There are jump points for every 15%, 25% and 35% star so yes to Elemental Expert, Staff Expert, Hardy, Elemental Defender, Shadow Ward and Thick Skinned. It seems only the 5280 stars do not have jump points (i.e. Piercing, Spell Erosion etc.)
The plot is actually really funny, telling us that every point between 80 and 99 is useless.
There are jump points for every 15%, 25% and 35% star so yes to Elemental Expert, Staff Expert, Hardy, Elemental Defender, Shadow Ward and Thick Skinned. It seems only the 5280 stars do not have jump points (i.e. Piercing, Spell Erosion etc.)
There are jump points for every 15%, 25% and 35% star so yes to Elemental Expert, Staff Expert, Hardy, Elemental Defender, Shadow Ward and Thick Skinned. It seems only the 5280 stars do not have jump points (i.e. Piercing, Spell Erosion etc.)
The way I see it, elfborn has jump points on Live so to make things more fair and consistent everything should have jump points. It makes sense ... really
MaximusDargus wrote: »@Asayre I got curious and went to PTS, Shadow Ward does not follow this pattern, adding single CP even at far end between 81-100 CP would be reflected in reduced block cost.
I tested from 0 to 25CP in shadow ward and then from 75 to 100CP in shadow ward. Each CP invested visibly reduced block cost (block cost taken out from Combat Metrics resource report).
Tommorow ill verify damage reduction stars.
The way I see it, elfborn has jump points on Live so to make things more fair and consistent everything should have jump points. It makes sense ... really
MaximusDargus wrote: »@Asayre I got curious and went to PTS, Shadow Ward does not follow this pattern, adding single CP even at far end between 81-100 CP would be reflected in reduced block cost.
I tested from 0 to 25CP in shadow ward and then from 75 to 100CP in shadow ward. Each CP invested visibly reduced block cost (block cost taken out from Combat Metrics resource report).
Tommorow ill verify damage reduction stars.
I thought the understanding for "jump points" was to help players understand the value of the points they are adding to the star. For example, why waste 24 champion points to go up 1% in the 15% max stars, when those 24 points can be added to get 10% from the 25% star or 6% from another 15%?
I think the values do go up per point, but at what level can we say those points are worth spending? I believe this is the value of the "jump point" system of understanding the champion points.
MaximusDargus wrote: »@Asayre I got curious and went to PTS, Shadow Ward does not follow this pattern, adding single CP even at far end between 81-100 CP would be reflected in reduced block cost.
I tested from 0 to 25CP in shadow ward and then from 75 to 100CP in shadow ward. Each CP invested visibly reduced block cost (block cost taken out from Combat Metrics resource report).
Tommorow ill verify damage reduction stars.
I thought the understanding for "jump points" was to help players understand the value of the points they are adding to the star. For example, why waste 24 champion points to go up 1% in the 15% max stars, when those 24 points can be added to get 10% from the 25% star or 6% from another 15%?
I think the values do go up per point, but at what level can we say those points are worth spending? I believe this is the value of the "jump point" system of understanding the champion points.
I'm pretty sure GilGalad is right. it was to make it way more fun to optimise. No more simple gradient descent for us. We have to do weird stuff to get the right CP distribution. Here are all the jump points.
wimhwimladimf wrote: »Tbh, all their work is just waste of time. At some point someone will make guide for perfect dps setup and everyone will copy pasta it, leading to the exact same situation as we have now but visually it will be a bit different due to more passives being used.
The real question is - why does the game itself explain nothing of this at all. Obviously ZOS is expecting everyone having a math major to figure out stuff themselves. It's a very poorly documented game.
The real question is - why does the game itself explain nothing of this at all. Obviously ZOS is expecting everyone having a math major to figure out stuff themselves. It's a very poorly documented game.
A thing I experimented with a lot is the spell erosion/piercing stars. I have been using non sharpened weapons with spinner on live for alt chars because I didn't want to move gear all the time and it was very close to the old BiS setups. Now with 50 Points in one of the Penetration cps you get 5160*0.75=3860. This is very close to spinner and in raids with all Buffs applied you get to 19128 Spell Penetration without using any sharpened weapons, which is still 928 too much. So the question is: does this frontloaded cp star allow for non-sharpened weapons to be viable?
In raids you will still most likely invest to unlock the exploiter passive, so 75 points in thaumaturge. Leaves 135 points: 50 in spell erosion, 25 in Elfborn, 50 in elemental expert, 10 in staff expert? Or take out a few from elemental expert and 0 in staff expert and put them in master at arms?
On magblades with higher critical rating it might be better to put more into elfborn and take them out of ele expert or Master at arms.
For stamina builds this could enable to use a lot more builds. So with sharpened weapons you can put into piercing and drop twice-fanged serpent or use twice-fanged serpent and use non-sharpened weapons without losing too much damage.
Any thoughts on this?
Did some tests on non blue trees, will do the rest later.
Here some conclusions:
- Bastion: Jump point
- arcanist: jump point
- healthy: jump point
- mooncalf: jump point
- tenacity: jump point
- bashing focus: gradient
- sprinter: gradient
- shade: gradient
- tumbling: gradient
The real question is - why does the game itself explain nothing of this at all. Obviously ZOS is expecting everyone having a math major to figure out stuff themselves. It's a very poorly documented game.