Before I can start explaining what I mean by this title I need to first explain how mitigation works in ESO, since its something almost nobody knows. As a tank main people I'm always curious about how the game works and how I can change things to improve my performance in content. One day I started creating a spreadsheet about all types of different tanking tools and then I got to mitigation. The complete lack of knowledge of how mitigation works made me essentially have to piece it together by myself. So I spent 3 days testing and retesting to make sure I got it right, I'm glad to say I now have a spreadsheet that can calculate the amount of dmg you take exactly. This spreadsheet was created close to the end of last patch, with the coming of scribing we have several new sources of mitigation so I decided to jump in and test them out. What I found is, disappointing, and I will explain why.
Before I can explain what is disappointing I first need to explain how mitigation works. Many people just assume its all the mitigation numbers multiplied together, and that would be ideal solution but the way zos does it is different. There are subcategories to mitigation, the way it works is that first the mitigation in the subcategories is added together then the whole subcategory is multiplied into the equation. I'm not sure why its done this way, my speculation is its easier on the back end calculation, regardless lets stay on topic. Now not everything has a subcategory, for instance the slottable cp is multiplied in directly as you would expect. So far I have found 4 subcategories, there might be more but in terms of PVE tanking these are the only ones that really affect me. The 4 subcategories are block mitigation, resistances, transferred dmg, and miscellaneous mitigation.
Now that you have a general understanding of the subcategories, I will explain the issue ESO is currently facing with mitigation. Which is all the recent additions to mitigation, well I say recent but I mean since Elsweyr, have been added into the same subcategory, which is why you see vampirism and necro dmg mitigation under that miscellaneous subcategory. Have you ever wondered why necromancers outperform all the other tanks by miles when it comes to dot dmg reduction? yes they have some nice passives for it but it doesn't end there, the necro dot dmg reduction which is written as 15% mitigation in game is actually under the miscellaneous subcategory. Now when they first started doing this it wasn't too big of an issue, because you see if they put 15% into the math in reality it would have been closer to 20% mitigation because its added together with other items in the subcategory, to combat this zos made the dmg reduction only 12% in the math. Now this isn't a big deal by itself, the issue starts when you start stacking mitigation in that subcategory. If you take vamperism and a necro you get some insane results reducing damage drastically, (vampirisms is up to 24% in the math), you add the 24 and 12 together you get 36, add the 10% base game mitigation, preparation and hardy, and you get an insane amount of 58% dmg reduction in one subcategory which rivals the resistance subcategory.
Now unfortunately that is only where the issue begins, as I mentioned before zos has been adding every single dmg mitigating item into that subcategory. Obviously this will eventually lead to that subcategory hitting 100% mitigation. To prevent this, starting from esoteric greaves zos has imposed a mitigation penalty in that category, what this means is, for instance the greaves by themselves are 45% dmg reduction in the math, minor aegis is 4%. so together I would expect them to give a 49% reduction. but that isn't the case, I only get a 47% reduction, because with that particular combination of mitigation you get a 2% penalty. as in they subtract 2% dmg mitigation from that category. And this is where my real issue begins, there is no way that I have found yet to predict the penalty, from my testing these are the different penalty combinations that I have discovered.
As you can imagine this is convoluted and honestly a poor way to manage mitigation, it feels half hazard, oh we will fix this later type attitude. Well it is now later and its now become an issue.
https://www.youtube.com/watch?v=gRpG9YfKJtU
In the video above you will see me taking 0 damage from olms, in the first section of the video I will only have vamperism to keep my health down without actually using the undeath passive. In the second part of the video I do have the undeath passive from vamperism.
As you can see I'm taking no damage from veteran olms because I have maxed out that subcategory's mitigation, its reached 100%. I think its time to start fixing mitigation, I have several solutions to this i hope you can either use them as inspiration or as a solution but things really cant stay as they are.
1) Separate the miscellaneous subcategory into multiple categories, for instance have a separate mythic category, as well as a scribing category, and please remove the penalty for having multiple dmg mitigation sources, for instance if you look at the screenshot above, you will see that the line with 0.23 penalty has 30% scribing, minor protection, lucid, and the greaves mythic, the problem with this penalty system is if i include the 8% scribing skill the penalty goes to 0.3 which is a 7% increase, and similar with necro dot mitigation passive it isn't 8% in the math but rather only 7% so there is literarily no benefit to slotting the 8% mitigation skill for extra mitigation if you have those mitigation options because it gets completely canceled out.
2) The other solution would be impose a mitigation cap for that subsection, and remove the penalties as well since there wont be any need for them. I think having a 90% mitigation cap would be acceptable since its not too easy to reach the mitigation maximum for that category. Or if you intend to introduce more items to that subcategory maybe making it 80% mitigation maximum would be a better choice.
3) The last option is definitely one I prefer but I don't know how feasible it is to do on the server end. Make everything have its own category, don't put anything together spread it our just like you did with cp. This would be the ideal solution making the mitigation easy to understand and calculate. Of course you can still have some subcategories to maybe make it easier to calculate but generally not more than 4 things in one category, we have like 10+ right now in one of them and that is causing the issue.
To anyone who wants to have access to the spreadsheet here it is:
https://docs.google.com/spreadsheets/d/1ZDnmtfHZ_xudB5MJovryVMOovwn_Vtz-Pe550rxpygI/edit#gid=328501056
Second video I had to make to demonstrate: it starts with bad microphone but I fix it when I start explaining.
https://m.youtube.com/watch?v=SqMOSTtgglw