Well..this has definitely given me some insight into why I felt I was taking more damage in PTS, so I will probably be stacking more health,mixing armour and not getting starstruck (pun) by the regen in the champion constellations. I will probably put champion points into armour and taking less damage.These adjusted ratios could equal a nerf. If they did the 1:10 ratio change for all mobs/bosses that means they will do the exact same damage by 10. With our 1:9 magicka/stamina and 1.752 health ratios, we just lost 10% of our max magicka/stamina and 25% of our health.
So the main question is how was damage updated for the mobs and bosses? Was it done based on these same Ratios?
I kind of doubt it.
Yep, I'm going to perform the same exercise with my main character once it gets copied over. This should give an insight on a character that has had a few level ups. Based on the patch notes,I think that some stats have also changed how they work (crit?) so you need more in order to gain a % increase the higher level you are at..Sooo no way in hell I can calculate thatWould wait for the live server copy. Don't forget the fact that you're only comparing the base values at level 1, but not the stats gained by leveling up. The low numer also makes it rather hard to properly determine percentages due to rounding errors.
Wouldn't worry too much about that obvious decrease in power. Also who said that enemies just became ten times as strong? What if they use similar scaling?
Yep, I'm planning to do this once my character is copied over onto PTS. It's hard to do an accurate comparison on the test templates as you need an exact match on live. (Luckily I had a level 3 bank alt that I could use). I'm hoping to include a comparison of say light vs medium vs heavy armour vs live, jewelry base changes, enchanting changes, base food stat changes etc..s7732425ub17_ESO wrote: »This was great. Except you need to do it for Spell Damage and Weapon Damage and Armor.
Agree. ZOS was trying to get away from people stacking in health, however I can't DPS when I'm dead so I will be sacrificing points in magicka/stamina in order to survive( or have almost as much survivability as I did in live)s7732425ub17_ESO wrote: »On Live, putting 50 attributes into health gives you roughly 2100 HP. On the PTS, going 50 points into health will give you roughly 1800 HP. This is a huge nerf. Now, instead of using the rest of my points to increase mag/stam, I'm going to have to put them into health. This will lower my DPS and cause big issues with sustainability.
Dagoth_Rac wrote: »The group I ran Vet Wayrest and Vet Spindle with on PTS all had to respec/regear and add a lot of health to have any survivability in the dungeons.
Note that you get Health whenever you put a Champion Point in the Warrior, although it is diminishing returns. I think I got +87 health with first point, +42 health with second point, +34 health with third point, etc. Not sure of exact formula. But after a couple years of grinding out 1200 points in Warrior, we may be back to similar ratios of health.
Having to put concentration on health hurt damage and healing, but again there are Champion Points to increase damage and healing. And you do get magicka and stamina from each of their respective Champion constellations, which can help healing and DPS.
They definitely appear to have left enemy health and damage alone, but reduced player health and damage so that we could make it up from Champion Points.
But you will be significantly weaker as a VR14 with 70 Champion Points in Update 6 compared to an old-fashioned VR14 on Live. You will likely be unable to complete content in Update 6 you were previously able to complete without grinding out more Champion Points. Solo bosses in dungeons are not too bad. But trash groups and bosses with adds are very tough. For example, the first wave of little spiders in Praxin fight is far more difficult than Blood Spawn.
It is kind of understandable. If 70 Champion Points made us as powerful as Live, then we would be godlike once we had hundreds or thousands of Champion Points.
But with dungeons still scaling based on VR level and not how many Champion Points you have, the difficulty is bizarre. And not much fun. Are we going to have to run in circles in Spellscar for months until we gain enough Champion Points to be as powerful as we were and tackle daily quests we are used to completing?
As a light armour magicka sorc myself(mainly PVE), I really appreciate the tips you've given here. I wondered why I died so easily on PTS. :P Now I know why and can adjust my build to combat it. I also used to run bound armour which now also provides less armour. I was initially stacking some CP's into regen but I think I will probably put them into taking less damage now. Perhaps with enchants an gear I can get my magicka up to something respectable.Yup, this post tells me a few things:
1. Pretty much have to stack all 61 points into health. Even as a Magic Sorc, you can't cast spells when your dead, so Health is a must.
2. Stacking Spell Damage Enchants, Best Magic Enchants you can get on gear and jewelry, along with a few Divines pieces and the Mage Stone to help offset.
3. Stacking Spell damage to make up most of the difference lost by being forced to stack health. May not make up all of it, but it will certainly help.
4. Glad im a Breton that has a Flat Spell Cost reduction as a racial passive + investing in Spell Cost Reduction in CS means less of a need for Spell Cost reduction jewelry and more in stacking spell damage where the meat and potatoes will be.
Here i was hoping i could stack much more in to magicka, but im not comfortable in PVP with any less then 3000-3100 health(with food) and 50 Attributes in health = 1800 health on live is a death sentence damage shields or not, 1 Lethal Arrow + Attack + Poison Injection Combo from a geared stealth could easily 1 shot you at 1800 health, thats simply something i can't live with.
As it stands now, not stacking all 61 points into health you do so at your own peril. Health is the single most important stat, without it, you die. Slightly less stamina or magic can be worked around, but having next to no health is a big no no.
So i will strive to get as close as i can to 3100-3200 health and 2450-2500 magic with food, depending on how i set up my final gear, CP, and such allotment.
I know one thing, there is no way i would even attempt to try and run around with the equivalent of 1800 health
so i really needed to do a detailed breakdown of the stats since i guess people where to lazy to go look themselves and keep calling me a liar. When i took these multipliers on the live server i had all pvp bonuses with no food active...and i had food active on the pts...i didnt realise that at the time. that being condisered...the nerfs to health and stam are actually worse if you take into account i had the food active on the pts. thegear is the same on both servers. so here are the numbers :
Health 7.10
Magic 8.27
Stam 9.34
Spell damage 12.9
Spell resist 7.51
Magic regen 7.44
Health regen 8.3
Stam regen 8.24
Weapon dmg 9.66
Armor 7.33
crit for both took nerfs even though the values are not showing correctly.
i perceive all these stats as being nerfed except the spell damage which went up. Also i should tell you i had no points in any of the cp areas just to try and get the most clean comparison. I encourage you guys to discuss these numbers.
Yes, I'm not sure what I thought was being rolled out with the Champion System. I guess I asssumed that there would be new content like dungeons/expansion packs in which you would earn your extra power but the difficulty would also scale up to compensate- so that we are not all god-like. Instead we have the difficulty scaled up in existing content and you have to work to get the power you originally had. Although at this point, I'm not even sure it's possible.If it's not possible, then perhaps we were OP to begin with and should have never had certain stats that high?Or perhaps the eventual plan is to get everyone back down to VR1 Level and then remove the Vet ranks?I will be playing around with some CPs to see what stats I can get.Dagoth_Rac wrote: »I think they took a long view here of what will make the game its best once people have been playing for years. But missed out on what will make the game fun in the interim. Yes, I am sure we will all have blast playing this when we are rocking 1000 Champion Points and all our alts have access to them. But how do we get from here to there? Will the path from 70 Champion Points to 1000 Champion Points (or however many the average player needs to be viable in endgame content) be just no fun at all?
Don't forget that with scaling, just about all the content a VR14 player sees will be of similar difficulty. So if content scaled to VR12 requires a lot more than 70 Champion Points before it is even remotely fun for the average player, that is a real brick wall. Nothing will be fun for that player until they grind out more Champion Points. It is not like, "Hey! Let's go run some vet dungeons for a couple hours. That will be fun and we'll gain a Champion Point as a side effect." It will be more like, "Hey! Let's go wipe 50 times before finally completing a dungeon and come out with only 20,000 XP of the 400,000 XP we need for our next Champion Point."
Some good suggestions in here.Dagoth_Rac wrote: »I see a few solutions for this:
1). Rein in how much power is reserved for Champion System. There are stars that look like they will increase stats by 25% when maxed out. That is a lot of power. Return some stats to basic leveling and gear and reduce Champion Point stats to a 10% or 12% buff when maxed.
2). Frontload more power into early Champion Points. Instead of getting 1% from first point into star and 24% from remaining points in star, get 10% from first point into star and 15% from remaining points in star. Yes, you will want to grind out every last Champion Point if you are a min/max player who wants to top leaderboards and shave an extra 5 seconds off your speed runs. But don't make the rest of us do that.
3). Scale content off number of Champion Points player has, not Level. A VR5 with 12 Champion Points is just such a different beast than a VR5 with 120 (or 1200!) Champion Points that giving them the same difficulty of enemy to battle makes no sense. A VR5 used to be a VR5 and that was that. But there can now be a huge range of power between people of the same character level because of how many Champion Points they have or do not have.
4). Add some intrinsic tiering to veteran dungeons. Make Spindle, Banished, and Fungal tuned to folks with 70 Champion Points. Make Wayrest, Elden, and Darkshade tuned to people with 150 Champion Points. Make Crypt tuned to people with 250 Champion Points. Make Ash tuned to people with 500 Champion Points. And so on. They can all still scale. Crypt enemies will still be harder at VR12 than at VR1. But a Spindle enemy at VR12 will be easier than a Crypt enemy at VR12, for example. There will be a clear sense of, "If you don't have many Champion Points, go here. If you have a lot of Champion Points, go here."
Very interesting discussion.
I can't deliver quality inputs like these, but I will pose a question?
Could what is today's nerf to players be tomorrow's nerf to PvE content (veteran ranks removed, everything PvE is now level 50).
I never said anything was supposed to scale in a 1:10 ratio. I merely created this thread to point out that everything didn't scale in a 1:10 ratio, as many people were under the impression of.Where has it been promised that scaling is exactly 10x?
Are the mobs scaled exactly 10x? (Craglorn is content supposed for group of 4) pic mostly shows 7x.
Armors are said to be reworked and that light armor char cannot no longer tank.
Yes there are some issues in some parts of the update like trials rewards/drops and CP gain in PvP. But I've seen these same pics and same complaints that chars are nerfed in 10 threads where it seems people expect that scaling is 10x. It is not, it is 7x both mobs and chars. Except trials where bosses were upped and timers changed.
That's a good point actually- I used my level 7 alt at a crafting station to test these. So would have had no cost reductions/passives etc. (The only skill points I put into the alt were enough to be an enchanter and the first skill in each class line)The reduce cost glyphs have a variable ratio, as I posted in a topic I started today (I missed yours, otherwise I would have posted here).
More passive skills and bonus you have to reduce costs, less benefits you gain from the reduction cost glyphs.
Without any passive and bonus, the reduction of a legendary V14 is 212-213 and the lowest result I had was 136 on weapon skills (I had Wind Walker 3/3 with 7/7 medium armor and 2/2 of the passive to reduce the costs of the specific weapon skill).
No problem! I'm glad you've found it useful:)ThatNeonZebraAgain wrote: »amazing work, thank you.