JusticeSouldier wrote: »Maybe this set has no effect for pve tanking but in pvp it completely outperform any other monster set and thus need some changes. Way of this set to grant of the strongest major buff with 80%+ uptime while also reduce effectiveness by minor defile simply not working. Minor defile is one of the most common debuffs in pvp and in addition stuff like necro heal that apply minor defile makes having this debuff not as downside of set to balance strong buff but as something you can full ignore or even turning cons into pros like it is going for necro heal. If set retain its mechanic - debuff should be changed into something actually valuable that cant be bypassed nor on CP nor on noCP.
In its current form there is literally no reason not to run this monster set in pvp unless you don't like to clutch on OP gear or hate it messy transform or don't like being skeleton for RP purposes. Set adds monstrous survivability in combination with any armor type, and while people trying to claim about "heavy armor meta" with this set you can go light/medium armor full glass-cannon builds without protective jewelry and not just have by far superior damage than in any combination of heavy armor setups but also by far superior mitigations that cant be achieved even with heavy armor passives in combination with mitigation sets like Swift. For heavy armor it allow to build on those pvp troll tanking builds that everyone likes.
But given from last AMA on reddit where zos fall into this agenda of "heavy armor meta" that actually ended with Morrowind, it seems they don't understand that mitigation bonuses >>> rest source of survivability, and thus hope that they will address balance between armor types properly and get rid of what cause imbalances like PS set, is low.
to be honest i don't understand why everyone here focused at PS and any mention about Steadfast Hero, which gives 50% of uptime of the same Buff easy at the moment when u need it without any debuffs built in like in Pirate Skeleton...I feel it much more stronger option than this monster set
you have tradeoffs:
- 5pc offense set replaced with this
- GCD to activate via purge
- a debuff on you to activate
- 50% uptime
- no offensive stats at all on the bonuses
psychotic13 wrote: »Heres a question, on necro you can 'expunge' the minor defile you put on yourself by that heal skill.
Can you expunge the defile from.this? Or even the snare off of ironblood?
Pirate skeleton is easily one of the most broken sets in the game. 810 cp points makes the 15% defile more or less irrelevant on the classes that are most problematic with this set on. Needs an uptime nerf or a rework.
In practice, the downtime on this set in a real pvp encounter (even a 1v1) is generally no more than 3-5 seconds between procs. The counter play to the set would be to burst them during this window, but it is far too short currently to utilize this counter play efficiently. The set should have something like a 20 second cooldown with its 12 second duration, as this would create a feasible window to burst the user without making the set useless (still a potential 50%+uptime on one of the strongest buffs in the game). People that argue the set is fine the way it is, where is my major berserk 2pc set with this sort of uptime? If that existed, people would rage. It is very clear that the majority of eso's playerbase is heavily in favor of more healing and mitigation options than damage ones.
It is very clear that the majority of eso's playerbase is heavily in favor of more healing and mitigation options than damage ones.
Waffennacht wrote: ».Pirate skeleton is easily one of the most broken sets in the game. 810 cp points makes the 15% defile more or less irrelevant on the classes that are most problematic with this set on. Needs an uptime nerf or a rework.
In practice, the downtime on this set in a real pvp encounter (even a 1v1) is generally no more than 3-5 seconds between procs. The counter play to the set would be to burst them during this window, but it is far too short currently to utilize this counter play efficiently. The set should have something like a 20 second cooldown with its 12 second duration, as this would create a feasible window to burst the user without making the set useless (still a potential 50%+uptime on one of the strongest buffs in the game). People that argue the set is fine the way it is, where is my major berserk 2pc set with this sort of uptime? If that existed, people would rage. It is very clear that the majority of eso's playerbase is heavily in favor of more healing and mitigation options than damage ones.
Kena.
Your damage is increased and so is your cost. Just like pirate you take less damage but heal for less
Not even remotely the same. The drawback of kena is much more severe and major protection is better than the dmg u get from kena.
psychotic13 wrote: »Heres a question, on necro you can 'expunge' the minor defile you put on yourself by that heal skill.
Can you expunge the defile from.this? Or even the snare off of ironblood?
Mrsinister2 wrote: »I used it again on magplar yesterday and had plenty of uptime on not being able to bar swap.
Evasion and major protection on that ehpsychotic13 wrote: »Heres a question, on necro you can 'expunge' the minor defile you put on yourself by that heal skill.
Can you expunge the defile from.this? Or even the snare off of ironblood?
Yea you can cleanse the defile from the necro heal
psychotic13 wrote: »Heres a question, on necro you can 'expunge' the minor defile you put on yourself by that heal skill.
Can you expunge the defile from.this? Or even the snare off of ironblood?
Someone needs to test it, but it shouldn't purge it.
Funny how pirate skeleton is op, but vBRP weapon isn't. Hmmm....
JusticeSouldier wrote: »and yeah, dual wields from Blackrose prison...Major evasion+Major Protection+Major Expedition (Quick blades morf) ...
3 Major buffs from one skill without any debuffs...thats really cool if to know where and how to use it.
Pirate Skeleton is not something uniq or op.
JusticeSouldier wrote: »and yeah, dual wields from Blackrose prison...Major evasion+Major Protection+Major Expedition (Quick blades morf) ...
3 Major buffs from one skill without any debuffs...thats really cool if to know where and how to use it.
Pirate Skeleton is not something uniq or op.
Yeah but it's all about how common something is. BRP weapons are not that easy to get like PS.
Yeah but it's all about how common something is. BRP weapons are not that easy to get like PS.
CatchMeTrolling wrote: »I don’t think people are factoring in how all the mitigation sources are calculated once they are combined. On a dps build it’s just an added source of mitigation, I’ve been running a source of major protection for awhile on my stamplar(s). And played around with mitigation sources for some time.
The issue with mitigation has nothing to do with pirate Skeleton, the person you’re fighting is probably already tanky. It’s not that hard to reach cap for resistance and throw in other mitigation sources, my stam dk is 1k from cap without trying to build for it. Now combine resistance, block , cp, minor/major protection and we start to see a problem. Ps. the more sources of mitigation you use the more watered down it becomes.
Honestly my advice is to build for penetration, this is probably the most underrated yet OP stat in pvp but everyone likes flashy stats. Penetration will make you hit like a truck because it’s like the person has on no armor.
CatchMeTrolling wrote: »I don’t think people are factoring in how all the mitigation sources are calculated once they are combined. On a dps build it’s just an added source of mitigation, I’ve been running a source of major protection for awhile on my stamplar(s). And played around with mitigation sources for some time.
The issue with mitigation has nothing to do with pirate Skeleton, the person you’re fighting is probably already tanky. It’s not that hard to reach cap for resistance and throw in other mitigation sources, my stam dk is 1k from cap without trying to build for it. Now combine resistance, block , cp, minor/major protection and we start to see a problem. Ps. the more sources of mitigation you use the more watered down it becomes.
Honestly my advice is to build for penetration, this is probably the most underrated yet OP stat in pvp but everyone likes flashy stats. Penetration will make you hit like a truck because it’s like the person has on no armor.
Yup people are talking about PS bull sheit, most of them have no idea how defensive buffs are calculated. Just a reminder - these are multiplicative meaning that major protection in PvP NEVER will give you more than 15% damage mitigation because of battle spirit. It is calculated like this:
Total mitigation = (1-(1-50%)*(1-30%))*100 = 65%
Same goes with 15% from Grim Focus (it can be 7,5% at best) or AoE damage reduction etc. etc.
The more resistances you have in general the less potent are those buffs. So comparing this like "You take 30% less damage but healing is cut only by 15%" is false, because in PvP major protection will give you 15% at best (I don't count vulnerabilities).
In general it is more of a placebo effect than real OP buff, when you meet someone tanky it's not because he uses just pirate skeleton, but because in general he uses tanky build. I'm laughing my ass of when I see people saying that new grim focus made them "so tanky". Yeah... In real environment something around 5% (when taking into consideration other sources of mitigation) less damage is so huuuge 😂 It's like having about 1k more health on typical build?
Edit:
Oh and because of the reasons above I don't use pirate skelly, there are better options, that's why I don't think this set needs a nerf.
CatchMeTrolling wrote: »I don’t think people are factoring in how all the mitigation sources are calculated once they are combined. On a dps build it’s just an added source of mitigation, I’ve been running a source of major protection for awhile on my stamplar(s). And played around with mitigation sources for some time.
The issue with mitigation has nothing to do with pirate Skeleton, the person you’re fighting is probably already tanky. It’s not that hard to reach cap for resistance and throw in other mitigation sources, my stam dk is 1k from cap without trying to build for it. Now combine resistance, block , cp, minor/major protection and we start to see a problem. Ps. the more sources of mitigation you use the more watered down it becomes.
Honestly my advice is to build for penetration, this is probably the most underrated yet OP stat in pvp but everyone likes flashy stats. Penetration will make you hit like a truck because it’s like the person has on no armor.
Yup people are talking about PS bull sheit, most of them have no idea how defensive buffs are calculated. Just a reminder - these are multiplicative meaning that major protection in PvP NEVER will give you more than 15% damage mitigation because of battle spirit. It is calculated like this:
Total mitigation = (1-(1-50%)*(1-30%))*100 = 65%
Same goes with 15% from Grim Focus (it can be 7,5% at best) or AoE damage reduction etc. etc.
The more resistances you have in general the less potent are those buffs. So comparing this like "You take 30% less damage but healing is cut only by 15%" is false, because in PvP major protection will give you 15% at best (I don't count vulnerabilities).
In general it is more of a placebo effect than real OP buff, when you meet someone tanky it's not because he uses just pirate skeleton, but because in general he uses tanky build. I'm laughing my ass of when I see people saying that new grim focus made them "so tanky". Yeah... In real environment something around 5% (when taking into consideration other sources of mitigation) less damage is so huuuge 😂 It's like having about 1k more health on typical build?
Edit:
Oh and because of the reasons above I don't use pirate skelly, there are better options, that's why I don't think this set needs a nerf.
CatchMeTrolling wrote: »I don’t think people are factoring in how all the mitigation sources are calculated once they are combined. On a dps build it’s just an added source of mitigation, I’ve been running a source of major protection for awhile on my stamplar(s). And played around with mitigation sources for some time.
The issue with mitigation has nothing to do with pirate Skeleton, the person you’re fighting is probably already tanky. It’s not that hard to reach cap for resistance and throw in other mitigation sources, my stam dk is 1k from cap without trying to build for it. Now combine resistance, block , cp, minor/major protection and we start to see a problem. Ps. the more sources of mitigation you use the more watered down it becomes.
Honestly my advice is to build for penetration, this is probably the most underrated yet OP stat in pvp but everyone likes flashy stats. Penetration will make you hit like a truck because it’s like the person has on no armor.
Yup people are talking about PS bull sheit, most of them have no idea how defensive buffs are calculated. Just a reminder - these are multiplicative meaning that major protection in PvP NEVER will give you more than 15% damage mitigation because of battle spirit. It is calculated like this:
Total mitigation = (1-(1-50%)*(1-30%))*100 = 65%
Same goes with 15% from Grim Focus (it can be 7,5% at best) or AoE damage reduction etc. etc.
The more resistances you have in general the less potent are those buffs. So comparing this like "You take 30% less damage but healing is cut only by 15%" is false, because in PvP major protection will give you 15% at best (I don't count vulnerabilities).
In general it is more of a placebo effect than real OP buff, when you meet someone tanky it's not because he uses just pirate skeleton, but because in general he uses tanky build. I'm laughing my ass of when I see people saying that new grim focus made them "so tanky". Yeah... In real environment something around 5% (when taking into consideration other sources of mitigation) less damage is so huuuge 😂 It's like having about 1k more health on typical build?
Edit:
Oh and because of the reasons above I don't use pirate skelly, there are better options, that's why I don't think this set needs a nerf.
CatchMeTrolling wrote: »I don’t think people are factoring in how all the mitigation sources are calculated once they are combined. On a dps build it’s just an added source of mitigation, I’ve been running a source of major protection for awhile on my stamplar(s). And played around with mitigation sources for some time.
The issue with mitigation has nothing to do with pirate Skeleton, the person you’re fighting is probably already tanky. It’s not that hard to reach cap for resistance and throw in other mitigation sources, my stam dk is 1k from cap without trying to build for it. Now combine resistance, block , cp, minor/major protection and we start to see a problem. Ps. the more sources of mitigation you use the more watered down it becomes.
Honestly my advice is to build for penetration, this is probably the most underrated yet OP stat in pvp but everyone likes flashy stats. Penetration will make you hit like a truck because it’s like the person has on no armor.
Yup people are talking about PS bull sheit, most of them have no idea how defensive buffs are calculated. Just a reminder - these are multiplicative meaning that major protection in PvP NEVER will give you more than 15% damage mitigation because of battle spirit. It is calculated like this:
Total mitigation = (1-(1-50%)*(1-30%))*100 = 65%
Same goes with 15% from Grim Focus (it can be 7,5% at best) or AoE damage reduction etc. etc.
The more resistances you have in general the less potent are those buffs. So comparing this like "You take 30% less damage but healing is cut only by 15%" is false, because in PvP major protection will give you 15% at best (I don't count vulnerabilities).
In general it is more of a placebo effect than real OP buff, when you meet someone tanky it's not because he uses just pirate skeleton, but because in general he uses tanky build. I'm laughing my ass of when I see people saying that new grim focus made them "so tanky". Yeah... In real environment something around 5% (when taking into consideration other sources of mitigation) less damage is so huuuge 😂 It's like having about 1k more health on typical build?
Edit:
Oh and because of the reasons above I don't use pirate skelly, there are better options, that's why I don't think this set needs a nerf.
Boy, your math is so wrong. You should NEVER include battlespirit in ANY damage/mitigation calculations. It is a GLOBAL setting, and will only serve to mess up your calculations. Think of it like this; The damage delivered by your opponent is already including battlespirit, and you do not need to include it in your math.
In PvP, PS will mitigate exactly what it says. 30%. But this is calculated multiplicatively with other reductions, and only after/before (does not matter) resistances. If you do NOTHING but equip / unequip PS, it will mitigate exactly 30%. As @derra suggested - go test it on the game. 1000 damage without PS will be 700 with PS.
If you want to know your total mitigation, the CORRECT calculation is;
MITIGATION=100-(100*(1-((Resistance/660)/100))*(1-(Mitigation #1)/100)*(1-(Mitigation #2)/100)*(1-(Mitigation #3)/100))*etc etc)
DAMAGE TAKEN=Base Damage*(1-((Resistance/660)/100))*(1-(Mitigation #1)/100)*(1-(Mitigation #2)/100)*(1-(Mitigation #3)/100))*etc etc
PS is in the Mitigation #1/2/3 slots.
Again - Notice how none of these calculations include Battlespirit. That is global and applied either before the entire calculation or AFTER the entire calculation. So either you use a damage number that is already halved, or you use the full tooltip value and apply -50% only at the very very end result. It should NEVER be included into the actual math. I cannot stress that hard enough.
CatchMeTrolling wrote: »I don’t think people are factoring in how all the mitigation sources are calculated once they are combined. On a dps build it’s just an added source of mitigation, I’ve been running a source of major protection for awhile on my stamplar(s). And played around with mitigation sources for some time.
The issue with mitigation has nothing to do with pirate Skeleton, the person you’re fighting is probably already tanky. It’s not that hard to reach cap for resistance and throw in other mitigation sources, my stam dk is 1k from cap without trying to build for it. Now combine resistance, block , cp, minor/major protection and we start to see a problem. Ps. the more sources of mitigation you use the more watered down it becomes.
Honestly my advice is to build for penetration, this is probably the most underrated yet OP stat in pvp but everyone likes flashy stats. Penetration will make you hit like a truck because it’s like the person has on no armor.
Yup people are talking about PS bull sheit, most of them have no idea how defensive buffs are calculated. Just a reminder - these are multiplicative meaning that major protection in PvP NEVER will give you more than 15% damage mitigation because of battle spirit. It is calculated like this:
Total mitigation = (1-(1-50%)*(1-30%))*100 = 65%
Same goes with 15% from Grim Focus (it can be 7,5% at best) or AoE damage reduction etc. etc.
The more resistances you have in general the less potent are those buffs. So comparing this like "You take 30% less damage but healing is cut only by 15%" is false, because in PvP major protection will give you 15% at best (I don't count vulnerabilities).
In general it is more of a placebo effect than real OP buff, when you meet someone tanky it's not because he uses just pirate skeleton, but because in general he uses tanky build. I'm laughing my ass of when I see people saying that new grim focus made them "so tanky". Yeah... In real environment something around 5% (when taking into consideration other sources of mitigation) less damage is so huuuge 😂 It's like having about 1k more health on typical build?
Edit:
Oh and because of the reasons above I don't use pirate skelly, there are better options, that's why I don't think this set needs a nerf.
Boy, your math is so wrong. You should NEVER include battlespirit in ANY damage/mitigation calculations. It is a GLOBAL setting, and will only serve to mess up your calculations. Think of it like this; The damage delivered by your opponent is already including battlespirit, and you do not need to include it in your math.
In PvP, PS will mitigate exactly what it says. 30%. But this is calculated multiplicatively with other reductions, and only after/before (does not matter) resistances. If you do NOTHING but equip / unequip PS, it will mitigate exactly 30%. As @derra suggested - go test it on the game. 1000 damage without PS will be 700 with PS.
If you want to know your total mitigation, the CORRECT calculation is;
MITIGATION=100-(100*(1-((Resistance/660)/100))*(1-(Mitigation #1)/100)*(1-(Mitigation #2)/100)*(1-(Mitigation #3)/100))*etc etc)
DAMAGE TAKEN=Base Damage*(1-((Resistance/660)/100))*(1-(Mitigation #1)/100)*(1-(Mitigation #2)/100)*(1-(Mitigation #3)/100))*etc etc
PS is in the Mitigation #1/2/3 slots.
Again - Notice how none of these calculations include Battlespirit. That is global and applied either before the entire calculation or AFTER the entire calculation. So either you use a damage number that is already halved, or you use the full tooltip value and apply -50% only at the very very end result. It should NEVER be included into the actual math. I cannot stress that hard enough.
That's wrong. You have to consider it part of the percentage based Mitigation that is applied.
No, this doesn't make any sense. I mean.. a simple test in game will refute this. Dmg reductions that get added to your character are always calculated from the latest known "final dmg number".CatchMeTrolling wrote: »I don’t think people are factoring in how all the mitigation sources are calculated once they are combined. On a dps build it’s just an added source of mitigation, I’ve been running a source of major protection for awhile on my stamplar(s). And played around with mitigation sources for some time.
The issue with mitigation has nothing to do with pirate Skeleton, the person you’re fighting is probably already tanky. It’s not that hard to reach cap for resistance and throw in other mitigation sources, my stam dk is 1k from cap without trying to build for it. Now combine resistance, block , cp, minor/major protection and we start to see a problem. Ps. the more sources of mitigation you use the more watered down it becomes.
Honestly my advice is to build for penetration, this is probably the most underrated yet OP stat in pvp but everyone likes flashy stats. Penetration will make you hit like a truck because it’s like the person has on no armor.
Yup people are talking about PS bull sheit, most of them have no idea how defensive buffs are calculated. Just a reminder - these are multiplicative meaning that major protection in PvP NEVER will give you more than 15% damage mitigation because of battle spirit. It is calculated like this:
Total mitigation = (1-(1-50%)*(1-30%))*100 = 65%
Same goes with 15% from Grim Focus (it can be 7,5% at best) or AoE damage reduction etc. etc.
The more resistances you have in general the less potent are those buffs. So comparing this like "You take 30% less damage but healing is cut only by 15%" is false, because in PvP major protection will give you 15% at best (I don't count vulnerabilities).
In general it is more of a placebo effect than real OP buff, when you meet someone tanky it's not because he uses just pirate skeleton, but because in general he uses tanky build. I'm laughing my ass of when I see people saying that new grim focus made them "so tanky". Yeah... In real environment something around 5% (when taking into consideration other sources of mitigation) less damage is so huuuge 😂 It's like having about 1k more health on typical build?
Edit:
Oh and because of the reasons above I don't use pirate skelly, there are better options, that's why I don't think this set needs a nerf.
Boy, your math is so wrong. You should NEVER include battlespirit in ANY damage/mitigation calculations. It is a GLOBAL setting, and will only serve to mess up your calculations. Think of it like this; The damage delivered by your opponent is already including battlespirit, and you do not need to include it in your math.
In PvP, PS will mitigate exactly what it says. 30%. But this is calculated multiplicatively with other reductions, and only after/before (does not matter) resistances. If you do NOTHING but equip / unequip PS, it will mitigate exactly 30%. As @derra suggested - go test it on the game. 1000 damage without PS will be 700 with PS.
If you want to know your total mitigation, the CORRECT calculation is;
MITIGATION=100-(100*(1-((Resistance/660)/100))*(1-(Mitigation #1)/100)*(1-(Mitigation #2)/100)*(1-(Mitigation #3)/100))*etc etc)
DAMAGE TAKEN=Base Damage*(1-((Resistance/660)/100))*(1-(Mitigation #1)/100)*(1-(Mitigation #2)/100)*(1-(Mitigation #3)/100))*etc etc
PS is in the Mitigation #1/2/3 slots.
Again - Notice how none of these calculations include Battlespirit. That is global and applied either before the entire calculation or AFTER the entire calculation. So either you use a damage number that is already halved, or you use the full tooltip value and apply -50% only at the very very end result. It should NEVER be included into the actual math. I cannot stress that hard enough.
That's wrong. You have to consider it part of the percentage based Mitigation that is applied.
No, this doesn't make any sense. I mean.. a simple test in game will refute this. Dmg reductions that get added to your character are always calculated from the latest known "final dmg number".CatchMeTrolling wrote: »I don’t think people are factoring in how all the mitigation sources are calculated once they are combined. On a dps build it’s just an added source of mitigation, I’ve been running a source of major protection for awhile on my stamplar(s). And played around with mitigation sources for some time.
The issue with mitigation has nothing to do with pirate Skeleton, the person you’re fighting is probably already tanky. It’s not that hard to reach cap for resistance and throw in other mitigation sources, my stam dk is 1k from cap without trying to build for it. Now combine resistance, block , cp, minor/major protection and we start to see a problem. Ps. the more sources of mitigation you use the more watered down it becomes.
Honestly my advice is to build for penetration, this is probably the most underrated yet OP stat in pvp but everyone likes flashy stats. Penetration will make you hit like a truck because it’s like the person has on no armor.
Yup people are talking about PS bull sheit, most of them have no idea how defensive buffs are calculated. Just a reminder - these are multiplicative meaning that major protection in PvP NEVER will give you more than 15% damage mitigation because of battle spirit. It is calculated like this:
Total mitigation = (1-(1-50%)*(1-30%))*100 = 65%
Same goes with 15% from Grim Focus (it can be 7,5% at best) or AoE damage reduction etc. etc.
The more resistances you have in general the less potent are those buffs. So comparing this like "You take 30% less damage but healing is cut only by 15%" is false, because in PvP major protection will give you 15% at best (I don't count vulnerabilities).
In general it is more of a placebo effect than real OP buff, when you meet someone tanky it's not because he uses just pirate skeleton, but because in general he uses tanky build. I'm laughing my ass of when I see people saying that new grim focus made them "so tanky". Yeah... In real environment something around 5% (when taking into consideration other sources of mitigation) less damage is so huuuge 😂 It's like having about 1k more health on typical build?
Edit:
Oh and because of the reasons above I don't use pirate skelly, there are better options, that's why I don't think this set needs a nerf.
Boy, your math is so wrong. You should NEVER include battlespirit in ANY damage/mitigation calculations. It is a GLOBAL setting, and will only serve to mess up your calculations. Think of it like this; The damage delivered by your opponent is already including battlespirit, and you do not need to include it in your math.
In PvP, PS will mitigate exactly what it says. 30%. But this is calculated multiplicatively with other reductions, and only after/before (does not matter) resistances. If you do NOTHING but equip / unequip PS, it will mitigate exactly 30%. As @derra suggested - go test it on the game. 1000 damage without PS will be 700 with PS.
If you want to know your total mitigation, the CORRECT calculation is;
MITIGATION=100-(100*(1-((Resistance/660)/100))*(1-(Mitigation #1)/100)*(1-(Mitigation #2)/100)*(1-(Mitigation #3)/100))*etc etc)
DAMAGE TAKEN=Base Damage*(1-((Resistance/660)/100))*(1-(Mitigation #1)/100)*(1-(Mitigation #2)/100)*(1-(Mitigation #3)/100))*etc etc
PS is in the Mitigation #1/2/3 slots.
Again - Notice how none of these calculations include Battlespirit. That is global and applied either before the entire calculation or AFTER the entire calculation. So either you use a damage number that is already halved, or you use the full tooltip value and apply -50% only at the very very end result. It should NEVER be included into the actual math. I cannot stress that hard enough.
That's wrong. You have to consider it part of the percentage based Mitigation that is applied.
If I hit someone with 1k light attack, that 1k is the final dmg number after mitigation from dmg reductions, armor AND battle spirit. Now lets say we reduce it by 30% through major protection, the new final damage number will be 700. It's as simple as that. In no way does it make sense that battle spirit has to come into the equation again.
The people who keep saying major protection isn't actually 30%, are comparing the total damage reduced by major protection to the base tooltip value (pre mitigation), and then come to the conclusion that it is a less than 30% reduction. But this is the wrong way of looking at it, because dmg reductions are not additive.
In what way is the bolded different from what I said? Isn't that basically the principle of damage reduction? That the more you stack, the less actual return you will get out of it, because it is calculated from already reduced damage values (from earlier sources of mitigation).No, this doesn't make any sense. I mean.. a simple test in game will refute this. Dmg reductions that get added to your character are always calculated from the latest known "final dmg number".CatchMeTrolling wrote: »I don’t think people are factoring in how all the mitigation sources are calculated once they are combined. On a dps build it’s just an added source of mitigation, I’ve been running a source of major protection for awhile on my stamplar(s). And played around with mitigation sources for some time.
The issue with mitigation has nothing to do with pirate Skeleton, the person you’re fighting is probably already tanky. It’s not that hard to reach cap for resistance and throw in other mitigation sources, my stam dk is 1k from cap without trying to build for it. Now combine resistance, block , cp, minor/major protection and we start to see a problem. Ps. the more sources of mitigation you use the more watered down it becomes.
Honestly my advice is to build for penetration, this is probably the most underrated yet OP stat in pvp but everyone likes flashy stats. Penetration will make you hit like a truck because it’s like the person has on no armor.
Yup people are talking about PS bull sheit, most of them have no idea how defensive buffs are calculated. Just a reminder - these are multiplicative meaning that major protection in PvP NEVER will give you more than 15% damage mitigation because of battle spirit. It is calculated like this:
Total mitigation = (1-(1-50%)*(1-30%))*100 = 65%
Same goes with 15% from Grim Focus (it can be 7,5% at best) or AoE damage reduction etc. etc.
The more resistances you have in general the less potent are those buffs. So comparing this like "You take 30% less damage but healing is cut only by 15%" is false, because in PvP major protection will give you 15% at best (I don't count vulnerabilities).
In general it is more of a placebo effect than real OP buff, when you meet someone tanky it's not because he uses just pirate skeleton, but because in general he uses tanky build. I'm laughing my ass of when I see people saying that new grim focus made them "so tanky". Yeah... In real environment something around 5% (when taking into consideration other sources of mitigation) less damage is so huuuge 😂 It's like having about 1k more health on typical build?
Edit:
Oh and because of the reasons above I don't use pirate skelly, there are better options, that's why I don't think this set needs a nerf.
Boy, your math is so wrong. You should NEVER include battlespirit in ANY damage/mitigation calculations. It is a GLOBAL setting, and will only serve to mess up your calculations. Think of it like this; The damage delivered by your opponent is already including battlespirit, and you do not need to include it in your math.
In PvP, PS will mitigate exactly what it says. 30%. But this is calculated multiplicatively with other reductions, and only after/before (does not matter) resistances. If you do NOTHING but equip / unequip PS, it will mitigate exactly 30%. As @derra suggested - go test it on the game. 1000 damage without PS will be 700 with PS.
If you want to know your total mitigation, the CORRECT calculation is;
MITIGATION=100-(100*(1-((Resistance/660)/100))*(1-(Mitigation #1)/100)*(1-(Mitigation #2)/100)*(1-(Mitigation #3)/100))*etc etc)
DAMAGE TAKEN=Base Damage*(1-((Resistance/660)/100))*(1-(Mitigation #1)/100)*(1-(Mitigation #2)/100)*(1-(Mitigation #3)/100))*etc etc
PS is in the Mitigation #1/2/3 slots.
Again - Notice how none of these calculations include Battlespirit. That is global and applied either before the entire calculation or AFTER the entire calculation. So either you use a damage number that is already halved, or you use the full tooltip value and apply -50% only at the very very end result. It should NEVER be included into the actual math. I cannot stress that hard enough.
That's wrong. You have to consider it part of the percentage based Mitigation that is applied.
If I hit someone with 1k light attack, that 1k is the final dmg number after mitigation from dmg reductions, armor AND battle spirit. Now lets say we reduce it by 30% through major protection, the new final damage number will be 700. It's as simple as that. In no way does it make sense that battle spirit has to come into the equation again.
The people who keep saying major protection isn't actually 30%, are comparing the total damage reduced by major protection to the base tooltip value (pre mitigation), and then come to the conclusion that it is a less than 30% reduction. But this is the wrong way of looking at it, because dmg reductions are not additive.
You don't understand the nature of multiplicationt. Yes it's always 30% but each source multiplied is 30% of the previous reduction. So battlespirit is still 50% reduction, but everything after that is % reduced from the battlespirit reduction and thus not as much reduction of there was not battlespirit.
There's also a few things that reduce DMG BEFORE battlespirit. Crits/maim/Vulnerability as these happen to the tooltip DMG, not your mitigation. Don't make me crutch the numbers to show you lol
No, this doesn't make any sense. I mean.. a simple test in game will refute this. Dmg reductions that get added to your character are always calculated from the latest known "final dmg number".CatchMeTrolling wrote: »I don’t think people are factoring in how all the mitigation sources are calculated once they are combined. On a dps build it’s just an added source of mitigation, I’ve been running a source of major protection for awhile on my stamplar(s). And played around with mitigation sources for some time.
The issue with mitigation has nothing to do with pirate Skeleton, the person you’re fighting is probably already tanky. It’s not that hard to reach cap for resistance and throw in other mitigation sources, my stam dk is 1k from cap without trying to build for it. Now combine resistance, block , cp, minor/major protection and we start to see a problem. Ps. the more sources of mitigation you use the more watered down it becomes.
Honestly my advice is to build for penetration, this is probably the most underrated yet OP stat in pvp but everyone likes flashy stats. Penetration will make you hit like a truck because it’s like the person has on no armor.
Yup people are talking about PS bull sheit, most of them have no idea how defensive buffs are calculated. Just a reminder - these are multiplicative meaning that major protection in PvP NEVER will give you more than 15% damage mitigation because of battle spirit. It is calculated like this:
Total mitigation = (1-(1-50%)*(1-30%))*100 = 65%
Same goes with 15% from Grim Focus (it can be 7,5% at best) or AoE damage reduction etc. etc.
The more resistances you have in general the less potent are those buffs. So comparing this like "You take 30% less damage but healing is cut only by 15%" is false, because in PvP major protection will give you 15% at best (I don't count vulnerabilities).
In general it is more of a placebo effect than real OP buff, when you meet someone tanky it's not because he uses just pirate skeleton, but because in general he uses tanky build. I'm laughing my ass of when I see people saying that new grim focus made them "so tanky". Yeah... In real environment something around 5% (when taking into consideration other sources of mitigation) less damage is so huuuge 😂 It's like having about 1k more health on typical build?
Edit:
Oh and because of the reasons above I don't use pirate skelly, there are better options, that's why I don't think this set needs a nerf.
Boy, your math is so wrong. You should NEVER include battlespirit in ANY damage/mitigation calculations. It is a GLOBAL setting, and will only serve to mess up your calculations. Think of it like this; The damage delivered by your opponent is already including battlespirit, and you do not need to include it in your math.
In PvP, PS will mitigate exactly what it says. 30%. But this is calculated multiplicatively with other reductions, and only after/before (does not matter) resistances. If you do NOTHING but equip / unequip PS, it will mitigate exactly 30%. As @derra suggested - go test it on the game. 1000 damage without PS will be 700 with PS.
If you want to know your total mitigation, the CORRECT calculation is;
MITIGATION=100-(100*(1-((Resistance/660)/100))*(1-(Mitigation #1)/100)*(1-(Mitigation #2)/100)*(1-(Mitigation #3)/100))*etc etc)
DAMAGE TAKEN=Base Damage*(1-((Resistance/660)/100))*(1-(Mitigation #1)/100)*(1-(Mitigation #2)/100)*(1-(Mitigation #3)/100))*etc etc
PS is in the Mitigation #1/2/3 slots.
Again - Notice how none of these calculations include Battlespirit. That is global and applied either before the entire calculation or AFTER the entire calculation. So either you use a damage number that is already halved, or you use the full tooltip value and apply -50% only at the very very end result. It should NEVER be included into the actual math. I cannot stress that hard enough.
That's wrong. You have to consider it part of the percentage based Mitigation that is applied.
If I hit someone with 1k light attack, that 1k is the final dmg number after mitigation from dmg reductions, armor AND battle spirit. Now lets say we reduce it by 30% through major protection, the new final damage number will be 700. It's as simple as that. In no way does it make sense that battle spirit has to come into the equation again.
The people who keep saying major protection isn't actually 30%, are comparing the total damage reduced by major protection to the base tooltip value (pre mitigation), and then come to the conclusion that it is a less than 30% reduction. But this is the wrong way of looking at it, because dmg reductions are not additive.
You don't understand the nature of multiplicationt. Yes it's always 30% but each source multiplied is 30% of the previous reduction. So battlespirit is still 50% reduction, but everything after that is % reduced from the battlespirit reduction and thus not as much reduction of there was not battlespirit.
There's also a few things that reduce DMG BEFORE battlespirit. Crits/maim/Vulnerability as these happen to the tooltip DMG, not your mitigation. Don't make me crutch the numbers to show you lol
No, this doesn't make any sense. I mean.. a simple test in game will refute this. Dmg reductions that get added to your character are always calculated from the latest known "final dmg number".CatchMeTrolling wrote: »I don’t think people are factoring in how all the mitigation sources are calculated once they are combined. On a dps build it’s just an added source of mitigation, I’ve been running a source of major protection for awhile on my stamplar(s). And played around with mitigation sources for some time.
The issue with mitigation has nothing to do with pirate Skeleton, the person you’re fighting is probably already tanky. It’s not that hard to reach cap for resistance and throw in other mitigation sources, my stam dk is 1k from cap without trying to build for it. Now combine resistance, block , cp, minor/major protection and we start to see a problem. Ps. the more sources of mitigation you use the more watered down it becomes.
Honestly my advice is to build for penetration, this is probably the most underrated yet OP stat in pvp but everyone likes flashy stats. Penetration will make you hit like a truck because it’s like the person has on no armor.
Yup people are talking about PS bull sheit, most of them have no idea how defensive buffs are calculated. Just a reminder - these are multiplicative meaning that major protection in PvP NEVER will give you more than 15% damage mitigation because of battle spirit. It is calculated like this:
Total mitigation = (1-(1-50%)*(1-30%))*100 = 65%
Same goes with 15% from Grim Focus (it can be 7,5% at best) or AoE damage reduction etc. etc.
The more resistances you have in general the less potent are those buffs. So comparing this like "You take 30% less damage but healing is cut only by 15%" is false, because in PvP major protection will give you 15% at best (I don't count vulnerabilities).
In general it is more of a placebo effect than real OP buff, when you meet someone tanky it's not because he uses just pirate skeleton, but because in general he uses tanky build. I'm laughing my ass of when I see people saying that new grim focus made them "so tanky". Yeah... In real environment something around 5% (when taking into consideration other sources of mitigation) less damage is so huuuge 😂 It's like having about 1k more health on typical build?
Edit:
Oh and because of the reasons above I don't use pirate skelly, there are better options, that's why I don't think this set needs a nerf.
Boy, your math is so wrong. You should NEVER include battlespirit in ANY damage/mitigation calculations. It is a GLOBAL setting, and will only serve to mess up your calculations. Think of it like this; The damage delivered by your opponent is already including battlespirit, and you do not need to include it in your math.
In PvP, PS will mitigate exactly what it says. 30%. But this is calculated multiplicatively with other reductions, and only after/before (does not matter) resistances. If you do NOTHING but equip / unequip PS, it will mitigate exactly 30%. As @derra suggested - go test it on the game. 1000 damage without PS will be 700 with PS.
If you want to know your total mitigation, the CORRECT calculation is;
MITIGATION=100-(100*(1-((Resistance/660)/100))*(1-(Mitigation #1)/100)*(1-(Mitigation #2)/100)*(1-(Mitigation #3)/100))*etc etc)
DAMAGE TAKEN=Base Damage*(1-((Resistance/660)/100))*(1-(Mitigation #1)/100)*(1-(Mitigation #2)/100)*(1-(Mitigation #3)/100))*etc etc
PS is in the Mitigation #1/2/3 slots.
Again - Notice how none of these calculations include Battlespirit. That is global and applied either before the entire calculation or AFTER the entire calculation. So either you use a damage number that is already halved, or you use the full tooltip value and apply -50% only at the very very end result. It should NEVER be included into the actual math. I cannot stress that hard enough.
That's wrong. You have to consider it part of the percentage based Mitigation that is applied.
If I hit someone with 1k light attack, that 1k is the final dmg number after mitigation from dmg reductions, armor AND battle spirit. Now lets say we reduce it by 30% through major protection, the new final damage number will be 700. It's as simple as that. In no way does it make sense that battle spirit has to come into the equation again.
The people who keep saying major protection isn't actually 30%, are comparing the total damage reduced by major protection to the base tooltip value (pre mitigation), and then come to the conclusion that it is a less than 30% reduction. But this is the wrong way of looking at it, because dmg reductions are not additive.
You don't understand the nature of multiplicationt. Yes it's always 30% but each source multiplied is 30% of the previous reduction. So battlespirit is still 50% reduction, but everything after that is % reduced from the battlespirit reduction and thus not as much reduction of there was not battlespirit.
There's also a few things that reduce DMG BEFORE battlespirit. Crits/maim/Vulnerability as these happen to the tooltip DMG, not your mitigation. Don't make me crutch the numbers to show you lol
Battlespirit should not be included in the math. They are just noise. I gave you the mitigation formulas. You will need to produce some comparable numbers if you want to make sense. Just take the formula i gave, and show where you believe battlespirit should go.
I think you are still focusing on tooltips pre-battlespirit, which is pointless. Hence why you should not do that.