Emma_Eunjung wrote: »1) Not one single thing mentioned by the OP is an "exploit". Working the math is what theory-crafting is all about.
2) There is nothing "overpowered" about healing for the entire amount of your health. There are mobs in Veteran Dungeons and even some Craglorn Delves that can hit you for 20K or MORE in one shot.
Something I will like to point out is the fact that I don't actually run this setup to the extreme, yes, I can push the healing of dragon blood to over 90% on my Khajiit DK on Live, but on the setup I run, which has defense and offense (in form of sets chosen), I can get about 77%. Most people assume I run the exact setup, but they forget that this is a PTS toon and I am just trying to prove a point by stacking everything to the extreme. I get that a setup like this won't be optimal for PvP until I have 600 ish CPs, but that's not the whole idea of this post.
I am merely proving something is possible, similar to if I wanted to expose an exploit I would record how it was done so it could be fixed.
Emma_Eunjung wrote: »1) Not one single thing mentioned by the OP is an "exploit". Working the math is what theory-crafting is all about.
2) There is nothing "overpowered" about healing for the entire amount of your health. There are mobs in Veteran Dungeons and even some Craglorn Delves that can hit you for 20K or MORE in one shot.
But the math is wrong <.<
Something I will like to point out is the fact that I don't actually run this setup to the extreme, yes, I can push the healing of dragon blood to over 90% on my Khajiit DK on Live, but on the setup I run, which has defense and offense (in form of sets chosen), I can get about 77%. Most people assume I run the exact setup, but they forget that this is a PTS toon and I am just trying to prove a point by stacking everything to the extreme. I get that a setup like this won't be optimal for PvP until I have 600 ish CPs, but that's not the whole idea of this post.
I am merely proving something is possible, similar to if I wanted to expose an exploit I would record how it was done so it could be fixed.
I bolded the part that I will address. I've noticed your thread post and went over your comments. I'm not sure what your concern is? What exactly is there to fix? This is such a novelty build, that you have to invest into specific armor, skill points, champion points just to accomplish what you're doing. To go by your logic with the thought that "Oh no, look how high I can stack my healing percentage received", then anyone who creates a novelty build would have to be concerned. Rather, this is part of the charm of ESO. The ability to create different builds and still be somewhat successful with them. Other the hand, builds such as yours, may not be the most viable in regards to striking a balance between both dps and damage mitigation, hence why such a thing as "cookie cutter" builds exist in the first place. This is because they usually work and tend to accomplish this balance and therefore why even beginners will look them up and use them.
I recall last year, someone with a khajiit NB (i think it was on tamrial foundry forums or here) was able to achieve close to 90% crit and high crit damage but unfortunately they were more of a wet toilet paper weight. Again, it's a novelty build, it's unique but not the most viable when it comes to both dps and damage mitigation.
Instead of trying to get a rise out of ZOS to nerf a build or particular skill that allows for build diversity and is working within it's realm of intended purpose (I mean, I guess if you want everyone to be just "another brick in the wall" then be my guest, although I'll hate you for it), you should embrace it. And if you can become good with it, then great even the better. Makes you unique, and allows one less person to be a copy-cat staff wielding DK (like in the ol' days of ESO).
In addition, I'm surprised you weren't causing a riot with the broken game mechanics of action-canceling, or even block casting. Those are more in line with abuse of game mechanics than what you are posting here.
In short, this skill is not an exploit (it's obviously working within it's realm of intended purpose), your build is not an exploit, and for the love of god, nothing more needs to be nerfed on DK's. Cause we all know we've had enough of those actions plagued upon us.
Emma_Eunjung wrote: »1) Not one single thing mentioned by the OP is an "exploit". Working the math is what theory-crafting is all about.
2) There is nothing "overpowered" about healing for the entire amount of your health. There are mobs in Veteran Dungeons and even some Craglorn Delves that can hit you for 20K or MORE in one shot.
But the math is wrong <.<
Something I will like to point out is the fact that I don't actually run this setup to the extreme, yes, I can push the healing of dragon blood to over 90% on my Khajiit DK on Live, but on the setup I run, which has defense and offense (in form of sets chosen), I can get about 77%. Most people assume I run the exact setup, but they forget that this is a PTS toon and I am just trying to prove a point by stacking everything to the extreme. I get that a setup like this won't be optimal for PvP until I have 600 ish CPs, but that's not the whole idea of this post.
I am merely proving something is possible, similar to if I wanted to expose an exploit I would record how it was done so it could be fixed.
I bolded the part that I will address. I've noticed your thread post and went over your comments. I'm not sure what your concern is? What exactly is there to fix? This is such a novelty build, that you have to invest into specific armor, skill points, champion points just to accomplish what you're doing. To go by your logic with the thought that "Oh no, look how high I can stack my healing percentage received", then anyone who creates a novelty build would have to be concerned. Rather, this is part of the charm of ESO. The ability to create different builds and still be somewhat successful with them. Other the hand, builds such as yours, may not be the most viable in regards to striking a balance between both dps and damage mitigation, hence why such a thing as "cookie cutter" builds exist in the first place. This is because they usually work and tend to accomplish this balance and therefore why even beginners will look them up and use them.
I recall last year, someone with a khajiit NB (i think it was on tamrial foundry forums or here) was able to achieve close to 90% crit and high crit damage but unfortunately they were more of a wet toilet paper weight. Again, it's a novelty build, it's unique but not the most viable when it comes to both dps and damage mitigation.
Instead of trying to get a rise out of ZOS to nerf a build or particular skill that allows for build diversity and is working within it's realm of intended purpose (I mean, I guess if you want everyone to be just "another brick in the wall" then be my guest, although I'll hate you for it), you should embrace it. And if you can become good with it, then great even the better. Makes you unique, and allows one less person to be a copy-cat staff wielding DK (like in the ol' days of ESO).
In addition, I'm surprised you weren't causing a riot with the broken game mechanics of action-canceling, or even block casting. Those are more in line with abuse of game mechanics than what you are posting here.
In short, this skill is not an exploit (it's obviously working within it's realm of intended purpose), your build is not an exploit, and for the love of god, nothing more needs to be nerfed on DK's. Cause we all know we've had enough of those actions plagued upon us.
At no point do I request Dragonknights be nerfed, not at any point did I even mention that. My post is all about drawing attention to THE REALLY BROKEN MATH WITH PERCENTAGES, I even *** mention that percentages seem to work additively and not multiplicatively and people have no clue what I am even talking about, because most people don't bother doing the math required to figure out that the calculations are wrong. What I am pointing out here should not be possible, I will do the math for what the percentage should more like later and let you know, but it sure as *** shouldn't allow for 95% or more of missing health returned when using Dragon Blood.
Just think of this. IF I CAN STACK THIS KIND OF *** BECAUSE IT IS BROKEN, then what else can be stacked? We've already seen the extreme where people on the PTS could achieve 100% damage mitigation. I am drawing attention to the fact that the calculations are off, the percentages don't behave like percentages should, they behave as though they are simple being added onto one another, like say if it was 1 + 1 = 2. Percentages should have diminishing returns since they (should) work off of a base value, not off of each other. 33% of missing health returned increased by 10%, should be 36.3%, but is in ESO 43%, because the math is broken.
It's the math that is the problem, not the class, not the race (even if that race has a broken percentage in it). Just the math. Hopefully people will read this and realise it now. Lol.
Personofsecrets wrote: »Emma_Eunjung wrote: »1) Not one single thing mentioned by the OP is an "exploit". Working the math is what theory-crafting is all about.
2) There is nothing "overpowered" about healing for the entire amount of your health. There are mobs in Veteran Dungeons and even some Craglorn Delves that can hit you for 20K or MORE in one shot.
But the math is wrong <.<
Something I will like to point out is the fact that I don't actually run this setup to the extreme, yes, I can push the healing of dragon blood to over 90% on my Khajiit DK on Live, but on the setup I run, which has defense and offense (in form of sets chosen), I can get about 77%. Most people assume I run the exact setup, but they forget that this is a PTS toon and I am just trying to prove a point by stacking everything to the extreme. I get that a setup like this won't be optimal for PvP until I have 600 ish CPs, but that's not the whole idea of this post.
I am merely proving something is possible, similar to if I wanted to expose an exploit I would record how it was done so it could be fixed.
I bolded the part that I will address. I've noticed your thread post and went over your comments. I'm not sure what your concern is? What exactly is there to fix? This is such a novelty build, that you have to invest into specific armor, skill points, champion points just to accomplish what you're doing. To go by your logic with the thought that "Oh no, look how high I can stack my healing percentage received", then anyone who creates a novelty build would have to be concerned. Rather, this is part of the charm of ESO. The ability to create different builds and still be somewhat successful with them. Other the hand, builds such as yours, may not be the most viable in regards to striking a balance between both dps and damage mitigation, hence why such a thing as "cookie cutter" builds exist in the first place. This is because they usually work and tend to accomplish this balance and therefore why even beginners will look them up and use them.
I recall last year, someone with a khajiit NB (i think it was on tamrial foundry forums or here) was able to achieve close to 90% crit and high crit damage but unfortunately they were more of a wet toilet paper weight. Again, it's a novelty build, it's unique but not the most viable when it comes to both dps and damage mitigation.
Instead of trying to get a rise out of ZOS to nerf a build or particular skill that allows for build diversity and is working within it's realm of intended purpose (I mean, I guess if you want everyone to be just "another brick in the wall" then be my guest, although I'll hate you for it), you should embrace it. And if you can become good with it, then great even the better. Makes you unique, and allows one less person to be a copy-cat staff wielding DK (like in the ol' days of ESO).
In addition, I'm surprised you weren't causing a riot with the broken game mechanics of action-canceling, or even block casting. Those are more in line with abuse of game mechanics than what you are posting here.
In short, this skill is not an exploit (it's obviously working within it's realm of intended purpose), your build is not an exploit, and for the love of god, nothing more needs to be nerfed on DK's. Cause we all know we've had enough of those actions plagued upon us.
At no point do I request Dragonknights be nerfed, not at any point did I even mention that. My post is all about drawing attention to THE REALLY BROKEN MATH WITH PERCENTAGES, I even *** mention that percentages seem to work additively and not multiplicatively and people have no clue what I am even talking about, because most people don't bother doing the math required to figure out that the calculations are wrong. What I am pointing out here should not be possible, I will do the math for what the percentage should more like later and let you know, but it sure as *** shouldn't allow for 95% or more of missing health returned when using Dragon Blood.
Just think of this. IF I CAN STACK THIS KIND OF *** BECAUSE IT IS BROKEN, then what else can be stacked? We've already seen the extreme where people on the PTS could achieve 100% damage mitigation. I am drawing attention to the fact that the calculations are off, the percentages don't behave like percentages should, they behave as though they are simple being added onto one another, like say if it was 1 + 1 = 2. Percentages should have diminishing returns since they (should) work off of a base value, not off of each other. 33% of missing health returned increased by 10%, should be 36.3%, but is in ESO 43%, because the math is broken.
It's the math that is the problem, not the class, not the race (even if that race has a broken percentage in it). Just the math. Hopefully people will read this and realise it now. Lol.
You showed that what you did lead to diminishing returns.
Personofsecrets wrote: »Emma_Eunjung wrote: »1) Not one single thing mentioned by the OP is an "exploit". Working the math is what theory-crafting is all about.
2) There is nothing "overpowered" about healing for the entire amount of your health. There are mobs in Veteran Dungeons and even some Craglorn Delves that can hit you for 20K or MORE in one shot.
But the math is wrong <.<
Something I will like to point out is the fact that I don't actually run this setup to the extreme, yes, I can push the healing of dragon blood to over 90% on my Khajiit DK on Live, but on the setup I run, which has defense and offense (in form of sets chosen), I can get about 77%. Most people assume I run the exact setup, but they forget that this is a PTS toon and I am just trying to prove a point by stacking everything to the extreme. I get that a setup like this won't be optimal for PvP until I have 600 ish CPs, but that's not the whole idea of this post.
I am merely proving something is possible, similar to if I wanted to expose an exploit I would record how it was done so it could be fixed.
I bolded the part that I will address. I've noticed your thread post and went over your comments. I'm not sure what your concern is? What exactly is there to fix? This is such a novelty build, that you have to invest into specific armor, skill points, champion points just to accomplish what you're doing. To go by your logic with the thought that "Oh no, look how high I can stack my healing percentage received", then anyone who creates a novelty build would have to be concerned. Rather, this is part of the charm of ESO. The ability to create different builds and still be somewhat successful with them. Other the hand, builds such as yours, may not be the most viable in regards to striking a balance between both dps and damage mitigation, hence why such a thing as "cookie cutter" builds exist in the first place. This is because they usually work and tend to accomplish this balance and therefore why even beginners will look them up and use them.
I recall last year, someone with a khajiit NB (i think it was on tamrial foundry forums or here) was able to achieve close to 90% crit and high crit damage but unfortunately they were more of a wet toilet paper weight. Again, it's a novelty build, it's unique but not the most viable when it comes to both dps and damage mitigation.
Instead of trying to get a rise out of ZOS to nerf a build or particular skill that allows for build diversity and is working within it's realm of intended purpose (I mean, I guess if you want everyone to be just "another brick in the wall" then be my guest, although I'll hate you for it), you should embrace it. And if you can become good with it, then great even the better. Makes you unique, and allows one less person to be a copy-cat staff wielding DK (like in the ol' days of ESO).
In addition, I'm surprised you weren't causing a riot with the broken game mechanics of action-canceling, or even block casting. Those are more in line with abuse of game mechanics than what you are posting here.
In short, this skill is not an exploit (it's obviously working within it's realm of intended purpose), your build is not an exploit, and for the love of god, nothing more needs to be nerfed on DK's. Cause we all know we've had enough of those actions plagued upon us.
At no point do I request Dragonknights be nerfed, not at any point did I even mention that. My post is all about drawing attention to THE REALLY BROKEN MATH WITH PERCENTAGES, I even *** mention that percentages seem to work additively and not multiplicatively and people have no clue what I am even talking about, because most people don't bother doing the math required to figure out that the calculations are wrong. What I am pointing out here should not be possible, I will do the math for what the percentage should more like later and let you know, but it sure as *** shouldn't allow for 95% or more of missing health returned when using Dragon Blood.
Just think of this. IF I CAN STACK THIS KIND OF *** BECAUSE IT IS BROKEN, then what else can be stacked? We've already seen the extreme where people on the PTS could achieve 100% damage mitigation. I am drawing attention to the fact that the calculations are off, the percentages don't behave like percentages should, they behave as though they are simple being added onto one another, like say if it was 1 + 1 = 2. Percentages should have diminishing returns since they (should) work off of a base value, not off of each other. 33% of missing health returned increased by 10%, should be 36.3%, but is in ESO 43%, because the math is broken.
It's the math that is the problem, not the class, not the race (even if that race has a broken percentage in it). Just the math. Hopefully people will read this and realise it now. Lol.
You showed that what you did lead to diminishing returns.
Where? Please quote me.
Tried Healer's Habit, made my Live toon's 77% go to 81.7%, with its 8% increased healing from the 5 pieces.
Tried Unassaible, made my Live toon's 77% go to 83.9%, with its 8% increased healing taken from 3 and 4 piece effects.
Personofsecrets wrote: »Personofsecrets wrote: »Emma_Eunjung wrote: »1) Not one single thing mentioned by the OP is an "exploit". Working the math is what theory-crafting is all about.
2) There is nothing "overpowered" about healing for the entire amount of your health. There are mobs in Veteran Dungeons and even some Craglorn Delves that can hit you for 20K or MORE in one shot.
But the math is wrong <.<
Something I will like to point out is the fact that I don't actually run this setup to the extreme, yes, I can push the healing of dragon blood to over 90% on my Khajiit DK on Live, but on the setup I run, which has defense and offense (in form of sets chosen), I can get about 77%. Most people assume I run the exact setup, but they forget that this is a PTS toon and I am just trying to prove a point by stacking everything to the extreme. I get that a setup like this won't be optimal for PvP until I have 600 ish CPs, but that's not the whole idea of this post.
I am merely proving something is possible, similar to if I wanted to expose an exploit I would record how it was done so it could be fixed.
I bolded the part that I will address. I've noticed your thread post and went over your comments. I'm not sure what your concern is? What exactly is there to fix? This is such a novelty build, that you have to invest into specific armor, skill points, champion points just to accomplish what you're doing. To go by your logic with the thought that "Oh no, look how high I can stack my healing percentage received", then anyone who creates a novelty build would have to be concerned. Rather, this is part of the charm of ESO. The ability to create different builds and still be somewhat successful with them. Other the hand, builds such as yours, may not be the most viable in regards to striking a balance between both dps and damage mitigation, hence why such a thing as "cookie cutter" builds exist in the first place. This is because they usually work and tend to accomplish this balance and therefore why even beginners will look them up and use them.
I recall last year, someone with a khajiit NB (i think it was on tamrial foundry forums or here) was able to achieve close to 90% crit and high crit damage but unfortunately they were more of a wet toilet paper weight. Again, it's a novelty build, it's unique but not the most viable when it comes to both dps and damage mitigation.
Instead of trying to get a rise out of ZOS to nerf a build or particular skill that allows for build diversity and is working within it's realm of intended purpose (I mean, I guess if you want everyone to be just "another brick in the wall" then be my guest, although I'll hate you for it), you should embrace it. And if you can become good with it, then great even the better. Makes you unique, and allows one less person to be a copy-cat staff wielding DK (like in the ol' days of ESO).
In addition, I'm surprised you weren't causing a riot with the broken game mechanics of action-canceling, or even block casting. Those are more in line with abuse of game mechanics than what you are posting here.
In short, this skill is not an exploit (it's obviously working within it's realm of intended purpose), your build is not an exploit, and for the love of god, nothing more needs to be nerfed on DK's. Cause we all know we've had enough of those actions plagued upon us.
At no point do I request Dragonknights be nerfed, not at any point did I even mention that. My post is all about drawing attention to THE REALLY BROKEN MATH WITH PERCENTAGES, I even *** mention that percentages seem to work additively and not multiplicatively and people have no clue what I am even talking about, because most people don't bother doing the math required to figure out that the calculations are wrong. What I am pointing out here should not be possible, I will do the math for what the percentage should more like later and let you know, but it sure as *** shouldn't allow for 95% or more of missing health returned when using Dragon Blood.
Just think of this. IF I CAN STACK THIS KIND OF *** BECAUSE IT IS BROKEN, then what else can be stacked? We've already seen the extreme where people on the PTS could achieve 100% damage mitigation. I am drawing attention to the fact that the calculations are off, the percentages don't behave like percentages should, they behave as though they are simple being added onto one another, like say if it was 1 + 1 = 2. Percentages should have diminishing returns since they (should) work off of a base value, not off of each other. 33% of missing health returned increased by 10%, should be 36.3%, but is in ESO 43%, because the math is broken.
It's the math that is the problem, not the class, not the race (even if that race has a broken percentage in it). Just the math. Hopefully people will read this and realise it now. Lol.
You showed that what you did lead to diminishing returns.
Where? Please quote me.Tried Healer's Habit, made my Live toon's 77% go to 81.7%, with its 8% increased healing from the 5 pieces.
Tried Unassaible, made my Live toon's 77% go to 83.9%, with its 8% increased healing taken from 3 and 4 piece effects.
Hmm, 1600 Flame Lashes in that video..
yea...
Stalwart385 wrote: »So you fully invest in healing in the champion system, the rest of your build is heavily invested in healing, you have to cast two expensive spells in preparation, then you can cast an almost full health spell. So full investment and three spells. This also assumes you can have your buffs up in preparation of the main heal. Templars can fully heal in two or three casts and not be spec'ed or prepared for it. I don't see the big deal.
Personofsecrets wrote: »Personofsecrets wrote: »Emma_Eunjung wrote: »1) Not one single thing mentioned by the OP is an "exploit". Working the math is what theory-crafting is all about.
2) There is nothing "overpowered" about healing for the entire amount of your health. There are mobs in Veteran Dungeons and even some Craglorn Delves that can hit you for 20K or MORE in one shot.
But the math is wrong <.<
Something I will like to point out is the fact that I don't actually run this setup to the extreme, yes, I can push the healing of dragon blood to over 90% on my Khajiit DK on Live, but on the setup I run, which has defense and offense (in form of sets chosen), I can get about 77%. Most people assume I run the exact setup, but they forget that this is a PTS toon and I am just trying to prove a point by stacking everything to the extreme. I get that a setup like this won't be optimal for PvP until I have 600 ish CPs, but that's not the whole idea of this post.
I am merely proving something is possible, similar to if I wanted to expose an exploit I would record how it was done so it could be fixed.
I bolded the part that I will address. I've noticed your thread post and went over your comments. I'm not sure what your concern is? What exactly is there to fix? This is such a novelty build, that you have to invest into specific armor, skill points, champion points just to accomplish what you're doing. To go by your logic with the thought that "Oh no, look how high I can stack my healing percentage received", then anyone who creates a novelty build would have to be concerned. Rather, this is part of the charm of ESO. The ability to create different builds and still be somewhat successful with them. Other the hand, builds such as yours, may not be the most viable in regards to striking a balance between both dps and damage mitigation, hence why such a thing as "cookie cutter" builds exist in the first place. This is because they usually work and tend to accomplish this balance and therefore why even beginners will look them up and use them.
I recall last year, someone with a khajiit NB (i think it was on tamrial foundry forums or here) was able to achieve close to 90% crit and high crit damage but unfortunately they were more of a wet toilet paper weight. Again, it's a novelty build, it's unique but not the most viable when it comes to both dps and damage mitigation.
Instead of trying to get a rise out of ZOS to nerf a build or particular skill that allows for build diversity and is working within it's realm of intended purpose (I mean, I guess if you want everyone to be just "another brick in the wall" then be my guest, although I'll hate you for it), you should embrace it. And if you can become good with it, then great even the better. Makes you unique, and allows one less person to be a copy-cat staff wielding DK (like in the ol' days of ESO).
In addition, I'm surprised you weren't causing a riot with the broken game mechanics of action-canceling, or even block casting. Those are more in line with abuse of game mechanics than what you are posting here.
In short, this skill is not an exploit (it's obviously working within it's realm of intended purpose), your build is not an exploit, and for the love of god, nothing more needs to be nerfed on DK's. Cause we all know we've had enough of those actions plagued upon us.
At no point do I request Dragonknights be nerfed, not at any point did I even mention that. My post is all about drawing attention to THE REALLY BROKEN MATH WITH PERCENTAGES, I even *** mention that percentages seem to work additively and not multiplicatively and people have no clue what I am even talking about, because most people don't bother doing the math required to figure out that the calculations are wrong. What I am pointing out here should not be possible, I will do the math for what the percentage should more like later and let you know, but it sure as *** shouldn't allow for 95% or more of missing health returned when using Dragon Blood.
Just think of this. IF I CAN STACK THIS KIND OF *** BECAUSE IT IS BROKEN, then what else can be stacked? We've already seen the extreme where people on the PTS could achieve 100% damage mitigation. I am drawing attention to the fact that the calculations are off, the percentages don't behave like percentages should, they behave as though they are simple being added onto one another, like say if it was 1 + 1 = 2. Percentages should have diminishing returns since they (should) work off of a base value, not off of each other. 33% of missing health returned increased by 10%, should be 36.3%, but is in ESO 43%, because the math is broken.
It's the math that is the problem, not the class, not the race (even if that race has a broken percentage in it). Just the math. Hopefully people will read this and realise it now. Lol.
You showed that what you did lead to diminishing returns.
Where? Please quote me.Tried Healer's Habit, made my Live toon's 77% go to 81.7%, with its 8% increased healing from the 5 pieces.
Tried Unassaible, made my Live toon's 77% go to 83.9%, with its 8% increased healing taken from 3 and 4 piece effects.
Right, but if you look at the Unassailable set difference you can see that it applies it on top of it, meaning the calculations are each done separately, it also shows the difference between the two buff types.
I would assume the correct way for it to be calculated would be adding all the healing taken percentages together before the calculations (like 33% multiplied with (all the percentages together)), when in the game they work like this: 33% multiplied by x%, multiplied by x%, multiplied by x%, etc. It isn't a straight 8% increase and yes does have "diminishing returns" in a sense, but not in the way it should. Diminishing returns is something that lessens the more you increase something, like the game had with soft caps pre Update 6.
If the calculations were done as I suspect they are intended to, meaning Base Value multiplied by All Combined Percentages, it would not get to be that much.
As I wrote in a previous comment:
The math, as I assume it should work:
33% (base heal) x 25% (blessed 100p) = 41.25%
41.25% x 84.75% (all the different percentages added together) = 76.2%
Which means (if my Math is correct), the 94.7% is almost 20% higher than it should be.
But I am probably wrong, regardless the game's calculations are incorrect, there are several indicators of it. Someone better at the math than me should be able to add this up and actually explain what I am unable to. Lol, where is @Garkin, when you need him.
I don't claim to be a genius, but please tell me you understand what I am saying.
SIDENOTE:
Notice how the Healer set applied with its "healing increased buff" and how the Unassailable applied with its "healing taken", obviously one works correctly and the other does not.
Personofsecrets wrote: »Personofsecrets wrote: »Personofsecrets wrote: »Emma_Eunjung wrote: »1) Not one single thing mentioned by the OP is an "exploit". Working the math is what theory-crafting is all about.
2) There is nothing "overpowered" about healing for the entire amount of your health. There are mobs in Veteran Dungeons and even some Craglorn Delves that can hit you for 20K or MORE in one shot.
But the math is wrong <.<
Something I will like to point out is the fact that I don't actually run this setup to the extreme, yes, I can push the healing of dragon blood to over 90% on my Khajiit DK on Live, but on the setup I run, which has defense and offense (in form of sets chosen), I can get about 77%. Most people assume I run the exact setup, but they forget that this is a PTS toon and I am just trying to prove a point by stacking everything to the extreme. I get that a setup like this won't be optimal for PvP until I have 600 ish CPs, but that's not the whole idea of this post.
I am merely proving something is possible, similar to if I wanted to expose an exploit I would record how it was done so it could be fixed.
I bolded the part that I will address. I've noticed your thread post and went over your comments. I'm not sure what your concern is? What exactly is there to fix? This is such a novelty build, that you have to invest into specific armor, skill points, champion points just to accomplish what you're doing. To go by your logic with the thought that "Oh no, look how high I can stack my healing percentage received", then anyone who creates a novelty build would have to be concerned. Rather, this is part of the charm of ESO. The ability to create different builds and still be somewhat successful with them. Other the hand, builds such as yours, may not be the most viable in regards to striking a balance between both dps and damage mitigation, hence why such a thing as "cookie cutter" builds exist in the first place. This is because they usually work and tend to accomplish this balance and therefore why even beginners will look them up and use them.
I recall last year, someone with a khajiit NB (i think it was on tamrial foundry forums or here) was able to achieve close to 90% crit and high crit damage but unfortunately they were more of a wet toilet paper weight. Again, it's a novelty build, it's unique but not the most viable when it comes to both dps and damage mitigation.
Instead of trying to get a rise out of ZOS to nerf a build or particular skill that allows for build diversity and is working within it's realm of intended purpose (I mean, I guess if you want everyone to be just "another brick in the wall" then be my guest, although I'll hate you for it), you should embrace it. And if you can become good with it, then great even the better. Makes you unique, and allows one less person to be a copy-cat staff wielding DK (like in the ol' days of ESO).
In addition, I'm surprised you weren't causing a riot with the broken game mechanics of action-canceling, or even block casting. Those are more in line with abuse of game mechanics than what you are posting here.
In short, this skill is not an exploit (it's obviously working within it's realm of intended purpose), your build is not an exploit, and for the love of god, nothing more needs to be nerfed on DK's. Cause we all know we've had enough of those actions plagued upon us.
At no point do I request Dragonknights be nerfed, not at any point did I even mention that. My post is all about drawing attention to THE REALLY BROKEN MATH WITH PERCENTAGES, I even *** mention that percentages seem to work additively and not multiplicatively and people have no clue what I am even talking about, because most people don't bother doing the math required to figure out that the calculations are wrong. What I am pointing out here should not be possible, I will do the math for what the percentage should more like later and let you know, but it sure as *** shouldn't allow for 95% or more of missing health returned when using Dragon Blood.
Just think of this. IF I CAN STACK THIS KIND OF *** BECAUSE IT IS BROKEN, then what else can be stacked? We've already seen the extreme where people on the PTS could achieve 100% damage mitigation. I am drawing attention to the fact that the calculations are off, the percentages don't behave like percentages should, they behave as though they are simple being added onto one another, like say if it was 1 + 1 = 2. Percentages should have diminishing returns since they (should) work off of a base value, not off of each other. 33% of missing health returned increased by 10%, should be 36.3%, but is in ESO 43%, because the math is broken.
It's the math that is the problem, not the class, not the race (even if that race has a broken percentage in it). Just the math. Hopefully people will read this and realise it now. Lol.
You showed that what you did lead to diminishing returns.
Where? Please quote me.Tried Healer's Habit, made my Live toon's 77% go to 81.7%, with its 8% increased healing from the 5 pieces.
Tried Unassaible, made my Live toon's 77% go to 83.9%, with its 8% increased healing taken from 3 and 4 piece effects.
Right, but if you look at the Unassailable set difference you can see that it applies it on top of it, meaning the calculations are each done separately, it also shows the difference between the two buff types.
I would assume the correct way for it to be calculated would be adding all the healing taken percentages together before the calculations (like 33% multiplied with (all the percentages together)), when in the game they work like this: 33% multiplied by x%, multiplied by x%, multiplied by x%, etc. It isn't a straight 8% increase and yes does have "diminishing returns" in a sense, but not in the way it should. Diminishing returns is something that lessens the more you increase something, like the game had with soft caps pre Update 6.
If the calculations were done as I suspect they are intended to, meaning Base Value multiplied by All Combined Percentages, it would not get to be that much.
As I wrote in a previous comment:
The math, as I assume it should work:
33% (base heal) x 25% (blessed 100p) = 41.25%
41.25% x 84.75% (all the different percentages added together) = 76.2%
Which means (if my Math is correct), the 94.7% is almost 20% higher than it should be.
But I am probably wrong, regardless the game's calculations are incorrect, there are several indicators of it. Someone better at the math than me should be able to add this up and actually explain what I am unable to. Lol, where is @Garkin, when you need him.
I don't claim to be a genius, but please tell me you understand what I am saying.
SIDENOTE:
Notice how the Healer set applied with its "healing increased buff" and how the Unassailable applied with its "healing taken", obviously one works correctly and the other does not.
This isn't the only stat in the game that works like that. Block cost mitigation is very similar.
Long story short. Some ways of gaining block cost mitigation work very well together in an undiminished way, but they don't 'play well' with other ways of adding block cost reduction.
This seems to be the same deal with what you have discovered with healing percentages. Some ways of adding to healing work in one way and other ways of adding to healing work in a different way.
Francescolg wrote: »Has anyone tested such, or a similar, build for templars? how did you find it?
Francescolg wrote: »Has anyone tested such, or a similar, build for templars? how did you find it?
Personofsecrets wrote: »Personofsecrets wrote: »Personofsecrets wrote: »Emma_Eunjung wrote: »1) Not one single thing mentioned by the OP is an "exploit". Working the math is what theory-crafting is all about.
2) There is nothing "overpowered" about healing for the entire amount of your health. There are mobs in Veteran Dungeons and even some Craglorn Delves that can hit you for 20K or MORE in one shot.
But the math is wrong <.<
Something I will like to point out is the fact that I don't actually run this setup to the extreme, yes, I can push the healing of dragon blood to over 90% on my Khajiit DK on Live, but on the setup I run, which has defense and offense (in form of sets chosen), I can get about 77%. Most people assume I run the exact setup, but they forget that this is a PTS toon and I am just trying to prove a point by stacking everything to the extreme. I get that a setup like this won't be optimal for PvP until I have 600 ish CPs, but that's not the whole idea of this post.
I am merely proving something is possible, similar to if I wanted to expose an exploit I would record how it was done so it could be fixed.
I bolded the part that I will address. I've noticed your thread post and went over your comments. I'm not sure what your concern is? What exactly is there to fix? This is such a novelty build, that you have to invest into specific armor, skill points, champion points just to accomplish what you're doing. To go by your logic with the thought that "Oh no, look how high I can stack my healing percentage received", then anyone who creates a novelty build would have to be concerned. Rather, this is part of the charm of ESO. The ability to create different builds and still be somewhat successful with them. Other the hand, builds such as yours, may not be the most viable in regards to striking a balance between both dps and damage mitigation, hence why such a thing as "cookie cutter" builds exist in the first place. This is because they usually work and tend to accomplish this balance and therefore why even beginners will look them up and use them.
I recall last year, someone with a khajiit NB (i think it was on tamrial foundry forums or here) was able to achieve close to 90% crit and high crit damage but unfortunately they were more of a wet toilet paper weight. Again, it's a novelty build, it's unique but not the most viable when it comes to both dps and damage mitigation.
Instead of trying to get a rise out of ZOS to nerf a build or particular skill that allows for build diversity and is working within it's realm of intended purpose (I mean, I guess if you want everyone to be just "another brick in the wall" then be my guest, although I'll hate you for it), you should embrace it. And if you can become good with it, then great even the better. Makes you unique, and allows one less person to be a copy-cat staff wielding DK (like in the ol' days of ESO).
In addition, I'm surprised you weren't causing a riot with the broken game mechanics of action-canceling, or even block casting. Those are more in line with abuse of game mechanics than what you are posting here.
In short, this skill is not an exploit (it's obviously working within it's realm of intended purpose), your build is not an exploit, and for the love of god, nothing more needs to be nerfed on DK's. Cause we all know we've had enough of those actions plagued upon us.
At no point do I request Dragonknights be nerfed, not at any point did I even mention that. My post is all about drawing attention to THE REALLY BROKEN MATH WITH PERCENTAGES, I even *** mention that percentages seem to work additively and not multiplicatively and people have no clue what I am even talking about, because most people don't bother doing the math required to figure out that the calculations are wrong. What I am pointing out here should not be possible, I will do the math for what the percentage should more like later and let you know, but it sure as *** shouldn't allow for 95% or more of missing health returned when using Dragon Blood.
Just think of this. IF I CAN STACK THIS KIND OF *** BECAUSE IT IS BROKEN, then what else can be stacked? We've already seen the extreme where people on the PTS could achieve 100% damage mitigation. I am drawing attention to the fact that the calculations are off, the percentages don't behave like percentages should, they behave as though they are simple being added onto one another, like say if it was 1 + 1 = 2. Percentages should have diminishing returns since they (should) work off of a base value, not off of each other. 33% of missing health returned increased by 10%, should be 36.3%, but is in ESO 43%, because the math is broken.
It's the math that is the problem, not the class, not the race (even if that race has a broken percentage in it). Just the math. Hopefully people will read this and realise it now. Lol.
You showed that what you did lead to diminishing returns.
Where? Please quote me.Tried Healer's Habit, made my Live toon's 77% go to 81.7%, with its 8% increased healing from the 5 pieces.
Tried Unassaible, made my Live toon's 77% go to 83.9%, with its 8% increased healing taken from 3 and 4 piece effects.
Right, but if you look at the Unassailable set difference you can see that it applies it on top of it, meaning the calculations are each done separately, it also shows the difference between the two buff types.
I would assume the correct way for it to be calculated would be adding all the healing taken percentages together before the calculations (like 33% multiplied with (all the percentages together)), when in the game they work like this: 33% multiplied by x%, multiplied by x%, multiplied by x%, etc. It isn't a straight 8% increase and yes does have "diminishing returns" in a sense, but not in the way it should. Diminishing returns is something that lessens the more you increase something, like the game had with soft caps pre Update 6.
If the calculations were done as I suspect they are intended to, meaning Base Value multiplied by All Combined Percentages, it would not get to be that much.
As I wrote in a previous comment:
The math, as I assume it should work:
33% (base heal) x 25% (blessed 100p) = 41.25%
41.25% x 84.75% (all the different percentages added together) = 76.2%
Which means (if my Math is correct), the 94.7% is almost 20% higher than it should be.
But I am probably wrong, regardless the game's calculations are incorrect, there are several indicators of it. Someone better at the math than me should be able to add this up and actually explain what I am unable to. Lol, where is @Garkin, when you need him.
I don't claim to be a genius, but please tell me you understand what I am saying.
SIDENOTE:
Notice how the Healer set applied with its "healing increased buff" and how the Unassailable applied with its "healing taken", obviously one works correctly and the other does not.
This isn't the only stat in the game that works like that. Block cost mitigation is very similar.
Long story short. Some ways of gaining block cost mitigation work very well together in an undiminished way, but they don't 'play well' with other ways of adding block cost reduction.
This seems to be the same deal with what you have discovered with healing percentages. Some ways of adding to healing work in one way and other ways of adding to healing work in a different way.
@Francescolg
Full light armour (4x Overwhelming Surge, 3x Spell Power Cure):
- 27854 Breath of Life crit heal -
Full heavy (4x The Tormentor, 3x Leeching) - 12% increased healing taken, 7% from heavy armour:
- 28083 Breath of Life crit heal -
Mix (4x The Tormentor, 3x Spell Power Cure) - 8% increased healing taken, 4% from heavy armour:
- 28101 Breath of Life crit heal -
Using the Mix with Healing Ritual:
- 47537 Healing Ritual crit heal -
Make of this what you will. Hope it helps
NOTE: All jewellery, enchants, armour traits, etc. was all the same. I also had no Undaunted Passives, but did have all armour passives. This was with the Ritual Mundus stone.
My own conclusion is that Templar heals benefit more from max magicka, so having purely healing taken buffs won't just do it, you have to stack magicka too. Also, having 1 piece of each armour type for the 6% undaunted passive increase will help a lot too.
EDIT:
Molag Kena mix (4x The Tormentor, 2x Spell Power Cure, 1x Molag Kena) - The Molag Kena piece is medium for the increased Undaunted Passive (6%) and spell damage, even though magicka is less the heal is bigger than the Mix:
- 49514 Healing Ritual crit heal -
Mix (4x The Tormentor, 3x Spell Power Cure) - with Undaunted Passive (4%):
- 49359 Healing Ritual crit heal -
@Francescolg
Full light armour (4x Overwhelming Surge, 3x Spell Power Cure):
- 27854 Breath of Life crit heal -
Full heavy (4x The Tormentor, 3x Leeching) - 12% increased healing taken, 7% from heavy armour:
- 28083 Breath of Life crit heal -
Mix (4x The Tormentor, 3x Spell Power Cure) - 8% increased healing taken, 4% from heavy armour:
- 28101 Breath of Life crit heal -
Using the Mix with Healing Ritual:
- 47537 Healing Ritual crit heal -
Make of this what you will. Hope it helps
NOTE: All jewellery, enchants, armour traits, etc. was all the same. I also had no Undaunted Passives, but did have all armour passives. This was with the Ritual Mundus stone.
My own conclusion is that Templar heals benefit more from max magicka, so having purely healing taken buffs won't just do it, you have to stack magicka too. Also, having 1 piece of each armour type for the 6% undaunted passive increase will help a lot too.
EDIT:
Molag Kena mix (4x The Tormentor, 2x Spell Power Cure, 1x Molag Kena) - The Molag Kena piece is medium for the increased Undaunted Passive (6%) and spell damage, even though magicka is less the heal is bigger than the Mix:
- 49514 Healing Ritual crit heal -
Mix (4x The Tormentor, 3x Spell Power Cure) - with Undaunted Passive (4%):
- 49359 Healing Ritual crit heal -
Great job! Thank you for sharing.
back to the first case in your post, if I calculated this way, I think the math is not off that much
33% (base) * 125% (Blessed) * 144% (Total Healing Taken/Recieved) * 115.8% (Quick Recovery) * 140.75% (Total Healing Done/Initiated) = 96.8%
I actually still not sure how the healing is calculated.
If it's possible, could you please conduct a test how all of this related with battle spirit and major & minor defile.
I really hope that I have time to do the test myself before 2.1 become live, but unfortunately I think I dont.
@Saturn
I'm afraid I must disagree with you once again my friend,
Igneous shield is not healing taken buff, but healing done, it's apply Major Mending buff (+30% healing done)
the + 30% healing taken is Major Vitality, from NB's Soul Siphon.
Major Mending is on different category with healing taken, thus it's stack and should stack multiplicatively.
The things that I am not sure is blessed and quick recovery. (I'm also not sure with twilight's embrace)
Blessed is healing done, so naturally its should stack additively with major mending (igneous shield) and Ritual Mundus stone, then multiplicatively with total healing taken/received (include quick recovery, most gear, coagulated buff (Minor Vitality), and burning heart)
But most champion bonus is multiplicative with other bonus, like in regen, damage, cost reduction,etc
You can get the detail formula in cat build planner:
http://forums.elderscrollsonline.com/en/discussion/comment/2149167 (latest)
So it'll also make sense if blessed and quick recovery stack multiplicatively.
Let's compare:
1) If blessed and quick recovery stack additively with each category it'll be:
33% (base) * 159.8% (Total Healing Taken/Recieved) * 165.75% (Total Healing Done/Initiated) = 87.4%
2) If blessed and quick recovery stack multiplicatively with each category it'll be:
33% (base) * 125% (Blessed) * 144% (Total Healing Taken/Recieved) * 115.8% (Quick Recovery) * 140.75% (Total Healing Done/Initiated) = 96.8%
3) If all healing taken & done stack additively, you will received 74.43% missing health healing with coagulated blood.
4) If all healing taken & done stack multiplicatively, you will received 104.78% missing health healing with coagulated blood.
Your build Healing = 94.7%
The closest one is number 2 scenario, the little different in number I think is due to health regeneration (maybe, not sure).
I really want to test healing build but I only have live game in my laptop, and my internet access is limited right now, the PTS is in my PC back home.
Please keep sharing your test with us, thank you
@bigereard
If it's possible, could you please conduct a test how all of this related with battle spirit and major & minor defile.
So I got a friend to help me test the defile buffs on their own, this is not in regards to the build / setup here.
Here are my debuffs:
Here is my friends Point of View without debuffs (he is using Blessing of Protection as the heal):
And with debuffs:
Calculation:
Base heal --- 808 (with debuff) / 1153 (without debuff) = 0.70 = 70% = 30% reduced healing
Crit heals --- 1252 (with debuff) / 1787 (without debuff) = 0.70 = 70% = 30% reduced healing
Conclusion:
Rather than horribly stacking with the Battle Spirit healing debuff / eachother additively, the minor defile seems to not do anything to healing done at all.
My method of applying them was Major Defile (in the form of the Ultimate) followed by Minor Defile (in the form of a light attack) and also the reverse, i.e. light attack then ultimate.
I also tried only light attacking, which resulted in 5% less healing and only using the ultimate, which still resulted in 30% less healing. Evidence that they do not stack, also, shouldn't minor defile be 15%?
Let me know if I did something wrong, lol.
Don't know if this was the kind of info you were looking for, but what you can take away from this is that apparently the two buffs don't stack (meaning major and minor defile), neither additively or multiplicatively. This is obviously a bug, but I recommend you do some testing on your own when possible. Just to ensure I'm not talking out my arse.