is it possible to get dmg bonus from all three cp nodes?
I'm asking because of Skills like :
Searing Strike from the DK "Slash an enemy with flame, dealing [x] Flame Damage and an additional [y] Flame Damage over 8.5 seconds."
Elemental Expert seems to increases both dmg parts, so would the other 2 nodes also increase the dmg?
On top off my head I would say yes. Quote from myself:
Let's make an example with Poison Injection. It deals X poison damage and Y poison damage over time. It's all, poison dmg, direct dmg and dmg over time.
Mighty inceases physical, poison and disease damage, it affects X and Y.
Master at arms influences direct damage, therefore affecting X but not Y.
Taumathurg poweres DoT, therefore affecting Y but not X.
The more CP you spend, the lesser the return is. Once you reach the point where you have to spend more CP in taumathurg to gain 1% DoT than in Mighty to gain 1% poison dmg, it's better to spend points into the latter.
Mind that 10,99% and even 11,00 % are rounded down to 10% at the moment. Still hoping this is nothing but a bug but that's how jump points work right now.
If it's better to put 1% more in mighty or thauma/ MaA depends on how mixed your skill bars are. I use mainly DoTs but also some skills with a direct dmg part. Therefore I gained minimal more dmg overall when I set Taumathurg down from 72 to 66 (1% less DoT) but raised mighty from 43 to 49. (1% more).
Thanks a lot, it is exactly what I was looking for. I kinda have a hard time with the new cp changes to decide how many points I should put in which node, on top of it so far no cp calculator is either updated and/or working.
So I'm thinking, whenever idk when I might get this many cp most likely never, about master at arms/thaumaturge/elemental expert/spell erosion all 50 points.
As Magicka Templar i put 50 points each in elemental expert, traumathurg and staff attacks.. only 10 into master of arms.
With that i got best DPS results totally..
Thanks a lot, it is exactly what I was looking for. I kinda have a hard time with the new cp changes to decide how many points I should put in which node, on top of it so far no cp calculator is either updated and/or working.
Well the UESP build editor which @Chilly-McFreeze suggested works like a charm.
So I played, messed more likely, around with the numbers and I have an rough, vaguely, idea where to put my points into, if I'm ever going to get more of course.
Mighty gives you 11.10% more phys dmg with 49 CP. The game rounds this down to 11%
50CP - 11.25% - rounded down to 11%.
51CP - 11.40% - rounded down to 11%.
...
55CP - 11.95% - rounded down to 11%.
56CP - 12.08% - rounded down to 12%
You see, for many (not all) CP stars the decimals are irrelevant. Therefore spending anything between 49 and56cp would not benefit you. Hence 56cp would be a jump point.
However, the uesp build editor doesn't factor this "feature" in it's calculation. So you would see a tooltip increase of your skills even if you go from 50cp to 51cp.
Thanks, again , it is kinda odd but hey the good thing is if it works with this 3 cp nodes then other combinations with master at arms/thaumaturge should also work.