First, thanks to everyone for all your feedback on block. We appreciate the time you've spent testing everything out, and we'd like to take some time to explain some of our most recent changes.
Live vs PTS Block Costs
In general, we feel that if you decide to hold block against all attacks, it should require a significant investment. To help explain this, let’s start with a mathematical peek at how low you can get block costs on Live versus what's currently on the PTS. In this exercise, we're using a fully-optimized character wearing 7 pieces of gold-quality heavy armor, 3 purple jewelry with block cost reduction, and the full 25% block cost reduction through the Champion System. The first 2 examples assume you are getting hit every half second, while the 3rd example is representative of a boss fight where you are getting hit once a second. As bosses usually hit less frequently, this is intended as a worst case scenario.
While reviewing these examples, please keep the following points in mind:
- Fortress, Bracing, and Defensive stance bonuses are additive
- Block cost has a cooldown of 0.5 seconds - No matter how many monsters are attacking, you can block every single attack and will only be charged every half second.
- To calculate Constitution’s stamina return relative to block costs, we need to figure out how much stamina is being returned every half second. Constitution gives 346 stamina every 4 seconds, which equates to 43 every half second. We can then subtract that 43 from the amount each block is charging you since you are being charged that block cost every half second.
Live
Base Block Cost: 2160
25% Champion Cost Reduction: 2160 * .75 = 1620
3x purple block cost enchantments: 1620 – 191x3 = 1620 – 573 = 1047
Fortress, Bracing, and Defensive Stance: 1047 * 0.42 = 440
Constitution: 440 – 43 = 397
PTS
Base Block Cost: 2160
25% Champion Cost Reduction: 2160 * .75 = 1620
3x purple block cost enchantments: 1620 – 191x3 = 1620 – 573 = 1047
Fortress and Defensive Stance: 1047 * .56 = 587
Sturdy x1: 587 * .96 = 563
Constitution: 563 – 163 = 400
PTS – Boss Fight
Base Block Cost: 2160
25% Champion Cost Reduction: 2160 * .75 = 1620
3x purple block cost enchantments: 1620 – 191x3 = 1620 – 573 = 1047
Fortress and Defensive Stance: 1047 * .56 = 587
Constitution 1 second: 587 – 326 = 261
Assuming the worst case scenario where you get hit exactly every half second, you only need 1 piece of Sturdy gear equipped to keep the current block costs. This means you now have the option to wear 8 pieces of Sturdy to get even lower costs. We’re not trying to force Sturdy on tanks, but more to give an option for players who block a lot and need more stamina recovery. Tanks who are getting hit every second on average will actually be able to block more with the upcoming changes in Dark Brotherhood, and that’s without having any Sturdy items equipped. Also note that you’ll have additional magicka with the updated Constitution passive to help you use more utility abilities while tanking:
DB Constitution value = 1305
Live Constitution value = 346
1305 – 346 = 959 / 2 seconds = 480 additional magicka every 2 seconds
Champion System
We recently moved the block cost reduction from the Steed tree to the Shadow tree. This change was made to give more options in customizing your defenses, and help reduce the amount of time spent blocking. When spending Warrior points, you don’t need to invest in block cost; you can now consider increased healing taken, stronger damage shields, or more damage reduction. Let’s dive into how this will affect the stats of a character with 501 Champion Points who is trying to maximize their block time and damage resistance:
Live - Warrior
100 Block Expertise – 25% Block Cost Reduction.
33 Hardy – 11.5% Reduced Poison, Disease, and Physical Damage.
34 Elemental Defender – 11.8% Reduced Flame, Frost, Shock, and Magic Damage.
Unique unlocks the PTS build does not have (Invigorating Bash, Phase, Shield Expert)
Live - Thief
100 Warlord – 16% Cost Reduction Stamina abilities
67 Magician – 12.6% Cost Reduction Magicka abilities
Unique unlocks the PTS build does not have (Mara’s Gift, War Mount)
PTS - Warrior
83 Hardy – 21.9% Reduced Poison, Disease, and Physical Damage reduction.
84 Elemental Defender – 22.1% Reduced Flame, Frost, Shock, and Magic Damage.
Unique unlocks the Live build does not have (Critical Leech, Unchained)
PTS - Thief
100 Block Expertise – 25% Block Cost Reduction.
67 Warlord - 12.6% Cost Reduction Stamina abilities.
Unique unlocks the Live build does not have (Fortune Seeker, Merchant Favored, Treasure Hunter)
The average ability cost is 2700 resources. That’s going to be reduced to 2268 when maxing out the Magician Champion star, or 2365 with lesser investment. If you cast an ability every 2 seconds, you will end up with more magicka after the Dark Brotherhood changes because Constitution is giving more magicka. The difference in only putting 67 points in Magician is 2365 – 2268 = 97 magicka (480 every 2 seconds from Constitution – 97 every 2 seconds nets you 383 magicka every 2 seconds). Even if you put no points in Magician, you still end up with more magicka because of the Constitution buff. Magician gives 2700 – 2268 = 432 magicka (480 every 2 seconds from Constitution – 432 magicka from Magician = 48 magicka every 2 seconds). Overall, you have more magicka and more defense if you choose to put Warrior Champion Points into Hardy and Elemental Defender. Putting 83 points into these stars instead of 34 nets an additional 10% damage reduction.
Two of the most influential passives for tanks are Shield Expert and Unchained. The resource cost reduction from Unchained is great if you miss blocking a stun attack, or if you get feared/disoriented. The Champion passive Shield Expert gives about 1290 armor and spell resistance all the time. However, this is a great passive that is currently in a tree that is PvP and medium armor focused. To help remedy this, we’re looking into swapping Shield Expert with Resilient so the passive to reduce critical hit damage and the unlock to heal on critical hits are together. This also makes a key tanking unlock more accessible for players with lower Champion Points, requiring 30 Champion Points instead of 75.
Wrap Up
As with all pieces of the ESO balance puzzle, changes to tanking affect players of different types of content, ability loadouts, item sets, and armor weights. With Dark Brotherhood, we’re offering more ways to customize your Tanky character by allowing lower block costs than ever before and providing more flexibility when customizing your defenses. If you don’t want to take advantage of these options, your block cost should remain similar to what it was before the changes. If you still have concerns with tanking after trying out the changes, please leave a detailed reply about your character and the type of content you’re playing.
We'll also be making the following changes before Dark Brotherhood goes live:
- Fixing an issue where Sturdy is rounding fractions down
- Fixing an issue where Sturdy is multiplicative with itself instead of additive
- A more accessible Shield Expert Champion unlock
Live in 5 heavy.
20% block cost + impen.
Pts in 5 heavy
Block cost reduction or impen.
As with all pieces of the ESO balance puzzle, changes to tanking affect players of different types of content, ability loadouts, item sets, and armor weights. With Dark Brotherhood, we’re offering more ways to customize your Tanky character by allowing lower block costs than ever before and providing more flexibility when customizing your defenses. If you don’t want to take advantage of these options, your block cost should remain similar to what it was before the changes.
Roymachine wrote: »
Live in 5 heavy.
20% block cost + impen.
Pts in 5 heavy
Block cost reduction or impen.
Except Fortress now gives more, and the CPs can be moved around to allow for more tankiness without having to dump all your warrior points into block cost reduction. You can't just weigh the pros and cons of the thief trees with stam and mag cost reduction/recovery vs block cost reduction, you have to take into account the extra passive mitigation you are getting from the warrior trees now as well. If the block expert swaps with Resilient then you don't have to put any points into The Steed at all. If, however, you did want to you could put points into Resistant for more crit damage resistance to make up for the loss in impen.
ZOS_GinaBruno wrote: »We double checked the block cost and it should actually be the same. We'll remove "block" from that line in the patch notes as this was simply an error, sorry about that.So ... No change in base block cost ? Because there is a line in the Patch Notes 2.4.0 :
''Core mechanics (sprint, dodge, block, CC break) will now be slightly more expensive.''
Can you clearify this as well ?
So someone can dodge roll and dodge 99999999999999 attacks with only one base cost, and we have to consistently invest more into block reduction in order to block ONE attack? That makes sense.
The removal of bracing is just nonsense. You are forcing people to get rid of ALL of their impen traits on their armor ( which is CRUCIAL for pvp considering the amount of crits flying around there ) and forcing us to use sturdy on EVERY single piece.
It is clear that you will not listen to the community at all though when it comes to heavy armor or blocking though, so I don't know what I really expect at this point.
Thank you @Wrobel for the detailed explanation. I've a few comments
TypoI think you meantConstitution gives 247 stamina every 4 seconds, which equates to 43 every half second.Constitution gives 346 stamina every 4 seconds, which equates to 43 every half second.And this is with 7 pieces of Heavy Armour.
Block Cost Formula
You suggest that the block cost formula on the PTS is
I would instead suggest
I compared both models to the block cost on the PTS and found my proposed formula to be slightly more accurate. I’ve included video evidence showing the block cost on the PTS for 0, 1 and 7 pieces of Sturdy (https://sendvid.com/o29cfk6c). There is some rounding to 3 significant figures going on with the base cost of 2160, the Sturdy part and Shadow Ward so I have to figure out a more accurate formula.
Stamina Loss on Block
Using your method of comparing stamina loss on block on Live and on PTS, I’ve extended to include a wider span of parameters. I used the following equations to draw the plots below. I used the following to determine the stamina loss on block and plotted the difference for a range of parameters.
In the image above, I'm showing slices corresponding to 0, 1, 2 and 3 purple block cost enchantments when wearing 7 pieces of Heavy Armour. The colour scale used changes at around 0 to accentuate the changeover. With 7 pieces of Heavy Armour, I find that unless a lot of block cost mitigation is used or with a low rate of attacks per second the stamina loss on the PTS is greater than on Live. This is even more true when considering 5 pieces of Heavy Armour, where the stamina loss on PTS is almost always greater than on Live. Due to the altered ability cost formula, 5 pieces of Heavy Armour is more strongly preferred as cost reduction from Light and Medium Armour are more valuable (https://forums.elderscrollsonline.com/en/discussion/262631/impact-of-change-in-ability-cost-formula-on-pts-gameplay). So I would argue that 5 pieces of Heavy Armour should be considered instead of 7. It also leads me to the conclusion that my block cost will be higher on the PTS than on Live, if I keep using the same gear.
But I do like the changes to the Sturdy trait as it will now be a reasonable idea to use Sturdy on small pieces instead of Infused as I'll be trading 81 Health or 70 Magicka/Stamina for somewhere between 30-50 stamina block cost reduction.
Clarification on average ability costCould you provide more explanation for this number? I created a histogram of the cost of all magicka based abilities with a non-trivial cost and came up with the followingThe average ability cost is 2700 resources.
The mean magicka cost is 3259 and the median is 3166. This is from Live. On the PTS, my testing suggest that the base cost of all abilities has increased by 10.8% meaning that mean is 3610 and the median is 3508. If I were to just consider some iconic tanking abilities the cost on Live and PTS are:
Increased ability cost
It seems that the base ability cost has increased by 10.8% on the PTS. It is not clear whether this is factored in when you discussed the Champion system.
Edit:
Bonus graphs, how many pieces of Sturdy do you need to have roughly the same stamina loss on block as on Live
Negative 1 here means you're already better off in DB than on Live and no Sturdy is required.
GeertKarel wrote: »I haven't done the calculations yet just read it and Eric a well job done.
Hope you took a lot of different things in consideration and I very well hope the spear synergy will be more reliable in the PTS. if it is it'll be a lot better for our tanks to have better stamina resource management.
Rugz_Maulgoth wrote: »
This blows the conversation WAY UP. The questions you have to ask have to be specific to your build. If your PVP build @Armitas just used Fortress and Bracing and no CP for its block cost on live, giving you an effective block cost of 1037. Is trading 1 Jewlery Enchant for Block Cost (given that Wrath has already made up the difference of SPD Enchant) for an effective block cost of 1080 worth 7 Impen?
Rugz_Maulgoth wrote: »
This blows the conversation WAY UP. The questions you have to ask have to be specific to your build. If your PVP build @Armitas just used Fortress and Bracing and no CP for its block cost on live, giving you an effective block cost of 1037. Is trading 1 Jewlery Enchant for Block Cost (given that Wrath has already made up the difference of SPD Enchant) for an effective block cost of 1080 worth 7 Impen?
My Jewelry enchant will be magicka cost reduction. Even with seducer heavy and drinks taking one of those off puts an end to sustain because I have no sustain coming from my race or class (dk). If constitution is actually a buff and not just a re balance around the new cast costs then that could make it an even trade for that enchant. I'll have to see where my sustain lands on live but at least I know that I am only 1 enchant away if I need it.Thanks for doing that.
Rugz_Maulgoth wrote: »
This blows the conversation WAY UP. The questions you have to ask have to be specific to your build. If your PVP build @Armitas just used Fortress and Bracing and no CP for its block cost on live, giving you an effective block cost of 1037. Is trading 1 Jewlery Enchant for Block Cost (given that Wrath has already made up the difference of SPD Enchant) for an effective block cost of 1080 worth 7 Impen?
My Jewelry enchant will be magicka cost reduction. Even with seducer heavy and drinks taking one of those off puts an end to sustain because I have no sustain coming from my race or class (dk). If constitution is actually a buff and not just a re balance around the new cast costs then that could make it an even trade for that enchant. I'll have to see where my sustain lands on live but at least I know that I am only 1 enchant away if I need it.Thanks for doing that.
PvP:
You dont need the cost redux enchants. Run full damage.
In 5H seducer plus atro plus a modest investment in increased regen you can maintain a magicka DK. With the changes to Constitution I am actually thinking of dropping atro for a damage mundus.
@Wrobel Ok who the *** asked for these changes? You are offering something that no one wants or wanted. But in your explanation you are requiring use to use STURDY to get close to where we are now. That is not a CHOICE that is forcing us to change our gear to fix what you are breaking.Wrap Up
As with all pieces of the ESO balance puzzle, changes to tanking affect players of different types of content, ability loadouts, item sets, and armor weights. With Dark Brotherhood, we’re offering more ways to customize your Tanky character by allowing lower block costs than ever before and providing more flexibility when customizing your defenses. If you don’t want to take advantage of these options, your block cost should remain similar to what it was before the changes. If you still have concerns with tanking after trying out the changes, please leave a detailed reply about your character and the type of content you’re playing.
We'll also be making the following changes before Dark Brotherhood goes live:
- Fixing an issue where Sturdy is rounding fractions down
- Fixing an issue where Sturdy is multiplicative with itself instead of additive
- A more accessible Shield Expert Champion unlock
Reorx_Holybeard wrote: »I was doing some testing on Live (I don't have PTS installed on my laptop) and noticed two issues:
- Constitution doesn't always fire every 4 seconds. For example, I was tanking 8 mobs and it didn't fire for 20 seconds.
- You are sometimes charged for block more than once within 0.5 seconds. Most of the time it seems to respect the 0.5 sec CD but occasionally there are 2 or 3 block charges within 0.5 sec.
Can someone do similar tests on PTS to see if this is merely a Live issue or not. I was using a custom add-on that monitors the EVENT_POWER_UPDATE event for changes in Stamina (assuming that event is accurate of course).
@Reorx_Holybeard
I tested both things on the PTS. For (1) I went to Alik'r and got 10 zombies to hit me and I always got Constitution to proc every 4-5 seconds. I was getting hit between 1-2 times per second. Here is an example of CLS showing Constitution gains every 4-5 seconds.
The zombies weren't always hitting for more than twice per second so for the (2) I went to Stormhaven and got a couple of Dreugh. I started with 26488 stamina and blocked 70 attacks over 25 seconds. I got 6 Constitution procs for a Stamina gain of 7812 (1302*6). At the end of 25 seconds my stamina was 1612. So I consumed 32688 stamina to block 70 attacks making my average stamina drain 1308. My block cost is 908. So I was unable to find evidence that I was being charged more than double my block cost.
Roymachine wrote: »Lets also not forget that you guys implemented non CP campaigns into PVP, which just so happen to be the most popular ones in the EU, and this whole focusing on CP in order to block is just hurting the campaign that YOU implemented.
I'm failing to see the problem here. You also lose 25% damage, 25% recovery, %s of damage reduction and cost reduction among other things. It's part of the campaign.
Roymachine wrote: »
Live in 5 heavy.
20% block cost + impen.
Pts in 5 heavy
Block cost reduction or impen.
Except Fortress now gives more, and the CPs can be moved around to allow for more tankiness without having to dump all your warrior points into block cost reduction. You can't just weigh the pros and cons of the thief trees with stam and mag cost reduction/recovery vs block cost reduction, you have to take into account the extra passive mitigation you are getting from the warrior trees now as well. If the block expert swaps with Resilient then you don't have to put any points into The Steed at all. If, however, you did want to you could put points into Resistant for more crit damage resistance to make up for the loss in impen.
There are all these mitigating factors, but they are only factors if they are included and they are not necessarily included. On live both of those are just there, on PTS they may or may not be there depending on how you are set up. For example Fortress is only there if you have a shield equipped. That is my only point in viewing this strictly from heavy armor.
When you think of light armor or medium armor it's a complete thought, it's self entailed within the armor. You don't have to use any imagination, or understand anything complex to get the full function of the set. However when you think of the new heavy armor it isn't a complete thought. It's a gestalt thought that must now include s/b and CP to complete the function of heavy armor. It's being propped up by all these external variables now rather than propped up by its own internal features, it's now a construct of several things rather than a single thing. Heavy armor is now only fulfilled when you add all the parts together, while being nearly barren without them.
Everything seems correct on the chalkboard, it just doesn't seem right in the world. It all seems like a maneuver to get from A to B rather than to complete heavy armor. It's very different than what I expected.
All that said I am using s/b in my HA build so I fall under the mitigating factors you mention, and it won't be that different for me, which just leaves me with this incomplete way of viewing an armor class now. In addition to that the external variables like fortress now make it even easier to circumvent heavy armor entirely for tanking, such as LA Armor Master. So what is heavy armor even for, constitution? It all just seems so murky now, or maybe I'm just too old school.
I'm sorry @Wrobel but ts just silly, Heavy Armor should gives us a lot more mitigation, thats all. Dont need all of that.
Dagoth_Rac wrote: »ZOS_GinaBruno wrote: »The change didn't have anything to do specifically with block cost, so it wasn't included in the examples given. That change affects all builds in the game, not just tanks (and we wanted to keep the examples specific to tanks).Reorx_Holybeard wrote: »Do your cost analysis include the global +10% increase in abilities? If I lose 67 points in Magician my magicka abilities are 25% more expensive (for example, Igneous goes from ~3200 on live to ~4100 on PTS).
Is that global increase to skill costs intended? An entire 100 points into Warlord or Magician is 16% cost decrease. 10% increase negates well more than half of those stars. Patch notes said skill costs should end up "about the same" after VR removal. They are not about the same. They were literally decimated!