I've recently seen more people stacking %value penetration with flat-value penetration, on the premise that % is apply before flat-value.
However i had the impression that this has not always been true, if so when did it change ? or am I mixing up with something else like block cost ?
Lightspeedflashb14_ESO wrote: »I've recently seen more people stacking %value penetration with flat-value penetration, on the premise that % is apply before flat-value.
However i had the impression that this has not always been true, if so when did it change ? or am I mixing up with something else like block cost ?
Mauls 10/20% pen is after debuffs, like major fracture but before self buffs, like lover or the cp node.
Lightspeedflashb14_ESO wrote: »I've recently seen more people stacking %value penetration with flat-value penetration, on the premise that % is apply before flat-value.
However i had the impression that this has not always been true, if so when did it change ? or am I mixing up with something else like block cost ?
Mauls 10/20% pen is after debuffs, like major fracture but before self buffs, like lover or the cp node.
Makes sense, so Maul/2xMace is worth 6600 penetration, on a 33k resist target, 5544 on the same 33k when coupled with major fracture. (and 4996 if you add Torug Infused Crusher on top of that)
FrancisCrawford wrote: »Just to be clear -- a player's denominator for resistance is 66,000, in that 33K/66K = 50% mitigation, 10K resistance would be close to 15% mitigation, and so on?
But for mobs, trash and bosses alike, the denominator is 50K instead?
Correct?
paulsimonps wrote: »Lightspeedflashb14_ESO wrote: »I've recently seen more people stacking %value penetration with flat-value penetration, on the premise that % is apply before flat-value.
However i had the impression that this has not always been true, if so when did it change ? or am I mixing up with something else like block cost ?
Mauls 10/20% pen is after debuffs, like major fracture but before self buffs, like lover or the cp node.
Makes sense, so Maul/2xMace is worth 6600 penetration, on a 33k resist target, 5544 on the same 33k when coupled with major fracture. (and 4996 if you add Torug Infused Crusher on top of that)
No that's not it. It's 10% if what's left after debuffs, not 10% from what 100% would be if we could reach it. Major and Minor Fracture and Breach, Crusher(+Torugs/Infused) and Alkosh hits before it. So say on a PvP player with 20,000 resistance and your debuffs gets him down to 15,000 then the maul will only penetrait an additional 1,500.
paulsimonps wrote: »Lightspeedflashb14_ESO wrote: »I've recently seen more people stacking %value penetration with flat-value penetration, on the premise that % is apply before flat-value.
However i had the impression that this has not always been true, if so when did it change ? or am I mixing up with something else like block cost ?
Mauls 10/20% pen is after debuffs, like major fracture but before self buffs, like lover or the cp node.
Makes sense, so Maul/2xMace is worth 6600 penetration, on a 33k resist target, 5544 on the same 33k when coupled with major fracture. (and 4996 if you add Torug Infused Crusher on top of that)
No that's not it. It's 10% if what's left after debuffs, not 10% from what 100% would be if we could reach it. Major and Minor Fracture and Breach, Crusher(+Torugs/Infused) and Alkosh hits before it. So say on a PvP player with 20,000 resistance and your debuffs gets him down to 15,000 then the maul will only penetrait an additional 1,500.
Yes ... i'm pretty sure that's exactly what i wrote ...? Btw Maul (2h) or 2xMace (dw) is 20%, not 10.
paulsimonps wrote: »paulsimonps wrote: »Lightspeedflashb14_ESO wrote: »I've recently seen more people stacking %value penetration with flat-value penetration, on the premise that % is apply before flat-value.
However i had the impression that this has not always been true, if so when did it change ? or am I mixing up with something else like block cost ?
Mauls 10/20% pen is after debuffs, like major fracture but before self buffs, like lover or the cp node.
Makes sense, so Maul/2xMace is worth 6600 penetration, on a 33k resist target, 5544 on the same 33k when coupled with major fracture. (and 4996 if you add Torug Infused Crusher on top of that)
No that's not it. It's 10% if what's left after debuffs, not 10% from what 100% would be if we could reach it. Major and Minor Fracture and Breach, Crusher(+Torugs/Infused) and Alkosh hits before it. So say on a PvP player with 20,000 resistance and your debuffs gets him down to 15,000 then the maul will only penetrait an additional 1,500.
Yes ... i'm pretty sure that's exactly what i wrote ...? Btw Maul (2h) or 2xMace (dw) is 20%, not 10.
Ah I missread, people talking about 33/66k messed me up as the 66 doesn't matter and I meant to put mace. Just woke up But yeah the less debuffs and more resistance the target has the more value mace's and mauls have.
paulsimonps wrote: »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.
paulsimonps wrote: »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.
So if I understand this correctly, once you get to 33k physical and spell resistance, any points put into Hardy and Elemental defender are wasted? (PvE)
@paulsimonps
Since Murkmire launched, people have been saying that "shields now have resistance." But from your analysis, I think the better way to think of it is simply that the player's resistance applies to reduce the incoming hit before the shield comes into play. The shield soaks up as much of the unmitigated damage as it can, but it has no resistance of its own.
Correct?
Does anyone know if % penetration from different sources stack additive or multiplicative?
@paulsimonps
When did it suddenly change from 33,100 (662 points per 1% mitigation) to 33,000 (660 points per 1% mitigation)?
man that's too complicated for the casual player like me. In conclusion, protection buffs and maim debuffs are more important than raw resistances? and berserk and vulnerability are more important than raw stats?
No_Division wrote: »man that's too complicated for the casual player like me. In conclusion, protection buffs and maim debuffs are more important than raw resistances? and berserk and vulnerability are more important than raw stats?
Baby TLDR:
- % based protection now suffers from vulnerability subtracting from it. So it works like penetration does to resistance; subtracts before being multiplied.
- There is an order of which sets/skills subtract from vulnerability first. All you need to know is that major/minor protection are last and therefore still strong if you have other % mitigation and your target doesnt run minor vuln.
- maim is always multiplied and is the first mitigation to go first. It's value is very strong.
- resistance, aside from being penetrated, is also entirely multiplied. So it's value is also strong.
- stats are still important but they govern your build. General rule of thumb for pvp is find your sustain/tankiness first then stack dmg stats so you can at least play.
- block is OP lol.
No_Division wrote: »man that's too complicated for the casual player like me. In conclusion, protection buffs and maim debuffs are more important than raw resistances? and berserk and vulnerability are more important than raw stats?
Baby TLDR:
- % based protection now suffers from vulnerability subtracting from it. So it works like penetration does to resistance; subtracts before being multiplied.
- There is an order of which sets/skills subtract from vulnerability first. All you need to know is that major/minor protection are last and therefore still strong if you have other % mitigation and your target doesnt run minor vuln.
- maim is always multiplied and is the first mitigation to go first. It's value is very strong.
- resistance, aside from being penetrated, is also entirely multiplied. So it's value is also strong.
- stats are still important but they govern your build. General rule of thumb for pvp is find your sustain/tankiness first then stack dmg stats so you can at least play.
- block is OP lol.
That being said, would wizards reposte out perform steadfast hero if double barred? And stead fast backbarred
Are you testing these or you got some other source? You plan to update this or is there a better place for DR info?paulsimonps wrote: »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.
I just wanted to say I found only one issue with your math here. I noticed that you applied minor maim to the same calculation as all the damage reductions, that is not how it is applied. Remember that minor maim is a debuff applied to the target and would be a 15% reduction to their out going damage.
For example:
-PVE
Mob has 1000 out going damage and is applied minor maim.
Math: 1000-(1000*.15)=850
That would mean that you would be taking 850 incoming damage and then you would apply your character specific resists.
-PVP
Battle Spirit automatic 50% damage reduction. Player has 1000 out going damageand is applied minor maim.
Math: 1000-(1000*.5)=500-(500*.15)=425
Making minor maim an additive value. Because the way it is applied.
Other than that solid math, this was basically just semantics on how the debuff was applied.
DAMAGE TAKEN=((Base Damage*(1-(Minor Protection)/100)*(1-(other Mitigation)/100)*(1+(Vulnerabilites)/100)*(1-(Resistance/660)/100)))-Damage Shields)*(1-(Blocking)/100)*(1-(Extra blocking)/100))or like:
DAMAGE TAKEN=((Base Damage*(1-(Mitigation)/100)*(1+(Vulnerabilites-Minor Protection)/100)*(1-(Resistance/660)/100)))-Damage Shields)*(1-(Blocking)/100)*(1-(Extra blocking)/100))