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ESO Mitigation Issue (100% mitigation achieved)

  • Mayrael
    Mayrael
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    Sparkrip wrote: »
    Just giving everyone an update, with the new patch note changes it wasn't clear how they changed it. I'll be testing the changes today. I logged in briefly yesterday and it wasn't clear how it worked now. I'll probably stream it.

    You're doing amazing job, this game needs people like you.
    Say no to Toxic Casuals!
    I am doing my best, but I am not a native speaker, sorry.


    "Difficulty scaling is desperately needed. 9 years. 6 paid expansions. 24 DLCs. 40 game changing updates including A Realm Reborn-tier overhaul of the game including a permanent CP160 gear cap and ridiculous power creep thereafter. I'm sick and tired of hearing about Cadwell Silver&Gold as a "you think you do but you don't"-tier deflection to any criticism regarding the lack of overland difficulty in the game." - @AlexanderDeLarge
  • Sparkrip
    Sparkrip
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    thanks @Mayrael

    rvkdz4t5oz6o.png

    I made a new thread on pts issues because there was an issue with the penalties.

    Now many of you are wondering how this effects the damage received next patch so here it is:
    Preparation:
    o83nnfogigtu.png
    we take slightly more dmg now

    hardy/elemental
    i3zjg35n620h.png

    7 heavy/light armor less dmg physical/magical:
    8w3ky9a7uexd.png

    same story with crowd control heavy armor dmg reduction as the picture above.

    now a typical 7 heavy tank dmg mitigation loss:
    r1oje2ubx539.png
    we are looking at roughly taking 5% more dmg compared to before, this is assuming they make the penalties multiplicative as well because currently they left them as additive. this 5% is also best case scenario where a tank doesn't stack into the dmg mitigation of the subcategory. If they are a necro and a vampire at 50% hp that 5% becomes more like 15-20% for physical damage. So abominations on the opening part of Bahsei will become significantly harder.
    saui368g4tzg.png
    this is because before vampire and necro dot mitigation used to stack with heavy armor bonuses and cp. Now that they are missing almost 20% additives these things are significantly weaker.
    Edited by Sparkrip on May 14, 2024 9:05PM
  • Sparkrip
    Sparkrip
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    My previous post is in reference to physical dmg, since there is a magical penalty for wearing 7 heavy it made the difference less severe so magical dmg taken increase even at the bad end is only like 4-5% and is even less when we are talking about regular use.
  • SgtWinnie
    SgtWinnie
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    Mate Thank you for doing all this. It irritates me a little seeing you waste your game time on things like this instead of actually playing but at the same time I'm glad you are.
    Cheers!
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