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Homestead (2.7)
Dark Brotherhood (2.4)
Updated:03/29/17 03:31 PM
Created:03/21/15 08:44 AM
Monthly downloads:104
Total downloads:46,583
Favorites:76
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Categories:Discontinued & Outdated, Character Advancement, Combat Mods, ToolTip
MitigationPercent (with working penetration stat)  Popular! (More than 5000 hits)
Version: 1.6
by: coolmodi [More]
Update for DB:
I'm not playing ESO anymore, but thanks to the comments from mudcrabs and MK32 this was a very quick fix, don't expect any other updates in the future though.

  • Fixed UI errors caused by API changes
  • Fixed calculation errors caused by DB changes:
    General: Level used now works with champion points
    Penetration: Nirnhoned removed, Sharpened now only adds flat penetration and no longer percent ignored
  • In addition the percent ignored only shows if there is any (mace equiped with points in passive, no other source I'm aware of anymore)

Features:
  • Display damage mitigation from resistances in percent
  • Display a fixed and working penetration stat
  • Works in character (both PC and gamepad UI) and inventory view
  • Spell and physical mitigation can also be shown in a configurable UI panel
  • Shows resistance needed for the 50% hardcap in the addon's settings screen

Description:
This addon can display the mitigation that your resistances provide in percent in the character screen, inventory and/or as a movable panel. It also has a completely fixed penetration stat!

The used formulas:
  • Physical/Spell mitigation*: (resistance-100)/(level*10)
  • Physical/Spell hardcap(50%)*: 500*level + 100
  • Critical mitigation: resistance/level, derived from 50*level = 50%, taken from elderscrollsonline.wiki.fextralife.com
where level is your level+Veteran Rank (66 on V16).
*Everything seems to have 100 penetration by default, this makes the hardcap effectively 100 higher in every situation, hence the 100.

Penetration is a more complex matter:
The amount reported by the game (and used by other addons I know that show it) is absolute crap, it adds various wrong values for many sources, and also handles "percent ignored" wrong and doesn't show it. This addon attempts to fix it by using the combined research done by the author of this thread and myself. Head over there and read if you want to know more

The addon displays it in the format A + B.
A = percent of target's resistance ignored (e.g. mace passives)
B = flat amount of target's resistance ignored (e.g. light armor passive)

Known bugs:
  • If two 1H-Sharpened/Nirnhoned weapons are in the currently active weapon set and one of them is moved into the other set it will break flat penetration. Switching sets fixes that!

Credits:
Garkin for originally showing me a way to change the char screen!
Sounomi for finding out why a game patch broke that!
Asayre on Tamriel Foundry for helping with the math behind penetration!
update 1.6
- Removed gamepad support (I won't fix this) to get rid of the error it produces
- Bumped API version

update 1.52
- API-Version bumped to DB
- Fixed UI errors caused by API changes
- Fixed calculation errors caused by DB changes (thx to mudcrabs and MK32 for mentioning this in comments):
Penetration: Nirnhoned removed, Sharpened now only adds flat penetration and no longer percent ignored General: Level calculation now works with champion points
- In addition the percent ignored only shows if there is any (mace equiped with points in passive, no other source I'm aware of anymore)

update 1.51
- Fixes for TG and API version push
- Added options to show more stats in panel because it was requested
- Panel now uses scene manager to hide in menus

Update 1.5
- Added gamepad UI support
- Added penetration stat display
- Completely changed how the penetration stat is calculated and displayed
- Critical mitigation now shows correctly how much percent is removed additively from the critical modifier instead of by how much percent it's reduced multiplicatively (didn't make all that much sense)
- "Resistant" perk now adds to the displayed critical mitigation
- Added battlelevel and dungeon scaling support
- Redone settings menu, now working reset to defaults function
- Added localisation support

Update 1.4
- Changed the way the hardcap is calculated, it now inlcudes a flat +100 to offset the 100 penetration everything in the game has.
- Removed the not working % display for penetration until I actually make that work, if possible at all.

Update 1.3b
- Fix .zip not having correct folder structure

Update 1.3
-Fixed char screen display
-Added display in inventory screen
-Added percentage for critical resistance
-A lot of code changes
-WIP: Option to see blocking mitigation for panel
-WIP: Option to use nord passive for mitigation calculation
-WIP: Option to show penetration

Update 1.2
-API version changed
-Some wording and grammer changes
-Now gives me all your gold and your soul

Update 1.1:
-Panel is now only clickable if it's visible, no more blocked lockpicking etc.
-Events for updating the panel (stat change/autohide) are now only active if the respective options are on, may cost less performance now, maybe not, who knows.
-Clickable area is now smaller and more in line with the normal text size.
-Hardcap is now calculated without the -100 armor, I have no way of testing it, but i think this makes more sense at least.
-Autohide setting in the menu is now also deactivated when panel is set to off.
-Hardcap display in panel removed, it's now shown in the addon settings. This should be a better solution.

Update 1.0:
-Movable panel now has variable size, can be recolored and set to hide whenever the target reticle is hidden!
-Display in character screen now works correctly, can be displayed in brackets behind the resistance values or as individual stats
-Mitigation calculation in veteran ranks was a level off, sorry for that, it's fixed now.
-Other stuff i can't remember

Update 0.95:
-Toggling the movable panel on or off now has immediate effect.
-You can now show mitigation values in char screen too, this works with Harven's Extended Stats.
Optional Files (0)


Archived Files (6)
File Name
Version
Size
Uploader
Date
1.52
45kB
coolmodi
06/22/16 11:02 PM
1.51
45kB
coolmodi
03/08/16 03:20 AM
1.5
133kB
coolmodi
12/09/15 11:33 AM
1.4
95kB
coolmodi
11/28/15 10:01 AM
1.3b
95kB
coolmodi
11/12/15 04:29 PM
1.2
33kB
coolmodi
10/18/15 03:37 PM


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Unread 06/11/16, 11:37 PM  
mudcrabs
 
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Adding this near the top of MitigationPercent.lua, and replacing all instances of ZO_GamepadStatsTopLevelRightPaneInfoPanelCharacterStatsPanel with ZO_GamepadStatsTopLevelRightPaneInfoPanelAttributesPanel seemed to do it for me:
Code:
local function ChampionToVet(champ)
	return math.min(math.max(math.floor(champ/10), 1), 16)
end

local function GetUnitVetBattleLevel(unit)
	return ChampionToVet(GetUnitChampionBattleLevel(unit))
end

local function GetUnitVeteranRank(unit)
	return ChampionToVet(GetUnitChampionPoints(unit))
end

local function IsUnitVetBattleLeveled(unit)
	return IsUnitChampionBattleLeveled(unit)
end
Last edited by mudcrabs : 06/11/16 at 11:45 PM.
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Unread 06/09/16, 10:04 AM  
Malnutrition

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Hoping for an update as well! :]
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Unread 06/05/16, 03:51 PM  
MarkusFox

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Will this be updated with the DB API changes? It currently tosses out an error.

Code:
user:/AddOns/MitigationPercent/MitigationPercent.lua:395: attempt to index a nil value
stack traceback:
	user:/AddOns/MitigationPercent/MitigationPercent.lua:395: in function 'showInStatScreens'
	user:/AddOns/MitigationPercent/MitigationPercent.lua:491: in function 'MitigationPercent:RestoreData'
	user:/AddOns/MitigationPercent/MitigationPercent.lua:458: in function 'MitigationPercent:Initialize'
	user:/AddOns/MitigationPercent/MitigationPercent.lua:454: in function 'MitigationPercent.OnAddOnLoaded'
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Unread 03/08/16, 09:29 AM  
bluepitbull13
 
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thanks!

thank you for the extra stats!
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Unread 11/27/15, 05:16 AM  
coolmodi
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Originally Posted by GreyRanger
1. The level is calculated incorrectly for veteran ranks. VR16 is calculated as level 66, but is actually 65 (note VR1 is level 50).
That was always like that, I tested both on my VR10 char multiple times, last time with the new update, and 50+VR is still correct, e.g. using 60 as lvl for my char gives me correct results, using 59 does not.

You can test it yourself, just let yourself get hit by a mob while having 0 resistance, and then with your gear. 1-(dmg with resistance)/(dmg with 0 resistance) should exactly be what my addon displays.

With VR10 this is true for every mob I tired it with. No reason it shouldn't be for VR16.


Originally Posted by GreyRanger
2. When the mitigation is in excess of 50% the addon reports back the mitigation as 48.5% for a VR16. For example my VR16 has a spell resistance of 36513, but the addon reports back 48.5% mitigation.
Everything(including players) in this game has a flat 100 penetration. This is why I included those 100 in the calculation, otherwise it would never be correct. This effectively reduced the cap to 49.84%* on VR16.

Edit: I was stupid, it's penetration after all, it's obviously not included in the hardcap, going 100 over it still gives 50% mitigation because the 100 penetration just bring you back to the hardcap again.

But as you have 100 less resistance in every situation because everything has 100 penetration by default it's still a good idea to include it in the hardcap calculation, just with +100 instead of -100. To reach 50% is my addon you need to be actually 100 over the resistance hardcap, because only there it's 50% when taking damage
Last edited by coolmodi : 12/08/15 at 02:15 PM.
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Unread 11/19/15, 06:48 PM  
GreyRanger

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Great addon. I have really liked using it. Unfortunately the new version has 2 bugs that were not in 1.2.

1. The level is calculated incorrectly for veteran ranks. VR16 is calculated as level 66, but is actually 65 (note VR1 is level 50).

2. When the mitigation is in excess of 50% the addon reports back the mitigation as 48.5% for a VR16. For example my VR16 has a spell resistance of 36513, but the addon reports back 48.5% mitigation.

I hope that the info is helpful.
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Unread 11/13/15, 05:45 AM  
Woeler
 
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Very interesting addon, will install when I get home. Nice for my tank.
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Unread 11/12/15, 04:25 PM  
coolmodi
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Re: Just FYI from a manual installer - ZIP file does not contain a master folder

Originally Posted by Sp00sty
The ZIP I just downloaded just has the individual files inside, luckily I unzip them to another folder first and noticed.
Sorry, my fault, gonna upload it again.

Edit: Done!
Last edited by coolmodi : 11/12/15 at 04:43 PM.
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Unread 11/12/15, 02:03 PM  
Sp00sty

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Just FYI from a manual installer - ZIP file does not contain a master folder

I manually install all my addons and normally the zip contains the master addon folder with the addon files contained inside. I use 7zip for all my extractions.

The ZIP I just downloaded just has the individual files inside, luckily I unzip them to another folder first and noticed.

Is this a change to the way ESOUI wants them built and posted now for MINION?
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Unread 05/23/15, 03:53 AM  
coolmodi
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Re: Re: Re: Re: Re: Re: Re: Bad function?

Originally Posted by Mystix
I think my penetration (basic + trait + armor sets + passive skill etc.)
Havel's Extended Stats afaik shows your Penetration.

Originally Posted by Mystix
Yes ... example trait is source of penetration, sets of armor and weapon etc.
Well, the weapon trait can be on any weapon, but it's percent based and therefore mostly useless.
If you choose between armor sets based on extra weapon damage or extra (flat) penetration, then the penetration would just give you the same percent of damage as resistance would make you take less, as long as you have less flat penetration than your target has resistance.

I don't think it's possible to say what's generally better, depends on the situation.
Last edited by coolmodi : 05/23/15 at 03:59 AM.
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Unread 05/20/15, 04:25 AM  
Mystix

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Re: Re: Re: Re: Re: Re: Bad function?

Originally Posted by coolmodi
Originally Posted by Mystix
So ... is it better more spell/weapon penetration or spell/weapon damage?
Is there even a source of penetration available other than passives? I'm not really playing atm, but I don't remember even having the choice between weapon damage and penetration


Originally Posted by Mystix
Can u add to your addon Spell and weapon Penetration?
You can't know the armor of your target, nor the penetration of attackers. So what could I add to the addon?

Yes ... example trait is source of penetration, sets of armor and weapon etc.


I think my penetration (basic + trait + armor sets + passive skill etc.)
Last edited by Mystix : 05/20/15 at 04:27 AM.
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Unread 05/19/15, 12:03 PM  
coolmodi
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Re: Re: Re: Re: Re: Bad function?

Originally Posted by Mystix
So ... is it better more spell/weapon penetration or spell/weapon damage?
Is there even a source of penetration available other than passives? I'm not really playing atm, but I don't remember even having the choice between weapon damage and penetration

Originally Posted by Mystix
Can u add to your addon Spell and weapon Penetration?
You can't know the armor of your target, nor the penetration of attackers. So what could I add to the addon?
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Unread 05/18/15, 06:27 AM  
Mystix

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Re: Re: Re: Re: Bad function?

Originally Posted by coolmodi
Originally Posted by Mystix
Interesting ...
But, then i do not understand different between weapon/spell penetration and weapon/spell damage. Is it same?

Formula for DMG (-HP) = (weapon/spell penetration + weapon/spell damage) - resist ?
Lets say you get attecked by a spell that does 500 dmg (tooltip), attacker has 1000 spell penetration (including the base 100).
You are lvl 8 with 2000 spell resistance, which is 25% mitigation on that level -> 2000/80=25!

What now happens:
1. For attacks from that attacker your spell resistance is now only 1000 and not 2000, his attacks ignore a part of your resistance equal to his penetration, or in other words, penetrate a part of it
2. Therefore your mitigation against spell damage against that attacker is not 25% anymore, it's now 12,5% -> (2000-1000)/80=12,5.
3. The attack hits you for 437,5 damage (500*87,5%), without penetration it would be 375 damage (500*75%)

As a mathematical formula you'd get:
damageDone = baseDamage * (1 - (targetResistance-attackerPenetration) / (targetLevel * 10) / 100)
For the example in this post baseDamage=500, targetResistance=2000, attackerPenetration=1000, targetLevel=8.


Thanks for your explain.
So ... is it better more spell/weapon penetration or spell/weapon damage?

Can u add to your addon Spell and weapon Penetration?
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Unread 05/17/15, 08:43 AM  
coolmodi
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Re: Re: Re: Bad function?

Originally Posted by Mystix
Interesting ...
But, then i do not understand different between weapon/spell penetration and weapon/spell damage. Is it same?

Formula for DMG (-HP) = (weapon/spell penetration + weapon/spell damage) - resist ?
Lets say you get attecked by a spell that does 500 dmg (tooltip), attacker has 1000 spell penetration (including the base 100).
You are lvl 8 with 2000 spell resistance, which is 25% mitigation on that level -> 2000/80=25!

What now happens:
1. For attacks from that attacker your spell resistance is now only 1000 and not 2000, his attacks ignore a part of your resistance equal to his penetration, or in other words, penetrate a part of it
2. Therefore your mitigation against spell damage against that attacker is not 25% anymore, it's now 12,5% -> (2000-1000)/80=12,5.
3. The attack hits you for 437,5 damage (500*87,5%), without penetration it would be 375 damage (500*75%)

As a mathematical formula you'd get:
damageDone = baseDamage * (1 - (targetResistance-attackerPenetration) / (targetLevel * 10) / 100)
For the example in this post baseDamage=500, targetResistance=2000, attackerPenetration=1000, targetLevel=8.
Last edited by coolmodi : 05/17/15 at 08:53 AM.
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Unread 05/15/15, 09:40 AM  
Mystix

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Re: Re: Bad function?

Originally Posted by coolmodi
Originally Posted by Mystix
Bad function?

1. screen: I have clean char, level 5, without passives, armor and weapon. 0 resits = 0 percent. Is is OK.
2. screen: Char has armor with 125 resits. Mitigation is 0,5%. Then would be 250 (2x125) resist = 1%, but is not.
3. screen: Char has armor with 231 resits. Mitigation is 2,6%. It is not possible.

Where is problem? Do anybody know value of hardcap resist for every level?
There is a flat 100 penetration that (i think) every mob and also players has, so I included it in the calculation (see addon description page for the formula used). If you install Havel's Extended Stats you can even see that you have 100 penetration yourself all the time

Because of this 0-100 resistance is 0% mitigation. For your example that means that 125 resistance are in fact 25 effective resistance, and 231 are 131, that explains why it's 0,5% and 2,6% mitigation.

And the hardcap on your current level is shown in the addon's settings menu

Interesting ...
But, then i do not understand different between weapon/spell penetration and weapon/spell damage. Is it same?

Formula for DMG (-HP) = (weapon/spell penetration + weapon/spell damage) - resist ?
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