This thread is for ongoing discussions about Cyrodiil performance as we continue to make adjustments now and in the coming months. Most recently, regarding the Cyrodiil performance questions and what's going on there with the recent changes to some abilities in case you missed
ESO Live...and the fancy graph which is now a meme thread...
We have been making changes to abilities bit by bit to save calculation cycles on the server. Using the example of Hemorrhage, this ability would check an area around the size of a 2700 meter circle around the Nightblade which critically hit. The Hemorrhage ability would then apply a bonus (minor Savagery) to all allies in that area.
"All allies" can be 1 ally or 100 allies, but the ability system first needs to get ALL the entities in that area first...monsters, players, siege weapons, friend and foe, then sort that list out to find allies, then apply the bonus to them. Changing the ability to Group only cuts out a lot of sorting the server would have to do. That change has helped a little bit, but not a ton, so obviously we're still digging.
The reason we're looking at abilities and the combat system
at it's roots, is clear when you look at the difference between non-veteran Campaigns and veteran campaigns as we stated on ESO Live. The non-veteran Campaigns have better performance than veteran allowed Campaigns, and the biggest difference between those are the players making up the population of those campaigns and how much more the server has to calculate when higher level players fight each other. Veteran players simply have more "stuff" on their characters that has to be cycled into every combat calculation on the server. This means all the passives, weapon procs, blocks, roll dodges, potions, food, all of it, add up to the server needing to check all of that every second. This is why we're looking into how they're structured and their functionality at their basic operation level and making changes for performance reasons as we see opportunities to improve how they function.
We are also looking at how the server handles information from combat itself, so not all changes are going to be ability based, but also at the root of the server and how it processes the info coming from combat, movement, items, etc. Some of these changes will be deep rooted in the server code and some will be a bit more front facing, but we're making changes not just Ability wise like you've seen recently, but also how the servers handle combat at their core. Basically anything that can effect your character we are digging into and applying updates to them as we come across what we believe will improve performance.
This is an ongoing effort which we are resolved to delivering a solid PVP experience in ALL Campaigns, and we thank you for wholeheartedly for your continued support of ESO!