Lightspeedflashb14_ESO wrote: »Can someone please explain how reducing incoming damage by 3-9% (actually less then that if you have any other damage mitigation, like cp or either "protection") saves you from getting " instantly nuked"?
Lightspeedflashb14_ESO wrote: »Can someone please explain how reducing incoming damage by 3-9% (actually less then that if you have any other damage mitigation, like cp or either "protection") saves you from getting " instantly nuked"?
It's the same way as heavy makes you more tanky than wearing light
Lightspeedflashb14_ESO wrote: »Lightspeedflashb14_ESO wrote: »Can someone please explain how reducing incoming damage by 3-9% (actually less then that if you have any other damage mitigation, like cp or either "protection") saves you from getting " instantly nuked"?
It's the same way as heavy makes you more tanky than wearing light
That doesn't follow. Heavy armor has passives that bolster you and your defences in ways a simple jewelry trait just does not.
Lightspeedflashb14_ESO wrote: »Can someone please explain how reducing incoming damage by 3-9% (actually less then that if you have any other damage mitigation, like cp or either "protection") saves you from getting " instantly nuked"?
Lightspeedflashb14_ESO wrote: »Lightspeedflashb14_ESO wrote: »Can someone please explain how reducing incoming damage by 3-9% (actually less then that if you have any other damage mitigation, like cp or either "protection") saves you from getting " instantly nuked"?
It's the same way as heavy makes you more tanky than wearing light
That doesn't follow. Heavy armor has passives that bolster you and your defences in ways a simple jewelry trait just does not.
No, in pure defence heavy just adds resistance by 362 per piece,
. if that 3-9% is what puts you over the top and allows you to survive Warden or NB burst then its very important
Lightspeedflashb14_ESO wrote: »Lightspeedflashb14_ESO wrote: »Lightspeedflashb14_ESO wrote: »Can someone please explain how reducing incoming damage by 3-9% (actually less then that if you have any other damage mitigation, like cp or either "protection") saves you from getting " instantly nuked"?
It's the same way as heavy makes you more tanky than wearing light
That doesn't follow. Heavy armor has passives that bolster you and your defences in ways a simple jewelry trait just does not.
No, in pure defence heavy just adds resistance by 362 per piece,
I am talking more about the 8% more healing, the extra resources back in damage, even through block and more health. That extra 2-4% mitigation from the passive you are talking about is hardly anything.
Lightspeedflashb14_ESO wrote: »Lightspeedflashb14_ESO wrote: »Lightspeedflashb14_ESO wrote: »Can someone please explain how reducing incoming damage by 3-9% (actually less then that if you have any other damage mitigation, like cp or either "protection") saves you from getting " instantly nuked"?
It's the same way as heavy makes you more tanky than wearing light
That doesn't follow. Heavy armor has passives that bolster you and your defences in ways a simple jewelry trait just does not.
No, in pure defence heavy just adds resistance by 362 per piece,
I am talking more about the 8% more healing, the extra resources back in damage, even through block and more health. That extra 2-4% mitigation from the passive you are talking about is hardly anything.
Exactly so you may as well wear light and have passive that far exceed those of heavy and just wear a couple of protective jewllery
Lightspeedflashb14_ESO wrote: »Lightspeedflashb14_ESO wrote: »Lightspeedflashb14_ESO wrote: »Lightspeedflashb14_ESO wrote: »Can someone please explain how reducing incoming damage by 3-9% (actually less then that if you have any other damage mitigation, like cp or either "protection") saves you from getting " instantly nuked"?
It's the same way as heavy makes you more tanky than wearing light
That doesn't follow. Heavy armor has passives that bolster you and your defences in ways a simple jewelry trait just does not.
No, in pure defence heavy just adds resistance by 362 per piece,
I am talking more about the 8% more healing, the extra resources back in damage, even through block and more health. That extra 2-4% mitigation from the passive you are talking about is hardly anything.
Exactly so you may as well wear light and have passive that far exceed those of heavy and just wear a couple of protective jewllery
Exactly what now? I am saying the defensive power of heavy is not simply the resists you get.
Lightspeedflashb14_ESO wrote: »Lightspeedflashb14_ESO wrote: »Lightspeedflashb14_ESO wrote: »Lightspeedflashb14_ESO wrote: »Can someone please explain how reducing incoming damage by 3-9% (actually less then that if you have any other damage mitigation, like cp or either "protection") saves you from getting " instantly nuked"?
It's the same way as heavy makes you more tanky than wearing light
That doesn't follow. Heavy armor has passives that bolster you and your defences in ways a simple jewelry trait just does not.
No, in pure defence heavy just adds resistance by 362 per piece,
I am talking more about the 8% more healing, the extra resources back in damage, even through block and more health. That extra 2-4% mitigation from the passive you are talking about is hardly anything.
Exactly so you may as well wear light and have passive that far exceed those of heavy and just wear a couple of protective jewllery
Exactly what now? I am saying the defensive power of heavy is not simply the resists you get.
Lightspeedflashb14_ESO wrote: »Can someone please explain how reducing incoming damage by 3-9% (actually less then that if you have any other damage mitigation, like cp or either "protection") saves you from getting " instantly nuked"?
My intention is to wear 1 protective and 2 infused on my pvp magplar
Triple infused can give you almost 300 extra effective damage — meaning it takes into account the loss of effective damage from the raw magicka being lost and incorporates your major damage buff. If you’re going for extreme burst damage in your build this is the trait you want. Outside of high burst builds, a lot of builds benefit from a single infused jewelry with a sustain glyph, either cost reduction or recovery.
Triple infused can give you almost 300 extra effective damage — meaning it takes into account the loss of effective damage from the raw magicka being lost and incorporates your major damage buff. If you’re going for extreme burst damage in your build this is the trait you want. Outside of high burst builds, a lot of builds benefit from a single infused jewelry with a sustain glyph, either cost reduction or recovery.
That math doesn’t make sense. With infused jewellery you gain about 300 sp total and lose around 2500 magicka. Effective spell power wouldn’t be close to 300.
I guess it would depend on CP vs no-CP and your build and spec. If you don’t have major sorcery, use magelight and are a class with an 8% magicka buff your effective spellpower would actually drop a lot.
I guess it depends but it could be useful.
Yea, it depends on your spec I think.
Like on a magwarden, magblade or sorc if you’re running entropy and magelight you’ll get an 8% magicka buff plus 4% for magelight and 2% per mage guild ability. So if you get all 3 your effective spell power would be about the same as infused with major sorcery, and using infused you’ll have a lower magicka pool.
I think infused is situational on magicka, whereas on a stamina wearing 5 med it’s almost always better because of the 5 piece medium armour weapon damage bonus.
BlackMadara wrote: »Yea, it depends on your spec I think.
Like on a magwarden, magblade or sorc if you’re running entropy and magelight you’ll get an 8% magicka buff plus 4% for magelight and 2% per mage guild ability. So if you get all 3 your effective spell power would be about the same as infused with major sorcery, and using infused you’ll have a lower magicka pool.
I think infused is situational on magicka, whereas on a stamina wearing 5 med it’s almost always better because of the 5 piece medium armour weapon damage bonus.
Agreed, this kind of stuff makes building fun and a headache. Currently trying to decide if running the mage is worth it over the apprentice on my mDK. Slightly less dps and healing for more available stat (and I could sit in no cp at exactly 30k mag, it's so pretty). Decisions decisions