There is nothing major about major protection at 10%.
You have renedered your Mad God set absolutely worthless. Its a joke to have a chance to proc 3 very weak buffs together simultaneously considering all the of the nerfs to major and minor buffs.
NeillMcAttack wrote: »Builds rocking major vitality pots with 80% uptime, damage reduction at 40%, resists at cap, around 25k stam or 30-35 mag, and still around 3500 WD or 2500-3000SD, are gonna struggle more.....
Aren’t these the nonsense builds everyone has been complaining about? Isn’t this what players wanted?
NeillMcAttack wrote: »Builds rocking major vitality pots with 80% uptime, damage reduction at 40%, resists at cap, around 25k stam or 30-35 mag, and still around 3500 WD or 2500-3000SD, are gonna struggle more.....
Aren’t these the nonsense builds everyone has been complaining about? Isn’t this what players wanted?
Canned_Apples wrote: »Because we needed more malacath proc gameplay and less skill based ones.
It really is a great move. I have less incentive to play or subscribe, .
NeillMcAttack wrote: »Builds rocking major vitality pots with 80% uptime, damage reduction at 40%, resists at cap, around 25k stam or 30-35 mag, and still around 3500 WD or 2500-3000SD, are gonna struggle more.....
Aren’t these the nonsense builds everyone has been complaining about? Isn’t this what players wanted?
Those nonesense builds someone had to figure out by learning the game. If zos is going to kill builds everytime a veteran player figures something out, whats the point in building at all?
Canned_Apples wrote: »Because we needed more malacath proc gameplay and less skill based ones.
It really is a great move. I have less incentive to play or subscribe, .
Yeah that major prot surely takes a lot of skill to use.
NeillMcAttack wrote: »Builds rocking major vitality pots with 80% uptime, damage reduction at 40%, resists at cap, around 25k stam or 30-35 mag, and still around 3500 WD or 2500-3000SD, are gonna struggle more.....
Aren’t these the nonsense builds everyone has been complaining about? Isn’t this what players wanted?
Those nonesense builds someone had to figure out by learning the game. If zos is going to kill builds everytime a veteran player figures something out, whats the point in building at all?
trackdemon5512 wrote: »Who uses major protection? Real question because besides wardens blasting permafrost I seldom see it used.
@Grandchamp1989 do you mean blocking counts toward damage reduction together with Protection buffs? if true, does it apply to sets? how about defense from resistances?
meaning block is 60% defense, out of 10k damage incoming, i will get 4k damage while blocking. If i have a set like buffer of the swift in pvp, while blocking, out of the 10k damage hit, instead of getting 60% + 10% = 3k on hit, i will get instead 60% = 4k with 10% = 3.6k on hit damage?
i know defenses are multiplicative, normal and logical, but those multiply themselves from different sources? blocking stacks multiplicatively with sets and resistances too?
meaning that it's better to invest less in a big defense, than invest much in bigger defense?
@Grandchamp1989 do you mean blocking counts toward damage reduction together with Protection buffs? if true, does it apply to sets? how about defense from resistances?
meaning block is 60% defense, out of 10k damage incoming, i will get 4k damage while blocking. If i have a set like buffer of the swift in pvp, while blocking, out of the 10k damage hit, instead of getting 60% + 10% = 3k on hit, i will get instead 60% = 4k with 10% = 3.6k on hit damage?
i know defenses are multiplicative, normal and logical, but those multiply themselves from different sources? blocking stacks multiplicatively with sets and resistances too?
meaning that it's better to invest less in a big defense, than invest much in bigger defense?
@Grandchamp1989 do you mean blocking counts toward damage reduction together with Protection buffs? if true, does it apply to sets? how about defense from resistances?
meaning block is 60% defense, out of 10k damage incoming, i will get 4k damage while blocking. If i have a set like buffer of the swift in pvp, while blocking, out of the 10k damage hit, instead of getting 60% + 10% = 3k on hit, i will get instead 60% = 4k with 10% = 3.6k on hit damage?
i know defenses are multiplicative, normal and logical, but those multiply themselves from different sources? blocking stacks multiplicatively with sets and resistances too?
meaning that it's better to invest less in a big defense, than invest much in bigger defense?
All types of damage mitigation works like this 1-(1-first mitigation)*(1-second mitigation). So if you have major protection and are using buffer of swift it will look like this 1-(1-0.30)*(1-0.08)=0.356=35.6% damage mitigation. Adding block mitigation works the same way.
However, the block mitigation gets calculated differently. You have a default 50% block mitigation, equipping a shield increases block mitigation by 20%. This 20% gets added like this 0.5+(0.5*0.2)=0.6=60% block mitigation. Notice how having a source of 20% more block mitigation and 10% block mitigation is not 80%, but 65% because 0.5+(0.5*0.2)+(0.5*0.1)=0.65=65%.
And your last statement is interesting as the total damage decreased by additional mitigation might seem lower, while it is at the fixed % less damage. Its easier to stack block mitigation to get damage reduction than normal damage reduction. Best example is heavy armor skill that has potential to buff block mitigation by 35% meaning you can get a total off 0.5+(0.5*0.2)+(0.5*0.1)+(0.5*0.35)=0.825=82.5% block mitigation.
Thats the main reason why permablock tanks take almost no damage.
@Grandchamp1989 do you mean blocking counts toward damage reduction together with Protection buffs? if true, does it apply to sets? how about defense from resistances?
meaning block is 60% defense, out of 10k damage incoming, i will get 4k damage while blocking. If i have a set like buffer of the swift in pvp, while blocking, out of the 10k damage hit, instead of getting 60% + 10% = 3k on hit, i will get instead 60% = 4k with 10% = 3.6k on hit damage?
i know defenses are multiplicative, normal and logical, but those multiply themselves from different sources? blocking stacks multiplicatively with sets and resistances too?
meaning that it's better to invest less in a big defense, than invest much in bigger defense?
All types of damage mitigation works like this 1-(1-first mitigation)*(1-second mitigation). So if you have major protection and are using buffer of swift it will look like this 1-(1-0.30)*(1-0.08)=0.356=35.6% damage mitigation. Adding block mitigation works the same way.
However, the block mitigation gets calculated differently. You have a default 50% block mitigation, equipping a shield increases block mitigation by 20%. This 20% gets added like this 0.5+(0.5*0.2)=0.6=60% block mitigation. Notice how having a source of 20% more block mitigation and 10% block mitigation is not 80%, but 65% because 0.5+(0.5*0.2)+(0.5*0.1)=0.65=65%.
And your last statement is interesting as the total damage decreased by additional mitigation might seem lower, while it is at the fixed % less damage. Its easier to stack block mitigation to get damage reduction than normal damage reduction. Best example is heavy armor skill that has potential to buff block mitigation by 35% meaning you can get a total off 0.5+(0.5*0.2)+(0.5*0.1)+(0.5*0.35)=0.825=82.5% block mitigation.
Thats the main reason why permablock tanks take almost no damage.
@Grandchamp1989 do you mean blocking counts toward damage reduction together with Protection buffs? if true, does it apply to sets? how about defense from resistances?
meaning block is 60% defense, out of 10k damage incoming, i will get 4k damage while blocking. If i have a set like buffer of the swift in pvp, while blocking, out of the 10k damage hit, instead of getting 60% + 10% = 3k on hit, i will get instead 60% = 4k with 10% = 3.6k on hit damage?
i know defenses are multiplicative, normal and logical, but those multiply themselves from different sources? blocking stacks multiplicatively with sets and resistances too?
meaning that it's better to invest less in a big defense, than invest much in bigger defense?
All types of damage mitigation works like this 1-(1-first mitigation)*(1-second mitigation). So if you have major protection and are using buffer of swift it will look like this 1-(1-0.30)*(1-0.08)=0.356=35.6% damage mitigation. Adding block mitigation works the same way.
However, the block mitigation gets calculated differently. You have a default 50% block mitigation, equipping a shield increases block mitigation by 20%. This 20% gets added like this 0.5+(0.5*0.2)=0.6=60% block mitigation. Notice how having a source of 20% more block mitigation and 10% block mitigation is not 80%, but 65% because 0.5+(0.5*0.2)+(0.5*0.1)=0.65=65%.
And your last statement is interesting as the total damage decreased by additional mitigation might seem lower, while it is at the fixed % less damage. Its easier to stack block mitigation to get damage reduction than normal damage reduction. Best example is heavy armor skill that has potential to buff block mitigation by 35% meaning you can get a total off 0.5+(0.5*0.2)+(0.5*0.1)+(0.5*0.35)=0.825=82.5% block mitigation.
Thats the main reason why permablock tanks take almost no damage.
yeah this is getting over me ... i don't really understand it. If i want to build a tank, instead of going full into defensives, i rather use a single defense as the others following will be reduced. So having both major protection and minor protection is worse than having major protection and something else instead of minor protection, like minor main since it's not affected by diminishing returns. For templar for example, as i have minor protection always up, a set like Buffer of the Swift is worse than for example Pariah, since the base resistances are better because the Buffer of the Swift will get diminishing returns from the minor protection buff.
this is the part where good people are good because they know how to build correctly, which i don't like because it's not equal chances for every player. I want to build effectively, but i don't know and can't find all those details that matter when building a character as optimal as it can be. I often meet players that completely smash any understanding of me on how can they be so much defensive while having so much damage while also having infinite sustain.