Arbitrator wrote: »paulsimonps wrote: »Arbitrator wrote: »So let me get this right... the Warden is going to get:
Major maim, minor maim through frost damage, major protection, minor protection, and minor evasion.. all on top of minor toughness, and major mending? (This isn't all of their available buffs by the way...)
You've got to be kidding me. They've taken Major Mending away from the Templar and gave stuff to the Warden that the Templar should have had in the first place. The Warden is going to be the Best Tank and Healer by far.
Their heals are instant and they buff teammates up tremendously without even having set bonuses, unlike the Templar whose heals cost a *** ton and we've even got a garbage cast time heal when they get instants. All the Warden needs is a Major Evasion set from Spectres Eye or Hist Bark and they will be the best tank in the whole game. They get every single defensive buff there is except Major Evasion which is easy to acquire!
They can give their whole group Major and Minor Resolve with 1 ability! How is this even real? Zenimax do you not realize how damn bad the Templar is in comparison? The Templar sorely needs to be redesigned from the ground up. This just isn't right. It's not balanced at all. An mmo always has ups and downs with classes but the Templar has been the worst class since this game began! All because of their healing tree and your ridiculous vision for what a Templar is supposed to be. But lookout the Warden is more than viable in all 3 roles and excels in 2 out of 3 of those roles.
How can you sit back and agree that this is ok or fair? Plus you give them a spammable AoE immobilize that scales with max health! Templars have been begging for an AoE CC since you took Blinding Flashes away from us and you have constantly turned aside and given us nothing! It's not right! You've nerfed our single target CC down to just Javelin! Taken away unique synergies and gave it everyone! That's all we have left! Toppling charge is so buggy no one even uses it! What is your problem Zenimax?
You're metrics are either terrible or you are simply ignoring the fact that Templars are THE worst designed class in video game history. A "Major Failure" buff applied on your part as a company to even let something like this pass by, especially as long as it has. I can't believe I even came back to this game hoping you would finally make things right. Templars suck.
If you want to complain about how bad templars are/how good wardens are, in your opinion, then do that in your own thread. This is not a QQ thread, and I don't want it to go off topic.
First of all, your topic includes which buffs are present and how they coincide with mitigation. My starting sentence, if you read, speaks about how wardens pretty much get all the defensive buffs making them much better suited for tanking than any other class. My statements after that are just reinforcing the fact that wardens have better mitigation before damage shield, which goes hand in hand with your post.
Second of all, I am not anywhere near going off topic (other than this post because I had to set you straight since you tried to call me out) because I am talking about what your thread is talking about, which is damage before mitigation.
Lastly, I don't know why you picked solely my comment to claim I was off topic when there are other comments before mine that aren't even talking about mitigation. Maybe its because I was comparing mitigation between 2 classes, on a thread that talks about mitigation...
Arbitrator wrote: »paulsimonps wrote: »Arbitrator wrote: »So let me get this right... the Warden is going to get:
Major maim, minor maim through frost damage, major protection, minor protection, and minor evasion.. all on top of minor toughness, and major mending? (This isn't all of their available buffs by the way...)
You've got to be kidding me. They've taken Major Mending away from the Templar and gave stuff to the Warden that the Templar should have had in the first place. The Warden is going to be the Best Tank and Healer by far.
Their heals are instant and they buff teammates up tremendously without even having set bonuses, unlike the Templar whose heals cost a *** ton and we've even got a garbage cast time heal when they get instants. All the Warden needs is a Major Evasion set from Spectres Eye or Hist Bark and they will be the best tank in the whole game. They get every single defensive buff there is except Major Evasion which is easy to acquire!
They can give their whole group Major and Minor Resolve with 1 ability! How is this even real? Zenimax do you not realize how damn bad the Templar is in comparison? The Templar sorely needs to be redesigned from the ground up. This just isn't right. It's not balanced at all. An mmo always has ups and downs with classes but the Templar has been the worst class since this game began! All because of their healing tree and your ridiculous vision for what a Templar is supposed to be. But lookout the Warden is more than viable in all 3 roles and excels in 2 out of 3 of those roles.
How can you sit back and agree that this is ok or fair? Plus you give them a spammable AoE immobilize that scales with max health! Templars have been begging for an AoE CC since you took Blinding Flashes away from us and you have constantly turned aside and given us nothing! It's not right! You've nerfed our single target CC down to just Javelin! Taken away unique synergies and gave it everyone! That's all we have left! Toppling charge is so buggy no one even uses it! What is your problem Zenimax?
You're metrics are either terrible or you are simply ignoring the fact that Templars are THE worst designed class in video game history. A "Major Failure" buff applied on your part as a company to even let something like this pass by, especially as long as it has. I can't believe I even came back to this game hoping you would finally make things right. Templars suck.
If you want to complain about how bad templars are/how good wardens are, in your opinion, then do that in your own thread. This is not a QQ thread, and I don't want it to go off topic.
First of all, your topic includes which buffs are present and how they coincide with mitigation. My starting sentence, if you read, speaks about how wardens pretty much get all the defensive buffs making them much better suited for tanking than any other class. My statements after that are just reinforcing the fact that wardens have better mitigation before damage shield, which goes hand in hand with your post.
Second of all, I am not anywhere near going off topic (other than this post because I had to set you straight since you tried to call me out) because I am talking about what your thread is talking about, which is damage before mitigation.
Lastly, I don't know why you picked solely my comment to claim I was off topic when there are other comments before mine that aren't even talking about mitigation. Maybe its because I was comparing mitigation between 2 classes, on a thread that talks about mitigation...
paulsimonps wrote: »techprince wrote: »paulsimonps wrote: »techprince wrote: »Calculator is missing Infused Weakening Enchantment debuff and mending set (healing mage) debuff.
Sorry but I can't implement that without knowing how much of other stats and which ability it is that is damaging the player. They lower weapon damage/spell power, but for example in PvP when applied to another player it will lower damage in a different amount for each type of ability, not all abilities scale the same. And I would assume it would not be the same value for mob attacks either. Which is why I can't add it. If I had the people willing to help me with testing it more on mobs I would at least try it on the Vet Trial bosses, but as it is I will not be adding it.
According to my tests, damage done by normal monsters (all types of damage) was reduced by 36% by infused weakening alone. Need to test mending set and they both stack.
Was that test done with no other source of mitigation and comparing it to the monsters base damage with no mitigation at all?
techprince wrote: »paulsimonps wrote: »techprince wrote: »paulsimonps wrote: »techprince wrote: »Calculator is missing Infused Weakening Enchantment debuff and mending set (healing mage) debuff.
Sorry but I can't implement that without knowing how much of other stats and which ability it is that is damaging the player. They lower weapon damage/spell power, but for example in PvP when applied to another player it will lower damage in a different amount for each type of ability, not all abilities scale the same. And I would assume it would not be the same value for mob attacks either. Which is why I can't add it. If I had the people willing to help me with testing it more on mobs I would at least try it on the Vet Trial bosses, but as it is I will not be adding it.
According to my tests, damage done by normal monsters (all types of damage) was reduced by 36% by infused weakening alone. Need to test mending set and they both stack.
Was that test done with no other source of mitigation and comparing it to the monsters base damage with no mitigation at all?
No. I had 8% hardy/elemental defender and 20% in iron clad. Thats about it. But bosses have high weapon damage so on a wb i was able to reduce 11% inc damage. This is most likely to vary in trials.
Not in this thread.
I was wondering what stacks and what does not stack
exp..
knigthmare minor maim and heroic slash minor maim making it a total of 30%
footmans amount of damage blocked and iron skin , sword and board , defensive stance , making total of 46%
would think it would be helpful to know what stacks and what does not for mitigation
im I wasting skill slots or gear pieces
not sure how to test this
im sure there are other stats that I don't have listed
is there a general rule on what stacks or doesnt
thank u
so from what u are saying all block amounts would stack
but debuffs do not
ok trying to understand
so if I have footman's and I slot defensive stance
I'm still only getting 8% and am wasting gear or skill spot
or im I getting 16% there not listed as a buff or debuff just a number value
ok trying to understand
so if I have footman's and I slot defensive stance
I'm still only getting 8% and am wasting gear or skill spot
or im I getting 16% there not listed as a buff or debuff just a number value
Shokasegambit1 wrote: »The link at the bottom @paulsimonps will you be updated that as soon as HOTR comes out ? I like the simplicity of it also... easy to understand and a great test diy the calculations look spot on Great work !
Actually not. There are players smarter than the average, I am average at best, and things like this come easy for them. Seems you spend a fair amount of time indoors even just looking for this thread.
A great many of us are thankful for the work players like @paulsimonps and @Asayre and others do that help us in our game. It is there thing and certainly amongst the more productive and worthwhile posts in these forums.
My guess is it comes down to some of us like clearing the most challenging content or understand what is available to use in PvP which information like what is here is most beneficial. Others have different interests and that is fine.
Joy_Division wrote: »@paulsimonps
I don't know if you are updating this thread or keeping track of damage mitigation mechanics. If you are, I have some questions regarding the Nord's rugged passive and how it interacts with other means of damage reduction, such as Battle Spirit.
If I am reading the formula correctly, BattleSpirit counts as a source of mitigation and since these are multiplicative, then my 6% damage reduction passive, which is supposed to be my crown jewel or a racial passive, goes down to 3% the moment I step foot in Cyrodiil, before any other forms of mitigation are being calculated.
And if the link you provided is updated and accurate, it also says my reduction goes down to 3% the moment I step into a PvP environment.
If this is true, and I can only hope it isn't, all I have to say is WTF and can the developers either separate PvP from PvE or at least stop screwing over us who play both?
To take this a step further. Let's say I'm a dumb PuG, because apparently I am, who just wants to play a Nord rather than be forced into a Meta build and PvPs with the following rather common setup:
10K Physical resist (after penetration).
9% from Hardy
15% from Ironclad
Opponent has minor maim (via Wizard's Riposte).
If I take a 11,000 tooltip from a Surprise Attack, according to the website's formula, I will take 3,123.3 damage as 71.6% was mitigated.
Now let's say I'm an intelligent meta chaser who plays an Argonian, with the same circumstances, I will take 3,322.685 as 69.8% was mitigated.
So being a Nord saved me a whopping total of 199 damage. That's not 6%. My racial bonus is giving me a grand total of 1.8% difference from every other race in the game. And I get that OP cold resist passive. What a joke.
Or is the formula / website wrong?
DanteMR1995 wrote: »Wait so JUST 100 crit resistance is -24% on enemy player's critical damage?
Waffennacht wrote: »IDanteMR1995 wrote: »Wait so JUST 100 crit resistance is -24% on enemy player's critical damage?
66 impen = -1% crit damage