Edited by Asayre on June 16, 2017 6:44AM
As is well known, the PTS has introduced significant changes to the mage champion point system notably
- Capped impact of increasing CP on maximum stat at 20% (On Live, maximum increase is 19.88)
- Spell Erosion no longer has any impact (it is assumed that this will work correctly soon) (Fixed according to PTS v3.0.2)
- Introduction of Master-at-Arms
- Front loading of passives
- Damage done and Champion Point bonus are now additive instead of multiplicative. This implies that stacking Damage Done is less effective now but stacking Damage Taken (on the enemy) is more effective.
- Flooring of all bonuses to the nearest integer
These changes, when considered in isolation, suggest a 3.7% increase in average damage done at the CP cap (630) and a substantial reduction in the difference between players who optimise their champion point distribution and those who do not. Damage gain as a function of number of champion points remains practically linear. The developers stated that the goal of these changes was to “improve the balance and diversity of Champion Point picks while also raising the power floor so that those with Champion Points will be more effective”. The former goal appears to be achieved as a more even spread is more effective on the PTS than on Live. However, the latter goal does not appear to be fulfilled.
These conclusions were made by considering three champion point distribution schemes based on the Live and PTS game mechanics. These champion point distributions are
On Live, the following equation is optimised via gradient descent
On PTS, the following equation is optimised via genetic algorithm
DD = Direct Damage ratio
DoT = Damage over Time ratio
DDDoT = Ratio of skills that are both Direct Damage and Damage over Time
S = Staff ratio
EE = Elemental Expert
MaA = Master-at-Arms
T = Thaumathurge
SE = Staff Expert
Done = Damage Done
Champion points are evenly distributed across Elemental Expert, Elfborn, Spell Erosion, Staff Expert, Thaumathurge and Master-at-Arms.
Champion points are placed in stars that have no effect on damage but still placed to increase maximum magicka
The figure below demonstrates the performance of these three champion point distribution with Live mechanics. A player with 180 champion points who reaches the 630 champion points can expect a DPS gain of 4% due to gain in maximum magicka. Players who optimise their champion point distribution (from an even distribution) can expect a DPS increase of about 13%. However, players going from 180 CP to 630 CP can expect a DPS increase of 27% with an optimised champion point distribution or 20% with an even champion point distribution. Both the optimised and even champion point spread show a very linear relationship between number of champion points and ability metric.
Since the maximum magicka multiplier due to CP is capped at 20% on the PTS, a CP180 player going to CP630 will notice a DPS gain of 1.26% from the increase to their maximum magicka. The increased front loading in the champion point system causes an even champion point spread strategy to be substantially better than on Live thus optimisation is not as important. An optimised champion point distribution will yield a 4% DPS increased when compared to an even spread strategy. Contrary, to the developers claim, both the optimised and even champion point spread have a strong linear relationship. It is noted that the coefficient for the optimised distribution is practically identical which leads me to conclude that the power gap between high and low champion point players remain comparable. The flooring of all bonuses to the nearest integer has caused jump points in the ability metric for the even spread strategy.
Jump points apply to most percentage based stars except for those that apply a cost reduction. List of current jump points
CP optimisation links
Partial list of which skills are classified as what