The "buffed" passive barely makes up for the missing bracing. So if you rarly block on your heavy armour pvp build, you might get buffed by the changes, but for "real" heavy armour tanks it will become noticable harder to manage ressources.Rugz_Maulgoth wrote: »On the heavy armor tanks being penalised bit.
Between the already improved numbers of Heavy Attack Restore, the new HA tenacity buff, and the significant Constitution restore amount, Heavy Armor users are gaining a lot more than they are losing. In PTS duels my heavy stamplar rarely seems to ever run out of resources. If anything the overall changes more significantly affect LA and MA users than they do the buffed HA users.
There have been several post noting the increased cost of abilities on the PTS. I've determined the cost formula on the PTS and drawn some conclusions about the impact of the change.
The cost formula on Live is
The base cost is the cost at V16 with no points in Magician and without any skills or equipment that provide cost reduction. Magician is the tooltip of the Champion Point and can be replaced with Warlord for Stamina abilities. Flat Cost Reduction is typically from jewelry enchantments and Percentage Cost Reduction is from skills and passives. The denominator of Percentage Cost Reduction, which is 1.1625, is related to character level. For more information you can read a post by @Reorx_Holybeard (http://tamrielfoundry.com/topic/pts-2-1-2-sorcerer-arithmagic/page/27/#post-646518).
The cost formula on PTS is
The base cost used for this formula is the same as that on Live.
Based on this formula, I assumed a base cost of 2500 and calculated the cost on Live and on the PTS and plotted Cost_PTS / Cost_Live for 0 flat cost reduction, 203 flat cost reduction (1 legendary enchantment) and 609 (3 legendary enchantments). A complete list of ability cost on Live can be found at http://esoitem.uesp.net/viewSkills.php.
From this graphs, I conclude the following:
- Everyone will suffer a cost increase for abilities on the PTS between 5-15%. This is contrary to the patch notes claiming that most abilties will cost the same. In fact you need around 40% cost reduction for abilities on the PTS to be the same as on Live. This is not realistic as percentage cost reduction is about 20% for most players (15% from 5 pieces of Light/Medium armour and a bit more from class or racial passives). This 40% cost reduction is only achievable with 7 pieces of Light/Medium armour and Mages/Fighters guild ability.
- Effectiveness of Magician/Warlord is the same on PTS as on Live.
- Percentage Cost Reduction is significantly more important on PTS. This means that usage of non-dominant pool abilities (i.e. Stamina users using Magicka abilties or vice versa) are penalized heavier on the PTS. This also means Heavy Armour tanks are more severely penalized in this system. Also the cost of Molag Kena is increased substantially.
- Cost reduction glyphs are less impactful. Again tanks are penalized to a greater degree as tanks are more likely to rely on cost reduction glyphs.
There's your problem. The changes to HA are good if you are dealing with a single target.Rugz_Maulgoth wrote: »On the heavy armor tanks being penalised bit.
Between the already improved numbers of Heavy Attack Restore, the new HA tenacity buff, and the significant Constitution restore amount, Heavy Armor users are gaining a lot more than they are losing. In PTS duels my heavy stamplar rarely seems to ever run out of resources. If anything the overall changes more significantly affect LA and MA users than they do the buffed HA users.
Thanks for doing the diligence on this, @Asayre
I will likely be in the minority view here, but an across-the-board cost increase in actually something the game needed. It will force players to focus more effort on resources, mitigating the all-in damage builds which dominate nearly all aspects of the game.
The cost formula on PTS is
The base cost used for this formula is the same as that on Live.
Septimus_Magna wrote: »
The cost formula on PTS is
The base cost used for this formula is the same as that on Live.
So without any cost reduction skill on PTS actually cost 10,8% more than the tooltip value?
Or has the tooltip value of skills been increased by 10,8% as well?
Maybe Im seeing this a bit simplified but how hard can it be to correctly calculate cost reduction?
Ability cost = ( Base - value reduction ) * ( 1 - percentage reduction )
value reduction = sum of reduced cost jewelry enchants.
percentage reduction = sum of Magican, passives and sets.
With the removal of Veteran Ranks we wanted ability costs to increase in a more reliable and understandable way. Veteran Ranks used a different calculation for ability cost increase from the level 1-50 experience. With this change, abilities now continue to increase their costs at the same linear pace. This also means cost reduction passives and gear should now return the values listed in the tooltips instead of using a more complex formula.Magicka Costs Increasing: Can you please look into this? I understand that this is happening to every class across the board, but with the costs of everything going up, this change is adding insult to injury. And there is already plenty of injury here, and that's being as polite about this patch as I am realistically able.
There are quite a few builds that generate a large number of resources and we expect some players will end up changing their current setup. While costs are higher, note that you can now get increased resource returns from heavy attacks that now scale their return as you gain Champion Points. Additionally, enchantments are now more powerful and restore more resources than they used to. There are also poisons which give you additional options for getting more resources.
Septimus_Magna wrote: »So without any cost reduction skill on PTS actually cost 10,8% more than the tooltip value?
Or has the tooltip value of skills been increased by 10,8% as well?
@flguy147ub17_ESO, in PvE spell cost reduction glyphs are still better than magicka recovery glyphs.
Thanks for doing the diligence on this, @Asayre
I will likely be in the minority view here, but an across-the-board cost increase in actually something the game needed. It will force players to focus more effort on resources, mitigating the all-in damage builds which dominate nearly all aspects of the game.
@Asayre do you have a formula of calculating how much magicka recovery needed to equal 1% spell cost reduction?
or are the two equal meaning 100 in cost reduction = 100 magicka recovery?