No matter how I experiment with RasterizerState Depth Values, I always get a detached shadow which is called peter panning. Ive even adjusted the near plane for the light camera. It always seems to stay at that certain distance. I can get it no closer.

I was wondering on some insight on what the fix could be. Below is the shader code I use when rendering the depth map which has the BIAS values.
cbuffer cbPerObject
{
float4x4 gWorldViewProj;
};
struct VertexIn
{
float3 PosL : POSITION;
};
struct VertexOut
{
float4 PosH : SV_POSITION;
};
VertexOut VS(VertexIn vin)
{
VertexOut vout;
vout.PosH = mul(float4(vin.PosL, 1.0f), gWorldViewProj);
return vout;
}
RasterizerState Depth
{
DepthBias = 85000;
DepthBiasClamp = 0.0f;
SlopeScaledDepthBias = 10;
};
technique11 Light2Tex
{
pass P0
{
SetVertexShader(CompileShader(vs_5_0, VS()));
SetGeometryShader(NULL);
SetPixelShader(NULL);
SetRasterizerState(Depth);
}
}