*Edited with additional feedback/double checking thanks to others input. Make sure to check the implications tab as a large revelation has occurred since this was originally tested.
In the patch notes for Updates 12; One Tamriel there was a small part of the patch notes that scared me a little. It reads as follows;
"Damage mitigation has been normalized.
Monsters in the overland and in public dungeons now take the same amount of damage from your attacks. World bosses and their adds have been made more resilient."
In layman's terms it simply means they have reworked mob mitigation values from what they were. Many players are unaware of these values, as penetration and mitigation operate very differently for PvE than it does in PvP, and it is a rather convoluted equation. In short, prior to this patch each 500 Resistance (Physical or Spell) would equate to a 1% damage reduction for the respective resistance (Physical Resistance lowering Physical, Disease, and Poison damage while Spell Resistance lowers Magic, Fire, Ice, and Shock damage) on non player entities. It should also be noted that mobs have individual resistances for EACH damage source in the game, and every enemy type ( a bear will have a different weakness than a Daedra and so on) has 1 weakness type which they have 0 resistance to, and 1 type of damage source they are resistant to, and will have extra mitigation.
The reason their mitigation values are 500 to 1% is because mob levels are internally calculated as Level 50 entities, while player entities are calculated as v16 (or c160), meaning a player resistance requires 660 to 1%. This feature has been untouched, so PvE mobs still are more susceptible to Mitigation Reduction/Pen than players are.
I immediately went to work trying to find these new values. Here are some of my findings so far, and would appreciate double checking and additional sources.
Test Procedure and Explanations
To explain the procedure, and to minimize outside variables I will explain the perimeters of which I tested with;
- You must start on a character with the current CP cap on PTS. However, do not spend any BLUE (Mage) Champion point nodes while gathering data. These nodes add additional variables to the equation and often skew results.
- You must also have NO sources of penetrative value to your character via passives or gear for base testing. If you use Sharpened weapons (ill advised for sake of simplicity and less work) or other sources of penetration you MUST add their penetrative value after you calculate a mob's mitigation. (I.e; if a mob has 5000 resist while wearing sharpened, they actually have 10260, 5000 base, 5160 sharpened, 100 character focus)
- Your must ensure you gain no damage increases while attacking. This means you cannot cast any buffs or debuffs on the enemy as well. Simple light attacks with a Maelstrom weapon should suffice, as they do not have enchants that trigger additional affects while light attacking.
- Ensure any permanent or temporary buffs you gather with (food buffs, Mundus stones, etc) remain constant throughout testing. Also make sure you do NOT have Minor Slayer active, as it will skew results. Further avoid wearing item sets that trigger additional affects.
After these are established and followed, the test goes as follows.
Find a critter in any zone, and hit it with the desired damage source. Try to use critical values so you work with larger numbers, to avoid rounding decimals. This will be your baseline of "True Damage". Remember that each mob has unique mitigation, so try and find a baseline for; Physical, Disease, Poison, Shock, Fire, Ice, and Magic damage. There are also other types of damage sources, but they are so rare and/or confusing that I will not reference them.
In the same gear setup, find an overland creature (any mob is fine, all mobs now have the same resistance within their respective areas) and gather the same attacks on a creature. Record their values. There are different mob mitigation values based on the "Tier" in which they are found. I have tiered the following list for simplicity's sake
Overland Entities: Any mob (aside from critters and world bosses) found in open world encounters, such as questing zones. This also applies to 'Group Delves' or 'Public Dungeons'.
Dungeon Entities: Any mob found inside an instanced dungeon (other than 'Group Delves') that has a player cap. This includes 4 man dungeons, 12 man trials, and World Bosses.
Excluded Entities: Likely erroneous/unintended areas. These mobs use the old pre Update 12 system where each mob type has completely unique resistances based on the creature type. So far I have only found Maelstrom Arena to be included in this.
Below are the values I have recorded for mobs in each Tier. Due to rounding errors internally, many of these may be +/- 100.
Resistant Mob Types- 9125
Weak Mob Types- 0
Resistant Mob Types- 18500
Weak Mob Types- 0
-In terms of Overland PvE, there have been minor adjustments. Most players will not notice an increase or decrease in damage, as Overland Entities have always had lesser mitigation values than the rest of the game. It should be noted however, that damage will be much more streamlined, and there will no longer be as many inconsistencies when dealing damage to different creature types. This is a blessing and a curse, as while many mobs will now take more damage, others will also take less. Overall a much more streamlined change, allowing for more player access and easier theorycrafting.
-In terms of Dungeon/Trial PvE, it has recently come to my attention thanks to @ArtOfShred
and some additional self testing that this streamlining of mitigation in instanced areas has already been snuck into Live servers (My guess was when all the trials were scaled to c160, since I had done all testing prior to that) and explains why many trash mobs are so tedious to kill. Trash mobs share the same mitigation value as bosses, meaning if you aren't running Sharpened weapons with loads of debuffs you're missing an astronomical amount of damage done. Why this change was put in place of PvE with no indication to the player base has left me baffled, and has made PvE even further gated and separated between player bases. The whole redirection of PvE from skilled combat that rewarded High Risk game play (glass cannons) to outright exclusion from participation has put a bad taste in my mouth and as such, mine and many other's participation in PvE events has severely decreased. From a balance standpoint in terms of the top .1% I can see being disappointed to see us clear bosses in literally 1/3rd the time you estimated (Rakkhat was suggest to be cleared in ~15m when first released, while he has been cleared in under 5m for many top tier groups), but unfortunately your PvE community is not robust enough to design around that. You're pretty much making content for under 10 guilds at this point (HM being for ~5 guilds) which is not sustainable, or enjoyable even on our part. Competition has died out, it's impossible to reasonably train new players since the skill difference is so large with so few in game tools, and the senseless RNG grind with saturated garbage trait/loot combinations has all but destroyed reason and enjoyment to actively participate in PvE.
TL;DR- Most players will not notice any difference since a large part of the population is already gated off from participating in Veteran content. The current gap of completion and PvE participation was explained by this change being snuck into live servers in Update 11 inside instanced areas (trials, dungeons, etc), so I'm not sure why ZoS decided to take the same direction with overland PvE as well. ZoS has always been about numbers, and seeing how few players actually clear Veteran Trials as opposed to before should be a clear indication that something is wrong in terms of longevity/robustness of the overall PvE community.
Old member of The Order of Mundus, Mostly Harmless, Hostile, and Genesis Elite. Avid theorycrafter. Herald to competitive stamina DPS pre
1.5. How far we've come!
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