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.
Grandchamp1989 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.
Grandchamp1989 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.
Grandchamp1989 wrote: »Grandchamp1989 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.
Grandchamp1989 wrote: »Grandchamp1989 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 wrote: »Grandchamp1989 wrote: »Grandchamp1989 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?
Grandchamp1989 wrote: »Grandchamp1989 wrote: »Grandchamp1989 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)
Grandchamp1989 wrote: »Grandchamp1989 wrote: »Grandchamp1989 wrote: »Grandchamp1989 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?
Grandchamp1989 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