Soundinfinite wrote: »@db0ssman
Hello, and thank you for joining the discussion!
I am not exactly sure what your post is stating and/or implying. I feel that either I simply don't understand what you are trying to state, OR we have gotten our wires crossed and there is a misunderstanding in what I have tried to state.
To try and possibly reach and understanding I am going to give a few things here as a response to your comment.
This table currently shows how I am interpreting the Penetration of the game. As seen neither Light, Medium, Heavy armor can reach 100% Penetration without having specific Armor Sets, Class Skills, or Weapon Skills slotted. Even then only Magicka can reach this cap.
This also takes into consideration 100 CP into Weapon or Spell Penetration, which is not truly conceivable on a VIABLE build. And thus these numbers actually favor a lower Penetration than what most Players face.
This is why the game's META has come to favor the Tank ALSO wearing Alkosh in order to reach a teams Penetration Goals.
With the Alkosh set in play, and CP put into a reasonable allocation the table changes to this.
As you can see now Light Armor as now met the Spell Penetration cap; However Stamina still has a bit of a ways to go.
Now you can add in a Templar running the Skill Power of the Light and adding an additional 1320 Spell and Physical Penetration. But that requires a specific class and specific skill in use. Since this is so situational I do not include this in the calculations. However, if you have a specific group you run with, and it includes a Templar with this skill, then by all means it is deductible as well.
What I am championing is to remove Alkosh's penetration and instead give it to the Healer in its Siphon skill line. Alkosh would then be reworked as a STAMINA only DPS set that would provide a Weapon Damage and Crit proc damage on its last 5th trait as well as give a value number in Physical Penetration only. Thus it no longer would be used as a Tanking Set, Would split the penetration level between the TANK AND HEALER instead of being the tanks alone, and would then provide a way for Stamina DPS to reach the penetration cap as its Magicka counterpart.
As such the table NOW changes to look like this.
As you can see, the penetration of Magicka and Stamina is equaled, and the HEALER AND THE TANK TOGETHER reach the teams goals of reaching the Penetration Cap.
I am in no way trying to change the base game's design, or ask for Penetration levels to be lowered, or as you say "put my eggs all in one basket." I am actually taking the Penetration Eggs and moving them to multiple ROLES of play. AS now the TANK is NOT responsible for the entire groups penetration de-buff. It is split between the Healer and Tank and using the current live Penetration caps. Alkosh would move into an elective set for a Stamina Damage Dealer to wear and provide the Stamina half of a group with further penetration. This would be purely elective in a teams make-up as they could forgo this set and still reach the same levels of penetration that are now on live.
Another missing point: The Destruction Staff passive which ignores 10% of the enemy's resistance. This won't apply to all magicka, but it will likely apply to most.Soundinfinite wrote:This table currently shows how I am interpreting the Penetration of the game. As seen neither Light, Medium, Heavy armor can reach 100% Penetration without having specific Armor Sets, Class Skills, or Weapon Skills slotted. Even then only Magicka can reach this cap.
1) dungeon bosses needs more DoTs rather than whac-a-mole oneshot blsht;
2) Resto tree needs waaaaaaay more exclusive buff/debuff/support skills;
3) PROFIT !