sabresandiego_ESO wrote: »The game is way better balanced with the new numbers. Coming from someone who has been testing a lot.
Except it doesn't work this way. Stats weren't increased 10x across the board, many different ratios were used - some lower, some higher than 10. The game was rebalanced, but the exact changes were hidden by inflated numbers (so people couldn't easily compare PTS so Live).sabresandiego_ESO wrote: »The game is way better balanced with the new numbers. Coming from someone who has been testing a lot.
Umm the multiplication factor has no influence on the balance bro. If they divide all the current PTS numbers by 10 the balance of the PTS remains the same.
That is what this thread is about.
Cool. @ZOS_TristanK Now can you please tell the devs we don't like the new inflated numbers?ZOS_TristanK wrote: »We appreciate all of your feedback, folks! So that we can keep 1.6 specific feedback organized, we're moving this thread to the PTS section. Thanks for your understanding.
Except it doesn't work this way. Stats weren't increased 10x across the board, many different ratios were used - some lower, some higher than 10. The game was rebalanced, but the exact changes were hidden by inflated numbers (so people couldn't easily compare PTS so Live).sabresandiego_ESO wrote: »The game is way better balanced with the new numbers. Coming from someone who has been testing a lot.
Umm the multiplication factor has no influence on the balance bro. If they divide all the current PTS numbers by 10 the balance of the PTS remains the same.
That is what this thread is about.
Also I've just done an enchant /mobs comparison:I performed a comparison exercise between base stats on live and PTS in this thread:
here
All the wordy bits can be found in that thread, but here is the pic posted, which shows in my humble calculations how the basic stats scaled up in different ratios. Regen seems to have scaled by more than 10, but max health/magicka/stamina by less than 10.Once my character is copied over (EU), I plan to do the same exercise. *As I've said in my thread;I'm not a mathematician or a dev, these are just some calculations I've done on a level 3 character.
Gamplay
- We are now capping damage at 9999 and changing the tool tips of Destructive Touch and Destructive Clench.
- Destructive Touch will now be called Firaga.
- Destructive Clench morph will now be called Firagaga
fake
firstdecan wrote: »<sarcasm>Because let's face it, a 00.1% bonus on a four digit number is much more significant than a 00.1% bonus on a three digit number. <sarcasm/>
They did it so that the micro bonuses would be more apparent (this is in another discussion somewhere I don't feel like looking for). Bonus of 1% or less are not perceptible on smaller numbers, so they just made the numbers bigger. Plus, this is an MA rated game, we should all be able to do this kind of math in our heads.
What I dont really understand is the new numbers for spell crit and spell penetration. I mean, how much spellcrit % does 2099 spellcrit score give me? and same for spell penetration?
Please enligheten me.
Sure why not just un-nerf us and put everything exactly 10x. I'll love to go around and yolo obliterate everything in my path since that's what it would be.
Sure why not just un-nerf us and put everything exactly 10x. I'll love to go around and yolo obliterate everything in my path since that's what it would be.
They adjusted mob health / damage to reflect the new values.
What on earth makes you think that mob health / damage wouldn't be readjusted to reflect a true 10x increase from live? What a short-sighted sentiment.
Either way, the whole thing seems unnecessary to me.
Point being that there has been different scalings now based on some data collectors. And they yell big nerf... and my personal feeling while actually playing the game and not comparing numbers is that I feel bit more powerful than before.
Point being that there has been different scalings now based on some data collectors. And they yell big nerf... and my personal feeling while actually playing the game and not comparing numbers is that I feel bit more powerful than before.
I don't put very much stock in personal feels.
It's a useful metric for some things, but when measuring character power, I'll take hard numbers, thanks. : )
Point being that there has been different scalings now based on some data collectors. And they yell big nerf... and my personal feeling while actually playing the game and not comparing numbers is that I feel bit more powerful than before.
I don't put very much stock in personal feels.
It's a useful metric for some things, but when measuring character power, I'll take hard numbers, thanks. : )
Based on numbers how can you say is your char better or worse than before when the numbers are not exactly comparable.
Theegoliath wrote: »Is anyone else having a difficult time swallowing the new larger value numbers for everything ( skill dmg, health, skill cost, etc..). I for one have a harder time digesting information if the number is xx,xxx vrs xxx. I dont need a larger number to feel good about changes in my character. Thats why rounding numbers was invented. Who cares about the extra .xx
Heres a musical quote I feel totally applies to the new value sytem. "Less is more." I feel smaller numbers are easier to read and mentally do math faster on the fly.