shane.roberts25b14_ESO wrote: »Balance can also be achieved by removing damage scaling. Resources should not determine how hard you hit, only how many times you can hit
shane.roberts25b14_ESO wrote: »Balance can also be achieved by removing damage scaling. Resources should not determine how hard you hit, only how many times you can hit
I don't think your example was a clear demonstration of the problem. The issue with multiplicative values is they multiply with each other, not your base stats. Making them additive makes "stacking" these abilities with each other far less powerful.
For example the Champion point regen abilities are multiplicative with your other stat bonus percentages so if for example you are a Bosmer nightblade with 25% into stamina regen and the follow abilities you could receive:
30% Nightblade
20% Tri-pot
21% Bosmer
15% Werewolf
28% Full Medium Armor
25% Champion point = 230% Regen bonus to base instead of 209%
You could make every buff a flat modifer and exactly the same for everyone but I think that would be boring and take the enjoyment of build design out of the game.
I don't think your example was a clear demonstration of the problem. The issue with multiplicative values is they multiply with each other, not your base stats. Making them additive makes "stacking" these abilities with each other far less powerful.
For example the Champion point regen abilities are multiplicative with your other stat bonus percentages so if for example you are a Bosmer nightblade with 25% into stamina regen and the follow abilities you could receive:
30% Nightblade
20% Tri-pot
21% Bosmer
15% Werewolf
28% Full Medium Armor
25% Champion point = 230% Regen bonus to base instead of 209%
You could make every buff a flat modifer and exactly the same for everyone but I think that would be boring and take the enjoyment of build design out of the game.
@Ezareth Can you explain the numbers there a bit more? Those values don't add up to 230 or 209 no matter if you are treating them as additive or multiplicative.
I don't think your example was a clear demonstration of the problem. The issue with multiplicative values is they multiply with each other, not your base stats. Making them additive makes "stacking" these abilities with each other far less powerful.
For example the Champion point regen abilities are multiplicative with your other stat bonus percentages so if for example you are a Bosmer nightblade with 25% into stamina regen and the follow abilities you could receive:
30% Nightblade
20% Tri-pot
21% Bosmer
15% Werewolf
28% Full Medium Armor
25% Champion point = 230% Regen bonus to base instead of 209%
You could make every buff a flat modifer and exactly the same for everyone but I think that would be boring and take the enjoyment of build design out of the game.
@Ezareth Can you explain the numbers there a bit more? Those values don't add up to 230 or 209 no matter if you are treating them as additive or multiplicative.
I disagree on this one. I like how synergies work. I have played MMOs that use additive bonuses and it actually kills diversity, not adds to it. I would suggest adding more multiplicative synergies that can stack with other attributes instead of less (i.e. Champ point builds that would allow stamina builds to use and shields but suck at rolling. Or magicka builds that block very well but have awful shields and heals).
Keep the core synergies, but add new ones that have a give and take:
Example: dodge rolls cost x‰ less per abc stamina or magicka. However, your shields are y% weaker per abc stamina or magicka.
cozmon3c_ESO wrote: »So many things in the game are multiplicitve from champion points, to skills, to whatever is an increase in anything by a percentage base.
what this does is it makes it so the more you stack something into one thing, say damage, the more beneficial that multiplicitive bonus is. if you have 1000 damage and you increase it by 10% you get 1100 damage, thats only a 100 damage increase. But if you have 3000 damage and increase it by 10% you get 3300, not increasing damage by just 100 but 300! this is why you dont see hybrid builds anymore, its because there is no way for them to even compete with this type of stat gains.
What ZoS must do to balance a game with out soft caps, is to make all buffs addative. this way everyone who has say 1000 damage gets a 100 damage buff and someone with 3000 damage still only gets a 100 damage buff.
so basically the reason why we see so many extreme unbalanced things in pvp right now is because of multiplicative stats and skills, and if we ever want to see some balance come back to this game zos needs to change how things are calculated to addative. Its easier to balance and we can stop one hit wonder builds and never ending regen builds and the tankiest of god build and etc....
shane.roberts25b14_ESO wrote: »Balance can also be achieved by removing damage scaling. Resources should not determine how hard you hit, only how many times you can hit