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Please increase base dmg reduction from 10 to 15% atleast

PaddyVu
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I'm suffering from PvE and now in PvP, last patch DLC boss can reduce my health by 80% each hit, now oneshot ( around 125-130% of my max hp ) , cant solo anymore. PvP 8k jab ? What?
In this picture i have around 36k resist, 13k base, 20k from guard and 3k from high elf passive , he killed me in 1.5s
jjtcj4mzp187.png

This also happen to other players as well when i burst them with my magsorc, kill a tank 50k hp max resist in 0.1s ( dps around 250k ). Before i can burst around 35k only, now 50k still die.
efzihxxfn2rm.png


Previous patch this boss special attack hit me for 110k only, now 180k, nearly 65% dmg taken increase
1j7hsql05yof.png
Edited by PaddyVu on March 22, 2021 8:52AM
  • Grandchamp1989
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    I would co-sign this. 15% base mitigation would really make a difference.
  • Firstmep
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    That damage you took is definetly some kinda bug.

    8k jabs, 7k barbed trap tick, that's pve dmg(on mobs).

    I've seen people report absordly high damage taken numbers like 15k curse from sorc with almost capped resist and full impen.

    Something fishy may be going on..
  • SickleCider
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    Yeah, something weird is going on. So, before patch I had 18k* health and about 19k physical resist when I geared for vVH. The void colossi would take about a quarter of my health with each slap. Now with 20k* health and 21k physical resist a void colossus hits me for 60-80% of my health??

    *before orbs

    I'm??? What?
    Edited by SickleCider on March 21, 2021 5:20PM
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  • Grandchamp1989
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    Yeah, something weird is going on. So, before patch I had 18k base health and about 19k physical resist when I geared for vVH. The void colossi would take about a quarter of my health with each slap. Now with 20k base health and 21k physical resist a void colossus hits me for 60-80% of my health??

    I'm??? What?

    And that's with Zos nerfing Vateshran into the ground this patch... Imagine pre-patch..
  • SickleCider
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    Yeah, something weird is going on. So, before patch I had 18k base health and about 19k physical resist when I geared for vVH. The void colossi would take about a quarter of my health with each slap. Now with 20k base health and 21k physical resist a void colossus hits me for 60-80% of my health??

    I'm??? What?

    And that's with Zos nerfing Vateshran into the ground this patch... Imagine pre-patch..

    I think something in mitigation is broken.

    That being said there's a part of my lizard brain that thinks they were trying to address the complaints about the arena being a "DPS race" while also keeping it "hard" for all the people that complained about it being "too easy" and now we've ended up with this really silly arena that feels like playing on Heaven and Hell* mode.

    *for all the kids that remember DMC
    Edited by SickleCider on March 21, 2021 5:34PM
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  • virtus753
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    Yeah, something weird is going on. So, before patch I had 18k* health and about 19k physical resist when I geared for vVH. The void colossi would take about a quarter of my health with each slap. Now with 20k* health and 21k physical resist a void colossus hits me for 60-80% of my health??

    *before orbs

    I'm??? What?

    Mitigation wasn’t only coming from resistances. Most of it was coming from the CP system.

    Many capped players were getting about 35% damage reduction against direct damage and a little less from DoT attacks from CP, independently of their physical/spell resists.

    Ironclad, Hardy, Elemental Defender, and Thick Skinned were gutted. In return, we got 10% base damage reduction, and we can add 8% against mobs for 40 CP, with up to 4% more available against most attacks at four times that cost ratio (80 CP between Hardy and Elemental Aegis for 4% total against everything except oblivion damage).

    It wouldn’t surprise me if there were yet more bugs to work out with the new system, especially with the numbers you mention, but unless you’re a tank investing in the active CP stars that reduce various damage taken by 10%, you’re going to see a big increase in damage taken under CP 2.0.
  • waterfairy
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    Firstmep wrote: »
    That damage you took is definetly some kinda bug.

    8k jabs, 7k barbed trap tick, that's pve dmg(on mobs).

    I've seen people report absordly high damage taken numbers like 15k curse from sorc with almost capped resist and full impen.

    Something fishy may be going on..

    maybe they're matching the impen with pen and negating the resist with skills/gear? It's not always a problem when someone designs their character to kill yours lol
  • Kurat
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    Nothing is bugged about mitigation. We just have lower resistances and way less mitigation from cp. The old cp system basically carried us. Now we need l2p.
  • SickleCider
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    virtus753 wrote: »
    Yeah, something weird is going on. So, before patch I had 18k* health and about 19k physical resist when I geared for vVH. The void colossi would take about a quarter of my health with each slap. Now with 20k* health and 21k physical resist a void colossus hits me for 60-80% of my health??

    *before orbs

    I'm??? What?

    Mitigation wasn’t only coming from resistances. Most of it was coming from the CP system.

    Many capped players were getting about 35% damage reduction against direct damage and a little less from DoT attacks from CP, independently of their physical/spell resists.

    Ironclad, Hardy, Elemental Defender, and Thick Skinned were gutted. In return, we got 10% base damage reduction, and we can add 8% against mobs for 40 CP, with up to 4% more available against most attacks at four times that cost ratio (80 CP between Hardy and Elemental Aegis for 4% total against everything except oblivion damage).

    It wouldn’t surprise me if there were yet more bugs to work out with the new system, especially with the numbers you mention, but unless you’re a tank investing in the active CP stars that reduce various damage taken by 10%, you’re going to see a big increase in damage taken under CP 2.0.

    Mmm, yes. I was a little foggy on how the math worked out, but when you put it like that, it makes sense.

    I'll just be lying face down on the floor over here. :(
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  • ArgoCye
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    No, 10% is fine in both pvp and pve
  • PaddyVu
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    Dragonnord wrote: »
    [Quoted post was removed]

    I hate group because all of them can be fake tank, fake healer, fake dps and i cant stand it, toxic, they even insult me if i give them some advice, this is why i dont want to be any groups, even in 12 man trial, i can solo trial like nSS or nCR because those people insult me, make game unsoloable only make me return to toxic community, even in guild run, they still toxic.
    I want to be alone in every dungeon, every trial, every content. I hope companion next patch can fix this.
    Edited by ZOS_ConnorG on March 22, 2021 12:42PM
  • spartaxoxo
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    Dragonnord wrote: »
    [Quoted post was removed]

    These changes were in the works years before he made his videos, and a single person using whacky builds and doing something almost nobody else can isn't the reason for the changes.
    Edited by ZOS_ConnorG on March 22, 2021 12:42PM
  • PaddyVu
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    ArgoCye wrote: »
    No, 10% is fine in both pvp and pve

    I start thinking base dmg reduction does not work. If i can revert to previous patch and test with no gear on a mob and compare to this patch, i will know the answer. Previous patch last boss in vUG hard mode hit me for 41k, now 53k, around 30% dps increase from boss. I already put point reduce 10% dmg from single target, 4% from martial and 8% from nom-player but boss still hit me extremely hard
    Edited by PaddyVu on March 22, 2021 4:33AM
  • StarOfElyon
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    Kurat wrote: »
    Nothing is bugged about mitigation. We just have lower resistances and way less mitigation from cp. The old cp system basically carried us. Now we need l2p.

    I was wondering why it seemed like the guards at keeps were hitting me harder.
  • Kurat
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    PaddyVu wrote: »
    Dragonnord wrote: »
    [Quoted post was removed]

    I hate group because all of them can be fake tank, fake healer, fake dps and i cant stand it, toxic, they even insult me if i give them some advice, this is why i dont want to be any groups, even in 12 man trial, i can solo trial like nSS or nCR because those people insult me, make game unsoloable only make me return to toxic community, even in guild run, they still toxic.
    I want to be alone in every dungeon, every trial, every content. I hope companion next patch can fix this.

    Wut, you can solo trials?
    If you're that powerful why are people insulting you in groups? I would be glad to play with you.
    Edited by ZOS_ConnorG on March 22, 2021 12:43PM
  • PaddyVu
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    Kurat wrote: »
    PaddyVu wrote: »
    Dragonnord wrote: »
    [Quoted post was removed]

    I hate group because all of them can be fake tank, fake healer, fake dps and i cant stand it, toxic, they even insult me if i give them some advice, this is why i dont want to be any groups, even in 12 man trial, i can solo trial like nSS or nCR because those people insult me, make game unsoloable only make me return to toxic community, even in guild run, they still toxic.
    I want to be alone in every dungeon, every trial, every content. I hope companion next patch can fix this.

    Wut, you can solo trials?
    If you're that powerful why are people insulting you in groups? I would be glad to play with you.

    Because i'm giving them advice that fake dps fake healer is not good, but they dont accept it, insult me and leave. That's not a good community at all.
    Edited by ZOS_ConnorG on March 22, 2021 12:43PM
  • Jeremy
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    PaddyVu wrote: »
    jjtcj4mzp187.png
    I'm suffering from PvE and now in PvP, last patch DLC boss can reduce my health by 80% each hit, now oneshot ( around 125-130% of my max hp ) , cant solo anymore. PvP 8k jab ? What?
    In this picture i have around 36k resist, 13k base, 20k from guard and 3k from high elf passive , he killed me in 1.5s

    Mitigation is nearly useless in PvP. Even with 36k resist, 55k health.... and let's not even mention my damage shield which must be made out of paper....all of that and I'm still lucky if I last a few seconds. It really is stupid. So what you are describing sounds normal to me, especially now that they nerfed Mist Form, which was the last effective defense tool left on this game.

    My advice, focus on speed instead if you are looking for more survival. Mitigation is a waste in this game's PvP because offense > defense. It's not even close.
    Edited by Jeremy on March 22, 2021 6:15AM
  • virtus753
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    PaddyVu wrote: »
    ArgoCye wrote: »
    No, 10% is fine in both pvp and pve

    I start thinking base dmg reduction does not work. If i can revert to previous patch and test with no gear on a mob and compare to this patch, i will know the answer. Previous patch last boss in vUG hard mode hit me for 41k, now 53k, around 30% dps increase from boss. I already put point reduce 10% dmg from single target, 4% from martial and 8% from nom-player but boss still hit me extremely hard

    A mudcrab and I just had words.

    I had no armor, jewelry, or weapons on and no CP invested in any sort of damage mitigation (no blue CP in the mini-mage, no Ironclad). My physical resistance was 0. I should have only had the 10% base damage reduction.

    Here were the results:

    From the front, the mudcrab did 2986 with its heavy attack and 933 with its regular "strike" attack.

    (Interestingly, mudcrabs get flanking bonuses: from the back, the mudcrab did 3584 with its heavy attack and 1120 with its regular "strike" attack.)

    If those numbers are 90% of the original damage (accounting for 10% base damage reduction), then the original damage should have been 3318 from the heavy attack and 1037 from the strike attack. There is no way to see those numbers now, since we can't remove our 10% base reduction. But if I add 40 CP into Preparation, giving me 8% further damage reduction from mobs, then I should see a total reduction of 18% from the mudcrab's attacks off those reconstructed original values.

    After adding only the 8% from Preparation, I would expect to see 2721 from the heavy attack and 850 from the strike attack.

    I then put 40 CP into Preparation and tested it. Results were exactly as expected.
  • Vlad9425
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    Yeah, something weird is going on. So, before patch I had 18k* health and about 19k physical resist when I geared for vVH. The void colossi would take about a quarter of my health with each slap. Now with 20k* health and 21k physical resist a void colossus hits me for 60-80% of my health??

    *before orbs

    I'm??? What?

    There’s nothing weird going on, jabs are just that strong. Consider also your crit resist which was probably your main issue and likely why you died so fast.
  • PaddyVu
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    virtus753 wrote: »
    PaddyVu wrote: »
    ArgoCye wrote: »
    No, 10% is fine in both pvp and pve

    I start thinking base dmg reduction does not work. If i can revert to previous patch and test with no gear on a mob and compare to this patch, i will know the answer. Previous patch last boss in vUG hard mode hit me for 41k, now 53k, around 30% dps increase from boss. I already put point reduce 10% dmg from single target, 4% from martial and 8% from nom-player but boss still hit me extremely hard

    A mudcrab and I just had words.

    I had no armor, jewelry, or weapons on and no CP invested in any sort of damage mitigation (no blue CP in the mini-mage, no Ironclad). My physical resistance was 0. I should have only had the 10% base damage reduction.

    Here were the results:

    From the front, the mudcrab did 2986 with its heavy attack and 933 with its regular "strike" attack.

    (Interestingly, mudcrabs get flanking bonuses: from the back, the mudcrab did 3584 with its heavy attack and 1120 with its regular "strike" attack.)

    If those numbers are 90% of the original damage (accounting for 10% base damage reduction), then the original damage should have been 3318 from the heavy attack and 1037 from the strike attack. There is no way to see those numbers now, since we can't remove our 10% base reduction. But if I add 40 CP into Preparation, giving me 8% further damage reduction from mobs, then I should see a total reduction of 18% from the mudcrab's attacks off those reconstructed original values.

    After adding only the 8% from Preparation, I would expect to see 2721 from the heavy attack and 850 from the strike attack.

    I then put 40 CP into Preparation and tested it. Results were exactly as expected.

    Hidden mechanic? Mobs can flanking u now?
  • virtus753
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    PaddyVu wrote: »
    virtus753 wrote: »
    PaddyVu wrote: »
    ArgoCye wrote: »
    No, 10% is fine in both pvp and pve

    I start thinking base dmg reduction does not work. If i can revert to previous patch and test with no gear on a mob and compare to this patch, i will know the answer. Previous patch last boss in vUG hard mode hit me for 41k, now 53k, around 30% dps increase from boss. I already put point reduce 10% dmg from single target, 4% from martial and 8% from nom-player but boss still hit me extremely hard

    A mudcrab and I just had words.

    I had no armor, jewelry, or weapons on and no CP invested in any sort of damage mitigation (no blue CP in the mini-mage, no Ironclad). My physical resistance was 0. I should have only had the 10% base damage reduction.

    Here were the results:

    From the front, the mudcrab did 2986 with its heavy attack and 933 with its regular "strike" attack.

    (Interestingly, mudcrabs get flanking bonuses: from the back, the mudcrab did 3584 with its heavy attack and 1120 with its regular "strike" attack.)

    If those numbers are 90% of the original damage (accounting for 10% base damage reduction), then the original damage should have been 3318 from the heavy attack and 1037 from the strike attack. There is no way to see those numbers now, since we can't remove our 10% base reduction. But if I add 40 CP into Preparation, giving me 8% further damage reduction from mobs, then I should see a total reduction of 18% from the mudcrab's attacks off those reconstructed original values.

    After adding only the 8% from Preparation, I would expect to see 2721 from the heavy attack and 850 from the strike attack.

    I then put 40 CP into Preparation and tested it. Results were exactly as expected.

    Hidden mechanic? Mobs can flanking u now?

    I never thought to check before, so I can't attest to whether mobs got flanking bonuses before this patch.

    But in a game where *we* get flanking bonuses, I don't think I'd consider that "hidden."

    I got my revenge on the mudcrab, by the way. Armor resistances are working as expected as well. With the addition of 12929 physical resistance, all from Ironclad and 7 medium armor (to avoid the extra damage taken in light and heavy armor), the mudcrab hit from the front for 2192 with its heavy attack and 685 with its double claw strike. Those are within rounding error.
  • Elvenheart
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    Math scares me 😱
  • Scarkii
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    i agree you take way to much damage now, plus the CP for pvp literally gives everyone 10% more damage on everything and the CP damage mitigation is like 4%
    "Even the slightest amount of courage can change the tides of War"
    Former DK main
    Characters - Templar - Sharaji EP/ DK - S'avira EP
  • PaddyVu
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    Previous patch this boss special attack hit me for 110k only, now 180k, nearly 65% dmg taken increase
    1j7hsql05yof.png
  • Septimus_Magna
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    virtus753 wrote: »
    If those numbers are 90% of the original damage (accounting for 10% base damage reduction), then the original damage should have been 3318 from the heavy attack and 1037 from the strike attack. There is no way to see those numbers now, since we can't remove our 10% base reduction. But if I add 40 CP into Preparation, giving me 8% further damage reduction from mobs, then I should see a total reduction of 18% from the mudcrab's attacks off those reconstructed original values.

    Isnt the % based resistance multiplicative? So 10% + 8% mitigation would give a damage reduction of 0.9 x 0.92 = 0.828 of the original damage so a damage reduction of 17.2%?
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  • PaddyVu
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    virtus753 wrote: »
    If those numbers are 90% of the original damage (accounting for 10% base damage reduction), then the original damage should have been 3318 from the heavy attack and 1037 from the strike attack. There is no way to see those numbers now, since we can't remove our 10% base reduction. But if I add 40 CP into Preparation, giving me 8% further damage reduction from mobs, then I should see a total reduction of 18% from the mudcrab's attacks off those reconstructed original values.

    Isnt the % based resistance multiplicative? So 10% + 8% mitigation would give a damage reduction of 0.9 x 0.92 = 0.828 of the original damage so a damage reduction of 17.2%?

    It should be, something is happening with mitigation right now.
  • virtus753
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    Scarkii wrote: »
    i agree you take way to much damage now, plus the CP for pvp literally gives everyone 10% more damage on everything and the CP damage mitigation is like 4%

    The damage mitigation added by CP against players is 4% maximum, but it's disingenuous to leave out the fact that we now get 10% base reduction that we didn't before. That applies everywhere, including CP PvP, so it's more accurate to compare the 10% damage CP stars to the 14% damage reduction that comprises both the new base reduction and the additional mitigation from CP.

    Both the damage and the damage reduction gained from CP were significantly nerfed. Just as we could formerly get 30-35% damage reduction from CP (with 0% base reduction), now we can get 10% base + 4% against player-sourced damage for a total of 14% passive damage reduction from CP. We also lost a great deal of damage from CP too. Master at Arms and the Staff/Physical Weapon Expert stars are completely gone, with MaA being split across two less powerful (but much more expensive) active stars and the light attack stars not being replaced at all. Mighty and Elemental Expert were essentially erased too. Piercing was reduced to 1400 max, whereas it was not too hard to build for over 4k previously. Crit damage and healing was reduced from a potential of 25% (realistically 21-22%) to a combination of 10% unconditional crit damage and healing plus a highly situational 15% crit damage alone. Most players won't see a whole lot of benefit from Backstabber in PvP unless they're ganking, and you can't use both of those crit stars with all three +10% damage stars anyhow. Of those 10% damage stars, the only one that formerly existed used to be able to give up to 25%, and even realistic builds could get a good 18% or so of that without really sacrificing too much elsewhere.

    An extra 1k weapon and spell damage makes up for some of the damage lost, but only some. (And it makes the new Mighty and Ele Expert look silly by comparison to their old potential.)
  • PaddyVu
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    This also happen to other players as well when i burst them with my magsorc, kill a tank 50k in 0.1s ( dps around 250k ). Before i can burst around 35k only, now 50k still die.
    efzihxxfn2rm.png
  • woe
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    You're a stage 3 vamp lol
    uwu
  • PaddyVu
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    deflorate wrote: »
    You're a stage 3 vamp lol

    stage 3 vampire should give me another 30% reduction also. I only suffer from fire but there's no fire in this combat metrix, what happen without stage 3 and guard? 15k per jab?
This discussion has been closed.