Quite a few of you should already be aware of this issue, bit for those that arent i will rcap it shortly. The "reduced healing taken" and the "reduced damage taken" components of the battle spirit buff are calculated copletly devoid of common sense. This issue exists on live already, but with the increase in the battle spirit effect on PTS we have a really big issue to look forward to, if nothing is done about it.
Below i have copied a post,which i made in another thread, explaining some of the core issues.
The biggest issue here is that in fact the straigt out % damage reduction effects from sets or abilities are applied additively to the battle spirit buff. For example mist form 75% damage reduction and the battle spirit buff add up to 125% reduced damage taken, not to 87,5%. Thus any user of mist form becomes invincible for its duration.
The same gose for effects like cyrodiils light or reactive armor. Their bonus gets added onto the battle spirit buff so that, compared to the actual damage dealt their effectiveness is doubled. When you hit a wearer of reactive armor for a 5k wreking blow for example, while he is CCd the next wrecking blow will not do 35% dmg less, but 70%, ending up at a meek value of 1,5k damage.
While i agree that the concept of the set is awesome and i approve of these very interesting options it creates for tanks, the lazy way the battle spirit buff is coded (we had a similar issue with hardened and healing ward, which the now fixed SELECTIVELY ) just makes this set far too powerfull.
On the offensive side spells that get some form of % bonus damage on meeting a certain condition are not affected as much by this issue, since the circumvent the battle spirit buff partially themselves. Biring jabs for example gains extra dama ge on the closest target. This extra damage is not mitigated by the battle spirit buff and thus is effecitvely twice as high in relation to the damage the ability usually would deal than out of cyrodiily. Funnily enough this means that on,y spells, such as biting jabs are able to still dwal dama ge to mist form users, since the bonus damage is not affected by battle spirit,and will still hit the mist form user, albeit for only 75% of what it would usualy contribute.
Similary heal debuffs stack additively with the battle spirit debuff as well, and thus are also twice as effective as they actually should be, basically shutting heals completly down, at 20% (for the general 30% unmodified debuff) of the value they would have outside of cyrodiil
Now to a quick, global solution for ZOS, that should be easy to implement, and not require specific finetuning like they had to do with hardened and and healing ward.
Change "reduced damage taken" to " reduced damage done" !
This is a quite simple fix tha prevents the additive stacking of % damage reduction buffs for invulnerability, and also resolves the issue of certain abilities getting more bonus damage than they should, since the damage the ability does will be reduced in total (at least i hope ZOS can get this right).
Edit: This would go hand in ahnd with a reduction of NPC HP by 50% to keep the non pvp content at the same difficulty level it is at now.
Change "reduced healing taken" to "reduced healing done" !
Since all healing affecting player characters in cyrodiil is initiated by a player character, a reduction in healing done and healing received accomplishes pretty much the same thing. With one big exception. Healing debuffs will now work properly with with battle spirit, sice they dont stack additively woth the battle spirit debuff, leading to correct values, and not the doubled effects of 1.7 right now on the PTS.
There is only one big issue I can see with these changes, and that is the "reduced damage dealt" debuff. ZOS would have to take care, that this debuff wont work additively with the new battle spirit, so that we dont double its effectiveness on accident and make cyrodiil small scale even more of a slugfest than it already is.
Please
@ZOS_GinaBruno ,
@ZOS_JessicaFolsom ,
@ZOS_RichLambert ,
@ZOS_KaiSchober forward this to the design team, dosomething about this issue, even if it is finetuning every single ability to work as intended or simply apply my blanket fix.
@the_community What do you think ? Do you see any issues with my fix ? Do you have a better idea ? do you want ZOS to fix this as soon as possible for once ?
Voice your opinions below so this thread can stay at the top and get some attention by ZOS.