I told you guys tanks and HA werent nerfed, and that they were buffed.
Perhaps listen to your PvP min max players more often, the ones that actually know game mechanics via testing and retesting, before you jump to conclusions.
I told you guys tanks and HA werent nerfed, and that they were buffed.
Perhaps listen to your PvP min max players more often, the ones that actually know game mechanics via testing and retesting, before you jump to conclusions.
WhiteNoiseMaker wrote: »I told you guys tanks and HA werent nerfed, and that they were buffed.
Perhaps listen to your PvP min max players more often, the ones that actually know game mechanics via testing and retesting, before you jump to conclusions.
You claim is unproven until the 'considered' move for the Shield Expert exchanging it with Resilient actually is implemented int the PTS. Secondly no PVP tester has yet posted ANY actual cited proof of their claims on this forum.
All claims are spurious until backed up by data that can actually be peer reviewed and tested. Even Wrobel's post (while it looks good) is going to be held by me in some level of skepticism until the final numbers are crunched and published by a credible source like Tamriel Foundry with cited sources such as testing logs and videos.
Remember after all that the numbers given per half-second were NOT part of the PTS until the most recent patch and were not announced as part of the patch changes. Wrobel's statement here in this thread was the FIRST notice that anyone had that their prior consideration of timing based on on hit per second was going to actually be modified.
arth-grogalith wrote: »I told you guys tanks and HA werent nerfed, and that they were buffed.
Perhaps listen to your PvP min max players more often, the ones that actually know game mechanics via testing and retesting, before you jump to conclusions.
Real, honest question, from an average player: do you really think that competitive players will be wearing 5 or more heavy after the patch?
In PvP it will be very widespread among the elites, in PvE im sure the naysayers and doom n gloom brigade will keep telling enough people its bad that it wont change. Meanwhile those of us in the know, will take our PvP builds and ace content with no problems like usual.
WhiteNoiseMaker wrote: »I told you guys tanks and HA werent nerfed, and that they were buffed.
Perhaps listen to your PvP min max players more often, the ones that actually know game mechanics via testing and retesting, before you jump to conclusions.
You claim is unproven until the 'considered' move for the Shield Expert exchanging it with Resilient actually is implemented int the PTS. Secondly no PVP tester has yet posted ANY actual cited proof of their claims on this forum.
All claims are spurious until backed up by data that can actually be peer reviewed and tested. Even Wrobel's post (while it looks good) is going to be held by me in some level of skepticism until the final numbers are crunched and published by a credible source like Tamriel Foundry with cited sources such as testing logs and videos.
Remember after all that the numbers given per half-second were NOT part of the PTS until the most recent patch and were not announced as part of the patch changes. Wrobel's statement here in this thread was the FIRST notice that anyone had that their prior consideration of timing based on on hit per second was going to actually be modified.
Here is the problem with "peer review" in this game. The actual life cycle of a build is as follows:
1. Patch day, 90+ percent of the population is up in arms because they didnt test a thing and are waiting for the cookie cutters to be spoon fed to them.
2. Someone relatively well known with a lot of followers posts the first cookie cutter build, everyone assumes its the best in slot for everything, and now adopts it for the next six months and ignores anything else said, period.
3. Players that tested everything are now using the actually good builds (which number 2 did not stumble upon most of the time, they got close, but managed to miss something important because they arent actually a theorycrafter, they just look at a few stats and assume they have the right combo)
4. The elite rise above, the mediocre complain about game mechanics.
5. Something ends up nerfed. Usually because the mediocre are mad they arent doing as well as the elite, but trust their cookie cutter build that "someone" said was awesome so much, that they dont realize their own mistake.
6. Now the elites are legit mad because the bads got something broken by being ignorant of actual game mechanics.
7. Mass panic as a solution is sought. Eventually we settle on one of the builds the elites had been using all along, much to the chagrin of everyone.
8. Start the next patch cycle.
Rugz_Maulgoth wrote: »
The argument that sturdy is completly useless in pvp due to the power of Impen is debateable because the numbers dont strictly add up (one is damage reduction, the other provides stamina when blocking) and a lot depends on how much crit chance your enemy has. Still lets assume that crit resistance is more valuable than block cost. Through cp you are now better able to take both block cost and crit resistance if desired. They are no longer exclusive through cp. Personally I block far less in pvp and as a result will likely not take any block cost reduction but still wear heavy armor so I can enjoy the extra health regen, mitigation, damage, health, healing recieved, and resources from constitution.
Rugz_Maulgoth wrote: »
The argument that sturdy is completly useless in pvp due to the power of Impen is debateable because the numbers dont strictly add up (one is damage reduction, the other provides stamina when blocking) and a lot depends on how much crit chance your enemy has. Still lets assume that crit resistance is more valuable than block cost. Through cp you are now better able to take both block cost and crit resistance if desired. They are no longer exclusive through cp. Personally I block far less in pvp and as a result will likely not take any block cost reduction but still wear heavy armor so I can enjoy the extra health regen, mitigation, damage, health, healing recieved, and resources from constitution.
Live in 5 heavy.
20% block cost + impen.
Pts in 5 heavy
Block cost reduction or impen.
Its not about comparing block cost to impen. Its about comparing block cost with impen to now one or the other. Not just impen but any trait you used for your build before now has to be sacrificed to recoup what was just decoupled from HA.
Thank you @Wrobel for the detailed explanation. I've a few comments
TypoI think you meantConstitution gives 247 stamina every 4 seconds, which equates to 43 every half second.Constitution gives 346 stamina every 4 seconds, which equates to 43 every half second.And this is with 7 pieces of Heavy Armour.
Block Cost Formula
You suggest that the block cost formula on the PTS is
I would instead suggest
I compared both models to the block cost on the PTS and found my proposed formula to be slightly more accurate. I’ve included video evidence showing the block cost on the PTS for 0, 1 and 7 pieces of Sturdy (https://sendvid.com/o29cfk6c). There is some rounding to 3 significant figures going on with the base cost of 2160, the Sturdy part and Shadow Ward so I have to figure out a more accurate formula.
Stamina Loss on Block
Using your method of comparing stamina loss on block on Live and on PTS, I’ve extended to include a wider span of parameters. I used the following equations to draw the plots below. I used the following to determine the stamina loss on block and plotted the difference for a range of parameters.
In the image above, I'm showing slices corresponding to 0, 1, 2 and 3 purple block cost enchantments when wearing 7 pieces of Heavy Armour. The colour scale used changes at around 0 to accentuate the changeover. With 7 pieces of Heavy Armour, I find that unless a lot of block cost mitigation is used or with a low rate of attacks per second the stamina loss on the PTS is greater than on Live. This is even more true when considering 5 pieces of Heavy Armour, where the stamina loss on PTS is almost always greater than on Live. Due to the altered ability cost formula, 5 pieces of Heavy Armour is more strongly preferred as cost reduction from Light and Medium Armour are more valuable (https://forums.elderscrollsonline.com/en/discussion/262631/impact-of-change-in-ability-cost-formula-on-pts-gameplay). So I would argue that 5 pieces of Heavy Armour should be considered instead of 7. It also leads me to the conclusion that my block cost will be higher on the PTS than on Live, if I keep using the same gear.
But I do like the changes to the Sturdy trait as it will now be a reasonable idea to use Sturdy on small pieces instead of Infused as I'll be trading 81 Health or 70 Magicka/Stamina for somewhere between 30-50 stamina block cost reduction.
Clarification on average ability costCould you provide more explanation for this number? I created a histogram of the cost of all magicka based abilities with a non-trivial cost and came up with the followingThe average ability cost is 2700 resources.
The mean magicka cost is 3259 and the median is 3166. This is from Live. On the PTS, my testing suggest that the base cost of all abilities has increased by 10.8% meaning that mean is 3610 and the median is 3508. If I were to just consider some iconic tanking abilities the cost on Live and PTS are:
Increased ability cost
It seems that the base ability cost has increased by 10.8% on the PTS. It is not clear whether this is factored in when you discussed the Champion system.
Edit:
Bonus graphs, how many pieces of Sturdy do you need to have roughly the same stamina loss on block as on Live
Negative 1 here means you're already better off in DB than on Live and no Sturdy is required.
Rugz_Maulgoth wrote: »
The argument that sturdy is completly useless in pvp due to the power of Impen is debateable because the numbers dont strictly add up (one is damage reduction, the other provides stamina when blocking) and a lot depends on how much crit chance your enemy has. Still lets assume that crit resistance is more valuable than block cost. Through cp you are now better able to take both block cost and crit resistance if desired. They are no longer exclusive through cp. Personally I block far less in pvp and as a result will likely not take any block cost reduction but still wear heavy armor so I can enjoy the extra health regen, mitigation, damage, health, healing recieved, and resources from constitution.
Live in 5 heavy.
20% block cost + impen.
Pts in 5 heavy
Block cost reduction or impen.
Its not about comparing block cost to impen. Its about comparing block cost with impen to now one or the other. Not just impen but any trait you used for your build before now has to be sacrificed to recoup what was just decoupled from HA.
Impen is useless in DB. Everyone will have a shield active, especially DKs, who will now shield stack just like sorcs do today.
Rugz_Maulgoth wrote: »I have to run to work @Armitas and @Personofsecrets but I have some ideas for you.
The basics are that you have to look at the relative value of a trait versus a jewelry enchant and/or cp and the fact that Sturdy becomes more valuable with less CP and Enchants involved, which frees up your enchants and CP for other causes.
Rugz_Maulgoth wrote: »I have to run to work @Armitas and @Personofsecrets but I have some ideas for you.
The basics are that you have to look at the relative value of a trait versus a jewelry enchant and/or cp and the fact that Sturdy becomes more valuable with less CP and Enchants involved, which frees up your enchants and CP for other causes.
Here is the problem with "peer review" in this game. The actual life cycle of a build is as follows:
(snip)
Edit to add to address something else: Not one thing Wrobel posted today is new information to me, I learned all of this by testing and spending a lot of time figuring things out. I didnt need "dev confirmation" to know I was right. Most information you read is some third party parroting of something some guy you dont even know claiming in a post or video, which was in fact incorrect information to start with. Such as the doomsayers on the first day the bracing and constitution changes were announced. They assumed, posted knee jerk reactions practically everyone jumped on, and here we see today they were 100 percent wrong while those of us that actually took the time to check knew about it and were right from go.
Same with the supposed "sorc nerf" that ones just funny.
Yes! That should be jewelry, not rings. Will make the edit to reflect.WalkingLegacy wrote: »ZOS_GinaBruno wrote: »zerosingularity wrote: »Also I spotted a typo with Sturdy in your post, where you have 1x sturdy = 8% instead of 4% reduction. Your math is done with a 4% reduction like you were stating, it's just a mere typo. Pointing it out in-case it confuses anyone.
Whoops, thanks! I'll make this edit for Eric so it's clear for everyone reading starting now.
Can you fix his three purple rings comment too? Pretty sure he meant three purple jewelry, IE two rings and a necklace.
We double checked the block cost and it should actually be the same. We'll remove "block" from that line in the patch notes as this was simply an error, sorry about that.So ... No change in base block cost ? Because there is a line in the Patch Notes 2.4.0 :
''Core mechanics (sprint, dodge, block, CC break) will now be slightly more expensive.''
Can you clearify this as well ?
The change didn't have anything to do specifically with block cost, so it wasn't included in the examples given. That change affects all builds in the game, not just tanks (and we wanted to keep the examples specific to tanks).Reorx_Holybeard wrote: »Do your cost analysis include the global +10% increase in abilities? If I lose 67 points in Magician my magicka abilities are 25% more expensive (for example, Igneous goes from ~3200 on live to ~4100 on PTS).
You're right - thanks! Will make that edit. And the rest of your post with the charts... oh my gosh. Bravo.
ZOS_GinaBruno wrote: »The change didn't have anything to do specifically with block cost, so it wasn't included in the examples given. That change affects all builds in the game, not just tanks (and we wanted to keep the examples specific to tanks).Reorx_Holybeard wrote: »Do your cost analysis include the global +10% increase in abilities? If I lose 67 points in Magician my magicka abilities are 25% more expensive (for example, Igneous goes from ~3200 on live to ~4100 on PTS).
So with these changes, you are basically pigeonholing any one who wants to tank to use only the above CP no matter what in order to be affective, in addition to using a certain set of heavy armor.
I thought part of the point of the CP system was to allow us the freedom to make UNIQUE builds that would allow us to successfully play the content, but not cake walk it!
ZOS_GinaBruno wrote: »The change didn't have anything to do specifically with block cost, so it wasn't included in the examples given. That change affects all builds in the game, not just tanks (and we wanted to keep the examples specific to tanks).Reorx_Holybeard wrote: »Do your cost analysis include the global +10% increase in abilities? If I lose 67 points in Magician my magicka abilities are 25% more expensive (for example, Igneous goes from ~3200 on live to ~4100 on PTS).
Lets also not forget that you guys implemented non CP campaigns into PVP, which just so happen to be the most popular ones in the EU, and this whole focusing on CP in order to block is just hurting the campaign that YOU implemented.
nikolaj.lemcheb16_ESO wrote: »There is one part of this equation that does not add up. Putting 100 points into champion block cost reduction will now cost you a massive loss in stamina regen.
So the calculations does not add up.