Greetings everyone. Since 1.6 has been introduced some areas of interest have been how the champion points work and how much stamina that blocking costs. For these reason I have made the following presentation.
What I did was check my armor rating with increasing number of champion points in the "Heavy Armor Focus" passive effect. As the graph shows we get what we expect. Increasing our champion points to give us 3% more armor gives us 3% more armor. There is a small percent difference in the expected versus the achieved armor values, but the only trend that I can see with that error is that there is no trend. I am thinking that there is some small amount of multiplicative stacking that is constant despite the amount of armor % gained from Heavy Armor Focus. Perhaps this small negative effect on armor gained is being caused by the "Resolve" passive from the heavy armor skill line.
The second thing I have to share is with regards to block cost mitigation. Everyone has thought that blocking costs more now so, as a tank, it is good to know how to mitigate that cost. There are a few important things to point out so that we have the proper expectations when figuring out the block cost percent mitigation that we have.
1. Block cost mitigation stacks additively when using Fortress, Bracing, and Defensive Posture (Absorb Magic/Defensive Stance).
2. Block cost mitigation enchants and block expertise champion points stack additively with each other.
3. Block cost mitigation between 1 and 2 stack multiplicatively and eventually give a very high diminished return.
As a tank, we easily achieve Fortress, Bracing, and Defensive stance (and probably should). The real question comes down to what enchants we want and how many champion points we want to invest in any given area. Ideally we will do the following. Make stamina loss = to stamina gain. How to do this will depend on the raid and depend on the specific fight, but my chart can give a bit of insight into what we should do to achieve stamina equilibrium.
With Fortress, Bracing, Absorb Magic, 7.5%, and 3 block cost mitigation enchants the 3rd enchant saves an extra 78 stamina per hit compared to having just 2 block cost mitigation enchants. The next best option for stamina equilibrium is a stamina regeneration enchants which offers 64 stamina per second. Basically, in fights, such as vdsa pulls, where you are hit at least 1 time a second, stamina equilibrium would be more efficiently achieved by having 3 block cost mitigation enchants opposed to 2 block cost mitigation enchants and a stamina regeneration enchant. 3 Block cost mitigation enchants would also be good against the deadly axes of the Aetherian Archive or even the average vet dungeon.
From experience, I have never used a stamina regeneration enchant and I have never felt as though I needed it. Since 1.6 I have become a werewolf, but even the stamina regeneration buff for that is needed less and less as the effect of champion points amass. Most of the time I use 3 block cost mitigation enchantments, but will switch 1 out for armor against the Possessed Manticora or the Warrior. I used to also use a fire resist jewelry in City of Ash and on the final round of Veteran Dragon Star Arena, but that enchant is currently bugged and increases fire damage dealt to the player.
Overall some champion point bonuses are stacking additively (armor) and some are stacking multiplicatively (block cost reduction). Even with tremendous diminished returns 3 block cost mitigation enchantments plus block cost mitigation champion points is a good option for tanking.
Please post your thoughts and check out my write up on
how armor values work in 1.6