UntouchableHunter wrote: »The thing is, it's not even chasing meta. There is nothing wrong with Nord as a tank race (nor is there anything wrong with any race). It's a case of people not actually testing on the PTS to see the differences, but merely reading the patch notes and assuming the sky is falling.StarOfElyon wrote: »
I did test on th PTS and this change is huge when you play in a light armor. Huge.
The way resistance calculations work in this game is that there are no diminishing returns on investing into resistance, unless you are at the resistance cap of 33,150 already. Resistances are also calculated additively within the same multiplicative coefficient for total damage mitigation calculations. This means that, assuming you aren't hitting the resistance cap already, the loss of resistance affects all armor types equally. If you take 200 more damage per attack in light armor after the change in resistances, you will also be taking 200 more damage per attack in heavy armor.
Also, for anybody who doesn't know, 661 resistance is equal to 1% of damage mitigation. So 1348/661 = ~2.04 mitigation. Nords are losing 2.04% damage mitigation.
To put that into perspective, if an attack deals 10k damage to you before the change, it will now deal 10,208 damage to you.
UntouchableHunter wrote: »The thing is, it's not even chasing meta. There is nothing wrong with Nord as a tank race (nor is there anything wrong with any race). It's a case of people not actually testing on the PTS to see the differences, but merely reading the patch notes and assuming the sky is falling.StarOfElyon wrote: »
I did test on th PTS and this change is huge when you play in a light armor. Huge.
The way resistance calculations work in this game is that there are no diminishing returns on investing into resistance, unless you are at the resistance cap of 33,150 already. Resistances are also calculated additively within the same multiplicative coefficient for total damage mitigation calculations. This means that, assuming you aren't hitting the resistance cap already, the loss of resistance affects all armor types equally. If you take 200 more damage per attack in light armor after the change in resistances, you will also be taking 200 more damage per attack in heavy armor.
Also, for anybody who doesn't know, 661 resistance is equal to 1% of damage mitigation. So 1348/661 = ~2.04 mitigation. Nords are losing 2.04% damage mitigation.
To put that into perspective, if an attack deals 10k damage to you before the change, it will now deal 10,208 damage to you.
This is not how scaling works though. 2% resists from 98% to 100% is 2% more dmg taken, 2% resists from 50% to 52% is 4%~ dmg taken.
UntouchableHunter wrote: »UntouchableHunter wrote: »The thing is, it's not even chasing meta. There is nothing wrong with Nord as a tank race (nor is there anything wrong with any race). It's a case of people not actually testing on the PTS to see the differences, but merely reading the patch notes and assuming the sky is falling.StarOfElyon wrote: »
I did test on th PTS and this change is huge when you play in a light armor. Huge.
The way resistance calculations work in this game is that there are no diminishing returns on investing into resistance, unless you are at the resistance cap of 33,150 already. Resistances are also calculated additively within the same multiplicative coefficient for total damage mitigation calculations. This means that, assuming you aren't hitting the resistance cap already, the loss of resistance affects all armor types equally. If you take 200 more damage per attack in light armor after the change in resistances, you will also be taking 200 more damage per attack in heavy armor.
Also, for anybody who doesn't know, 661 resistance is equal to 1% of damage mitigation. So 1348/661 = ~2.04 mitigation. Nords are losing 2.04% damage mitigation.
To put that into perspective, if an attack deals 10k damage to you before the change, it will now deal 10,208 damage to you.
This is not how scaling works though. 2% resists from 98% to 100% is 2% more dmg taken, 2% resists from 50% to 52% is 4%~ dmg taken.
Thank you
UntouchableHunter wrote: »UntouchableHunter wrote: »The thing is, it's not even chasing meta. There is nothing wrong with Nord as a tank race (nor is there anything wrong with any race). It's a case of people not actually testing on the PTS to see the differences, but merely reading the patch notes and assuming the sky is falling.StarOfElyon wrote: »
I did test on th PTS and this change is huge when you play in a light armor. Huge.
The way resistance calculations work in this game is that there are no diminishing returns on investing into resistance, unless you are at the resistance cap of 33,150 already. Resistances are also calculated additively within the same multiplicative coefficient for total damage mitigation calculations. This means that, assuming you aren't hitting the resistance cap already, the loss of resistance affects all armor types equally. If you take 200 more damage per attack in light armor after the change in resistances, you will also be taking 200 more damage per attack in heavy armor.
Also, for anybody who doesn't know, 661 resistance is equal to 1% of damage mitigation. So 1348/661 = ~2.04 mitigation. Nords are losing 2.04% damage mitigation.
To put that into perspective, if an attack deals 10k damage to you before the change, it will now deal 10,208 damage to you.
This is not how scaling works though. 2% resists from 98% to 100% is 2% more dmg taken, 2% resists from 50% to 52% is 4%~ dmg taken.
Thank you
i think the nerf is justified though as well. since the buff they gave nords 1.5 years ago i created 5 tanks, all of them are nords, because nords were that much of a strong tanking race. nords even after the nerf are in a good place, some max resources, a bit resists (2.6k is still quit a bit) and the ult gen, i do think they should buff the nords in max stam a bit though (instead of health), to make them more appealing to dmg. the only race that i do think they are wronging next patch is orcs though. they were deemed "too strong" because the sustain races are just not needed(stam sustain is in a really good place). so instead of giving more dmg to the sustain races they gut down the most popular dmg race, while leaving dunmers to be the "next bis stam build" as if it wont be stacked like orcs were. if they want to gutt anything from orc it should be the health bonus. (another option to make nords more appealing to dmg is to make their 5 ult dependent on dmg done not taken, would be a great change imo)
UntouchableHunter wrote: »
Let see what will happen but everybody that I know how plays Nord will change for another race...
UntouchableHunter wrote: »The thing is, it's not even chasing meta. There is nothing wrong with Nord as a tank race (nor is there anything wrong with any race). It's a case of people not actually testing on the PTS to see the differences, but merely reading the patch notes and assuming the sky is falling.StarOfElyon wrote: »
I did test on th PTS and this change is huge when you play in a light armor. Huge.
The way resistance calculations work in this game is that there are no diminishing returns on investing into resistance, unless you are at the resistance cap of 33,150 already. Resistances are also calculated additively within the same multiplicative coefficient for total damage mitigation calculations. This means that, assuming you aren't hitting the resistance cap already, the loss of resistance affects all armor types equally. If you take 200 more damage per attack in light armor after the change in resistances, you will also be taking 200 more damage per attack in heavy armor.
Also, for anybody who doesn't know, 661 resistance is equal to 1% of damage mitigation. So 1348/661 = ~2.04 mitigation. Nords are losing 2.04% damage mitigation.
To put that into perspective, if an attack deals 10k damage to you before the change, it will now deal 10,208 damage to you.
This is not how scaling works though. 2% resists from 98% to 100% is 2% more dmg taken, 2% resists from 50% to 52% is 4%~ dmg taken.
UntouchableHunter wrote: »UntouchableHunter wrote: »The thing is, it's not even chasing meta. There is nothing wrong with Nord as a tank race (nor is there anything wrong with any race). It's a case of people not actually testing on the PTS to see the differences, but merely reading the patch notes and assuming the sky is falling.StarOfElyon wrote: »
I did test on th PTS and this change is huge when you play in a light armor. Huge.
The way resistance calculations work in this game is that there are no diminishing returns on investing into resistance, unless you are at the resistance cap of 33,150 already. Resistances are also calculated additively within the same multiplicative coefficient for total damage mitigation calculations. This means that, assuming you aren't hitting the resistance cap already, the loss of resistance affects all armor types equally. If you take 200 more damage per attack in light armor after the change in resistances, you will also be taking 200 more damage per attack in heavy armor.
Are you considering the other players penetration?
for a Light armor the same penetration can hit really hard now.
I did the test with same build with no CP on the PTS and on the regular server. The same player can't kill me on the regular server, but on the PTS I was melting.
I understand that we need to rework everything after all this changes, but I really think this nerf is absolutely wrong and this decision was made to make players buy tokens
UntouchableHunter wrote: »The thing is, it's not even chasing meta. There is nothing wrong with Nord as a tank race (nor is there anything wrong with any race). It's a case of people not actually testing on the PTS to see the differences, but merely reading the patch notes and assuming the sky is falling.StarOfElyon wrote: »
I did test on th PTS and this change is huge when you play in a light armor. Huge.
The way resistance calculations work in this game is that there are no diminishing returns on investing into resistance, unless you are at the resistance cap of 33,150 already. Resistances are also calculated additively within the same multiplicative coefficient for total damage mitigation calculations. This means that, assuming you aren't hitting the resistance cap already, the loss of resistance affects all armor types equally. If you take 200 more damage per attack in light armor after the change in resistances, you will also be taking 200 more damage per attack in heavy armor.
Also, for anybody who doesn't know, 661 resistance is equal to 1% of damage mitigation. So 1348/661 = ~2.04 mitigation. Nords are losing 2.04% damage mitigation.
To put that into perspective, if an attack deals 10k damage to you before the change, it will now deal 10,208 damage to you.
This is not how scaling works though. 2% resists from 98% to 100% is 2% more dmg taken, 2% resists from 50% to 52% is 4%~ dmg taken.
Okay, sure relativity plays some part in it. So let's do the math.
With full light armor plus major resolve (which I feel is a safe assumption that everyone here is using) and the old nord resistance bonus, you will be taking 73.68% of tool tip damage from resistances alone, without other modifiers.
In the same situation but with the new nord resistance passive, this will increase to taking 75.72% of tool tip damage.
To find the relative increase in damage taken, we have to complete 75.72/73.68, which equals to 1.028.
You will be taking 2.8% more damage compared to what you are already taking on live.
Taking less than 3% more relative damage will not break a build.
UntouchableHunter wrote: »I can't understand.
Some people saying Nord is overturned, top tier.
Other people saying 2% mitigation is nothing.
If 2%mitigation is nothing Nord can't be overturned.
UntouchableHunter wrote: »The thing is, it's not even chasing meta. There is nothing wrong with Nord as a tank race (nor is there anything wrong with any race). It's a case of people not actually testing on the PTS to see the differences, but merely reading the patch notes and assuming the sky is falling.StarOfElyon wrote: »
I did test on th PTS and this change is huge when you play in a light armor. Huge.
The way resistance calculations work in this game is that there are no diminishing returns on investing into resistance, unless you are at the resistance cap of 33,150 already. Resistances are also calculated additively within the same multiplicative coefficient for total damage mitigation calculations. This means that, assuming you aren't hitting the resistance cap already, the loss of resistance affects all armor types equally. If you take 200 more damage per attack in light armor after the change in resistances, you will also be taking 200 more damage per attack in heavy armor.
Also, for anybody who doesn't know, 661 resistance is equal to 1% of damage mitigation. So 1348/661 = ~2.04 mitigation. Nords are losing 2.04% damage mitigation.
To put that into perspective, if an attack deals 10k damage to you before the change, it will now deal 10,208 damage to you.
This is not how scaling works though. 2% resists from 98% to 100% is 2% more dmg taken, 2% resists from 50% to 52% is 4%~ dmg taken.
Okay, sure relativity plays some part in it. So let's do the math.
With full light armor plus major resolve (which I feel is a safe assumption that everyone here is using) and the old nord resistance bonus, you will be taking 73.68% of tool tip damage from resistances alone, without other modifiers.
In the same situation but with the new nord resistance passive, this will increase to taking 75.72% of tool tip damage.
To find the relative increase in damage taken, we have to complete 75.72/73.68, which equals to 1.028.
You will be taking 2.8% more damage compared to what you are already taking on live.
Taking less than 3% more relative damage will not break a build.
I am doing it genuinely from PvE tank perspective so your assumption is already wrong. But ye in PvP it will be closer to the 2%, just like the one after you mentioned, penetration also plays into it.
From a PVE perspective, I highly doubt that 2% difference is enough to care about. The ult gen on Nord for tanks is still very valuable. Worst case scenario, the change just switches builds around a tiny bit. Change a glyph or trait and you're back where you want to be. I imagine Nord will still be a top dog for some tank builds.
In PVP, almost every stat is valuable to almost every build. If you're a magicka player who likes to dodge a lot, you could even justify playing a Wood Elf and it wouldn't be a completely garbage choice - it would be a playstyle choice. For that reason, it's really important that race stats are balanced against each other. If you play, say, Orc vs Wood Elf on a Stamsorc - you can do similar damage on a Wood Elf with the Warrior Mundus vs the Orc with Serpent. Shift a few things around in your build and you end up with a similar build with small playstyle differences (for example Orc vs Wood Elf. Do you want more health or do you want to dodge roll with a bow for sanic speed?). Nord on live gives more resistances than you can make up for on other races with simple mundus/glyph/trait switching. The bonus is just straight up better than any of the other options.
This nerf was a long time coming. And I say this as someone who race swapped my Stamsorc to Nord because it's just straight up better. I'll probably stick to Nord as well because the ult gen is still really nice for spamming Negate as often as possible.
I've also tested in light armour and it really isn't that huge. It's greater risk versus physical (Martial) damage. But that's part of the light armour penalty and not the not Nord resistances. Others have tested with Z'Maja in light armour (where it's mostly magic damage) and it's doable. The type of armour you wear != the racial passives.UntouchableHunter wrote: »I did test on th PTS and this change is huge when you play in a light armor. Huge.
All of my tanks with the exception of one are staying Nord until ZOS increases the Imperial passive to something around 12%, at which point there's more reason because of more ultimate. As it is, it still takes longer for an Imperial to use ultimate than it does for Nord to gain ultimate. We're only talking seconds, but if it's better it's better. And Nord is still better. If you switch to anything else (aside from Breton, but you still lose physical resistances), you lose the resistances entirely. You're screaming about losing 1360, but what happens when you lose 3960? That doesn't matter, apparently?UntouchableHunter wrote: »Let see what will happen but everybody that I know how plays Nord will change for another race...
I honestly don't know. The advanced stats seem a little wonky at the moment. I don't know what should or should not be affected. When I use Major Resolve, all the elemental resistance types see an increase in percentage.Tommy_The_Gun wrote: »Correct me if I am wrong, but does physical & magical resistance wont count towards all dmg types now ? I mean I was looking at new "advanced" stats character sheet on PTS and it seem so, but I am not sure...
From a PVE perspective, I highly doubt that 2% difference is enough to care about. The ult gen on Nord for tanks is still very valuable. Worst case scenario, the change just switches builds around a tiny bit. Change a glyph or trait and you're back where you want to be. I imagine Nord will still be a top dog for some tank builds.
In PVP, almost every stat is valuable to almost every build. If you're a magicka player who likes to dodge a lot, you could even justify playing a Wood Elf and it wouldn't be a completely garbage choice - it would be a playstyle choice. For that reason, it's really important that race stats are balanced against each other. If you play, say, Orc vs Wood Elf on a Stamsorc - you can do similar damage on a Wood Elf with the Warrior Mundus vs the Orc with Serpent. Shift a few things around in your build and you end up with a similar build with small playstyle differences (for example Orc vs Wood Elf. Do you want more health or do you want to dodge roll with a bow for sanic speed?). Nord on live gives more resistances than you can make up for on other races with simple mundus/glyph/trait switching. The bonus is just straight up better than any of the other options.
This nerf was a long time coming. And I say this as someone who race swapped my Stamsorc to Nord because it's just straight up better. I'll probably stick to Nord as well because the ult gen is still really nice for spamming Negate as often as possible.
UntouchableHunter wrote: »From a PVE perspective, I highly doubt that 2% difference is enough to care about. The ult gen on Nord for tanks is still very valuable. Worst case scenario, the change just switches builds around a tiny bit. Change a glyph or trait and you're back where you want to be. I imagine Nord will still be a top dog for some tank builds.
In PVP, almost every stat is valuable to almost every build. If you're a magicka player who likes to dodge a lot, you could even justify playing a Wood Elf and it wouldn't be a completely garbage choice - it would be a playstyle choice. For that reason, it's really important that race stats are balanced against each other. If you play, say, Orc vs Wood Elf on a Stamsorc - you can do similar damage on a Wood Elf with the Warrior Mundus vs the Orc with Serpent. Shift a few things around in your build and you end up with a similar build with small playstyle differences (for example Orc vs Wood Elf. Do you want more health or do you want to dodge roll with a bow for sanic speed?). Nord on live gives more resistances than you can make up for on other races with simple mundus/glyph/trait switching. The bonus is just straight up better than any of the other options.
This nerf was a long time coming. And I say this as someone who race swapped my Stamsorc to Nord because it's just straight up better. I'll probably stick to Nord as well because the ult gen is still really nice for spamming Negate as often as possible.
I have a magdk Nord with Steed Mundus stone.
2600 resistance from Nord
10% movement speed + 238 health recovery (119 per second)
Let's switch to Orc with the lady
2744 resistance
12% reduce sprint cost + 10 speed + 500 healthy regen per second.
And 258 spells damage.
Why should I pick Nord now?
Who use ice damage in pvp? Nobody, mag Warden? Mag Warden is so weak that we don't need 4k resistance.
In a pvp situation where you don't stand in front your opponent like a punching bag the Orc is more tank and make more dmg for sure.
Rip Nord.
UntouchableHunter wrote: »The thing is, it's not even chasing meta. There is nothing wrong with Nord as a tank race (nor is there anything wrong with any race). It's a case of people not actually testing on the PTS to see the differences, but merely reading the patch notes and assuming the sky is falling.StarOfElyon wrote: »
I did test on th PTS and this change is huge when you play in a light armor. Huge.
The way resistance calculations work in this game is that there are no diminishing returns on investing into resistance, unless you are at the resistance cap of 33,150 already. Resistances are also calculated additively within the same multiplicative coefficient for total damage mitigation calculations. This means that, assuming you aren't hitting the resistance cap already, the loss of resistance affects all armor types equally. If you take 200 more damage per attack in light armor after the change in resistances, you will also be taking 200 more damage per attack in heavy armor.
Also, for anybody who doesn't know, 661 resistance is equal to 1% of damage mitigation. So 1348/661 = ~2.04 mitigation. Nords are losing 2.04% damage mitigation.
To put that into perspective, if an attack deals 10k damage to you before the change, it will now deal 10,208 damage to you.
This is not how scaling works though. 2% resists from 98% to 100% is 2% more dmg taken, 2% resists from 50% to 52% is 4%~ dmg taken.
Okay, sure relativity plays some part in it. So let's do the math.
With full light armor plus major resolve (which I feel is a safe assumption that everyone here is using) and the old nord resistance bonus, you will be taking 73.68% of tool tip damage from resistances alone, without other modifiers.
In the same situation but with the new nord resistance passive, this will increase to taking 75.72% of tool tip damage.
To find the relative increase in damage taken, we have to complete 75.72/73.68, which equals to 1.028.
You will be taking 2.8% more damage compared to what you are already taking on live.
Taking less than 3% more relative damage will not break a build.
I am doing it genuinely from PvE tank perspective so your assumption is already wrong. But ye in PvP it will be closer to the 2%, just like the one after you mentioned, penetration also plays into it.
I did light armor because that is the worst case scenario, when the reduction in resistances will relatively produce the biggest increase to damage taken.
The higher the resistances, the lesser the relative increase to damage taken, so from the PvE tank perspective its even lower than the 2.8% increase to damage taken I outlined above.
Integral1900 wrote: »How is extra ice resistance any way of compensation! I can count the number of dangerous ice themed encounters in PVE on one hand! You might as well have given us extra immunity to charge damage from unicorns!
ExistingRug61 wrote: »UntouchableHunter wrote: »From a PVE perspective, I highly doubt that 2% difference is enough to care about. The ult gen on Nord for tanks is still very valuable. Worst case scenario, the change just switches builds around a tiny bit. Change a glyph or trait and you're back where you want to be. I imagine Nord will still be a top dog for some tank builds.
In PVP, almost every stat is valuable to almost every build. If you're a magicka player who likes to dodge a lot, you could even justify playing a Wood Elf and it wouldn't be a completely garbage choice - it would be a playstyle choice. For that reason, it's really important that race stats are balanced against each other. If you play, say, Orc vs Wood Elf on a Stamsorc - you can do similar damage on a Wood Elf with the Warrior Mundus vs the Orc with Serpent. Shift a few things around in your build and you end up with a similar build with small playstyle differences (for example Orc vs Wood Elf. Do you want more health or do you want to dodge roll with a bow for sanic speed?). Nord on live gives more resistances than you can make up for on other races with simple mundus/glyph/trait switching. The bonus is just straight up better than any of the other options.
This nerf was a long time coming. And I say this as someone who race swapped my Stamsorc to Nord because it's just straight up better. I'll probably stick to Nord as well because the ult gen is still really nice for spamming Negate as often as possible.
I have a magdk Nord with Steed Mundus stone.
2600 resistance from Nord
10% movement speed + 238 health recovery (119 per second)
Let's switch to Orc with the lady
2744 resistance
12% reduce sprint cost + 10 speed + 500 healthy regen per second.
And 258 spells damage.
Why should I pick Nord now?
Who use ice damage in pvp? Nobody, mag Warden? Mag Warden is so weak that we don't need 4k resistance.
In a pvp situation where you don't stand in front your opponent like a punching bag the Orc is more tank and make more dmg for sure.
Rip Nord.
In the comparison above you are forgetting that nord gets an extra 500 stam compared to orc, plus ulti gen. Also the speed from steed is all speed vs orc only being sprint speed. And in pvp the heal is less due to battle spirit and the health regen will be increased by fortitude and other passives.
So, taking it all in nord with steed vs orc with lady:
Health: 1000 each
Stamina: 1500 for nord, 1000 for orc
Resistance: 2600 for nord, 2744 for orc
Speed: 10% for nord at all times, whereas orc only gets this for sprint although also gets sprint cost reduction
Healing/Regen: Nord gets 238 recovery, so likely actually around 400 after passives/buffs. Orc gets equivalent of 1000 every 2 sec (unaffected by regen boosts), or 450 after battle spirit, but only while attacking
So everything there looks pretty even, if anything nord is ahead in my book due to the extra stam, unconditional speed boosts and unconditional regen.
And then it’s just the orcs damage bonus vs nords ulti gen, which is somewhat hard to compare. Possibly each could be better depending on build.
Looks pretty even to me.
UntouchableHunter wrote: »Why ZOS???
I will not buy a race token.
If you give us a token I could choose another race.
But forget make some money with token race change.
I think 3500 or 3200 could acceptable.
But 2600 in race that have only the resistance and nothing wells is to much.
UntouchableHunter wrote: »The thing is, it's not even chasing meta. There is nothing wrong with Nord as a tank race (nor is there anything wrong with any race). It's a case of people not actually testing on the PTS to see the differences, but merely reading the patch notes and assuming the sky is falling.StarOfElyon wrote: »
I did test on th PTS and this change is huge when you play in a light armor. Huge.
The way resistance calculations work in this game is that there are no diminishing returns on investing into resistance, unless you are at the resistance cap of 33,150 already. Resistances are also calculated additively within the same multiplicative coefficient for total damage mitigation calculations. This means that, assuming you aren't hitting the resistance cap already, the loss of resistance affects all armor types equally. If you take 200 more damage per attack in light armor after the change in resistances, you will also be taking 200 more damage per attack in heavy armor.
Also, for anybody who doesn't know, 661 resistance is equal to 1% of damage mitigation. So 1348/661 = ~2.04 mitigation. Nords are losing 2.04% damage mitigation.
To put that into perspective, if an attack deals 10k damage to you before the change, it will now deal 10,208 damage to you.
This is not how scaling works though. 2% resists from 98% to 100% is 2% more dmg taken, 2% resists from 50% to 52% is 4%~ dmg taken.
Okay, sure relativity plays some part in it. So let's do the math.
With full light armor plus major resolve (which I feel is a safe assumption that everyone here is using) and the old nord resistance bonus, you will be taking 73.68% of tool tip damage from resistances alone, without other modifiers.
In the same situation but with the new nord resistance passive, this will increase to taking 75.72% of tool tip damage.
To find the relative increase in damage taken, we have to complete 75.72/73.68, which equals to 1.028.
You will be taking 2.8% more damage compared to what you are already taking on live.
Taking less than 3% more relative damage will not break a build.
I am doing it genuinely from PvE tank perspective so your assumption is already wrong. But ye in PvP it will be closer to the 2%, just like the one after you mentioned, penetration also plays into it.
I did light armor because that is the worst case scenario, when the reduction in resistances will relatively produce the biggest increase to damage taken.
The higher the resistances, the lesser the relative increase to damage taken, so from the PvE tank perspective its even lower than the 2.8% increase to damage taken I outlined above.
No... The higher the resistance the higher the benefits....
At 0 resists damage taken goes from 100% to 98%, which is (100-98)/100=2% damage taken
At 31800 resists damage taken goes from 52% to 50%, which is (52-50)/52=3.84% damage taken.
So if u had an attack that dealt 10,000 in the first scenario you would take 10,000 before resistance lost, and 9,800 after, 200/10,000=2%
In the second scenario you would take 5,200 damage before the nerf, and 5,000 after the nerf, 200/5,200=3.84% increase.
UntouchableHunter wrote: »The thing is, it's not even chasing meta. There is nothing wrong with Nord as a tank race (nor is there anything wrong with any race). It's a case of people not actually testing on the PTS to see the differences, but merely reading the patch notes and assuming the sky is falling.StarOfElyon wrote: »
I did test on th PTS and this change is huge when you play in a light armor. Huge.
UntouchableHunter wrote: »The thing is, it's not even chasing meta. There is nothing wrong with Nord as a tank race (nor is there anything wrong with any race). It's a case of people not actually testing on the PTS to see the differences, but merely reading the patch notes and assuming the sky is falling.StarOfElyon wrote: »
I did test on th PTS and this change is huge when you play in a light armor. Huge.
The way resistance calculations work in this game is that there are no diminishing returns on investing into resistance, unless you are at the resistance cap of 33,150 already. Resistances are also calculated additively within the same multiplicative coefficient for total damage mitigation calculations. This means that, assuming you aren't hitting the resistance cap already, the loss of resistance affects all armor types equally. If you take 200 more damage per attack in light armor after the change in resistances, you will also be taking 200 more damage per attack in heavy armor.
Also, for anybody who doesn't know, 661 resistance is equal to 1% of damage mitigation. So 1348/661 = ~2.04 mitigation. Nords are losing 2.04% damage mitigation.
To put that into perspective, if an attack deals 10k damage to you before the change, it will now deal 10,208 damage to you.
This is not how scaling works though. 2% resists from 98% to 100% is 2% more dmg taken, 2% resists from 50% to 52% is 4%~ dmg taken.
Okay, sure relativity plays some part in it. So let's do the math.
With full light armor plus major resolve (which I feel is a safe assumption that everyone here is using) and the old nord resistance bonus, you will be taking 73.68% of tool tip damage from resistances alone, without other modifiers.
In the same situation but with the new nord resistance passive, this will increase to taking 75.72% of tool tip damage.
To find the relative increase in damage taken, we have to complete 75.72/73.68, which equals to 1.028.
You will be taking 2.8% more damage compared to what you are already taking on live.
Taking less than 3% more relative damage will not break a build.
I am doing it genuinely from PvE tank perspective so your assumption is already wrong. But ye in PvP it will be closer to the 2%, just like the one after you mentioned, penetration also plays into it.
I did light armor because that is the worst case scenario, when the reduction in resistances will relatively produce the biggest increase to damage taken.
The higher the resistances, the lesser the relative increase to damage taken, so from the PvE tank perspective its even lower than the 2.8% increase to damage taken I outlined above.
No... The higher the resistance the higher the benefits....
At 0 resists damage taken goes from 100% to 98%, which is (100-98)/100=2% damage taken
At 31800 resists damage taken goes from 52% to 50%, which is (52-50)/52=3.84% damage taken.
So if u had an attack that dealt 10,000 in the first scenario you would take 10,000 before resistance lost, and 9,800 after, 200/10,000=2%
In the second scenario you would take 5,200 damage before the nerf, and 5,000 after the nerf, 200/5,200=3.84% increase.
Oh, you're right. That's totally my bad.
That makes this even more nonsensical:UntouchableHunter wrote: »The thing is, it's not even chasing meta. There is nothing wrong with Nord as a tank race (nor is there anything wrong with any race). It's a case of people not actually testing on the PTS to see the differences, but merely reading the patch notes and assuming the sky is falling.StarOfElyon wrote: »
I did test on th PTS and this change is huge when you play in a light armor. Huge.
UntouchableHunter wrote: »UntouchableHunter wrote: »The thing is, it's not even chasing meta. There is nothing wrong with Nord as a tank race (nor is there anything wrong with any race). It's a case of people not actually testing on the PTS to see the differences, but merely reading the patch notes and assuming the sky is falling.StarOfElyon wrote: »
I did test on th PTS and this change is huge when you play in a light armor. Huge.
The way resistance calculations work in this game is that there are no diminishing returns on investing into resistance, unless you are at the resistance cap of 33,150 already. Resistances are also calculated additively within the same multiplicative coefficient for total damage mitigation calculations. This means that, assuming you aren't hitting the resistance cap already, the loss of resistance affects all armor types equally. If you take 200 more damage per attack in light armor after the change in resistances, you will also be taking 200 more damage per attack in heavy armor.
Also, for anybody who doesn't know, 661 resistance is equal to 1% of damage mitigation. So 1348/661 = ~2.04 mitigation. Nords are losing 2.04% damage mitigation.
To put that into perspective, if an attack deals 10k damage to you before the change, it will now deal 10,208 damage to you.
This is not how scaling works though. 2% resists from 98% to 100% is 2% more dmg taken, 2% resists from 50% to 52% is 4%~ dmg taken.
Okay, sure relativity plays some part in it. So let's do the math.
With full light armor plus major resolve (which I feel is a safe assumption that everyone here is using) and the old nord resistance bonus, you will be taking 73.68% of tool tip damage from resistances alone, without other modifiers.
In the same situation but with the new nord resistance passive, this will increase to taking 75.72% of tool tip damage.
To find the relative increase in damage taken, we have to complete 75.72/73.68, which equals to 1.028.
You will be taking 2.8% more damage compared to what you are already taking on live.
Taking less than 3% more relative damage will not break a build.
I am doing it genuinely from PvE tank perspective so your assumption is already wrong. But ye in PvP it will be closer to the 2%, just like the one after you mentioned, penetration also plays into it.
I did light armor because that is the worst case scenario, when the reduction in resistances will relatively produce the biggest increase to damage taken.
The higher the resistances, the lesser the relative increase to damage taken, so from the PvE tank perspective its even lower than the 2.8% increase to damage taken I outlined above.
No... The higher the resistance the higher the benefits....
At 0 resists damage taken goes from 100% to 98%, which is (100-98)/100=2% damage taken
At 31800 resists damage taken goes from 52% to 50%, which is (52-50)/52=3.84% damage taken.
So if u had an attack that dealt 10,000 in the first scenario you would take 10,000 before resistance lost, and 9,800 after, 200/10,000=2%
In the second scenario you would take 5,200 damage before the nerf, and 5,000 after the nerf, 200/5,200=3.84% increase.
Oh, you're right. That's totally my bad.
That makes this even more nonsensical:UntouchableHunter wrote: »The thing is, it's not even chasing meta. There is nothing wrong with Nord as a tank race (nor is there anything wrong with any race). It's a case of people not actually testing on the PTS to see the differences, but merely reading the patch notes and assuming the sky is falling.StarOfElyon wrote: »
I did test on th PTS and this change is huge when you play in a light armor. Huge.
If the numbers are right on the PTS I felt a huge difference with light armor and if the numbers are right we are talking now about 3.84% nerf dmg mitigation and not "only 2%" so almost two times more.
Will be funny see people saying now that 3.84% damage mitigation is nothing...