holy ***.... thats going to proove my own testing on my light magplar.
2 pice pirate skeleton is awensome on her even with the healdebuff
That's because even with the heal debuff, you aren't popping BoL at full health. Usually you are hitting it at a point where you'll be making use of our mending passive which the extra healing from that offsets the minor defile a little.
If we didn't use channeled focus, restoring focus would probably be better used here since the 8% extra healing and 8% minor protection would offset that defile debuff entirely.
Even on live, I like the uptime on pirate.
yes i did really alot of testing of many different monster sets and offensive/deffensive sets
for me i came to the following conclution
5 surge or spc (depends on grp) on body
5 trans on snb backbar
2 pirates
2 willpower swords
canot say its not working well. but im still thinking mageplar is kinda weak atm compared to other classes
/e also using the skeleton morph for no global cd when pirate is procing
DMG enchants? DMG mundas?
Both of those with light and surge should be enough damage on magplar. If you only have 1400 recovery, you'll need channeled focus + ele drain to have around the minimum 1800-1900 recovery.
It's very weak, but fixes to jabs will help.
http://en.uesp.net/wiki/Special:EsoBuildEditor?id=34743
that is she, although bars are not acurate anymore, im a strictly no cp player besides BGs but that changes next patch too
Takes forever to open on my phone. Can you select "view this build" and copy the link to that view for me?
http://en.uesp.net/wiki/Special:EsoBuildData?id=34743
here we go
Beautiful! Takes like 2 second to load versus 10 minutes for the actual editor lol.
Your Stam is really low. Swap witch for tri food; you'll be at better health/Stam and increase your mag pool a little. At 3k SD you need a minimum of 33k mag to be effective against some hard meta builds.
But then again you are using SnB so you need the mag Regen . Tough call. I'd say swap trans for desert rose since your using mist form, swap witch for tri food, and see if that's enough stats?
plz dont forgett cps are dissabled in that view
but thx for advices i dont see myself blocking alot neither.. im playing with the idea to make dw restro staff out of it
maybe something like:
2 pirates
5 surge/spc
5 julianos/war maiden
backbar restro
Could do mechanical acuity instead of julianos. Gives you stam/mag and another 129 SD. Then swap an enchant for Regen? Innate is another good crafty set for templars (aside from poor Ultimates). That would give you a similar max mag/Stam boost but instead front loads the 400 SD and gives a spell crit chance.
Otherwise you'll need Regen, either way (unless you have 1400+channeled focus+ ele drain).
paulsimonps wrote: »paulsimonps wrote: »paulsimonps wrote: »pirate skeleton debuff was unpurgeable when the item set was launch, and AFAIK is was intended. If it's purgeable now, is a bug for sure
Yea I will need to agree. If it's going to keep that much mitigation for a 2pc, the heal debuff should be unpurgable.
But at the same time, that minor debuff completely nulifies any build adding minor defile sources (I assume that minor defile isn't boosted by CP from my enemy and therefore stays at the 15% mark instead of being increased by a ridiculous amount because of defile CP).
@TheDoomsdayMonster it looks like chudan on higher than pirate/chudan combo by almost 4%! I agree you do lose important buffs, but if you don't want to bother to cast armor buffs in between fights and don't care about farming for a helm piece, then chudan is matching close to other defensive sets that require 5pc to get.
@Taylor_MB on my spreadsheet it was giving me a 45-48% mitigation on pirate skeleton (almost 15000 penetration, 50% crit chance and1.75 crit DMG for my enemy with 20660 armor avg and 2500 crit resists for me How do we calc the minor defile into that? Even with that defile source, wouldn't take lock out builds boosting defile CP because there defiled is coming from my set instead of the attackers defile source? If so, would be funny to see minor defile as a positive in that you'll always have the consistent 15% less healing that locks out disease status effects and other minor defile sources lol.
@Minno
Funny enough there used to be a bug that if you had CP points into Befoul the minor Defile on you from Pirate Skeleton would increase and you would get even less healing. I'm pretty sure they fixed that though. But might go on PTS to double check as its easier to test there.
I was going to assume that too! Would be funny if it still did (not that I have any points into befoul anyway lol).
Checked, it was fixed, it doesn't make the minor defile worse.
Only thing left to check is if the attacker can't boost that defile (going to assume that is impossible since it's not their debuff, but never know with this game anymore lol).
Shouldn't, I will assume that it works just like Minor Lifesteal. To apply your own strength of the debuff you will have to reapply it. So they can't buff the minor Defile you placed on yourself but they can reapply another that is stronger. The buff/debuff with the longest duration is the one that gets applied. Which btw for those that are interested is why siphon spirit will always override Blood Alters Minor lifesteal, cause the Blood Alters minor lifesteal is only 1s but gets reapplied every 1s as long as targets stay in range, which I guess will be really fricking easy now that radius buff though.
But then if they apply the better debuff, that overrides the unpurgable minor defile debuff, that means I can purge the override debuff!
holy ***.... thats going to proove my own testing on my light magplar.
2 pice pirate skeleton is awensome on her even with the healdebuff
That's because even with the heal debuff, you aren't popping BoL at full health. Usually you are hitting it at a point where you'll be making use of our mending passive which the extra healing from that offsets the minor defile a little.
If we didn't use channeled focus, restoring focus would probably be better used here since the 8% extra healing and 8% minor protection would offset that defile debuff entirely.
Even on live, I like the uptime on pirate.
yes i did really alot of testing of many different monster sets and offensive/deffensive sets
for me i came to the following conclution
5 surge or spc (depends on grp) on body
5 trans on snb backbar
2 pirates
2 willpower swords
canot say its not working well. but im still thinking mageplar is kinda weak atm compared to other classes
/e also using the skeleton morph for no global cd when pirate is procing
DMG enchants? DMG mundas?
Both of those with light and surge should be enough damage on magplar. If you only have 1400 recovery, you'll need channeled focus + ele drain to have around the minimum 1800-1900 recovery.
It's very weak, but fixes to jabs will help.
http://en.uesp.net/wiki/Special:EsoBuildEditor?id=34743
that is she, although bars are not acurate anymore, im a strictly no cp player besides BGs but that changes next patch too
Takes forever to open on my phone. Can you select "view this build" and copy the link to that view for me?
http://en.uesp.net/wiki/Special:EsoBuildData?id=34743
here we go
Beautiful! Takes like 2 second to load versus 10 minutes for the actual editor lol.
Your Stam is really low. Swap witch for tri food; you'll be at better health/Stam and increase your mag pool a little. At 3k SD you need a minimum of 33k mag to be effective against some hard meta builds.
But then again you are using SnB so you need the mag Regen . Tough call. I'd say swap trans for desert rose since your using mist form, swap witch for tri food, and see if that's enough stats?
plz dont forgett cps are dissabled in that view
but thx for advices i dont see myself blocking alot neither.. im playing with the idea to make dw restro staff out of it
maybe something like:
2 pirates
5 surge/spc
5 julianos/war maiden
backbar restro
Could do mechanical acuity instead of julianos. Gives you stam/mag and another 129 SD. Then swap an enchant for Regen? Innate is another good crafty set for templars (aside from poor Ultimates). That would give you a similar max mag/Stam boost but instead front loads the 400 SD and gives a spell crit chance.
Otherwise you'll need Regen, either way (unless you have 1400+channeled focus+ ele drain).
@Minno + potions and Honor the Dead and it still a bit uncomfortable if pressure is always decent on you.
@Joy_Division , on live you can cleanse minor defile when PS procs.
paulsimonps wrote: »paulsimonps wrote: »paulsimonps wrote: »paulsimonps wrote: »pirate skeleton debuff was unpurgeable when the item set was launch, and AFAIK is was intended. If it's purgeable now, is a bug for sure
Yea I will need to agree. If it's going to keep that much mitigation for a 2pc, the heal debuff should be unpurgable.
But at the same time, that minor debuff completely nulifies any build adding minor defile sources (I assume that minor defile isn't boosted by CP from my enemy and therefore stays at the 15% mark instead of being increased by a ridiculous amount because of defile CP).
@TheDoomsdayMonster it looks like chudan on higher than pirate/chudan combo by almost 4%! I agree you do lose important buffs, but if you don't want to bother to cast armor buffs in between fights and don't care about farming for a helm piece, then chudan is matching close to other defensive sets that require 5pc to get.
@Taylor_MB on my spreadsheet it was giving me a 45-48% mitigation on pirate skeleton (almost 15000 penetration, 50% crit chance and1.75 crit DMG for my enemy with 20660 armor avg and 2500 crit resists for me How do we calc the minor defile into that? Even with that defile source, wouldn't take lock out builds boosting defile CP because there defiled is coming from my set instead of the attackers defile source? If so, would be funny to see minor defile as a positive in that you'll always have the consistent 15% less healing that locks out disease status effects and other minor defile sources lol.
@Minno
Funny enough there used to be a bug that if you had CP points into Befoul the minor Defile on you from Pirate Skeleton would increase and you would get even less healing. I'm pretty sure they fixed that though. But might go on PTS to double check as its easier to test there.
I was going to assume that too! Would be funny if it still did (not that I have any points into befoul anyway lol).
Checked, it was fixed, it doesn't make the minor defile worse.
Only thing left to check is if the attacker can't boost that defile (going to assume that is impossible since it's not their debuff, but never know with this game anymore lol).
Shouldn't, I will assume that it works just like Minor Lifesteal. To apply your own strength of the debuff you will have to reapply it. So they can't buff the minor Defile you placed on yourself but they can reapply another that is stronger. The buff/debuff with the longest duration is the one that gets applied. Which btw for those that are interested is why siphon spirit will always override Blood Alters Minor lifesteal, cause the Blood Alters minor lifesteal is only 1s but gets reapplied every 1s as long as targets stay in range, which I guess will be really fricking easy now that radius buff though.
But then if they apply the better debuff, that overrides the unpurgable minor defile debuff, that means I can purge the override debuff!
@Minno
But... it isn't unpurgable? At least not from what I tested just a few days ago, and I just now cause you said that got unsure if it was true on live or not so I checked it Its currently purgable on live. So purge away people.
paulsimonps wrote: »paulsimonps wrote: »paulsimonps wrote: »paulsimonps wrote: »pirate skeleton debuff was unpurgeable when the item set was launch, and AFAIK is was intended. If it's purgeable now, is a bug for sure
Yea I will need to agree. If it's going to keep that much mitigation for a 2pc, the heal debuff should be unpurgable.
But at the same time, that minor debuff completely nulifies any build adding minor defile sources (I assume that minor defile isn't boosted by CP from my enemy and therefore stays at the 15% mark instead of being increased by a ridiculous amount because of defile CP).
@TheDoomsdayMonster it looks like chudan on higher than pirate/chudan combo by almost 4%! I agree you do lose important buffs, but if you don't want to bother to cast armor buffs in between fights and don't care about farming for a helm piece, then chudan is matching close to other defensive sets that require 5pc to get.
@Taylor_MB on my spreadsheet it was giving me a 45-48% mitigation on pirate skeleton (almost 15000 penetration, 50% crit chance and1.75 crit DMG for my enemy with 20660 armor avg and 2500 crit resists for me How do we calc the minor defile into that? Even with that defile source, wouldn't take lock out builds boosting defile CP because there defiled is coming from my set instead of the attackers defile source? If so, would be funny to see minor defile as a positive in that you'll always have the consistent 15% less healing that locks out disease status effects and other minor defile sources lol.
@Minno
Funny enough there used to be a bug that if you had CP points into Befoul the minor Defile on you from Pirate Skeleton would increase and you would get even less healing. I'm pretty sure they fixed that though. But might go on PTS to double check as its easier to test there.
I was going to assume that too! Would be funny if it still did (not that I have any points into befoul anyway lol).
Checked, it was fixed, it doesn't make the minor defile worse.
Only thing left to check is if the attacker can't boost that defile (going to assume that is impossible since it's not their debuff, but never know with this game anymore lol).
Shouldn't, I will assume that it works just like Minor Lifesteal. To apply your own strength of the debuff you will have to reapply it. So they can't buff the minor Defile you placed on yourself but they can reapply another that is stronger. The buff/debuff with the longest duration is the one that gets applied. Which btw for those that are interested is why siphon spirit will always override Blood Alters Minor lifesteal, cause the Blood Alters minor lifesteal is only 1s but gets reapplied every 1s as long as targets stay in range, which I guess will be really fricking easy now that radius buff though.
But then if they apply the better debuff, that overrides the unpurgable minor defile debuff, that means I can purge the override debuff!
@Minno
But... it isn't unpurgable? At least not from what I tested just a few days ago, and I just now cause you said that got unsure if it was true on live or not so I checked it Its currently purgable on live. So purge away people.
I'd assume that's a bug (and potentially going to be fixed). The defile debuff doesn't show on my eso tracker?
paulsimonps wrote: »paulsimonps wrote: »paulsimonps wrote: »paulsimonps wrote: »paulsimonps wrote: »pirate skeleton debuff was unpurgeable when the item set was launch, and AFAIK is was intended. If it's purgeable now, is a bug for sure
Yea I will need to agree. If it's going to keep that much mitigation for a 2pc, the heal debuff should be unpurgable.
But at the same time, that minor debuff completely nulifies any build adding minor defile sources (I assume that minor defile isn't boosted by CP from my enemy and therefore stays at the 15% mark instead of being increased by a ridiculous amount because of defile CP).
@TheDoomsdayMonster it looks like chudan on higher than pirate/chudan combo by almost 4%! I agree you do lose important buffs, but if you don't want to bother to cast armor buffs in between fights and don't care about farming for a helm piece, then chudan is matching close to other defensive sets that require 5pc to get.
@Taylor_MB on my spreadsheet it was giving me a 45-48% mitigation on pirate skeleton (almost 15000 penetration, 50% crit chance and1.75 crit DMG for my enemy with 20660 armor avg and 2500 crit resists for me How do we calc the minor defile into that? Even with that defile source, wouldn't take lock out builds boosting defile CP because there defiled is coming from my set instead of the attackers defile source? If so, would be funny to see minor defile as a positive in that you'll always have the consistent 15% less healing that locks out disease status effects and other minor defile sources lol.
@Minno
Funny enough there used to be a bug that if you had CP points into Befoul the minor Defile on you from Pirate Skeleton would increase and you would get even less healing. I'm pretty sure they fixed that though. But might go on PTS to double check as its easier to test there.
I was going to assume that too! Would be funny if it still did (not that I have any points into befoul anyway lol).
Checked, it was fixed, it doesn't make the minor defile worse.
Only thing left to check is if the attacker can't boost that defile (going to assume that is impossible since it's not their debuff, but never know with this game anymore lol).
Shouldn't, I will assume that it works just like Minor Lifesteal. To apply your own strength of the debuff you will have to reapply it. So they can't buff the minor Defile you placed on yourself but they can reapply another that is stronger. The buff/debuff with the longest duration is the one that gets applied. Which btw for those that are interested is why siphon spirit will always override Blood Alters Minor lifesteal, cause the Blood Alters minor lifesteal is only 1s but gets reapplied every 1s as long as targets stay in range, which I guess will be really fricking easy now that radius buff though.
But then if they apply the better debuff, that overrides the unpurgable minor defile debuff, that means I can purge the override debuff!
@Minno
But... it isn't unpurgable? At least not from what I tested just a few days ago, and I just now cause you said that got unsure if it was true on live or not so I checked it Its currently purgable on live. So purge away people.
I'd assume that's a bug (and potentially going to be fixed). The defile debuff doesn't show on my eso tracker?
You know considering they made Ironblood unpurgable, or atleast I have some recollection of such things. I would agree, but then back to the other thing. If they did make it unpurgable should they make it so that even if you purge the one that stacks on top of it the base one still applies? I mean one easy way to do it is to constantly reapply it every second for the duration of it, that way even if you purge one caused by a players poisons then you would still have it on you.
Has anyone tried using Mark of the Pariah on a Magicka NB tank while using Malevolent Offering to ensure your always below the 68% threshold? You could stack HoTs like Swallow Soul, Refreshing Path, Siphoning Attacks, etc., to help balance at that 68% tipping point. Not sure what else to add to this build to help make this play style viable, or if it can be viable at all...
Has anyone tried using Mark of the Pariah on a Magicka NB tank while using Malevolent Offering to ensure your always below the 68% threshold? You could stack HoTs like Swallow Soul, Refreshing Path, Siphoning Attacks, etc., to help balance at that 68% tipping point. Not sure what else to add to this build to help make this play style viable, or if it can be viable at all...
Add mistform or 2 pirate so you get heal debuffed or the ability to not take heals when you don't want them.
Or you can try malubeth, troll king, or engine guardian
deepseamk20b14_ESO wrote: »5 impreg 5 twice born star 1 kena, 2h/bow setup, all divines, warrior and serpent stone on NB is a solid setup and easy/cheap to get for use in battlegrounds. I run different stuff for open world but I fall back on this for BG. Good damage, good sustain, good survivability.
Bump so players coming back to the game can see this amazing thread!
Also, Pirate Skeleton is now fixed where the minor defile is forced on your toon regardless of purging.
But I have not noticed much difference honestly in it's use (if caught with your pants down, you'll be burned down to 0% but otherwise still strong. Would be interesting to test if the minor defile on pirate skeleton ignores other minor defile sources or if those sources override pirate skeleton defile so you can then purge the minor defile lol. Or how does the mitigation value change if you start adding enough healing boost stats to match the minor defile?
Is there a way to also add minor/major evasion? How would we go about placing a mitigation value to dodge chance?
Waffennacht wrote: »Bump so players coming back to the game can see this amazing thread!
Also, Pirate Skeleton is now fixed where the minor defile is forced on your toon regardless of purging.
But I have not noticed much difference honestly in it's use (if caught with your pants down, you'll be burned down to 0% but otherwise still strong. Would be interesting to test if the minor defile on pirate skeleton ignores other minor defile sources or if those sources override pirate skeleton defile so you can then purge the minor defile lol. Or how does the mitigation value change if you start adding enough healing boost stats to match the minor defile?
Is there a way to also add minor/major evasion? How would we go about placing a mitigation value to dodge chance?
In the long run, dodge chance would resemble any other damage mitigation.
In the short run it would show spikes of extreme mitigation and low mitigation.
So you could accurately assess it on a tanky long run spec, not so much on a high damage dealer
Waffennacht wrote: »Bump so players coming back to the game can see this amazing thread!
Also, Pirate Skeleton is now fixed where the minor defile is forced on your toon regardless of purging.
But I have not noticed much difference honestly in it's use (if caught with your pants down, you'll be burned down to 0% but otherwise still strong. Would be interesting to test if the minor defile on pirate skeleton ignores other minor defile sources or if those sources override pirate skeleton defile so you can then purge the minor defile lol. Or how does the mitigation value change if you start adding enough healing boost stats to match the minor defile?
Is there a way to also add minor/major evasion? How would we go about placing a mitigation value to dodge chance?
In the long run, dodge chance would resemble any other damage mitigation.
In the short run it would show spikes of extreme mitigation and low mitigation.
So you could accurately assess it on a tanky long run spec, not so much on a high damage dealer
that would be interesting to see. "at what point does it tip in your favor" assessment.
@Minno as you wish...Is there a way to also add minor/major evasion? How would we go about placing a mitigation value to dodge chance?
@Minno as you wish...Is there a way to also add minor/major evasion? How would we go about placing a mitigation value to dodge chance?
Evasion (major and minor) now added to calculations!
Simply input uptimes and away you go! Evasion won't affect the "ranking" of different sets, but it will allow you to get a more accurate mitigation value (at least for no-CP). Also further helps demonstrate the diminishing returns nature of mitigation, Evasion will boost low mitigations builds more then high, thus bringing them closer together.
As @Waffennacht said it functions like any other forms of mitigation, most similar to Riposte as it affects both critical and non critical strikes equally (an easy addition!). Even though Evasion is like a mitigation proc, even a squishy glass cannon build will see the same mitigation as a long standing tank. It may be that for one fight Evasion doesn't proc at all, but the next fight it procs constantly, but ultimately over multiple engagements it will average out based on uptime.
One aspect I have been grappling with, is how to calculate active dodge rolling into mitigation calculations. Obviously this is most relevant with Evasion as medium armour users also tend to dodge roll the most, which is why I mention it now. Easiest option would be have a "Roll Dodge Every X Seconds" option and divide the duration of the dodge roll window by that number... but I can't even find any accurate information on the length. It also wouldn't take into account AoE's or attacks with travel time. Might not be a way to make it accurate enough to worth including. Anyway....
Always happy to take suggestions, the information contained here has probably doubled just from people suggesting things I overlooked!
Peace.
Edit: Just realised it took me 13 days to add this! Apologies for the delay, adulting sucks!
scipionumatia wrote: »@Taylor_MB
Quick question. Does minor maim reduce the effected targets healing? Maim is placed on the enemy and healing scales with damage so I’m assuming it does reduce the targets healing but I’m not 100%
@Minno as you wish...Is there a way to also add minor/major evasion? How would we go about placing a mitigation value to dodge chance?
Evasion (major and minor) now added to calculations!
Simply input uptimes and away you go! Evasion won't affect the "ranking" of different sets, but it will allow you to get a more accurate mitigation value (at least for no-CP). Also further helps demonstrate the diminishing returns nature of mitigation, Evasion will boost low mitigations builds more then high, thus bringing them closer together.
As @Waffennacht said it functions like any other forms of mitigation, most similar to Riposte as it affects both critical and non critical strikes equally (an easy addition!). Even though Evasion is like a mitigation proc, even a squishy glass cannon build will see the same mitigation as a long standing tank. It may be that for one fight Evasion doesn't proc at all, but the next fight it procs constantly, but ultimately over multiple engagements it will average out based on uptime.
One aspect I have been grappling with, is how to calculate active dodge rolling into mitigation calculations. Obviously this is most relevant with Evasion as medium armour users also tend to dodge roll the most, which is why I mention it now. Easiest option would be have a "Roll Dodge Every X Seconds" option and divide the duration of the dodge roll window by that number... but I can't even find any accurate information on the length. It also wouldn't take into account AoE's or attacks with travel time. Might not be a way to make it accurate enough to worth including. Anyway....
Always happy to take suggestions, the information contained here has probably doubled just from people suggesting things I overlooked!
Peace.
Edit: Just realised it took me 13 days to add this! Apologies for the delay, adulting sucks!
@sluice
Impregnable outperforms Fortified Brass in most scenarios. I encourage you to use tab '15 - Resists vs Crit Resist' to play around with all the different stat combinations (Armor Master only has 200 more resistances than FB so virtually the same). To give you some general answers though-
Impregnable
Wins
• Against Nightblades with their high critical chance, increased critical damage modifier and easy access to major fracture.
• Against opponents with greater then ~60% critical chance (not overly common in no-CP).
• In CP PvP.
• Against opponents using maces.
Loses
• Against opponents are running low penetration and low critical chance.
Fortified Brass
Wins
• Against opponents with less then ~60% critical chance.
• Against low penetration opponents.
Loses
• Against opponents using maces.
• Against anyone running major fracture/breach (causes everyone else to do increased damage to you also).
So basically, Fortified Brass can be better against people who are not properly specc'd for PvP, so can be used for PuG-stomping, but the people you are likely to die to the most will be better countered by Impregnable.
!
montiferus wrote: »@sluice
Impregnable outperforms Fortified Brass in most scenarios. I encourage you to use tab '15 - Resists vs Crit Resist' to play around with all the different stat combinations (Armor Master only has 200 more resistances than FB so virtually the same). To give you some general answers though-
Impregnable
Wins
• Against Nightblades with their high critical chance, increased critical damage modifier and easy access to major fracture.
• Against opponents with greater then ~60% critical chance (not overly common in no-CP).
• In CP PvP.
• Against opponents using maces.
Loses
• Against opponents are running low penetration and low critical chance.
Fortified Brass
Wins
• Against opponents with less then ~60% critical chance.
• Against low penetration opponents.
Loses
• Against opponents using maces.
• Against anyone running major fracture/breach (causes everyone else to do increased damage to you also).
So basically, Fortified Brass can be better against people who are not properly specc'd for PvP, so can be used for PuG-stomping, but the people you are likely to die to the most will be better countered by Impregnable.
!
I am curious as to what PVP build even remotely approaches 60% crit. The vast majority of builds, even those with higher crit, hover around the 45-50 range. If 60% truly is the tipping point between FB and Impreg I don’t see how Impreg wins in any comparison. Am I missing something here? Is the 60% a typo?
TheDoomsdayMonster wrote: »@Minno as you wish...Is there a way to also add minor/major evasion? How would we go about placing a mitigation value to dodge chance?
Evasion (major and minor) now added to calculations!
Simply input uptimes and away you go! Evasion won't affect the "ranking" of different sets, but it will allow you to get a more accurate mitigation value (at least for no-CP). Also further helps demonstrate the diminishing returns nature of mitigation, Evasion will boost low mitigations builds more then high, thus bringing them closer together.
As @Waffennacht said it functions like any other forms of mitigation, most similar to Riposte as it affects both critical and non critical strikes equally (an easy addition!). Even though Evasion is like a mitigation proc, even a squishy glass cannon build will see the same mitigation as a long standing tank. It may be that for one fight Evasion doesn't proc at all, but the next fight it procs constantly, but ultimately over multiple engagements it will average out based on uptime.
One aspect I have been grappling with, is how to calculate active dodge rolling into mitigation calculations. Obviously this is most relevant with Evasion as medium armour users also tend to dodge roll the most, which is why I mention it now. Easiest option would be have a "Roll Dodge Every X Seconds" option and divide the duration of the dodge roll window by that number... but I can't even find any accurate information on the length. It also wouldn't take into account AoE's or attacks with travel time. Might not be a way to make it accurate enough to worth including. Anyway....
Always happy to take suggestions, the information contained here has probably doubled just from people suggesting things I overlooked!
Peace.
Edit: Just realised it took me 13 days to add this! Apologies for the delay, adulting sucks!
You know, as I continue to use Spectre's Eye more and more, its making me really, really, come to appreciate something about Major Evasion that goes beyond the raw (on paper) mitigation over time...
For example pending your playstyle, someone using Spectre's Eye can reasonably expect to have anywhere from 30-50% uptime on Major Evasion; this equates to an average damage mitigation over time of anywhere from 4.5% to 7.5%...
This, obviously, pales compared to the damage mitigation provided by Riposte's or Transmutation, but when you factor in the fact that when Major Evasion works, you not only mitigate damage, but you eliminate that attacks secondary effects as well...
As we all know, being CC'ed is often the beginning of an opponents burst against you, so if you passively dodge someone's attack that has CC attached to it, you actually mitigated much more damage than it initially seems as you are no longer helpless against your opponents follow up attacks and can act against them accordingly...
When you passively dodge, you can avoid Debuffs...
When you passively dodge, you can avoid a status effect related to a given Poison...
Because of the above, Spectre's Eye doesn't mitigate as much damage over time as some of the other defensive sets do, but it can be clutch in ways that these other sets simply cant match...
On several occasions, I've passively dodged Incap, and so I completely negated 6-10k damage, I avoided a long, powerful, CC, and I avoided being Defiled...all at once.
Riposte's and Transmutation cant match that kind of mitigation in such a short time span (especially when you take into consideration the fact that Incap will be followed up with additional attacks if it lands)...
I say all of that just to make the point that, when comparing the mitigation values of various defensive sets, there are sometimes variables that we must take into account that go beyond what the raw math tells us...
montiferus wrote: »@sluice
Impregnable outperforms Fortified Brass in most scenarios. I encourage you to use tab '15 - Resists vs Crit Resist' to play around with all the different stat combinations (Armor Master only has 200 more resistances than FB so virtually the same). To give you some general answers though-
Impregnable
Wins
• Against Nightblades with their high critical chance, increased critical damage modifier and easy access to major fracture.
• Against opponents with greater then ~60% critical chance (not overly common in no-CP).
• In CP PvP.
• Against opponents using maces.
Loses
• Against opponents are running low penetration and low critical chance.
Fortified Brass
Wins
• Against opponents with less then ~60% critical chance.
• Against low penetration opponents.
Loses
• Against opponents using maces.
• Against anyone running major fracture/breach (causes everyone else to do increased damage to you also).
So basically, Fortified Brass can be better against people who are not properly specc'd for PvP, so can be used for PuG-stomping, but the people you are likely to die to the most will be better countered by Impregnable.
!
I am curious as to what PVP build even remotely approaches 60% crit. The vast majority of builds, even those with higher crit, hover around the 45-50 range. If 60% truly is the tipping point between FB and Impreg I don’t see how Impreg wins in any comparison. Am I missing something here? Is the 60% a typo?
TheDoomsdayMonster wrote: »@Minno as you wish...Is there a way to also add minor/major evasion? How would we go about placing a mitigation value to dodge chance?
Evasion (major and minor) now added to calculations!
Simply input uptimes and away you go! Evasion won't affect the "ranking" of different sets, but it will allow you to get a more accurate mitigation value (at least for no-CP). Also further helps demonstrate the diminishing returns nature of mitigation, Evasion will boost low mitigations builds more then high, thus bringing them closer together.
As @Waffennacht said it functions like any other forms of mitigation, most similar to Riposte as it affects both critical and non critical strikes equally (an easy addition!). Even though Evasion is like a mitigation proc, even a squishy glass cannon build will see the same mitigation as a long standing tank. It may be that for one fight Evasion doesn't proc at all, but the next fight it procs constantly, but ultimately over multiple engagements it will average out based on uptime.
One aspect I have been grappling with, is how to calculate active dodge rolling into mitigation calculations. Obviously this is most relevant with Evasion as medium armour users also tend to dodge roll the most, which is why I mention it now. Easiest option would be have a "Roll Dodge Every X Seconds" option and divide the duration of the dodge roll window by that number... but I can't even find any accurate information on the length. It also wouldn't take into account AoE's or attacks with travel time. Might not be a way to make it accurate enough to worth including. Anyway....
Always happy to take suggestions, the information contained here has probably doubled just from people suggesting things I overlooked!
Peace.
Edit: Just realised it took me 13 days to add this! Apologies for the delay, adulting sucks!
You know, as I continue to use Spectre's Eye more and more, its making me really, really, come to appreciate something about Major Evasion that goes beyond the raw (on paper) mitigation over time...
For example pending your playstyle, someone using Spectre's Eye can reasonably expect to have anywhere from 30-50% uptime on Major Evasion; this equates to an average damage mitigation over time of anywhere from 4.5% to 7.5%...
This, obviously, pales compared to the damage mitigation provided by Riposte's or Transmutation, but when you factor in the fact that when Major Evasion works, you not only mitigate damage, but you eliminate that attacks secondary effects as well...
As we all know, being CC'ed is often the beginning of an opponents burst against you, so if you passively dodge someone's attack that has CC attached to it, you actually mitigated much more damage than it initially seems as you are no longer helpless against your opponents follow up attacks and can act against them accordingly...
When you passively dodge, you can avoid Debuffs...
When you passively dodge, you can avoid a status effect related to a given Poison...
Because of the above, Spectre's Eye doesn't mitigate as much damage over time as some of the other defensive sets do, but it can be clutch in ways that these other sets simply cant match...
On several occasions, I've passively dodged Incap, and so I completely negated 6-10k damage, I avoided a long, powerful, CC, and I avoided being Defiled...all at once.
Riposte's and Transmutation cant match that kind of mitigation in such a short time span (especially when you take into consideration the fact that Incap will be followed up with additional attacks if it lands)...
I say all of that just to make the point that, when comparing the mitigation values of various defensive sets, there are sometimes variables that we must take into account that go beyond what the raw math tells us...
spectre eye won't let you choose which spell to dodge. sometimes it dodges the light attack but lets the CC hit. If that cc is a destro staff, then youll get hit with a poison proc anyway.
spectre eye has to be combined with active dodge roll and even then you don't have the stamina stats to keep dodge rolling compared to a build that uses shackle breaker or another stamina regen set. But for templars, spectre eye isnt terrible because you have more spell resists but need physical resists, you need the health to avoid one shots, and the max mag is dual resource/dmg. We also have a 900 mag cost ability with jabs also procing dodge chance so you save on a GCD compared to stamina builds with shuffle.
That set needs a redesign to make major evasion have 100% uptime and maybe add stamina to the max mag stat and maybe replace the max health with stam regen to promote using it with dodge roll.