor crit buffs through psijic with limited uptime). And critchance is usually around 40%. This puts critical damage at 12% more average damage, where as a common build runs 20k resistances, thus mitigating 15% damage againt a player with 10k penetrations.

    Of course one can juggle around with the numbers, but on average they are pretty even.
  • SirDopey
    SirDopey
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    PathwayM wrote: »
    I posted a poll here to try and gather information about the average spell penetration you might find on a medium armor PvP dps in Cyrodiil here:

    https://forums.elderscrollsonline.com/en/discussion/437742/how-much-penetration-is-just-right-d#latest

    While most of the feedback there was pretty useless and filled with innuendo, I was really just trying to confirm a suspicion that I had where most stam DPS generally sat around 6-7k Physical Penetration in Cyrodiil.

    Why does this matter? Well, according to the patch notes, shields can now receive critical damage and benefit from your character's resistance stats.

    On average, in full legendary gear with all relevant passives (assuming no relevant armor/spell resist buffs from sets), a magicka character will have somewhere in the realm of 11.6k Spell Resist and 9.8k Physical Resistance (unbuffed). This correlates to roughly 18% and 15% mitigation respectively. Now, while this is easily penetrated by many magicka builds to result in 0% bonus mitigation on the shields, many current stamina DPS setups in PvP seem to have around 6-7k penetration (without Major/Minor Fracture). This will result in the shields seeming roughly 5-8% stronger on average due to remaining armor/spell resist.

    But what about crits you ask? Ahah now that's where the big changes are! In a CP-enabled campaign it isn't uncommon for a character to have anywhere between 70-90% increased critical damage. Of course accounting for 7 Impen, and 42 Points in the resistant CP passive yields roughly 2900 critical resist, or -44% Enemy critical damage taken. (Which is pretty high)

    This now means that shields can be expected to take roughly (((1-0.065)*(1+((80-44)/100)))-1)*100 = 27% More damage on average from stamina DPS.

    This greatly changes though when the shield caster is in heavy armor. Let's assume the shield caster in this case has 27k unbuffed armor and spell resist with the same critical resistance against an opponent with roughly 80% critical hit damage. With 27k Armor and Spell resist granting roughly 41% mitigation.

    We now run into a situation closer to (((1-0.41)*(1+((80-44)/100)))-1)*100 = -19.76% Damage.

    While I'm not sure how useful this information is, it definitely shows that users in light armor are going to greatly suffer increased damage against their shields than ever before on average; while heavy armor users will notice a massive improvement to shield strength in general.

    Also, keep in mind, the math here is very rough and many assumptions are made for the purposes of generalizing. I found this pretty interesting.

    Yeah, but how much more powerful will shields be on light armor builds wearing fortified brass or armor master?

    OR running 1 pirate skeleton 1 Chuldon

    OR running protective jewlery

    OR Combining all of that!!
    NA PC | AD
    xx Doc Holliday xx
  • SirDopey
    SirDopey
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    What I would like to know is does the resistance cap come into play for Shields or not? We know you can push Resistance to beyond 40k but there's no point due to resistance cap, but does this carry over to shields?
    NA PC | AD
    xx Doc Holliday xx
  • Minno
    Minno
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    SirDopey wrote: »
    PathwayM wrote: »
    I posted a poll here to try and gather information about the average spell penetration you might find on a medium armor PvP dps in Cyrodiil here:

    https://forums.elderscrollsonline.com/en/discussion/437742/how-much-penetration-is-just-right-d#latest

    While most of the feedback there was pretty useless and filled with innuendo, I was really just trying to confirm a suspicion that I had where most stam DPS generally sat around 6-7k Physical Penetration in Cyrodiil.

    Why does this matter? Well, according to the patch notes, shields can now receive critical damage and benefit from your character's resistance stats.

    On average, in full legendary gear with all relevant passives (assuming no relevant armor/spell resist buffs from sets), a magicka character will have somewhere in the realm of 11.6k Spell Resist and 9.8k Physical Resistance (unbuffed). This correlates to roughly 18% and 15% mitigation respectively. Now, while this is easily penetrated by many magicka builds to result in 0% bonus mitigation on the shields, many current stamina DPS setups in PvP seem to have around 6-7k penetration (without Major/Minor Fracture). This will result in the shields seeming roughly 5-8% stronger on average due to remaining armor/spell resist.

    But what about crits you ask? Ahah now that's where the big changes are! In a CP-enabled campaign it isn't uncommon for a character to have anywhere between 70-90% increased critical damage. Of course accounting for 7 Impen, and 42 Points in the resistant CP passive yields roughly 2900 critical resist, or -44% Enemy critical damage taken. (Which is pretty high)

    This now means that shields can be expected to take roughly (((1-0.065)*(1+((80-44)/100)))-1)*100 = 27% More damage on average from stamina DPS.

    This greatly changes though when the shield caster is in heavy armor. Let's assume the shield caster in this case has 27k unbuffed armor and spell resist with the same critical resistance against an opponent with roughly 80% critical hit damage. With 27k Armor and Spell resist granting roughly 41% mitigation.

    We now run into a situation closer to (((1-0.41)*(1+((80-44)/100)))-1)*100 = -19.76% Damage.

    While I'm not sure how useful this information is, it definitely shows that users in light armor are going to greatly suffer increased damage against their shields than ever before on average; while heavy armor users will notice a massive improvement to shield strength in general.

    Also, keep in mind, the math here is very rough and many assumptions are made for the purposes of generalizing. I found this pretty interesting.

    Yeah, but how much more powerful will shields be on light armor builds wearing fortified brass or armor master?

    OR running 1 pirate skeleton 1 Chuldon

    OR running protective jewlery

    OR Combining all of that!!

    Use pirate/chudan if you don't like any other monster set. Requires more burst in your skillbar or on your other sets.

    Use protective if you love your offensive monster set but also want to fit two 5pc offensive/regen sets.

    don't use fort unless you don't have protective/pirate+chudan (nooblets)

    Armor master is a subpar version of pariah due to the armor skill requirement but decent enough.
    Minno - DC - Forum-plar Extraordinaire
    - Guild-lead for MV
    - Filthy Casual
  • katorga
    katorga
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    Keep in mind that the only shield that would probably be considered OP with heavy armor (if the build would even be viable) would be Hardened ward as harness is locked to 5 light armor

    Nobody will use those with cast time. Steadfast ward triples size based on missing health and pariah set boosts armor based on missing health, making the shield effectively stronger. A 10K shield plus major protection is now 13K, plus capped armor mitigation minus average penetration is equivalent to about an 16K shield - on an already tanky target. Crit doesn't matter. The shield effectively absorbs X damage, crit, non-crit whatever. It still absorbs X.

    You don't have to use a magicka scaling shield, assume a 5K bone shield, and your up to around an 8.5K effective shield. Throw evasion on top of all that and your around a 10K shield for aoe damage. Actually a nice buff for pve tanks with decent shield skills, but it will cause wailing and gnashing of teeth in pvp.

    Hence, they didn't think this out, and will be nerfing all the shields soon.
    Edited by katorga on September 25, 2018 10:42PM
  • Dymence
    Dymence
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    SirDopey wrote: »
    PathwayM wrote: »
    I posted a poll here to try and gather information about the average spell penetration you might find on a medium armor PvP dps in Cyrodiil here:

    https://forums.elderscrollsonline.com/en/discussion/437742/how-much-penetration-is-just-right-d#latest

    While most of the feedback there was pretty useless and filled with innuendo, I was really just trying to confirm a suspicion that I had where most stam DPS generally sat around 6-7k Physical Penetration in Cyrodiil.

    Why does this matter? Well, according to the patch notes, shields can now receive critical damage and benefit from your character's resistance stats.

    On average, in full legendary gear with all relevant passives (assuming no relevant armor/spell resist buffs from sets), a magicka character will have somewhere in the realm of 11.6k Spell Resist and 9.8k Physical Resistance (unbuffed). This correlates to roughly 18% and 15% mitigation respectively. Now, while this is easily penetrated by many magicka builds to result in 0% bonus mitigation on the shields, many current stamina DPS setups in PvP seem to have around 6-7k penetration (without Major/Minor Fracture). This will result in the shields seeming roughly 5-8% stronger on average due to remaining armor/spell resist.

    But what about crits you ask? Ahah now that's where the big changes are! In a CP-enabled campaign it isn't uncommon for a character to have anywhere between 70-90% increased critical damage. Of course accounting for 7 Impen, and 42 Points in the resistant CP passive yields roughly 2900 critical resist, or -44% Enemy critical damage taken. (Which is pretty high)

    This now means that shields can be expected to take roughly (((1-0.065)*(1+((80-44)/100)))-1)*100 = 27% More damage on average from stamina DPS.

    This greatly changes though when the shield caster is in heavy armor. Let's assume the shield caster in this case has 27k unbuffed armor and spell resist with the same critical resistance against an opponent with roughly 80% critical hit damage. With 27k Armor and Spell resist granting roughly 41% mitigation.

    We now run into a situation closer to (((1-0.41)*(1+((80-44)/100)))-1)*100 = -19.76% Damage.

    While I'm not sure how useful this information is, it definitely shows that users in light armor are going to greatly suffer increased damage against their shields than ever before on average; while heavy armor users will notice a massive improvement to shield strength in general.

    Also, keep in mind, the math here is very rough and many assumptions are made for the purposes of generalizing. I found this pretty interesting.

    Yeah, but how much more powerful will shields be on light armor builds wearing fortified brass or armor master?

    OR running 1 pirate skeleton 1 Chuldon

    OR running protective jewlery

    OR Combining all of that!!

    Yeah imagine all of that, your shields still melting, and you dealing so little damage that you might end up healing your opponent.
  • SirDopey
    SirDopey
    ✭✭✭✭✭
    Dymence wrote: »
    SirDopey wrote: »
    PathwayM wrote: »
    I posted a poll here to try and gather information about the average spell penetration you might find on a medium armor PvP dps in Cyrodiil here:

    https://forums.elderscrollsonline.com/en/discussion/437742/how-much-penetration-is-just-right-d#latest

    While most of the feedback there was pretty useless and filled with innuendo, I was really just trying to confirm a suspicion that I had where most stam DPS generally sat around 6-7k Physical Penetration in Cyrodiil.

    Why does this matter? Well, according to the patch notes, shields can now receive critical damage and benefit from your character's resistance stats.

    On average, in full legendary gear with all relevant passives (assuming no relevant armor/spell resist buffs from sets), a magicka character will have somewhere in the realm of 11.6k Spell Resist and 9.8k Physical Resistance (unbuffed). This correlates to roughly 18% and 15% mitigation respectively. Now, while this is easily penetrated by many magicka builds to result in 0% bonus mitigation on the shields, many current stamina DPS setups in PvP seem to have around 6-7k penetration (without Major/Minor Fracture). This will result in the shields seeming roughly 5-8% stronger on average due to remaining armor/spell resist.

    But what about crits you ask? Ahah now that's where the big changes are! In a CP-enabled campaign it isn't uncommon for a character to have anywhere between 70-90% increased critical damage. Of course accounting for 7 Impen, and 42 Points in the resistant CP passive yields roughly 2900 critical resist, or -44% Enemy critical damage taken. (Which is pretty high)

    This now means that shields can be expected to take roughly (((1-0.065)*(1+((80-44)/100)))-1)*100 = 27% More damage on average from stamina DPS.

    This greatly changes though when the shield caster is in heavy armor. Let's assume the shield caster in this case has 27k unbuffed armor and spell resist with the same critical resistance against an opponent with roughly 80% critical hit damage. With 27k Armor and Spell resist granting roughly 41% mitigation.

    We now run into a situation closer to (((1-0.41)*(1+((80-44)/100)))-1)*100 = -19.76% Damage.

    While I'm not sure how useful this information is, it definitely shows that users in light armor are going to greatly suffer increased damage against their shields than ever before on average; while heavy armor users will notice a massive improvement to shield strength in general.

    Also, keep in mind, the math here is very rough and many assumptions are made for the purposes of generalizing. I found this pretty interesting.

    Yeah, but how much more powerful will shields be on light armor builds wearing fortified brass or armor master?

    OR running 1 pirate skeleton 1 Chuldon

    OR running protective jewlery

    OR Combining all of that!!

    Yeah imagine all of that, your shields still melting, and you dealing so little damage that you might end up healing your opponent.

    Yeah but people will, we already have tanks in Cyro with insane mitigation that do no damage but annoy groups of players. Add a shield plus all that mitigation and it'll be an even bigger annoyance
    NA PC | AD
    xx Doc Holliday xx
  • Mystrius_Archaion
    Mystrius_Archaion
    ✭✭✭✭✭
    SirDopey wrote: »
    Dymence wrote: »
    SirDopey wrote: »
    PathwayM wrote: »
    I posted a poll here to try and gather information about the average spell penetration you might find on a medium armor PvP dps in Cyrodiil here:

    https://forums.elderscrollsonline.com/en/discussion/437742/how-much-penetration-is-just-right-d#latest

    While most of the feedback there was pretty useless and filled with innuendo, I was really just trying to confirm a suspicion that I had where most stam DPS generally sat around 6-7k Physical Penetration in Cyrodiil.

    Why does this matter? Well, according to the patch notes, shields can now receive critical damage and benefit from your character's resistance stats.

    On average, in full legendary gear with all relevant passives (assuming no relevant armor/spell resist buffs from sets), a magicka character will have somewhere in the realm of 11.6k Spell Resist and 9.8k Physical Resistance (unbuffed). This correlates to roughly 18% and 15% mitigation respectively. Now, while this is easily penetrated by many magicka builds to result in 0% bonus mitigation on the shields, many current stamina DPS setups in PvP seem to have around 6-7k penetration (without Major/Minor Fracture). This will result in the shields seeming roughly 5-8% stronger on average due to remaining armor/spell resist.

    But what about crits you ask? Ahah now that's where the big changes are! In a CP-enabled campaign it isn't uncommon for a character to have anywhere between 70-90% increased critical damage. Of course accounting for 7 Impen, and 42 Points in the resistant CP passive yields roughly 2900 critical resist, or -44% Enemy critical damage taken. (Which is pretty high)

    This now means that shields can be expected to take roughly (((1-0.065)*(1+((80-44)/100)))-1)*100 = 27% More damage on average from stamina DPS.

    This greatly changes though when the shield caster is in heavy armor. Let's assume the shield caster in this case has 27k unbuffed armor and spell resist with the same critical resistance against an opponent with roughly 80% critical hit damage. With 27k Armor and Spell resist granting roughly 41% mitigation.

    We now run into a situation closer to (((1-0.41)*(1+((80-44)/100)))-1)*100 = -19.76% Damage.

    While I'm not sure how useful this information is, it definitely shows that users in light armor are going to greatly suffer increased damage against their shields than ever before on average; while heavy armor users will notice a massive improvement to shield strength in general.

    Also, keep in mind, the math here is very rough and many assumptions are made for the purposes of generalizing. I found this pretty interesting.

    Yeah, but how much more powerful will shields be on light armor builds wearing fortified brass or armor master?

    OR running 1 pirate skeleton 1 Chuldon

    OR running protective jewlery

    OR Combining all of that!!

    Yeah imagine all of that, your shields still melting, and you dealing so little damage that you might end up healing your opponent.

    Yeah but people will, we already have tanks in Cyro with insane mitigation that do no damage but annoy groups of players. Add a shield plus all that mitigation and it'll be an even bigger annoyance

    That's the point and why this change is coming and will be balanced.

    You choose, "defense or offense" not both.

    If a character can't kill even a squishy because their defense is too high while the squishy can't kill them, that's perfect balance. If a squishy fights another squishy and they both have paper-thin defenses so it's a dps race then that is also perfect balance.

    You people are arguing for the extremes that are not the problem. The problem could only ever arise in the middle with hybrids that can find a way to have high damage with relatively high defenses. Those hybrids likely have some other tool that makes that work though which a true-DPS or true-Tank doesn't have and would be a prime target for a balance adjustment, like how Sloads was letting tanks kill targets faster than it let anybody kill tanks.

    I would say they correctly achieved their balance goal as best they can for shields right now, though the cast time is superfluous and should be brought back to instant, and they just need to watch for what makes the overpowered hybrids possible and fix those problems.
  • SirDopey
    SirDopey
    ✭✭✭✭✭
    SirDopey wrote: »
    Dymence wrote: »
    SirDopey wrote: »
    PathwayM wrote: »
    I posted a poll here to try and gather information about the average spell penetration you might find on a medium armor PvP dps in Cyrodiil here:

    https://forums.elderscrollsonline.com/en/discussion/437742/how-much-penetration-is-just-right-d#latest

    While most of the feedback there was pretty useless and filled with innuendo, I was really just trying to confirm a suspicion that I had where most stam DPS generally sat around 6-7k Physical Penetration in Cyrodiil.

    Why does this matter? Well, according to the patch notes, shields can now receive critical damage and benefit from your character's resistance stats.

    On average, in full legendary gear with all relevant passives (assuming no relevant armor/spell resist buffs from sets), a magicka character will have somewhere in the realm of 11.6k Spell Resist and 9.8k Physical Resistance (unbuffed). This correlates to roughly 18% and 15% mitigation respectively. Now, while this is easily penetrated by many magicka builds to result in 0% bonus mitigation on the shields, many current stamina DPS setups in PvP seem to have around 6-7k penetration (without Major/Minor Fracture). This will result in the shields seeming roughly 5-8% stronger on average due to remaining armor/spell resist.

    But what about crits you ask? Ahah now that's where the big changes are! In a CP-enabled campaign it isn't uncommon for a character to have anywhere between 70-90% increased critical damage. Of course accounting for 7 Impen, and 42 Points in the resistant CP passive yields roughly 2900 critical resist, or -44% Enemy critical damage taken. (Which is pretty high)

    This now means that shields can be expected to take roughly (((1-0.065)*(1+((80-44)/100)))-1)*100 = 27% More damage on average from stamina DPS.

    This greatly changes though when the shield caster is in heavy armor. Let's assume the shield caster in this case has 27k unbuffed armor and spell resist with the same critical resistance against an opponent with roughly 80% critical hit damage. With 27k Armor and Spell resist granting roughly 41% mitigation.

    We now run into a situation closer to (((1-0.41)*(1+((80-44)/100)))-1)*100 = -19.76% Damage.

    While I'm not sure how useful this information is, it definitely shows that users in light armor are going to greatly suffer increased damage against their shields than ever before on average; while heavy armor users will notice a massive improvement to shield strength in general.

    Also, keep in mind, the math here is very rough and many assumptions are made for the purposes of generalizing. I found this pretty interesting.

    Yeah, but how much more powerful will shields be on light armor builds wearing fortified brass or armor master?

    OR running 1 pirate skeleton 1 Chuldon

    OR running protective jewlery

    OR Combining all of that!!

    Yeah imagine all of that, your shields still melting, and you dealing so little damage that you might end up healing your opponent.

    Yeah but people will, we already have tanks in Cyro with insane mitigation that do no damage but annoy groups of players. Add a shield plus all that mitigation and it'll be an even bigger annoyance

    That's the point and why this change is coming and will be balanced.

    You choose, "defense or offense" not both.

    If a character can't kill even a squishy because their defense is too high while the squishy can't kill them, that's perfect balance. If a squishy fights another squishy and they both have paper-thin defenses so it's a dps race then that is also perfect balance.

    You people are arguing for the extremes that are not the problem. The problem could only ever arise in the middle with hybrids that can find a way to have high damage with relatively high defenses. Those hybrids likely have some other tool that makes that work though which a true-DPS or true-Tank doesn't have and would be a prime target for a balance adjustment, like how Sloads was letting tanks kill targets faster than it let anybody kill tanks.

    I would say they correctly achieved their balance goal as best they can for shields right now, though the cast time is superfluous and should be brought back to instant, and they just need to watch for what makes the overpowered hybrids possible and fix those problems.

    I'm not arguing against the changes, follow every comment I've made in relationship to the changes and you'll see I support them. I was simply offering up ideas on the builds we'll be seeing for people wanting to push the extremes of what's possible.
    NA PC | AD
    xx Doc Holliday xx
  • JPcrazysquirrel3
    JPcrazysquirrel3
    ✭✭✭✭
    Either way, if this patch goes Live, I'll make a shield-stacking PvP character just out of spite for ZOS.
    "Wood Elves aren't made of wood. Sea Elves aren't made of water. M'aiq still wonders about High Elves."
    "It's just not a home until you decorate the torture chamber, am I right?"
    "If you want to lose 10lbs of ugly fat, I'd be happy to chop your head off!"
    "Degenerates!" --- Todd Howard
    "If it's not broke, don't fix it,....unless you're ZO$ and are just doing it for the money!" --- Me
    Mayrael wrote: »
    Class reps are just like our politicians. They promise mountains made of gold for us, but in the end, whenever they can they try to push their own agenda.

    ¯\_(ツ)_/¯

    Bio:
    I am in a Kevduit video
    PS4 (main platform)
    --- JP_Dovahkriid

    PC (just for PTS since Dragon Bones)
    --- JP_Dovahkriid

    Playing since console release in 2015

    17 characters; mainly play PvE tanks and healer, as well as PvP stamDK, magplar, and stamblade; I also have a handful of DPS toons to have variety. All AD, with one, now PvE, DC toon.

    I was on the forums before, but something happened with my account info and I had to create a new account.
  • katorga
    katorga
    ✭✭✭✭✭
    ✭✭
    You choose, "defense or offense" not both.

    Crazy talk. Plenty of builds with high defense and offense. The forums complain about them almost as much as they complain about sorcs.

    Major evasion though...how many offensive ults are single target? Overload and Warden bear got pre-nerfed. That leaves 2H, Bow, Incap, Soul Harvest, Soul Assault. That means DW/2H heavy stam, Medium 2H/whatever, or mag/stam nightblade.

    Nightblade, especially stamina, has everything necessary to excel in the new meta built into its kit. No other class does.
    Edited by katorga on September 26, 2018 12:50AM
  • Mystrius_Archaion
    Mystrius_Archaion
    ✭✭✭✭✭
    SirDopey wrote: »
    SirDopey wrote: »
    Dymence wrote: »
    SirDopey wrote: »
    PathwayM wrote: »
    I posted a poll here to try and gather information about the average spell penetration you might find on a medium armor PvP dps in Cyrodiil here:

    https://forums.elderscrollsonline.com/en/discussion/437742/how-much-penetration-is-just-right-d#latest

    While most of the feedback there was pretty useless and filled with innuendo, I was really just trying to confirm a suspicion that I had where most stam DPS generally sat around 6-7k Physical Penetration in Cyrodiil.

    Why does this matter? Well, according to the patch notes, shields can now receive critical damage and benefit from your character's resistance stats.

    On average, in full legendary gear with all relevant passives (assuming no relevant armor/spell resist buffs from sets), a magicka character will have somewhere in the realm of 11.6k Spell Resist and 9.8k Physical Resistance (unbuffed). This correlates to roughly 18% and 15% mitigation respectively. Now, while this is easily penetrated by many magicka builds to result in 0% bonus mitigation on the shields, many current stamina DPS setups in PvP seem to have around 6-7k penetration (without Major/Minor Fracture). This will result in the shields seeming roughly 5-8% stronger on average due to remaining armor/spell resist.

    But what about crits you ask? Ahah now that's where the big changes are! In a CP-enabled campaign it isn't uncommon for a character to have anywhere between 70-90% increased critical damage. Of course accounting for 7 Impen, and 42 Points in the resistant CP passive yields roughly 2900 critical resist, or -44% Enemy critical damage taken. (Which is pretty high)

    This now means that shields can be expected to take roughly (((1-0.065)*(1+((80-44)/100)))-1)*100 = 27% More damage on average from stamina DPS.

    This greatly changes though when the shield caster is in heavy armor. Let's assume the shield caster in this case has 27k unbuffed armor and spell resist with the same critical resistance against an opponent with roughly 80% critical hit damage. With 27k Armor and Spell resist granting roughly 41% mitigation.

    We now run into a situation closer to (((1-0.41)*(1+((80-44)/100)))-1)*100 = -19.76% Damage.

    While I'm not sure how useful this information is, it definitely shows that users in light armor are going to greatly suffer increased damage against their shields than ever before on average; while heavy armor users will notice a massive improvement to shield strength in general.

    Also, keep in mind, the math here is very rough and many assumptions are made for the purposes of generalizing. I found this pretty interesting.

    Yeah, but how much more powerful will shields be on light armor builds wearing fortified brass or armor master?

    OR running 1 pirate skeleton 1 Chuldon

    OR running protective jewlery

    OR Combining all of that!!

    Yeah imagine all of that, your shields still melting, and you dealing so little damage that you might end up healing your opponent.

    Yeah but people will, we already have tanks in Cyro with insane mitigation that do no damage but annoy groups of players. Add a shield plus all that mitigation and it'll be an even bigger annoyance

    That's the point and why this change is coming and will be balanced.

    You choose, "defense or offense" not both.

    If a character can't kill even a squishy because their defense is too high while the squishy can't kill them, that's perfect balance. If a squishy fights another squishy and they both have paper-thin defenses so it's a dps race then that is also perfect balance.

    You people are arguing for the extremes that are not the problem. The problem could only ever arise in the middle with hybrids that can find a way to have high damage with relatively high defenses. Those hybrids likely have some other tool that makes that work though which a true-DPS or true-Tank doesn't have and would be a prime target for a balance adjustment, like how Sloads was letting tanks kill targets faster than it let anybody kill tanks.

    I would say they correctly achieved their balance goal as best they can for shields right now, though the cast time is superfluous and should be brought back to instant, and they just need to watch for what makes the overpowered hybrids possible and fix those problems.

    I'm not arguing against the changes, follow every comment I've made in relationship to the changes and you'll see I support them. I was simply offering up ideas on the builds we'll be seeing for people wanting to push the extremes of what's possible.

    I guess I didn't make it clear that my post was reinforcing your post I quoted above, and I did throw in a general statement about the opposition posters that may have seemed directed at you. Truth be told, I don't remember who posts what and pay very little attention to names attached to posts until I need to check. :p
  • Mystrius_Archaion
    Mystrius_Archaion
    ✭✭✭✭✭
    katorga wrote: »
    You choose, "defense or offense" not both.

    Crazy talk. Plenty of builds with high defense and offense. The forums complain about them almost as much as they complain about sorcs.

    Well, somebody didn't read further down the same post they quoted....

    I already mentioned those "problem builds" which are "hybrids" that the developers will have to adjust. The devs are currently just adjusting out the "max damage AND high defense" builds that are currently egregious offenders even worse than hybrids right now.
    Hybrids that are out of tune will be next.
  • Xsorus
    Xsorus
    ✭✭✭✭✭
    ✭✭✭✭✭
    https://en.uesp.net/wiki/Special:EsoBuildData?id=84447

    This is what i'm thinking next patch; but I've not gotten access to Bright yet though...That could be more interesting.

  • leepalmer95
    leepalmer95
    ✭✭✭✭✭
    ✭✭✭✭✭
    PathwayM wrote: »
    I posted a poll here to try and gather information about the average spell penetration you might find on a medium armor PvP dps in Cyrodiil here:

    https://forums.elderscrollsonline.com/en/discussion/437742/how-much-penetration-is-just-right-d#latest

    While most of the feedback there was pretty useless and filled with innuendo, I was really just trying to confirm a suspicion that I had where most stam DPS generally sat around 6-7k Physical Penetration in Cyrodiil.

    Why does this matter? Well, according to the patch notes, shields can now receive critical damage and benefit from your character's resistance stats.

    On average, in full legendary gear with all relevant passives (assuming no relevant armor/spell resist buffs from sets), a magicka character will have somewhere in the realm of 11.6k Spell Resist and 9.8k Physical Resistance (unbuffed). This correlates to roughly 18% and 15% mitigation respectively. Now, while this is easily penetrated by many magicka builds to result in 0% bonus mitigation on the shields, many current stamina DPS setups in PvP seem to have around 6-7k penetration (without Major/Minor Fracture). This will result in the shields seeming roughly 5-8% stronger on average due to remaining armor/spell resist.

    But what about crits you ask? Ahah now that's where the big changes are! In a CP-enabled campaign it isn't uncommon for a character to have anywhere between 70-90% increased critical damage. Of course accounting for 7 Impen, and 42 Points in the resistant CP passive yields roughly 2900 critical resist, or -44% Enemy critical damage taken. (Which is pretty high)

    This now means that shields can be expected to take roughly (((1-0.065)*(1+((80-44)/100)))-1)*100 = 27% More damage on average from stamina DPS.

    This greatly changes though when the shield caster is in heavy armor. Let's assume the shield caster in this case has 27k unbuffed armor and spell resist with the same critical resistance against an opponent with roughly 80% critical hit damage. With 27k Armor and Spell resist granting roughly 41% mitigation.

    We now run into a situation closer to (((1-0.41)*(1+((80-44)/100)))-1)*100 = -19.76% Damage.

    While I'm not sure how useful this information is, it definitely shows that users in light armor are going to greatly suffer increased damage against their shields than ever before on average; while heavy armor users will notice a massive improvement to shield strength in general.

    Also, keep in mind, the math here is very rough and many assumptions are made for the purposes of generalizing. I found this pretty interesting.

    Stamden and stam nb's are going to have much higher pen for a start and they'll be more abundant than others. Even stam dk will have more than average because they have major fracture too.

    Plus i have usually 3k~ into pen cp minimum.

    Plus stamplar will have minor fracture/ breach as well.

    And these are all buff's that will apply to you even if other classes are hitting you.

    Its safe to assume you'll have have high major fracture uptime.
    PS4 EU DC

    Current CP : 756+

    I have every character level 50, both a magicka and stamina version.


    RIP my effort to get 5x v16 characters...
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