If your a Magicka user then you can run and rolldodge without cost, Stamina users have to deal with the cost of fighting, roldDodge and running. That`s something to consider.
If your a Magicka user then you can run and rolldodge without cost, Stamina users have to deal with the cost of fighting, roldDodge and running. That`s something to consider.
If your a Magicka user then you can run and rolldodge without cost, Stamina users have to deal with the cost of fighting, roldDodge and running. That`s something to consider.
RiskyChalice863 wrote: »It is undeniable that stamina classes are stronger than magicka classes right now—at least for solo play and things like BGs.
There’s certainly multiple reasons for that, but I just want to highlight one that I’ve not seen people talk about: The asymmetry in the amount of spell resistance and physical resistance people have.
Most sources of resistances add to both spell resistance and physical resistance. But the ones that don’t apply to both essentially all are buffs to spell resistance and not physical resistance. This creates an asymmetry, where a good portion of players are running around with significantly higher spell resistance than physical resistance. This is true for all Templars and Dragonknights, as well as all Bretons. Moreover, players get additional spell resistance for each piece of light armor they wear, which means a large portion magicka characters will also have significantly higher spell resistance than physical resistance, and virtually everyone has at least a slight bit more. Overall, the result is that almost every player has higher spell resistances than physical resistances, and probably about two-thirds of players have quite a bit more spell resistance than physical resistance.
And the differences here can actually be pretty massive. For example, a Breton MagDK wearing five pieces of light armor will have 7425 more spell resistance than physical resistance, and 9735 more if they’re burning, chilled, or concussed. Those are huge differences. Even without the burning, chilled, or concussed status effect, you’d need the spell penetration provided by Spinners + Sharpened 2H weapon + the 4-piece bonus of New Moon Acolyte JUST to be at the same spot in terms of penetration as a stamina build that had zero penetration at all. And even if you’re instead attacking something like a Stamplar with only 1 light armor piece, you’re still looking at so much extra spell resistance compared to physical resistance that even a Sharpened trait or penetration mundus stone can’t make up for it.
The retort may be to point out that light armor gets a bunch of additional spell penetration. But that’s not really a valid counterpoint, because it ignores that medium armor get a 15% weapon damage boost that light armor doesn’t get. Light armor’s extra spell penetration isn’t making up for the higher spell resistances many players tend to have—rather, it is the alternative buff to the weapon damage buff medium armor gets.
If your a Magicka user then you can run and rolldodge without cost, Stamina users have to deal with the cost of fighting, roldDodge and running. That`s something to consider.
Completely false. You have to still build enough stam for it which affects damage and sustain. Don't forget you sometimes need to break free two-three-four times; how much stamina is that? Also there is no real way to replenish a stam pool unless you run stam weapons or certain skills and sets - all which affect mag damage and sustain. This is even more true in noCP because there is no roll and block cost reduction CP.
It's advantageous to use one stat pool for everything. The only mag builds that can do as you claim are closer to hybrids. And hybrids take a damage cut and/or sustain cut somewhere in their builds.
Don't believe me? Try it yourself.
Also nothing stops you from running mag skills on stam - literally nothing does. On mag, what stops you is either a small stam pool that is shared for stam skills and roll + blocking with no real way to regen it besides a tripotion, running stam weapons, certain sets, etc. - which is far worse than a stam build running stam skills, or even a stam build running mag skills.
When stam needs mag to roll dodge that's when it will be equivalent, until then stop joking around with such a silly statement.
"What lol? Have you ever tried pvp'
Does run and rolldodge cost Magicka?
RiskyChalice863 wrote: »It is undeniable that stamina classes are stronger than magicka classes right now—at least for solo play and things like BGs.
There’s certainly multiple reasons for that, but I just want to highlight one that I’ve not seen people talk about: The asymmetry in the amount of spell resistance and physical resistance people have.
Most sources of resistances add to both spell resistance and physical resistance. But the ones that don’t apply to both essentially all are buffs to spell resistance and not physical resistance. This creates an asymmetry, where a good portion of players are running around with significantly higher spell resistance than physical resistance. This is true for all Templars and Dragonknights, as well as all Bretons. Moreover, players get additional spell resistance for each piece of light armor they wear, which means a large portion magicka characters will also have significantly higher spell resistance than physical resistance, and virtually everyone has at least a slight bit more. Overall, the result is that almost every player has higher spell resistances than physical resistances, and probably about two-thirds of players have quite a bit more spell resistance than physical resistance.
And the differences here can actually be pretty massive. For example, a Breton MagDK wearing five pieces of light armor will have 7425 more spell resistance than physical resistance, and 9735 more if they’re burning, chilled, or concussed. Those are huge differences. Even without the burning, chilled, or concussed status effect, you’d need the spell penetration provided by Spinners + Sharpened 2H weapon + the 4-piece bonus of New Moon Acolyte JUST to be at the same spot in terms of penetration as a stamina build that had zero penetration at all. And even if you’re instead attacking something like a Stamplar with only 1 light armor piece, you’re still looking at so much extra spell resistance compared to physical resistance that even a Sharpened trait or penetration mundus stone can’t make up for it.
The retort may be to point out that light armor gets a bunch of additional spell penetration. But that’s not really a valid counterpoint, because it ignores that medium armor get a 15% weapon damage boost that light armor doesn’t get. Light armor’s extra spell penetration isn’t making up for the higher spell resistances many players tend to have—rather, it is the alternative buff to the weapon damage buff medium armor gets.
JumpmanLane wrote: »RiskyChalice863 wrote: »It is undeniable that stamina classes are stronger than magicka classes right now—at least for solo play and things like BGs.
There’s certainly multiple reasons for that, but I just want to highlight one that I’ve not seen people talk about: The asymmetry in the amount of spell resistance and physical resistance people have.
Most sources of resistances add to both spell resistance and physical resistance. But the ones that don’t apply to both essentially all are buffs to spell resistance and not physical resistance. This creates an asymmetry, where a good portion of players are running around with significantly higher spell resistance than physical resistance. This is true for all Templars and Dragonknights, as well as all Bretons. Moreover, players get additional spell resistance for each piece of light armor they wear, which means a large portion magicka characters will also have significantly higher spell resistance than physical resistance, and virtually everyone has at least a slight bit more. Overall, the result is that almost every player has higher spell resistances than physical resistances, and probably about two-thirds of players have quite a bit more spell resistance than physical resistance.
And the differences here can actually be pretty massive. For example, a Breton MagDK wearing five pieces of light armor will have 7425 more spell resistance than physical resistance, and 9735 more if they’re burning, chilled, or concussed. Those are huge differences. Even without the burning, chilled, or concussed status effect, you’d need the spell penetration provided by Spinners + Sharpened 2H weapon + the 4-piece bonus of New Moon Acolyte JUST to be at the same spot in terms of penetration as a stamina build that had zero penetration at all. And even if you’re instead attacking something like a Stamplar with only 1 light armor piece, you’re still looking at so much extra spell resistance compared to physical resistance that even a Sharpened trait or penetration mundus stone can’t make up for it.
The retort may be to point out that light armor gets a bunch of additional spell penetration. But that’s not really a valid counterpoint, because it ignores that medium armor get a 15% weapon damage boost that light armor doesn’t get. Light armor’s extra spell penetration isn’t making up for the higher spell resistances many players tend to have—rather, it is the alternative buff to the weapon damage buff medium armor gets.
Well, maybe if you’re low cp or playing no cp because cp can even it out within a few percent. Doesn’t even take much in it either.
In the end. 50% mitigation is all you can get at resistance cap. Spell resistance and physical resistance not being equal down to the last percent is not that big of a deal, particularly when you consider the role of percentage based damage reduction (for example Minor Protection, or gear like Potentates) plays in combat calculations. Plus in the end there’s heals.
To say “everyone” is running around with more spell resistance than physical resistance on a mag toon is just not true. Noobs might be. Lowbies might be. Folks in BG’s could be. No-Cp possibly. If they are, then part of their build has to compensate for the differences in resistance.
In CP PvP compensating is easy enough...with CP LOL.
Also, you may or may not of noticed how a lot of sets have been changed to provide “armor” as opposed to either spell or physical resistance. They provide both. ZOS HAS considered your point though, apparently. It’s possible to build appropriately. In the end, or at high endgame your issue is not the issue you believe it to be.
My MagDk runs spell and physical resistances within 1% of each other.
relentless_turnip wrote: »I am just as good on my magdk as I am on my Stamcro. I am not as good on my stamden and magplar. The reason is simply I enjoy playing the first two more and as such have got used to playing with them a lot. This means over time I have evolved the builds of both and skills and combos have become muscle memory.
I don't agree this mag Vs Stam argument. I believe too often people would rather make it an issue than work on the solution. Which is playing and getting better.
RiskyChalice863 wrote: »JumpmanLane wrote: »RiskyChalice863 wrote: »It is undeniable that stamina classes are stronger than magicka classes right now—at least for solo play and things like BGs.
There’s certainly multiple reasons for that, but I just want to highlight one that I’ve not seen people talk about: The asymmetry in the amount of spell resistance and physical resistance people have.
Most sources of resistances add to both spell resistance and physical resistance. But the ones that don’t apply to both essentially all are buffs to spell resistance and not physical resistance. This creates an asymmetry, where a good portion of players are running around with significantly higher spell resistance than physical resistance. This is true for all Templars and Dragonknights, as well as all Bretons. Moreover, players get additional spell resistance for each piece of light armor they wear, which means a large portion magicka characters will also have significantly higher spell resistance than physical resistance, and virtually everyone has at least a slight bit more. Overall, the result is that almost every player has higher spell resistances than physical resistances, and probably about two-thirds of players have quite a bit more spell resistance than physical resistance.
And the differences here can actually be pretty massive. For example, a Breton MagDK wearing five pieces of light armor will have 7425 more spell resistance than physical resistance, and 9735 more if they’re burning, chilled, or concussed. Those are huge differences. Even without the burning, chilled, or concussed status effect, you’d need the spell penetration provided by Spinners + Sharpened 2H weapon + the 4-piece bonus of New Moon Acolyte JUST to be at the same spot in terms of penetration as a stamina build that had zero penetration at all. And even if you’re instead attacking something like a Stamplar with only 1 light armor piece, you’re still looking at so much extra spell resistance compared to physical resistance that even a Sharpened trait or penetration mundus stone can’t make up for it.
The retort may be to point out that light armor gets a bunch of additional spell penetration. But that’s not really a valid counterpoint, because it ignores that medium armor get a 15% weapon damage boost that light armor doesn’t get. Light armor’s extra spell penetration isn’t making up for the higher spell resistances many players tend to have—rather, it is the alternative buff to the weapon damage buff medium armor gets.
Well, maybe if you’re low cp or playing no cp because cp can even it out within a few percent. Doesn’t even take much in it either.
In the end. 50% mitigation is all you can get at resistance cap. Spell resistance and physical resistance not being equal down to the last percent is not that big of a deal, particularly when you consider the role of percentage based damage reduction (for example Minor Protection, or gear like Potentates) plays in combat calculations. Plus in the end there’s heals.
To say “everyone” is running around with more spell resistance than physical resistance on a mag toon is just not true. Noobs might be. Lowbies might be. Folks in BG’s could be. No-Cp possibly. If they are, then part of their build has to compensate for the differences in resistance.
In CP PvP compensating is easy enough...with CP LOL.
Also, you may or may not of noticed how a lot of sets have been changed to provide “armor” as opposed to either spell or physical resistance. They provide both. ZOS HAS considered your point though, apparently. It’s possible to build appropriately. In the end, or at high endgame your issue is not the issue you believe it to be.
My MagDk runs spell and physical resistances within 1% of each other.
It is true that people might not have higher spell resistance than physical resistance if they’ve used their CP to equal them out. Just anecdotally, from the many build videos I’ve watched, I don’t think many people actually do that though. As in, if you look at CP PvP build videos for stuff like DKs or Templars, they almost always have higher spell resistance than physical resistance.
It maybe has to do with the diminishing returns you’d get on the CP points as you raise spell resistance. If there’s a several thousand difference between your spell and physical resistance without CP, then the CP investment you’ll need to make to equal them out is pretty inefficient.
For example, a non-Breton MagDK in 5 light armor pieces would need to put 83 points into Light Armor Focus to even out the resistances. That is a very inefficient use of CP. And even that’s assuming they didn’t put any points into Spell Shield. If they put even 2 points into Spell Shield, then it would be impossible for their resistances to even out, even if they put 100 points into Light Armor Focus. Even for a non-Breton Magplar in 5 light armor pieces, it’d take 61 points into Light Armor Focus to even out the resistances. And if that Magplar put even 8 points into Spell Shield, it’d be impossible for their resistances to even out.
There are even situations where it is not even possible to use CP to even them out. If you’ve got 5 light armor pieces with a Breton Templar or Breton DK, then it is literally not possible to use CP to even the resistances out.
So yes, the effect of this is mitigated a bit by the fact that many people with higher innate spell resistance will perhaps put a little more CP into physical resistance. But in a large portion of the relevant cases (i.e. Templars, DKs, Bretons, and/or people in light armor), they’re quite unlikely to actually even out the resistances. In fact, it’s realistically likely that they won’t get even close to evening out the resistances, due to the diminishing marginal returns on CP.
It is possible to try to further even it out by putting more points into Hardy than into Elemental Defender, but again the diminishing marginal returns make this a bit inefficient. In the end, if someone were really dedicated to making their Templar, DK, Breton and/or light-armor wearing character be equally vulnerable to physical and spell damage, then they could do it. But I think it’s pretty uncommon, since doing so requires some pretty inefficient CP usage.
I’ll also note that lots of people—me included—mostly play no-CP PvP (particularly when Cyrodiil basically doesn’t work right now).
JumpmanLane wrote: »RiskyChalice863 wrote: »JumpmanLane wrote: »RiskyChalice863 wrote: »It is undeniable that stamina classes are stronger than magicka classes right now—at least for solo play and things like BGs.
There’s certainly multiple reasons for that, but I just want to highlight one that I’ve not seen people talk about: The asymmetry in the amount of spell resistance and physical resistance people have.
Most sources of resistances add to both spell resistance and physical resistance. But the ones that don’t apply to both essentially all are buffs to spell resistance and not physical resistance. This creates an asymmetry, where a good portion of players are running around with significantly higher spell resistance than physical resistance. This is true for all Templars and Dragonknights, as well as all Bretons. Moreover, players get additional spell resistance for each piece of light armor they wear, which means a large portion magicka characters will also have significantly higher spell resistance than physical resistance, and virtually everyone has at least a slight bit more. Overall, the result is that almost every player has higher spell resistances than physical resistances, and probably about two-thirds of players have quite a bit more spell resistance than physical resistance.
And the differences here can actually be pretty massive. For example, a Breton MagDK wearing five pieces of light armor will have 7425 more spell resistance than physical resistance, and 9735 more if they’re burning, chilled, or concussed. Those are huge differences. Even without the burning, chilled, or concussed status effect, you’d need the spell penetration provided by Spinners + Sharpened 2H weapon + the 4-piece bonus of New Moon Acolyte JUST to be at the same spot in terms of penetration as a stamina build that had zero penetration at all. And even if you’re instead attacking something like a Stamplar with only 1 light armor piece, you’re still looking at so much extra spell resistance compared to physical resistance that even a Sharpened trait or penetration mundus stone can’t make up for it.
The retort may be to point out that light armor gets a bunch of additional spell penetration. But that’s not really a valid counterpoint, because it ignores that medium armor get a 15% weapon damage boost that light armor doesn’t get. Light armor’s extra spell penetration isn’t making up for the higher spell resistances many players tend to have—rather, it is the alternative buff to the weapon damage buff medium armor gets.
Well, maybe if you’re low cp or playing no cp because cp can even it out within a few percent. Doesn’t even take much in it either.
In the end. 50% mitigation is all you can get at resistance cap. Spell resistance and physical resistance not being equal down to the last percent is not that big of a deal, particularly when you consider the role of percentage based damage reduction (for example Minor Protection, or gear like Potentates) plays in combat calculations. Plus in the end there’s heals.
To say “everyone” is running around with more spell resistance than physical resistance on a mag toon is just not true. Noobs might be. Lowbies might be. Folks in BG’s could be. No-Cp possibly. If they are, then part of their build has to compensate for the differences in resistance.
In CP PvP compensating is easy enough...with CP LOL.
Also, you may or may not of noticed how a lot of sets have been changed to provide “armor” as opposed to either spell or physical resistance. They provide both. ZOS HAS considered your point though, apparently. It’s possible to build appropriately. In the end, or at high endgame your issue is not the issue you believe it to be.
My MagDk runs spell and physical resistances within 1% of each other.
It is true that people might not have higher spell resistance than physical resistance if they’ve used their CP to equal them out. Just anecdotally, from the many build videos I’ve watched, I don’t think many people actually do that though. As in, if you look at CP PvP build videos for stuff like DKs or Templars, they almost always have higher spell resistance than physical resistance.
It maybe has to do with the diminishing returns you’d get on the CP points as you raise spell resistance. If there’s a several thousand difference between your spell and physical resistance without CP, then the CP investment you’ll need to make to equal them out is pretty inefficient.
For example, a non-Breton MagDK in 5 light armor pieces would need to put 83 points into Light Armor Focus to even out the resistances. That is a very inefficient use of CP. And even that’s assuming they didn’t put any points into Spell Shield. If they put even 2 points into Spell Shield, then it would be impossible for their resistances to even out, even if they put 100 points into Light Armor Focus. Even for a non-Breton Magplar in 5 light armor pieces, it’d take 61 points into Light Armor Focus to even out the resistances. And if that Magplar put even 8 points into Spell Shield, it’d be impossible for their resistances to even out.
There are even situations where it is not even possible to use CP to even them out. If you’ve got 5 light armor pieces with a Breton Templar or Breton DK, then it is literally not possible to use CP to even the resistances out.
So yes, the effect of this is mitigated a bit by the fact that many people with higher innate spell resistance will perhaps put a little more CP into physical resistance. But in a large portion of the relevant cases (i.e. Templars, DKs, Bretons, and/or people in light armor), they’re quite unlikely to actually even out the resistances. In fact, it’s realistically likely that they won’t get even close to evening out the resistances, due to the diminishing marginal returns on CP.
It is possible to try to further even it out by putting more points into Hardy than into Elemental Defender, but again the diminishing marginal returns make this a bit inefficient. In the end, if someone were really dedicated to making their Templar, DK, Breton and/or light-armor wearing character be equally vulnerable to physical and spell damage, then they could do it. But I think it’s pretty uncommon, since doing so requires some pretty inefficient CP usage.
I’ll also note that lots of people—me included—mostly play no-CP PvP (particularly when Cyrodiil basically doesn’t work right now).
Most builds you find online are trash. That aside, you’re right about diminishing returns in that ultimately all you’d mitigate is 50% at cap.
With relatively little allocation into Light Armor Focus (in light) or Heavy Armor Focus it’s possible go a Mag toon to lessen the gap between their spell and physical resistances to the point where it just doesn’t matter, the gap.
Let’s pick a number at random. Let’s say you can get the number to say 1800 (that is 1800 difference between spell and physical resistances). That would be like 2.7% difference in the amount one could mitigate.
This wouldn’t matter at all when you factor in all the other forms of lessening damage in combat: blocking, %damage reduction, heals even. Isolated and taken out of context, difference between spell and physical resistances just doesn’t matter that much the closer a toon’s resistances approach the cap. It really only matters for low resistance. And those folks are Squish to begin with.
I wouldn't say that stamina is stronger in PvP by default. We have to consider things like range and additional effects.
When comparing Magplar and Stamplar for example, the Magplar gets healed from their jabs while the stamplar doesn't, so the stamplar needs to keep using vigor to make up for it, which is less global cooldowns spent dealing damage, thus making it even easier for the magplar to heal. Stamplar also only has a stun on their javelin while magplar has a proper knockback, which is more useful as you can knock people off of things.
So it comes down to who can make better use of the tools they are given instead of just trying to compare stats, even among players of equal skill.
But sticking with the stats, the most common source of exclusive spell resistance is from light armor passives and no stamina user wears light armor. Same goes for Breton. So the argument that spell resistance is so much more common than physical resistance doesn't hold up that well, because stamina users are not actually making use of it. So what you are actually complaining about is how well magicka faces off against itself.
Now if we were talking about sets and bonus effects from skills or PvE then we could compare and see that stamina have a better arsenal right now, but the specific point about resistance you are making here doesn't hold up.