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Comparison of how basic character stats scaled up. (They did't all scale in 1:10 ratio)

angelyn
angelyn
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TLDR- My calculations on a lv 3 character. I'm not a mathematician so might not be 100%!This is only how the ratio seems to have scaled to me.
  • Health scaled on 1:7 Ratio
  • Magicka/Stamina scaled on 1:9 Ratio
  • Health Regen scaled on 1:11.5 Ratio
  • Magicka/Stamina Regen scaled on 1:11 Ratio
  • Heavy/Medium Armour scaled on 1:4 Ratio
  • Light Armour scaled on 1:2 Ratio
  • Some mobs health scaled on a 1:7 Ratio
  • Some mobs health scaled on a 1:9 Ratio
  • Max Health Enchants scaled on a 1:5 Ratio
  • Max Magicka/Stamina scaled on a 1:6 Ratio
  • All recovery enchants scaled on a 1:3 Ratio
  • Reduce cost enchants scaled up on a 1:8/9 Ratio
  • Spell Resistance/Armour glyphs scaled on a 1:6 Ratio
  • X resistance Glyphs (eg Fire Resistance) scaled on a 1:2 Ratio
  • Spell/Weapon Damage Glyphs increased on a 1:2 Ratio
  • General Damage enchants for weapons varied between 1:3 and 1:10 Ratio
Read on below for further:
Due to the scaling of the numbers it's hard for me to figure out what my attributes really are, especially since you can't just multiply or divide everything by 10.I understand that the addition of champion points means the game needs to be adjusted. I just didn't realise I would have to grind champion points in order to get my stats back to where they were,so that I have a hope of surviving content that I successfully completed before.

So my maths is a little rusty but I think we got there in the end. I'm still waiting for my characters to get copied over on EU. However, on live I have a level 3 straight out of wailing prison. I decided to replicate this on the PTS just for fun :p and put the comparison into a table. I ensured that the character was wearing nothing,had not eaten, had no skills slotted,no passives/champion points in skill trees or any active buffs.This the first draft of what I've found:Xx3QuZq.jpg?18PCv3Lk.jpg?1dk4VkYl.jpg?1UzCIeDg.jpg?1Ideally I would like to find out:
  1. How much does the same food item provide in live/PTS
  2. How much spell resistance/armour does each type of armour provide, compared to live (without passives in skill trees or traits on armour)
  3. Set bonus comparison( eg: Willow's Path)
  4. How my main character's stats overall have been changed (to include passives/food/spells/buffs/set armour etc)
I'm not sure if I will be able to look at each of those numbers so feel free to post your own comparisons here too. I think that each thing taken on it's own might be slightly different, however, combining what total changes are to your character will be interesting. Once I've done this it will help me decide where I want to use my champion points to make up the difference.

If I've massively c*cked up on some of the calculations- I apologise..it's many years since I needed to do anything with ratios etc...and I'll be sure to amend. This is how I calculated

Ratio- PTS divided by live amount
Percentage increase
- Find the difference between live and PTS amount.
-Divide the answer obtained in first step by live amount.
-Multiply by 100.

I'm not a mathematician or a dev, these are just my own calculations on a random level 3 character.**I don't know if we get the sam ratios for higher level characters. There may be some kind of sliding scale involved.

Edited:02/04/15Note:I had 2 points into health so the ratio might be slightly off here. Replaced with version that had no attribute points in health.
Edited:03/04/15 :Included armour comparison. (*Note- I only compared a chest piece here so perhaps a full set might have different ratios) as well as TLDR Calculations as follows:

Ratio- PTS divided by live amount.
Percentage increase when swapping armour.
-Find the difference between starting armour and ending armour amount.
-Divide the answer obtained in first step by starting armour amount.
-Multiply by 100.
Additional differences gained/lost when swapping from one type to another, comparison live vs PTS.
- Found the difference between the live percentage increase and the PTS percentage increase.
Edit 04/02/15 to include mobs.
Edit 05/02/15 to include enchants.
Edit 05/02/15 Replaced enchants with another version
Edited by angelyn on February 6, 2015 12:04AM
  • Robbmrp
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    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.
    NA Server - Kildair
  • angelyn
    angelyn
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    Robbmrp wrote: »
    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.
    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.
    Edited by angelyn on February 3, 2015 5:33PM
  • Smaxx
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    Would 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?
  • angelyn
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    Smaxx wrote: »
    Would 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 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 that :p
    Edited by angelyn on February 2, 2015 9:20PM
  • s7732425ub17_ESO
    s7732425ub17_ESO
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    This was great. Except you need to do it for Spell Damage and Weapon Damage and Armor.

    Basically it shows an overall nerf across all attributes with health being hit the hardest.

    What this means:
    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.

    Also, the VR10 food does not help with this problem as it doesn't provide a big enough boost to even things out to where they are now.
  • angelyn
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    This was great. Except you need to do it for Spell Damage and Weapon Damage and Armor.
    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..
    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.
    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)
    Edited by angelyn on February 2, 2015 10:01PM
  • kewl
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    @Joejudas‌ Check this thread out. You may want to try a similar comparison with your main. With and without gear.
  • Dagoth_Rac
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    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?
  • Joejudas
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    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?

    This is what we are trying to make people understand. By taking away character progress and making us do the same content they are not improving anything. It's insulting
  • kewl
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    This is really interesting. The OPs comparison seems to support the idea that max lvl chars have been nerfed.
  • angelyn
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    I've now added armour. Looks like I will be wearing less light armour :p
  • Joejudas
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    Untitled12345_zps0bifeltk.png

    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.
  • RinaldoGandolphi
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    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 :(
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  • angelyn
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    woodsro wrote: »
    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 :(
    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.

    PS @woodsro if you manage to get your numbers up to health 3100-3200 and magic 2450-2500 would you mind posting it so I can have a look. I need all the help I can get:P
    Edited by angelyn on February 3, 2015 5:37PM
  • Dagoth_Rac
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    Joejudas wrote: »
    Untitled12345_zps0bifeltk.png

    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.

    All of the stats you listed can be buffed via Champion System.

    Health/Magicka/Stamina increase anytime you put a point in constellations of Warrior/Mage/Thief, respectively.

    Spell Damage stat can not be increased directly, but can be increased indirectly via stars that increase damage of certain effects, like magic, poison, fire, frost, etc.

    There is a star that directly increases Spell Resistance.

    There is a star that directly increases magicka regen.

    There is a star that directly increases health regen.

    There is a star that directly increases stamina regen.

    There are stars to increase light/heavy attacks of various weapon types like staves, axes, bows, etc. I believe there is a star to increase "physical damage" which may directly increase weapon damage stat, but I am not sure.

    Armor can be increased directly by armor type. There are individual stars for Light/Medium/Heavy to increase armor. There is also a passive once you invest enough points that almost doubles armor on shields.

    The fact that every stat you list has corresponding buffs in Champion System shows these nerfs are a feature of Update 6, not a bug.

    And I understand the theory behind it completely. If Champion System points are to mean anything, they have to make our characters more powerful. And if Update 6 at 70 Champion Points played like live, we would all be overpowered in a few months.

    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."

    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."
  • angelyn
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    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."
    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 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."
    Some good suggestions in here.
    Edited by angelyn on February 3, 2015 5:15PM
  • Jitterbug
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    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)?
    Edited by Jitterbug on February 3, 2015 6:55PM
  • Dagoth_Rac
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    Jitterbug wrote: »
    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).

    This is an interesting point. If removing Vet Ranks in the future but leaving Champion System hurts PvE mobs more than it hurts players, it might all even out!

    But we have no idea when they are removing Veteran Ranks. Or if it is still in the plans with all the upheaval around consoles and B2P. It is not part of Update 6. My gut tells me Vet Ranks will be removed before console release. But who knows.
  • angelyn
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    Proof that Craglorn Wasps are now OP!! I've included mob health ratio as well in original post
    dk4VkYl.jpg?1

    Feel free to do some ratio comparisons of your own and post them here.
    Edited by angelyn on February 4, 2015 11:03PM
  • angelyn
    angelyn
    ✭✭✭✭
    I've now added enchants, which levelled up in a far less ratio than 1:7 and above
    mrYAauH.jpg?1
  • Syntse
    Syntse
    ✭✭✭✭✭
    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.
    Syntse Dominion Khajiit Dragonknight Stamina Tank [50]
    Ra'Syntse Dominion Khajiit Nightblade Magica DPS [50]
    Syntselle Dominion Dark Elf Dragonknight Magica DPS [50]
    Syntseus Dominion Imperial Templar Healer [50]
    Syntsetar Dominion High Elf Sorcerer Magica DPS [50]
    Friar Tuktuk Daggerfall Brenton Templar Healer [50]
    Syntseyn Ebonheart Brenton Nightblade Magica DPS [50]
  • angelyn
    angelyn
    ✭✭✭✭
    Syntse wrote: »
    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.
    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.

    A few people have said they've found this information informative. I'm just presenting the numbers. Everyone can make up their own minds as to what they think about them, regardless of what my personal opinions are.
    Edited by angelyn on February 5, 2015 9:10PM
  • Suntzu1414
    Here is an interesting point regarding Spell Damage.


    One area that i previously "overpowered" in Live, was Spell Damage.
    I consistantly, tried to push the limited on SD, and Magica (funny that I'm a NB)

    What i noticed, regarding SD ( from 1.5 to 1.6) was significant :


    In 1.5 my SD Enchants vs SD Buff (from Sets - Magnus)

    Ratio was 11:8 (at VR12)


    In 1.6 My SD Enchants vs SD Buff (from Sets - Magnus)

    Ratio now 3:11 (at VR12)


    as its sits now. Enchanting SD (and probably WD) is not worth the effort.
    This is especially disheartening , after all the time it takes to level Enchanting. If you are looking to boost power. we will need to find it, in sets. Or from the Constellation. The other option is Cost Reduction (this appears to have been LESS nerfed)

    ...would appreciate your input regarding, GOTO enchants, in 1.6. SD isn't cutting it anymore (at least now)



    Kill Well
    ST
    DC - NB VR15 - Khajit - DW / S+B / Bow
    DC - NB VR 15 - Wood Elf - S+B / Resto
    DC - TP VR 15 - Brenton - Resto / Dual Wield
    DC - SC VR 12 - High Elf - Desto / Dual Wield
    EP - TP VR 5 - Nord - 2hd / 2hd
    EP - DK 20 - Imperial - S+B / Desto / Bow
  • Hylda69
    Hylda69
    ✭✭
    Hi all,

    I've made some SS of both my live and pts account. I hope it'll help you to find the exact ratio. I'm a WW on both so on live, my stam regen is up by 15% all the time. On pts, i can see that the stam regen provide by WW is +40% only in combat but i didn't see any up.

    Here is my DK actually.
    bmwzfly271um.png

    And here on PTS. I've spent all my CP so maybe i need to tell you what i've chosen.
    vwfwgcyvcwei.png

    Here is my stuff on live.
    6tvz0newwsfj.png

    And now on pts.
    0p6v0wjxfgmh.png


    IMO, we lost a lot on enchants and some value of armor are not x10.
    With the same stuff AND with 71 CP, i can't tank as i do on live. My stam decrease really quickly :/
    Tetousek Tapadpek - DK tank argonien.
    Eizhen - Templar DD magie / heal.
    Vespide - NB DD magie.
    Malicanth - NB DD stam.
    Lycanth - DK DD stam.
    Lirune - DK DD magie.
    Mule Frites - Soso DD magie.
    Slick Devlant - Soso DD stam.
    Lofhlyn - Warden DD magie.
  • angelyn
    angelyn
    ✭✭✭✭
    @‌Suntzu and @Hylda69 Well, I've now had a look at spell/weapon damage enchants and posted them in original thread.
    • You can definitely see that spell damage didn't scale up as much as other things.
    • The glyph that scaled the lowest was the bash glyph at only 7%
    • I will be switching all my fire resist glyphs to spell resist/armour since elemental resistance specific glyphs scaled much less (180% vs 600%)
    • Weapon enchants I will now either go with standard glyph of x damage (fire/frost etc), but most likely I will go for weapon glyphs that absorb health. Both these types of glyphs levelled the most out of the damage ones.
    • I'm thinking reduce cost glyphs over recovery? Since they got scaled higher than recovery
    UzCIeDg.jpg?1
    PS Hylda69, I'm sorry I can't read French and I wouldn't like to guess:P at a full character. I've still not figured out how I will be doing my own character's comparison.
  • Helluin
    Helluin
    ✭✭✭
    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).
    Edited by Helluin on February 6, 2015 5:08PM
    "... and the blue fire of Helluin flickered in the mists above the borders of the world, in that hour the Children of the Earth awoke, the Firstborn of Ilúvatar."
  • angelyn
    angelyn
    ✭✭✭✭
    Helluin wrote: »
    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).
    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)

    I'll be sure to check out your thread :D
    Edited by angelyn on February 6, 2015 6:28PM
  • ThatNeonZebraAgain
    ThatNeonZebraAgain
    ✭✭✭✭✭
    amazing work, thank you.
    Gore-of-the-Forest Argonian Nightblade
    Wode Earthrender Breton Dragonknight
    Ceol the Last Baron Redguard Dragonknight
    Wayra High Elf Sorceress
    Erebain Salothran Dark Elf Templar
    Rituals-of-the-Forest Argonian Warden
  • angelyn
    angelyn
    ✭✭✭✭
    amazing work, thank you.
    No problem! I'm glad you've found it useful:)
  • jelliedsoup
    jelliedsoup
    ✭✭✭✭✭
    English, do you speak it?
    www.youtube.com/watch?feature=youtu.be&v=Ks8_KGHqmO4
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