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Damage Mitigation: Explanation UPDATED FOR MORROWIND! NEW CALCULATOR!

paulsimonps
paulsimonps
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Hello everyone, Luna here, decided to finally make a big update for this thread and to rewrite a lot of my explanations to make them more comprehensible as well as update some of the information in it and add somethings that I have now done more testing on. So here we go again, ESO Damage Mitigation Explained!

CALCULATIONS:

First off I would like to start of with saying that there are 2 main ways that mitigation can work, that is does it apply the mitigation BEFORE, or AFTER any possible damage shield gets damaged. So what I mean by that is if you have multiple sources of mitigation and at the same time have an active damage shield then some of the mitigation will be applied before the shield takes damage and some will mitigate the damage that overflows from the shield if it gets depleted. This is really important cause it heavily changes the strengths of the different sources. However don't confuse this fact with if damage shields have mitigation or not, they don't.

Now lets talk numbers. The way that mitigation is calculated is as following:
MITIGATION=100-(100*(1-((Resistance/662)/100))*(1-(Mitigation #1)/100)*(1-(Mitigation #2)/100)*(1-(Mitigation #3)/100))*etc etc)
DAMAGE TAKEN=Base Damage*(1-((Resistance/662)/100))*(1-(Mitigation #1)/100)*(1-(Mitigation #2)/100)*(1-(Mitigation #3)/100))*etc etc

The way you would use this formula 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 than 3 sources than just add more to fill your needs. 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.

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 30% from resistance, 15% from minor maim, 8% from Absorb Magic, 10% from the Iron Skin Passive and 20% from the Sword and Board Passive. The calculations would look like this:
100-(100*(1-(19860/662)/100)*(1-(50)/100)*(1-(15)/100)*(1-(8)/100))*(1-(10)/100)*(1-(20)/100))=100-(100*(0.70)*(0.5)*(0.85)*(0.92)*(0.9)*(0.8))=80.2936%

So with all of those sources added together we ended up with a total of 80.2936% 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:
23549*(1-(19860/662)/100)*(1-(50)/100)*(1-(15)/100)*(1-(8)/100))*(1-(10)/100)*(1-(20)/100)=23549*(0.70)*(0.5)*(0.85)*(0.92)*(0.9)*(0.8)=4640

So the example number I used there was picked by randomly smashing my keyboard, but as you can see it doesn't take a lot to reduce very high damage numbers to something very manageable. 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 somethings are mitigated before the damage shield takes damage and some things gets mitigated after it takes damage, I will be putting a list of all of this 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:
(23549*(1-(15)/100)-5000)*(1-(8)/100))*(1-(10)/100)*(1-(20)/100)*(1-(19860/662)/100)*(1-(50)/100)=(23549*(0.85)-5000)*(0.92)*(0.9)*(0.8)*(0.70)*(0.5)=3481

In this case minor maim was the only thing that was mitigating damage before the damage shield was put into play. The rule of thumb is that anything that says ”Increases amount of damage you can block” will together with base blocking and resistance be AFTER the damage shield. Now there is only one more thing we need to look at when it comes to calculating but before we do that we need to talk about:

VULNERABILITIES:

Right now there are not that many ways for us to take increased damage to attacks but since minor vulnerability is something even mobs can apply now I wanted to make a specific section addressing Vulnerabilities of all kinds. The most known and talked about is the vampire fire vulnerability and the werewolf's poison vulnerability. I will be adding these as its own list under the mitigation options at the bottom of the thread. But now to the math, difference here is that the extra damage taken is additive and not multiplicative/exponential.
VULNERABILITY=Vulnerability #1+Vulnerability #2+Vulnerability #3+etc etc
DAMAGE TAKEN=Base Damage*(1+(Vulnerability #1+Vulnerability #2+Vulnerability #3+etc etc)/100)

One thing to remember here if you want to play around with damage shields in your calculation is that Vulnerabilities always comes first. But moving on. We have talked about calculating mitigation and to calculate mitigation in combination with vulnerabilities and damage shields, now I want to delve a bit deeper into something we have already been seen used but not really had explained yet.

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 33,100, or 662 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. 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 very special cause unlike mitigation that is a multiplicative reduction this one is actually a subtractive one. This is the formula:
CRITICAL MODIFIER=1.5+(Critical Damage Buff #1/100)+(Critical Damage Buff #2/100)+(etc etc)-(Critical Resistance/68/100)
DAMAGE TAKEN=Base Damage*(1.5+(Critical Damage Buff #1/100)+(Critical Damage Buff #2/100)+(etc etc)-(Critical Resistance/68/100))

If a player has base critical modifier and they hit an enemy player that has 100 points into Resistant then their modifier will be affected like this:
1.5-(1650/68/100)=1.5-0.24264705882~1.5-0.24=1.26

Finding out what the % per resistance was was not easy but from my testing I have found that it is 68(if someone else has a different number I would love to see it.). This means that 100 points into Resistant gives you ~24% critical hit resistance. The total amount of critical hit resistance possible is7518 or 110%. I now want to make something perfectly clear, THERE IS NO CRITICAL RESISTANCE HARD CAP! Ok? Ok! There isn't even enough critical resistance available to justify having it. Max resistance is 110% and highest possible critical damage modifier is 115%.

We have now gone through everything you need to know to calculate mitigation on any character you want or any situation you want. But before we get to the list of all the different sources there is one special ability I want to address cause the rules that it uses are not very straight forward, that ability is...

GUARD:

Now guard is an Alliance War Support ability. What it does is that you apply it to a friendly target and a beam will appear between you, any damage that the targeted ally takes will be mitigated by 30% but the damage will instead be taken by the caster. Now the damage that the caster takes can be mitigated as well, but not only from the casters mitigation but from the targeted allies mitigation as well, in layman's terms it double dips. It will however not use the casters blocking mitigation or anything that ”Increases amount of damage you can block”. This means that the actual damage that the caster takes is in most circumstances extremely low. One thing to note as well is that no matter what type of damage the targeted ally is taking the damage taken by the caster will always be physical damage.

Now on to the most confusing part of guard, what happens when the targeted ally uses a damage shield. What it does is that it will be reducing the damage taken by the caster by ~57.1% of the allies damage shields strength. So if the targeted ally takes 10,000 damage but uses a 5,000 damage shield the caster will take 855 damage (=10,000*0.3-(5,000x0.429)). There is no clear reason behind this and in my opinion it doesn't make any sense what so ever but that is how it works. It would make sense if it instead had the caster take 30% of the damage that the ally takes after the damage shield is depleted but that is not the case.

Well that ladies and gentlemen concludes this explanation on how damage mitigation works, below you will find a list of all possible ways to increase your mitigation and the possible way that vulnerabilities can be applied to you. Note thou that if I have missed a source then please don't hesitate to tell me in the comments below so that we can all help each other gain more knowledge about the game.

MITIGATION BEFORE DAMAGE SHIELD:
  • 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 (Bolstering Darkness Morph makes it 60% for Caster)
    • 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
  • 6% Nord Passive: Rugged (All)
  • 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)
  • 0-35% CP Passive: Expert Defender (Light, Heavy attacks(PvP))
  • 0-25% CP Passive: Ironclad (Direct Damage)
  • 25% Dual Wield Ability: Blade Cloak (AoE)
  • 20% Ardent Flame Ultimate: Standard of Might (All)
  • 15% (+4% per target, multiplicative) Aedric Spear Ultimate: Empowering Sweep (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)
  • 0-50% Physical Resistance (Physical, Poison, Disease)
  • 0-50% Spell Resistance (Magicka, Shock, Fire, Ice)
  • 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)
  • 15% Aedric Spear Passive: Spear Wall (Melee Dmg, while blocking)
  • 8% Armor Set: Footman's Fortune (All, while blocking)
  • 8% Armor Set: Ward of Cyrodiil (All, while blocking)

RESISTANCE:

CRITICAL RESISTANCE:
  • 2500 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)

*******************************************************************************************
NEW DAMAGE MITIGATION CALCULATOR!

So I came across a good tool to create a calculator cause someone else link their, but since it lacked a lot of things I felt was needed I decided to create my own, below here you will find the link to the calculator. Beware that it is still work in progress and its opened my eyes to a few things about certain aspects of mitigation that I have not thought about before. So I will be updating it as I go. I will when I get time for it also create a GUI of my own for it using Java. But that will come later, for now here is the link:

https://jscalc.io/calc/fiasVNPSGsOdmsF6

*******************************************************************************************
Edited by paulsimonps on July 19, 2017 8:54PM
  • 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)

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  • 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."
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    #StopOneTamriel
  • bigereard
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    Hi Paul, thanks for the great post!

    Missing from the list: 75% mist form & 15% light of cyrodiil, minor protection from restoring focus & potion.
    And as far I know the minor protection is 8% instead of 15%, but cmiiw.

    I once have tanky build that stack alot of damage reduction.
    6% rugged, 25% light of cyrodiil (now only 15%), 19%+++ empowering sweep, 8%-12% Turn Undead (now 8%, restoring focus is better & cheaper), 22% Hardy & Elemental Defender, and up to 33% undeath.

    Can reach 58%-75% damage resistance before resistance and battle spirit.
    This about 80-100% damage resistance of blocking build.

    But instead of perma-block, we can get this mitigation while spamming puncturing sweep, which deal great damage, and heal me decent amount. Or if we in supporting/survival mood we can spam lingering ritual (basically blocking and healing). Or if we need more ultimate we can throw invigorating drain. If we need more magicka we can heavy attack with our restoration staff.
    All this activity is channeling and casting so most of the time the 25% damage reduction from light of cyrodiil is up.

    With blood spawn (especially when the ultimate gain still 25), immovable, & immovable pots this build works wonder,, at least until they nerf light of cyrodiil second time to 15%.
    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.

    From long list of damage mitigation, penetration only works on 2 points: physical & spell resistance, the others mitigation only countered with minor vulnerability (8%). So it matter a lot for certain tanky build.

    Malubeth not related with any damage reduction, I think you mean Blood Spawn?

    Perma-blocking and being cheese is fine especially in Role Playing Game, some people actually want a cheesy role play.
    The only problem is many of them think that their cheesy build is genuine...

    I remember when ZoS removed stam regen while blocking, many of them think that ZoS removed tank from the game...
    While we can still heal 100% missing health with one button, or stack 60k++ damage shield, or even get tons of damage reduction without even block... and more importantly the perma-block itself is still far from impossible.
  • 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
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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
    Warden
    800+ CP
    The Brass Soldier - A Build Guide (Click Me!)
  • Oreyn_Bearclaw
    Oreyn_Bearclaw
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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
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  • paulsimonps
    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.
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  • 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
  • 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
    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 :)
    The United Brotherhood
    PC/EU

    Dryne - Stamina Templar [Main|28.300 Achievementpoints]
    dro'm-Athra-Destroyer pre OneTamriel

    Youtube-Channel
    Magicka-Templer-DPS-Build (outdated)
  • hrothbern
    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 ^^
    The United Brotherhood
    PC/EU

    Dryne - Stamina Templar [Main|28.300 Achievementpoints]
    dro'm-Athra-Destroyer pre OneTamriel

    Youtube-Channel
    Magicka-Templer-DPS-Build (outdated)
  • 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
    Retired. Terrible balance keeps me away.

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