From Russia with love! Do not judge strictly, I have bad with English, so I asked for help from Google.
Preface: find someone who wrote the code for this part of the game and amputated his hands.
Simple addon HarvensExtendedStats (thanks to the author) unlocks the hidden characteristics of the character. The following code addon, please note that he did not calculate, but only shows the values and tooltips, the provision of API.
local missingParameter = {}
local AddStatRowOrg = ZO_Stats.AddStatRow
ZO_Stats.AddStatRow = function(...)
missingParameter = (select(1,...))
local ret = AddStatRowOrg(...)
ZO_Stats.AddStatRow = AddStatRowOrg
return ret
end
local CreateAttributesSectionOrg = ZO_Stats.CreateAttributesSection
ZO_Stats.CreateAttributesSection = function(...)
local ret = CreateAttributesSectionOrg(...)
ZO_Stats.SetNextControlPadding(missingParameter,20)
ZO_Stats.AddStatRow(missingParameter, STAT_ATTACK_POWER, STAT_HEALTH_REGEN_IDLE)
ZO_Stats.SetNextControlPadding(missingParameter,0)
ZO_Stats.AddStatRow(missingParameter, STAT_SPELL_PENETRATION, STAT_MAGICKA_REGEN_IDLE)
ZO_Stats.SetNextControlPadding(missingParameter,0)
ZO_Stats.AddStatRow(missingParameter, STAT_PHYSICAL_PENETRATION, STAT_STAMINA_REGEN_IDLE)
ZO_Stats.SetNextControlPadding(missingParameter,0)
ZO_Stats.AddStatRow(missingParameter,STAT_SPELL_MITIGATION,STAT_MITIGATION)
ZO_Stats.SetNextControlPadding(missingParameter,0)
ZO_Stats.AddStatRow(missingParameter,STAT_HEALING_TAKEN, STAT_CRITICAL_RESISTANCE)
ZO_Stats.SetNextControlPadding(missingParameter,20)
ZO_Stats.AddStatRow(missingParameter,STAT_DAMAGE_RESIST_COLD,STAT_DAMAGE_RESIST_DISEASE)
ZO_Stats.SetNextControlPadding(missingParameter,0)
ZO_Stats.AddStatRow(missingParameter,STAT_DAMAGE_RESIST_DROWN,STAT_DAMAGE_RESIST_EARTH)
ZO_Stats.SetNextControlPadding(missingParameter,0)
ZO_Stats.AddStatRow(missingParameter,STAT_DAMAGE_RESIST_FIRE,STAT_DAMAGE_RESIST_GENERIC)
ZO_Stats.SetNextControlPadding(missingParameter,0)
ZO_Stats.AddStatRow(missingParameter,STAT_DAMAGE_RESIST_MAGIC,STAT_DAMAGE_RESIST_OBLIVION)
ZO_Stats.SetNextControlPadding(missingParameter,0)
ZO_Stats.AddStatRow(missingParameter,STAT_DAMAGE_RESIST_PHYSICAL,STAT_DAMAGE_RESIST_POISON)
ZO_Stats.SetNextControlPadding(missingParameter,0)
ZO_Stats.AddStatRow(missingParameter,STAT_DAMAGE_RESIST_SHOCK,STAT_NONE)
ZO_Stats.SetNextControlPadding(missingParameter,20)
ZO_Stats.AddStatRow(missingParameter,STAT_DODGE,STAT_BLOCK)
ZO_Stats.SetNextControlPadding(missingParameter,0)
ZO_Stats.AddStatRow(missingParameter,STAT_PARRY,STAT_MISS)
return ret
end
Remarkable characteristics of Focus Rating and Armor Penetration all characters are nominally 100 units.
Tooltip Focus Rating: Makes your spell attacks bypass your target's spell resist.
Tooltip Armor Penetration: Makes your phisical attack bypass your target's armor.
Once again: API herself writes tooltip !!!
Character VR12, light armor skill level 50 passive skill Concentration Level 2.
Description:
Player's spells ignore X% of enemy Spell Resistance per piece of Light Armor equipped.
Naked characters, spell resist = 1320.
Dress light cap. spell resist 1408. Starts working Concentration, 6% bonus. Focus Rating 184. Um .... I correctly understood? Begin to calculate.
1408/100 * 6 = 84.48 according to the rules of mathematics rounded to the lower 84.
And 100 nominal, totaling 184 Bhah, penetration depends on the resistance of my own? Ahaha. Maybe I do not understand, I will wear light shoes.
Spell resist 1496. Concentration, 12%. Focus Rating 279
1496/100 * 12 + 100 = 279.52. According to the rules of mathematics should be 280, but not the essence. What a fun trend ....
Direction I caught, dress entirely in light armor, all 7 parts.
Spell resist 1932. Concentration, 42%. Focus Rating 911
1932/100 * 42 + 100 = 911.44. Bhahaha.
For the purity of experimentation, when exiting stealth triggered passive skill NB, which is called the Shadow Barrier and increases Armor and Spell Resist by 1750.
Spell resist 2667. Concentration, 42%. Focus Rating 1220
2667/100 * 42 + 100 = 1220.14
* hysterics *
BUT IT DOES NOT END !!! xDD
Take any two-handed weapon with a characteristic Sharpened, in my case it Artifact staff with a bonus of 12%.
Take the stable version of light armor x7 without invisibility.
Spell resist 1932. Concentration, 42%. Focus Rating 911
Based on the above should be as follows:
((1932/100 * 42) + (1932/100 * 42) / 100 * 12) + 100 = 1008.32
As it really is:
(1932/100 * 42 + 100) * 12 = 10932
10932 Spell Penetration (Focus Rating).
Do not forget that the bonus weapon also works for Armor Penetration, the base value is 100, and that, too, is multiplied by the number of indications in the weapon and in my case is 1200 units.
I understand that addons can not be trusted. So I decided to check the veracity of the data and make sure it's not a bubble.
Testbed:
Offensive VR12 NB
The testbed VR12 NB
Usable ability Swallow Soul. Tooltip damage 327.
Targets Spell Resist --- Attacker Spell Penetration (Focus Rating) --- Damage Done
1320 --- 1200 --- 310 - Offensive naked, equip the weapons above a specified
1320 --- 2208 --- 340 // Weapon and one piece of light armor
1792 --- 2208 --- 340 // Weapon and one piece of light armor
1792 --- 3348 --- 344 // Weapon and two pieces of light armor
2473 --- 3348 --- 344 // Weapon and two pieces of light armor
2473 Spell Resist is the maximum for a guinea, so further increase the Spell Penetration does not make sense.
It works on live server, it works on the PTS
* hysterics * convulses *
Conclusions / Questions:
1) Features Spell Penetration depends on my own resistance? Why?
2) Why in the calculation of penetration, not taken into account the protection of the target? After all, if everything worked properly, we would have received 42% of the passive abilities of armor and 12% of the weapons, which in total would give a 54% penetration. Then, using appropriate formulas for calculating the target does not remain defenseless. Then the resistance at 2000, 54% penetration would be only 1080 This is much more logical than the one that showed exeperimental.
3) In accordance with the current mechanics equipping two-handed weapons of any kind (physical / magic / bow) with characteristic Sharpened we get Armor Penetration = 100 * x, where X is the number of indications in the tooltip of the weapon. Then why when equipping two swords with the bonus of 6% not I get 100 * (6 + 6), and
only 100 * (2.5 + 2.5)?
P.S. How much of the employee (employees) should be fazed by what they do, if they have done this?