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.