Personofsecrets wrote: »Its not hard to hit the cap of 32k with one skill and all epic or gold gear.
I got all purple and hitting around 31k and the help of 12% mig damage help.
Why would you give up 12% mig damage when you can max out the phys res and get 12%dmg mig?
Hey there @cidxlucy , thank you for the question.
Earlier in the thread I posted some numbers about the footman set. I'll repost them directly below.
blocking with full gear: 1246 dmg taken, 77.7% mitigated
blocking with full gear(+Footman): 1041 dmg taken, 81.4% mitigated
So as you see, because of diminished returns with damage mitigation, the footman 5 piece bonus is only adding around 4% extra damage mitigation, not 12. That is the reason for using a different set which doesn't supply a heavily diminished stat, such as the unassailable set with its healing received bonus.
Personofsecrets wrote: »Its not hard to hit the cap of 32k with one skill and all epic or gold gear.
I got all purple and hitting around 31k and the help of 12% mig damage help.
Why would you give up 12% mig damage when you can max out the phys res and get 12%dmg mig?
Hey there @cidxlucy , thank you for the question.
Earlier in the thread I posted some numbers about the footman set. I'll repost them directly below.
blocking with full gear: 1246 dmg taken, 77.7% mitigated
blocking with full gear(+Footman): 1041 dmg taken, 81.4% mitigated
So as you see, because of diminished returns with damage mitigation, the footman 5 piece bonus is only adding around 4% extra damage mitigation, not 12. That is the reason for using a different set which doesn't supply a heavily diminished stat, such as the unassailable set with its healing received bonus.
The issue here is you are looking at the percent of the initial hit and not the delta in damage values to support your argument.
What really matters is that in this example you are mitigating 204 more damage which is approx 16% of what you would otherwise be taking (1246).
I see this logic used a lot for tanking and it is very misleading. As you get closer to 100% mitigation each individual% is worth significantly more. Consider this fictitious example to illustrate the point:
100k base hit
80% mitigation base (take 20k hit)
Add in another 10% mitigation to 90 and you take a 10k hit.....that 10% effectively doubled your mitigation.
Vs.
100k base hit
10% mitigation base (take 90k hit)
Add in another 10% mitigation to 20 % and you take a 80k hit
This is why tanks doing proper theory crafting look at effective hit points and not raw mitigation as the raw numbers are very misleading. In one case the 10% is doubling your effective HP and in the other the same 10% makes am almost negligible difference to your effective HP.
Personofsecrets wrote: »there are times when Footman's Fortune will be useful and that is even if the set doesn't give anywhere near the amount of damage mitigation that it's tool tip states.
reapthetempestrwb17_ESO wrote: »Personofsecrets wrote: »there are times when Footman's Fortune will be useful and that is even if the set doesn't give anywhere near the amount of damage mitigation that it's tool tip states.
Without knowing all the specifics I would say the tool tip mitigation value is actually correct but what confuses is at what point does that 12% mitigation apply when damage is dealt eg before or after armour/spell resistance values are applied to the damage. Without testing, the most intuitive guess would be that the 12% applies to the base damage, remaining (actual) damage is then mitigated by armor/spell resistance (and shields). Not 100% sure though. Not disagreeing with anything you were saying, by the way just thinking out loud (or quietly via my keyboard).
That said, I would view a Tank relying on healing rather than damage mitigation is more of a reactive approach which I usually find distasteful and less efficient. If you are taking less damage you save on time (casting heals) and resources (applying heals), of course this discounts the majority of healing in a group which would come from your healer, however over relianceg on my healer is also something I would prefer to avoid when possible (due to usually playing in PUGs)
Personofsecrets wrote: »reapthetempestrwb17_ESO wrote: »Personofsecrets wrote: »there are times when Footman's Fortune will be useful and that is even if the set doesn't give anywhere near the amount of damage mitigation that it's tool tip states.
Without knowing all the specifics I would say the tool tip mitigation value is actually correct but what confuses is at what point does that 12% mitigation apply when damage is dealt eg before or after armour/spell resistance values are applied to the damage. Without testing, the most intuitive guess would be that the 12% applies to the base damage, remaining (actual) damage is then mitigated by armor/spell resistance (and shields). Not 100% sure though. Not disagreeing with anything you were saying, by the way just thinking out loud (or quietly via my keyboard).
That said, I would view a Tank relying on healing rather than damage mitigation is more of a reactive approach which I usually find distasteful and less efficient. If you are taking less damage you save on time (casting heals) and resources (applying heals), of course this discounts the majority of healing in a group which would come from your healer, however over relianceg on my healer is also something I would prefer to avoid when possible (due to usually playing in PUGs)
My thought is that, in places where one may be considering footman or unassailable, the healing is being done regardless of the set that is used.
What I am leaning toward thinking is that there is a sweet spot in how many hits a tank can take before dying and how fast the healing that they are receiving can put them back to full health.
I also don't believe that there is anything wrong with a reactive strategy per se. We could very well see a future Trial Boss that will 2 shot a tank despite the tanks high mitigation rating. If that were ever the case, and it can be on the Possessed Mantikora, then the healers and tank need to be ready to react with their burst heal.
Hey, thank you for posting.ThatNeonZebraAgain wrote: »Personofsecrets wrote: »reapthetempestrwb17_ESO wrote: »Personofsecrets wrote: »there are times when Footman's Fortune will be useful and that is even if the set doesn't give anywhere near the amount of damage mitigation that it's tool tip states.
Without knowing all the specifics I would say the tool tip mitigation value is actually correct but what confuses is at what point does that 12% mitigation apply when damage is dealt eg before or after armour/spell resistance values are applied to the damage. Without testing, the most intuitive guess would be that the 12% applies to the base damage, remaining (actual) damage is then mitigated by armor/spell resistance (and shields). Not 100% sure though. Not disagreeing with anything you were saying, by the way just thinking out loud (or quietly via my keyboard).
That said, I would view a Tank relying on healing rather than damage mitigation is more of a reactive approach which I usually find distasteful and less efficient. If you are taking less damage you save on time (casting heals) and resources (applying heals), of course this discounts the majority of healing in a group which would come from your healer, however over relianceg on my healer is also something I would prefer to avoid when possible (due to usually playing in PUGs)
My thought is that, in places where one may be considering footman or unassailable, the healing is being done regardless of the set that is used.
What I am leaning toward thinking is that there is a sweet spot in how many hits a tank can take before dying and how fast the healing that they are receiving can put them back to full health.
I also don't believe that there is anything wrong with a reactive strategy per se. We could very well see a future Trial Boss that will 2 shot a tank despite the tanks high mitigation rating. If that were ever the case, and it can be on the Possessed Mantikora, then the healers and tank need to be ready to react with their burst heal.
Your point here seems to indicate that healing received is becoming more useful than it was in the past. This thread is the best I've seen in terms of number crunching healing received bonuses, which still apparently stack additively despite the most recent patch notes. I've also been wondering that, given the lack of stam regen while blocking, that overall mitigation while not blocking is now more important as you are now taking more hits while not blocking. This would prioritize set bonuses to armor and spell resistance over mitigation effects that only activate when blocking.
Tried Healer's Habit, made my Live toon's 77% go to 81.7%, with its 8% increased healing from the 5 pieces.
Tried Unassaible, made my Live toon's 77% go to 83.9%, with its 8% increased healing taken from 3 and 4 piece effects.
failkiwib16_ESO wrote: »Good lord this post is from ancient times, I hope you haven't read the whole thing and think it what's written and tested here can be viable for today Q_Q
Need to test them all again, if you wish to keep this subject up >.<
@Personofsecrets
v12 set came from HRC
Personofsecrets wrote: »Will this set ever be CP rank 160?
Personofsecrets wrote: »Will this set ever be CP rank 160?
Could you find out if it drops from Aa or Hel Ra?
Personofsecrets wrote: »Personofsecrets wrote: »Will this set ever be CP rank 160?
Could you find out if it drops from Aa or Hel Ra?
well it did, I think, during 1.3 . @timidobserver , right?
GoodFella146 wrote: »This is why every set in the game should be craftable. Deconstruct a piece to learn how to make the set