Click my Sig goto the stars calculators index there are graphs for each star so you can see the exact curves to better evaluate this discussion
You can also put a sample number of CP into a star to see the % of the total passive ability that amount of CP earns you.
s7732425ub17_ESO wrote: »Click my Sig goto the stars calculators index there are graphs for each star so you can see the exact curves to better evaluate this discussion
You can also put a sample number of CP into a star to see the % of the total passive ability that amount of CP earns you.
These graphs are awesome. They also make it quite apparent that "diminishing returns" are not very diminishing. Like the OP said, it's actually quite linear after the first few points.
I was hoping the first 30 points into a star would give something like 70% of the power, and then the next 70 would give the remaining 30%. The way it is right now is, quite simply, extreme vertical progression.
Yeah that was the previous bashing focus which has been since adjusted to be more in line with the strength provided by the other stars.
seancaputo_ESO wrote: »This information is awesome, but what is missing from the whole equation the amount of time that it takes to be award the points to be used in the graphs.
1. How long does a 2 hour a day player take to hit diminishing returns?
2. How long does it take a 8 hour a day player take to hit diminishing returns?
The formula should show the exact bonus of passive CP vs a new and moderate to casual player.
The sweet spot is 30 points into each equaling 90 points per constellation at 270 points sweet spot.
The graph should then show 3 lines
New Player to sweet spot
Casual player to sweet spot
Moderate player to sweet spot
8 hours a day player to sweet spot.
This then will show how much of a gap between players with an average time to close the gap.
seancaputo_ESO wrote: »This information is awesome, but what is missing from the whole equation the amount of time that it takes to be award the points to be used in the graphs.
1. How long does a 2 hour a day player take to hit diminishing returns?
2. How long does it take a 8 hour a day player take to hit diminishing returns?
The formula should show the exact bonus of passive CP vs a new and moderate to casual player.
The sweet spot is 30 points into each equaling 90 points per constellation at 270 points sweet spot.
The graph should then show 3 lines
New Player to sweet spot
Casual player to sweet spot
Moderate player to sweet spot
8 hours a day player to sweet spot.
This then will show how much of a gap between players with an average time to close the gap.
I don't think EVE online is a good example of a game friendly for newcomers in terms of "catching up"
Kingdinguhling wrote: »I just know that the difference between a fresh VR14 and a 3600 CP character is far to large for the system we currently have in play.
Kingdinguhling wrote: »I just know that the difference between a fresh VR14 and a 3600 CP character is far to large for the system we currently have in play.
And by the time anyone is even close to 3600 they most likely have tweaked and modified the system so it will not have such large gap.
Kingdinguhling wrote: »I just know that the difference between a fresh VR14 and a 3600 CP character is far to large for the system we currently have in play.
And by the time anyone is even close to 3600 they most likely have tweaked and modified the system so it will not have such large gap.
That's easier said then done and risky...anytime you retroactively tweak a system you run the gambit of invoking the rage of the player base ...(especially if said tweak is a Nerf)...as a company this is undesirable risk. Thus a front end solution is much preferable than a backend solution.
well, having the late points provide relatively low value is kind of the definition of "diminishing returns".So part of the problem with a curve like that IMHO is when you get to 90= x, 91=x, 92=x, 93=x 94=x, 95=x+.1, 96=x+.1, 97=x+.1, 98=x+.1, 99=x+.2, 100=x+.2 essentially these upper points are so valueless they show the same value for multiple points...which is frustrating imho
well, having the late points provide relatively low value is kind of the definition of "diminishing returns".So part of the problem with a curve like that IMHO is when you get to 90= x, 91=x, 92=x, 93=x 94=x, 95=x+.1, 96=x+.1, 97=x+.1, 98=x+.1, 99=x+.2, 100=x+.2 essentially these upper points are so valueless they show the same value for multiple points...which is frustrating imho
besides, there is a loooooot of "intermediate" options between the current CP point value implementation and the logarithmic curve shown in my example
over simplified example:
currently, someone with 300 CP gets 15% more damage, 15% more damage mitigation and 15% more resource regeneration
someone with 600 CP gets 27% more damage, 27% more damage mitigation and 27% more resource regeneration
over simplified example:
currently, someone with 300 CP gets 15% more damage, 15% more damage mitigation and 15% more resource regeneration
someone with 600 CP gets 27% more damage, 27% more damage mitigation and 27% more resource regeneration
What kind of numbers were are talking about here and compared to what? You mean someone with 300 points get 15% better regen and someone with 600 gets 27%? (btw the cap in most stars bonus is 25% some even less).
Or are we talking about purely in comparison when the difference between 15% and 27% might be something like 20 points of regeneration.