Wolfchild07 wrote: »Isn't the 6% damage reduction actually only 3% after all the calculations? I know some people have done the maths before. Is this still true, or has it been fixed?
A boss hits you with an attack that deals 10000 damage unmitigated. You're drunk and are trying to fight him naked so you don't have any armor to protect yourself from the damage or weapons or a shield to block with. However, since you are a Nord (explains being drunk), your rugged passive reduces the damage by 6% to 9400.
10000 * .94 = 9400
You go up against the boss a second time and he hits you for 10000 damage unmitigated again. You are wearing your armor this time, which reduces the damage by 50% to 5000. You're still hungover which caused you to forget your weapon and shield, so you have nothing to block with. Since you are a Nord, the damage is reduced by an additional 6% to 4700.
10000 * .5 * .94 = 10000 * .47 = 4700
You go up against the boss a third time and he hits you for 10000 damage unmitigated again. Your armor reduces the damage by 50% to 5000, and you remembered your weapon and shield so you are able to block another 50% of the damage, reducing it to 2500 (remember how I said tanks would become invulnerable if damage reduction was applied additively? 50% from armor and 50% from blocking is all it would take if these were applied additively). Since you are a Nord, this damage is reduced by an additional 6% to 2350.
10000 * .5 * .5 * .94 = 10000 * .235 = 2350
In all three cases, the Nord's passive reduced your damage received by exactly 6% of what you would have otherwise received without it. In all three cases it provided exactly the full amount of damage reduction that it was supposed to. This is important, and if this seems insignificant to you, then it's time I moved on to the concept of effective hit points, because that's the big picture I've been working towards.
Nelson_Rebel wrote: »Make it equal to redgaurd and have it on a cooldown for 4 seconds. Anything less and it would be to powerful for infinite sustain just from taking damage
I'm rather thinking the opposite. Nerf it, make it so that only hits (skill/LA/HA but not dots), but don't make it have a cooldown :
It will be more useful the more ennemies you have on your face, ideal for tanking but not really affecting pvp or damage dealers.
Lightspeedflashb14_ESO wrote: »Wolfchild07 wrote: »Isn't the 6% damage reduction actually only 3% after all the calculations? I know some people have done the maths before. Is this still true, or has it been fixed?
read this post, it really explains everything well.
https://www.reddit.com/r/elderscrollsonline/comments/5ijttu/multiplicative_damage_reduction_diminishing/
specifically this part-A boss hits you with an attack that deals 10000 damage unmitigated. You're drunk and are trying to fight him naked so you don't have any armor to protect yourself from the damage or weapons or a shield to block with. However, since you are a Nord (explains being drunk), your rugged passive reduces the damage by 6% to 9400.
10000 * .94 = 9400
You go up against the boss a second time and he hits you for 10000 damage unmitigated again. You are wearing your armor this time, which reduces the damage by 50% to 5000. You're still hungover which caused you to forget your weapon and shield, so you have nothing to block with. Since you are a Nord, the damage is reduced by an additional 6% to 4700.
10000 * .5 * .94 = 10000 * .47 = 4700
You go up against the boss a third time and he hits you for 10000 damage unmitigated again. Your armor reduces the damage by 50% to 5000, and you remembered your weapon and shield so you are able to block another 50% of the damage, reducing it to 2500 (remember how I said tanks would become invulnerable if damage reduction was applied additively? 50% from armor and 50% from blocking is all it would take if these were applied additively). Since you are a Nord, this damage is reduced by an additional 6% to 2350.
10000 * .5 * .5 * .94 = 10000 * .235 = 2350
In all three cases, the Nord's passive reduced your damage received by exactly 6% of what you would have otherwise received without it. In all three cases it provided exactly the full amount of damage reduction that it was supposed to. This is important, and if this seems insignificant to you, then it's time I moved on to the concept of effective hit points, because that's the big picture I've been working towards.
Lightspeedflashb14_ESO wrote: »@Daus Meaning the aforementioned list isn't additive, it's figurative depending on the scenario.
what does this mean?
Joy_Division wrote: »Lightspeedflashb14_ESO wrote: »Wolfchild07 wrote: »Isn't the 6% damage reduction actually only 3% after all the calculations? I know some people have done the maths before. Is this still true, or has it been fixed?
read this post, it really explains everything well.
https://www.reddit.com/r/elderscrollsonline/comments/5ijttu/multiplicative_damage_reduction_diminishing/
specifically this part-A boss hits you with an attack that deals 10000 damage unmitigated. You're drunk and are trying to fight him naked so you don't have any armor to protect yourself from the damage or weapons or a shield to block with. However, since you are a Nord (explains being drunk), your rugged passive reduces the damage by 6% to 9400.
10000 * .94 = 9400
You go up against the boss a second time and he hits you for 10000 damage unmitigated again. You are wearing your armor this time, which reduces the damage by 50% to 5000. You're still hungover which caused you to forget your weapon and shield, so you have nothing to block with. Since you are a Nord, the damage is reduced by an additional 6% to 4700.
10000 * .5 * .94 = 10000 * .47 = 4700
You go up against the boss a third time and he hits you for 10000 damage unmitigated again. Your armor reduces the damage by 50% to 5000, and you remembered your weapon and shield so you are able to block another 50% of the damage, reducing it to 2500 (remember how I said tanks would become invulnerable if damage reduction was applied additively? 50% from armor and 50% from blocking is all it would take if these were applied additively). Since you are a Nord, this damage is reduced by an additional 6% to 2350.
10000 * .5 * .5 * .94 = 10000 * .235 = 2350
In all three cases, the Nord's passive reduced your damage received by exactly 6% of what you would have otherwise received without it. In all three cases it provided exactly the full amount of damage reduction that it was supposed to. This is important, and if this seems insignificant to you, then it's time I moved on to the concept of effective hit points, because that's the big picture I've been working towards.
It does seem insignificant to me. We've gone from reducing 600 of the initial 10,000 damage (itself not really that great; Nord's passive doesn't stop one shots, which ESO has so many) to reducing 150, which is imperceptible.
*Reads concept of effective hit points*
*Wonders Why the Imperial is just standing there like a target dummy and not using its own Red Diamond passive*
*Considers author's example, the last one listed (10000 * .5 * .5 * .94 = 10000 * .235 = 23500)
*Considers author's example of Nord and Imperial both having 30,000 health and claims Nord has 7659 more "effective health"
After 1 attack: Nord's health = 27,650; Imperial's Health = 27,500
After 2: Nord = 25,300; Imperial = 25,000
3: Nord = 22950; Imperial = 22500
4: Nord = 20600; Imperial = 20000
5: Nord = 18250, Imperial = 17500
6: Nord = 15900; Imperial = 15000
7: Nord = 13550; Imperial = 12500
8: Nord = 11200; Imperial = 10000
9: Nord = 8850; Imperial = 7500
10: Nord = 6500; Imperial = 5000
11: Nord = 4150; Imperial = 2500
12: Nord = 1800; Imperial= 0 (dead)
13: Nord = dead
Not seeing it. I'm seeing a useless racial passive that makes zero effect on the fight until the 12th hit occurs. And that's only because we happened to choose 30,000 health. If we say choose 30,500 health, this is what happens after the 10th hit:
11: Nord = 4650; Imperial = 3000
12: Nord = 2300; Imperial = 500
13: Nord = dead; Imperial = dead
Now we're literally useless as opposed to figuratively. And none of this, again, consider's the Imperial's Red diamond Passive or higher max health bonus. So, in both cases the Imperial would still be alive while the Nord is dead.
And what if we throw Battle Spirit in there, another 50% multiplicative damage multiplier, which further diminishes how much less damage the Nord is taking compared to the Imperial?
TL;DR If you want to be a good tank in ESO, you do not pick the "tank" race in a Nord. Instead you pick the good "healing" race in an Argonian. Or just take the Imperial.
lassitershawn wrote: »Agree with nord buff. Wouldn't mind a Breton buff either, they are pretty inferior to Altmer and Dunmer for DPS (couple K difference, matters a lot over a long fight) and the spell resist does not make up for it. % magic damage would be nice (7-9% added to one of the other passives would be balanced I think). Would still be a lot less DPS than Altmer and Dunmer for almost all builds but by a smaller margin. Plenty of races have multiple things stacked on one passive. Alternatively they could add some % shield strength (like bastion CP passive) if they want to go with the "magically tanky" feel.
Mettaricana wrote: »Give nord a passive 2.5k stam max when using a drink buff
Mettaricana wrote: »Give nord a passive 2.5k stam max when using a drink buff
Ragnarock41 wrote: »Mettaricana wrote: »Give nord a passive 2.5k stam max when using a drink buff
then again, this is forcing all nords to using a drink. Which limits build options.
Because if they use a food instead of a drink, they'll be missing out.
Silver_Strider wrote: »Ragnarock41 wrote: »Mettaricana wrote: »Give nord a passive 2.5k stam max when using a drink buff
then again, this is forcing all nords to using a drink. Which limits build options.
Because if they use a food instead of a drink, they'll be missing out.
Oh the horror, having to use Dubious Cameron on a Nord.
Lightspeedflashb14_ESO wrote: »Wolfchild07 wrote: »Isn't the 6% damage reduction actually only 3% after all the calculations? I know some people have done the maths before. Is this still true, or has it been fixed?
read this post, it really explains everything well.
https://www.reddit.com/r/elderscrollsonline/comments/5ijttu/multiplicative_damage_reduction_diminishing/
specifically this part-A boss hits you with an attack that deals 10000 damage unmitigated. You're drunk and are trying to fight him naked so you don't have any armor to protect yourself from the damage or weapons or a shield to block with. However, since you are a Nord (explains being drunk), your rugged passive reduces the damage by 6% to 9400.
10000 * .94 = 9400
You go up against the boss a second time and he hits you for 10000 damage unmitigated again. You are wearing your armor this time, which reduces the damage by 50% to 5000. You're still hungover which caused you to forget your weapon and shield, so you have nothing to block with. Since you are a Nord, the damage is reduced by an additional 6% to 4700.
10000 * .5 * .94 = 10000 * .47 = 4700
You go up against the boss a third time and he hits you for 10000 damage unmitigated again. Your armor reduces the damage by 50% to 5000, and you remembered your weapon and shield so you are able to block another 50% of the damage, reducing it to 2500 (remember how I said tanks would become invulnerable if damage reduction was applied additively? 50% from armor and 50% from blocking is all it would take if these were applied additively). Since you are a Nord, this damage is reduced by an additional 6% to 2350.
10000 * .5 * .5 * .94 = 10000 * .235 = 2350
In all three cases, the Nord's passive reduced your damage received by exactly 6% of what you would have otherwise received without it. In all three cases it provided exactly the full amount of damage reduction that it was supposed to. This is important, and if this seems insignificant to you, then it's time I moved on to the concept of effective hit points, because that's the big picture I've been working towards.
They are immune to chilled damage and it's minor maim. They have a damage reduction along with max stats that makes best tanks to endure and sustain. The are a sturdy race.
Not everything is about damage output.
Silver_Strider wrote: »Ragnarock41 wrote: »Mettaricana wrote: »Give nord a passive 2.5k stam max when using a drink buff
then again, this is forcing all nords to using a drink. Which limits build options.
Because if they use a food instead of a drink, they'll be missing out.
Oh the horror, having to use Dubious Cameron on a Nord.
Yeah because of the sustain changes in Morrowind it is the go to drink for pretty much all content.
They're really not competitive for anything. It could be argued that they're a good choice for tanking, but when you have Argonians in the same alliance why choose a Nord? Truthfully I think they should make them a viable choice for stam DPS since that's what EP is lacking.
DuskMarine wrote: »They're really not competitive for anything. It could be argued that they're a good choice for tanking, but when you have Argonians in the same alliance why choose a Nord? Truthfully I think they should make them a viable choice for stam DPS since that's what EP is lacking.
nords i think were suppose to be the staple tanking race that zos wanted but it didnt work out so well cause not everyone tanking liked nords.