directx11 – Peter Panning Depth Bias Problem

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.
enter image description here

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);
    }
}