Before we start few notes for you:
- This topic is NOT about how to achieve highest DC HpS. The builds are intended for melee brawling.
- BS and AP are only an example. But Monsterset + LA set + AM/PD are requiered.
- Values only calculated by UESP Builder. NOT Tested! Seems like Update 21 function (racial and CP bonus changes!!!) is broken atm.
- S&B backbar is just an example, Restro is also possible.
- Values from CP, but we can also talk about No-CP.
- Effective Spell Damage doesn't include damage glyph proc
Armor Master
Magicka 38.9k/37.5k
Health 30.2k/34.1k
Effective Spell Damage 7225
Physical Resistance 32.4k
https://en.uesp.net/wiki/Special:EsoBuildData?id=116210
Pros:
+ Able to run an arena/willpower staff frontbar = more damage
+ More migitgation full buffed
Cons:
- You have to run Harness/Dampen backbar
Plague Doctor
Magicka 36.8k/37.4k
Health 36.9k/40.0k
Effective Spell Damage 6991
Physical Resistance 24.1k
https://en.uesp.net/wiki/Special:EsoBuildData?id=113589
Pros:
+ More Dark Cloak HpS
+ Healing Taken increased in general
+ Better off-guard survivability
+ Better scaling of Undead passive
+ Will get a hidden buff in CP with Update 21
Cons:
- Less mitigation overall
- Less damage
Questions:
- How big is the gap between both sets in terms of effective health (connection of health and mitigation)? We are talking about AM ~8k more Res to PD ~6k (should be 7.2k in CP with U21) more HP.
- Is the difference in damage by ~250 Effective Spell Damage noticeable? The value will change with the changes to Dunmer.
- Viability CP and No-CP?
If you give me good pros and cons I will add them to my list.
I think that if you include the damage glyph that due to multipliers the gap between effective damage will be larger than 250. Overall, I think that there probably is a break even point between the scales of resists & hp, where to much of one has diminishing returns compared to the other.
I voted armour master. Saw 20k vs 30k resists and it seemed like a no brainer to me. The 6k health won’t do anything for your survivability because you’d be taking too much damage.
I’m not a mathy person, I do math for fine tuning but I go more on instinct.
I like being really aggressive in pvp. I find without enough mitigation you take too much spike damage and get in a defensive rut or get bursted down too easily. You can spam defensive abilities to stay alive but can’t be offensive too. It’s hard to explain, but I prefer to take less damage and mitigate more so I have time to attack too.
I usually heal in pvp so I’m no expert at dps.
Battle Spirit 50% + Minor Maim 15% + Physical Resistance (AM offers 49.1% / PD offers 36,5%) + Minor Protection 8% = 80.1%/75.2% total mitigation
The counterpart to mitigation is damage done and is the important one for calculations. 80.1% mitigation is 19.9% damage done on AM and 75.2% mitigation is 24.8% damage done on PD. To calculate the effective health we have a divide maximum health with damage done factor.
Armor Master Effective Health = 30.2k : 0.199 = 151.8k
Plague Doctor Effective Health = 36.9k : 0.248 = 148.8k
First we need the DpS, to do that we can multiply a fictitious number with a damage done factor we already calculated.Armor Master TTK = 30.2k : 2240 = 13.48 s
AM DpS = 20000 x 0.199 = 3980
PD DpS = 20000 x 0.248 = 4960
Now we need the HpS from Dark Cloak. UESP calculate a healing done value for us, it's 56.1% on AM and 58.3% on PD in PvP.
AM HpS = 30.2k x 0.35 : 3.4 x 0.561 = 1740
PD HpS = 36.9k x 0.35 : 3.4 x 0.583 = 2210
Next we have to substract HpS from DpS.
AM D-HpS = 3980 - 1740 = 2240
PD D-HpS = 4960 - 2210 = 2750
Last one for TTK, substract max health and the damage income.
Plague Doctor TTK = 36.9k : 2750 = 13.42 s