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https://forums.elderscrollsonline.com/en/discussion/668861

Bolt Escape - 50% increase? Not sure how your math works ZoS...

Kiljaz
Kiljaz
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Bolt Escape costs 251 magicka for me. I cast it once, look at the cost for the next cast, and it's 446 for the second cast.

251 * 1.5 = 376.5.

446 / 251 = 1.7769

So any additional cast within 4 seconds cost an additional 77.69& not 50%...
  • Dudis
    Dudis
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    Just a thought but remove any Cost Reduction gear you've got on (any light armor included) and try again.
  • Kiljaz
    Kiljaz
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    I have no cost reduction gear on other than the light armor. Regardless, it should be a cost increase on what it actually costs you with your current build.
  • Snit
    Snit
    ✭✭✭✭✭
    Definitely something to /bug.
    Snit AD Sorc
    Ratbag AD Warden Tank
    Goblins AD Stamblade

  • c0rp
    c0rp
    ✭✭✭✭✭
    The fact that they nerfed this ability and it wasnt even coded correctly is a joke. If ZoS cant nerf it correctly it needs to be HOTFIXED back to the way it was, or corrected. We shouldnt have to wait however many weeks while using this BROKEN FIX.
    Force weapon swap to have priority over EVERYTHING. Close enough.
    Make stamina builds even with magicka builds.
    Disable abilities while holding block.
    Give us a REASON to do dungeons more than once.
    Remove PVP AoE CAP. It is ruining Cyrodiil.
    Fix/Remove Forward Camps. They are ruining Cyrodiil.
    Impenetrability needs to REDUCE CRIT DAMAGE. Not negate entire builds.
    Werewolf is not equal to Vamps/Bats.
  • Komma
    Komma
    ✭✭✭✭✭
    Yall are mad...sounds like it's fixed then...
    Kohma Kozzy-cr160-Stamblade
    Komma-cr160-Magicblade
    Komma the Great-cr160-Stam DK
    Kommah-cr160-Mag DK
    Komma Kozzy-cr160-Mag Templar
    Kommuh Kozzy-cr160-Stam Templar
    Komma the White-cr160-Mag Sorc
    The Tazmanian Devil-cr160-Stamsorc
    OTG
  • Kiljaz
    Kiljaz
    ✭✭✭
    I'm not mad about the revision of the ability. It should just be done properly.
  • dahl.lucas_ESO
    BE is/was a great ability to keep us from getting killed in like 2-3 hits but I hope they don't completely destroy this ability. I can change builds wit out it though.
    Edited by dahl.lucas_ESO on 9 June 2014 14:46
  • Komma
    Komma
    ✭✭✭✭✭
    I have no problem with the casters being able to get some distance and they still can do that. Fighting someone and the next thing you know they are out of sight is kinda silly. Needed a huge cost increase imo.
    Kohma Kozzy-cr160-Stamblade
    Komma-cr160-Magicblade
    Komma the Great-cr160-Stam DK
    Kommah-cr160-Mag DK
    Komma Kozzy-cr160-Mag Templar
    Kommuh Kozzy-cr160-Stam Templar
    Komma the White-cr160-Mag Sorc
    The Tazmanian Devil-cr160-Stamsorc
    OTG
  • c0rp
    c0rp
    ✭✭✭✭✭
    The balancing isnt the issue people....its the fact that its not calculating the mana cost CORRECTLY.
    Force weapon swap to have priority over EVERYTHING. Close enough.
    Make stamina builds even with magicka builds.
    Disable abilities while holding block.
    Give us a REASON to do dungeons more than once.
    Remove PVP AoE CAP. It is ruining Cyrodiil.
    Fix/Remove Forward Camps. They are ruining Cyrodiil.
    Impenetrability needs to REDUCE CRIT DAMAGE. Not negate entire builds.
    Werewolf is not equal to Vamps/Bats.
  • Samadhi
    Samadhi
    ✭✭✭✭✭
    ✭✭✭
    Dudis wrote: »
    Just a thought but remove any Cost Reduction gear you've got on (any light armor included) and try again.

    Yeah test this.

    Sounds like it is doing the calculation prior to the Cost Reduction calculation and then applying it independently.

    See if it is 50% at base values; it will help to account for where the issue is taking place.
    "If you want others to be happy, practice compassion. If you want to be happy, practice compassion." -- the 14th Dalai Lama
    Wisdom is doing Now that which benefits you later.
  • Huckdabuck
    Huckdabuck
    ✭✭✭✭✭
    Komma wrote: »
    Yall are mad...sounds like it's fixed then...

    Another Fail Troll?
    Texashighelf - VR16 Sorcerer EP NA - FILTHY BARBARIAN
    Texasimperial - VR16 Dragonknight EP NA - How do you like your DK?
    Texas'Imperial - VR16 Dragonknight DC NA - How do you like your DK?
    Texas-Imperial - VR16 Templar DC NA - Queue Clogging Lagsploitter
    Texas Highelf - VR16 Sorcerer DC NA - Queue Clogging Lagsploitter
    Texas Imperial - VR16 Nightblade DC NA - Queue Clogging Lagsploitter
    It's a very grey area.
  • Kiljaz
    Kiljaz
    ✭✭✭
    Ok, here we go.

    It doesn't come out exact, but it's pretty obvious that the 50% increase for the second cast is based off of the original base cost of the spell not taking into account any passives.

    With light armor and and unholy magic passive from dark magic tree, no other cost reduction, Bolt Escape costs 251 magicka.

    It costs 446 for the second cast with light armor and unholy magic.

    446 / 251 = 1.7769 (77.69%) increase.

    Without any armor on it costs 334 originally.

    It costs 529 for the second cast with no armor on and just the unholy magic passive.

    529 / 446 = 1.5838 (58.38%) increase.

    Without the 5% reduction from unholy magic and no light armor on the original cost of BE is rounded up to 352.

    352 * 1.5 = (wait for it...) 528... still not even 529, but very close.

    ZoS, please fix or clarify if this is working as intended.

    Thank you,
    Edited by Kiljaz on 9 June 2014 17:36
  • Lowbei
    Lowbei
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    the ability is fine, stop whining
  • Tintinabula
    Tintinabula
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    Same can be said about Mist form.
    Same can be said about Mist form.
    Same can be said about Mist form.
    c0rp wrote: »
    The fact that they nerfed this ability and it wasnt even coded correctly is a joke. If ZoS cant nerf it correctly it needs to be HOTFIXED back to the way it was, or corrected. We shouldnt have to wait however many weeks while using this BROKEN FIX.
    Same can be said about Mist form.
    Same can be said about Mist form.
    Same can be said about Mist form.

  • frwinters_ESO
    frwinters_ESO
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    How bored are we that we are figuring out the exact math of a change in a game? It now costs more! Just play the game! Your math skills are better suited for saving the world not figuring out game mechanics.
  • Wolfahm
    Wolfahm
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    WAAAAAA MY FOTM CHARACTER I ROLLED TO BE OP GOT NERFED AGAIN! NOW MY SORC AND DK WILL COLLECT DUST! :'( < feels

    Better roll a NB, I bet they will be FOTM soon ;) maybe roll a Templar too so you can just free swap to FOTM at will every month!
    MAKE KHAJIITS CRIT AGAIN!!!

    |Wolf Ahm the Unchained|
    - 4 Nightblades | 3 Stam/1 Mag -
    - 2 Templars | Stam/Healer -
    - 2 Sorc | Stam/Mag -
    - 2 Wardens | Stam/Mag -
    - 1 DK | Tank/Stam -
    || Aldmeri Dominion ||


  • Huckdabuck
    Huckdabuck
    ✭✭✭✭✭
    Wolfahm wrote: »
    WAAAAAA MY FOTM CHARACTER I ROLLED TO BE OP GOT NERFED AGAIN! NOW MY SORC AND DK WILL COLLECT DUST! :'( < feels

    Better roll a NB, I bet they will be FOTM soon ;) maybe roll a Templar too so you can just free swap to FOTM at will every month!

    Please troll harder! You're much better than that!
    Texashighelf - VR16 Sorcerer EP NA - FILTHY BARBARIAN
    Texasimperial - VR16 Dragonknight EP NA - How do you like your DK?
    Texas'Imperial - VR16 Dragonknight DC NA - How do you like your DK?
    Texas-Imperial - VR16 Templar DC NA - Queue Clogging Lagsploitter
    Texas Highelf - VR16 Sorcerer DC NA - Queue Clogging Lagsploitter
    Texas Imperial - VR16 Nightblade DC NA - Queue Clogging Lagsploitter
    It's a very grey area.
  • Huckdabuck
    Huckdabuck
    ✭✭✭✭✭
    AGREED
    AGREED
    AGREED
    Same can be said about Mist form.
    Same can be said about Mist form.
    Same can be said about Mist form.
    c0rp wrote: »
    The fact that they nerfed this ability and it wasnt even coded correctly is a joke. If ZoS cant nerf it correctly it needs to be HOTFIXED back to the way it was, or corrected. We shouldnt have to wait however many weeks while using this BROKEN FIX.
    Same can be said about Mist form.
    Same can be said about Mist form.
    Same can be said about Mist form.

    AGREED
    AGREED
    AGREED

    ZOS needs to fix this game after learning how to test and implement patches for their changes.
    Texashighelf - VR16 Sorcerer EP NA - FILTHY BARBARIAN
    Texasimperial - VR16 Dragonknight EP NA - How do you like your DK?
    Texas'Imperial - VR16 Dragonknight DC NA - How do you like your DK?
    Texas-Imperial - VR16 Templar DC NA - Queue Clogging Lagsploitter
    Texas Highelf - VR16 Sorcerer DC NA - Queue Clogging Lagsploitter
    Texas Imperial - VR16 Nightblade DC NA - Queue Clogging Lagsploitter
    It's a very grey area.
  • Wolfahm
    Wolfahm
    ✭✭✭
    Huckdabuck wrote: »

    Please troll harder! You're much better than that!

    I got nothing..

    MAKE KHAJIITS CRIT AGAIN!!!

    |Wolf Ahm the Unchained|
    - 4 Nightblades | 3 Stam/1 Mag -
    - 2 Templars | Stam/Healer -
    - 2 Sorc | Stam/Mag -
    - 2 Wardens | Stam/Mag -
    - 1 DK | Tank/Stam -
    || Aldmeri Dominion ||


  • Kiljaz
    Kiljaz
    ✭✭✭
    To all you waaaa posters... How about you go do something you'd be good at... I know that might be hard for you to find, but still... please try.

    Anyhow, I don't care about the modification to the ability. What I care about is them doing something right.

    As to flavor of the month, I've been playing this class since I started the game with no info on it because I always play casters in games, it's what I enjoy.

    Do the world a favor in the future. Listen and you might learn. You obviously have nothing worth while to say.
    Edited by Kiljaz on 9 June 2014 19:58
  • xDonMega
    xDonMega
    ✭✭✭
    I thought this change was going live on 1.2?


    First off, I don't understand why you rushed it in.. Secondly, how is it broken when it goes live?

    It's like they intentionally break things, so when they fix it you won't think its that bad because it's still better than being completely broken.
  • ishilb14_ESO
    ishilb14_ESO
    ✭✭✭✭
    How bored are we that we are figuring out the exact math of a change in a game? It now costs more! Just play the game! Your math skills are better suited for saving the world not figuring out game mechanics.

    You're argument is basically "oh you're main skill got nerfed, who cares it's just a game" clearly you're bad at this game because when a class's main skill gets nerfed, you can't just play, you need to figure out a work around.

    My argument is the same as the OP, make the math make sense, for me it was a 62% increase from 251 to 406. It's not increasing it based on original cost, because my cost without light armor on is 305, which would, if it were that, a 33% increase in base cost. So fine, balance a skill, at least balance it the way you say you're balancing it and make the math make sense.
    Edited by ishilb14_ESO on 9 June 2014 22:15
    Original DC #Bloodthorn2014
    CoFounder - Terror
    Officer - Mega Best Friends
    Officer - Eminent Gaming


  • xDonMega
    xDonMega
    ✭✭✭
    That's not boredom, that's being an informed consumer... B)

    I don't know about you, but I don't like being lied to.. and this group is starting to rack up a *** poor track record.

    I wish they would of forced this in last week, then I would of just wasted 15 bucks on something else.
  • cjmarsh725b14_ESO
    cjmarsh725b14_ESO
    ✭✭✭✭
    Kiljaz wrote: »
    Ok, here we go.

    It doesn't come out exact, but it's pretty obvious that the 50% increase for the second cast is based off of the original base cost of the spell not taking into account any passives.

    With light armor and and unholy magic passive from dark magic tree, no other cost reduction, Bolt Escape costs 251 magicka.

    It costs 446 for the second cast with light armor and unholy magic.

    446 / 251 = 1.7769 (77.69%) increase.

    Without any armor on it costs 334 originally.

    It costs 529 for the second cast with no armor on and just the unholy magic passive.

    529 / 446 = 1.5838 (58.38%) increase.

    Without the 5% reduction from unholy magic and no light armor on the original cost of BE is rounded up to 352.

    352 * 1.5 = (wait for it...) 528... still not even 529, but very close.

    ZoS, please fix or clarify if this is working as intended.

    Thank you,
    I've noticed this as well, the 50% reduction only applies to the base values and doesn't take into account any passives or cost reduction enchants whatsoever. Seems like a fairly major oversight if that's what it was. As it is, the nerf is really a 78% cost increase for most sorcs, not 50%.
  • Halrloprillalar
    Halrloprillalar
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    Expecting ZOS to make a change and implement it correctly is like expecting a science experiment to work the first time
  • Kiljaz
    Kiljaz
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    It shouldn't be a hard coding item... Your resource cost after passives is already a coded variable... Take said variable *1.5...
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