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Math on Stamina Recovery While Blocking

Ffastyl
Ffastyl
✭✭✭✭✭
A recent poll on stamina recovery while blocking sparked some math on the subject. It is common knowledge that tanks are miffed about 0% recovery while blocking, but are living with it. Let us find a compromise between developer and player wants. The developers want to punish turtling (holding block indefinitely, like a turtle hiding in its shell), in both PvE and PvP so recovery is at its current 0% while blocking. Players want a less punishing alternative. @Wrobel 's Detailed Explanation of Block Cost Changes sheds light on how low block cost can be and how often that cost is deducted. With the highest frequency of 0.5 seconds, 1600 recovery is required to negate 400 block cost (after Constitution is factored). From an old thread (too old to find) on a high recovery Sorcerer build, 5k magicka recovery was attained. Assume the same or similar amount can be achieved for stamina. To handle edge cases (rare builds not directly accounted for) let us assume it possible to achieve minimum block cost (400) and maximum recovery in the same build. Then the percentage recovery that allows block cost to be negated:

1600 / 5000 = 32%

However, the math for other recovery values must be calculated as 5000 is not proven to be the highest possible.

5500 => 29.09%
6000 => 26.67%
6500 => 24.62%
7000 => 22.86%
7500 => 21.33%
8000 => 20.00%
8500 => 18.82%
9000 => 17.78%
9500 => 16.84%

And lower values.

4500 => 35.56%
4000 => 40.00%
3500 => 45.71%
3000 => 53.33%
2500 => 64.00%
2000 => 80.00%

These numbers cover the case where the player is being wailed on - block cost is charged every 0.5 seconds according to its cooldown. So these numbers should be adjusted for a more common case: being attacked once a second. Constitution's reduction on stamina cost is doubled in this case, bringing block cost down to 261. To negate 261 stamina every second, 522 recovery is needed. Recalculating the values above with this value,

522 / 2000 = 26.10%
2500 => 20.88%
3000 => 17.40%
3500 => 14.91%
4000 => 13.05%
4500 => 11.60%
5000 => 10.44%
5500 => 09.49%
6000 => 08.70%
6500 => 08.03%
7000 => 07.46%
7500 => 06.96%
8000 => 06.53%
8500 => 06.14%
9000 => 05.80%
9500 => 05.49%

@Wrobel 's calculations also only account for epic/purple block cost reduction enchantments and 1 Sturdy piece. Redoing his calculations with legendary/gold enchantments and 8 Sturdy pieces,

Base Block Cost: 2160
25% Champion Cost Reduction: 2160 * .75 = 1620
3x gold block cost enchantments: 1620 – 203x3 = 1620 – 609 = 1011
Fortress and Defensive Stance: 1011 * .56 = 566
Sturdy x8: 566 * .68 = 385
Constitution 1 second: 385 – 326 = 59

118 / 2000 = 5.900%
3000 => 3.933%
4000 => 2.950%
5000 => 2.360%
6000 => 1.967%
7000 => 1.686%
8000 => 1.475%
9000 => 1.311%

As it stands, 1% is the highest recovery players can ask for while blocking until all edge cases are found. To help the players' case, more experimental data is needed. Namely, the precise construction of a build that can achieve this block cost so it can be theorized how much stamina recovery it can actually maintain, and/or the highest possible stamina recovery build so it can be theorized how low a block cost it can get. Alternatively Shadow Ward can be lobbied for a reduction in power, so allowing stamina recovery while blocking cannot result in negating the cost under any circumstance.

Math on lower reductions from Shadow Ward:

16% Champion Cost Reduction: 2160 * .84 = 1814
3x gold block cost enchantments: 1814 – 203x3 = 1814 – 609 = 1205
Fortress and Defensive Stance: 1205 * .56 = 675
Sturdy x8: 675 * .68 = 459
Constitution 1 second: 459 – 326 = 133

266 / 2000 = 13.30%
3000 => 8.867%
4000 => 6.650%
5000 => 5.320%
6000 => 4.433%
7000 => 3.800%

12% Champion Cost Reduction: 2160 * .88 = 1901
3x gold block cost enchantments: 1901 – 203x3 = 1901 – 609 = 1292
Fortress and Defensive Stance: 1292 * .56 = 724
Sturdy x8: 724 * .68 = 492
Constitution 1 second: 492 – 326 = 166

332 / 2000 = 16.60%
3000 => 11.07%
4000 => 8.300%
5000 => 6.640%
6000 => 5.533%
7000 => 4.743%

I hope following me through my math journey has helped you understand why stamina recovery is 0 while blocking and how we can possibly change this.
"A person is smart. People are dumb, panicky, dangerous animals and you know it."

PC NA
Daggerfall Covenant

Ffastyl - Level 50 Templar
Arturus Amitis - Level 50 Nightblade
Sulac the Wanderer - Level 50 Dragonknight
Arcturus Leland - Level 50 Sorcerer
Azrog rus-Oliphet - Level 50 Templar
Tienc - Level 50 Warden
Aldmeri Dominion
Ashen Willow Knight - Level 50 Templar
Champion Rank 938

Check out:
Old vs New Intro Cinematics


"My strength is that I have no weaknesses. My weakness is that I have no strengths."
Member since May 4th, 2014.
  • Vangy
    Vangy
    ✭✭✭✭✭
    Ffastyl wrote: »
    A recent poll on stamina recovery while blocking sparked some math on the subject. It is common knowledge that tanks are miffed about 0% recovery while blocking, but are living with it. Let us find a compromise between developer and player wants. The developers want to punish turtling (holding block indefinitely, like a turtle hiding in its shell), in both PvE and PvP so recovery is at its current 0% while blocking. Players want a less punishing alternative. @Wrobel 's Detailed Explanation of Block Cost Changes sheds light on how low block cost can be and how often that cost is deducted. With the highest frequency of 0.5 seconds, 1600 recovery is required to negate 400 block cost (after Constitution is factored). From an old thread (too old to find) on a high recovery Sorcerer build, 5k magicka recovery was attained. Assume the same or similar amount can be achieved for stamina. To handle edge cases (rare builds not directly accounted for) let us assume it possible to achieve minimum block cost (400) and maximum recovery in the same build. Then the percentage recovery that allows block cost to be negated:

    1600 / 5000 = 32%

    However, the math for other recovery values must be calculated as 5000 is not proven to be the highest possible.

    5500 => 29.09%
    6000 => 26.67%
    6500 => 24.62%
    7000 => 22.86%
    7500 => 21.33%
    8000 => 20.00%
    8500 => 18.82%
    9000 => 17.78%
    9500 => 16.84%

    And lower values.

    4500 => 35.56%
    4000 => 40.00%
    3500 => 45.71%
    3000 => 53.33%
    2500 => 64.00%
    2000 => 80.00%

    These numbers cover the case where the player is being wailed on - block cost is charged every 0.5 seconds according to its cooldown. So these numbers should be adjusted for a more common case: being attacked once a second. Constitution's reduction on stamina cost is doubled in this case, bringing block cost down to 261. To negate 261 stamina every second, 522 recovery is needed. Recalculating the values above with this value,

    522 / 2000 = 26.10%
    2500 => 20.88%
    3000 => 17.40%
    3500 => 14.91%
    4000 => 13.05%
    4500 => 11.60%
    5000 => 10.44%
    5500 => 09.49%
    6000 => 08.70%
    6500 => 08.03%
    7000 => 07.46%
    7500 => 06.96%
    8000 => 06.53%
    8500 => 06.14%
    9000 => 05.80%
    9500 => 05.49%

    @Wrobel 's calculations also only account for epic/purple block cost reduction enchantments and 1 Sturdy piece. Redoing his calculations with legendary/gold enchantments and 8 Sturdy pieces,

    Base Block Cost: 2160
    25% Champion Cost Reduction: 2160 * .75 = 1620
    3x gold block cost enchantments: 1620 – 203x3 = 1620 – 609 = 1011
    Fortress and Defensive Stance: 1011 * .56 = 566
    Sturdy x8: 566 * .68 = 385
    Constitution 1 second: 385 – 326 = 59

    118 / 2000 = 5.900%
    3000 => 3.933%
    4000 => 2.950%
    5000 => 2.360%
    6000 => 1.967%
    7000 => 1.686%
    8000 => 1.475%
    9000 => 1.311%

    As it stands, 1% is the highest recovery players can ask for while blocking until all edge cases are found. To help the players' case, more experimental data is needed. Namely, the precise construction of a build that can achieve this block cost so it can be theorized how much stamina recovery it can actually maintain, and/or the highest possible stamina recovery build so it can be theorized how low a block cost it can get. Alternatively Shadow Ward can be lobbied for a reduction in power, so allowing stamina recovery while blocking cannot result in negating the cost under any circumstance.

    Math on lower reductions from Shadow Ward:

    16% Champion Cost Reduction: 2160 * .84 = 1814
    3x gold block cost enchantments: 1814 – 203x3 = 1814 – 609 = 1205
    Fortress and Defensive Stance: 1205 * .56 = 675
    Sturdy x8: 675 * .68 = 459
    Constitution 1 second: 459 – 326 = 133

    266 / 2000 = 13.30%
    3000 => 8.867%
    4000 => 6.650%
    5000 => 5.320%
    6000 => 4.433%
    7000 => 3.800%

    12% Champion Cost Reduction: 2160 * .88 = 1901
    3x gold block cost enchantments: 1901 – 203x3 = 1901 – 609 = 1292
    Fortress and Defensive Stance: 1292 * .56 = 724
    Sturdy x8: 724 * .68 = 492
    Constitution 1 second: 492 – 326 = 166

    332 / 2000 = 16.60%
    3000 => 11.07%
    4000 => 8.300%
    5000 => 6.640%
    6000 => 5.533%
    7000 => 4.743%

    I hope following me through my math journey has helped you understand why stamina recovery is 0 while blocking and how we can possibly change this.

    Nice math... The only problem is, this will work for PvE.... but you cant PvP with 5 piece heavy + 8 sturdy pieces + x3 block cost reduction. You will be a 1.5k weapon damage walking potato with 0 purpose in life but to talon spam and wait for zergs to come save u or roll over u.
    (2)V16 Dk- stam dps/stam tank/mag dps
    (2)V16 Sorc- mag dps/stam dps
    (2)V16 nb- stam dps/mag dps
    (1)v16 temp- mag tank/mag dps
    CP: 610 and counting

    PAWS (Positively Against Wrip-off Stuff) - Say No to Crown Crates! Viva la revolutionz
  • leepalmer95
    leepalmer95
    ✭✭✭✭✭
    ✭✭✭✭✭
    Ffastyl wrote: »
    A recent poll on stamina recovery while blocking sparked some math on the subject. It is common knowledge that tanks are miffed about 0% recovery while blocking, but are living with it. Let us find a compromise between developer and player wants. The developers want to punish turtling (holding block indefinitely, like a turtle hiding in its shell), in both PvE and PvP so recovery is at its current 0% while blocking. Players want a less punishing alternative. @Wrobel 's Detailed Explanation of Block Cost Changes sheds light on how low block cost can be and how often that cost is deducted. With the highest frequency of 0.5 seconds, 1600 recovery is required to negate 400 block cost (after Constitution is factored). From an old thread (too old to find) on a high recovery Sorcerer build, 5k magicka recovery was attained. Assume the same or similar amount can be achieved for stamina. To handle edge cases (rare builds not directly accounted for) let us assume it possible to achieve minimum block cost (400) and maximum recovery in the same build. Then the percentage recovery that allows block cost to be negated:

    1600 / 5000 = 32%

    However, the math for other recovery values must be calculated as 5000 is not proven to be the highest possible.

    5500 => 29.09%
    6000 => 26.67%
    6500 => 24.62%
    7000 => 22.86%
    7500 => 21.33%
    8000 => 20.00%
    8500 => 18.82%
    9000 => 17.78%
    9500 => 16.84%

    And lower values.

    4500 => 35.56%
    4000 => 40.00%
    3500 => 45.71%
    3000 => 53.33%
    2500 => 64.00%
    2000 => 80.00%

    These numbers cover the case where the player is being wailed on - block cost is charged every 0.5 seconds according to its cooldown. So these numbers should be adjusted for a more common case: being attacked once a second. Constitution's reduction on stamina cost is doubled in this case, bringing block cost down to 261. To negate 261 stamina every second, 522 recovery is needed. Recalculating the values above with this value,

    522 / 2000 = 26.10%
    2500 => 20.88%
    3000 => 17.40%
    3500 => 14.91%
    4000 => 13.05%
    4500 => 11.60%
    5000 => 10.44%
    5500 => 09.49%
    6000 => 08.70%
    6500 => 08.03%
    7000 => 07.46%
    7500 => 06.96%
    8000 => 06.53%
    8500 => 06.14%
    9000 => 05.80%
    9500 => 05.49%

    @Wrobel 's calculations also only account for epic/purple block cost reduction enchantments and 1 Sturdy piece. Redoing his calculations with legendary/gold enchantments and 8 Sturdy pieces,

    Base Block Cost: 2160
    25% Champion Cost Reduction: 2160 * .75 = 1620
    3x gold block cost enchantments: 1620 – 203x3 = 1620 – 609 = 1011
    Fortress and Defensive Stance: 1011 * .56 = 566
    Sturdy x8: 566 * .68 = 385
    Constitution 1 second: 385 – 326 = 59

    118 / 2000 = 5.900%
    3000 => 3.933%
    4000 => 2.950%
    5000 => 2.360%
    6000 => 1.967%
    7000 => 1.686%
    8000 => 1.475%
    9000 => 1.311%

    As it stands, 1% is the highest recovery players can ask for while blocking until all edge cases are found. To help the players' case, more experimental data is needed. Namely, the precise construction of a build that can achieve this block cost so it can be theorized how much stamina recovery it can actually maintain, and/or the highest possible stamina recovery build so it can be theorized how low a block cost it can get. Alternatively Shadow Ward can be lobbied for a reduction in power, so allowing stamina recovery while blocking cannot result in negating the cost under any circumstance.

    Math on lower reductions from Shadow Ward:

    16% Champion Cost Reduction: 2160 * .84 = 1814
    3x gold block cost enchantments: 1814 – 203x3 = 1814 – 609 = 1205
    Fortress and Defensive Stance: 1205 * .56 = 675
    Sturdy x8: 675 * .68 = 459
    Constitution 1 second: 459 – 326 = 133

    266 / 2000 = 13.30%
    3000 => 8.867%
    4000 => 6.650%
    5000 => 5.320%
    6000 => 4.433%
    7000 => 3.800%

    12% Champion Cost Reduction: 2160 * .88 = 1901
    3x gold block cost enchantments: 1901 – 203x3 = 1901 – 609 = 1292
    Fortress and Defensive Stance: 1292 * .56 = 724
    Sturdy x8: 724 * .68 = 492
    Constitution 1 second: 492 – 326 = 166

    332 / 2000 = 16.60%
    3000 => 11.07%
    4000 => 8.300%
    5000 => 6.640%
    6000 => 5.533%
    7000 => 4.743%

    I hope following me through my math journey has helped you understand why stamina recovery is 0 while blocking and how we can possibly change this.

    Try doing this in relation to pvp?

    Holding block in pvp just simply isn't enough.
    PS4 EU DC

    Current CP : 756+

    I have every character level 50, both a magicka and stamina version.


    RIP my effort to get 5x v16 characters...
  • Ffastyl
    Ffastyl
    ✭✭✭✭✭
    Vangy wrote: »
    Nice math... The only problem is, this will work for PvE.... but you cant PvP with 5 piece heavy + 8 sturdy pieces + x3 block cost reduction. You will be a 1.5k weapon damage walking potato with 0 purpose in life but to talon spam and wait for zergs to come save u or roll over u.

    Whether they achieve so with block cost reduction is another matter, but there are rare tanks in PvP that even a raid cannot kill. They have appropriately low damage output - not enough to kill anyone - but they harass groups perpetually, no one able to kill them.

    My own Dragonknight build works with minimum weapon damage and deals 4k damage a hit after Battle Spirit reductions - Molten Armaments + Melee Weapon Expert. Again, not possible to achieve the lowest possible block cost but focusing on attrition, very few can best it one versus one.
    *All items are purple unless otherwise specified.
    Armor
    Reinforced Heavy Morkuldin x5
    Reinforced Heavy Willow's Path x2
    Healthy Endurance Necklace
    Robust Endurance Ring x2
    Weapons
    Legendary Sharpened Greatsword of the Willow's Path w/ Weapon Damage enchant
    Legendary Defending Sword of the Willow's Path w/ Absorb Magicka enchant
    Reinforced Shield of the Willow's Path w/ Legendary Stamina enchant

    *All enchantments are legendary.
    Enchantments
    Health Recovery x3
    Stamina x6
    Prismatic x1

    Drink/Food
    Lusty Argonian Maid Mazte (tri-stat)

    Boon
    Steed

    Race
    Imperial

    *Unbuffed, drink not active, outside Cyrodiil.
    Stats
    weapon1/weapon2
    10631 / 10631-Maximum Magicka
    704 / 702- - - - -Magicka Recovery
    25011 / 25011-Maximum Health
    1210 / 1443- - -Health Recovery
    21621 / 22767-Maximum Stamina
    1231 / 1229- - -Stamina Recovery

    1571 / 1335- - -Spell Damage
    10% / 10%- - - - Spell Critical
    1830 / 1531- - -Weapon Damage
    22% / 22%- - - - Weapon Critical

    22372 / 28292-Spell Resistance
    19072 / 24992-Physical Resistance
    733 / 733- - - - -Critical Resistance

    Champion Points
    501
    Warlord - - - - - - - - - - - - 20
    Mooncalf - - - - - - - - - - -27
    Arcanist - - - - - - - - - - - -27
    Healthy - - - - - - - - - - - - 27
    Tumbling - - - - - - - - - - -39
    Shadow Ward - - - - - - - 27
    Melee Weapon Expert 75
    Mighty - - - - - - - - - - - - -92
    Resistant - - - - - - - - - - -30
    Thick Skinned - - - - - - -27
    Hardy - - - - - - - - - - - - - 50
    Elemental Defender - - 50
    Quick Recovery - - - - - -10

    This criticism is why we need the numbers on a build that can achieve minimum block cost -- what can it do besides blocking?
    Try doing this in relation to pvp?

    Holding block in pvp just simply isn't enough.

    Before the removal of stamina recovery, blocking was enough. Blocking was enough to make the difference between armor types negligible. Before the removal, one person could hold down eight players for several minutes by turtling. None of the eight would die, but that is a major loss of manpower on the battlefield.


    The calculations hold up for PvP as the player is being hit more variably in frequency but the cooldown on block cost still stands as does the cooldown on abilities. A player might be able to get four hits in a second (ie Biting Jabs) but the cost is still charged twice a second.

    Please do not quote the OP. It takes longer to scroll through the quote than it does to read your posts.
    Edited by Ffastyl on July 12, 2016 12:46PM
    "A person is smart. People are dumb, panicky, dangerous animals and you know it."

    PC NA
    Daggerfall Covenant

    Ffastyl - Level 50 Templar
    Arturus Amitis - Level 50 Nightblade
    Sulac the Wanderer - Level 50 Dragonknight
    Arcturus Leland - Level 50 Sorcerer
    Azrog rus-Oliphet - Level 50 Templar
    Tienc - Level 50 Warden
    Aldmeri Dominion
    Ashen Willow Knight - Level 50 Templar
    Champion Rank 938

    Check out:
    Old vs New Intro Cinematics


    "My strength is that I have no weaknesses. My weakness is that I have no strengths."
    Member since May 4th, 2014.
  • Vangy
    Vangy
    ✭✭✭✭✭
    @Ffastyl

    I get what your saying. And I do have a DK tank who is unkillable.... I run with 5 black rose + 5 fasallas + 2 mal/2engin comboed with triple block cost reduc and 50 pts in shadow ward lol. Have 32k health, 25k resists and 30k stam with 14k mag. Pretty much perma block and talon spam with caltrops + healing debuff a whole zerg of potatoes with fasal + standard while siege wipes them out.

    The thing is, there is no middle ground for blocking. You either make a perma blocking tank, or you dont bother with blocking. There is no viable middle ground for open world. Sure in duelling you can make very good SnB builds with minimal investment into blocking but this just dosent work in any outnumbered situations.

    We need to find a way to allow tanks to exist without perma blocking openworld without empowering DPS builds to abuse mechanics with SnB and be unkillable too.
    (2)V16 Dk- stam dps/stam tank/mag dps
    (2)V16 Sorc- mag dps/stam dps
    (2)V16 nb- stam dps/mag dps
    (1)v16 temp- mag tank/mag dps
    CP: 610 and counting

    PAWS (Positively Against Wrip-off Stuff) - Say No to Crown Crates! Viva la revolutionz
  • Solariken
    Solariken
    ✭✭✭✭✭
    ✭✭✭✭
    Thanks for the maths @Ffastyl. We need to keep beating this horse until ZOS removes the bandaid and implements an intelligent solution.

    I still think the increasing cost mechanic (a la dodge roll) is a sensible option. Someone should be able to net positive regen for a handful of blocks, but eventually cost will overtake regen and the player will have to either drop block or burn stamina.
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