BlockCost = (2160 * Sturdy * CP - Items) * Skills
DerAlleinTiger wrote: »Two things here. I'm looking to create some new gear for my tank and potentially tweak some of his traits and stats; but before I go all in on the materials for it I want to know how to work out his block cost reduction.
First off, are the various sources of block cost reduction multiplicative or additive?
For example, say I have a full set of legendary CP 160 heavy armor with shield. All 7 pieces of armor plus the shield have sturdy on them. From what I recall, Sturdy pieces are additive of each other. So that would be 32% block cost reduction from that alone. Then the rank 2 Fortress passive for 1H+shield for another 36%. 100 CP into Shadow Ward for another 25%. Then max rank Defensive Stance for another 8%.
Now, is that additive so that it would equal out to a theoretical (I imagine there's a cap so in reality it wouldn't kick in the full reduction) 101% block cost reduction? Or are some of those multiplicative? And if they're multiplicative, what's the equation for it if it's known?
Second, I'm quite certain ZOS would put a hard cap on block cost reduction because there may be ways of hitting a theoretical 100% reduction cost. So what is this hard cap?
I don't care about what meta there is. I don't care about what physical and spell mitigation numbers I should have first. Those are all things I'm working out. But to do that I want to have context and know the parameters of all the aspects. And the two I need to know are these.
Is it additive or multiplicative and what is the hard cap?
Thank you for any responses.
BlockCost = (2160 * Sturdy * CP - Items) * Skills
Sturdy bonuses are additive, so you get 32% from your Sturdy total, BUT this value is multiplicative with other cost reduction mechanics.
EDIT: Corrected, abilities are calculated on their own (go figure, #ZosStuff).
paulsimonps wrote: »BlockCost = (2160 * Sturdy * CP - Items) * Skills
Sturdy bonuses are additive, so you get 32% from your Sturdy total, BUT this value is multiplicative with other cost reduction mechanics.
EDIT: Corrected, abilities are calculated on their own (go figure, #ZosStuff).
I've recently been doing some serious reverse engineering on the PTS and one of the many things I tested was Block Cost. I did all my testing using no other data than what I found myself, I did this by testing as many possible combinations of things that I could to get as much raw data to go through as possible and the formula you linked is mostly correct but there is one thing that is off and when I myself learned what it was my reaction was "This is stupid" but at any rate here is what I found:
BLOCK COST=(Base*((100-CP)/100)*((100-#Sturdy*Strength of Sturdy)/100)-(#Enchants*Strength of Enchants))*((100-Fortress)/100)-(Base*((100-CP)/100)*((100-#Sturdy*Strength of Sturdy)/100)-(#Enchants*Strength of Enchants))*(Defensive Posture/100)
The big thing to note is Defensive Posture. What it does is basically subtract 8% of what is left after all the other cost reductions have been applied with the exception of Fortress and it subtracts that with what you get after the other reductions including Fortress. The way this worked took a long time to figure out, I had my raw data that said what my block cost actually was with all my reduction but I just couldn't figure out how Defensive Posture fit into the formula at first. And when I tried this way it fit like a glove. I of course then double check the formula to make sure it fit with all my Data and it did. It looks messy but it works.
paulsimonps wrote: »BlockCost = (2160 * Sturdy * CP - Items) * Skills
Sturdy bonuses are additive, so you get 32% from your Sturdy total, BUT this value is multiplicative with other cost reduction mechanics.
EDIT: Corrected, abilities are calculated on their own (go figure, #ZosStuff).
I've recently been doing some serious reverse engineering on the PTS and one of the many things I tested was Block Cost. I did all my testing using no other data than what I found myself, I did this by testing as many possible combinations of things that I could to get as much raw data to go through as possible and the formula you linked is mostly correct but there is one thing that is off and when I myself learned what it was my reaction was "This is stupid" but at any rate here is what I found:
BLOCK COST=(Base*((100-CP)/100)*((100-#Sturdy*Strength of Sturdy)/100)-(#Enchants*Strength of Enchants))*((100-Fortress)/100)-(Base*((100-CP)/100)*((100-#Sturdy*Strength of Sturdy)/100)-(#Enchants*Strength of Enchants))*(Defensive Posture/100)
The big thing to note is Defensive Posture. What it does is basically subtract 8% of what is left after all the other cost reductions have been applied with the exception of Fortress and it subtracts that with what you get after the other reductions including Fortress. The way this worked took a long time to figure out, I had my raw data that said what my block cost actually was with all my reduction but I just couldn't figure out how Defensive Posture fit into the formula at first. And when I tried this way it fit like a glove. I of course then double check the formula to make sure it fit with all my Data and it did. It looks messy but it works.
@paulsimonps ,
The 36% from fortress and the 8% from defensive stance are additive with each other: they total for 44%.
Which reduces/simplifies your formular to:
BLOCK COST=(Base*((100-CP)/100)*((100-#Sturdy*Strength of Sturdy)/100)-(#Enchants*Strength of Enchants))*((100-(Fortress+Defensive Posture))/100)
This should give you the same numbers
paulsimonps wrote: »BlockCost = (2160 * Sturdy * CP - Items) * Skills
Sturdy bonuses are additive, so you get 32% from your Sturdy total, BUT this value is multiplicative with other cost reduction mechanics.
EDIT: Corrected, abilities are calculated on their own (go figure, #ZosStuff).
I've recently been doing some serious reverse engineering on the PTS and one of the many things I tested was Block Cost. I did all my testing using no other data than what I found myself, I did this by testing as many possible combinations of things that I could to get as much raw data to go through as possible and the formula you linked is mostly correct but there is one thing that is off and when I myself learned what it was my reaction was "This is stupid" but at any rate here is what I found:
BLOCK COST=(Base*((100-CP)/100)*((100-#Sturdy*Strength of Sturdy)/100)-(#Enchants*Strength of Enchants))*((100-Fortress)/100)-(Base*((100-CP)/100)*((100-#Sturdy*Strength of Sturdy)/100)-(#Enchants*Strength of Enchants))*(Defensive Posture/100)
The big thing to note is Defensive Posture. What it does is basically subtract 8% of what is left after all the other cost reductions have been applied with the exception of Fortress and it subtracts that with what you get after the other reductions including Fortress. The way this worked took a long time to figure out, I had my raw data that said what my block cost actually was with all my reduction but I just couldn't figure out how Defensive Posture fit into the formula at first. And when I tried this way it fit like a glove. I of course then double check the formula to make sure it fit with all my Data and it did. It looks messy but it works.
@paulsimonps ,
The 36% from fortress and the 8% from defensive stance are additive with each other: they total for 44%.
Which reduces/simplifies your formular to:
BLOCK COST=(Base*((100-CP)/100)*((100-#Sturdy*Strength of Sturdy)/100)-(#Enchants*Strength of Enchants))*((100-(Fortress+Defensive Posture))/100)
This should give you the same numbers
paulsimonps wrote: »paulsimonps wrote: »BlockCost = (2160 * Sturdy * CP - Items) * Skills
Sturdy bonuses are additive, so you get 32% from your Sturdy total, BUT this value is multiplicative with other cost reduction mechanics.
EDIT: Corrected, abilities are calculated on their own (go figure, #ZosStuff).
I've recently been doing some serious reverse engineering on the PTS and one of the many things I tested was Block Cost. I did all my testing using no other data than what I found myself, I did this by testing as many possible combinations of things that I could to get as much raw data to go through as possible and the formula you linked is mostly correct but there is one thing that is off and when I myself learned what it was my reaction was "This is stupid" but at any rate here is what I found:
BLOCK COST=(Base*((100-CP)/100)*((100-#Sturdy*Strength of Sturdy)/100)-(#Enchants*Strength of Enchants))*((100-Fortress)/100)-(Base*((100-CP)/100)*((100-#Sturdy*Strength of Sturdy)/100)-(#Enchants*Strength of Enchants))*(Defensive Posture/100)
The big thing to note is Defensive Posture. What it does is basically subtract 8% of what is left after all the other cost reductions have been applied with the exception of Fortress and it subtracts that with what you get after the other reductions including Fortress. The way this worked took a long time to figure out, I had my raw data that said what my block cost actually was with all my reduction but I just couldn't figure out how Defensive Posture fit into the formula at first. And when I tried this way it fit like a glove. I of course then double check the formula to make sure it fit with all my Data and it did. It looks messy but it works.
@paulsimonps ,
The 36% from fortress and the 8% from defensive stance are additive with each other: they total for 44%.
Which reduces/simplifies your formular to:
BLOCK COST=(Base*((100-CP)/100)*((100-#Sturdy*Strength of Sturdy)/100)-(#Enchants*Strength of Enchants))*((100-(Fortress+Defensive Posture))/100)
This should give you the same numbers
@hrothbern
Also it should be even easier if it was like this:
BLOCK COST=(Base*((100-CP)/100)*((100-#Sturdy*Strength of Sturdy)/100)-(#Enchants*Strength of Enchants))*((100-Fortress-Defensive Posture)/100)
Less parenthesis at the end. Also you forgot one in yours
This was a great discussion, but I was looking for a more clear answer on a specific question.
Is it worth it to put the block cost reduction enchant on your jewelry or not?
The way I read this is it's not, especially considering how much a regen glyph can help in the same situation.
Also, where do you guys get the exact math equations for this stuff? We need a book that has all these equations in them so we can work all these things out.....course, that might take the fun out of it in that once people figured out what build was mathematically the optimum that's what everyone would do.