VaranisArano wrote: »This set kinda destroyed meaning and fun of duels. Now every scrub can wear it in duel and be immortal.
I would reccomend to change the 5 piece bonus to for example Major Maim. That would made set usefull in PvE also while tune it down in PvP to the point it's reasonable.
You mean like the Knightmare set? http://elderscrollsonline.wiki.fextralife.com/Knightmare+Set
ParaNostram wrote: »This set definitely doesn't need a nerf. This set is underused as is, just because OP got frustrated and lost a fight and that person happened to be wearing this underused set does not mean it needs nerfed.
Maura_Neysa wrote: »Nelson_Rebel wrote: »This set is incredibly stupidly broken. Whenever you block you have a 33% chance to cause all your attacker’s to miss ALL damage and attacks or effects of any kind for 5 seconds and occurs every 10 seconds.
This is a stupidly broken set that is what is helping to cause the perma tank cancer in BG’s and Open world cyrodill. This set has a near 90% uptime due to the HIGH percentage chance to occur, the short cooldown period between and the long duration to ignore every single effect (all damage and CC’s and anything else) on you while blocking...
Heavy armor and sword and board aren’t the problem in PvP. It’s sets like THIS and ravager and other stupidly broken things that cause pvp issues. So please ZoS do some QA on skill sets that are obviously broken, so you can stop nerfing PvE and PvP players
Actually you genius it has exactly a 16.5% max uptime making it only slightlty better than Hist Bark WHEN 1v1 and much less when 1vX
33% chance every 10 seconds for 5 seconds. So 0.5 x 0.33.
The upside to this set is that it allows a tank to apply their set to everyone.
Maura_Neysa wrote: »Nelson_Rebel wrote: »This set is incredibly stupidly broken. Whenever you block you have a 33% chance to cause all your attacker’s to miss ALL damage and attacks or effects of any kind for 5 seconds and occurs every 10 seconds.
This is a stupidly broken set that is what is helping to cause the perma tank cancer in BG’s and Open world cyrodill. This set has a near 90% uptime due to the HIGH percentage chance to occur, the short cooldown period between and the long duration to ignore every single effect (all damage and CC’s and anything else) on you while blocking...
Heavy armor and sword and board aren’t the problem in PvP. It’s sets like THIS and ravager and other stupidly broken things that cause pvp issues. So please ZoS do some QA on skill sets that are obviously broken, so you can stop nerfing PvE and PvP players
Actually you genius it has exactly a 16.5% max uptime making it only slightlty better than Hist Bark WHEN 1v1 and much less when 1vX
33% chance every 10 seconds for 5 seconds. So 0.5 x 0.33.
The upside to this set is that it allows a tank to apply their set to everyone.
Well if you do the math it is a MAXIMUM uptime of 50%, assuming it procs for five seconds every 10 seconds with some good luck on the 33% chance.
It would have an AVERAGE uptime of 38% (5 out of 13 seconds) assuming 1 attack per second and it procs on average every third attack (33%) of the time.
The MINIMUM uptime would be 0%, if you get an unlucky streak, which is less and less likely to happen the longer the fight continues.
Nonetheless the 90% uptime the OP came up with is completely impossible, based on the set description and the fact it procs only on one opponent at a time.
If this set was able to proc on more than one opponent at a time, it would be the best defensive set in the game hands down.
https://youtu.be/Lipc4O9qgr8
https://youtu.be/a1maQEIHflM Nelson_Rebel wrote: »SydneyGrey wrote: »So this is yet another "everything that kills me in PvP has to be nerfed" thread.
*Yawns*
lmfao ok buddy.
I’m going to wear this set and go duel as many people on the server and upload a video and show you exactly why it’s broken as hell xD lololololol
Well if you do the math it is a MAXIMUM uptime of 50%, assuming it procs for five seconds every 10 seconds with some good luck on the 33% chance.
It would have an AVERAGE uptime of 38% (5 out of 13 seconds) assuming 1 attack per second and it procs on average every third attack (33%) of the time.
The MINIMUM uptime would be 0%, if you get an unlucky streak, which is less and less likely to happen the longer the fight continues.
Nonetheless the 90% uptime the OP came up with is completely impossible, based on the set description and the fact it procs only on one opponent at a time.
If this set was able to proc on more than one opponent at a time, it would be the best defensive set in the game hands down.
Well if you do the math it is a MAXIMUM uptime of 50%, assuming it procs for five seconds every 10 seconds with some good luck on the 33% chance.
It would have an AVERAGE uptime of 38% (5 out of 13 seconds) assuming 1 attack per second and it procs on average every third attack (33%) of the time.
The MINIMUM uptime would be 0%, if you get an unlucky streak, which is less and less likely to happen the longer the fight continues.
Nonetheless the 90% uptime the OP came up with is completely impossible, based on the set description and the fact it procs only on one opponent at a time.
If this set was able to proc on more than one opponent at a time, it would be the best defensive set in the game hands down.
your point is correct, but your math is wrong
Maura_Neysa wrote: »Basic math, last 5 seconds, can proc every 10 Seconds, has a 33% chance. 0.5×0.33 = 0.165 aka 16.5% chance of this set being up when an attack comes in.
Cage_Lizardman wrote: »
Well if you do the math it is a MAXIMUM uptime of 50%, assuming it procs for five seconds every 10 seconds with some good luck on the 33% chance.
It would have an AVERAGE uptime of 38% (5 out of 13 seconds) assuming 1 attack per second and it procs on average every third attack (33%) of the time.
The MINIMUM uptime would be 0%, if you get an unlucky streak, which is less and less likely to happen the longer the fight continues.
Nonetheless the 90% uptime the OP came up with is completely impossible, based on the set description and the fact it procs only on one opponent at a time.
If this set was able to proc on more than one opponent at a time, it would be the best defensive set in the game hands down.
your point is correct, but your math is wrong
Sounds about right to me, maybe more like 5 out of 11.5, and normally you'd be doing more than one attack per second, so a more realistic uptime would be closer to 50% as long as you block at the right moments.Maura_Neysa wrote: »Basic math, last 5 seconds, can proc every 10 Seconds, has a 33% chance. 0.5×0.33 = 0.165 aka 16.5% chance of this set being up when an attack comes in.
This on the other hand, is complete nonsense. Back to grade school with you.
https://youtu.be/a1maQEIHflM Maura_Neysa wrote: »Cage_Lizardman wrote: »
Well if you do the math it is a MAXIMUM uptime of 50%, assuming it procs for five seconds every 10 seconds with some good luck on the 33% chance.
It would have an AVERAGE uptime of 38% (5 out of 13 seconds) assuming 1 attack per second and it procs on average every third attack (33%) of the time.
The MINIMUM uptime would be 0%, if you get an unlucky streak, which is less and less likely to happen the longer the fight continues.
Nonetheless the 90% uptime the OP came up with is completely impossible, based on the set description and the fact it procs only on one opponent at a time.
If this set was able to proc on more than one opponent at a time, it would be the best defensive set in the game hands down.
your point is correct, but your math is wrong
Sounds about right to me, maybe more like 5 out of 11.5, and normally you'd be doing more than one attack per second, so a more realistic uptime would be closer to 50% as long as you block at the right moments.Maura_Neysa wrote: »Basic math, last 5 seconds, can proc every 10 Seconds, has a 33% chance. 0.5×0.33 = 0.165 aka 16.5% chance of this set being up when an attack comes in.
This on the other hand, is complete nonsense. Back to grade school with you.
@Cage_Lizardman go head tell me again how it’s up 5 out of 11.5 secondshttps://youtu.be/a1maQEIHflM
Maura_Neysa wrote: »Cage_Lizardman wrote: »
Well if you do the math it is a MAXIMUM uptime of 50%, assuming it procs for five seconds every 10 seconds with some good luck on the 33% chance.
It would have an AVERAGE uptime of 38% (5 out of 13 seconds) assuming 1 attack per second and it procs on average every third attack (33%) of the time.
The MINIMUM uptime would be 0%, if you get an unlucky streak, which is less and less likely to happen the longer the fight continues.
Nonetheless the 90% uptime the OP came up with is completely impossible, based on the set description and the fact it procs only on one opponent at a time.
If this set was able to proc on more than one opponent at a time, it would be the best defensive set in the game hands down.
your point is correct, but your math is wrong
Sounds about right to me, maybe more like 5 out of 11.5, and normally you'd be doing more than one attack per second, so a more realistic uptime would be closer to 50% as long as you block at the right moments.Maura_Neysa wrote: »Basic math, last 5 seconds, can proc every 10 Seconds, has a 33% chance. 0.5×0.33 = 0.165 aka 16.5% chance of this set being up when an attack comes in.
This on the other hand, is complete nonsense. Back to grade school with you.
@Cage_Lizardman go head tell me again how it’s up 5 out of 11.5 secondshttps://youtu.be/a1maQEIHflM
Wow, so you’re just doubling down on your hilariously awful math. I respect your gumption.
What your missing is that if it doesn’t proc in the first second, it can still proc in the second second... it’s not like if you block once and it doesn’t proc that you have to wait a full ten seconds again... (that is the only scenario your formula would work for, by the way, but that is not how blessed works)
The actual formula would depend on quite a few things but let’s simplify and say that A = blockable attacks per second, and let’s simplify further and say that that’s just 1.
So for the first attack we have a 33% chance to block it. If we do block it, we have 5s of uptime and 5s of downtown, for a total update of 5s / 10s. Odds of that happening are 33% so
.33 * (5 / 10).
But what about the 2/3 of scenarios where the block doesn’t occur? We can still block again... that would be an uptime of 5 but downtime of 6s for a total of 5s / 11s. We have a 33% chance of proccing, but we have to remember that we only had a 2/3 chance of getting to this stage anyway, because in 1/3 of scenarios we would proc on the first attack
So we get
.33 * (5 / 10) + .66 ( .33 * (5 / 11))
And then we can repeat again, but this time it’s 2/3 of 2/3 probability since we’ve now had two chances to proc it...
.33 * (5 / 10) + .66 [ .33 * (5 / 11) + .66 { .33 * (5 / 12)}]
So the actual formula would go on like that infinitely. Fortunately there’s some nifty math we can use to simplify. Unfortunately there’s no easy way for me to do a sigma in B.B. code lol
It would be:
Limit (as n -> infinity, for all positive integers of n) of SIGMA { [.33 * (5 / ( 10 + n - 1))] * [(2 / 3)^(n - 1)]}
The answer is 42.5997%
http://www.wolframalpha.com/input/?i=sum+(.33+*+(5+/+(+9+++n+)))*+((2+/+3)^(n+-+1)),+n=1+to+infinity
Maura_Neysa wrote: »The actual formula would depend on quite a few things but let’s simplify and say that A = blockable attacks per second, and let’s simplify further and say that that’s just 1.
So for the first attack we have a 33% chance to block it. If we do block it, we have 5s of uptime and 5s of downtown, for a total update of 5s / 10s. Odds of that happening are 33% so
.33 * (5 / 10).
But what about the 2/3 of scenarios where the block doesn’t occur? We can still block again... that would be an uptime of 5 but downtime of 6s for a total of 5s / 11s. We have a 33% chance of proccing, but we have to remember that we only had a 2/3 chance of getting to this stage anyway, because in 1/3 of scenarios we would proc on the first attack
So we get
.33 * (5 / 10) + .66 ( .33 * (5 / 11))
And then we can repeat again, but this time it’s 2/3 of 2/3 probability since we’ve now had two chances to proc it...
.33 * (5 / 10) + .66 [ .33 * (5 / 11) + .66 { .33 * (5 / 12)}]
So the actual formula would go on like that infinitely. Fortunately there’s some nifty math we can use to simplify. Unfortunately there’s no easy way for me to do a sigma in B.B. code lol
It would be:
Limit (as n -> infinity, for all positive integers of n) of SIGMA { [.33 * (5 / ( 10 + n - 1))] * [(2 / 3)^(n - 1)]}
The answer is 42.5997%
http://www.wolframalpha.com/input/?i=sum+(.33+*+(5+/+(+9+++n+)))*+((2+/+3)^(n+-+1)),+n=1+to+infinity
again, not how odds work. They don't get better the longer you play. They stay the same, they stay 33% chance whether its the first blocked attack or the 1Oth its still 33%
Maura_Neysa wrote: »Don't forget, you have to divide your results by the number of attacker, since it only works on 1
Nelson_Rebel wrote: »This set is incredibly stupidly broken. Whenever you block you have a 33% chance to cause all your attacker’s to miss ALL damage and attacks or effects of any kind for 5 seconds and occurs every 10 seconds.
This is a stupidly broken set that is what is helping to cause the perma tank cancer in BG’s and Open world cyrodill. This set has a near 90% uptime due to the HIGH percentage chance to occur, the short cooldown period between and the long duration to ignore every single effect (all damage and CC’s and anything else) on you while blocking...
Heavy armor and sword and board aren’t the problem in PvP. It’s sets like THIS and ravager and other stupidly broken things that cause pvp issues. So please ZoS do some QA on skill sets that are obviously broken, so you can stop nerfing PvE and PvP players
Maura_Neysa wrote: »The actual formula would depend on quite a few things but let’s simplify and say that A = blockable attacks per second, and let’s simplify further and say that that’s just 1.
So for the first attack we have a 33% chance to block it. If we do block it, we have 5s of uptime and 5s of downtown, for a total update of 5s / 10s. Odds of that happening are 33% so
.33 * (5 / 10).
But what about the 2/3 of scenarios where the block doesn’t occur? We can still block again... that would be an uptime of 5 but downtime of 6s for a total of 5s / 11s. We have a 33% chance of proccing, but we have to remember that we only had a 2/3 chance of getting to this stage anyway, because in 1/3 of scenarios we would proc on the first attack
So we get
.33 * (5 / 10) + .66 ( .33 * (5 / 11))
And then we can repeat again, but this time it’s 2/3 of 2/3 probability since we’ve now had two chances to proc it...
.33 * (5 / 10) + .66 [ .33 * (5 / 11) + .66 { .33 * (5 / 12)}]
So the actual formula would go on like that infinitely. Fortunately there’s some nifty math we can use to simplify. Unfortunately there’s no easy way for me to do a sigma in B.B. code lol
It would be:
Limit (as n -> infinity, for all positive integers of n) of SIGMA { [.33 * (5 / ( 10 + n - 1))] * [(2 / 3)^(n - 1)]}
The answer is 42.5997%
http://www.wolframalpha.com/input/?i=sum+(.33+*+(5+/+(+9+++n+)))*+((2+/+3)^(n+-+1)),+n=1+to+infinity
again, not how odds work. They don't get better the longer you play. They stay the same, they stay 33% chance whether its the first blocked attack or the 1Oth its still 33%
Nelson_Rebel wrote: »This set is incredibly stupidly broken. Whenever you block you have a 33% chance to cause all your attacker’s to miss ALL damage and attacks or effects of any kind for 5 seconds and occurs every 10 seconds.
This is a stupidly broken set that is what is helping to cause the perma tank cancer in BG’s and Open world cyrodill. This set has a near 90% uptime due to the HIGH percentage chance to occur, the short cooldown period between and the long duration to ignore every single effect (all damage and CC’s and anything else) on you while blocking...
Heavy armor and sword and board aren’t the problem in PvP. It’s sets like THIS and ravager and other stupidly broken things that cause pvp issues. So please ZoS do some QA on skill sets that are obviously broken, so you can stop nerfing PvE and PvP players
the only cancer in PvP are players that cannot accept that they will die!
Maura_Neysa wrote: »Between 2:34 and 2:58 the set doesn't proc once. 24 second window, now most of the time it is 8 seconds between proc. Funny thing about math, it can't lie. 0.5× 0.33 = 0.165
VaranisArano wrote: »This set kinda destroyed meaning and fun of duels. Now every scrub can wear it in duel and be immortal.
I would reccomend to change the 5 piece bonus to for example Major Maim. That would made set usefull in PvE also while tune it down in PvP to the point it's reasonable.
You mean like the Knightmare set? http://elderscrollsonline.wiki.fextralife.com/Knightmare+Set
@VaranisArano You know the difference between words "major" and "minor" ?
Cage_Lizardman wrote: »Maura_Neysa wrote: »Between 2:34 and 2:58 the set doesn't proc once. 24 second window, now most of the time it is 8 seconds between proc. Funny thing about math, it can't lie. 0.5× 0.33 = 0.165
True, but the words next to the math can easily be wrong. Hopefully Thogard explained well enough why that is and how to do it right.
From the video it doesn't seem like he's getting hit much in that period. Also can't always tell when he's blocking.
GrumpyDuckling wrote: »Nelson_Rebel wrote: »Cage_Lizardman wrote: »But does that really work on more than one target at a time?
Yes it’s everything in that timeframe
Incorrect. The set only works against ONE target (you'll see the stars circling their head) and EVERY other target can still hit you.
Nelson_Rebel wrote: »This set is incredibly stupidly broken. Whenever you block you have a 33% chance to cause all your attacker’s to miss ALL damage and attacks or effects of any kind for 5 seconds and occurs every 10 seconds.
This is a stupidly broken set that is what is helping to cause the perma tank cancer in BG’s and Open world cyrodill. This set has a near 90% uptime due to the HIGH percentage chance to occur, the short cooldown period between and the long duration to ignore every single effect (all damage and CC’s and anything else) on you while blocking...
Heavy armor and sword and board aren’t the problem in PvP. It’s sets like THIS and ravager and other stupidly broken things that cause pvp issues. So please ZoS do some QA on skill sets that are obviously broken, so you can stop nerfing PvE and PvP players