SpacemanSpiff1 wrote: »Is this supposed to be about Harness Magicka?
Id really love to know why absorb spam, one of the things overperforming heavily since game launch, has been buffed once again.
Yes it can be crit now, but it also use mitigation from resist. Which not only nullifies crit but also reduces all damage taken by shield even more so. Lets take a look at numbers.
At average, not counting buffs and debuffs, light armor user have 15% physical and 20% magical resist. Medium armor 20% physical and 20% magical. Heavy 40% physical and 40% magical.
Base crit dmg bonus is 50%, templars and nightblades get additional 10% from passive. On rare occasion you can see player taking mundus for another 10%.
Character with impen gear have around 27% (7 impen pieces) to 30% (+impen shield) crit dmg reduction. That value can (and should) be buffed by Transmutation set by further 20% crit dmg mitigation. Which causes character to sit on safe 47-50% crit dmg reduction.
In battlegrounds and non cp Cyrodiil rarely anyone can build to anywhere near 50% crit chance, around 30% is realistic value. Which means more often than not damage done is flat out reduced comparing to before this change ranging from 15-40%, and when crit does happen it will be mostly ignored thanks to impen, or fully ignored if transmutation is present.
As can easily calculate from numbers above, even light armor user hit by physical dmg crit on his shield will ignore 43% from 50% of that crit, which will cause real dmg increase compared pre patch to be only 7% on crits, while non crits are a loss of 15%. It gets only worse with higher resist values which are easy to achieve.
So, @ZOS_GinaBruno @ZOS_Wrobel why absorb was buffed?
Id really love to know why absorb spam, one of the things overperforming heavily since game launch, has been buffed once again.
Yes it can be crit now, but it also use mitigation from resist. Which not only nullifies crit but also reduces all damage taken by shield even more so. Lets take a look at numbers.
At average, not counting buffs and debuffs, light armor user have 15% physical and 20% magical resist. Medium armor 20% physical and 20% magical. Heavy 40% physical and 40% magical.
Base crit dmg bonus is 50%, templars and nightblades get additional 10% from passive. On rare occasion you can see player taking mundus for another 10%.
Character with impen gear have around 27% (7 impen pieces) to 30% (+impen shield) crit dmg reduction. That value can (and should) be buffed by Transmutation set by further 20% crit dmg mitigation. Which causes character to sit on safe 47-50% crit dmg reduction.
In battlegrounds and non cp Cyrodiil rarely anyone can build to anywhere near 50% crit chance, around 30% is realistic value. Which means more often than not damage done is flat out reduced comparing to before this change ranging from 15-40%, and when crit does happen it will be mostly ignored thanks to impen, or fully ignored if transmutation is present.
As can easily calculate from numbers above, even light armor user hit by physical dmg crit on his shield will ignore 43% from 50% of that crit, which will cause real dmg increase compared pre patch to be only 7% on crits, while non crits are a loss of 15%. It gets only worse with higher resist values which are easy to achieve.
So, @ZOS_GinaBruno @ZOS_Wrobel why absorb was buffed?
Why are still relying on crit damage in PvP? Build for base damage instead...I never build for crit in PvP anymore with impen being as common as it is...also your numbers are based on the fact people use 7 impen and transmutation...that is often not the case...they usually dont have transmutation and wear maybe 4 pieces most times....so...garbage numbers in, garbage numbers out.
-Sharpened trait
-Sprinner's/Spriggan's
-Light armor Concentration passive
-Major Fracture (passively built into the toolkits of 3 stam classes)
-Major Breach (ele drain)
-Minor Fracture + Breach (PotL)
-Maces/mauls passive
-Destro skill 10% pen passive
How oh how indeed.
-Sharpened trait
-Sprinner's/Spriggan's
-Light armor Concentration passive
-Major Fracture (passively built into the toolkits of 3 stam classes)
-Major Breach (ele drain)
-Minor Fracture + Breach (PotL)
-Maces/mauls passive
-Destro skill 10% pen passive
How oh how indeed.
-Sharpened trait
-Sprinner's/Spriggan's
-Light armor Concentration passive
-Major Fracture (passively built into the toolkits of 3 stam classes)
-Major Breach (ele drain)
-Minor Fracture + Breach (PotL)
-Maces/mauls passive
-Destro skill 10% pen passive
How oh how indeed.
Sharpen is out of meta from a long time. Spinner/spriggan same.
Major/minor fracture/breach will be off set by same buff on target.
Maces are not in much use in favor of daggers and axes.
That leaves destro passive only, for a stick users only and light armor passives. Thing is magical resist is higher than physical as you can see in first post. And that doesnt include templar passive, dk passive, breton passive, dunmer passive and so on.
Joy_Division wrote: »-Sharpened trait
-Sprinner's/Spriggan's
-Light armor Concentration passive
-Major Fracture (passively built into the toolkits of 3 stam classes)
-Major Breach (ele drain)
-Minor Fracture + Breach (PotL)
-Maces/mauls passive
-Destro skill 10% pen passive
How oh how indeed.
Sharpen is out of meta from a long time. Spinner/spriggan same.
Major/minor fracture/breach will be off set by same buff on target.
Maces are not in much use in favor of daggers and axes.
That leaves destro passive only, for a stick users only and light armor passives. Thing is magical resist is higher than physical as you can see in first post. And that doesnt include templar passive, dk passive, breton passive, dunmer passive and so on.
Spinner/Spriggan out of meta? The set performs better now than it ever did.
@Gravord how much time have you spent playing a shield-utilising class, in order to gain your deep insights into the balance situation pertaining to them?
Actually, don't answer. That was rhetorical.
"Absorb" pretty much gave it away.
Joy_Division wrote: »-Sharpened trait
-Sprinner's/Spriggan's
-Light armor Concentration passive
-Major Fracture (passively built into the toolkits of 3 stam classes)
-Major Breach (ele drain)
-Minor Fracture + Breach (PotL)
-Maces/mauls passive
-Destro skill 10% pen passive
How oh how indeed.
Sharpen is out of meta from a long time. Spinner/spriggan same.
Major/minor fracture/breach will be off set by same buff on target.
Maces are not in much use in favor of daggers and axes.
That leaves destro passive only, for a stick users only and light armor passives. Thing is magical resist is higher than physical as you can see in first post. And that doesnt include templar passive, dk passive, breton passive, dunmer passive and so on.
Spinner/Spriggan out of meta? The set performs better now than it ever did.
Sharpened is out of meta but as joy already said spinner/spriggans esspecially spriggans is used a lot now since shields can be penetrated. A Friend of mine runs his stamwarden with 18k phys pen and just cuts through every shield and defense.
And not using major fracture/breach isnt a really smart use....
So are you aware that your "moral high ground" on what sets are and are not "cancer" is probably leading you to the predicament you are in in the first place.
Use them, or don't but making another nerf thread wont make your build any better or make you a better player.
Do what YOU can do to fix the problem for your self within the confines of whats possible in the moment instead of begging zos to nerf everyone else's playstyle because you can't use your "fancy math skill" to help yourself figure our how to kill a light armor magicka user.
So are you suggesting the game mechanics should be changed just because you refuse to use them?
Like it or not you need penetration to be effective in pvp and pve. Whether you get it from glyphs, weapons, mundus stone, skills, passives, cp, or armor sets it really doesn't matter there are plenty of available choices.
Making threads like this, refusing to use game mechanics, and then insulting people that don't agree with you serves nothing more than to make an entertaining thread with no actual substance to it, but hey I was entertained.
So are you suggesting the game mechanics should be changed just because you refuse to use them?
Like it or not you need penetration to be effective in pvp and pve. Whether you get it from glyphs, weapons, mundus stone, skills, passives, cp, or armor sets it really doesn't matter there are plenty of available choices.
Making threads like this, refusing to use game mechanics, and then insulting people that don't agree with you serves nothing more than to make an entertaining thread with no actual substance to it, but hey I was entertained.
Im suggesting that clearly broken game mechanics should be improved. Especially if something that was suppose to be nerfed ended up with a solid buff.
So are you suggesting the game mechanics should be changed just because you refuse to use them?
Like it or not you need penetration to be effective in pvp and pve. Whether you get it from glyphs, weapons, mundus stone, skills, passives, cp, or armor sets it really doesn't matter there are plenty of available choices.
Making threads like this, refusing to use game mechanics, and then insulting people that don't agree with you serves nothing more than to make an entertaining thread with no actual substance to it, but hey I was entertained.
Im suggesting that clearly broken game mechanics should be improved. Especially if something that was suppose to be nerfed ended up with a solid buff.
The shield changes were definately a nerf to the traditional max magic builds which allowed sorcs to get huge shields and damage by only having to invest in one stat and not have to worry about health or resistance. Those builds are much squishier now and less effective so in that sense the nerf worked as intended.
The problem is just like with every other change people will find a way to make things work again and they do this by going with defensive sets, heavy armor, more hot's, and adding more health and resistances. Doing this comes at the expense of losing some damage so there are drawbacks.
Personally I think the bigger problem is the CP power creep, proc sets, performance problems, and zergs have forced people to build such tanky builds to survive long enough to be effective. Unfortunately I don't think there is an easy solution to these problems.
Joy_Division wrote: »-Sharpened trait
-Sprinner's/Spriggan's
-Light armor Concentration passive
-Major Fracture (passively built into the toolkits of 3 stam classes)
-Major Breach (ele drain)
-Minor Fracture + Breach (PotL)
-Maces/mauls passive
-Destro skill 10% pen passive
How oh how indeed.
Sharpen is out of meta from a long time. Spinner/spriggan same.
Major/minor fracture/breach will be off set by same buff on target.
Maces are not in much use in favor of daggers and axes.
That leaves destro passive only, for a stick users only and light armor passives. Thing is magical resist is higher than physical as you can see in first post. And that doesnt include templar passive, dk passive, breton passive, dunmer passive and so on.
Spinner/Spriggan out of meta? The set performs better now than it ever did.
Joy_Division wrote: »-Sharpened trait
-Sprinner's/Spriggan's
-Light armor Concentration passive
-Major Fracture (passively built into the toolkits of 3 stam classes)
-Major Breach (ele drain)
-Minor Fracture + Breach (PotL)
-Maces/mauls passive
-Destro skill 10% pen passive
How oh how indeed.
Sharpen is out of meta from a long time. Spinner/spriggan same.
Major/minor fracture/breach will be off set by same buff on target.
Maces are not in much use in favor of daggers and axes.
That leaves destro passive only, for a stick users only and light armor passives. Thing is magical resist is higher than physical as you can see in first post. And that doesnt include templar passive, dk passive, breton passive, dunmer passive and so on.
Spinner/Spriggan out of meta? The set performs better now than it ever did.
Exactly and may explain at least part of the reason OP is having an issue. Liking meta or not, we have to build for what works.
Considering this thread is from last month and has not reached a second page with OP responsible for 1/3 of the posts it seems shields are in a good place now.
Joy_Division wrote: »-Sharpened trait
-Sprinner's/Spriggan's
-Light armor Concentration passive
-Major Fracture (passively built into the toolkits of 3 stam classes)
-Major Breach (ele drain)
-Minor Fracture + Breach (PotL)
-Maces/mauls passive
-Destro skill 10% pen passive
How oh how indeed.
Sharpen is out of meta from a long time. Spinner/spriggan same.
Major/minor fracture/breach will be off set by same buff on target.
Maces are not in much use in favor of daggers and axes.
That leaves destro passive only, for a stick users only and light armor passives. Thing is magical resist is higher than physical as you can see in first post. And that doesnt include templar passive, dk passive, breton passive, dunmer passive and so on.
Spinner/Spriggan out of meta? The set performs better now than it ever did.
Exactly and may explain at least part of the reason OP is having an issue. Liking meta or not, we have to build for what works.
Considering this thread is from last month and has not reached a second page with OP responsible for 1/3 of the posts it seems shields are in a good place now.
Still would love to know why something that suppose to be nerfed got buffed instead.