~~~~~Introduction~~~~~
This is a no nonsense analysis of defensive PvP sets. Every major update is inevitably accompanied by people claiming set
x is super good without fully understanding how it works into damage calculations. Sometimes assumptions are right, other times wrong. I've attempted to make this as user friendly as possible and easy to understand to empower you to determine the best defensive set to suit your build and to counter your most common opponents. If you want to increase survivability on your DPS or construct your unkillable tank, this thread has all the information you need.
Editable Google Sheet Link
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Defensive Set Analysis (sheets 1-3)
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Ultimate Generation Simulator (sheet 16)
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Block Cost Reduction Calculator (sheet 17)Video Tutorial and Analysis (read below for same thing in text)
TL;DR
Wizard's Riposte: The best set for any solo or small scale Magicka character (can no longer be back barred, however). Provides highest or near highest damage mitigation in situations where up time is kept high-
• Solo (as long as you don't excessively kite)
• Small Group (as long as your group doesn't excessively kite)
• Medium - Large Group (on tank only)
Impregnable: Superior stamina set when opponents have higher than ~55% critical chance and high penetration (good in no-CP, even better in CP).
Fortified Brass: Good in no-CP PvP where critical chance and penetration is naturally lower. Weak against nightblades.
Mark of the Pariah: Outperforms all other sets when less than ~68% HP.
~~~~~Tutorial for Self Analysis~~~~~
This box is the bare minimum that requires to be filled.
To assist you in determining these values you can utilise the three green boxes (totally optional). Modify the values in red and use the "Sum" to fill in the corresponding "INPUTS" values. Or simply make up approximate values without worrying about specific sources.
Your output will look something like this:
An important thing to remember when looking at damage mitigation is that a few percentage points difference between options can represent a significant amount of extra damage mitigated. For example if option
A has 90% mitigation and option
B has 91%, there may only be a single percentage point different, but that means option
B is mitigating at extra 10% more damage then option
A. Just something to keep in mind when looking at the seemingly insignificant differences of any of the blocking stats.
~~~~~My Detailed Analysis~~~~~
It's impossible to determine average input values with the wide variety of PvP in ESO. Duels, CP Cyrodiil, non-CP Cyrodiil and Battlegrounds will each have their own unique set of average critical chance, critical damage and penetration values. As such I want to stress the importance of performing your own analysis. My conclusions about set quality are affected by my own bias, I base my opponent stats on what mine are and subjectively adjust based on other factors (like how many NB's I verse, that increases the average critical chance and critical damage).
Wizard's Riposte
Always highest or very close to highest mitigation. The 2-4 set piece bonuses make it the best choice for magicka users (excluding medium to large group situations).
Pros
• Virtually 100% up time (tapers off the larger the group).
• 2-4 set piece bonuses are amazing. WR gets all defensiveness from the 5th piece allowing utility bonuses 2-4.
• Group members benefit also.
• Can have active only on one bar and still achieve 99% up time.
• Applies minor maim on the critical strike that proc'd it (great gank defense).
Cons
• It falls into the minor/major buff system, so if anyone else is wearing WR or proc'ing minor maim (DK's, S+B users, frost users, Asylum staff users, NB's), the effectiveness of this set is significantly reduced.
• Only comes in light and arcane.
Impregnable
The best all around defensive set for all PvP situations (primarily for stamina, but magicka user can wear just as effectively if another group member is already providing minor maim).
Pros
• All the defensiveness comes form the 5th piece bonus, which means 2-4 set pieces are great for your utility.
• Amazing against Nightblades who's critical chance, critical damage modifier and penetration are all very high.
• Comes in any weight and trait.
• No conditions to receive bonus.
Cons
• When versing opponents with low critical chance and low penetration (low skill zergs) this sets effectiveness is drastically diminished.
Fortified Brass
The best set to use against low critical chance opponents (primarily low skill zergs in no-CP).
Pros
• Good for no-CP PvP.
• Craftable.
Cons
• Nightblade's are going to hurt even in no-CP.
• Performs poorly in CP PvP, especially against mid to high tier damage orientated players.
• Craftable.
Transmutation (by popular demand!)
Is a good compromise between impregnable and wizard's riposte. It provides decent mitigation through critical resistance, very good magicka regeneration and superior large group utility.
Pros
• A tank set AND a regeneration set rolled into one.
• Group buff.
• Very easy to proc.
• Can slot on only one bar.
• Amazing against Nightblades who's critical chance, critical damage modifier and penetration are all very high.
• Good alternative if minor maim is already being supplied.
Cons
• Won't mitigate any damage from a gank until you drop a HoT (this can be avoided by having slightly more HP on your transmutation bar and bar swapping to force a heal).
• Less mitigation then other sets discussed.
• Light and arcane only.
Armor Master
Provides more resistances and an additional 5% HP.
Pros
• Extra HP.
• Good for no-CP PvP.
• Higher resistances then FB.
• Craftable.
Cons (+FB cons)
• Conditional to activating armour ability. This hurts especially now we can't slot shuffle and immovable and toggle between the two to keep this set proc'd.
• 5% HP only on one bar.
• Craftable.
Mark of the Pariah
Provided you can keep yourself out of execute range, this is still an amazing tanking set. Being able to take damage as a PvP tank is an amazing way to draw agro, then at ~68% HP it outperforms all other sets analysed, and only keeps giving you more damage mitigation (great combined with vampire undeath passive).
Pros
• Huge resistances.
• Jewellery drops in all traits.
• Good for no-CP PvP.
Cons(+FB cons)
• Have to take damage to receive 5th piece bonus.
• Heavy only.
Blood Spawn vs 1pc Chudan + 1pc Pirate
Mitigation: In terms of pure damage reduction, Blood Spawn needs an up time of 92% to equal the Pirate + Chudan combination. BS likely won't help you in the event of being ganked, save for a lucky proc on the first hit. The very nature of a defensive proc set also means that it will sometimes be down when you get hit with an ultimate or an otherwise heavy hitting combination.
Utility: However, BS has absolutely amazing utility that PC sacrifices in order for 100% up time. The ultimate generation of BS (synergises well with a Dragon Knight) is unparalleled for a two piece and only just beaten out by the fifth piece bonus of
Tava's Favor. The one piece stamina regeneration of BS also helps any build (apart from perma block).
Deciding: Does the stamina regeneration and ultimate gain of Blood Spawn outweigh the risks of it being down when you need it? If yes, wear Blood Spawn. If no, wear 1pc Pirate + 1pc Chudan. If you can't answer this question then don't worry, this dilemma cannot be solved by math, test them both out and find what works best for you.
Critical Resistance vs Resistance
Because critical resistance is not calculated as a percentage mitigation, but resistances are, there comes a point where an opponent with high critical damage modifier but relatively low critical chance would be best countered with a resistance set like Armor Master instead of a critical resistance set like Impregnable. Here is an example of this:
*the values chosen here were done only to best demonstrate this phenomena.
**find this graph in tab "15 - Crit Resist vs Resist" if you want to play around with it.
So things that would effect this graph:
• Raising
penetration will increase Impregnables' effectiveness.
• Raising
critical chance will increase Impregnables' effectiveness.
• Raising
base critical resistance will increase Impregnables' effectiveness.
• Raising
base resistance will increase Armor Masters' effectiveness.
Ultimately, there are very few reasonable circumstances in which a resistance set out performs a critical resistance set against an opponent with high critical damage modifier. It is possible, as demonstrated here, but a slight increase in critical chance (5%) and penetration (2k) will see Impregnable beat out Armor Master up until critical damage modifier exceeds 1.95 .
~~~~~Calculations - NERDS ONLY ~~~~~
The actual Google Sheet formulas are a lot more complicated then the ones listed below, as they include several IF statements in order to prevent situations like over and under penetration. Assuming resistance cap is 33150 and critical resistance conversion is /6800. Because the spreadsheet does not take into account CP and class passives, your actual mitigation will be higher then listed, but it will effect all sets equally so the comparisons between sets will remain valid.
Also for those brave enough to open this spoiler, I'm 99% certain my math is accurate, but if you notice any errors or something that doesn't "feel" right, let me know and I'll investigate. I first started working on this back when Morrowind dropped then forgot about it until CWC, so picking up and redoing the mess I made with formulas; it's possible I missed something.
Pariah Resistance =
5465 + 9414 * (1 - Current HP%)
Mitigation =
(Total Possible Damage - Actual Damage Taken) / Total Possible Damage
Total Possible Damage =
(1 - CRIT CHANCE) + CRIT CHANCE * CRIT DMG
Actual Damage Taken =
[1 - (BASE RESIST - PEN) / RESIST CAP * 0.5] * (1 - CRIT CHANCE) + [1 - (BASE RESIST - PEN) / RESIST CAP * 0.5] * CRIT CHANCE * (CRIT DMG - CRIT RESIST / 68 / 100)
Critical Damage Modifier =
Crit Dmg - Crit Resist / 68 / 100
~~~~~Conclusion~~~~~
I hope this has helped people understand some of the nuances of damage mitigation in ESO and how it influences the effectiveness of our sets. If you would like homework give
@paulsimonps Damage Mitigation: Explained post a read, covers the calculations a lot more then I did here. If you have any questions, naturally feel free to ask! Is there anything I can do to make this more user friendly? Did my explanations suck? Would love to hear from you!
Change Log
Date: Dec 2017
Change: [Forum Post] Added Transmutation write up to the forum post.
Description: Added pros and cons list for Robes of Transmutation in the "Detailed Analysis" section of forum post.
Date: Dec 2017
Change: [Forum Post] [Spreadsheet] Added resistance vs critical resistance analysis.
Description: Added an additional graph in sheet "15 - Resists vs Crit Resist" to improve understanding of some of the nuances of damage mitigation. Added written analysis to help explain this.
Date: Dec 2017
Change: [Forum Post] [Spreadsheet] Added Mark of the Pariah vs Fortified Brass analysis.
Description: Added an additional graph in sheet "14 - Pariah vs Brass" to help demonstrate at what percentage HP Mark of the Pariah starts outperforming other resistance sets. Added written analysis to help explain this.
Date: Dec 2017
Change: [Spreadsheet] Added adjustable Wizard Riposte mitigation value.
Description: Due to ZoS's funked up mitigation calculations, with CP Minor Maim rarely gives 15% mitigation. With CP this value can be as low as 10%. Added adjustable WR mitigation value in order to get accurate result for individuals CP distribution.
Date: Dec 2017
Change: [Forum Post] [Spreadsheet] Added Robes of Transmutation vs Wizard Riposte analysis.
Description: Added an additional graph in sheet "13 - WR vs Trans" to fully explore the difference in mitigation between these two sets.
Date: Dec 2017
Change: [Spreadsheet] Fixed a graphing error with "13 - WR vs Trans".
Description: Fixed an issue where Wizard's Riposte graph was not properly taking into account the changing Critical Chance value.
Date: 13 Jan 2018
Change: [Spreadsheet] Added Pirate Skeleton.
Description: Pirate Skeleton added to the spreadsheet for more thorough comparisons.
Date: 17 Jan 2018
Change: [Spreadsheet] Added maces penetration into the calculations.
Description: Allows for even more accurate comparisons by taking into account percentage penetration from maces.
Date: 17 Jan 2018
Change: [Spreadsheet] Reactive Armour and Mighty Chudan added.
Description: More sets added for more thorough comparison.
Date: 17 Jan 2018
Change: [Spreadsheet] Added "y/n" checklist.
Description: With the addition of more defensive sets, added this checklist to keep graphing neat and readable.
Date: 3 Feb 2018
Change: [Spreadsheet] Added sheets "Introduction", "16 - Ult Gen Simulator" and "17 - Block Cost".
Description: Introduction sheet to help people navigate the book. Ultimate Generation Simulator added to help people refine their builds. Block Cost Reduction Calculator (Dragon Bones PTS calculations) to help people refine the defensive aspect of their build.
Date: 12 March 2018
Change: [Spreadsheet] Fixed graphing error.
Description: Google Doc's update caused the graphs to still plot data points with nil value if the data label was not nil. Changed so the data label only prints when data present thus preventing plotting of blank lines.
Date: 26th March 2018
Change: [Spreadsheet] Added minor and major evasion options.
Description: Mitigation now includes evasion, thus giving more accurate results from more comprehensive inputs.
Date: 21st April 2018
Change: [Spreadsheet] Fixed graphing error.
Description: Fortified Brass and Armor Master were mislabeled as each other, this is now corrected.
Date: 21st April 2018
Change: [Spreadsheet] Added maces value to graph summary.
Description: Forgot to include this initially. Maces value will now be easily visible when taking a screenshot of the graph.
Date: 8th June 2018
Change: [Spreadsheet] Added set Ironblood.
Description: Just another defensive set to compare. Mathematically very similar to Pirate Skeleton.
Date: 20th August 2018
Change: [Spreadsheet] Added adjustable Minor Maim up time (for Wizard's Riposte).
Description: With the changes in Wolfhunter DLC it's possible for Wizard's Riposte to no longer give 100% up time, especially in a larger group on a non-tank. A slider has been added to accommodate this.
Date: 27th August 2018
Change: [Forum Post] Added additional details to WR given change in Wolfhunter DLC.
Description: More information added to keep up to date.
Date: 24th November 2018
Change: [Spreadsheet] Impregnable value updated.
Description: Murkmire DLC nerfed Impregnable to 2000 down from 2500.
Date: 24th November 2018
Change: [Spreadsheet] Fixed a calculation error relating to Reactive and Wizard's Riposte.
Description: Mitigation when Minor and Major Evasion uptime was non-zero for these two sets were calculating incorrectly (evasion was being factored in twice, but negatively, thus mitigation shown was under actual value). This has now been corrected.
Date: 12th December 2018
Change: [Spreadsheet] Added set Steadfast Hero.
Description: Just another defensive set to keep things comprehensive
.
Date:Change:Description: