DanteMR1995 wrote: »Waffennacht wrote: »IDanteMR1995 wrote: »Wait so JUST 100 crit resistance is -24% on enemy player's critical damage?
66 impen = -1% crit damage
The guy who ran the numbers said, "This means that 100 points into Resistant gives you ~24% critical hit resistance."
DanteMR1995 wrote: »Wait so JUST 100 crit resistance is -24% on enemy player's critical damage?
paulsimonps wrote: »DanteMR1995 wrote: »Wait so JUST 100 crit resistance is -24% on enemy player's critical damage?
I wouldn't call that "JUST" 100 points. I mean at the moment we only have 230 points to play with so that is almost half of all your points if you want to get that much.
DanteMR1995 wrote: »paulsimonps wrote: »DanteMR1995 wrote: »Wait so JUST 100 crit resistance is -24% on enemy player's critical damage?
I wouldn't call that "JUST" 100 points. I mean at the moment we only have 230 points to play with so that is almost half of all your points if you want to get that much.
1 point in the cp tree for crit resistance gives over 100 crit resistance... So for just 1 point I get -24% on enemy player's critical damage? That's what I'm saying, and if this is true, crit resistance is a must have.
LittlePinkDot wrote: »Um.... so its possible to beat end game content without having to do any of this BS calculations right? I hate math. This would not be fun at all.
I dont care why something works, I dont need to know why. As long as someone can tell me what works, I wont need to be bothered to figure it out myself beyond simple trial and error.
LittlePinkDot wrote: »Um.... so its possible to beat end game content without having to do any of this BS calculations right? I hate math. This would not be fun at all.
I dont care why something works, I dont need to know why. As long as someone can tell me what works, I wont need to be bothered to figure it out myself beyond simple trial and error.
Amdar_Godkiller wrote: »Not sure if it's been covered, but I was wondering if anyone has tested whether it's the flat WD/SD reductions (glyph of weakening; healing mage set) or the percentage based WD/SD debuffs (minor/major maim, Alessia's bulwark), that are factored in first?
Is it decrease weapon damage by 30%, then lower it by 430; or is it lowered by 430 and then reduced by 30%.
Thanks.
Amdar_Godkiller wrote: »Not sure if it's been covered, but I was wondering if anyone has tested whether it's the flat WD/SD reductions (glyph of weakening; healing mage set) or the percentage based WD/SD debuffs (minor/major maim, Alessia's bulwark), that are factored in first?
Is it decrease weapon damage by 30%, then lower it by 430; or is it lowered by 430 and then reduced by 30%.
Thanks.
I would like to know this as well . Also how effective Weakening enchants on different enemies is really important . I got different damage taken from different enemies I used this enchant on . So I can only assume each enemy has different Weapon Damage values . Wish there was a list for that ^^
Hi there,
Kind of late to the thread.
I got one question though...
When I use the calculator you linked us,
my set up gives me 100% damage mitigation!!!
I mean its impossible, technically aint it?
I know with a normal setup i get to 97% , direct mag/phy attacks
and was already skeptical but 100%???
There must be something wrong in the formula you r using or
there is a hardcap for total passive mitigation....
Either way , let me know , because if your calculator is right,
then I technically found 100% mitigation w the current CP maximum.
I know the res hardcap is 50% , but other passives can reduce the dmg to
how much? (technically , it should be between 1-49% extra mitigation on the base value since 100% shouldnt be possible)
I wear the Mighty Chudan set and two other full and it gives me the hardcap without spending CP.
Once you select more then 80 of either Ironclad or Hardy (or thick skinned for DOTS) it raises your mitigation
to 100%.
I play the unpopular Stamplar as a Tank , yet it works wonders ! ^^
I use sword and shield , so basically the passives kicks in , but according to the formula ,
I could be going barehands it wouldnt chg a thing.
The basic formula is gd , I think the calculator just doesnt take into account the maximum
mitigation allowed by the system.
Also , according to the calculator , if I just reach 96% mitigation, blocking only raises it to 97%,
basically pointless to block unless you need to soak a cleave or knockback blow.
So the biggest question here is this : what it the true total dmg mit we can obtain?
Basically , according to the calculator , if I reach Hardcap w my sets and spend my CP
where I aforementioned, other passive , sets mitigating dungeon mobs dmg r pretty much pointless!
I appreciate your response and hope my input can help clarify a few things ^^
is there a damage calculator too? like how weapon damage and stamina scales?
It's usually pretty spot-on. If nothing else, it will show the relative potency of one skill vs another.is there a damage calculator too? like how weapon damage and stamina scales?
http://esoitem.uesp.net/viewSkills.php
This is the one I use. It shows the formula for each skill, even synergies attached to them. Not sure how correct it is but definitely something.
so according to this racial passives gives
for bosmer 1498 poison resist=%3 less damage
for dunmer 2079 flame resist=%4 less damage
for breton 3960 spell resist=%8 less damage
paulsimonps wrote: »so according to this racial passives gives
for bosmer 1498 poison resist=%3 less damage
for dunmer 2079 flame resist=%4 less damage
for breton 3960 spell resist=%8 less damage
@hakan
more like 2.2%, 3.1% and 6%. What is important to know is that while Bretons have higher mitigation from their base spell resist, they lack the immunity of status effects that the other races have. A dunmer has 3% less mitigation through resistance when it comes to fire but you cannot apply burn to a dunmer, you can do that to a Breton however(As long as they don't have fire resistance enchantments). And bosmers and argonian have the least amount of mitigation but they are immune to all stamina based status effects save bleed. which there is no immunity to as far as I know. Mainly cause bleed is not a secondary effect like poison and disease but simply a type of DoT, one that ignores resistance
People also forget that there are other factors to your damage mitigation.
While it isnt true mitigation in the way of soaking up damage, res regens
are also part of it.
Take for example :
Stamplar , lets say total passive mitigation 81% , that's without buffs/abilities/blocking.
Then you can either cope with the 19% left w many options.
1/You can have a huge amount of health regen , which basically helps recovering
from whatever dmg amount went through.
i.e: let's say you take bout 1.5k of dmg after each passing second in a fight w your mitigation,
if you have said regen at 1.5k and over, you basically "mitigated" (yes not in the raw term i k , but still vital)
the entire damage thrown at you.While it is'nt instant , your health wont drop below a certain point since
you recover whatever is done to you.
Being a Stamplar, you also have an extra regen to your disposal (and debuff) in the form of either
rite of retribution or extended ritual.One is more defense oriented while the other one also
generates hate and a lil bit of dmg to all mobs within reach.(sweet)
It is a highly unpopular approach , but one that almost ensures your survival without any outside help.
(which is a blessing for healers since they can focus on DD's or DPS a little)
It also really puts emphasis on the real Tank role ; that most people seemed to have forgotten : They r meant to soak dmg, taunt and position mobs.Damage you say? Well that's the DD's job , your input is only the icing on the cake
and should'nt be a requirement.
Far too often I go w randoms in dungeons and the Tank's made of cardboard , dishes out decent DPS
but constantly runs around and runs short of res vital to his dmg mitigation.
2/You have the high Magicka or Stamina regen approach , which in and of themselves are good ,
but burns your said res to keep up w self-healing/shielding/buffing/attacking etc.
While not bad , remember you also use those res to attack , taunt etc....
In many cases you will run empty , either because you need to cleanse yourself/heal or taunt foes.
Most times when a tank dies (not on the hlr's part) , its simply because he either ran out of res
to mitigate dmg or used them to attack at the expense of taking blows.
And yes I k , people will say it is'nt necessary(to have high HP regen) if in a preformed group , but lets be realistic here :
how many times do you have people w ya with the right set up for your character? I'll bet its almost never.
I have a 81% dmg mitigation (passive) and a health regen of 2400.
That's without potions, other player's buffs or using any abilities.
So what bout my stam regen , r?
Well its at 1100, gd enough to keep up w even a long fight and since
"weaving" will be far more important in Summerset then right now ,
regenerating Stam will be fairly easy to achieve in a fight.
So take all of the aspects of what is available to you (there r so many ways to be a gd tank)
and a BIS build is only optimal when with like-minded people with like-minded synched sets.
Remember also that effects and boons from sets usually (most) don't stack at all...
So having two tanks wearing the Ebony set in a trial is useless...(unless you always r separated)
And if 1k of health is what it takes for you to clear or survive a trial then there is
something wrong in your build or your party's healers.
*I apologize for disgressing from the original posts , but thought it was important to point out
some facts people tend to ignore or are unaware of ^^
Thanks for bearing with me! lol
up. honestly, this thread should be fixed. we need more threads like this