The initial statements were:
- Characters get overwhelming majority of their CP-related power around 300-360 CP (all 3 color-trees with 100CP+ each)
- Therefore only the first 300-360 CPs are dead-crucial to get the most benefit
- Therefore additional CP above 300-360CP threshold are not really that important
You need to focus on way more than 3-4 different things in each three for a well rounded PvP build (unless you're a zerg boy).
- Obviously, different character setups would focus on different CP passives, thus provide different feedback. The reason for the charts is to provide general visual feedback for CP-amount invested versus Power Gained curves progress.
The numbers are never wrong and the tests were already made (which I'd prefer instead of unthinkingly repeating other people's guess-based opinions).bowmanz607 wrote: »You are simply wrong. I suggest you go do some testing on the pts.
Character Power vs CP invested:
The initial statements were:
- Characters get overwhelming majority of their CP-related power around 300-360 CP (all 3 color-trees with 100CP+ each)
- Therefore only the first 300-360 CPs are dead-crucial to get the most benefit
- Therefore additional CP above 300-360CP threshold are not really that important
I. Blue Trees - DPS output:
For purpose of this test we're maxing:
1) Main DPS boosting CP: Thaumaturge (for +25% damage output at 100CP invested)
2) Staff Expert afterwards for Staff-weaving (after reaching 100CP above)
3) Spell Erosion afterwards for additional damage bonus (abv.)
(Note: The test-character is a Magicka Nightblade with ca. 2000 Spell Damage and ca. 35000 Magicka)
Funnel Health with Staff-weaving output:
Full DPS rotation with Staff-weaving output:
II. Red Trees - Damage Mitigation and Utility:
For purpose of this test we're maxing:
1) Main DPS mitigating CP: Elemental Defender (for Elemental DMG) or Hardy (for Magicka/Poison)
2) Secondary DPS mitigating CP: Spell Shield (after reaching 100CP for max of -25% bonus).
(Note: The character is 5/1/1 Light/Medium/Heavy build, ca. 10k Spell Resistance and getting hit by Concealed Weapon using mirror character; 50% Spell Crit)
III. Green Trees - Cost Reduction and Regeneration:
For purpose of this test we're maxing:
1) Main Cost Reduction CP: Magician (for -25% bonus, maxed)
2) Main Stat Regenetaion CP: Arcanist (for +25 bonus, maxed and assuming this is needed at all)
(Note: The spell of choice was Sap Essence; two Cost Reduction enchantments on jewerly)
IV. Conclusion:
- You're getting the most benefits up to 300-360 CP.
- All CP above mentioned threshold give mostly a slight increase in character's power - be it +300CP or +900CP.
V. Additional comments related to discussion:Thank you for your time!
- Unexperienced/casual player is not likely be saved by the bonuses granted above 300-360CP threshold alone (Player Skill > Character Power).
- Unexperienced/casual player is likely be saved by having the very first 300-360CP passive bonuses unlocked.
- Unexperienced/casual players will eventually reach 300-360CPs (possible by September/October 2015 by using enlightenment pool only).
- Obviously, different character setups would focus on different CP passives, thus provide different feedback. The reason for the charts is to provide general visual feedback for CP-amount invested versus Power Gained curves progress.
Pirhana7_ESO wrote: »I still dont understand why you would not want PVP progression...... always being able to improve your character gives you soemthing to aim for... If you dont want progression why even play an MMO? Why even level or get gear or build a character..... You basically want a character that is the exact same as everyone else that is premade
It's about choosing the priorities. Many of the 300CP+ choices are usually indirectly beneficial, and not as crucial as the initial 300CP character's performance gain.bowmanz607 wrote: »What about plyers with 600 or 1000 points? They can easily max out those stats and then turn their attention to other various stats and maximize. (...) Therefofe, having 300 champ points is a great way to max out one aspect of a fight, albeit, a well needed one.
Perhaps yes. I see absolutely nothing wrong with that. Those that want to test their characters with all their CP against other characters with CPs will have that option, whilst those that want to test their characters against other characters without the extra variation/imbalance CP brings will have that option too. It's extremely rare in, any situation, that giving more options is the wrong course of action, and I think it holds true here also.I have a feeling that when they introduce this campaign (if they do), all current campaigns will only be left with the CP grinders and competitive/casual people will have left for non-CP campaign.
RustedValor wrote: »Honestly a non-cp campaign is needed for the longevity of pvp. A year from now no new players or returning players will want to touch pvp if they have to grind 6 months with xp pots just to get to the AVERAGE cp level.
OnThaLoose wrote: »People are using CP as an outlet to cry. I've went against players with hundreds of CP and I have 39. Guess what's more of a factor in winning? Player skill.
This is an awesome idea! It would keep PvP fun and skillfull.
Pirhana7_ESO wrote: »This is an awesome idea! It would keep PvP fun and skillfull.
While taking away all PVP progression and a reason to keep going or feeling like your still improving your character. The CP system was the BEST thing they added to the PVP endgame as it lets you keep improving your character over a very long time with very minimal power gains
Pirhana7_ESO wrote: »I still dont understand why you would not want PVP progression...... always being able to improve your character gives you soemthing to aim for... If you dont want progression why even play an MMO? Why even level or get gear or build a character..... You basically want a character that is the exact same as everyone else that is premade
Not true. There was already plenty of build diversity before the CP system and I will argue that the CP system doesn't add to diversity that but rather artificially inflates what was already there.
You wanna know why I want to play PvP in an MMO? Fun and entertainment.
I 'm fine with letting others that feel the need to constantly progress their characters. However, I think there should be an option for those of us that want to achieve the pinnacle of their character development and then just play and enjoy PvP.
Pirhana7_ESO wrote: »Pirhana7_ESO wrote: »I still dont understand why you would not want PVP progression...... always being able to improve your character gives you soemthing to aim for... If you dont want progression why even play an MMO? Why even level or get gear or build a character..... You basically want a character that is the exact same as everyone else that is premade
Not true. There was already plenty of build diversity before the CP system and I will argue that the CP system doesn't add to diversity that but rather artificially inflates what was already there.
You wanna know why I want to play PvP in an MMO? Fun and entertainment.
I 'm fine with letting others that feel the need to constantly progress their characters. However, I think there should be an option for those of us that want to achieve the pinnacle of their character development and then just play and enjoy PvP.
I do wish that somehow CP gains were the same for PVP and PVE but even with that not being the case CP power is not as strong as everyone is saying they are. The diminishing returns the deeper go go comibined with boost the casual player gets every day actually keep the the power between a grinder and a casual PVP player very close. Yes the difference between 0 CPs and 1500 is noticable. But after you play abit and gain the first 300, you are so much stronger and even tho you are at 300 and that other guy is at 2000 you have gained much more power than he has and you are tougher to him now