MincMincMinc wrote: »i11ionward wrote: »MincMincMinc wrote: »i11ionward wrote: »I conducted several tests on a dummy. As far as I know, the dummy has 18,200 resistance, or in other terms, 36.4% mitigation, which is roughly equivalent to 24,000 resistance for a player. All stats except penetration naturally remained consistent in each test.
First test (without Lamp Knight's Art)
My penetration: 0
My percentage damage bonus: 28%
Damage to the dummy: 1,616
Second test (with Lamp Knight's Art)
My penetration: 100,000
My percentage damage bonus: 28% (or -18% on the character stats screen)
Damage to the dummy: 1,628
From this, we can conclude that with 24,000 player armor, you'll need to build around 28% percentage damage build to deal the same damage as without the Lamp Knight's Art set. The higher the player's armor, the less percentage damage you'll need, and vice versa.
The goal of this test for myself was to evaluate the viability of the set for deeper theorycrafting in the future, so I deliberately ignored many nuances to save time for now (e.g., in real PvP scenarios, you are unlikely to have 0 penetration).
My conclusions are as follows:
The set is definitely not dead upon its arrival.
The set requires a specific build made around it.
The set works effectively with modifiers that add percentage damage.
It’s hard to say if the set has a chance to become meta and how quickly, as finding an optimal build will take time, and people who invest time in perfecting a build (if one is found) are unlikely to share it immediately.
The set looks like an interesting alternative to existing builds, at the same time it doesn't look like a trash set in my opinion, and I will definitely try to make something out of it on the live server.
FYI you can use 2h berserkers rage(not onslaught cuz its broken) to measure a target dummy's resists.
What did you change between the tests? Are you saying you slotted a swift jewelry with no enchant to get the 5 piece and that was it? Math wise this would make no sense to do equivalent damage against a ~18k resists enemy.
I have checked according to your recommendation, and the dummy indeed has 18,200 resistance. You can see this in the video, and these resistances amount to 36.4% mitigation. You can calculate this by looking at the numbers in the screenshot: 1283/2017 = 0.636, 1 - 0.636 = 0.364 or 36.4%.
You might say that my test doesn't have math sense, and you'd be right — I wasn't trying to prove anything mathematically. I simply came up with a clear and simple test for myself to determine the potential of a set for my own purposes. Then, I just shared my thoughts with the community.
You can choose to take my test seriously or not, but I’m sorry, I do not wish to continue the discussion on this matter.
It was more of, your test shows that my math doesn't make sense. Which was why I was asking what changed between your hits. My math showed that when you slot the set, you should be down alot of damage unless you hit a 30-40k resists player. Your in game test showed equivalent damage after slotting the set against an 18k enemy, which means this set would be insane.
MincMincMinc wrote: »It was more of, your test shows that my math doesn't make sense. Which was why I was asking what changed between your hits. My math showed that when you slot the set, you should be down alot of damage unless you hit a 30-40k resists player. Your in game test showed equivalent damage after slotting the set against an 18k enemy, which means this set would be insane.
i11ionward wrote: »MincMincMinc wrote: »i11ionward wrote: »MincMincMinc wrote: »i11ionward wrote: »I conducted several tests on a dummy. As far as I know, the dummy has 18,200 resistance, or in other terms, 36.4% mitigation, which is roughly equivalent to 24,000 resistance for a player. All stats except penetration naturally remained consistent in each test.
First test (without Lamp Knight's Art)
My penetration: 0
My percentage damage bonus: 28%
Damage to the dummy: 1,616
Second test (with Lamp Knight's Art)
My penetration: 100,000
My percentage damage bonus: 28% (or -18% on the character stats screen)
Damage to the dummy: 1,628
From this, we can conclude that with 24,000 player armor, you'll need to build around 28% percentage damage build to deal the same damage as without the Lamp Knight's Art set. The higher the player's armor, the less percentage damage you'll need, and vice versa.
The goal of this test for myself was to evaluate the viability of the set for deeper theorycrafting in the future, so I deliberately ignored many nuances to save time for now (e.g., in real PvP scenarios, you are unlikely to have 0 penetration).
My conclusions are as follows:
The set is definitely not dead upon its arrival.
The set requires a specific build made around it.
The set works effectively with modifiers that add percentage damage.
It’s hard to say if the set has a chance to become meta and how quickly, as finding an optimal build will take time, and people who invest time in perfecting a build (if one is found) are unlikely to share it immediately.
The set looks like an interesting alternative to existing builds, at the same time it doesn't look like a trash set in my opinion, and I will definitely try to make something out of it on the live server.
FYI you can use 2h berserkers rage(not onslaught cuz its broken) to measure a target dummy's resists.
What did you change between the tests? Are you saying you slotted a swift jewelry with no enchant to get the 5 piece and that was it? Math wise this would make no sense to do equivalent damage against a ~18k resists enemy.
I have checked according to your recommendation, and the dummy indeed has 18,200 resistance. You can see this in the video, and these resistances amount to 36.4% mitigation. You can calculate this by looking at the numbers in the screenshot: 1283/2017 = 0.636, 1 - 0.636 = 0.364 or 36.4%.
You might say that my test doesn't have math sense, and you'd be right — I wasn't trying to prove anything mathematically. I simply came up with a clear and simple test for myself to determine the potential of a set for my own purposes. Then, I just shared my thoughts with the community.
You can choose to take my test seriously or not, but I’m sorry, I do not wish to continue the discussion on this matter.
It was more of, your test shows that my math doesn't make sense. Which was why I was asking what changed between your hits. My math showed that when you slot the set, you should be down alot of damage unless you hit a 30-40k resists player. Your in game test showed equivalent damage after slotting the set against an 18k enemy, which means this set would be insane.
I just want to clarify that resistances for players and NPCs are different:
For a player to achieve 50% mitigation, they need to reach 33,000 resistances.
For an NPC to achieve 50% mitigation, they need to reach 25,000 resistances.
For more detailed information, please find specialized content creators.
MincMincMinc wrote: »It was more of, your test shows that my math doesn't make sense. Which was why I was asking what changed between your hits. My math showed that when you slot the set, you should be down alot of damage unless you hit a 30-40k resists player. Your in game test showed equivalent damage after slotting the set against an 18k enemy, which means this set would be insane.
The math makes "no sense" because damage formulas in this game are not simple operations, but polynomials. So the simplistic math that people are doing cannot describe the full picture. Since they're complicated, the only way to get a formula is to do empirical testing, or for the devs to tell us. The devs will never tell us, so empirical testing it is. For example, this thread shows how someone got 100% damage mitigation: https://forums.elderscrollsonline.com/en/discussion/657489/eso-mitigation-issue-100-mitigation-achieved/
ZOS addressed the 100% mitigation of course, but this just shows they have inconsistent addition/multiplication rules. I would not be surprised if their damage formulas are also complicated, and that there may be a way to create a broken build with the new set.
Actually, the damage formula might not even be a formula. Since computer science is as much a art, damage could easily be closer to politics than science. Certain buffs are additive and certain buffs are multiplicative so the player experience can feel better, and make exceptions for certain buffs to be calculated in a different category just because...
Alchimiste1 wrote: »Someone needs to just go on pts and test on an actual player.
Because at first glance just based on the numbers that set seems terrible
Thumbless_Bot wrote: »Alchimiste1 wrote: »Someone needs to just go on pts and test on an actual player.
Because at first glance just based on the numbers that set seems terrible
Has anyone done solid testing on this yet? What is the verdict?
MincMincMinc wrote: »I still say the 46% damage done needs to be closer to 25%-30%. I also believe the 2-3 piece should be crit resistance bonuses considering this is a pvp specific set.
SkaraMinoc wrote: »MincMincMinc wrote: »I still say the 46% damage done needs to be closer to 25%-30%. I also believe the 2-3 piece should be crit resistance bonuses considering this is a pvp specific set.
A few weeks ago, I originally said 40% but I think this needs to be 30-35% reduced damage. Anything over 35% and I have a difficult time justifying using this set. Also I think under 30% may put this set into a must-have set which might not be good.
With 35% reduced damage, the net damage increase from 0 to 10% is 23k to 30k armor.
With 35% reduced damage and Major Breach, the net damage increase from 0 -to 10% is 29k to 36k armor.
With 35% reduced damage and Major+Minor Breach, the net damage increase from 0 to 10% is 32k to 39k armor.
I think these numbers are balanced. In many PvP fights, you are getting < 0% increased damage from Lamp Art. But with 35% reduced damage, the set scales well once you get into 30k+ armor. I see no reason Lamp Art can't be 30-35% reduced damage.
@ZOS_Kevin Also I wish ZOS would tell us the intent of this set. Is the set designed to primarily be used against armor stacking 45k+ tanks? If so, they should tell us, so we stop wasting our time even talking about this set.
So, aside fromdebating numbers on paper, have any of you gone in game and actually tested this out, or are you all speaking based on theory?
MincMincMinc wrote: »So, aside fromdebating numbers on paper, have any of you gone in game and actually tested this out, or are you all speaking based on theory?
Yeah read the thread....... it aligns with the numbers we are debating. My previous two posts basically show that this set will be useless unless you are fighting a 40-50k resist player in pvp (which is nobody)
MincMincMinc wrote: »So, aside fromdebating numbers on paper, have any of you gone in game and actually tested this out, or are you all speaking based on theory?
Yeah read the thread....... it aligns with the numbers we are debating. My previous two posts basically show that this set will be useless unless you are fighting a 40-50k resist player in pvp (which is nobody)
Again, have YOU personally tested it in game against people, or is this all speculating? Because unless you have been in game actually doing tests, numbers and paper mean absolutely nothing. This is a fact.
MincMincMinc wrote: »MincMincMinc wrote: »So, aside fromdebating numbers on paper, have any of you gone in game and actually tested this out, or are you all speaking based on theory?
Yeah read the thread....... it aligns with the numbers we are debating. My previous two posts basically show that this set will be useless unless you are fighting a 40-50k resist player in pvp (which is nobody)
Again, have YOU personally tested it in game against people, or is this all speculating? Because unless you have been in game actually doing tests, numbers and paper mean absolutely nothing. This is a fact.
Again, I just posted that I did a test against a 18200 resist dummy. Which is equivalent to a 24k resist player. The set is 30% less damage than spriggans.....its as terrible as the numbers show.
MincMincMinc wrote: »MincMincMinc wrote: »So, aside fromdebating numbers on paper, have any of you gone in game and actually tested this out, or are you all speaking based on theory?
Yeah read the thread....... it aligns with the numbers we are debating. My previous two posts basically show that this set will be useless unless you are fighting a 40-50k resist player in pvp (which is nobody)
Again, have YOU personally tested it in game against people, or is this all speculating? Because unless you have been in game actually doing tests, numbers and paper mean absolutely nothing. This is a fact.
Again, I just posted that I did a test against a 18200 resist dummy. Which is equivalent to a 24k resist player. The set is 30% less damage than spriggans.....its as terrible as the numbers show.
So not against an actual player. The dummy is garbage for testing a pvp build against another person.
EDIT: also, those conclusions and statement are completely incorrect. An 18200 resistant dummy is equivalent to only 18200 resists. Nothing more.
MincMincMinc wrote: »MincMincMinc wrote: »MincMincMinc wrote: »So, aside fromdebating numbers on paper, have any of you gone in game and actually tested this out, or are you all speaking based on theory?
Yeah read the thread....... it aligns with the numbers we are debating. My previous two posts basically show that this set will be useless unless you are fighting a 40-50k resist player in pvp (which is nobody)
Again, have YOU personally tested it in game against people, or is this all speculating? Because unless you have been in game actually doing tests, numbers and paper mean absolutely nothing. This is a fact.
Again, I just posted that I did a test against a 18200 resist dummy. Which is equivalent to a 24k resist player. The set is 30% less damage than spriggans.....its as terrible as the numbers show.
So not against an actual player. The dummy is garbage for testing a pvp build against another person.
EDIT: also, those conclusions and statement are completely incorrect. An 18200 resistant dummy is equivalent to only 18200 resists. Nothing more.
Dummy resists convert differently than player resists.
Dummy or mobs are 500res = 1% mit (mobs are considered lvl50)
Player are 660res = 1% mit. (players are considered lvl66)
18200/500*660 = 24000resist player.
SO yeah the math still checks out and the set is horrible. Do your own testing if you want to prove us wrong.
EDIT: I also did not know this before someone pointed it out to me and confirmed it ingame and on UESP
Thumbless_Bot wrote: »MincMincMinc wrote: »MincMincMinc wrote: »MincMincMinc wrote: »So, aside fromdebating numbers on paper, have any of you gone in game and actually tested this out, or are you all speaking based on theory?
Yeah read the thread....... it aligns with the numbers we are debating. My previous two posts basically show that this set will be useless unless you are fighting a 40-50k resist player in pvp (which is nobody)
Again, have YOU personally tested it in game against people, or is this all speculating? Because unless you have been in game actually doing tests, numbers and paper mean absolutely nothing. This is a fact.
Again, I just posted that I did a test against a 18200 resist dummy. Which is equivalent to a 24k resist player. The set is 30% less damage than spriggans.....its as terrible as the numbers show.
So not against an actual player. The dummy is garbage for testing a pvp build against another person.
EDIT: also, those conclusions and statement are completely incorrect. An 18200 resistant dummy is equivalent to only 18200 resists. Nothing more.
Dummy resists convert differently than player resists.
Dummy or mobs are 500res = 1% mit (mobs are considered lvl50)
Player are 660res = 1% mit. (players are considered lvl66)
18200/500*660 = 24000resist player.
SO yeah the math still checks out and the set is horrible. Do your own testing if you want to prove us wrong.
EDIT: I also did not know this before someone pointed it out to me and confirmed it ingame and on UESP
Appreciate the effort to test. I wonder if reducing the 46% to 25% would be unbalanced. If everyone could get 75% of their damage through without worrying about armor, the set might be a bit busted. Idk, would be really cool if we could test over time with different numbers before it went live. Or... maybe the damage reduction could scale based on how much armor was ignored. The more armor ignored the greater the reduction. Then again, that might defeat the purpose of the set...
MincMincMinc wrote: »Thumbless_Bot wrote: »MincMincMinc wrote: »MincMincMinc wrote: »MincMincMinc wrote: »So, aside fromdebating numbers on paper, have any of you gone in game and actually tested this out, or are you all speaking based on theory?
Yeah read the thread....... it aligns with the numbers we are debating. My previous two posts basically show that this set will be useless unless you are fighting a 40-50k resist player in pvp (which is nobody)
Again, have YOU personally tested it in game against people, or is this all speculating? Because unless you have been in game actually doing tests, numbers and paper mean absolutely nothing. This is a fact.
Again, I just posted that I did a test against a 18200 resist dummy. Which is equivalent to a 24k resist player. The set is 30% less damage than spriggans.....its as terrible as the numbers show.
So not against an actual player. The dummy is garbage for testing a pvp build against another person.
EDIT: also, those conclusions and statement are completely incorrect. An 18200 resistant dummy is equivalent to only 18200 resists. Nothing more.
Dummy resists convert differently than player resists.
Dummy or mobs are 500res = 1% mit (mobs are considered lvl50)
Player are 660res = 1% mit. (players are considered lvl66)
18200/500*660 = 24000resist player.
SO yeah the math still checks out and the set is horrible. Do your own testing if you want to prove us wrong.
EDIT: I also did not know this before someone pointed it out to me and confirmed it ingame and on UESP
Appreciate the effort to test. I wonder if reducing the 46% to 25% would be unbalanced. If everyone could get 75% of their damage through without worrying about armor, the set might be a bit busted. Idk, would be really cool if we could test over time with different numbers before it went live. Or... maybe the damage reduction could scale based on how much armor was ignored. The more armor ignored the greater the reduction. Then again, that might defeat the purpose of the set...
IMO why bother even attacking those players, they are worthless in combat anyways.
Thumbless_Bot wrote: »MincMincMinc wrote: »Thumbless_Bot wrote: »MincMincMinc wrote: »MincMincMinc wrote: »MincMincMinc wrote: »So, aside fromdebating numbers on paper, have any of you gone in game and actually tested this out, or are you all speaking based on theory?
Yeah read the thread....... it aligns with the numbers we are debating. My previous two posts basically show that this set will be useless unless you are fighting a 40-50k resist player in pvp (which is nobody)
Again, have YOU personally tested it in game against people, or is this all speculating? Because unless you have been in game actually doing tests, numbers and paper mean absolutely nothing. This is a fact.
Again, I just posted that I did a test against a 18200 resist dummy. Which is equivalent to a 24k resist player. The set is 30% less damage than spriggans.....its as terrible as the numbers show.
So not against an actual player. The dummy is garbage for testing a pvp build against another person.
EDIT: also, those conclusions and statement are completely incorrect. An 18200 resistant dummy is equivalent to only 18200 resists. Nothing more.
Dummy resists convert differently than player resists.
Dummy or mobs are 500res = 1% mit (mobs are considered lvl50)
Player are 660res = 1% mit. (players are considered lvl66)
18200/500*660 = 24000resist player.
SO yeah the math still checks out and the set is horrible. Do your own testing if you want to prove us wrong.
EDIT: I also did not know this before someone pointed it out to me and confirmed it ingame and on UESP
Appreciate the effort to test. I wonder if reducing the 46% to 25% would be unbalanced. If everyone could get 75% of their damage through without worrying about armor, the set might be a bit busted. Idk, would be really cool if we could test over time with different numbers before it went live. Or... maybe the damage reduction could scale based on how much armor was ignored. The more armor ignored the greater the reduction. Then again, that might defeat the purpose of the set...
IMO why bother even attacking those players, they are worthless in combat anyways.
Agree on your assessment.
For those players, I call them furniture. It's like when I'm trying to get to the kitchen and need to go around an end table...
MincMincMinc wrote: »Thumbless_Bot wrote: »MincMincMinc wrote: »Thumbless_Bot wrote: »MincMincMinc wrote: »MincMincMinc wrote: »MincMincMinc wrote: »So, aside fromdebating numbers on paper, have any of you gone in game and actually tested this out, or are you all speaking based on theory?
Yeah read the thread....... it aligns with the numbers we are debating. My previous two posts basically show that this set will be useless unless you are fighting a 40-50k resist player in pvp (which is nobody)
Again, have YOU personally tested it in game against people, or is this all speculating? Because unless you have been in game actually doing tests, numbers and paper mean absolutely nothing. This is a fact.
Again, I just posted that I did a test against a 18200 resist dummy. Which is equivalent to a 24k resist player. The set is 30% less damage than spriggans.....its as terrible as the numbers show.
So not against an actual player. The dummy is garbage for testing a pvp build against another person.
EDIT: also, those conclusions and statement are completely incorrect. An 18200 resistant dummy is equivalent to only 18200 resists. Nothing more.
Dummy resists convert differently than player resists.
Dummy or mobs are 500res = 1% mit (mobs are considered lvl50)
Player are 660res = 1% mit. (players are considered lvl66)
18200/500*660 = 24000resist player.
SO yeah the math still checks out and the set is horrible. Do your own testing if you want to prove us wrong.
EDIT: I also did not know this before someone pointed it out to me and confirmed it ingame and on UESP
Appreciate the effort to test. I wonder if reducing the 46% to 25% would be unbalanced. If everyone could get 75% of their damage through without worrying about armor, the set might be a bit busted. Idk, would be really cool if we could test over time with different numbers before it went live. Or... maybe the damage reduction could scale based on how much armor was ignored. The more armor ignored the greater the reduction. Then again, that might defeat the purpose of the set...
IMO why bother even attacking those players, they are worthless in combat anyways.
Agree on your assessment.
For those players, I call them furniture. It's like when I'm trying to get to the kitchen and need to go around an end table...
Right so if you assume the set should be worth a 5 piece bonus on a 25k resist enemy as your balance point. Then you have to consider whether it is a positive or negative to pigeon hole whatever build you do in certain directions. IMO if you run something that makes your build niche it should be slightly stronger as a reward.
I guess an example would be running onslaught. You are pigeon holed into running no pen in your build and hoping that the onslaught window makes it worth it. Otherwise without onslaught you are drastically down in damage. So the pen and the burst damage from the ult must be worth it enough to make your build useless at damage the other 90% of the time you are playing. (in onslaught's case it isnt used due to the sub par instant damage....in most cases dbos will hit harder and give passives for all your other skills to hit harder and give ult)
Thumbless_Bot wrote: »MincMincMinc wrote: »Thumbless_Bot wrote: »MincMincMinc wrote: »Thumbless_Bot wrote: »MincMincMinc wrote: »MincMincMinc wrote: »MincMincMinc wrote: »So, aside fromdebating numbers on paper, have any of you gone in game and actually tested this out, or are you all speaking based on theory?
Yeah read the thread....... it aligns with the numbers we are debating. My previous two posts basically show that this set will be useless unless you are fighting a 40-50k resist player in pvp (which is nobody)
Again, have YOU personally tested it in game against people, or is this all speculating? Because unless you have been in game actually doing tests, numbers and paper mean absolutely nothing. This is a fact.
Again, I just posted that I did a test against a 18200 resist dummy. Which is equivalent to a 24k resist player. The set is 30% less damage than spriggans.....its as terrible as the numbers show.
So not against an actual player. The dummy is garbage for testing a pvp build against another person.
EDIT: also, those conclusions and statement are completely incorrect. An 18200 resistant dummy is equivalent to only 18200 resists. Nothing more.
Dummy resists convert differently than player resists.
Dummy or mobs are 500res = 1% mit (mobs are considered lvl50)
Player are 660res = 1% mit. (players are considered lvl66)
18200/500*660 = 24000resist player.
SO yeah the math still checks out and the set is horrible. Do your own testing if you want to prove us wrong.
EDIT: I also did not know this before someone pointed it out to me and confirmed it ingame and on UESP
Appreciate the effort to test. I wonder if reducing the 46% to 25% would be unbalanced. If everyone could get 75% of their damage through without worrying about armor, the set might be a bit busted. Idk, would be really cool if we could test over time with different numbers before it went live. Or... maybe the damage reduction could scale based on how much armor was ignored. The more armor ignored the greater the reduction. Then again, that might defeat the purpose of the set...
IMO why bother even attacking those players, they are worthless in combat anyways.
Agree on your assessment.
For those players, I call them furniture. It's like when I'm trying to get to the kitchen and need to go around an end table...
Right so if you assume the set should be worth a 5 piece bonus on a 25k resist enemy as your balance point. Then you have to consider whether it is a positive or negative to pigeon hole whatever build you do in certain directions. IMO if you run something that makes your build niche it should be slightly stronger as a reward.
I guess an example would be running onslaught. You are pigeon holed into running no pen in your build and hoping that the onslaught window makes it worth it. Otherwise without onslaught you are drastically down in damage. So the pen and the burst damage from the ult must be worth it enough to make your build useless at damage the other 90% of the time you are playing. (in onslaught's case it isnt used due to the sub par instant damage....in most cases dbos will hit harder and give passives for all your other skills to hit harder and give ult)
If it gets to 25%, I was thinking going full damage with something like clever bb, lamp knight fb with nirn 2 handed sword, recovery head and shoulders, like magma 1 piece, and maybe ssc or markyn, ddf, s&s. High weapon damage to accompany the full pen, with some recovery from the monster pieces.
MXVIIDREAM wrote: »I understand this may seem like a stupid question, if you know the answer, but how is spriggans more damage when they’re both pen sets ?
calamity192 wrote: »I've dropped a piece of this set yesterday and was thinking about possible place for it. Have you got any ideas?
After some thinking, the shell I decided to try this set in Status Effects on DK.
The main reason for that is Combustion probably. Almost single-handedly mitigates the drawback of this set with 40% increased damage of your Burning and Poison status effects.
The second thing is Elemental Explosion: Trauma + Assassin's Misery + Off Balance. This should be fun.
After some unintelligent calculation I concluded that if target has more than 19%ish res (depends on the amount of increased damage, the more you have the more res will cut it, your captain) - this set gives more damage. Which I found acceptable...
With that said, here are the numbers that should help to mitigate and push forward:
Set: -46%
Malacath band: 16%, since we want to build around Status Effect, crit damage probably something we could sacrifice (?)
Combustion: 40%,
Ancient Knowledge 2: 12%
Major berserk: 10%, from Chains of Devastation most likely
Fiery Banner: 11%, Flame Damage (6% more DoT damage) + Class Mastery + Minor Berserk (5% more damage)
CP Thaumaturgy: 6%
CP Exploiter: 10%
Burning is applied with Destructive Touch and Poison with Venomous Claw.
The question is what to choose as second set... I was always dreaming of using Serpent's Disdain somewhere... But something like Deadly Strike could be good too. Or maybe something for durability...
Your basic comparison thought process is not correct here. For example:
Normal build:
Gets major berserk +10%
Slots another generic 5 piece 10% damage done set
Lamp Build
Gets major berserk +10%
Loses lamp -46%
Both builds get the 10% which cancels it out. If you want to compare a set you need to only consider what that set gains/loses compared to another set on your build.
At best as we described many times in this thread this set is equivalent to hundings when fighting a player that is around 30k+ resists which is basically pointless.
calamity192 wrote: »Your basic comparison thought process is not correct here. For example:
Normal build:
Gets major berserk +10%
Slots another generic 5 piece 10% damage done set
Lamp Build
Gets major berserk +10%
Loses lamp -46%
Both builds get the 10% which cancels it out. If you want to compare a set you need to only consider what that set gains/loses compared to another set on your build.
At best as we described many times in this thread this set is equivalent to hundings when fighting a player that is around 30k+ resists which is basically pointless.
Yes and no. But lets take your example with generic 10% damage done set then. Let's put it as bare sets + 10% major berserk, 46% more damage (to cancel Lamp's reduction) and whooping 96% more damage.
So the more damage you gain, the more armour will cut it. And the better this set will be. And keep in mind that constantly maintaining Breaches is an effort not everyone would be able to make. And not every player here is a strong duelist with his powerful not-a-bogstnd-vampire-warden-sorc-shield abilities. Some players like to play Tarnished Nightmare and Oakensoul. So it's not about being pointless or pointful, it's about where can you put this set in. If you will always look at sets as a "this should be better than what I have now, period" then the whole concept of rpgs could die... Without wacky and fun stuff.
calamity192 wrote: »I've dropped a piece of this set yesterday and was thinking about possible place for it. Have you got any ideas?
After some thinking, the shell I decided to try this set in Status Effects on DK.
The main reason for that is Combustion probably. Almost single-handedly mitigates the drawback of this set with 40% increased damage of your Burning and Poison status effects.
The second thing is Elemental Explosion: Trauma + Assassin's Misery + Off Balance. This should be fun.
After some unintelligent calculation I concluded that if target has more than 19%ish res (depends on the amount of increased damage, the more you have the more res will cut it, your captain) - this set gives more damage. Which I found acceptable...
With that said, here are the numbers that should help to mitigate and push forward:
Set: -46%
Malacath band: 16%, since we want to build around Status Effect, crit damage probably something we could sacrifice (?)
Combustion: 40%,
Ancient Knowledge 2: 12%
Major berserk: 10%, from Chains of Devastation most likely
Fiery Banner: 11%, Flame Damage (6% more DoT damage) + Class Mastery + Minor Berserk (5% more damage)
CP Thaumaturgy: 6%
CP Exploiter: 10%
Burning is applied with Destructive Touch and Poison with Venomous Claw.
The question is what to choose as second set... I was always dreaming of using Serpent's Disdain somewhere... But something like Deadly Strike could be good too. Or maybe something for durability...