KhajiitiLizard wrote: »That would be too OP... lol of course it's capped.
KhajiitiLizard wrote: »That would be too OP... lol of course it's capped.
KochDerDamonen wrote: »Is it capped or are they applying multiplicatively.
IE additively you are correct but multiplicatively it would be something like:
100 - 50% = 50%
50 - 24% = 38%
38 - 20% = 30.4%
30.4 - 12% = 26.752% cost, or 73.248% sprinting cost redution
or so, depending on the way it's calculated.
Truckdriver wrote: »Sprint reduction over 100% and i still use sta to sprint. Is there a hard cap on sprint reduction?
Using darkstride set with 50% sprint reduction.
100 Champion points in Sprinter for 24% reduction
5 legendary well fitted traits for another 20%
Also Orc passive for an additional 12%
so i am reducing the cost of sprinting by 106%. In theory i should gain sta not loose it when over 100%
you are trying to add up the the cp cost reduction, no cost reduction works like that. block, sprint, stealth all of them will not allow you to get down to zero cost usage. how they work is like this, pick whichever you want dont matter. lets say cost of it is 1000, meaning every hit you block costs 1k stam, every second you sprint 1k stam, every second you move in stealth 1k stam. now lets say you have a 25% reduction from armor to the cost now it costs 750. then you have another 25% from cp now it is 562.5. then lets say a gear passive reduces it by 50% dropping it down to 281.25. lets say you have all your gear specced to reduce the cost at 4% per armor that reduces it by another 28% now its 202.5.
hope that helps you understand it.
Truckdriver wrote: »Sprint reduction over 100% and i still use sta to sprint. Is there a hard cap on sprint reduction?
Using darkstride set with 50% sprint reduction.
100 Champion points in Sprinter for 24% reduction
5 legendary well fitted traits for another 20%
Also Orc passive for an additional 12%
so i am reducing the cost of sprinting by 106%. In theory i should gain sta not loose it when over 100%
FriedEggSandwich wrote: »you are trying to add up the the cp cost reduction, no cost reduction works like that. block, sprint, stealth all of them will not allow you to get down to zero cost usage. how they work is like this, pick whichever you want dont matter. lets say cost of it is 1000, meaning every hit you block costs 1k stam, every second you sprint 1k stam, every second you move in stealth 1k stam. now lets say you have a 25% reduction from armor to the cost now it costs 750. then you have another 25% from cp now it is 562.5. then lets say a gear passive reduces it by 50% dropping it down to 281.25. lets say you have all your gear specced to reduce the cost at 4% per armor that reduces it by another 28% now its 202.5.
hope that helps you understand it.
Good to know. So how do you know which reduction is applied first? Take magicka cost reduction as an example; I've always assumed any flat value reduction would be applied first, like jewellery cost reduction, it would seem op if it was calculated last. But what about all the percentage reductions? Does the game calculate my seducer 5th piece first (8%), or my 72cp in magician (13%)? It seems like it would matter the way you calculated it, I would want the 13% reduced before the 8%.
Edit: I think
leepalmer95 wrote: »FriedEggSandwich wrote: »you are trying to add up the the cp cost reduction, no cost reduction works like that. block, sprint, stealth all of them will not allow you to get down to zero cost usage. how they work is like this, pick whichever you want dont matter. lets say cost of it is 1000, meaning every hit you block costs 1k stam, every second you sprint 1k stam, every second you move in stealth 1k stam. now lets say you have a 25% reduction from armor to the cost now it costs 750. then you have another 25% from cp now it is 562.5. then lets say a gear passive reduces it by 50% dropping it down to 281.25. lets say you have all your gear specced to reduce the cost at 4% per armor that reduces it by another 28% now its 202.5.
hope that helps you understand it.
Good to know. So how do you know which reduction is applied first? Take magicka cost reduction as an example; I've always assumed any flat value reduction would be applied first, like jewellery cost reduction, it would seem op if it was calculated last. But what about all the percentage reductions? Does the game calculate my seducer 5th piece first (8%), or my 72cp in magician (13%)? It seems like it would matter the way you calculated it, I would want the 13% reduced before the 8%.
Edit: I think
The % decreases are calculated first.
KhajiitiLizard wrote: »That would be too OP... lol of course it's capped.
FriedEggSandwich wrote: »leepalmer95 wrote: »FriedEggSandwich wrote: »you are trying to add up the the cp cost reduction, no cost reduction works like that. block, sprint, stealth all of them will not allow you to get down to zero cost usage. how they work is like this, pick whichever you want dont matter. lets say cost of it is 1000, meaning every hit you block costs 1k stam, every second you sprint 1k stam, every second you move in stealth 1k stam. now lets say you have a 25% reduction from armor to the cost now it costs 750. then you have another 25% from cp now it is 562.5. then lets say a gear passive reduces it by 50% dropping it down to 281.25. lets say you have all your gear specced to reduce the cost at 4% per armor that reduces it by another 28% now its 202.5.
hope that helps you understand it.
Good to know. So how do you know which reduction is applied first? Take magicka cost reduction as an example; I've always assumed any flat value reduction would be applied first, like jewellery cost reduction, it would seem op if it was calculated last. But what about all the percentage reductions? Does the game calculate my seducer 5th piece first (8%), or my 72cp in magician (13%)? It seems like it would matter the way you calculated it, I would want the 13% reduced before the 8%.
Edit: I think
The % decreases are calculated first.
Really? That would mean there's no drawback to stacking cost reduction through both glyphs and percentage based means, which is good. For some reason I just assumed the glyph value was knocked off first meaning you got less from any percentage based calculated after. If percentage is calculated first you get the best of both
SprintCost = 546*CP*Buff*Set*Item
SprintCost = 546*(1-0.24)*(1-0.50)*(1-0.20)*(1-0.12) = 125 Stamina
Reorx_Holybeard wrote: »So...it's complicated. Although sprint cost is actually less complicated than some of the other effects in the game. I verified this a few weeks ago after a similar post. Overall sprint cost is multiplicative between different effect categories and additive within each category:SprintCost = 546*CP*Buff*Set*Item
So in the OPs case it would be:SprintCost = 546*(1-0.24)*(1-0.50)*(1-0.20)*(1-0.12) = 125 Stamina
Note that using Darkstride + Prisoner does, in fact, give you 100% cost reduction (0 cost) as both are set effects and thus act additively (50% + 50% = 100%). You can use our Build Editor to see the calculation of SprintCost and most other effects in the game.
GrumpyDuckling wrote: »Reorx_Holybeard wrote: »So...it's complicated. Although sprint cost is actually less complicated than some of the other effects in the game. I verified this a few weeks ago after a similar post. Overall sprint cost is multiplicative between different effect categories and additive within each category:SprintCost = 546*CP*Buff*Set*Item
So in the OPs case it would be:SprintCost = 546*(1-0.24)*(1-0.50)*(1-0.20)*(1-0.12) = 125 Stamina
Note that using Darkstride + Prisoner does, in fact, give you 100% cost reduction (0 cost) as both are set effects and thus act additively (50% + 50% = 100%). You can use our Build Editor to see the calculation of SprintCost and most other effects in the game.
So are you saying Darkstride + Prisoner = free sprinting?
kyle.wilson wrote: »GrumpyDuckling wrote: »Reorx_Holybeard wrote: »So...it's complicated. Although sprint cost is actually less complicated than some of the other effects in the game. I verified this a few weeks ago after a similar post. Overall sprint cost is multiplicative between different effect categories and additive within each category:SprintCost = 546*CP*Buff*Set*Item
So in the OPs case it would be:SprintCost = 546*(1-0.24)*(1-0.50)*(1-0.20)*(1-0.12) = 125 Stamina
Note that using Darkstride + Prisoner does, in fact, give you 100% cost reduction (0 cost) as both are set effects and thus act additively (50% + 50% = 100%). You can use our Build Editor to see the calculation of SprintCost and most other effects in the game.
So are you saying Darkstride + Prisoner = free sprinting?
ive tried this in the past. the combo can be finicky. I think the way they give the 50%reduc is different. When I eqip prisoner before darkstride its not 100%. But when I equip prisoner last it is 100%. and you have to double bar the 5 piece bonus or it reduces the sprint reduc again.
Reorx_Holybeard wrote: »kyle.wilson wrote: »GrumpyDuckling wrote: »Reorx_Holybeard wrote: »So...it's complicated. Although sprint cost is actually less complicated than some of the other effects in the game. I verified this a few weeks ago after a similar post. Overall sprint cost is multiplicative between different effect categories and additive within each category:SprintCost = 546*CP*Buff*Set*Item
So in the OPs case it would be:SprintCost = 546*(1-0.24)*(1-0.50)*(1-0.20)*(1-0.12) = 125 Stamina
Note that using Darkstride + Prisoner does, in fact, give you 100% cost reduction (0 cost) as both are set effects and thus act additively (50% + 50% = 100%). You can use our Build Editor to see the calculation of SprintCost and most other effects in the game.
So are you saying Darkstride + Prisoner = free sprinting?
ive tried this in the past. the combo can be finicky. I think the way they give the 50%reduc is different. When I eqip prisoner before darkstride its not 100%. But when I equip prisoner last it is 100%. and you have to double bar the 5 piece bonus or it reduces the sprint reduc again.
Oh yes...forgot I found a bug with using Darkstride + Prisoner combination with Darkstride on the weapon bar. When you swap weapons the Prisoner buff turns into a multiplicative setting until you reequip. This occurs even if you have the same number of Darkstride pieces on each weapon bar. So you go from 0% sprinting to a low but non-zero sprint cost until you re-equip things.
The solution is to use Prisoner on your weapon bar instead of Darkstride which doesn't seem to have that problem, or don't use either of them on your weapon bar.
Reorx_Holybeard wrote: »So...it's complicated. Although sprint cost is actually less complicated than some of the other effects in the game. I verified this a few weeks ago after a similar post. Overall sprint cost is multiplicative between different effect categories and additive within each category:SprintCost = 546*CP*Buff*Set*Item
So in the OPs case it would be:SprintCost = 546*(1-0.24)*(1-0.50)*(1-0.20)*(1-0.12) = 125 Stamina
Note that using Darkstride + Prisoner does, in fact, give you 100% cost reduction (0 cost) as both are set effects and thus act additively (50% + 50% = 100%). You can use our Build Editor to see the calculation of SprintCost and most other effects in the game.