Can confirm I lost 200 magicka regeneration in Cyrodiil. It returned when I tele'd back to bangkorai
Thanks Gina. @Leandor Mind taking screencaps of identical live vs PTS builds and posting them here, and I'll do the same? I imagine our builds will very and maybe we'll be able to spotThis isn't a complaint thread, its a genuine question. I am not a min maxer, but I do like to think through my builds to ensure they are good. I don't just play eeni meeni miny mo to pick abilities.
I am a high elf Templar healer. Vet 14. Was wearing VR14 seducer and 5pc VR13 healer gear. I ensured ALL passives from every possible line I used were bought, along with racial ones. I did run with my old bar but I was absolutely out of magicka far more often that normal. I was running mostly skills from my Templar healing line and resto, with a splash of skills to help DPS. I like to use utility/buffs to help the group. I reread the patch notes and just cannot find why this is now happening.
This is in PvE dungeons. Are there any changes people have noticed that were not in, or were not apparent in the patch notes that is causing this? I know I will need to play around and test stuff out, and I will. But a helping hand in knowing what is causing this issue will likely speed up my process of knowing what to change to help myself.
Oh. And yes. I have my mundus stone.
I'm not including specific skills because I do switch up my bar in dungeons to better accommodate the group I am running with, the boss we are on etc. But templar abilities and resto abilities are the lines most of my skills are from.
@MissBizz
Many Possibilities that would have an impact on your sustain
Many of the formulas changed. Racials, Emperor Passives, and Werewolf/Vampire bonus used to be multiplicative and are now additive
Cost reduction was reduced further by another ~1.5% in 1.6 the totality of your cost reduction whether additive or subtractive was multiplied by ~.877% before it was calculated. In 2.1 it is multiplied by ~.8625 (this affects Restoring Spirit, Light armor passive, and Seducer but not champion points)
Additionally the costs of all abilities increased by ~1.75% as your vet levels increase. You had to have at least been V15.
Drink is no longer multiplicative with Magicka regen CP Passive (This is a known bug).
Vamprism must have a vampire ability slotted to receive the 10% magicka regen
Emperor passives are gone (if you had these)
You lost any Cyrodiil buffs you had which would have lowered your spell power and crit and thus required spamming heals more
@Ezareth Alright, so essentially what you're telling me... is even if my racial passives didn't "change" the outcome still did because the math is done different? Oh my.. I'm not going to be sure how to overcome that. lol
I did forget about the Cyrodiil buffs being gone, although I was in a campaign that didn't always have them before - but that definitely still could be part of it.
As well the cost reduction math changes most definitely sound like they would be part of my problem. As you noted I used quite a few things that offer that benefit.
Emperor passives. Hah. HAH. HAH. Nope.Once I get EVERY other achievement in game, THEN I'll try for that one.. it's a ways off
I don't use drinks, but that sounds like an avenue to try when that bug is fixed if it's multiplicative.
Oh, and actually no... I'm not VR15 yet (yes, you can laugh now) I got to VR14 the day after they announced VR16.. and then started new characters... so I never actually earned the full level after VR14 that bumped most VR14's to 849999 XP when logging in. I'm only half way through VR14
Well. It looks like I might as well start from scratch. Thank you for letting me know though. (Although I'm still going to check my current build against the PTS) You definitely brought to light a LOT of changes in behind the scenes things that could may be small but build up to the bigger problem I seem to be having. Thank you VERY much.
Vamprism must have a vampire ability slotted to receive the 10% magicka regen
Caius Drusus Imperial DK (DC) Bragg Ironhand Orc Temp (DC) Neesha Stalks-Shadows Argonian NB (EP) Falidir Altmer Sorcr (AD) J'zharka Khajiit NB (AD) |
Isabeau Runeseer Breton Sorc (DC) Fevassa Dunmer DK (EP) Manut Redguard Temp (AD) Tylera the Summoner Altmer Sorc (EP) Svari Snake-Blood Nord DK (AD) |
Ashlyn D'Elyse Breton NB (EP) Filindria Bosmer Temp (DC) Vigbjorn the Wanderer Nord Warden (EP) Hrokki Winterborn Breton Warden (DC) Basks-in-the-Sunshine Argonian Temp |
Vamprism must have a vampire ability slotted to receive the 10% magicka regen
There seems to also be a bug with this. I had slotted a vamp ability on both bars, but the supernatural recovery passive didn't show up. I rarely used vamp skills anyway so just cured myself.. no point having a weakness to something and getting nothing in return.
If you're not Vet16 you may be "Battle Levelled" to Vet 16 which is probably not a good thing if you're Vet 14 to Vet 15.
Vet battle levelling is something introduced with the patch to mainly to help Vet 1s and such remain effective instead of losing a huge amount of stats from level 49 to Vet1.
I read about that as well. I do want to cure myself ASAP.. but I won't until I get the max level achievement..Guess I better hurry up and quest. I wonder is the better XP effects my vampire level too? Since I think it always worked off of XP? Maybe I'll get to 10 faster
Joy_Division wrote: »Normally I don't put a lock of stock into these sort of impressions, but I would not be surprised if some value/coefficient/effect got inadvertently changed.
That being said, I would welcome a return to saner resource regen rates.
Caius Drusus Imperial DK (DC) Bragg Ironhand Orc Temp (DC) Neesha Stalks-Shadows Argonian NB (EP) Falidir Altmer Sorcr (AD) J'zharka Khajiit NB (AD) |
Isabeau Runeseer Breton Sorc (DC) Fevassa Dunmer DK (EP) Manut Redguard Temp (AD) Tylera the Summoner Altmer Sorc (EP) Svari Snake-Blood Nord DK (AD) |
Ashlyn D'Elyse Breton NB (EP) Filindria Bosmer Temp (DC) Vigbjorn the Wanderer Nord Warden (EP) Hrokki Winterborn Breton Warden (DC) Basks-in-the-Sunshine Argonian Temp |
There seems to also be a bug with this. I had slotted a vamp ability on both bars, but the supernatural recovery passive didn't show up. I rarely used vamp skills anyway so just cured myself.. no point having a weakness to something and getting nothing in return.
This isn't a complaint thread, its a genuine question. I am not a min maxer, but I do like to think through my builds to ensure they are good. I don't just play eeni meeni miny mo to pick abilities.
I am a high elf Templar healer. Vet 14. Was wearing VR14 seducer and 5pc VR13 healer gear. I ensured ALL passives from every possible line I used were bought, along with racial ones. I did run with my old bar but I was absolutely out of magicka far more often that normal. I was running mostly skills from my Templar healing line and resto, with a splash of skills to help DPS. I like to use utility/buffs to help the group. I reread the patch notes and just cannot find why this is now happening.
This is in PvE dungeons. Are there any changes people have noticed that were not in, or were not apparent in the patch notes that is causing this? I know I will need to play around and test stuff out, and I will. But a helping hand in knowing what is causing this issue will likely speed up my process of knowing what to change to help myself.
Oh. And yes. I have my mundus stone.
I'm not including specific skills because I do switch up my bar in dungeons to better accommodate the group I am running with, the boss we are on etc. But templar abilities and resto abilities are the lines most of my skills are from.
Can confirm I lost 200 magicka regeneration in Cyrodiil. It returned when I tele'd back to bangkorai
I was not in Cyrodiil at the time. @Alucardo were you being battle levelled? I'm not big into PvP so I don't quite fully understand battle levelling - but what I (think) I understand is that a bunch of set bonuses do not apply if you're battle levelled, and they just boost your stats, not taking into account what stat you prefer? I'm sure someone more knowledgeable could come up with a better answer though.
@ADarklore , @Alucardo , sorry I didn't catch this yesterday.There seems to also be a bug with this. I had slotted a vamp ability on both bars, but the supernatural recovery passive didn't show up. I rarely used vamp skills anyway so just cured myself.. no point having a weakness to something and getting nothing in return.
When you say it 'doesn't show up', are you saying that it isn't working or that the icon doesn't appear? I noticed yesterday on one of my characters, the Mundus he had active "Atronach" icon just disappeared completely... whether or not the effect was still there I wasn't sure, but it did prompt me to change my Mundus, which I had been considering anyway.
So I wonder if this "didn't show up" was the effect wasn't working or the icon was gone? I'm thinking that because it is now a 'slotted' passive, that the icon may no longer appear just like other passives which have a "slotted" requirement.
It's amazing, in regards to Vampirism, that so many people simply look at the regen passive, but forget about the 'up to 33% damage mitigation' below 50% health, along with the 'run while in stealth' passive. I think Vampirism offers a lot of awesome benefits, not just the regen passive.
Also keep in mind that the in-combat bug is still around, which means that some times even when you think you are idle, you will be in-combat and will have the in-comat regen value instead of the out-of-combat one, which is much much higher.
Doesn't explain the cases where you have regen issues during a fight though.
Merlin13KAGL wrote: »Ironically, I checked it with Vamp skill missing from the PTS version (so as not to skew) and without Mundus stone at all - again, due to the brilliant decision to lock all Wayshrines from max level template character.
I'll look into it again, as I'm losing one piece LA bonus for regen and that's it.
Part of the reason I made the character while I was waiting for the patch to download was to determine the best way to reshuffle CP's after the change.
Not saying I didn't miss something, but with the exact same setup as pre-patch (with the mundus initially missing, as I didn't catch that until later), I was having much greater regen issues than before.
It may be in the way they recalc reduction now, favoring it over regen. Will look when I have a chance and see what I can see, and will report back if anything notable.