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https://forums.elderscrollsonline.com/en/discussion/comment/8098811/#Comment_8098811

Cobat Text "Legend"

Shadeaux
Shadeaux
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Google didn't help, so I thought I would ask, is there a breakdown on what the new text actually means?

Like what each color means, and what () means, for example. I have seen people who say "yellow" is a crit, while others say it is the "!".

It would be nice if they actually told you in the patch notes.
  • NewBlacksmurf
    NewBlacksmurf
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    ding..ding ...ding
    things that shouldn't have to be asked...but in ZOS' development....always has to be asked and sometimes not answered.

    I don't have a legend but
    Green - healing
    Red - dmg taken
    yellow - crit dmg done


    not sure about all the others as of yet so I left them off intentionally
    -PC (PTS)/Xbox One: NewBlacksmurf
    ~<{[50]}>~ looks better than *501
  • Archmage1
    Archmage1
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    I would like to know the details and breakdown as well.
  • Nestor
    Nestor
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    ding..ding ...ding

    I don't have a legend but
    Green - healing
    Red - dmg taken
    yellow - crit dmg done

    This seems right, but what I can't figure out are the White Numbers. Note, I have not actually turned this on in may game, I am not a fan of the flying numbers myself. I have only seen the effect on a video.

    https://www.youtube.com/watch?v=zWAp9ZXtVqQ

    I might have to test this tonight, as I have a combat log that I can reference to tell me what is going on.
    Edited by Nestor on March 23, 2016 3:17PM
    Enjoy the game, life is what you really want to be worried about.

    PakKat "Everything was going well, until I died"
    Gary Gravestink "I am glad you died, I needed the help"

  • Prabooo
    Prabooo
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    white is outgoing dmg
  • Nestor
    Nestor
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    Prabooo wrote: »
    white is outgoing dmg

    That makes sense. The values in parenthesis must be Critical Damage done then. It seems that way.
    Edited by Nestor on March 23, 2016 10:34PM
    Enjoy the game, life is what you really want to be worried about.

    PakKat "Everything was going well, until I died"
    Gary Gravestink "I am glad you died, I needed the help"

  • ZOS_BobbyWeir
    ZOS_BobbyWeir
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    We use color, punctuation, and position to communicate the type of event in combat text. Color tells part of the story but isn’t fully accessible for everyone, so we use contextual positioning and punctuation to reinforce what color is communicating.

    Here’s a breakdown:

    Color
    White: Outgoing damage
    Yellow: Outgoing critical damage
    Orange: Outgoing damage over time
    Red: Incoming damage
    Green: Healing
    Tan: Crowd Control

    Punctuation
    * : Blocked damage
    ! : Critical damage and healing
    ( ) : Absorbed

    Position
    Left of player: Incoming damage
    Right of player: Incoming healing
    Bottom right of player: Incoming crowd control
    Inside player: Incoming damage over time
    Above target: Outgoing damage
    Inside target: Outgoing damage over time
    Right of target: Outgoing crowd control
    Above friendly target: Outgoing healing

    Here’s a visual breakdown of the color and punctuation:
    23630c6bf58c9cc3bd261b6d4bfb28.png
    Bobby Weir
    Lead UI Designer, The Elder Scrolls Online
    Staff Post
  • runagate
    runagate
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    That is one hell of a nice explanation.

    I will now turn this on for the first time. I never even considered that it would be so well thought-out.

    The DoT coloration is an especially nice touch.


    I think the pet-users could really use a different color for the pet damage output; I have almost never used pets, but if I could suss out what they were up to I might consider it situationally. I know I see a lot more pets at endgame than I used to (well, there were none before) so it would be interesting to be able to understand their contribution in order to assess their utility.
    Edited by runagate on March 23, 2016 10:08PM
  • AmakarGranaen
    AmakarGranaen
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    We use color, punctuation, and position to communicate the type of event in combat text. Color tells part of the story but isn’t fully accessible for everyone, so we use contextual positioning and punctuation to reinforce what color is communicating.

    Here’s a breakdown:

    Color
    White: Outgoing damage
    Yellow: Outgoing critical damage
    Orange: Outgoing damage over time
    Red: Incoming damage
    Green: Healing
    Tan: Crowd Control

    Punctuation
    * : Blocked damage
    ! : Critical damage and healing
    ( ) : Absorbed

    Position
    Left of player: Incoming damage
    Right of player: Incoming healing
    Bottom right of player: Incoming crowd control
    Inside player: Incoming damage over time
    Above target: Outgoing damage
    Inside target: Outgoing damage over time
    Right of target: Outgoing crowd control
    Above friendly target: Outgoing healing

    Here’s a visual breakdown of the color and punctuation:
    23630c6bf58c9cc3bd261b6d4bfb28.png

    This is awesome!
    Cthulhu is coming, look busy
  • Archmage1
    Archmage1
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    This should be in a tutorial or stickied so all players have this explanation. Thank you ZOS.
  • Cadbury
    Cadbury
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    Tagging and saving this. Thanks for the info!
    "If a person is truly desirous of something, perhaps being set on fire does not seem so bad."
  • ButtersEP
    ButtersEP
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    Thanks for this, I feel like sometimes in this game there are a lot of details that aren't documented, this is good to know !
    We use color, punctuation, and position to communicate the type of event in combat text. Color tells part of the story but isn’t fully accessible for everyone, so we use contextual positioning and punctuation to reinforce what color is communicating.

    Here’s a breakdown:

    Color
    White: Outgoing damage
    Yellow: Outgoing critical damage
    Orange: Outgoing damage over time
    Red: Incoming damage
    Green: Healing
    Tan: Crowd Control

    Punctuation
    * : Blocked damage
    ! : Critical damage and healing
    ( ) : Absorbed

    Position
    Left of player: Incoming damage
    Right of player: Incoming healing
    Bottom right of player: Incoming crowd control
    Inside player: Incoming damage over time
    Above target: Outgoing damage
    Inside target: Outgoing damage over time
    Right of target: Outgoing crowd control
    Above friendly target: Outgoing healing

    Here’s a visual breakdown of the color and punctuation:
    23630c6bf58c9cc3bd261b6d4bfb28.png

  • Lightninvash
    Lightninvash
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    We use color, punctuation, and position to communicate the type of event in combat text. Color tells part of the story but isn’t fully accessible for everyone, so we use contextual positioning and punctuation to reinforce what color is communicating.

    Here’s a breakdown:

    Color
    White: Outgoing damage
    Yellow: Outgoing critical damage
    Orange: Outgoing damage over time
    Red: Incoming damage
    Green: Healing
    Tan: Crowd Control

    Punctuation
    * : Blocked damage
    ! : Critical damage and healing
    ( ) : Absorbed

    Position
    Left of player: Incoming damage
    Right of player: Incoming healing
    Bottom right of player: Incoming crowd control
    Inside player: Incoming damage over time
    Above target: Outgoing damage
    Inside target: Outgoing damage over time
    Right of target: Outgoing crowd control
    Above friendly target: Outgoing healing

    Here’s a visual breakdown of the color and punctuation:
    23630c6bf58c9cc3bd261b6d4bfb28.png

    thank you @ZOS_BobbyWeir for the elaborate breakdown of the combat text :)
  • Cryptical
    Cryptical
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    Pick something that doesn't resemble a 1 to show critical status.

    12481
    1248!

    With the camera moving, the target(s) moving, us moving, and action happening, all of which demands eye tracking, there must be a better option.

    If it's ascii you need, maybe # or = or <
    Xbox NA
  • Xendyn
    Xendyn
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    Cadbury wrote: »
    Tagging and saving this. Thanks for the info!

    Me too.
    Thx @ZOS_BobbyWeir
    Lag is ruinin' my 'mershun!
    A society grows great when old men plant trees whose shade they know they shall never sit in.
    There is only one good, knowledge, and one evil, ignorance - Socrates
    Member of the Old Guard, keepers of the game's history

    PC/NA
  • Lightninvash
    Lightninvash
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    Cryptical wrote: »
    Pick something that doesn't resemble a 1 to show critical status.

    12481
    1248!

    With the camera moving, the target(s) moving, us moving, and action happening, all of which demands eye tracking, there must be a better option.

    If it's ascii you need, maybe # or = or <

    could also look at the yellow being crit. idk how it effects color blind people however. but either see ! or yellow text and know it is a crit are 2 viable ways imo
  • phaneub17_ESO
    phaneub17_ESO
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    Since they can add an exclamation point next to Crits, I would like to suggest an option to show what the incoming damage source elemental property is on the left side of the number. Like a Snowflake represents the damage is Cold, Campfire is Fire damage, Thunderbolt the damage is Shock, Bubbles shows its Poison, Sword is Physical damage, and a Crystal is non-elemental magic damage.
  • Lightninvash
    Lightninvash
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    Since they can add an exclamation point next to Crits, I would like to suggest an option to show what the incoming damage source elemental property is on the left side of the number. Like a Snowflake represents the damage is Cold, Campfire is Fire damage, Thunderbolt the damage is Shock, Bubbles shows its Poison, Sword is Physical damage, and a Crystal is non-elemental magic damage.

    very awesome idea would be good to know this as well! :)
  • Archmage1
    Archmage1
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    Since they can add an exclamation point next to Crits, I would like to suggest an option to show what the incoming damage source elemental property is on the left side of the number. Like a Snowflake represents the damage is Cold, Campfire is Fire damage, Thunderbolt the damage is Shock, Bubbles shows its Poison, Sword is Physical damage, and a Crystal is non-elemental magic damage.

    very awesome idea would be good to know this as well! :)

    Agreed.
  • runagate
    runagate
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    Then you'd get all confused the one time someone used Daedric damage from the Mage's necklace set!
  • RAGUNAnoOne
    RAGUNAnoOne
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    We use color, punctuation, and position to communicate the type of event in combat text. Color tells part of the story but isn’t fully accessible for everyone, so we use contextual positioning and punctuation to reinforce what color is communicating.

    Here’s a breakdown:

    Color
    White: Outgoing damage
    Yellow: Outgoing critical damage
    Orange: Outgoing damage over time
    Red: Incoming damage
    Green: Healing
    Tan: Crowd Control

    Punctuation
    * : Blocked damage
    ! : Critical damage and healing
    ( ) : Absorbed

    Position
    Left of player: Incoming damage
    Right of player: Incoming healing
    Bottom right of player: Incoming crowd control
    Inside player: Incoming damage over time
    Above target: Outgoing damage
    Inside target: Outgoing damage over time
    Right of target: Outgoing crowd control
    Above friendly target: Outgoing healing

    Here’s a visual breakdown of the color and punctuation:
    23630c6bf58c9cc3bd261b6d4bfb28.png

    First day on the forums too nice thanks for helping out the community
    PS4 NA
    Argonian Master Race

    PAWS (Positively Against Wrip-off Stuff) - Say No to Crown Crates!

    Support Tail armor and tail ribbons: http://forums.elderscrollsonline.com/en/discussion/236333/concept-tail-armor-for-beast-races#latest
    http://forums.elderscrollsonline.com/en/discussion/246134/request-dyeable-tail-ribbons
  • Eleusian
    Eleusian
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    We use color, punctuation, and position to communicate the type of event in combat text. Color tells part of the story but isn’t fully accessible for everyone, so we use contextual positioning and punctuation to reinforce what color is communicating.

    Here’s a breakdown:

    Color
    White: Outgoing damage
    Yellow: Outgoing critical damage
    Orange: Outgoing damage over time
    Red: Incoming damage
    Green: Healing
    Tan: Crowd Control

    Punctuation
    * : Blocked damage
    ! : Critical damage and healing
    ( ) : Absorbed

    Position
    Left of player: Incoming damage
    Right of player: Incoming healing
    Bottom right of player: Incoming crowd control
    Inside player: Incoming damage over time
    Above target: Outgoing damage
    Inside target: Outgoing damage over time
    Right of target: Outgoing crowd control
    Above friendly target: Outgoing healing

    Here’s a visual breakdown of the color and punctuation:
    23630c6bf58c9cc3bd261b6d4bfb28.png
    This is Flashing text in game not scrolling. Please make it actuall scroll like the populer PC add ons. Better than nothing but sad games been on console almost a year b4 we a small bone.
    PS4 NA
  • danno8
    danno8
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    We use color, punctuation, and position to communicate the type of event in combat text. Color tells part of the story but isn’t fully accessible for everyone, so we use contextual positioning and punctuation to reinforce what color is communicating.

    Here’s a breakdown:

    Color
    White: Outgoing damage
    Yellow: Outgoing critical damage
    Orange: Outgoing damage over time
    Red: Incoming damage
    Green: Healing
    Tan: Crowd Control

    Punctuation
    * : Blocked damage
    ! : Critical damage and healing
    ( ) : Absorbed

    Position
    Left of player: Incoming damage
    Right of player: Incoming healing
    Bottom right of player: Incoming crowd control
    Inside player: Incoming damage over time
    Above target: Outgoing damage
    Inside target: Outgoing damage over time
    Right of target: Outgoing crowd control
    Above friendly target: Outgoing healing

    Here’s a visual breakdown of the color and punctuation:
    23630c6bf58c9cc3bd261b6d4bfb28.png

    One heck of a first post @ZOS_BobbyWeir !

    I agree with what others have said about a crit being a " damage! ". Perhaps a " *damage* " ? That exclamation point is awfully "1" like.
  • Cazic
    Cazic
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    @ZOS_BobbyWeir,

    Thanks for the detailed explanation, that was awesome of you and really helpful.

    Some feedback about the combat text:
    The length of time that the text stays on screen is a bit short. It would be nice to have a slider the settings to adjust the amount of time it stays on screen for.

    Cheers

  • MopeyHat
    MopeyHat
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    @ZOS_BobbyWeir

    I really like new scrolling text, it's way more readable than the addons. Though there's one thing I'd still really love from FTC: a text combat notification. There's no other visual indicators without going into a menu :[

    I also think the SCT could use custom symbols/icons (a little shield for block?) and maybe to help differentiate personal damage vs healing, a + or a -.
  • JMadFour
    JMadFour
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    One suggestion I would like to make:

    Make a color/indicator for Execute damage.
  • TotterTates
    TotterTates
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    all hail @ZOS_BobbyWeir
    Cuppincakes
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  • Enodoc
    Enodoc
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    23630c6bf58c9cc3bd261b6d4bfb28.png
    This is great stuff! This really needs to go in the in-game Tutorial Help under Combat.
    UESP: The Unofficial Elder Scrolls Pages - A collaborative source for all knowledge on the Elder Scrolls series since 1995
    Join us on Discord - discord.gg/uesp
  • Tan9oSuccka
    Tan9oSuccka
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    ZOS_BobbyWeir

    This is perfect, exactly what I was looking for.

    Thank you!
    Of course I like steak. I'm a Nord, aren't I?
    -Berj Stoneheart
  • sirrmattus
    sirrmattus
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    We use color, punctuation, and position to communicate the type of event in combat text. Color tells part of the story but isn’t fully accessible for everyone, so we use contextual positioning and punctuation to reinforce what color is communicating.

    Here’s a breakdown:

    Color
    White: Outgoing damage
    Yellow: Outgoing critical damage
    Orange: Outgoing damage over time
    Red: Incoming damage
    Green: Healing
    Tan: Crowd Control

    Punctuation
    * : Blocked damage
    ! : Critical damage and healing
    ( ) : Absorbed

    Position
    Left of player: Incoming damage
    Right of player: Incoming healing
    Bottom right of player: Incoming crowd control
    Inside player: Incoming damage over time
    Above target: Outgoing damage
    Inside target: Outgoing damage over time
    Right of target: Outgoing crowd control
    Above friendly target: Outgoing healing

    Here’s a visual breakdown of the color and punctuation:
    23630c6bf58c9cc3bd261b6d4bfb28.png

    any possibility yall can change the orange to blue or purple. Its very tough for the color blind.
    Ebonheart Pact - North American Server
    - THE MORALES -
  • Zaldan
    Zaldan
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    We use color, punctuation, and position to communicate the type of event in combat text. Color tells part of the story but isn’t fully accessible for everyone, so we use contextual positioning and punctuation to reinforce what color is communicating.

    Here’s a breakdown:

    Color
    White: Outgoing damage
    Yellow: Outgoing critical damage
    Orange: Outgoing damage over time
    Red: Incoming damage
    Green: Healing
    Tan: Crowd Control

    Punctuation
    * : Blocked damage
    ! : Critical damage and healing
    ( ) : Absorbed

    Position
    Left of player: Incoming damage
    Right of player: Incoming healing
    Bottom right of player: Incoming crowd control
    Inside player: Incoming damage over time
    Above target: Outgoing damage
    Inside target: Outgoing damage over time
    Right of target: Outgoing crowd control
    Above friendly target: Outgoing healing

    Here’s a visual breakdown of the color and punctuation:
    23630c6bf58c9cc3bd261b6d4bfb28.png

    Can I please ask that next time a new system is added to the game information on how it works is included with the patch notes and made available in game at the very least?
    Dovie'andi se tovya sagain.
    Niidro tiid wah fusvok dirkah.

    aka.@Cuthceol
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