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Damage Mitigation: Explanation UPDATED 15/07/2019

paulsimonps
paulsimonps
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Hello everyone! A long overdue update to this thread has now been made. I am still testing somethings but I kept putting this off cause I felt I needed more testing, but I always need more so here is what I know so far from all the changes that have been made since last time.

CALCULATIONS:

We will start off with the base calculations with only your own mitigation and nothing extra. There are two main ways that mitigation works, BEFORE or AFTER a damage shield has been hit. This means that some sources of mitigation will reduce the damage taken before a damage shield takes damage from the attack and others will reduce the damage that overflows from a potentially depleted shield. However, if there is no damage shield then all sources count as being on the same level. The only known sources of mitigation AFTER a damage shield is the base blocking mitigation and any source that says "increases the amount of damage you can block by x%" or similar, all other sources of mitigation is applied BEFORE a damage shield. One really big thing I want to highlight that has been in the game for a while that I have failed to update on is that anything that increases blocking mitigation now stacks additive with one another. This means that those sources when combined do not suffer the diminishing returns we see normally when interacting with each other and can then with ease reach really high mitigation values.

The numbers template for just mitigation looks like this:
MITIGATION=100-(100*(1-(Minor Maim)/100)*(1-(Major Maim)/100)*(1-(Mitigation #1)/100)*(1-(Mitigation #2)/100)*(1-(Resistance/660)/100))*(1-(Blocking)/100)*(1-(Extra blocking #1+Extra blocking #2)/100))
DAMAGE TAKEN=((Base Damage*(1-(Minor Maim)/100)*(1-(Major Maim)/100)*(1-(Mitigation #1)/100)*(1-(Mitigation #2)/100)*(1-(Resistance/660)/100)))-Damage Shields)*(1-(Blocking)/100)*(1-(Extra blocking #1+Extra blocking #2)/100))

The way you would use this template is to replace the place holders with the percentage numbers that is show in the tool-tips in the game and obviously the resistance should be the number of which ever resistance you want to test with. If you have more sources then just add more to fill your needs in the same way that is shown. Now something you might notice is that this way of calculating will result in diminishing returns, what that means is that for each added mitigation source the usefulness of each individual source gets reduced. As an example, having 2 sources that give 50% mitigation will give you a total of 75% mitigation. This now again has an exception with extra blocking mitigation as they stack additive with one another.

Lets do some examples using things the average tank would use. Lets make it a Dragonknight, for obvious reasons. So they would have 50% from blocking, lets say 40% from resistance, 15% from minor maim, 10% from the Iron Skin Passive and 20% from the Sword and Board Passive. The calculations would look like this:
100-(100*(1-(15)/100)*(1-(26400/660)/100)*(1-(50)/100)*(1-(10+20)/100))=82.15%

So with all of those sources added together we ended up with a total of82.15% of the damage we take being mitigated. Now if we want to apply these calculations to see how much damage we would be taking from a hit we would just change it to be like this:
150,000*(1-(15)/100)*(1-(26400/660)/100)*(1-(50)/100)*(1-(10+20)/100))=26,775

As you can see, even though the base damage we would have taken without mitigation was really high, just a few sources can drastically reduce the damage taken. Now I want to show you guys how this type of calculations would work if a damage shield was involved, cause as I previously explained blocking only mitigates damage that overflows from a depleted damage shield, while everything else will mitigate damage before the shield gets hit. I will be putting a list of all known sources down below but for now if we use our previous example as our base but then add in a damage shield with the strength of 5000 it would look like this:
((150,000*(1-(15)/100)*(1-(26400/660)/100))-5000)*(1-(50)/100)*(1-(10+20)/100))=25,025

In this case Minor Maim will hit first, as it applies to the attacker rather than the caster, secondly we have the resistance which was previously grouped with blocking but has since Murkmire been moved to be BEFORE the damage shield takes damage. Everything else mitigates damage AFTER the damage shield. Now on to the next bit in terms of calculations:

VULNERABILITIES:

Now since last I updated this thread vulnerabilities have gotten a big change. For those that don't know, vulnerabilities are effects that increases the damage that you take. The two most common sources are Minor Vulnerability and Vampires Fire Weakness. Vulnerabilities work in similar fashion to extra blocking mitigation in that they stack additive with each other. What is more important however is how mitigation acts upon said vulnerabilities, they subtract from them. This means that the effects of your mitigation is lessened when acting upon vulnerabilities. To give an example of who it works we will use Minor Vulnerability, Minor Protection, Stage 4 Vampire and Major Protection.
MITIGATION=100-100*(1+(25+8-8-30)/100)=5%
15000*(1+(25+8-8-30)/100)=14250

As you can see the damage was still reduced but had these all been multiplied against each other instead the damage would have been lowered further. One big thing to know is that not all sources of mitigation is applied to this, Maim, Resistance, Blocking and Extra blocking all do not subtract from vulnerability but instead reduce it multiplicative. To use the example listed above again, if we were to add any extra sources of mitigation past this, such as CP or Evasion then they would remain multiplicative as all the vulnerability has already been removed. This is a part I am still testing, the order of what removes from vulnerability first, but in general I have found that Armor Sets goes first, then Protection, other abilities and lastly Evasion. Again I am still testing that and my results have not been satisfactory enough to claim it as how it is but if anyone has more knowledge on this please do comment below with your finds. I will now before moving on show the vulnerability formula using what we had as example here with the first example.
((150,000*(1-(15)/100)*(1+(25+8-8-30)/100)*(1-(26400/660)/100))-5000)*(1-(50)/100)*(1-(10+20)/100))=23,686.25

RESISTANCE:

So there are two main types of resistance which are Spell and Physical, but each of them also have sub categories. Spell resistance has Flame, Frost and Shock resistance and Physical has Poison and Disease resistance. Now one important thing to know about resistance is that there is a Hard Cap, that means that after you reach a certain point it won't give you anything extra. For Champion point 160+ characters the hard cap for resistance is 33,000, or 660 resistance per 1% mitigated, which then tops it of at 50%. You can have more resistance than what the hard cap allows but it won't give you more mitigation, however, in PvP if someone debuffs you then having resistance above the hard cap can sometimes allow you to stay at hard cap if the debuff is to weak or your buffed resistance is strong enough.

Another thing we need to address now is how those sub categories work with the main resistance types. Sub categories adds to their main type whenever the attack element is of the same element. As an example, if I have 15000 spell resistance and 5000 flame resistance then if I get attack with a fire spell then I will have 20000 spell resistance against that attack. One thing to note here is that if your Spell or Physical resistance is already at hard cap then your sub categories will not add anything, since they are just temporary increases to the main type if attacked by the right element. But again if you get debuffed then anything above hard cap will help you stay up. Last thing to note about the sub categories is that since they are in its base form just adding to their main type then if someone penetrates your Spell or Physical resistance then they will penetrate your sub categories too.

One last thing to remember is that even though players no longer has a base 100 penetration the mobs in PvE still do. So when trying to calculate your resistance in a PvE scenario one should always account for that. Penetration is of course a subtraction of your resistance so for example if you have 15000 resistance then against someone with 5000 penetration you only have 10000 resistance and then in PvE if you have 33000 resistance you will still not be at the proper cap as against PvE mobs you only have 32900. But now on to the next part of this thread and last form of resistance.

CRITICAL RESISTANCE:

Now critical resistance works very differently from the other forms of resistance. What it does is it lowers the enemy players critical hit damage modifier. A characters base modifier is 1.5 which means that if you land a critical hit then you deal 50% more damage. There are ways to improve this, such as minor and major force or the Champion point system. What we are gonna be looking at of course is how we can reduce that modifier. This one is yet another subtraction one. Your critical resistance will lower the attackers critical modifier by a rate of 1% for every 68 critical resistance. This means that to remove an attackers base critical modifier you need 3400 critical resistance. It looks like this:
CRITICAL MODIFIER=1.5+(Critical Damage Buff #1/100)+(Critical Damage Buff #2/100)-(Critical Resistance/68/100)
15000*(1.5-(1700/68/100))=18750

As this is the final calculation I will add this into our previous example and see how it all works in its entirety.
((150,000*(1-(15)/100)*(1.5-(1700/68/100))*(1+(25+8-8-30)/100)*(1-(26400/660)/100))-5000)*(1-(50)/100)*(1-(10+20)/100))=30,045.3125

I will add here though that 150,000 base damage is PvE numbers and PvE mobs cannot critically hit, but it goes to show that even just 25% extra critical damage can deal a lot more damage if your mitigation against it is not enough.

MITIGATION BEFORE DAMAGE SHIELD:
  • 0-50% Physical Resistance (Physical, Poison, Disease)
  • 0-50% Spell Resistance (Magicka, Shock, Fire, Ice)
  • 30% Major Maim (All)
    • Dawns Wrath Ultimate: Nova
    • Winter's Embrace Ability: Frozen Device
  • 15% Minor Maim (All)
    • One Hand and Shield Ability: Low Slash
    • Draconic Power Ability: Choking Talons
    • Shadow Ability: Summon Shade
    • Shadow Ability: Mass Hysteria
    • Alchemy Poison Effect: Maiming
    • Alchemy Poison Effect: Brutality-Draining
    • Armor Set: Knightmare
    • Armor Set: Wizard’s Riposte
    • Secondary Elemental Effect: Chilled
  • 30% Major Protection (All)
    • Winter's Embrace Ultimate: Sleet Storm
    • Shadow Ultimate: Consuming Darkness
    • Armor Set: Pirate Skeleton
    • Armor Set: Coward's Gear
    • Armor Set: Daedric Trickery
  • 8% Minor Protection (All)
    • Winter's Embrace Ability: Ice Fortress
    • Restoring Light Ability: Restoring Focus
    • Fighters Guild Ability: Circle of Protection
    • Shadow Ability: Dark Cloak
    • Alchemy Potion Effect: Protection
    • Armor Set: Vampire Cloak
  • 15% Major Aegis (Dungeon and Trial Dmg)
    • Armor Set: Automated Defense
    • Armor Set: Inventor's Guard
  • 5% Minor Aegis (Dungeon and Trial Dmg)
    • Armor Set: Lunar Bastion
    • Armor Set: Eternal Yokeda
    • Armor Set: Twilight Remedy
    • Armor Set: Automated Defense
    • Armor Set: Inventor's Guard
  • 25% Major Evasion (AoE)
    • Dual Wield Ability: Blade Cloak+Morphs
    • Medium Armor Ability: Evasion+Morphs
    • Assassination Ability: Blur+Morphs
    • Armor Set: Hist Bark
    • Armor Set: Adept Rider
    • Armor Set: Specter's Eye
  • 10% Minor Evasion (AoE)
    • Animal Companions Ability: Deceptive Predator
  • 0-33% Vampire Passive: Undeath (All) (Increases incrementally by 1% per ~1.5% hp lost below 50% hp)
  • 75% Vampire Ability: Mist Form (All)
  • 0-15% CP Passive: Hardy (Physical, Poison, Disease)
  • 0-15% CP Passive: Elemental Defender (Magicka, Shock, Fire, Ice)
  • 0-25% CP Passive: Thick Skin (DoT's)
  • 0-25% CP Passive: Ironclad (Direct Damage)
  • 0-35% CP Passive: Expert Defender (Light, Heavy attacks(PvP))
  • 20% Ardent Flame Ultimate: Standard of Might (All)
  • 5%/20% Armor Set: Bastion of the Heartland (Player Dmg/Siege Dmg & Player AoE Spells)
  • 5% Armor Set: Shield of the Valiant (Player Dmg)
  • 5% Armor Set: Buffer of the Swift (Player Dmg)
  • 25% Armor Set: Leki's Focus (AoE)
  • 15% Armor Set: Light of Cyrodiil (All while Casting or Channeling Spell)
  • 35% Armor Set: Reactive Armor (All while CC'ed)
  • 50% PvP Effects: Battle Spirit (All)
  • 30% Support Ability: Guard (All)

MITIGATION AFTER DAMAGE SHIELD:
  • 50% Blocking (All)
  • 20% One Hand and Shield Passive: Sword and Board (All, while blocking)
  • 15% One Hand and Shield Passive: Deflect Bolt (Projectile and Ranged Dmg, while blocking)
  • 8% One Hand and Shield Ability: Defensive Posture (All, while blocking)
  • 20% Destruction Staff Passive: Ancient Knowledge (All, while blocking with a Frost Staff)
  • 10% Draconic Power Passive: Iron Skin (All, while blocking)
  • 36% Daedric Summoning Ability: Bound Aegis (All while blocking)
  • 8% Armor Set: Footman's Fortune (All, while blocking)

RESISTANCE:
To be updated later

CRITICAL RESISTANCE:
  • 2000 Armor Set: Impregnable Armor
  • 1304 Armor Set: Robes of Transmutation
  • 258/p Armor Trait: Impenetrable
  • 0-1650 CP Passive: Resistant

VULNERABILITY:
  • 8% Minor Vulnerability (All)
  • 15-20-25% Vampire Stages (Fire)
  • 25% Werewolf form (Poison)
  • 10% Armor Set: The Morag Tong (Poison)
  • 10% Ardent Flame Ability: Engulfing Flame (Fire)
  • 10% Armor Set: Way of Martial Knowledge (Next attack after proc)

Now some of these lists do need updating and will fix them at a later date, as well when next update comes some of these list will have additional sources. As a final note I will mention that my long rants to get Guard fixed finally worked a while back and that it now only only draws mitigation from the protected target and while the damage you take supposedly retains its original damage type you do not take more damage from it even if you have vulnerabilities against that type or have minor vulnerability. Its basically like taking oblivion damage but it can be reduced or increased by the protected targets stats or lack there of.
Edited by paulsimonps on July 15, 2019 6:30PM
  • Waffennacht
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    I see you mentioned critical damage mitigation prior to shield,

    Does this mean in order to not be hit with any critical damage because a shield is involved, that shield must prevent all of the damage?

    So if I have a 2000 shield and my opponent (apparently) scores a crit, with a base damage of 3000, I'm still gonna take 2500 to the face after the shield damage is removed? (Just ignoring all other mitigation for simplicity)

    Gamer tag: ShenronNacht NA Xbox One
    1100+ CP
    Battleground PvP'er
    Shepherd of Rot - Stamina Necromancer BG Archer - No Gank
  • Forestd16b14_ESO
    Forestd16b14_ESO
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    Does it matter ? With how OP penetration and resistance reduction skills are resistance mitigation isn't really the most reliable source of defense which is why you still aren't seeing to many HA users or tanks in PvP.

    Don't even [to hawt for the forums] say Malubeth and perma-blocking. That is cheese build and any one using it are cheese players and are not in no way true tanks.
    Edited by Forestd16b14_ESO on July 17, 2016 2:40AM
    "A sword wields no strength unless the hand that holds it has courage."
    "It's the warrior not the weapon that decides the battle ."
    #StopOneTamriel
  • hrothbern
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    When the secondary effect procs of Shock damage, you get Concussion, that gives besides a very small damage, Minor Maim for a few seconds.
    "I still do not understand why I followed the advice of Captain Rana to bring the villagers of Bleakrock into safety. We should have fought for our village and not have backed down, with our tail between our legs.
    Now my home village is in shambles, the houses burning, the invaders feasting.
    I swear every day to Shor that after Molag Bal has been defeated, I will hunt down the invaders and restore peace in Bleakrock and drink my mead with my friends at the market place".
  • Minsc
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    You need to add the 30% mitigation when Guarded and 35% mitigation when CCed ( Reactive) :)
  • paulsimonps
    paulsimonps
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    I will add those I missed and fix a few mistakes, thank you guys for helping me out there, great help.
    Does it matter ? With how OP penetration and resistance reduction skills are resistance mitigation isn't really the most reliable source of defense which is why you still aren't seeing to many HA users or tanks in PvP.

    Don't even [to hawt for the forums] say Malubeth and perma-blocking. That is cheese build and any one using it are cheese players and are not in no way true tanks.

    I think you missed the part where I specifically said that this is only taking PvE into account, bringing PvP and Mitigation into the discussion was not asked for. That being said like @bigereard said only the Physical and Spell Resistance is effected by resistance reduction or penetration so stacking mitigation in other ways in PvP is actually very effective since the only way to go around it is to apply unmitigated damage which if I remember right only enchants can do. However with the exception of a few armor sets non of those other types of mitigation is linked to heavy armor.
    hrothbern wrote: »
    When the secondary effect procs of Shock damage, you get Concussion, that gives besides a very small damage, Minor Maim for a few seconds.

    Thank you for that one, I did not know about that one. Pretty cool, I did know that Disease gave Minor Defile but yea cool that Shock gives Minor Maim.
  • paulsimonps
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    @Waffennacht

    I updated the OP to include a new part explaining critical hit resistance. It did not work as I first thought and so I added a part explaining what I found out through my testing.
  • Waffennacht
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    Hey thanks!
    Gamer tag: ShenronNacht NA Xbox One
    1100+ CP
    Battleground PvP'er
    Shepherd of Rot - Stamina Necromancer BG Archer - No Gank
  • paulsimonps
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    Updated the OP. Added Armor of Transmutation to the list of critical hit resistance and added a section about the vampire vulnerability in combination with mitigation.
  • Mix
    Mix
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    I dont tank, but really nice post, Paul. Thanks for getting punched in the face for the rest of us. Haha

    I'll second that! A lot of hard work here for the rest of us to use!
    "When the enemies begged for the mercy they lacked,
    Three voices as one shouted "Blood for the Pact"

    -excerpt from "Three Hearts as One" by Malukah
  • Aedaryl
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    Hey, I didn't understand everything, can you simply answer to some questions ?

    I'm wondering if vampire is a good idea for sorcerer in pvp (mean spamming shield)

    Is the fire malus apply on shield (25% fire damage on the shield )?
    Is the fighter guild malus apply on shield (20% more damage on shield with fighter ability) ?
    Is mist form and undead passive apply the reduction on shield ?

    Sorrry if the questions are silly...
    Edited by Aedaryl on July 25, 2016 8:19AM
  • Destruent
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    Guard doesn't apply at first, it applies after all mitigation is done. The transferred damage gets reduced by block and mitigation and you don't transfer anything if the damaged gets absorbed by shields.. You should recheck that :)
    Nice work nonetheless.
    Noobplar
  • paulsimonps
    paulsimonps
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    Destruent wrote: »
    Guard doesn't apply at first, it applies after all mitigation is done. The transferred damage gets reduced by block and mitigation and you don't transfer anything if the damaged gets absorbed by shields.. You should recheck that :)
    Nice work nonetheless.

    @Destruent
    So admittedly I did make a pretty big assumption on it and didn't actually test guard at the time. However, I was actually right about it. Went on PTS and tested guard out in multiple ways. I did find out some cool things. So Guard does apply its 30% mitigation before anything else, but any other mitigation that you as the protected has on then also gets applied on the damage that the caster gets hit by. Will update my OP with that and a few other things momentarily.
    Edited by paulsimonps on July 25, 2016 9:03PM
  • hrothbern
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    Destruent wrote: »
    Guard doesn't apply at first, it applies after all mitigation is done. The transferred damage gets reduced by block and mitigation and you don't transfer anything if the damaged gets absorbed by shields.. You should recheck that :)
    Nice work nonetheless.

    @Destruent
    So admittedly I did make a pretty big assumption on it and didn't actually test guard at the time. However, I was actually right about it. Went on PTS and tested guard out in multiple ways. I did find out some cool things. So Guard does apply its 30% mitigation before anything else, but any other mitigation that you as the protected has on then also gets applied on the damage that the caster gets hit by. Will update my OP with that and a few other things momentarily.

    @paulsimonps ,

    Did you also test what happens if you pair up ?

    Two players cast Guard on each other ?

    That could be a nice way to duo very difficult content where neither of the duo taunts the Boss and a big boss hits that would normally kill one of the two, is now capped at 70%.

    It could also be a way for Damage Dealers in a raid to pair up as mutal guarding pairs to get the 12% Minor Force and reduce their risk to die with a mistake
    "I still do not understand why I followed the advice of Captain Rana to bring the villagers of Bleakrock into safety. We should have fought for our village and not have backed down, with our tail between our legs.
    Now my home village is in shambles, the houses burning, the invaders feasting.
    I swear every day to Shor that after Molag Bal has been defeated, I will hunt down the invaders and restore peace in Bleakrock and drink my mead with my friends at the market place".
  • paulsimonps
    paulsimonps
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    hrothbern wrote: »
    Destruent wrote: »
    Guard doesn't apply at first, it applies after all mitigation is done. The transferred damage gets reduced by block and mitigation and you don't transfer anything if the damaged gets absorbed by shields.. You should recheck that :)
    Nice work nonetheless.

    @Destruent
    So admittedly I did make a pretty big assumption on it and didn't actually test guard at the time. However, I was actually right about it. Went on PTS and tested guard out in multiple ways. I did find out some cool things. So Guard does apply its 30% mitigation before anything else, but any other mitigation that you as the protected has on then also gets applied on the damage that the caster gets hit by. Will update my OP with that and a few other things momentarily.

    @paulsimonps ,

    Did you also test what happens if you pair up ?

    Two players cast Guard on each other ?

    That could be a nice way to duo very difficult content where neither of the duo taunts the Boss and a big boss hits that would normally kill one of the two, is now capped at 70%.

    It could also be a way for Damage Dealers in a raid to pair up as mutal guarding pairs to get the 12% Minor Force and reduce their risk to die with a mistake

    @hrothbern

    You can't guard each other. If you have guard slotted and someone else guards you your guards icon will switch to being the big X that is used to stop the spell.
  • Armitas
    Armitas
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    hrothbern wrote: »

    Two players cast Guard on each other ?

    I wonder what happens if you make a circle with it. "People all over the world, join hands, start a love train, love train."
    Edited by Armitas on July 25, 2016 9:24PM
    Retired.
    Nord mDK
  • paulsimonps
    paulsimonps
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    OK, I have now updated the OP to include the explanation about Guard and all the information I have found about it so far through my testing.
  • paulsimonps
    paulsimonps
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    Aedaryl wrote: »
    Hey, I didn't understand everything, can you simply answer to some questions ?

    I'm wondering if vampire is a good idea for sorcerer in pvp (mean spamming shield)

    Is the fire malus apply on shield (25% fire damage on the shield )?
    Is the fighter guild malus apply on shield (20% more damage on shield with fighter ability) ?
    Is mist form and undead passive apply the reduction on shield ?

    Sorrry if the questions are silly...

    It was a bit hard to understand what you meant first but to try and clear it up.

    The fire vulnerability for vampire and the extra damage from fighters guild on vampires is applied BEFORE you take damage so it will make the damage you take on a damage shield larger aka it will deplete faster and more damage will overflow to you once depleted.

    Mist form and Undeath reduces the damage you take before the shield takes damage. Which means that the damage that would overflow from a depleted shield would be less and might prevent a depletion as well if the attacks are weak enough. Do remember that the increase in damage from the fire and fighters guild stuff is applied before your own reduction.
  • Destruent
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    Pairing up doesn't work, you cannot guard the player who guards you. you can only cancel the connection.
    Armitas wrote: »
    hrothbern wrote: »

    Two players cast Guard on each other ?

    I wonder what happens if you make a circle with it. "People all over the world, join hands, start a love train, love train."

    You cannot guard the last one, but it looks rly funny :wink:

    @paulsimonps
    When we tested guard we discovered the following:

    player 1 guards player 2

    The damage done to player 1 can be mitigated by:
    - physical/spellresist of player 2
    - player 2 blocks
    - player 2 uses a damage shield (no damage transferred)
    - physical/spellresist of player 1
    - player 1 uses a damage shield

    but it looks like, this is the same what you discovered ::)
    We tested this on the live server, btw. But it seems they didn't change anything :)
    Noobplar
  • hrothbern
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    EDITED:
    Post of @Destruent answered it

    Edited by hrothbern on July 25, 2016 10:13PM
    "I still do not understand why I followed the advice of Captain Rana to bring the villagers of Bleakrock into safety. We should have fought for our village and not have backed down, with our tail between our legs.
    Now my home village is in shambles, the houses burning, the invaders feasting.
    I swear every day to Shor that after Molag Bal has been defeated, I will hunt down the invaders and restore peace in Bleakrock and drink my mead with my friends at the market place".
  • hrothbern
    hrothbern
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    Aedaryl wrote: »
    Hey, I didn't understand everything, can you simply answer to some questions ?

    I'm wondering if vampire is a good idea for sorcerer in pvp (mean spamming shield)

    Is the fire malus apply on shield (25% fire damage on the shield )?
    Is the fighter guild malus apply on shield (20% more damage on shield with fighter ability) ?
    Is mist form and undead passive apply the reduction on shield ?

    Sorrry if the questions are silly...

    It was a bit hard to understand what you meant first but to try and clear it up.

    The fire vulnerability for vampire and the extra damage from fighters guild on vampires is applied BEFORE you take damage so it will make the damage you take on a damage shield larger aka it will deplete faster and more damage will overflow to you once depleted.

    Mist form and Undeath reduces the damage you take before the shield takes damage. Which means that the damage that would overflow from a depleted shield would be less and might prevent a depletion as well if the attacks are weak enough. Do remember that the increase in damage from the fire and fighters guild stuff is applied before your own reduction.

    I do not want to highjack your great thread here @paulsimonps , but going into depth with reversed mitigations, I wonder if there are perhaps more malus effects to reckon with when you are a Vampire.

    I know that when a NPC like a Scamp is hit by Shock Damage, you have a pretty good chance that the Scamp has suddenly a procced high damage hit called "Desintegration" + a Stun. And that "Desintegration" is NOT the Sorcerer "Implosion", because they scale differently from stats.
    Reason: Scamps are vulnerable for Shock Damage.
    A kind of "hidden" secondary elemental effect.

    I now wonder if something similar happens with a Vampire who is vulnerable for fire, when hit by Fire Damage. Perhaps A vampire has noticed something like this ?

    "I still do not understand why I followed the advice of Captain Rana to bring the villagers of Bleakrock into safety. We should have fought for our village and not have backed down, with our tail between our legs.
    Now my home village is in shambles, the houses burning, the invaders feasting.
    I swear every day to Shor that after Molag Bal has been defeated, I will hunt down the invaders and restore peace in Bleakrock and drink my mead with my friends at the market place".
  • paulsimonps
    paulsimonps
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    Destruent wrote: »
    Pairing up doesn't work, you cannot guard the player who guards you. you can only cancel the connection.
    Armitas wrote: »
    hrothbern wrote: »

    Two players cast Guard on each other ?

    I wonder what happens if you make a circle with it. "People all over the world, join hands, start a love train, love train."

    You cannot guard the last one, but it looks rly funny :wink:

    @paulsimonps
    When we tested guard we discovered the following:

    player 1 guards player 2

    The damage done to player 1 can be mitigated by:
    - physical/spellresist of player 2
    - player 2 blocks
    - player 2 uses a damage shield (no damage transferred)
    - physical/spellresist of player 1
    - player 1 uses a damage shield

    but it looks like, this is the same what you discovered ::)
    We tested this on the live server, btw. But it seems they didn't change anything :)

    @Destruent

    My guess about the damage shield is this. If you tested with to low base damage and strong enough of a shield then the 42.9% of the damage shield that reduces the damage that is taken by the caster would hit Zero. That would be my guess cause we tested on multiple types of shields and they all did the same thing. I used the Obliterate attack done by the Giants next to Shatul Wayshrine in Wrothgar, its base damage is 8406. Oh and I am 100% sure that the sword and board passives, the DK passive and the CP passives gets applied to the caster but I am willing to make an assumption that anything that works just like them will too.
  • Petros
    Petros
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    If this is about PvE, why did you mention Critical hits? PvE NPCS do not crit. They get buffs to increase damage, but no, no crits.
    "Our light will bring the dawning of a new hope!" ~ Petros Fordring -The Order of Mundus
    - VR16 Imperial Dragonknight (DC -NA) & The One Handed Tank
  • Destruent
    Destruent
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    I guess all that passives should apply before the damage gets transferred. But we didn't test that much. We just wanted to see how this skill behaves in general :smile:
    We used the mob before mantikora on vSO for our tests. Great test-mob for such things, bc you don't get disturbed by other players ^^
    Noobplar
  • paulsimonps
    paulsimonps
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    Petros wrote: »
    If this is about PvE, why did you mention Critical hits? PvE NPCS do not crit. They get buffs to increase damage, but no, no crits.

    Talk about nit picking :P Well I did miss editing that part of my OP but yea it was PvE only originally but as I updated it it became about more than that.
  • paulsimonps
    paulsimonps
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    hrothbern wrote: »
    Aedaryl wrote: »
    Hey, I didn't understand everything, can you simply answer to some questions ?

    I'm wondering if vampire is a good idea for sorcerer in pvp (mean spamming shield)

    Is the fire malus apply on shield (25% fire damage on the shield )?
    Is the fighter guild malus apply on shield (20% more damage on shield with fighter ability) ?
    Is mist form and undead passive apply the reduction on shield ?

    Sorrry if the questions are silly...

    It was a bit hard to understand what you meant first but to try and clear it up.

    The fire vulnerability for vampire and the extra damage from fighters guild on vampires is applied BEFORE you take damage so it will make the damage you take on a damage shield larger aka it will deplete faster and more damage will overflow to you once depleted.

    Mist form and Undeath reduces the damage you take before the shield takes damage. Which means that the damage that would overflow from a depleted shield would be less and might prevent a depletion as well if the attacks are weak enough. Do remember that the increase in damage from the fire and fighters guild stuff is applied before your own reduction.

    I do not want to highjack your great thread here @paulsimonps , but going into depth with reversed mitigations, I wonder if there are perhaps more malus effects to reckon with when you are a Vampire.

    I know that when a NPC like a Scamp is hit by Shock Damage, you have a pretty good chance that the Scamp has suddenly a procced high damage hit called "Desintegration" + a Stun. And that "Desintegration" is NOT the Sorcerer "Implosion", because they scale differently from stats.
    Reason: Scamps are vulnerable for Shock Damage.
    A kind of "hidden" secondary elemental effect.

    I now wonder if something similar happens with a Vampire who is vulnerable for fire, when hit by Fire Damage. Perhaps A vampire has noticed something like this ?

    @hrothbern
    To answer your question simply, no there is no such thing for Vampire players. What it is is this: An NPC that is "Weak against" or "Vulnerable" literally has ZERO resistance against that specific element. In addition to that any target that is weak against an element will also have a chance of proc'ing an additional high damage effect. Shock is called Disintegration, Fire is Explosion and Ice is Deep freeze. So as a player you just get that extra % increased damage in the form of a damage multiplier, you still have spell and elemental resistance thou.
    Edited by paulsimonps on July 26, 2016 5:42AM
  • hrothbern
    hrothbern
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    hrothbern wrote: »
    Aedaryl wrote: »
    Hey, I didn't understand everything, can you simply answer to some questions ?

    I'm wondering if vampire is a good idea for sorcerer in pvp (mean spamming shield)

    Is the fire malus apply on shield (25% fire damage on the shield )?
    Is the fighter guild malus apply on shield (20% more damage on shield with fighter ability) ?
    Is mist form and undead passive apply the reduction on shield ?

    Sorrry if the questions are silly...

    It was a bit hard to understand what you meant first but to try and clear it up.

    The fire vulnerability for vampire and the extra damage from fighters guild on vampires is applied BEFORE you take damage so it will make the damage you take on a damage shield larger aka it will deplete faster and more damage will overflow to you once depleted.

    Mist form and Undeath reduces the damage you take before the shield takes damage. Which means that the damage that would overflow from a depleted shield would be less and might prevent a depletion as well if the attacks are weak enough. Do remember that the increase in damage from the fire and fighters guild stuff is applied before your own reduction.

    I do not want to highjack your great thread here @paulsimonps , but going into depth with reversed mitigations, I wonder if there are perhaps more malus effects to reckon with when you are a Vampire.

    I know that when a NPC like a Scamp is hit by Shock Damage, you have a pretty good chance that the Scamp has suddenly a procced high damage hit called "Desintegration" + a Stun. And that "Desintegration" is NOT the Sorcerer "Implosion", because they scale differently from stats.
    Reason: Scamps are vulnerable for Shock Damage.
    A kind of "hidden" secondary elemental effect.

    I now wonder if something similar happens with a Vampire who is vulnerable for fire, when hit by Fire Damage. Perhaps A vampire has noticed something like this ?

    @hrothbern
    To answer your question simply, no there is no such thing for Vampire players. What it is is this: An NPC that is "Weak against" or "Vulnerable" literally has ZERO resistance against that specific element. In addition to that any target that is weak against an element will also have a chance of proc'ing an additional high damage effect. Shock is called Disintegration, Fire is Explosion and Ice is Deep freeze. So as a player you just get that extra % increased damage in the form of a damage multiplier, you still have spell and elemental resistance thou.

    @paulsimonps ,
    Thanks for that clarification :)
    "I still do not understand why I followed the advice of Captain Rana to bring the villagers of Bleakrock into safety. We should have fought for our village and not have backed down, with our tail between our legs.
    Now my home village is in shambles, the houses burning, the invaders feasting.
    I swear every day to Shor that after Molag Bal has been defeated, I will hunt down the invaders and restore peace in Bleakrock and drink my mead with my friends at the market place".
  • GreenSoup2HoT
    GreenSoup2HoT
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    This is not tanking related but i thought this may be the right place to ask.

    Question: How much percentage does a Fire Resistance Jewelry Glyph (3520 fire resist) reduce?
    PS4 NA DC
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