PTS 2.3.x Changes
[/list]
- Ability tooltip value
- List of skill coefficients for PTS 2.3.2
- Resistance
- Changed how armour focus was being applied
- Critical modifier
- Major Force is multiplicative
- New Section: Miscellaneous equations
- Champion Point System: Warrior
- Made recommendations in favour of Hardy and Elemental Defender over Armour Focus and Spell Shield
- Champion Point System: Mage
- Changed the function to optimise for ideal CP distribution and provided a spreadsheet
- Precise and Nirnhoned
- Changed from a PvP setting to a PvE setting
INTRODUCTION
This post is divided into two main sections: Fundamental Equations and Application of Equations. Fundamental Equations covers the majority of calculations in the game while Application of Equations uses the derived equations to draw conclusions regarding what trait or mundus to use. While my initial focus was on Magicka Sorcerers, the focus has spread a bit and is probably of interest to most Magicka based classes. Note that a large number of equations can be applied to Stamina builds as well by simply substituting for the relevant stamina analogue. At the end of this post, are spreadsheets that implements the Fundamental Equations as well as Application of Equations. The spreadsheets can be used to determine the relative strengths of different sets. The spreadsheets are view only to prevent tampering but please feel free to make a copy for your own calculations. If you do use the spreadsheets I would appreciate feedback in terms of accuracy or ease of use.
FUNDAMENTAL EQUATIONS
Stat pool
The Base value at V16 is 8744 for Health and 7958 for Magicka and Stamina. Attribute points is the number of points spent in Health, Magicka or Stamina multiplied by 122 for Health and 111 for Magicka and Stamina. CPI is a cumulative percentage increase due to points spent in the corresponding constellation and can be calculated as follow
The Lord Mundus gives 1452 Health. The Mage and Tower Mundus gives 1320 Magicka and Stamina, respectively. Divines is the sum of divines. For example 4 pieces of green equipment with divines (4.5% each) means Divines = 1.18. Limited testing on the PTS suggest that Divines is rounded to 2 decimal places.
Example
I have a V16 Breton Sorcerer on the PTS. My gear gives me 7924 Magicka. This includes enchantments and gear bonuses. I have 64 points in Magicka, thus Attribute Points is 7104. I have 100 Champion Points in the Mage constellation which means that CPI is 1.134. I am using the Crown Fortifying Meal which gives 3617 Magicka. Skills is 1.31 (8% Bound Aegis, 5% Inner light, 2% Magicka Controller, 10% Gift of Magnus, 6% Undaunted Mettle). Putting this all into the formula, My in-game Magicka pool in the PTS is 38899.
Spell damage
The Apprentice Mundus provides 166 Spell damage at V16.
Ability tooltip value
The tooltip value for the majority of skill conforms to where a and b are coefficients. b is typically around 10.5 and a varies for each skill. The range of a is typically between 0.02 to 0.2. It is quite challenging to get extremely accurate values for a even with plane fitting over a large data range. We can fix b without much loss in the fitting for a thus we can introduce to concept of effective pool
This allows a fast evaluation method for different builds with varying Magicka and Spell Damage.
A technically more accurate estimate can be obtained by using

However the first formula presented in this section usually provides sufficient accuracy and will be used for the remainder of this post.
Some skills notably Hardened Ward and Annulment scale of only Magicka. In some cases the coefficient a is modified by Champion Points, at the time of writing, Thaumathurge appears to increase the tooltip for all abilities even non-DoTs while Elemental Expert does not increase the tooltip of any ability. In the remainder of this post, it will be assumed that tooltip refers to the base tooltip unmodified by Champion Points.
A list of skill coefficients for the PTS 2.3.2 can be found at
https://docs.google.com/spreadsheets/d/1YN8YWDpi1-d4CfoagRy1F9ath2w2nb-TniL4MjdJdz4/edit?usp=sharing
Recovery
Base Magicka and Stamina recovery at V16 is 514. Base Health recovery at V16 is 309. The Atronach mundus provides 198 Magicka recovery at V16. Other skills include Magicka Aid [Support Passive]. Skills include Magicka Controller [Mages’ Guild Passive], Major Intellect, Recovery [Light Armour Passive], and Spellcharge [Altmer Passive].
Example
I’m using a V16 Altmer with 765 Magicka Recovery from Gear and have the Atronach mundus but no divines pieces equipped. I have 30 points in Arcanist (10.8%). I have two Support skills slotted with 2 points in Magicka Aid so Other skills is 1.2. I am using a Crown Refreshing Drink which provides 361 Magicka Recovery. Skills is 1.55, 6% from Magicka Controller, 20% from Major Intellect, 20% from Recovery and 9% from Spellcharge. This yields My in-game Magicka Recovery in the PTS is 3602.
Spell Cost
The Base Cost of a spell is the tooltip cost value, without any points in Magician and without any equipment or skills that provide either a percentage or flat cost reduction, divided by 1.1625. For instance, the tooltip cost value for Fire Rune is 3654. The Base Cost for Fire Rune is then 3143. Flat Cost Reduction is typically in the form of enchantments on jewellery and % Cost Reduction comes from skills and passives. Note that the 2 piece Molag Kena is a 33% cost increase when activated.
Example
I am calculating the cost to cast Fire Rune. The Base Cost is 3141 at V16. I have 70 points in Magician (12.9%) and 3 legendary reduce spell cost enchantment (203 each). %Cost Reduction is 0.33, 15% from Evocation [Light Armour Passive], 15% from Mage Adept [Mages’ Guild Passive] and 3% from Magicka Mastery [Breton Passive]. The cost for casting Fire Rune is This matches the in-game cost for Fire Rune in the PTS.
If I was to activate the 2 piece bonus of Molag Kena the cost for Fire Rune will be
The in-game cost for Fire Rune on the PTS is 2475.
Spell Critical
Simply add up all sources that increase Spell Critical. 219 Spell Critical rating is equivalent to 1% Spell Critical
Critical modifier
This formula has been updated due to changes in [2.2.4]
where Fl is the floor function, Rd is the round function and Elfborn_Real is similar to the tooltip value of Elfborn but when it is used no unexpected rounding errors are found. Rd(x, 2) rounds a number to 2 decimal places and Fl(x, 0.01) truncates a number at the 2nd decimal places. Here are examples of both functions in action, Rd(23.458,2) = 23.46, Fl(23.458,0.01) = 23.45. Skills tested were the Piercing Spear passive and Trap Beast (Minor Force). Aggressive Horn (Major Force) is multiplicative. Thanks to
@Beltan3 and
@hofawd with some help in getting this formula down.
By the way, if you don't mind some error in your calculation, a simpler formula is
Due to rounding errors, Elfborn still suffers from jump. Any points in between jumps do not increase your critical modifier.
@Erraln has kindly listed all the jump points in this thread but for convenience, I'll put them here as well. The Elfborn jump points are at
1,2,4,7,9,12,15,18,22,26,29,33,38,42,46,51,56,61,66,71,76,81,87,92, and 98.
Resistance
Your spell resistance can be calculated with the following formula
where Gear is the sum of tooltip armour values, Resolve is a Heavy Armour Passive, Defending is a weapon trait. Other includes Breton Spell Resistance Passive, Balanced Warrior Passive (Templars), Major Ward, Spell Warding and Spell Shield CP.
Similarly, physical resistance is calculated as follows
The Lady mundus provides 1980 Physical Resistance at V16 and is put into the variable Other. The Reinforced trait increases the tooltip armour value and will be included when calculating Gear. The Shield Expert passive under the Steed increases the tooltip value of the shield thus is also included in Gear.
Example
I have 5 pieces of heavy armour, 1 medium and 1 light. The sum of all my tooltip armour values, Gear, is 16666. Resolves grants 1811 resistance and Spell Warding grants 363 Spell Resistance. I have a legendary defending weapon equipped (6%). My set bonus for physical resistance is 5805. I have 100 points in Heavy Armour Focus (5281). I also have the Spell Resistance (Breton passive) and Balanced Warrior (Templar passive) passives. With Major Resolve and Ward active, I estimate my physical and spell resistance to be
My actual physical and spell resistance are 35951 and 31828, respectively.
Critical resistance
Critical resistance is not needed in PvE since monsters do not do critical damage. An enemies’ critical modifier can be reduced by equipping gear with the Impenetrable trait or by spending points in the Resilient champion point sign. Every percent in Resilient decreases the enemies’ critical modifier by the same amount and every 250 points of critical resistance reduces an enemies’ critical modifier by 3.5%
Example
If you are PvP’ing against an enemy with a critical modifier of 0.5 and you have 500 critical resistance (2 legendary equipment) and 48 points (15%) in Resilient, then
Miscellaneous equations
Bash Cost

Bash cost reduction comes from the Shield-Play enchantment. The effect of the enchantment should be multiplied by 1.1625 to get the Bash Cost Reduction. Bashing Focus has no impact on Bash Cost.
Block Cost

Skills tested were Absorb Magicka, Bracing and Fortress.
Block Mitigation

Skills tested were Spear Wall, Deflect Bolts, Footman, Absorb Magicka and Sword and Board. There are some tooltip inconsistencies with Spear Wall and Deflect bolts but the error is not large.
Dodge Cost

Heavy Attack Resource Return

Cycle of Life is a Restoration Staff passive. I only tested this briefly but for some reason Lightning staves was returning ~12.6% additional resources.
Sneak Cost

Sprint Cost

DAMAGE CALCULATION
Base damage
The base damage formula is where

Attacker Bonus includes relevant champion point signs, Minor Berserk [Combat Prayer] and Elemental Talent [Altmer Passive]. These stack multiplicatively. Defender bonus refers to relevant champion point signs. Battle Spirit can be included by simply multiplying by 0.5. In 2.2.3, the impact of Thaumathurge is included in the tooltip but the impact of Elemental Expert is not included in the tooltip, so be wary you’re not double counting Thaumathurge. Resistance is the relevant physical or spell resistance. Penetration is the sum of percentage based penetration. For magicka builds, this is either 18% for a legendary nirnhoned weapon or 28% when using a legendary nirnhoned weapon and casting a Destruction Staff spell due to the Penetrating Magic passive. Examples of Flat Penetration are Concentration for Light Armour users, Spell Erosion and Piercing. The base Flat Penetration is 100. Veteran rank 16 corresponds to level 66. For PvE, most mobs have a level of 50. Examples of Armour Debuff are Major and Minor Fracture and Breach, 5 piece bonus of Night Mother's Gaze and Glyphs of Crushing. The resistance of some bosses in 2.1.x can be found at [2.1] Project Resistance.
PvP Example
A V16 Altmer cast Force Pulse on a target with 22354 spell resistance and 40 points in Elemental Defender (13.2%). The tooltip value of Force Pulse is 1354. I have put 75 points in Elemental Expert (20.4%) and 25 points in Spell Erosion (9.5%). I also have 3 points in Elemental Talent and 2 points in Penetrating Magic. I am using a precise staff. My focus is 4984. Given these parameters and The actual damage recorded is 576.
Average damage
The average damage when taking into account critical damage is
HEALING CALCULATION
Base Healing
The base healing formula for a healer using a variety of sources of Healing Done and Healing Taken and Healing Received isThe Tooltip value is increased by Restoration Master, Soul Siphoner, Major Mending and the Ritual Mundus. These add additively. Healing Done was tested with Blessed. Healing Taken was tested with Tormentor and Leeching sets. Healing Received was tested to be additive with Quick Recovery [Champion Point], Rapid Mending [Heavy Armour Passive], Minor Vitality [Swallow Soul & Coagulating Blood], Burning Heart [Draconic Power Passive] and Quick to Mend [Argonian Passive].
Example
A V16 Argonian cast Healing Springs. This character has 12% Healing Taken from the Tormentor and Leeching Sets and has 100 points in Blessed (25% Healing Done) and 100 points in Quick Recovery (16% Healing Received). In addition, this character is wearing 7 Heavy armour pieces (7% Healing Received), has the Minor Vitality buff, has a Draconic Power ability active and has 3 points in the Quick to Mend passive. This tooltip value includes the bonuses from Restoration Master, Major Mending and the Ritual Mundus.
The recorded in-game healing is 3264.
APPLICATION OF EQUATIONS
Champion Point System
WARRIOR
Most players will be looking to spend points in either Hardy, Elemental Defender or Thick-Skinned. Sorcerers will also be looking to spend points into Bastion. Not much can be said for Armour Focus or Spell Shield as a 100 points provides only 5281 resistance which corresponds to 8% mitigation at V16 which corresponds to 20 points in Hardy or Elemental Defender. In addition, Armour Focus and Spell Shield are affected by percentage penetration and are not taken into account when a damage shield is used.
THIEF
For Magicka builds, the decision is on how to spread points between Magician and Arcanist. I approach this problem with a brute force method. I enumerate all possible combination of champion points and calculate the function The Recovery equation is used as is in the section Recovery. The other variables are Cast per 2 seconds which I conservatively estimate at around 1.5. For Spell Cost, I estimate an average Base Spell cost of around 2000 for Sorcerers as well as Templars. The calculation can be repeated for Cost Reduction, Magicka Recovery or Spell Damage enchantments. In the cases that I experimented with I found a strong bias in favour of Magician of around 9:1 ratio for Cost Reduction/Spell Damage jewellery and 4:1 for Magicka Recovery jewellery. I was testing a Breton with 100 CP in the Thief, the ratios are probably significantly different for an Altmer.
MAGE
For a Magicka damage dealer, there are five signs of interest, Elemental Expert, Thaumathurge, Spell Erosion, Elfborn and Staff Expert.
The mechanics of all these except Staff Expert have been discussed in the sections on Critical Modifier and Base Damage. Staff expert increases the damage of light and medium attacks that is your weaving damage. Light and medium staff attacks are also increased by Elemental Expert.
In order to determine the optimal Champion Point distribution, we first need to consider the ratio of Elemental, DoT and Staff attacks. Then we can optimise the following function

One way to approach this is to enumerate all possible CP distributions and then calculate the function. However, this is quite a challenging task since with 167 Mage CP and 5 CP stars to consider the total possible of combinations is 30507895 (166C4). Although, some of these can be eliminated through some insight on the relative strengths of the CP stars. While this can be done, I have decided to make the equation a bit more accessible with the loss of a tiny amount of accuracy. I've included a spreadsheet that will do this
https://docs.google.com/spreadsheets/d/1Zp9v1Vp4Z7X6zfDfcxTwyAnejv-tEC5LujbXYBiVMDk/edit?usp=sharing
On the first sheet you'll see a range of inputs including
Number of Champion Points
Critical Chance
Critical Modifier
Defined as Critical Damage/Non-Critical Damage - 1
Target Resistance
Target Level
Percentage Penetration
Flat Penetration
Elemental Ratio
DoT Ratio
Staff Ratio
It will output the ideal CP distribution in Elemental Expert, Thaumathurge, Staff Expert, Elfborn and Spell Erosion. It does not take into account the Elfborn jump points in the calculation so if it suggest a non-Elfborn jump point it will also display the nearest Elfborn jump points. Also all CP passives are ignored. This means that there may be situations where it will not recommend putting 30 points into the Apprentice first.
How it works?
It starts by assuming you have 0 in all 5 CP stars. It then calculates the following function

for an increase of 1 point in each star. It selects the optimum distribution then keeps going until it reaches your stated number of Champion Points. I had to use a continuous equation to model how the CP stars vary with points spent. The equation used can be seen in Sheet 3. Because a continuous equation was used some deviation from my previous discrete optimisation will be present. In addition, I could not include the impact of Elfborn jump points thus jump points are suggested at the end of the optimisation. While the previous discrete optimisation is probably better to model the jump points, I hope that this method of presenting the ideal mage CP distribution for magicka builds will be easier to use thus increasing it's accuracy as you can put in your own relevant values instead of looking for the closest table match.
Precise and Nirnhoned
Recall that the average damage equation is
where
For the purpose of this analysis, it is possible to ignore the Tooltip, Attacker Bonus and Defender Bonus. But for completeness, I’ll combine it all into a coefficient, k, that I will show later that it can be eliminated for this assessment. This discussion assumes a PvE situation thus the level is set to 50.
It is clear that we can separate Mitigation into two parts, one containing the ‘Base’, Mit_Base, and the other the ‘Penetration’, Mit_Pen, component
The average damage with Nirnhoned, Dmg_N, is then
In comparison the average damage with Precise, Dmg_P, is
To decide which is preferable, we will subtract the average damage with Precise, Dmg_P, from the average damage with Nirnhoned, Dmg_N,
The coefficient k is always positive so we can ignore it when determining if the equation is positive, that is favouring Nirnhoned, or negative, that is favouring Precise. For simplicity, I’ll assume that 0 points are placed in Spell Erosion. Flat Penetration is assumed to be 4984. Then for select values of Resistance we can create graphs showing when Nirnhoned or Precise is better. In the graphs below, blue means Precise is better and red implies Nirnhoned is better.




Below ~8000 resistance, precise is always better and above ~14000 resistance nirnhoned is always superior. Also having a high critical chance favours Nirnhoned while having a high critical modifier favours Precise.
To help with your decision between Nirnhoned and Precise, I have included an additional calculator in my latest spreadsheet. It uses the critical chance, critical modifier, points in spell erosion, focus, and monster resistance to determine which is preferred.
Divines and Infused
The current meta advice suggest using Infused on large pieces (Head, Chest, Legs and Shield) and Divines on small pieces (Shoulders, Waist, Hands and Feet). There are no other viable traits for optimising damage. However, with the buffs to the Thief and Shadow mundus stones this advice is called into question. In this section, I will derive the conditions where Infused or Divines should be used. It is quite laborious mathematics and this section has been implemented in my spreadsheet. The equations here are to explain how the calculation is done.
The amount of magicka gained from using Infused on a legendary large piece instead of Divines, Inf, is173 is the difference between in enchantment of a V16 legendary Magicka enchant on an Infused large piece compared to a non-Infused large piece. CPI and Skills were defined in Stat Pool.
The average damage when using an Infused piece is
The coefficient, k, in this section isDmg_Inf can be separated into two parts, Dmg_Base and Dmg’_Inf. The former is the damage component from not using any trait and the latter is the bonus damage coming from using infused
The average damage increase when using Divines depends on the mundus stone. For completeness, I’ll analyse the Apprentice, Mage, Thief and Shadow mundus stones.
Apprentice
The average damage increase when using Divines with the Apprentice mundus isSkill_SD refers to abilities and buffs that increase spell damage, notably Minor and Major Sorcery and the Expert Mage passive.
Again this can be separated into two components, Dmg_Base and Dmg_Divine^App’
Mage
The average damage increase when using Divines with the Mage mundus isSkills refers to abilities and passives that increase maximum Magicka and was defined in more detail in <b>Stat Pool</b>.
Again this can be separated into two components, Dmg_Base and Dmg_Divine^Mage’
Thief
The average damage increase when using Divines with the Thief mundus is
Again this can be separated into two components, Dmg_Base and Dmg_Divine^Thief’
Shadow
The average damage increase when using Divines with the Shadow mundus is
I’m using a simplified form of the Critical Modifier equation here but in my implementation of the equation in my spreadsheet I use the more exact form of the Critical Modifier. Skill_S refers to skills that increase the critical modifier such as Piercing Spear [Templar passive], Hemorrhage [Nightblade passive], Trap Beast [Minor Force] and Aggressive Warhorn [Major Force].
This can be separated into two components, Dmg_Base and Dmg_Divine^Shadow’
The way to decide between Infused and Divines is then to evaluate Dmg_Inf’ - Dmg_Divine’ with the corresponding mundus stone. Since several variables need to be taken into account, I’ve simply implemented my calculation into my spreadsheets. On a personal note, in the majority of calculations that I have performed Divines with Thief or Shadow outperforms Infused. However, if the Apprentice or Mageis used then Infused on large pieces is preferred.
Mundus stone: Apprentice, Mage, Thief and Shadow
There are four mundus stones of interest to optimising Magicka based damage dealers. They are the Apprentice, Mage, Thief and Shadow. I’ll begin with the average damage equation for each mundus. Astute readers might notice a striking similarity with the section <b>Divines and Infused</b>.
ApprenticeIn this section, the coefficient, k, is defined to be
Skill_SD refers to abilities and buffs that increase spell damage, notably Minor and Major Sorcery and the Expert Mage passive.
Dmg_App can be separated into two components, Dmg_Base and Dmg_App’. The former is the damage component without any mundus active and the latter is the damage from using the Apprentice mundus.Mage
Skills refers to abilities and passives that increase maximum Magicka and was defined in more detail in Stat Pool. Separating into a base and Mage component yieldsThiefOnce again, this can be separated into a base and Thief component.
Shadow
I’m using a simplified form of the Critical Modifier equation here but in my implementation of the equation in my spreadsheet I use the more exact form of the Critical Modifier. Skill_S refers to skills that increase the critical modifier such as Piercing Spear [Templar passive], Hemorrhage [Nightblade passive], Trap Beast [Minor Force] and Aggressive Warhorn [Major Force].
This can be separated into two components, Dmg_Base and Dmg_Shadow’From this, we can easily conclude that the Apprentice mundus is preferred to the Mage mundus in nearly all cases for increasing damage sincewhereAt V16 the Apprentice provides 166 Spell Damage, <i>b</i> is approximately 10.5 and Skill_SD is typically 1.2 due to the Major Sorcery buff. The Mage gives 1320 Magicka at V16 and Skills is typically around 1.31 for a Sorcerer and is lower for Templars. Putting this into the equation, we obtainThus the Apprentice is preferred. The Mage mundus is sometimes preferred due to increasing Magicka pool for stronger shields and higher pet damage as these scale solely off Magicka.
For the comparison between the Apprentice and Thief there are no easy simplifications and one is left to evaluateThere are many variables and no obvious simplifications thus I have simply implemented the laborious calculation in my spreadsheet. Similarly the comparison between Apprentice and Shadow is very involved and is implemented in the spreadsheet.
While the equations presented for the Thief are a crude approximation due to the complicated rounding in the more accurate formula for Critical Modifier, it is possible to make a rough comparison between the Thief and Shadow mundus stones.Thus the Thief is better ifThis is equivalent toIn the Orsinium PTS, the Shadow mundus increases Critical Modifier by 12% and the Thief increases Critical Chance by 11%. Putting this values in, we get the following inequalitywhich means that Thief is better than Shadow if your Critical Modifier is at least ~10% greater than your Critical Chance.
Percentage Penetration and Spell Damage Equivalence
Since Maelstrom weapons cannot come in Nirnhoned, it is natural to ask how does a non-set Nirnhoned destruction staff compare to a Sharpened Maelstrom destruction staff.
To evaluate this, let us consider T1 and T2, where T1 is the base damage with S1 extra spell damage and T2 be the base damage with no extra spell damage but 4% extra penetration. Then
where M is Max Magicka, S0 is the base spell damage, S1 is the extra spell damage for T1 and
Note that any penetration that is common to T1 and T2 can be seen as just a reduction in the Resistance.
We then proceed to solve T1-T2=0 for S1
We can rearrange this to get
Now we have to put some typical endgame values, I'll let M=43487, S_0=3764 and Mit=0.19 (17k boss resistance, 14% penetration, 4984 Focus, 0 Spell Erosion). Mit'=0.04*0.34
Thus for the stats assumed a Sharpened Maelstrom Destruction Staff is better than a non-set Nirnhoned Destruction Staff as the 4% additional penetration is equivalent to 133 Spell Damage which is less than the Maelstrom enchantment of 189 Spell Damage
Julianos and Twice-Born Star
Due to changes to Elfborn and skills that increase critical damage, TBS is no longer optimal from a DPS point of view. In the spreadsheets below, I have introduced a new metric called the Combined Metric. This metric was introduced because staff attacks scale differently from abilities. For most abilities 10.5 Max Magicka ~ 1 Spell Damage but for staff attacks 40 Max Magicka ~ 1 Spell Damage. To obtain the Combined Metric, I assume approximately 15% of total dps comes from Heavy (Medium Attacks) and 85% comes from abilities, then the weighted average of the Ability and Attack metric results in the Combined Metric.
We see then that for the Combined Metric on staffs, Law of Julianos is better by about 1.5%. Previously, my calculations showed that Law of Julianos was ~0.5% better than TBS but that was without taking into account the higher Attack Metric. On the dual wield bar, we should use the Ability Metric since no weaves are used and in this situation Julianos is better by around 0.5%.
If you were to replace one magicka enchantment on a large piece in favour of health so that the Health with Julianos and Twice-Born Star are comparable then on the staff bar Julianos is better by 0.1% but worse by 0.1% on the dual wield bar. To help put all these percentage differences into context, my rough calculations suggest that not having Divines on one piece (maybe you have been unlucky and have a bank full of Well-Fitted Molag Kena shoulders/helm) equates to a loss of ~0.5%
I've heard of people saying that Twice-Born Star is better with lower CP but I have yet to see extensive calculations that demonstrate this. Using the spreadsheets below, I varied the amount of CP by adjusting both the number of points invested into the Mage Tree and assumed that the first 100 points will be put into Elemental Expert followed by all points (up to 66) into Elfborn. While this CP distribution is not absolutely optimal, it is reasonably close. In this case, even with 100 Mage CP (300 total CP) Julianos is better than Twice-Born Star on the staff bar (0.3%). On the Dual-Wield bar, Julianos outperforms Twice-Born Star at 129 Mage CP (387 total CP)
Note: Ignore the Magicka Recovery and Spell Cost boxes. I was too lazy to move them away before I took the pictures.
Twice-Born Star Staff
Twice-Born Star Dual Wield
Law of Julianos Staff
Law of Julianos Dual Wield
CHARACTER SPREADSHEETS