sonwon.1_ESO wrote: »That is a good point. My spell penetration is just over 9k. I suppose this could be higher for dungs and trials.
So would it be better to give up 238 spell damage for 3.5k more spell penetration or increase spell damage. Or should I just push my spell penetration to 18k and loose even more spell damage and maybe critical chance? I don't think I want a lower magic pool because the damage from some of the skills take a hit which was why I was originally considering increasing the max magic.
Skullstachio wrote: »sonwon.1_ESO wrote: »That is a good point. My spell penetration is just over 9k. I suppose this could be higher for dungs and trials.
So would it be better to give up 238 spell damage for 3.5k more spell penetration or increase spell damage. Or should I just push my spell penetration to 18k and loose even more spell damage and maybe critical chance? I don't think I want a lower magic pool because the damage from some of the skills take a hit which was why I was originally considering increasing the max magic.
The Lover Mundus Stone grants extra physical and spell penetration, coupled with the Concentration passive, it will be more than enough to cement a good level of penetration.
More accurately, in Both solo and group content (excluding cyrodiil), you only need to get as close to 8590 Physical or spell penetration, through certain armor passives, lover mundus, some armor sets(entirely optional) and whatever is left remaining can be filled in with the Piercing Champion Points to fill the gap. Can’t go any higher than 8590 for a very good reason.
In overland content, enemies have 9100 resistances, with the penetration explained above, all it takes is one debuff such as major/minor breach/fracture to hit the cap for overland content to ensure your abilities hit at the peak of their power and melt through them like a hot knife through butter.
In group content such as Group Dungeons, Trials and Arenas, the enemies resistances go as far as 18200, thus it is wise to bring along some group members, one with alkosh if they happen to have already done maw of Lorkhaj, and the rest to bring along abilities with Major and Minor Fracture/Breach to maximise group DPS as a whole(Combining the Alkosh debuff with minor and major fracture/breach will reduce the enemies resistances down to 8590 which is where your own penetration values come in.), if a group member does not have alkosh, don’t fret, A staff, two-handed or bow with the crusher enchantment will make a good substitute minus the group capability alkosh has as it hits multiple targets within its radius upon activating a synergy.
Long story short: Invest a little in penetration but not too much, Critical hits are not as much of an important factor as they used to be, increasing critical hit chance will make it more likely to land a critical hit, but somehow I know that critical hits are there to compensate for armor penetration, it’s real benefit is greater if properly coupled with penetration which can be extraordinarily difficult, and the critical damage done is another factor which makes it even more difficult as well since at base levels, critical damage sits at about 50% which is like an ability hitting for 1.5X damage, 100% critical damage = 2.0X damage.
Best odds: Go for a little penetration, mix it in with some spell damage for the Magicka build your working with, your recoveries are good(some of the CP allocations can help make it better.) If your using moves that deal damage over time, try weaving some heavy attacks in as they persist since heavy attacks can help with recovering Magicka if your using a staff, better if using a Lightning staff since the Tri-focus passive makes Heavy attacks deal 100% of the damage done to nearby foes.