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.
Does someone know what will be the application of those calculations, I mean where to put the CP to optimise them for PVE ? then PVP
Was having some difficulty wrapping my head around what the hell a "jump point" is. Jumped ( ) on test to see what you all are talking about.
It's truncation.
They are just dropping the decimal fraction and using the integer. See the chart below.
The "jump points" that existed before were caused by rounding.
This could be intentional as the no CP test in Cyrodiil shows they are aware that the complex floating point CP math is contributing to lag. Using only integers could greatly simplify the code.
It could also be unintentional as I believe the people who make the UI are not the same ones that make the combat code.
Either way, the fact that they existed before due to rounding shows that they really don't care and hope you don't notice, or that you too don't care, so we are stuck with them.
Thank you to Asayre and MaximusDargus for exposing this.
Does someone know what will be the application of those calculations, I mean where to put the CP to optimise them for PVE ? then PVP
Well, it will depend a lot (even more than before) of your build. A pve stamblade with SA as his spammable (50/50 dot/direct damage) will put more in master at arm than a pve classic DW stamsorc (95% dot), for example.
Does someone know what will be the application of those calculations, I mean where to put the CP to optimise them for PVE ? then PVP
Well, it will depend a lot (even more than before) of your build. A pve stamblade with SA as his spammable (50/50 dot/direct damage) will put more in master at arm than a pve classic DW stamsorc (95% dot), for example.
I do like my magicka and stamina sorc ^^ (no pet)
OK let's discover this and feel free to share any advices for new optimised CP allocation
I am sorry, but let me just see if I can get clear on this.
Jump points mean that if you put 10.5% on a star you will get actual result of 11% and if you put 10.4% you will get actual result of 10%? Is this it?
I am sorry, but let me just see if I can get clear on this.
Jump points mean that if you put 10.5% on a star you will get actual result of 11% and if you put 10.4% you will get actual result of 10%? Is this it?
No, it always rounds down. 10.4, 10.5, 10.9 ....all equal 10.
I am sorry, but let me just see if I can get clear on this.
Jump points mean that if you put 10.5% on a star you will get actual result of 11% and if you put 10.4% you will get actual result of 10%? Is this it?
No, it always rounds down. 10.4, 10.5, 10.9 ....all equal 10.
Thanks for clarifying that. How did it work before this change?
Now I am wondering if it already existed and I never noticed...
My approach to PvP is more like this: there are some fights that you will lose no matter what and some fights that you will win no matter what. These are not important for CP optimisation, instead think of the last 5 or 10 fights that were really close - that you almost won or lost. What kind of fights are those and which CP would have helped the most?
Finished all the testing. I had to use a 2nd person to test some of the stuff so there is always a higher risk in getting false values. Here are the full results.
Affected by "jump points":
- arcanist: yes
- mooncalf: yes
- healthy: yes
- tenacity: yes
- bashing focus: no
- sprinter: no
- shade: no
- tumbling: no
- siphoner: yes
- warlord: no
- shadow ward: no
- befoul: yes
- bastion: yes
- expert defender: yes
- ele defender: yes
- hardy: yes
- iron clad: yes
- thick skinned: yes
- quick recovery: yes
Would be cool if someone could double check that stuff.
Chilly-McFreeze wrote: »So the change to an additive bonus means that everything that double dips will be affected on base value?
So if a skill does 1000 poison dmg over some time , it will do 1100 with 10% in Mighty OR taumathurg and 1200 with 10% in both now? Instead of 1210?
Sry if I'm asking the quite obivious that was already explained.
Chilly-McFreeze wrote: »So the change to an additive bonus means that everything that double dips will be affected on base value?
So if a skill does 1000 poison dmg over some time , it will do 1100 with 10% in Mighty OR taumathurg and 1200 with 10% in both now? Instead of 1210?
Sry if I'm asking the quite obivious that was already explained.
Chilly-McFreeze wrote: »So the change to an additive bonus means that everything that double dips will be affected on base value?
So if a skill does 1000 poison dmg over some time , it will do 1100 with 10% in Mighty OR taumathurg and 1200 with 10% in both now? Instead of 1210?
Sry if I'm asking the quite obivious that was already explained.
Chilly-McFreeze wrote: »So the change to an additive bonus means that everything that double dips will be affected on base value?
So if a skill does 1000 poison dmg over some time , it will do 1100 with 10% in Mighty OR taumathurg and 1200 with 10% in both now? Instead of 1210?
Sry if I'm asking the quite obivious that was already explained.
Yes that's how it works now. It is also additive with other sources of dmg increase like racial passives, class passives, minor Berserk, etc.
Chilly-McFreeze wrote: »So the change to an additive bonus means that everything that double dips will be affected on base value?
So if a skill does 1000 poison dmg over some time , it will do 1100 with 10% in Mighty OR taumathurg and 1200 with 10% in both now? Instead of 1210?
Sry if I'm asking the quite obivious that was already explained.
Yes that's how it works now. It is also additive with other sources of dmg increase like racial passives, class passives, minor Berserk, etc.
Then how it works the defensive stats? Are they also additive or multiplicative?
I do like my magicka and stamina sorc ^^ (no pet)
OK let's discover this and feel free to share any advices for new optimised CP allocation
Asayre's CP calculator
Woeler's and my CP calculator
Just do a quick test on your damage distribution without CP increases (put points into to you useless trees like blessed to get the CP stat bonus) and then insert these + your stats in one of the calculators.
Then how it works the defensive stats? Are they also additive or multiplicative?
Now the real question, apart from adapting to this new knowledge, is whether this is intended and if it will be corrected in a future patch.
Honestly, it does not seem intended...
Then how it works the defensive stats? Are they also additive or multiplicative?
Roughly speaking, damage is calculated like
Damage = Base Damage * Damage Done * Damage Taken
CP bonuses in the blue tree count as damage done, as well as racial passives, class passives etc. CP bonuses in the red tree count as reducing damage taken, there are some abilities that increase (enemies) damage taken like Puncturing Sweeps or Minor Vulnerability. Damage done sources are additive. Damage taken sources are additive.