Does CP star like Spell shield, Resistant, and Piercing not have jump point because they give flat bonus value like gears?
Only Elfborn/precise strikes used to have jump points, what many players knew, but ignoring it meant you only wasted a maximum of around 3-4 points, so it wasn't a big deal.What were the previous jump points? Surprised no "famous" player has mentioned anything about this.
@F7sus4
To me there appears to be two parts to your question, the first is does Ironclad work with mobs and the answer is yes on some attacks. For example, Bloodspawn does 3 kinds of attacks, Claw, Vicious Smash and Cave In. Below is a screenshot of my damage taken without any CP in Ironclad
And then with 9% in Ironclad.
The second questions which is more difficult to answer is what is the best red tree distribution. This will involve standing at trial bosses for quite a while and determining what attacks are blocked and those that are not. I think it will provide valuable data but I don't think I can easily convince people to get me to a boss and then just leave me be for like 5-10 minutes to get enough data so it's probably out of my reach.
@Ekstak21, maybe take a look at Jeckll's guide? Maybe that will help a bit.
The webpage if anyone is interested is http://solinur.de/AsayreCP/CPOptimisation.html. And thanks to @decay for hosting it!
The webpage if anyone is interested is http://solinur.de/AsayreCP/CPOptimisation.html. And thanks to @decay for hosting it!
Its actually @Solinur in this forum
Btw, I still plan to make an ingame calculator that hopefully requires only little user input.
@fgoron2000 The principle is simple. Only full integers count. 10.1% and 10.9% both give you 10.0%.
@F7sus4
The second questions which is more difficult to answer is what is the best red tree distribution. This will involve standing at trial bosses for quite a while and determining what attacks are blocked and those that are not. I think it will provide valuable data but I don't think I can easily convince people to get me to a boss and then just leave me be for like 5-10 minutes to get enough data so it's probably out of my reach.
.
Btw, I still plan to make an ingame calculator that hopefully requires only little user input.
fgoron2000 wrote: »@fgoron2000 The principle is simple. Only full integers count. 10.1% and 10.9% both give you 10.0%.
I see that, but I didn't know why there were lists of jump points for the 15/25/35 but not for 55. Didn't know if there was something different about it...
Btw, I still plan to make an ingame calculator that hopefully requires only little user input.
I posted a test version of that addon here: tamrielfoundry.com/topic/introduction-to-pve-damage-calculation-homestead/page/11/#post-683379
Instead of unmodified linear increases in damage inflicted (or reduced, e.g., by armor) as a character's experience increases (Character Level), there are two alternatives:Dagoth_Rac wrote: »I think they need to add front-loading of power to stats and resources, too. Like 4000 spell damage should not have 100% more impact on your abilities as 2000 spell damage. .... That would go a lot further to "Lower the Ceiling/Raise the Floor" than blanket nerfs to sustain and skills and sets, which tend to hurt average player a lot more than the elite/optimized/min-max players.
The Champion Point system is the alternative to continuing to increase the Character Level as a character gains more experience. Instead, more "experience" allows players to choose whether their respective character(s) can increase, mitigate, or avoid damage, and/or can increase the utility of non-combat abilities.Dagoth_Rac wrote: »It is the linearity of power in so many aspects of this game that makes min/max builds so much better than average builds. I don't want a return to soft caps. .... The soft caps made you hit a pretty stiff wall and while they did lead to people spreading out stats, most everyone just spread out stats in same way. .... There were lots of problems with the pre-CP system. ....
It seems to me that it will prove impossible to find a "happy medium" given the fundamental assumptions of the ESO design, as I've endeavored to explain. I doubt that ZOS can sustain its "prototyping" approach to developing ESO indefinitely. At some point, the game design must be finished. Which is not to say that the bugs which the game software and the megaserver have cannot be remedied, but that few of them are likely to be remedied because, when the game design is finished, it is possible for players to finish playing the game and start playing some other game instead. Naturally.Dagoth_Rac wrote: »It was like soft caps sent you off a cliff after a certain point. Current design is nearly linear ascent. Some happy medium, with more smoothly diminishing returns in all aspects of player power, CP and stats, would be more effective balance than the constant (and largely ineffective) blanket nerfs to everything to combat this highly linear power trajectory.
(1) Please explain "Spell Erosion no longer has any impact (it is assumed that this will work correctly soon)". Do you mean that the feature is broken on the PTS Morrowind software? On the current live version 3.0.5 software, Spell Erosion is still a "star" on the Champion Point (CP) User Interface (UI). Whether it currently has any impact on combat, I have no knowledge or means to determine. If Spell Erosion doesn't work, then should we still distribute CPs to it on the assumption that ZOS will remedy the bug?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)
- Introduction of Master-at-Arms
- Front loading of passives
- Damage done and Champion Point bonus are not 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
Although you don't mention it, the charts show it, namely, that the various stars are (?) in three groups which the charts categorize as "15%", "25%" and "35%". Since every percentage is a percentage of some numeric value, what numeric values are these percentages of? If they refer to a percentage of a variable, then what is the name of the variable(s)?Edit:
Jump points apply to most percentage based stars except for those that apply a cost reduction. List of current jump points
The Morrowind Mage CP Optimisation calculator is useless without data which I do not know and to which I do not have access, or which, perhaps, must be calculated by the user. "Damage Done" is one example, "Spell Critical Modifier %" is another, and "Direct Damage" is a third.CP optimisation links
http://solinur.de/AsayreCP/CPOptimisation.html
https://woeler.eu/cp/
Partial list of which skills are classified as what
https://docs.google.com/spreadsheets/d/18LptRy_AfGVehOyIioJJ6PQD98HB0lCOO_GWOcs7Tr4/edit
In v 3.0.1 Spell Erosion did not work as in spending points did not increase your spell penetration. In the patch notes of 3.0.2 it is stated that this has been fixed. A note to this effect has been added to the first post. I have not tested if the fix is working.Shadowshire wrote: »(1) Please explain "Spell Erosion no longer has any impact (it is assumed that this will work correctly soon)". Do you mean that the feature is broken on the PTS Morrowind software? On the current live version 3.0.5 software, Spell Erosion is still a "star" on the Champion Point (CP) User Interface (UI). Whether it currently has any impact on combat, I have no knowledge or means to determine. If Spell Erosion doesn't work, then should we still distribute CPs to it on the assumption that ZOS will remedy the bug?
I meant that the star bonus is more concentrated to the beginning. The image below shows the tooltip valus pre- and post-Morrowind. Pre-Morrowind the increase is sort of linear start at about 30 points. Post-Morrowind there is more curvature and the benefits of spending a few points in a star is greater.Shadowshire wrote: »(2) To which "passives" are you referring in the remark "Front loading of passives"?
- The term "passive" in the Skills UI refers to an ability which the player cannot place, and does not need to place, on a character's Ability Bar (which contains only "active" abilities). Such passives typically affect active abilities and attributes without any intervention of the player other than choosing to "unlock' them with a Skill Point.
- In the context of Champion Points (CP), I suppose that some stars affect one or more passives (such as those which increase Spell Penetration, Spell Resistance, etc.) and that other stars affect one or more active abilities (such as Thaumaturge, which increases the damage inflicted by each and every AoE ability).
- So, does your remark apply only to the stars which affect passive abilities and/or character attributes?
- What is "front loading"?
The typo has been corrected.Shadowshire wrote: »(3) The statement "Damage done and Champion Point bonus are not now additive instead of multiplicative." should probably be as I've corrected it in the preceding quotation.
- All I know is what I see on the "paper doll" displayed while I use the Inventory UI for a character. The same numbers with the same labels are also shown on the View Character UI. They include neither "Damage Done" nor "Damage Taken".
- So, please explain what "Damage Done" and "Damage Taken" are (and what the difference is between them). How is each one, respectively, measured and calculated?
Damage = Base Tooltip * CP * Damage Done * Damage Taken * Resistance
Damage = Base Tooltip * (CP+Damage Done) * Damage Taken * Resistance
To my understanding, floor and ceiling functions are well defined in the current mathematical literature. I have never encountered the term 'roofing' and I think truncating is more of a computer science word but it has the same effect as the floor functionShadowshire wrote: »(4) If "Flooring of all bonuses to the nearest integer" means that a decimal number is truncated to an integer, then does "Ceiling of all bonuses to the nearest integer" mean that a decimal number is increased to the next highest integer? Hmmm... perhaps the proper term would be "roofing" instead of "ceiling"?
- Which is to note, we don't really need more jargon, when the jargon we already have and know serves.
As part of the Champion System rebalance, star bonuses fall under 6 categories. I have shown three of them in the quote above. The percentages refer to the damage enhancement (when considering damage enhancing stars). That is 25% in Master-at-Arms increases damage done with direct damage attacks by 25% (in accordance to damage formula provided above)Shadowshire wrote: »Although you don't mention it, the charts show it, namely, that the various stars are (?) in three groups which the charts categorize as "15%", "25%" and "35%". Since every percentage is a percentage of some numeric value, what numeric values are these percentages of? If they refer to a percentage of a variable, then what is the name of the variable(s)?
Shadowshire wrote: »The Morrowind Mage CP Optimisation calculator is useless without data which I do not know and to which I do not have access, or which, perhaps, must be calculated by the user. "Damage Done" is one example, "Spell Critical Modifier %" is another, and "Direct Damage" is a third.
I suppose that total Spell Penetration can be found by examining the Racial passives and/or Light Armor passives of the character, then summing the various numbers. However, there are no numbers available to me -- that I know of -- to enter into the Damage Percentage section.
Other than that, though, the calculator does appear to have some underlying assumptions about the gear, the active abilities, and the skill-line passives, respectively, for the specific Mage. This is most evident in the Armour Debuff section. Should I assume that it refers to an armour debuff applied to a target? If I recall correctly, neither of my two Sorcerers has any active ability or passive which applies a debuff to any enemy. Although, such debuffs are an effect of some Poisons.
Granted that ZOS does use some terms such as "Direct Damage" in a few features of the ESO UI. However, as far as I know, they have not explained what they mean, let alone explain how a fight is processed and the outcomes calculated. If you know of any glossary and/or of any other documentation for these features which isn't already obvious to any player who uses the software, then please let us know.
That said, thank you for your time and attention, and your contribution to understanding TESO. It would be worth much more if we could understand what the contributors have told us, or tried to tell us. After all, ESO is a game, not nuclear physics or molecular biology!!
In my observation, pre-Morrowind, each CP ordinarily added the same 0.xx% value until a certain number of CP were allocated to that star, then the 0.xx% value to be added by the next CP decreased. Adding a CP when the star began at zero would increase the accumulation by a greater amount while the number of CP that had been added remained less than a specific total, after which, adding more CP increased the amount by a smaller 0.xx%. So, after the initial allocations, the trend became strictly linear, with the number of CP allocated that added the same 0.xx% value remaining relatively constant. That is shown by the first chart which you posted.I meant that the star bonus is more concentrated to the beginning. The image below shows the tooltip valus pre- and post-Morrowind. Pre-Morrowind the increase is sort of linear start at about 30 points. Post-Morrowind there is more curvature and the benefits of spending a few points in a star is greater.Shadowshire wrote: »....
(2) To which "passives" are you referring in the remark "Front loading of passives"?
- So, does your remark apply only to the stars which affect passive abilities and/or character attributes?
- What is "front loading"?
Another way to visualise it is to look at the difference between adjacent points (shown below). Post-Morrowind the linear trend suggest that for each additional point spent in a star there is a corresponding decrease in effect. Pre-Morrowind this is not so obvious as after about 30 points you consistently get an increase of about 0.2.
Whether you recognized the tone, my remarks were facetious.To my understanding, floor and ceiling functions are well defined in the current mathematical literature. I have never encountered the term 'roofing' and I think truncating is more of a computer science word but it has the same effect as the floor function.Shadowshire wrote: »(4) If "Flooring of all bonuses to the nearest integer" means that a decimal number is truncated to an integer, then does "Ceiling of all bonuses to the nearest integer" mean that a decimal number is increased to the next highest integer? Hmmm... perhaps the proper term would be "roofing" instead of "ceiling"?
- Which is to note, we don't really need more jargon, when the jargon we already have and know serves.
Shadowshire wrote: »The Morrowind Mage CP Optimisation calculator is useless without data which I do not know and to which I do not have access, or which, perhaps, must be calculated by the user. "Damage Done" is one example, "Spell Critical Modifier %" is another, and "Direct Damage" is a third. ....
That said, thank you for your time and attention, and your contribution to understanding TESO. It would be worth much more if we could understand what the contributors have told us, or tried to tell us. After all, ESO is a game, not nuclear physics or molecular biology!!
On loading the calculator (http://solinur.de/AsayreCP/CPOptimisation.html, I cannot say more about the other site as I have little experience of it), I have it default to a test scenario. This test scenario was chosen because of the complexity of the optimisation at that point and it is reasonable starting point for a magicka sorcerer (my favourite class). You should fill in the calculator with values that you typically encounter. In your example of Armour Debuff, you should consider what armour debuffs are typically applied to your enemies. In a dungeon setting, you would typically get Major Breach/Fracture from the tank using Pierce Armour. Other debuffs will depend on your team.
Sorry, my intended audience is usually people with some knowledge of game calculations. I understand it can be confusing if you are not already somewhat aware of how damage calculation is done. Please consider referring to the link below for more details on damage calculation.
http://tamrielfoundry.com/topic/introduction-to-pve-damage-calculation-homestead/
Btw, I still plan to make an ingame calculator that hopefully requires only little user input.
I posted a test version of that addon here: tamrielfoundry.com/topic/introduction-to-pve-damage-calculation-homestead/page/11/#post-683379
The addon looks really nice and I'm looking forward to the combination with combat metrics!
In v 3.0.1 Spell Erosion did not work as in spending points did not increase your spell penetration. In the patch notes of 3.0.2 it is stated that this has been fixed. A note to this effect has been added to the first post. I have not tested if the fix is working.
Btw, I still plan to make an ingame calculator that hopefully requires only little user input.
I posted a test version of that addon here: tamrielfoundry.com/topic/introduction-to-pve-damage-calculation-homestead/page/11/#post-683379
The addon looks really nice and I'm looking forward to the combination with combat metrics!
I released a first version: http://www.esoui.com/downloads/fileinfo.php?id=1736
Hello! I am confused about elfborn, thaumaturge jump points. At point 51 the game shows 19% persentage , but we need to invest one more point to get 19.24% that a little bit higher than 19%. At the same time at point 72 the game shows us 23%, but we do not need (like in the case of 51 point) to invest one more point to get little bit higher then 23% (at point 73 the game shows 23.14%). Can someone explain this to me? Thank you.
Value = 4/5000000*Point^3-131/50000*Point^2+252/500*PointThis value is floored (to an integer) for in-game damage calculation but rounded to 1 decimal place for displaying in the tooltip. At 51 points, the value computed with the equation above is 18.9955. Damage calculation uses the floored result (that is 18%) but the tooltip uses the rounded value of 19.0. At 72 points, the function evaluates to 23.00452. In this case, the floor and rounded value coincide.