http://en.allodswiki.ru/calc#!1!333.3.33…!sufmasn/YMWHWT
So this is what im thinking about know after looking through pbms guide i was like wow his 1h build has no utilization of the shield?!
Damage mitigation:
With this im thinking that with take you can mitigate most of the damage my maximizing your ability to reduce each attack coming to you. What i mean by this is maximizing your chances of blocking and parrying damage. With take cover and master of defense your block rate is increased 65%. This is also important because if you take might over magic then you're magic block rate is almost a successful block. Now lets say they get through the block now your chance to parry proc's and that means that you'll get hit for reduced damage if your parry damage is reduced and you take hexed then that damage will further be reduced. Then there is the chance they will crit which is why you need just a scratch because 20% takes the sting out of a crit.
PvP:
I haven't gotten into end game so this is more theory and skills and rubies could not work the way i think they do (happens all the time) But id base my pvp strat around charge and headbutt and just cc with shield slam when ever i could get the block in but combo'd with take cover right after charging in (taking unstoppable force as not to get held up in the charge) and then getting a DB and a thrust in so you can either pop headbutt and recharge them and then just do the same thing and follow up with bash. Just something like that.
Im not really sure what the end game rubies numbers are but i just based this off what i have seen people using in their guides.
Also i didn't take any of the rubies that give less than 10 stats like determination and stuff because it seems like that can be over looked by gear modifications.