I am very interested in facts, sadly you didn't provide any. If you still want to, please answer me this:Alphashado wrote: »Ok. Well since the best thing you can come up with is "you're wrong", my conversation with you is over. Especially since you seem to be more interested in theory rather than facts.
- Player A has 25k magicka without any CPs applied.
- How much does he have with 20 CPs?
- How much does he have with 120 CPs?
- How much does he have with a fully maxed out system?
- How does this affect his DPS?
- How much do the points that he allocates in other constellations like health and stamina influence his survivability?
Right, you don't know.
Q.E.D.
I didn't ever claim I would. However I am saying that it *could* and I am *assuming* that it does. And *if* that *was* the case then this *would* be bad for the long term health of the game.Alphashado wrote: »Neither do you. Or anyone trying to suggest that the CS is going to give anyone a huge advantage over new players.
0 points into The Warrior: 12495 health
12 points into The Warrior: 12956 health (+461)
24 points into The Warrior: 13177 health (+682)
Nobody is shouting this. Especially not in this thread (at least not considering its original purpose). What that means for a couple of hundred points we still don't know. Also this again is only a part of the sum. You get a bunch of stats and passives.Take a look at this:0 points into The Warrior: 12495 health
12 points into The Warrior: 12956 health (+461)
24 points into The Warrior: 13177 health (+682)
From this thread:
http://forums.elderscrollsonline.com/discussion/149370/champion-system-stars-diminishing-returns
Now you can proceed to ignore it and keep on shouting THE END IS NIGH
Nobody is shouting this.Take a look at this:0 points into The Warrior: 12495 health
12 points into The Warrior: 12956 health (+461)
24 points into The Warrior: 13177 health (+682)
From this thread:
http://forums.elderscrollsonline.com/discussion/149370/champion-system-stars-diminishing-returns
Now you can proceed to ignore it and keep on shouting THE END IS NIGH
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.
nerevarine1138 wrote: »Can someone please point to the passives in any constellation that will give such a boost to any character that they will be insurmountably better than any other max-level character wearing the same gear?
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.
Pro tip. Disable the soft cap add-on on PTS for 2 reasons.
#1 - There aren't soft caps anymore so it's useless anyways
#2 - It screws up some of the stats (like crit) on the Character sheet.
We do but some people just don't get (or don't want to get) the difference between shouting "THE END IS NIGH" and constructive criticism that is pointing out potential problems of a new system.
Curragraigue wrote: »They are removing the sub and allowing people to play everything not just PvE And not just lvl 1-50. You got what you paid for it was not a paid beta test.
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.
Alphashado wrote: »It is a bizarre irony that competitive players are so openly despised in the public game forums when every bit of information they unconver seems to be precisley the stuff that practically everyone, competitive or not, wants to have at their disposal to play the game, since yes everyone wants the shineys and to win. They publicly take the position of "no, it's all just elitist BS and we don't need that anyway to play," then all the while taking in the info like sponges, stamping on the builds, buying the BoE gear, etc. Hypocrisy at its finest if you ask me. The difference between "need" and "want" is a huge chasm and many are all to happy to cross it if someone else shows them the way. Preferrably the easiest way, so much the better.Alphashado wrote: »Alphashado wrote: »Seriously though.
- 120 Infusion Increases another player's Magicka Regeneration by (xxx) after you resurrect them
- 120 Arcane Well Grants 20% chance when you kill enemy of opening an Arcane Well, which restores (xxxx) Magicka to you and any allies within 2.5m of the enemy
- 120 Reinforced When blocking gain a damage shield for (xxx) every 20 seconds
- 120 Last Stand Grants Major Heroism when you fall below 20% health, increasing your Ultimate gain by 3 every 1.6 seconds, cooldown 30 seconds
You would boot people from your trial group because they don't have THAT?
Really?
All the other stuff is easily attainable. Especially if/when they reduce the required XP for point gain.
Yup, when comes a point when many healers in the game have Infusion, many DPSers have Arcane Well, and tanks have reinforced, I wont take people in raid who don't have the passives and I won't be alone. Why take subpar when there are people running optimal? It's always like this in MMOs.
Just wait & see, to quote Pythia: "All this has happened before. All this will happen again."
/shrug. That's just fine. There are guilds out there right now that won't take people unless they are using the latest FOTM builds/classes
I can understand requiring the lower level passives like Crit% increase etc. But if you are bugging out over those underwhelming 120 point skills, then that is no different then how it is right now. It's not game breaking. It's just elitist vs non elitist. Nothing new.
There is a huge difference between competitive and Elitist.
The Competitive GM will inspire his guild members to do the best they can in order to squeeze the most potential out of anyone who wants to participate (within reason) in order to get things done.
The Elitist GM intentionally excludes anyone that wants to participate unless they are using FOTM builds and skills and/or they are putting out maximum numbers.
That is a discussion for a different thread though. This discussion is about whether or not the current CP structure will alienate and exclude new players in the future from participating in a competitive manner in end game content.
The answer is No.
90 CP will get you the most powerful passives in the system. Once you have those, then the difference between 90 CP and 500 CP is minimal. At that point it comes down to the difference again between Competitive and Elite.
None of these skills are game breaking and the ones above 30 pts are incredibly diminishing. So it will still come down to the build you are using and the skill you have at playing your character being MUCH more important to the success of your raid than whether or not you have access to the underwhelming 120 pt passives.
No CP required - Casual
90+ CP required - Competitive
CP MAX required - Elitist
On a side note, I don't despise elitist players. I just don't hang with them.
Champion system is only a grind if you make it into one. For those players that will pretty much ignore it and just play normally instead of grinding, they will thanks to enlightement mechanic accumulate CP points at a rate that will allow them to close the gap rapidly thanks to the diminishing returns on the champion abilities.
Sallington wrote: »Anything useful that players are wanting added into the game all fall under the category of "Yer ruinin my 'mersion!"
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.
Thanks for taking the time to do this comparison @Joejudas . It clearly illustrates the points you have been making.
Nobody is shouting this. Especially not in this thread (at least not considering its original purpose). What that means for a couple of hundred points we still don't know. Also this again is only a part of the sum. You get a bunch of stats and passives.Take a look at this:0 points into The Warrior: 12495 health
12 points into The Warrior: 12956 health (+461)
24 points into The Warrior: 13177 health (+682)
From this thread:
http://forums.elderscrollsonline.com/discussion/149370/champion-system-stars-diminishing-returns
Now you can proceed to ignore it and keep on shouting THE END IS NIGH
Fact is still, we don't know how big the power gap might be.
We... don't... know...
And again:
And *if* that *was* the case [that it is unbearable for new players] then this *would* be bad for the long term health of the game.
Okay, let's say the yield value cuts in half every 200 points, and that 200 points yields a 5% point spellpower increase. That would meanDagoth_Rac wrote: »When they made the solo Veteran content (i.e., Cadwell's Silver and Gold) easier over the summer, they decreased mob health by 15% and decreased mob damage by 15%.
Do you remember what an enormous change that was? Do you remember how much weaker the enemies felt and how much stronger you felt?
15% is a lot more than people realize.
So I think the idea that the power gap that will be introduced by the Champion System will be minimal or irrelevant is misguided. A lot of these differences that don't feel like much in isolation will add up.
When you are doing 10% more damage and taking 10% less damage and have 10% more stamina and 10% more magicka regen and your abilities cost 10% less and you have 10% more armor/resist and you do 10% more healing and receive 10% more healing and can block 10% longer and on and on ... it becomes a big deal. Both against other players and against enemies in PvE endgame content.
And these are not the differences between a fresh VR1 and someone with 3600 Champion Points. Many of these stars seem like they max out around a 25% buff. So 10% might be the difference between someone with 200 Champion Points and someone with 1000 Champion Points. Someone with 200 Champion Points is not a "n00b". That is someone with a significant investment of time and effort into the game.
Spottswoode wrote: »too much text:Nobody is shouting this. Especially not in this thread (at least not considering its original purpose). What that means for a couple of hundred points we still don't know. Also this again is only a part of the sum. You get a bunch of stats and passives.Take a look at this:0 points into The Warrior: 12495 health
12 points into The Warrior: 12956 health (+461)
24 points into The Warrior: 13177 health (+682)
From this thread:
http://forums.elderscrollsonline.com/discussion/149370/champion-system-stars-diminishing-returns
Now you can proceed to ignore it and keep on shouting THE END IS NIGH
Fact is still, we don't know how big the power gap might be.
We... don't... know...
And again:
And *if* that *was* the case [that it is unbearable for new players] then this *would* be bad for the long term health of the game.
Okay, let's extrapolate some here. We can permit it.
461(amount yielded by 12 point increase) / 12495 (original health amount) = 0.0368947579
So for 12 points you get a measly 3.7% health increase.
682 / 12495 = 0.05458183273
For double the investment, you get a 5.5% total increase.
0.05458183273 - 0.0368947579 = 0.01768707483 Difference between dozens
0.0368947579/12=0.00307456315 First dozen increase per point
0.01768707483 /12=0.0014739229 second dozen increase per point
0.0014739229/0.00307456315 = 0.47939262525
So about a 48% decrease per every 12 points.
Which would mean after 36 points, you're only getting 4% of the original value of each point.
Even if there are numerous perks to increase health, unless the warrior gives less health than other constellations, you'd only be getting 3.7% extra per every 12 points invested in each perk with diminishing returns in every perk invested in. So, let's say there are 15 perks that yield the same amount, you end up investing 180 CP for a 55.5% increase in health. Keep in mind, it will then take another 180 CP to get that total increase to 82%. And another 180 CP to get to 94%. Sure, you'll have almost double the amount of health, but you've invested 540 CP into it. The time investment here has got to be massive.
That's assuming there's even that number of perks that can increase health. With just the increases mentioned in the above post (Valencer's example), 540 CP would have already cut it's return value about half again nearly 45 times. (Which each point will be returning less than 2.8421709e-14 of the original value at that point.)Okay, let's say the yield value cuts in half every 200 points, and that 200 points yields a 5% point spellpower increase. That would meanDagoth_Rac wrote: »When they made the solo Veteran content (i.e., Cadwell's Silver and Gold) easier over the summer, they decreased mob health by 15% and decreased mob damage by 15%.
Do you remember what an enormous change that was? Do you remember how much weaker the enemies felt and how much stronger you felt?
15% is a lot more than people realize.
So I think the idea that the power gap that will be introduced by the Champion System will be minimal or irrelevant is misguided. A lot of these differences that don't feel like much in isolation will add up.
When you are doing 10% more damage and taking 10% less damage and have 10% more stamina and 10% more magicka regen and your abilities cost 10% less and you have 10% more armor/resist and you do 10% more healing and receive 10% more healing and can block 10% longer and on and on ... it becomes a big deal. Both against other players and against enemies in PvE endgame content.
And these are not the differences between a fresh VR1 and someone with 3600 Champion Points. Many of these stars seem like they max out around a 25% buff. So 10% might be the difference between someone with 200 Champion Points and someone with 1000 Champion Points. Someone with 200 Champion Points is not a "n00b". That is someone with a significant investment of time and effort into the game.
400 yields 7.5%
600 yields 8.75
800 yields 9.375 %
With 1000 yielding 9.40625% increase.
Now, that's almost a 50% increase in yield with that much invested in to it. But the player with 1000 is only dealing 4% more damage. And it doesn't get much better the higher it goes.
1200 yields 9.71875%
1400 yields 9.875%
1600 yields 9.953125%
1800 yields 9.9921875%
With 2000 yielding 10.03125%
So even with 10 times the investment, you're still barely getting an extra 5%.
The amount of time investment we are talking to get to 15% or even 10% increases is astronomical.
Even still, what is 10% of spellpower? 100 spellpower for most people, with the new numbers?
I don't see the doom and gloom here.
Sallington wrote: »Anything useful that players are wanting added into the game all fall under the category of "Yer ruinin my 'mersion!"
Wolfsspinne wrote: »Even the summary is TL;DR
But don't mind you're wrong anyway.
I agree with OP.
I think they wanted to introduce a system that no player would be able to finish in couple of weeks or even months. And I like that. ESO's crafting research already does that. It doesn't allow anyone to reach 9 traits on a single item in a week. It's a good system that works magic in Eve, but it also has a huge potential problem.
20 points is about 8-9%.
Do you really believe you having 9 % damage will have a bigger effect on the inequality between you and him in PvP than other differences that are already in the game?
Just for example: You are getting 25 ultimate from every kill, he is not. This alone will have way more effect on the inequality between you than 9% damage ever could. And that's jus the tip of the iceberg of different factors that will make an old fart wipe the floor with any newbies.
Which would largely result from the investment of just a few points in each perk needed to climb up. So really the difference here would vary the strongest at the early levels. The diminishing part starts to set in once you HAVE all of the perks in the system you need. So, I'll acknowledge there's a heck of a vertical wall to climb.the problem aint the dimnishing part of the cp system but the passives that come at some breaking points wich offer to much gain in one step.
get rid of them and either make armors worthwhile again or incorporate those gains into the dimnishing part of the CP system.
Apparently you are better at math than me but I try to follow (and I don't mean that in any trollish way). To make this a little better to read I will cut some stuff out but please correct me if I am wrong.Spottswoode wrote: »Okay, let's extrapolate some here. We can permit it.
Mhm, just to make sure... Have you even had a look at the champion system? Because how your wording is I am not entirely sure you have. "The Warrior" is the *only* constellation that bolsters your health. It does neither give more or less health than the other ones, it is *the* constellation that gives health. Anyway.Spottswoode wrote: »Even if there are numerous perks to increase health, unless the warrior gives less health than other constellations, you'd only be getting 3.7% extra per every 12 points invested in each perk with diminishing returns in every perk invested in.
True. Well, sort of. There are exactly 15 perks that increase health. No more, no less. 15 more for stamina, 15 for magicka. You have a total of 1200 points to spend if you max out the system. And actually they are called "stars" and must not be confused with "perks". But more on that later.Spottswoode wrote: »So, let's say there are 15 perks that yield the same amount, you end up investing 180 CP for a 55.5% increase in health.
Exactly. But for the sake of the argument let's assume one has 540 points to spend in the entire system. This could very well be the case for a real hardcore player after a year assuming he would play every day and get an average of 1.287671 points a day [(180 * 3) - 70) / 365]. I'd say this could be a realistic goal for a dedicated player after one year. However you would have to rotate around the constellations, meaning you need to spend 180 in health, 180 in stamina and 180 in magicka.Spottswoode wrote: »Keep in mind, it will then take another 180 CP to get that total increase to 82%. And another 180 CP to get to 94%. Sure, you'll have almost double the amount of health, but you've invested 540 CP into it. The time investment here has got to be massive.
So ehm again... By that phrasing... Do you actually know what you are talking about? There are *exactly* that amount of stars (not perks) to increase health, no more no less. Right now one might get the impression you are very good at math but have no clue about the system at all. I don't mean that in a trollish way, please don't get me wrong. It is just how you phrase things that makes me wonder.Spottswoode wrote: »That's assuming there's even that number of perks that can increase health.
So what you are saying by very smartly extrapolating numbers is that if one puts 180 CP in the warrior he has thereby increased his health by 55.5%, right? Ok, so because our hardcore player has to rotate around the stars and has 540 points to spend he has already 55.5% more health, 55.5% more magicka and 55.5% more magicka as a new player, right?Spottswoode wrote: »So, let's say there are 15 perks that yield the same amount, you end up investing 180 CP for a 55.5% increase in health.
Where do you pull these numers from? Is this an assumption? Who is talking about spellpower anyway?Spottswoode wrote: »Okay, let's say the yield value cuts in half every 200 points, and that 200 points yields a 5% point spellpower increase.
I have to cut it a little here because no one is talking about spellpower. I am assuming that you somehow translate the magicka gain from the mage constellation to a spellpower increase but I am not really sure. Please elaborate what you mean with that last part. But for the sake of the argument that is not even important.Spottswoode wrote: »That would mean
400 yields 7.5%
600 yields 8.75
800 yields 9.375 %
With 1000 yielding 9.40625% increase.
...
I seriously believe that you don't exactly understand the system. Let's remember: Our hardcore player has after a year 55.5% more health, 55.5% more stamina and 55.5% more magicka than a new player (if I understood you right). So that is *already* a pretty big edge. But not only that he has a 55.5% bigger resource pool for every resource there is (and that as you would know also scales all of his skills, meaning damage AND healing), in addition he has sooo many perks. For example he has 12% more critical rating (30 point perk the ritual), he has 75% more armor and spell resistance from shields (75 point perk the steed), he snares his enemies at a 33% chance with a bash attack (10 point perk the tower) etc. etc. etc. These are only examples and these are ONLY THE PASSIVES. Because now we get to the "stars" he actually has invested his points in. You can extrapolate how much more spell crit he has (5% for 10 points in "elfborn"), how much more magic damage (5% for 10 points in "thaumaturge") and how much more magicka regeneration (5% for 10 points in "magician") he can have. Again, only some examples of the goodies he can get out of his 540 points.Spottswoode wrote: »I don't see the doom and gloom here.
Spottswoode wrote: »So even with 10 times the investment, you're still barely getting an extra 5%.
The amount of time investment we are talking to get to 15% or even 10% increases is astronomical.
Even still, what is 10% of spellpower? 100 spellpower for most people, with the new numbers?
I don't see the doom and gloom here.
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.
Ok so you are a stats guy. You like to compare numbers and make your assumptions based on that. Please do some actual live testing too instead of just blindly looking at your numbers. I lost the last bit of thought that you might know something you talk about since the post where you said all mobs and bosses healths are upped and it takes 4 hours to grind one CP when you have been involved in thread that has proven the very opposite.
That tells me that you do not seem to even bother to go in there and test any of your claims other than "my stats are not exactly x10 like they promised".
Because myself and other people have personally tested it...and it does take 4 hours to get a CP. Maybe instead of using so much effort to try and disrespect me you should go check out the pts. And what thread proved that trials bosses didn't have increased health and dmg. Can you link that ? Cause I have been in trials on the PTS and it's dumb hard. And I have tested my single target dps on the PTS server and it's around 7K versus 1.4k on the live server. So yes that's a 50 percent nerf.
20 points is about 8-9%.
Do you really believe you having 9 % damage will have a bigger effect on the inequality between you and him in PvP than other differences that are already in the game?
Just for example: You are getting 25 ultimate from every kill, he is not. This alone will have way more effect on the inequality between you than 9% damage ever could. And that's jus the tip of the iceberg of different factors that will make an old fart wipe the floor with any newbies.
8-9% is MASSIVE for certain mechanics like crit chance, because it initiates a "snowfall process" where benefitted abilities proc not-linearly more often.