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More Tank nerfs?

  • Grandchamp1989
    Grandchamp1989
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    zvavi wrote: »
    Sahidom wrote: »
    OP... There is something you're missing from the equation: ZOS mentioned all characters have some -14/5% mitigation from non-Player sources. So even when the 2.0 system reduces the damage reduction down by 14% this difference is added elsewhere. Very similar to them adding extra health, resources, and spell/weapon damage to the characters. While the 2.0 system on paper reduces the current 1.0 damage reduction sources, it's only a partial picture here. Such as the 1% damage reduction per piece while under CC immunity and 1% from martial attacks (i.e. boss heavy attacks); while the 1% penalty to magic damage is intimidating but a well built tank should be able to handle this damage off-set with preperation i.e. damage shields or other methods. Also remember, I believe you don't get status effects from non--Player enemies, so there's a minor indirect reduction of damage there.

    From my tests:
    Same: physical damage in non block (total mitigation from old and new CP ends up the same for physical damage on a 6/7 heavy setup)
    Nerfs: block cost, dodge cost, no 3k mag when you take absurd amount of mag dmg, damage taken from magic attacks, speed in sprint, healing taken, Shield size, healing done, crit healing done.
    Buffs: blocked damage. Free dodge every half a minute. Sustain buffs.

    How is that remotely possible when pure math calls for a 15% mitigation nerf? It doesn't seem logical.
    Mitigation is down next patch - not the same.
  • zvavi
    zvavi
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    zvavi wrote: »
    Sahidom wrote: »
    OP... There is something you're missing from the equation: ZOS mentioned all characters have some -14/5% mitigation from non-Player sources. So even when the 2.0 system reduces the damage reduction down by 14% this difference is added elsewhere. Very similar to them adding extra health, resources, and spell/weapon damage to the characters. While the 2.0 system on paper reduces the current 1.0 damage reduction sources, it's only a partial picture here. Such as the 1% damage reduction per piece while under CC immunity and 1% from martial attacks (i.e. boss heavy attacks); while the 1% penalty to magic damage is intimidating but a well built tank should be able to handle this damage off-set with preperation i.e. damage shields or other methods. Also remember, I believe you don't get status effects from non--Player enemies, so there's a minor indirect reduction of damage there.

    From my tests:
    Same: physical damage in non block (total mitigation from old and new CP ends up the same for physical damage on a 6/7 heavy setup)
    Nerfs: block cost, dodge cost, no 3k mag when you take absurd amount of mag dmg, damage taken from magic attacks, speed in sprint, healing taken, Shield size, healing done, crit healing done.
    Buffs: blocked damage. Free dodge every half a minute. Sustain buffs.

    How is that remotely possible when pure math calls for a 15% mitigation nerf? It doesn't seem logical.
    Mitigation is down next patch - not the same.

    The new heavy armor passives, another 7% physical mitigation, you can scroll up to my screen shots, damage taken from normal olms light attacks was practically the same. U probably forgot some maths on the way somewhere.
    Edited by zvavi on February 16, 2021 12:30PM
  • Grandchamp1989
    Grandchamp1989
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    zvavi wrote: »
    zvavi wrote: »
    Sahidom wrote: »
    OP... There is something you're missing from the equation: ZOS mentioned all characters have some -14/5% mitigation from non-Player sources. So even when the 2.0 system reduces the damage reduction down by 14% this difference is added elsewhere. Very similar to them adding extra health, resources, and spell/weapon damage to the characters. While the 2.0 system on paper reduces the current 1.0 damage reduction sources, it's only a partial picture here. Such as the 1% damage reduction per piece while under CC immunity and 1% from martial attacks (i.e. boss heavy attacks); while the 1% penalty to magic damage is intimidating but a well built tank should be able to handle this damage off-set with preperation i.e. damage shields or other methods. Also remember, I believe you don't get status effects from non--Player enemies, so there's a minor indirect reduction of damage there.

    From my tests:
    Same: physical damage in non block (total mitigation from old and new CP ends up the same for physical damage on a 6/7 heavy setup)
    Nerfs: block cost, dodge cost, no 3k mag when you take absurd amount of mag dmg, damage taken from magic attacks, speed in sprint, healing taken, Shield size, healing done, crit healing done.
    Buffs: blocked damage. Free dodge every half a minute. Sustain buffs.

    How is that remotely possible when pure math calls for a 15% mitigation nerf? It doesn't seem logical.
    Mitigation is down next patch - not the same.

    The new heavy armor passives, another 7% physical mitigation, you can scroll up to my screen shots, damage taken from normal olms light attacks was practically the same. U probably forgot some maths on the way somewhere.

    Heavy armor grants 5-7% physical resistance but you lose 5-7% magical resistance.
    That's not overall mitigation that's just a tradeoff.

  • zvavi
    zvavi
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    zvavi wrote: »
    zvavi wrote: »
    Sahidom wrote: »
    OP... There is something you're missing from the equation: ZOS mentioned all characters have some -14/5% mitigation from non-Player sources. So even when the 2.0 system reduces the damage reduction down by 14% this difference is added elsewhere. Very similar to them adding extra health, resources, and spell/weapon damage to the characters. While the 2.0 system on paper reduces the current 1.0 damage reduction sources, it's only a partial picture here. Such as the 1% damage reduction per piece while under CC immunity and 1% from martial attacks (i.e. boss heavy attacks); while the 1% penalty to magic damage is intimidating but a well built tank should be able to handle this damage off-set with preperation i.e. damage shields or other methods. Also remember, I believe you don't get status effects from non--Player enemies, so there's a minor indirect reduction of damage there.

    From my tests:
    Same: physical damage in non block (total mitigation from old and new CP ends up the same for physical damage on a 6/7 heavy setup)
    Nerfs: block cost, dodge cost, no 3k mag when you take absurd amount of mag dmg, damage taken from magic attacks, speed in sprint, healing taken, Shield size, healing done, crit healing done.
    Buffs: blocked damage. Free dodge every half a minute. Sustain buffs.

    How is that remotely possible when pure math calls for a 15% mitigation nerf? It doesn't seem logical.
    Mitigation is down next patch - not the same.

    The new heavy armor passives, another 7% physical mitigation, you can scroll up to my screen shots, damage taken from normal olms light attacks was practically the same. U probably forgot some maths on the way somewhere.

    Heavy armor grants 5-7% physical resistance but you lose 5-7% magical resistance.
    That's not overall mitigation that's just a tradeoff.

    This is why I said physical damage stayed the same, while magical damage taken was nerfed (hard)
  • Grandchamp1989
    Grandchamp1989
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    zvavi wrote: »
    zvavi wrote: »
    zvavi wrote: »
    Sahidom wrote: »
    OP... There is something you're missing from the equation: ZOS mentioned all characters have some -14/5% mitigation from non-Player sources. So even when the 2.0 system reduces the damage reduction down by 14% this difference is added elsewhere. Very similar to them adding extra health, resources, and spell/weapon damage to the characters. While the 2.0 system on paper reduces the current 1.0 damage reduction sources, it's only a partial picture here. Such as the 1% damage reduction per piece while under CC immunity and 1% from martial attacks (i.e. boss heavy attacks); while the 1% penalty to magic damage is intimidating but a well built tank should be able to handle this damage off-set with preperation i.e. damage shields or other methods. Also remember, I believe you don't get status effects from non--Player enemies, so there's a minor indirect reduction of damage there.

    From my tests:
    Same: physical damage in non block (total mitigation from old and new CP ends up the same for physical damage on a 6/7 heavy setup)
    Nerfs: block cost, dodge cost, no 3k mag when you take absurd amount of mag dmg, damage taken from magic attacks, speed in sprint, healing taken, Shield size, healing done, crit healing done.
    Buffs: blocked damage. Free dodge every half a minute. Sustain buffs.

    How is that remotely possible when pure math calls for a 15% mitigation nerf? It doesn't seem logical.
    Mitigation is down next patch - not the same.

    The new heavy armor passives, another 7% physical mitigation, you can scroll up to my screen shots, damage taken from normal olms light attacks was practically the same. U probably forgot some maths on the way somewhere.

    Heavy armor grants 5-7% physical resistance but you lose 5-7% magical resistance.
    That's not overall mitigation that's just a tradeoff.

    This is why I said physical damage stayed the same, while magical damage taken was nerfed (hard)

    What's block cost currently on with 7 sturdy traits and CP 2.0 reduction?
  • zvavi
    zvavi
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    zvavi wrote: »
    zvavi wrote: »
    zvavi wrote: »
    Sahidom wrote: »
    OP... There is something you're missing from the equation: ZOS mentioned all characters have some -14/5% mitigation from non-Player sources. So even when the 2.0 system reduces the damage reduction down by 14% this difference is added elsewhere. Very similar to them adding extra health, resources, and spell/weapon damage to the characters. While the 2.0 system on paper reduces the current 1.0 damage reduction sources, it's only a partial picture here. Such as the 1% damage reduction per piece while under CC immunity and 1% from martial attacks (i.e. boss heavy attacks); while the 1% penalty to magic damage is intimidating but a well built tank should be able to handle this damage off-set with preperation i.e. damage shields or other methods. Also remember, I believe you don't get status effects from non--Player enemies, so there's a minor indirect reduction of damage there.

    From my tests:
    Same: physical damage in non block (total mitigation from old and new CP ends up the same for physical damage on a 6/7 heavy setup)
    Nerfs: block cost, dodge cost, no 3k mag when you take absurd amount of mag dmg, damage taken from magic attacks, speed in sprint, healing taken, Shield size, healing done, crit healing done.
    Buffs: blocked damage. Free dodge every half a minute. Sustain buffs.

    How is that remotely possible when pure math calls for a 15% mitigation nerf? It doesn't seem logical.
    Mitigation is down next patch - not the same.

    The new heavy armor passives, another 7% physical mitigation, you can scroll up to my screen shots, damage taken from normal olms light attacks was practically the same. U probably forgot some maths on the way somewhere.

    Heavy armor grants 5-7% physical resistance but you lose 5-7% magical resistance.
    That's not overall mitigation that's just a tradeoff.

    This is why I said physical damage stayed the same, while magical damage taken was nerfed (hard)

    What's block cost currently on with 7 sturdy traits and CP 2.0 reduction?

    Idk about 7 sturdy total, but if u check the screenshots, live vs PTS 6.2.3 it is 416 vs 553 for the same gear. (I like my infused, since infused gets indirect 20% nerf, I might be wearing sturdy next patch)
    Edited by zvavi on February 16, 2021 12:53PM
  • Grandchamp1989
    Grandchamp1989
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    ✭✭✭
    zvavi wrote: »
    zvavi wrote: »
    zvavi wrote: »
    zvavi wrote: »
    Sahidom wrote: »
    OP... There is something you're missing from the equation: ZOS mentioned all characters have some -14/5% mitigation from non-Player sources. So even when the 2.0 system reduces the damage reduction down by 14% this difference is added elsewhere. Very similar to them adding extra health, resources, and spell/weapon damage to the characters. While the 2.0 system on paper reduces the current 1.0 damage reduction sources, it's only a partial picture here. Such as the 1% damage reduction per piece while under CC immunity and 1% from martial attacks (i.e. boss heavy attacks); while the 1% penalty to magic damage is intimidating but a well built tank should be able to handle this damage off-set with preperation i.e. damage shields or other methods. Also remember, I believe you don't get status effects from non--Player enemies, so there's a minor indirect reduction of damage there.

    From my tests:
    Same: physical damage in non block (total mitigation from old and new CP ends up the same for physical damage on a 6/7 heavy setup)
    Nerfs: block cost, dodge cost, no 3k mag when you take absurd amount of mag dmg, damage taken from magic attacks, speed in sprint, healing taken, Shield size, healing done, crit healing done.
    Buffs: blocked damage. Free dodge every half a minute. Sustain buffs.

    How is that remotely possible when pure math calls for a 15% mitigation nerf? It doesn't seem logical.
    Mitigation is down next patch - not the same.

    The new heavy armor passives, another 7% physical mitigation, you can scroll up to my screen shots, damage taken from normal olms light attacks was practically the same. U probably forgot some maths on the way somewhere.

    Heavy armor grants 5-7% physical resistance but you lose 5-7% magical resistance.
    That's not overall mitigation that's just a tradeoff.

    This is why I said physical damage stayed the same, while magical damage taken was nerfed (hard)

    What's block cost currently on with 7 sturdy traits and CP 2.0 reduction?

    Idk about 7 sturdy total, but if u check the screenshots, live vs PTS 6.2.3 it is 416 vs 553 for the same gear. (I like my infused, since infused gets indirect 20% nerf, I might be wearing sturdy next patch)

    Ah okey thx!

    Is it possible to hit resistance cap without going all reinforced traits or wear stuff like fortified brass/Lord Warden?
  • zvavi
    zvavi
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    ✭✭✭✭✭
    zvavi wrote: »
    zvavi wrote: »
    zvavi wrote: »
    zvavi wrote: »
    Sahidom wrote: »
    OP... There is something you're missing from the equation: ZOS mentioned all characters have some -14/5% mitigation from non-Player sources. So even when the 2.0 system reduces the damage reduction down by 14% this difference is added elsewhere. Very similar to them adding extra health, resources, and spell/weapon damage to the characters. While the 2.0 system on paper reduces the current 1.0 damage reduction sources, it's only a partial picture here. Such as the 1% damage reduction per piece while under CC immunity and 1% from martial attacks (i.e. boss heavy attacks); while the 1% penalty to magic damage is intimidating but a well built tank should be able to handle this damage off-set with preperation i.e. damage shields or other methods. Also remember, I believe you don't get status effects from non--Player enemies, so there's a minor indirect reduction of damage there.

    From my tests:
    Same: physical damage in non block (total mitigation from old and new CP ends up the same for physical damage on a 6/7 heavy setup)
    Nerfs: block cost, dodge cost, no 3k mag when you take absurd amount of mag dmg, damage taken from magic attacks, speed in sprint, healing taken, Shield size, healing done, crit healing done.
    Buffs: blocked damage. Free dodge every half a minute. Sustain buffs.

    How is that remotely possible when pure math calls for a 15% mitigation nerf? It doesn't seem logical.
    Mitigation is down next patch - not the same.

    The new heavy armor passives, another 7% physical mitigation, you can scroll up to my screen shots, damage taken from normal olms light attacks was practically the same. U probably forgot some maths on the way somewhere.

    Heavy armor grants 5-7% physical resistance but you lose 5-7% magical resistance.
    That's not overall mitigation that's just a tradeoff.

    This is why I said physical damage stayed the same, while magical damage taken was nerfed (hard)

    What's block cost currently on with 7 sturdy traits and CP 2.0 reduction?

    Idk about 7 sturdy total, but if u check the screenshots, live vs PTS 6.2.3 it is 416 vs 553 for the same gear. (I like my infused, since infused gets indirect 20% nerf, I might be wearing sturdy next patch)

    Ah okey thx!

    Is it possible to hit resistance cap without going all reinforced traits or wear stuff like fortified brass/Lord Warden?

    Nord with both mitigation CP, and 6 heavy, major and minor resolve, gets me to 33570
  • Sangwyne
    Sangwyne
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    zvavi wrote: »
    zvavi wrote: »

    Idk about 7 sturdy total, but if u check the screenshots, live vs PTS 6.2.3 it is 416 vs 553 for the same gear. (I like my infused, since infused gets indirect 20% nerf, I might be wearing sturdy next patch)

    Ah okey thx!

    Is it possible to hit resistance cap without going all reinforced traits or wear stuff like fortified brass/Lord Warden?

    Nord with both mitigation CP, and 6 heavy, major and minor resolve, gets me to 33570

    Maybe it's just me but I'm not quite seeing how you were able to achieve those numbers, both for block cost and armor. I have Defensive Stance slotted, 56 points in Shadow Ward, am using 3 block cost reduction glyphs on jewelry, with SnB/Frost Staff on front and back and I am still unable to get my block cost down to those levels on Live, let alone the PTS where block cost has gone up. Do I need to run infused on my block cost reduction glyphs? Do I need to run Sturdy on my gear now? I'm just not seeing it. If you had a picture or something of your setup on PTS it would be much appreciated. As for armor, how are you getting Minor Resolve? Through Combat Prayer? Because if so, that would only apply in a trial or group environment where the healer was actually spamming the skill every 8 seconds...
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