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Are Jewelry Glyphs Broken right now?

Deathztalker
Deathztalker
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I'm looking at some of my Jewelry where I had applied the glyphs and I notice effects are not matching, the Reduce Stamina Cost is only applying 50% of what is stated on the Jewelry? Also the Weapon Damage Glyphs don't seem have been updated for 1,6?

I tired so my math isn't to good tonight but the Training Trait for armor may also not be working.
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  • ZRage
    ZRage
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    "Bonuses are now multiplicative instead of additive. "
  • Snit
    Snit
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    There is something going on. I use three gold spell cost reduction glyphs (reduce cast cost by 200). They reduce it by 169 to 170 each.
    Edited by Snit on March 15, 2015 8:09AM
    Snit AD Sorc
    Ratbag AD Warden Tank
    Goblins AD Stamblade

  • Nebthet78
    Nebthet78
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    I noticed something along the same lines tonight when I added purple glyphs to my new Vet 7 armor tonight.. some of them were actually matching the glyphs/enchantments I had on my then current Vet 3 armor, it's really weird. I was using Vet 7-9 Purple glyphs as well. The pieces that ended up matching the same as Vet 3 enchantments were the Epaulets, Legs and Helm enchantments @ 572 Health.

    Only one of the large pieces actually gained a little more was the Chest and that's because I had the Infused trait on it. Everything else had reinforced.

    The sash and gloves went from 213 to 231 with purple health glyphs.

    So is this a bug or a type of soft capping?
    Far too many characters to list any more.
  • stefan.gustavsonb16_ESO
    stefan.gustavsonb16_ESO
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    Multiplicative bonuses, which is what they have changed to using now, are a diminishing return mechanic. If you wear two things that each reduce the cost by 10% (to 90%), their combined effect is not 20% (to 80%), but 0.9*0.9=0.81, meaning 81% or a 19% reduction. The diminishing return gets stronger as you go higher: two 50% reduction items will reduce by 75% when worn together (0.5*0.5=0.25).

    If you don't care for the math, here's a simple intuitive rule: The first item you wear will have full effect. All subsequent effects of the same kind will have their strength reduced by the relative reduction or increase you already have in place.
    Edited by stefan.gustavsonb16_ESO on March 15, 2015 9:06AM
  • Arkadius
    Arkadius
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    Multiplicative bonuses, which is what they have changed to using now, are a diminishing return mechanic. If you wear two things that each reduce the cost by 10% (to 90%), their combined effect is not 20% (to 80%), but 0.9*0.9=0.81, meaning 81% or a 19% reduction. The diminishing return gets stronger as you go higher: two 50% reduction items will reduce by 75% when worn together (0.5*0.5=0.25).

    If you don't care for the math, here's a simple intuitive rule: The first item you wear will have full effect. All subsequent effects of the same kind will have their strength reduced by the relative reduction or increase you already have in place.

    This does only work for relative (x%) but not for absolute (y points) reduction.

    In the case of glyphs:
    Absolute reduction is applied before relative reduction. Therefore you see 'wrong' values.

    Example:
    2000 base cost, 10% reduction (LA), 200 reduction (glyph)
    New cost without glyph: 2000 * 0.9 = 1800
    New cost with glyph: (2000 - 200) * 0.9 = 1620

    You will see a reduction of 1800 - 1620 = 180 instead of the expected 200.

    But that's the way reduction glyphs have always worked.
    Edited by Arkadius on March 15, 2015 1:38PM
  • Frenkthevile
    Frenkthevile
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    I don't understan anything, only thing i see is that my jewels got NERFED.
  • Armitas
    Armitas
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    Stamina reduction glyphs are no longer effecting block either.
    Retired.
    Nord mDK
  • Rohaus
    Rohaus
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    Wait... So, based on what is being stated here... My assessment is that it is inefficient then to have stamina reduction enchants in all jewelry?

    Thanks,
    YouTube channel Rohaus Lives!
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  • CPT_CAPSLOCK
    CPT_CAPSLOCK
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    Never effected block, come on guys...
  • daemonios
    daemonios
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    Rohaus wrote: »
    Wait... So, based on what is being stated here... My assessment is that it is inefficient then to have stamina reduction enchants in all jewelry?

    Thanks,

    Not really. Speaking as a magicka sorc, 3x magicka cost reduction jewels still do wonders for my sustainability. This is because of the removal of soft caps and the tendency in 1.6 to go all out for magicka or stamina (depending on your build), so the 3x cost reductions plus the % reduction from passives really add up. At the same time, alternatives like spell damage were seriously nerfed (didn't scale from 1.5 as much as other glyphs) so it's now better to get +magicka than +damage.
  • Snit
    Snit
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    Multiplicative bonuses, which is what they have changed to using now, are a diminishing return mechanic.

    Where are you getting this idea?

    It's also incorrect. Each cast cost reduction glyph reduces cast cost by the same amount. It's absolutely additive. It's just adding smaller number than the tooltip indicates.


    EDIT: Xiana appears to have explained what is happening, above.

    Edited by Snit on March 15, 2015 3:50PM
    Snit AD Sorc
    Ratbag AD Warden Tank
    Goblins AD Stamblade

  • indigoblades
    indigoblades
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    Whats the point in grinding for gear or leveling crafting if gear is now mostly useless. The new meta is champ points ... i need a new game.
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