ThatNeonZebraAgain wrote: »[..] seems like 5pc Footman is best in slot because (1) mitigation bonuses are still very effective and (2) the jewelry allows you to use another 5pc set plus 2pc monster set. [..]
tpanisiakb16_ESO wrote: »ThatNeonZebraAgain wrote: »[..] seems like 5pc Footman is best in slot because (1) mitigation bonuses are still very effective and (2) the jewelry allows you to use another 5pc set plus 2pc monster set. [..]
It's not at all effective. You can read the theorycrafting behind it right here. The TL'DR is diminishing returns puts the 12% mitigation at about 3-4%, so you have to ask yourself if keeping five pieces, one-or-two with crappy traits, and level 13-14 is worth it for a mere 3-4% which could very well be made up with new crafted armor at v16?
As for gearing, since I've done the normal new dungeons a million times and received no Imperium or otherwise, I've stuck with v16 Hist Branch, kept the Footman's jewelry (Unassailable would be more beneficial, IMO if you can track it down), and FOR NOW endurance sword / shield. Eventually I would like to snag two rings of Agility with Stam, and then switch to Neck of Endurance (health) + Shield and a Master Sword. I currently have Bloodspawn on for monster set, but I eventually want to move over to Engine Guardian but I'd had no luck farming for the same.
tpanisiakb16_ESO wrote: »ThatNeonZebraAgain wrote: »[..] seems like 5pc Footman is best in slot because (1) mitigation bonuses are still very effective and (2) the jewelry allows you to use another 5pc set plus 2pc monster set. [..]
It's not at all effective. You can read the theorycrafting behind it right here. The TL'DR is diminishing returns puts the 12% mitigation at about 3-4%, so you have to ask yourself if keeping five pieces, one-or-two with crappy traits, and level 13-14 is worth it for a mere 3-4% which could very well be made up with new crafted armor at v16?
As for gearing, since I've done the normal new dungeons a million times and received no Imperium or otherwise, I've stuck with v16 Hist Branch, kept the Footman's jewelry (Unassailable would be more beneficial, IMO if you can track it down), and FOR NOW endurance sword / shield. Eventually I would like to snag two rings of Agility with Stam, and then switch to Neck of Endurance (health) + Shield and a Master Sword. I currently have Bloodspawn on for monster set, but I eventually want to move over to Engine Guardian but I'd had no luck farming for the same.
Singularapathy wrote: »What about as a magicka templar tank? I was presuming to go Footman's along with Hist Bark (and, depending, possibly some Seducers or similar).
Depends on your situation.
If you already cap resistance, already have enough resource management for perma blocking (yourself or with your team), have enough selfheal or good healer, and still want to increase your survivability further, then go footman.
And yes footman still 12% mitigation and the test above (Paul's test) is also true, if you have cap resistance, this 12% will be 3% overall damage reduction. Because the damage is reduced by 50% first (resistance), and base blocking is 50%.
If you hit by 10.000 damage:
With resistance cap no blocking: 5.000 damage (10.000*50%(armor() = 50% mitigation
With resistance cap and blocking (no passive): 2.500 damage (10.000*50%(armor)*50%(base block)) = 75% mitigation (25% more mitigation)
Now if we add footman base blocking will be 50%*(1+12%) = 56%
With resistance cap and blocking (passive): 2.200 damage (10.000*50%(armor)*56%(base block)) = 78% mitigation (3% more mitigation)
And this is apply to all block bonus.. With armor cap, the actual mitigation of absorb magic is 2%, DK's passive is 2.5%, 1H&S passive is 5%.
That's why in test, when he blocking with no gear (0% mitigation) his mitigation is 55% not 60%, because the 10% DK passive translate to 50%*(1+10%) = 55%
And when he block with full gear and footman
23378 = about 36% mitigation
block with sword and shield + footman = 50%*(1+10%+20%+12%) =71% mitigation
(100%-36%)*(100%-71%) = 18.56% or 81.44% mitigation (in test 81.4% mitigation)
Actually the test will be better/clearer if he reach the armor cap.
However if you are nord and/or have other damage reduction mechanism like circle of protection or standard of might, the footman's 12% can go below 3% mitigation....
tpanisiakb16_ESO wrote: »ThatNeonZebraAgain wrote: »[..] seems like 5pc Footman is best in slot because (1) mitigation bonuses are still very effective and (2) the jewelry allows you to use another 5pc set plus 2pc monster set. [..]
It's not at all effective. You can read the theorycrafting behind it right here. The TL'DR is diminishing returns puts the 12% mitigation at about 3-4%, so you have to ask yourself if keeping five pieces, one-or-two with crappy traits, and level 13-14 is worth it for a mere 3-4% which could very well be made up with new crafted armor at v16?
As for gearing, since I've done the normal new dungeons a million times and received no Imperium or otherwise, I've stuck with v16 Hist Branch, kept the Footman's jewelry (Unassailable would be more beneficial, IMO if you can track it down), and FOR NOW endurance sword / shield. Eventually I would like to snag two rings of Agility with Stam, and then switch to Neck of Endurance (health) + Shield and a Master Sword. I currently have Bloodspawn on for monster set, but I eventually want to move over to Engine Guardian but I'd had no luck farming for the same.
Personofsecrets wrote: »tpanisiakb16_ESO wrote: »ThatNeonZebraAgain wrote: »[..] seems like 5pc Footman is best in slot because (1) mitigation bonuses are still very effective and (2) the jewelry allows you to use another 5pc set plus 2pc monster set. [..]
It's not at all effective. You can read the theorycrafting behind it right here. The TL'DR is diminishing returns puts the 12% mitigation at about 3-4%, so you have to ask yourself if keeping five pieces, one-or-two with crappy traits, and level 13-14 is worth it for a mere 3-4% which could very well be made up with new crafted armor at v16?
As for gearing, since I've done the normal new dungeons a million times and received no Imperium or otherwise, I've stuck with v16 Hist Branch, kept the Footman's jewelry (Unassailable would be more beneficial, IMO if you can track it down), and FOR NOW endurance sword / shield. Eventually I would like to snag two rings of Agility with Stam, and then switch to Neck of Endurance (health) + Shield and a Master Sword. I currently have Bloodspawn on for monster set, but I eventually want to move over to Engine Guardian but I'd had no luck farming for the same.
I hadn't considered 2 3-piece set 2 piece bonuses. That is a cool idea.
Pros - the 2 piece bonuses on the new jewelry are worth 1.5 times a normal 2 piece bonus
Con - miss out on a bonus for breaking up a potential 4 piece into two 2 piece.
Overall it seems to balance out, lets a player use the master sword, and the cool looking shields
Thank you for sharing this.
TotterTates wrote: »Footman's Fortune is still viable... and does not suffer diminishing returns... not sure who suggested that.
You can check out my numbers here.
ThatNeonZebraAgain wrote: »TotterTates wrote: »Footman's Fortune is still viable... and does not suffer diminishing returns... not sure who suggested that.
You can check out my numbers here.
From my understanding, perhaps diminishing returns isn't the best term for it. If I am understanding correctly, the closer you are to Physical/Spell Resist cap (now 33.1k), the less overall damage mitigation it provides, so other set choices become more attractive (especially V16 given the enchants). The tests referred to are this one: http://www.fearisfailure.enjin.com/forum/m/32090361/viewthread/22767038-mitigation-testing-for-tanks/post/100722244#p100722244 Your tests show a 3% difference in mitigation while blocking between a build with Footman's and non-Footman's, which is what others have shown as well. So what makes Footman's less attractive (maybe not necessarily less viable) is that its 3% can be made up in other ways (V16 armor pieces, constellations, Mundus, etc), which opens up other possibilities that can also take advantage of highest level enchants.
ThatNeonZebraAgain wrote: »TotterTates wrote: »Footman's Fortune is still viable... and does not suffer diminishing returns... not sure who suggested that.
You can check out my numbers here.
From my understanding, perhaps diminishing returns isn't the best term for it. If I am understanding correctly, the closer you are to Physical/Spell Resist cap (now 33.1k), the less overall damage mitigation it provides, so other set choices become more attractive (especially V16 given the enchants). The tests referred to are this one: http://www.fearisfailure.enjin.com/forum/m/32090361/viewthread/22767038-mitigation-testing-for-tanks/post/100722244#p100722244 Your tests show a 3% difference in mitigation while blocking between a build with Footman's and non-Footman's, which is what others have shown as well. So what makes Footman's less attractive (maybe not necessarily less viable) is that its 3% can be made up in other ways (V16 armor pieces, constellations, Mundus, etc), which opens up other possibilities that can also take advantage of highest level enchants.
I may overlook something, but no matter whether it's 12% or 3% additional mitigation, if you get to mitigation hardcap while wearing footman, it is still additional mitigation that you can't get without footman. Using belt and boots, you lose little armor and - since those are small pieces - comparatively little enchantment value.
Using 2pcs endurance, you can still get the high value health bonus (sword and shield). You can use either a 5pcs of the new sets or crafted, or even 2+3 for trash pulls.
TotterTates wrote: »ThatNeonZebraAgain wrote: »TotterTates wrote: »Footman's Fortune is still viable... and does not suffer diminishing returns... not sure who suggested that.
You can check out my numbers here.
From my understanding, perhaps diminishing returns isn't the best term for it. If I am understanding correctly, the closer you are to Physical/Spell Resist cap (now 33.1k), the less overall damage mitigation it provides, so other set choices become more attractive (especially V16 given the enchants). The tests referred to are this one: http://www.fearisfailure.enjin.com/forum/m/32090361/viewthread/22767038-mitigation-testing-for-tanks/post/100722244#p100722244 Your tests show a 3% difference in mitigation while blocking between a build with Footman's and non-Footman's, which is what others have shown as well. So what makes Footman's less attractive (maybe not necessarily less viable) is that its 3% can be made up in other ways (V16 armor pieces, constellations, Mundus, etc), which opens up other possibilities that can also take advantage of highest level enchants.
Ah, nowI understand what you were getting at; however, you will not make up the loss of 3% in block mitigation since resist mitigation (physical/spell resistance) is separate from block mitigation.
(Raw Damage - Resist Mitigation) - Block Mitigation = Damage Taken
You can, theoretically increase your resist mitigation but that will cap at 50%.
That being said... it's personal preference on whether or not that 3% is worth it.