While medium armor gets weapon/spell damage and critical damage, light armor gets critical chance and penetration. Penetration is the most important thing but major/minor breach + crusher already gets you pretty far, then theres force of nature as well. So, light armor’s more beneficial while soloing while medium armor’s more beneficial in a group.
Damage dealers being stam doesn’t have to do with medium armor but that the skills themselves are more effective in the stam variant. It’s a sustain thing.
A lot of the good sets are also medium armor.
Anyways, my frost warden is in all light armor and he does alright. Using light armor isn’t completely throwing, despite what some people say. I’d say start with light armor and if you want to use a medium armor set later on, you can switch a few pieces over to medium (such as chest piece for more health).
While medium armor gets weapon/spell damage and critical damage, light armor gets critical chance and penetration. Penetration is the most important thing but major/minor breach + crusher already gets you pretty far, then theres force of nature as well. So, light armor’s more beneficial while soloing while medium armor’s more beneficial in a group.
Damage dealers being stam doesn’t have to do with medium armor but that the skills themselves are more effective in the stam variant. It’s a sustain thing.
A lot of the good sets are also medium armor.
Anyways, my frost warden is in all light armor and he does alright. Using light armor isn’t completely throwing, despite what some people say. I’d say start with light armor and if you want to use a medium armor set later on, you can switch a few pieces over to medium (such as chest piece for more health).
YandereGirlfriend wrote: »The solution would be to either, a) give them equivalent Armor Rating and drop the penalties/strengths so that they are balanced purely around their damage passives or b) increase the damage passives of Light to compensate for the huge nerfs to defense that you take for wearing it (e.g. heightened risk vs. reward).
YandereGirlfriend wrote: »The solution would be to either, a) give them equivalent Armor Rating and drop the penalties/strengths so that they are balanced purely around their damage passives or b) increase the damage passives of Light to compensate for the huge nerfs to defense that you take for wearing it (e.g. heightened risk vs. reward).
I’m a big fan of Option B.
Never quite understood why in Light Armor, you are pushed into drawbacks yet have similar damage to Medium.
Someone in Light Armor should do more damage up close than someone in Medium Armor, to compensate for how much armor they are giving away, and it’s silly that at present this isn’t much of the case.