myskyrim26 wrote: »I've got 2 thoughts now...
1. This is an amazing guide. Thank you ever so much! At last I truly understand a lot of spects!
2. This game is a total crap in terms of combat. Games are made for fun, not for a damn scientific research.
myskyrim26 wrote: »I've got 2 thoughts now...
1. This is an amazing guide. Thank you ever so much! At last I truly understand a lot of spects!
2. This game is a total crap in terms of combat. Games are made for fun, not for a damn scientific research.
Well I work as a ecomonical scientist at a university, so the game is what we make of it
myskyrim26 wrote: »I've got 2 thoughts now...
1. This is an amazing guide. Thank you ever so much! At last I truly understand a lot of spects!
2. This game is a total crap in terms of combat. Games are made for fun, not for a damn scientific research.
Well I work as a ecomonical scientist at a university, so the game is what we make of it
Temeraire507 wrote: »Thanks, keep up the great work @Masel but have you considered that all of the regeneration buffs might be a bit stronger than they look like on paper due to the fact that most players are going to use potions, CP, armor passives and class passives to increase them further while the altmer, argonian, orc and redguard sustain passives don't benefit from those at all? It would make the race for the best race even closer, wouldn't it? In case of bosmer vs. redguard, bosmer might actually be the better choice in some cases due to that
Temeraire507 wrote: »Thanks, keep up the great work @Masel but have you considered that all of the regeneration buffs might be a bit stronger than they look like on paper due to the fact that most players are going to use potions, CP, armor passives and class passives to increase them further while the altmer, argonian, orc and redguard sustain passives don't benefit from those at all? It would make the race for the best race even closer, wouldn't it? In case of bosmer vs. redguard, bosmer might actually be the better choice in some cases due to that
Yes, that is why people generally underestimate bosmer. Recovery is a stat that is boosted a LOT.
The damage they would do against you would be 120% is you had 0% less damage taken. However, since the game calculates damage taken after damage done, it yields 120%*80%=96% instesd of 100%.
The damage they would do against you would be 120% is you had 0% less damage taken. However, since the game calculates damage taken after damage done, it yields 120%*80%=96% instesd of 100%.
I'm certainly nitpicking here, but the reason why this is smaller than 100% is not because of the calculation order but the fact that this is done multiplicatively instead of additively:
- 100% + x - x= 100%
- (100% + x) * (100% - x) = (100% - x^2)
First, thank you for the guide this is some great info! So recently I have been trying to compare, on paper, a set that offers penetration (spinners) vs. sets that offer magicka and/or spell damage. I have been playing around with UESP calculator and as I was studying the formulas on there and my subsequent google search lead me to your guide. Anyway, read through it and in section "3.1.1. Set comparison" you mentioned you pulled your numbers out of the combat metrics addon, to plug in there. So my question is, is there a way I can get a ball park comparison, on paper, of a set with penetration vs a set that offers magicka and'or spell damage without having to physically test it?
EDIT: So reread everything again and I guess I am getting lost between the mitigation formula and how that factored in to your numbers in the "3.1.1. Set comparison" section. So say for example, you want to compare that set scenario I posted above, on paper, and get a ball park number on which will give you more damage in non cp campaign/bg. What resistance number are you using for the enemy player? And also what resistance number is UESP using in their "Effective Spell Power" category?
KillahBrew wrote: »Are you certain your diminishing returns may is correct at the beginning?
I may not have Done my math right, please look it over.
You say that approximately that the increase from 3000 to 3250 is 8.33 percent.
But my likely flawed math returned 17.2 percent increase.
I realize I might look dumb here but I had to ask.
Is that correct?
Also, I was looking at status effects from PvE mobs and I noticed no till to for some of them. For instance, "Laceration" not the skill, but the effect that pops up on your character that looks like a blue square in is corner, red blood dripping with blood.
Thanks
As far as I know, secondary status effects were removed in Dragon Bones patch. In order to proc these, you would have to deal damage against target that is weak to a specific type of damage. In this case, Deep Freeze, requires the enemy to be weak against Frost damage, meaning they have to have 0 resistance against Frost.
With the removal of Weaknesses and Immunity against certain types of damage, secondary effects should be removed too.
Feel free to correct me ^^
Yeah that's true. I haven't seen any vulnerability effects since then.
I saw your post about stamina sets. What amazes me is that hunding come in top of sets like relequen meaning that if I have the normal version of relequen I would be losing dps.
I apologize in advance, but maybe you already did it:
As you mentioned advancing yokeda coming in top, is Levi a loss of more than 3%
Advancing
(2 items) Adds 833 Weapon Critical
(3 items) Adds 129 Weapon Damage
(4 items) Adds 833 Weapon Critical
(5 items) When you deal melee damage, your Critical Strike rating is increased by 400 for 5 seconds, stacking up to 5 times.
3660 weap crit+129 weap damage
Leviathan
(2 items) Adds 1096 Max Stamina
(3 items) Adds 833 Weapon Critical
(4 items) Adds 833 Weapon Critical
(5 items) Adds 1924 Weapon Critical
3590 Weap crit + 1096 Stamina (roughly 110 weap damage if I recall correctly). Also, you can easily get levi daggers that can make up for the crit loss. Although HRC is not hard to run, the farm is insane, I spent about a year to get 2 VO daggers, and that was running AA, SO and HRC
Any thoughts?
aetherial_heavenn wrote: »I wish they would consolidate quality posts like yours @Masel and @paulsimonps https://forums.elderscrollsonline.com/en/discussion/279426/damage-mitigation-explanation-updated-15-07-2019/p1 in a special section. Or sticky/pin them
ola.wilhelmssonb16_ESO wrote: »@Masel : Great piece of research, thank you. Unfortunately, it's a bit too comprehensive for my intellectual capacity. (I have ADD and numbers are my weak spot.)
I play mostly pvp and I am searching for a decent balance between max magicka/stamina, spell/weapon damage and penetration. If someone could post a rough summary on that, or a link to a calculator of some sort, I would be grateful. I am basically looking for something like "Damage Dealing in ESO for dummies, abbreviated edition". It does not have to be super accurate, just some rough guide lines regarding scaling and diminishing returns.
The following may be a little too specific for this thread, and if so I apologize:
My main source of inspiration for pvp-builds is Dottzgaming, although I don't follow their builds blindly. In many of their builds they seem very keen on stacking spell or weapon damage, at the expense of resource regeneration and max magicka/stamina. Why is that? They quite often recommend sets that proc weapon damage in their stamina builds, for instance. Is Warrior's Fury and Seventh Legion really that good in pvp? (My main issue with Warrior's Fury is that you have to take and survive 20 hits in just under a 100 seconds to reap it's full 5 piece benefit. For 10 measly seconds. Wouldn't a heavy version of Hunding's Rage work almost as well?)
SidewalkChalk5 wrote: »@Masel , if you are able, could you please update the Oblivion enchant damage section with the new mechanics? I'm trying to figure out a few things like what effect Infused and Torug's have on them now.
Mind clearing up this section that what all benefits everyone in the team (armor reductions) and what only benefit you (penetration). To my understanding its only three that benefit whole group, both fractures and crushing (boosted or not).4. Armor Penetration and MitigationThen we have the target's resistance, which is 18200 in PvE for all veteran content mobs and target dummies. In PvP, it depends on how much spell or physical resistance your target has. Then we deduct all the debuffs the target has on it. There are multiple debuffs that apply to this category, such as major and minor fracture or breach (5280 and 1320, respectively), the 5- piece of roar of alkosh (3010) and the crusher weapon enchantment (which is amplifiable with torug's pact and infused and yields 1622, 2108 and 2741, respectively).
Based what i read, having that oh so popular destro staff as back bar for tank does not really help with the crushing uptime nor trying to keep up two weapon enhancement effects. Did I understand right?3.1. So when do they get applied?