I tried but got the same results. Whatever I did, I couldnt bring both of mitigations above 60.8%. Any change I did after that point either made one gain/one lose or both lose. I reached those numbers with 20/21% of Ironclad btw.
For the topic of direct vs. dot, I always aim for high direct mitigation. When you think about it, most dangerous hits a tank takes are direct while dangerous DoTs can be purged like triplets in hof and zmaja dot. Obviously there are more but these are the ones I could remember while writing ^^
paulsimonps wrote: »
Tank you, I will separate them all next time I got time to edit it, both Ironclad/Thick Skin and Hardy/Elemental. Gonna make the outputs be 4 categories of Physical Direct, Physical DoT, Spell Direct and Spell DoT. See what can be come up with with that.
Hey mate
didnt test your calculations that much, but it sounds cool. for some ingame tipps and getting the best out of your cps:
as Liofa already said, i wouldnt spend much into dot-damage-reduction, since normally big direct hits are dangerous for tanks.
my second tipp is, that the damage sources are very specific to the trials you do. i know, this sounds stupid, but in end content tanks reallocate the elemental defender and hardy cps before a specific trial or even boss fights. most bosses only use either physical or magical attacks, so cps in elemental defender are wasted when you stand in front of a boss with only physical damage (like the warrior in Hel Ra).
Btw i get higher mitigation values with 32 in hardy/ele def. , 66 in thick skin/ironclad plus 9 in spellshield and 55 in armor focus (resulting in 60.903 physical and 60.899 spell mitigation)
also 27 in hardy/ele def. and 72 in ironclad/thick scin plus 8 in spellshield and 54 in armor focus results in slihtly more after your calculator (60.932 physical and 60.877 spell mitigation).
paulsimonps wrote: »Updated version of the calculator:
https://jscalc.io/calc/qSJx5QKKZdfUaEXY
I separated the Champion trees so that you have to put points into them separately. As well, I took Major Ward and Resolve off from the base resistance and made it optional while also adding an option for the minor buffs.
@Woeler
yea, I did try to make all damage mitigation equalize across all forms of damage, the idea being to never have to change my CP regardless of the situation, in theory this would apply to swapping between Trial and PvE vs PvP. Obviously for each specific situation its not the best possible set up. Like @Checkmath said, a lot of end game players swap their CP to reflect the fight. I am far too lazy for that stuff and I like not losing a bunch of gold all the time.
But yea, more direct damage than damage over time is probably the best idea for my thinking as well. Something I am thinking about though is the occurrence of non-blockable direct damage effects, as well as blockable damage over time effects.
In short we all think along the lines of direct damage being blockable, but with some AoEs that is not the case, they are still considered direct damage as long as its not a persistent effect but cause of its application type it cannot be blocked. As well channeled abilities are damage over time but can be blocked(as far as I know all Player Channels can be block at least, might be missing some though). My question is how would one best prepair for and calculate around that for maximum overall mitigation for all types of damage.
One way, which is probably the more tedious way, but simple in theory, is to extend the calculator to account for all types of damage application and mitigation. Then spending a lot of time twisting those sliders to get the highest you can over all the categories, putting more emphasis one those that are more common or dangerous. But there might be a better way, if one can think of it. I have tried to do a calculator like that in the past but didn't really do a good job at it, this time my thinking is shifted and it might be worth a shot....
Anyway, for those that have read and have interest in this, more feedback would be welcomed. If I can I want this to be able to be applicable to more than just tanking in PvE, PvP and non tank as well.
PS: Want to reiterate the fact that while I know its better to change CP for the fight, the idea is to not have too. Be the best you can without constant change.
@paulsimonps hi, thanks for all the data you put out to us.
I have some feedback on this one.
if you could put in your own phys/spell res. Because now I would have to double check to see if it actually gave me this mitigation.
If you have 60.9% you will only get 60% mitigation in my understanding and that might be what I have ingame but on here I might have 61%.
On the 2nd edition of the tool I got:
Sorc/nb: 59.4% across the board with 9,9,22,22,27,27 major ward/resolve.
Warden: 60.5% across the board same as above but with 2 winter skills.
Dk: phys 61.07% spell 61.08% with 9,7,23,23,10,42 major ward/resolve.
Templar: phys 61.008% spell 60.378% with 9,8, 23,23,6,41 major ward/resolve.
I like to keep dots high aswell as direct. I don't do trials much but the ones I did on vet it felt that the one shot mechanics were the threat before you get used to it, in 4man and solo that I know more, dots are the higher threat to me. Because direct is blocked or dodged.
paulsimonps wrote: »Updated version of the calculator:
https://jscalc.io/calc/qSJx5QKKZdfUaEXY
I separated the Champion trees so that you have to put points into them separately. As well, I took Major Ward and Resolve off from the base resistance and made it optional while also adding an option for the minor buffs.
@Woeler
yea, I did try to make all damage mitigation equalize across all forms of damage, the idea being to never have to change my CP regardless of the situation, in theory this would apply to swapping between Trial and PvE vs PvP. Obviously for each specific situation its not the best possible set up. Like @Checkmath said, a lot of end game players swap their CP to reflect the fight. I am far too lazy for that stuff and I like not losing a bunch of gold all the time.
But yea, more direct damage than damage over time is probably the best idea for my thinking as well. Something I am thinking about though is the occurrence of non-blockable direct damage effects, as well as blockable damage over time effects.
In short we all think along the lines of direct damage being blockable, but with some AoEs that is not the case, they are still considered direct damage as long as its not a persistent effect but cause of its application type it cannot be blocked. As well channeled abilities are damage over time but can be blocked(as far as I know all Player Channels can be block at least, might be missing some though). My question is how would one best prepair for and calculate around that for maximum overall mitigation for all types of damage.
One way, which is probably the more tedious way, but simple in theory, is to extend the calculator to account for all types of damage application and mitigation. Then spending a lot of time twisting those sliders to get the highest you can over all the categories, putting more emphasis one those that are more common or dangerous. But there might be a better way, if one can think of it. I have tried to do a calculator like that in the past but didn't really do a good job at it, this time my thinking is shifted and it might be worth a shot....
Anyway, for those that have read and have interest in this, more feedback would be welcomed. If I can I want this to be able to be applicable to more than just tanking in PvE, PvP and non tank as well.
PS: Want to reiterate the fact that while I know its better to change CP for the fight, the idea is to not have too. Be the best you can without constant change.
CP changing should be build playstyle dependant not per fight. It's a game, not filling out your tax return to maximize your deductions lol.
To account for the broad spectrum of attacks I think we need a rundown of what the attack is and the current counters. For example, dot DMG can be reduced via armor/CP but directly countered by HOTs.
Or another way is to categorize each DMG mitigation as it exists on the DMG mitigation calculation. Then figure out what's the point in which you'll run into heavy diminishing returns with the available sources of each. It's general consensus that most CP trails off after 30-40 points so it's better for balanced builds to stack elsewhere.
Just some ideas based on what you wrote. Might not be an exact answer to anything mentioned. Good thread!
Don’t worry, I don’t change my cp either
I guess I feel like impreg doesn’t seem worth it because the cp system scales worse at higher levels. So you get more out of using the impen tree than not using it; correct?
But this also depends on how well impen scales compared to other types of dmg mitigation after 3.3k impen
Maybe I would be better off just using impen trait & going to fortified brass/armor master/pariah?
It’s great to want to min/max cp, but I think in the situation I’m bringing up, you really have to look at the entire build to see what’s the best place to get X
paulsimonps wrote: »@paulsimonps hi, thanks for all the data you put out to us.
I have some feedback on this one.
if you could put in your own phys/spell res. Because now I would have to double check to see if it actually gave me this mitigation.
If you have 60.9% you will only get 60% mitigation in my understanding and that might be what I have ingame but on here I might have 61%.
On the 2nd edition of the tool I got:
Sorc/nb: 59.4% across the board with 9,9,22,22,27,27 major ward/resolve.
Warden: 60.5% across the board same as above but with 2 winter skills.
Dk: phys 61.07% spell 61.08% with 9,7,23,23,10,42 major ward/resolve.
Templar: phys 61.008% spell 60.378% with 9,8, 23,23,6,41 major ward/resolve.
I like to keep dots high aswell as direct. I don't do trials much but the ones I did on vet it felt that the one shot mechanics were the threat before you get used to it, in 4man and solo that I know more, dots are the higher threat to me. Because direct is blocked or dodged.
@Yakidafi
Hmmm now you make me curious, does actual mitigation round out.... As far as I know it does not, and you can get a decimal in your actual mitigation in game, but I never like saying things like that without testing. Will try and test it later when I can.
Tested now and ye I did not need to reach a whole number to get more mitigation, so decimal numbers give more mitigation too.
Bleed. It ignores resistances but still can be reduced with Thick Skinned. So that should be calculated differently right?