ZOS_Wrobel wrote: »
We want AoE abilities to be useful in PvP. That being said, we don’t want them to be the end all be all - single target abilities should also be useful. The intention of the caps and falloff is that AoE damage will be able to outpace healing in large group battles, but not dominate it. Healing abilities currently cap at 6 targets, where damage can hit up to 60 targets (100% to the first 6, 50% to the next 24, and 25% to the last 30).
VaranisArano wrote: »From the Support FAQ: https://help.elderscrollsonline.com/app/answers/detail/a_id/23078/kw/aoe cap
Do AoE abilities have a target cap?
Updated 03/16/2015 11:23 AM
Yes. All Area of Effect abilities have a target cap. This includes healing spells. This means that if players are trying to attack or heal a large number of targets, only a certain number will be affected.
The current cap is 6 targets for AoE healing and damage.
Unfortunately, I'm finding it very hard to find information on the current state of AOE caps, outside of complaint threads. I'll link a recent one here as there are some good defenses of the current AOE cap system: https://forums.elderscrollsonline.com/en/discussion/348630/we-want-aoe-caps-removed-right-now
They once had it where there were no AOE caps. Zergs ran rampant over everyone.
Ping average: 1000.
I doubt outright removing AoE caps would improve performance in Cyrodiil.
Mainly because the AoE cap puts a hard limit on the number of targets that can be affected by a single tick from an AoE. While you are correct that the modifier applied to the damage done is likely somewhat taxing on the server, it is likely not as taxing as the possibility of having an AoE hit 2xFactionPopulation which would be possible without the AoE caps.
Back at launch PvP was epic, no AoE caps, little lag and giant battles. Issue was that so much was done on client it made cheating pretty trivial so it was moved to server. Then we got current issues.They once had it where there were no AOE caps. Zergs ran rampant over everyone.
Ping average: 1000.
Kinda, but if you have a group of 20 spamming an AOE
that's 6 x 20 for the cap..
VaranisArano wrote: »From the Support FAQ: https://help.elderscrollsonline.com/app/answers/detail/a_id/23078/kw/aoe cap
Do AoE abilities have a target cap?
Updated 03/16/2015 11:23 AM
Yes. All Area of Effect abilities have a target cap. This includes healing spells. This means that if players are trying to attack or heal a large number of targets, only a certain number will be affected.
The current cap is 6 targets for AoE healing and damage.
Unfortunately, I'm finding it very hard to find information on the current state of AOE caps, outside of complaint threads. I'll link a recent one here as there are some good defenses of the current AOE cap system: https://forums.elderscrollsonline.com/en/discussion/348630/we-want-aoe-caps-removed-right-now
VaranisArano wrote: »That's what I've been trying to find, but I can't find any official updated info on current aoe caps even after looking through the major game update patch notes. Maybe one of the Devs or the Community Ambassadors can help?
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Okay, found it. Homestead update: https://www.elderscrollsonline.com/en-us/news/post/25923
Combat & Gameplay
General
Adjusted the Area of Effect damage thresholds for all abilities. The new thresholds are as follows:
Targets 1 – 6: 100% damage taken with all secondary effects applied.
Targets 7 – 24: 75% damage taken with no secondary effects applied (formerly 50% damage taken).
Targets 25 – 60: 50% damage taken with no secondary effects applied (formerly 25% damage taken).
Developer Comment: The goal of these changes is to decrease the effectiveness of players grouping into tight groups in order to spread out damage, while at the same time making sure that AoE abilities are not too powerful.
That's the most updated information from 2.06.2017 on the aoe caps. That was surprisingly annoying to track down. ESO Support should probably consider updating their answer to the most current info.
1. Would removing the cap all together be better than all the differentiation that has to take place to break it down into the 3 target groups from a performance standpoint?
2. Would flat out limiting the targets an AOE can hit to 6 or 12, but at least a static number be even better yet?
ZOS_Wrobel wrote: »
We want AoE abilities to be useful in PvP. That being said, we don’t want them to be the end all be all - single target abilities should also be useful. The intention of the caps and falloff is that AoE damage will be able to outpace healing in large group battles, but not dominate it. Healing abilities currently cap at 6 targets, where damage can hit up to 60 targets (100% to the first 6, 50% to the next 24, and 25% to the last 30).
Correct me if I'm wrong , but I believe the AOE caps still work this way or similar with some % changed perhaps. I mean what kind of calculation does it take to make this happen? It would seem somewhat intensive. So if you get a 50 on 50 fight and 40 players are shooting off AOE's in a 2 or 3 second window what is that doing to the system? Would removing the cap have much of an impact on performance? Not having to figure out when to apply the percentage cutoffs. Would limiting AOE damage straight up to 6 or even 12 at 100% and cap it right there rather than allowing them to hit 60 people have an impact? I would think on paper this would have an impact, unless hitting that many people really doesn't happen that often in real world applications. Heh Cyrodiil = Real World. It seems to me that this is pretty crazy strenuous on the server and client side, if it really does happen with any frequency. Maybe not, I don't know the math, but from the outside looking in it looks intense. Thoughts?
From the game design standpoint, this would cause any group over the cap to receive the passive damage reduction because it would be impossible for a single player to hit every in the group with a single attack(which in itself isn't ideal but not that bad), however, because the damage is seemingly random subsequent actions are not guaranteed to hit the players hit in the previous action.
This is compounded by the fact that heals auto target the lowest health allies meaning every damage cast from a player has the chance of hitting any other player in the group while every healing cast is guaranteed to hit the lowest health players. This leads to an imbalance between damage output and healing output, which is why the caps for damage and healing a separate.
Likely the ideal solution would be to remove the modifier based on the number of players hit so that all players hit take 100% damage which would weaken healing in large groups as it would be more difficult to sustain a large group with few healers. Though the ratio would then be 6 players per healer(inclusive)(assuming that damage and healing output are normalized) and this would negate the difference in healing AoE caps and damage AoE caps.
VaranisArano wrote: »So from a calculation perspective, everyone from 7-60 is just a straight damage calculation with a percentage, compared to targets 1-6 who get both damage and secondary effects.
I suspect the pure damage calculations would be easier if everyone in ranged of AOE took full damage. However, the next set of calculations where everyone in range now has to have all the secondary effects applied would be significantly greater.
There are a huge number of ways to design the algorithm for checking who gets damaged and for how much, but the calculation for "how much" is always going to be trivial. The big issue is finding out who gets damaged. Now in a theoretical situation where you could hit more than 60 people your performance should be worse without a cap because you aren't stopping the server from trying to find more people in the effect's area. The performance should be about equal if you are hitting less than or equal to 60 people because in both cases the server is still looking for more people to hit up to the cap and needs to finish checking the whole area of effect. The smaller the area of effect, the less taxing the calculation is going to be (keep that in mind when you look at stuff like the caltrops size nerf).
Of course all of this is moot because you aren't ever hitting more than 60 people with a single attack. Literally ever. That doesn't happen. Like I don't play on EU or on consoles so maybe other people are getting into some really freaky situations, but on PC NA there has never been a concentration of more than 60 people in an area small enough to get hit by a single attack. We have giant battles where 80+ people show up to the same keep, sure, but they are not stacking on the same pinhead looking to get bombed. AoE caps are a complete non-issue for lag as near as I can tell. Even when it comes to behavioral changes, removing them won't make 80+ people stop showing up to the same keep because they're still not all stacking together enough to get hit by the same attack. I could see 20, I could even see 40 if two factions are fighting on a back flag and some nightblade tries to bomb them all or whatever, but I am incredibly confident that we are not getting even close to 60 99+% of the time.
I agree, I believe that number was chosen with the intent that it would never be surpassed. It makes sense to throw an overly large number out there as an insurance policy that ensures it will not be exceeded. From quickly looking at class skills AOE attacks seem to have a radius of 4 to 10 meters while heals and shields have a radius of 8 to 28 meters. I would assume that weapon skills would align closely with that, but am assuming.
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If the calculations really work like you are saying though then they are doing 60 checks even if they only hit one person.
vPlayerAoeDist = vPlayerPos - vAoeSource if abs(vPlayerAoeDist.x) > fAoeRadius || abs(vPlayerAoeDist.y) > fAoeRadius { bAddToList = false } else { // this would get us the unsquared distance but as long as we accept this // we should not have to do the square and square root if abs(vPlayerAoeDist.x) + abs(vPlayerAoeDist.y) <= fAoeRadius { bAddToList = true } else { bAddToList = false } }
VaranisArano wrote: »ZOS already tried locking content by faction ownership with Imperial City. That's why the gates have those access points. It was widely panned by players, and so now all factions have access to the Imperial City no matter who owns the nearest keeps. Very similar to the situation within delves, if you can get to the entrances, you can get to the Imperial City. The towns are closer to the Imperial City Districts where you can do content in them even if your faction doesn't own them, its just harder and you have to be wary of the Flag Guards.