Hi Everyone,
I just want to go over some values that I came up with. These values pertain to resource management that is offered via jewelry enchantments. The goal is to optimize resource management options and be able to give evidence that one set of enchantments may be superior to another from the perspective of resource management while tanking. The enchantments can be viewed below.
Because resource management has some dependency on the fight, the fight that I choose to use for this study is linked directly below. I'm choosing to use this fight because the skill usage in the fight is representative of the tanking that I have been instructed to perform. It is also a long 550 second fight with various types of phases that is part of a high end raid. I therefore think that this fight shows a good general case to use for comparison of different enchantments.
The first set of enchantments that I would like to go over is the reduce potion coolodwn enchantments. The below data shows the resource management that I expect to receive from 3 of those enchantments.
This chart is to show that by continuous use of potions during my 550 second fight, I expect to gain about 185,000 resources without potion cooldown enchantments and about 397,000 resources with potion cooldown enchantments. Overall, the potion cooldown enchantments result in about 211,000 gained resources.
The next set of 3 enchantments to go over are for mixed regen. The come from use of the Indeko rune.
After 275 ticks of resource regeneration (one per 2 seconds of the fight), it looks like the use of three mixed regen enchantments lead to about 225,000 resources being gained over the 550 second fight. The resource gained number becomes about 291,000 when considering the effects of Major Endurance and Intellect and how they interract with the enchants. I realize that many more things can become part of this equation and would like to leave it simple for now.
The last set of 3 enchantments that I would like to review are for mixed cost reduction that also come from use of the Indeko rune.
This data is a little different from the previous two datas since this data is being based on the actual number of abilities cast during the linked fight rather than using a hypothetical value based on the length of the fight. Hypothetically there could be 550 casts during the fight, but that would make the data not very practicle. By finding out what my abilities cost before and after use of the cost reduction enchantments and by finding out the actual number of abilities used during the 550 second fight, I can estimate that about 285,000 resources could be saved by use of cost reduction enchantments. And yes, I'm saying that saving resources is the equivalent to gaining resources for the purposes of this study.
Now I would like to go over some other considerations.
The first glaring consideration is that potion use is not totally efficient. For example, it is not the case that someone uses a potion as soon as a fight starts and is already able to restore the complete amount of resource given by the stamina and magicka portion of the potion. It is also extremely the case that potions are useful to restore health. That means that there can be alot of resource waste when using a potion to spike health while either stamina or magicka is high enough to not receive the full benefit of the potion. There is also some other kinds of waste when not using the potions on cooldown. When not using potions on cooldown, their Major Endurance and Intellect bonuses will not be applied. So it becomes compelling to use the potion for those benefits, even if it where to waste resources by the resource pool size cap being bumped into. On the other hand, resources would also be wasted if one is saving a potion for a critical moment, but the Major buffs fall off in the meantime.
I will say that the potion reduction enchantment can help ensure that the Major buffs are always rolling. At the same time, I conclude that this way of resource management locks one into using potions often, therefore shoehorning them into a way of playing to receive max resource regeneration benefits during times that a potion has better utility for some other reason. Other reasons being need for that health spike or even switching potion type for an effect such as lingering health or speed.
The next glaring consideration is that the regeneration stat enchantments suffer when a tank is blocking and therefore having the penalty to stamina regeneration. The indeko rune is a nice source of regeneration when mixed with the infused trait and the linked fight is one in which I actually don't block very often so it is likely to often be working. That being said, I think a more general case is that there is more blocking done when tanking. It may be worth looking into using only magicka regeneration enchantments, but stamina management is also important. Just like with the potion cooldown enchantments, this issue also seems to be locking one into playing in a certain way in order to achieve the maximum benefit. And again, Major Intellect and Endurance need to be contantly rolling to get maximum benefit from the enchantments.
The last thing I would like to consider has to do with the cost reduction enchantments. The enchantments are only going to be receiving a maximum benefit when a player is using most of their global cooldowns to cast abilities. I think that the fight I chose works well since there are some points with downtime. One thing that can also be said is that since I am not actively blocking enemies, my number of casts is artifically high. There is probably some truth to this since actively holding enemies, blocking their attacks, and avoiding their mechanics should definitely impact the number of abilities cast. Of course we are all still casting abilities when actively tanking an enemy, but it is reasonable to think that our global cooldown use for abilities isn't as efficient.
With the above data and considerations I do come to the conclusion that the cost reduction enchantments are most likely going to be the best ones for resource management. Please review this reasoning. Firstly, the number of resources generated by cost reduction enchantments is greater than the potion cooldown enchantment example by around 30%. Additionally the playstyle using cost reduction glyphs does not suffer as much from holding a potion back. This is to say that not only can cost reduction enchantments lead to a high gain of raw resources, but compared to potion cooldown enchantments, they also add to player utility by allowing them more free usage of their potion. I also have the opinion that resource generation waste isn't as bad when using cost reduction enchantments as it is when using other options. Technically resources could be seen as being wasted when one isn't casting a skill while using cost reduction enchantments. But such waste is more incremental, less critical, and, in my opinion, less likely than use of a potion that doesn't fully return both stamina and magicka. Also, cost reduction works while blocking, so the user will have steadier stamina compared to if they were relying on regeneration enchantments. There are probably still some cases where regeneration can pull ahead since the regeneration value I found is the largest one. Cases such as scenarios with low global cool down usage or times when one doesn't need to block may show regeneration enchantments to be strong, but I feel like the cost reduction is more likely to give a benefit in the average case and not cause the player to have to play in a very specific way in order to be confident in the resource management.
The ability to hold back a potion and save it for later is of such high utility that it can even be a primary way of succeeding in certain scenarios. You can imagine, for example, going downstairs during Cloudrest. It's nice to be able to be supporting the group while saving the potion for when it's time to go downstairs. One can save their potions when using potion cooldown enchantments, but that would eat into the efficiency of that source of resource management. One last case that seems to be made of cost reduction enchantments seems to be that having a variety of ways of resource management, rather than relying on just one way, allows one to be more flexible with how they play and, though hard to measure, flexibility can be extremely important toward success.
Anyhow, please tell me what you think of the above analysis and tell me where I may be right or may be going off track. I would like to see some other opinions. Thank you.