With Update 17 aoe caps will be removed. I wonder what people think about the impact such a change will have on ball groups.
ZOS_GinaBruno wrote: »Short answer is DKs likely won't be seeing a ton of changes before we go live; this class is still quite powerful (as it should be being a tank), even after some of the adjustments we've made to other classes and abilities.
With Update 17 aoe caps will be removed. I wonder what people think about the impact such a change will have on ball groups.
Everything is relative to the amount of players you are fighting.
Let say the ballgroup (12-16) is fighting 5 stam wardens who run Shalk, Dawnbreaker, Steel Tornados, the removal of Aoe caps is a nerf to the ballgroup. On the other end, if the ballgroup is fighting an entire enemy faction, this will be a buff.
What I'm the most excited about is the performance increase latency wise from the removal of so many calculations on the server. This should be promising and a great way forward.
local targetList = GetInRangeTargets(player, range) -- this is the actual expensive part of an AoE local count = 0 for p in targetList do local damageAmount = CalculateDamageAmount(attack, p) -- Whatever ZOS's damage formula is -- determine AoE cap strength. if count < 6 then damageAmount = damageAmount * 1 elseif count < 30 then damageAmount = damageAmount * 0.75 else damageAmount = damageAmonut * 0.50 end p.ApplyDamage(damageAmount) -- apply the damage to the current player count = count + 1 end
Drummerx04 wrote: »With Update 17 aoe caps will be removed. I wonder what people think about the impact such a change will have on ball groups.
Everything is relative to the amount of players you are fighting.
Let say the ballgroup (12-16) is fighting 5 stam wardens who run Shalk, Dawnbreaker, Steel Tornados, the removal of Aoe caps is a nerf to the ballgroup. On the other end, if the ballgroup is fighting an entire enemy faction, this will be a buff.
What I'm the most excited about is the performance increase latency wise from the removal of so many calculations on the server. This should be promising and a great way forward.
You can expect to be massively disappointed by expecting a latency improvement.
All AoE caps amounted to - calculation wise - was a damage modifier when iterating over a list.
Essentially:local targetList = GetInRangeTargets(player, range) -- this is the actual expensive part of an AoE local count = 0 for p in targetList do local damageAmount = CalculateDamageAmount(attack, p) -- Whatever ZOS's damage formula is -- determine AoE cap strength. if count < 6 then damageAmount = damageAmount * 1 elseif count < 30 then damageAmount = damageAmount * 0.75 else damageAmount = damageAmonut * 0.50 end p.ApplyDamage(damageAmount) -- apply the damage to the current player count = count + 1 end
In essence if ZoS coded the damage calculations decently in the first place, AoE caps add such a nominal overhead as to be almost completely irrelevant.
Drummerx04 wrote: »With Update 17 aoe caps will be removed. I wonder what people think about the impact such a change will have on ball groups.
Everything is relative to the amount of players you are fighting.
Let say the ballgroup (12-16) is fighting 5 stam wardens who run Shalk, Dawnbreaker, Steel Tornados, the removal of Aoe caps is a nerf to the ballgroup. On the other end, if the ballgroup is fighting an entire enemy faction, this will be a buff.
What I'm the most excited about is the performance increase latency wise from the removal of so many calculations on the server. This should be promising and a great way forward.
You can expect to be massively disappointed by expecting a latency improvement.
All AoE caps amounted to - calculation wise - was a damage modifier when iterating over a list.
Essentially:local targetList = GetInRangeTargets(player, range) -- this is the actual expensive part of an AoE local count = 0 for p in targetList do local damageAmount = CalculateDamageAmount(attack, p) -- Whatever ZOS's damage formula is -- determine AoE cap strength. if count < 6 then damageAmount = damageAmount * 1 elseif count < 30 then damageAmount = damageAmount * 0.75 else damageAmount = damageAmonut * 0.50 end p.ApplyDamage(damageAmount) -- apply the damage to the current player count = count + 1 end
In essence if ZoS coded the damage calculations decently in the first place, AoE caps add such a nominal overhead as to be almost completely irrelevant.
local targetList = GetInRangeTargets(player, range) -- this is the actual expensive part of an AoE local count = 0 local day = os.date("*t").wday for p in targetList do local damageAmount = CalculateDamageAmount(attack, p) -- Whatever ZOS's damage formula is -- determine AoE cap strength. if count < 6 then damageAmount = damageAmount * 1 elseif count < 30 then damageAmount = damageAmount * 0.75 else damageAmount = damageAmonut * 0.50 end if day < 6 then p.ApplyDamage(damageAmount) -- apply the damage to the current player count = count + 1 end end
Drummerx04 wrote: »With Update 17 aoe caps will be removed. I wonder what people think about the impact such a change will have on ball groups.
Everything is relative to the amount of players you are fighting.
Let say the ballgroup (12-16) is fighting 5 stam wardens who run Shalk, Dawnbreaker, Steel Tornados, the removal of Aoe caps is a nerf to the ballgroup. On the other end, if the ballgroup is fighting an entire enemy faction, this will be a buff.
What I'm the most excited about is the performance increase latency wise from the removal of so many calculations on the server. This should be promising and a great way forward.
You can expect to be massively disappointed by expecting a latency improvement.
All AoE caps amounted to - calculation wise - was a damage modifier when iterating over a list.
Essentially:local targetList = GetInRangeTargets(player, range) -- this is the actual expensive part of an AoE local count = 0 for p in targetList do local damageAmount = CalculateDamageAmount(attack, p) -- Whatever ZOS's damage formula is -- determine AoE cap strength. if count < 6 then damageAmount = damageAmount * 1 elseif count < 30 then damageAmount = damageAmount * 0.75 else damageAmount = damageAmonut * 0.50 end p.ApplyDamage(damageAmount) -- apply the damage to the current player count = count + 1 end
In essence if ZoS coded the damage calculations decently in the first place, AoE caps add such a nominal overhead as to be almost completely irrelevant.
Don't you mean,local targetList = GetInRangeTargets(player, range) -- this is the actual expensive part of an AoE local count = 0 local day = os.date("*t").wday for p in targetList do local damageAmount = CalculateDamageAmount(attack, p) -- Whatever ZOS's damage formula is -- determine AoE cap strength. if count < 6 then damageAmount = damageAmount * 1 elseif count < 30 then damageAmount = damageAmount * 0.75 else damageAmount = damageAmonut * 0.50 end if day < 6 then p.ApplyDamage(damageAmount) -- apply the damage to the current player count = count + 1 end end
Drummerx04 wrote: »Drummerx04 wrote: »With Update 17 aoe caps will be removed. I wonder what people think about the impact such a change will have on ball groups.
Everything is relative to the amount of players you are fighting.
Let say the ballgroup (12-16) is fighting 5 stam wardens who run Shalk, Dawnbreaker, Steel Tornados, the removal of Aoe caps is a nerf to the ballgroup. On the other end, if the ballgroup is fighting an entire enemy faction, this will be a buff.
What I'm the most excited about is the performance increase latency wise from the removal of so many calculations on the server. This should be promising and a great way forward.
You can expect to be massively disappointed by expecting a latency improvement.
All AoE caps amounted to - calculation wise - was a damage modifier when iterating over a list.
Essentially:local targetList = GetInRangeTargets(player, range) -- this is the actual expensive part of an AoE local count = 0 for p in targetList do local damageAmount = CalculateDamageAmount(attack, p) -- Whatever ZOS's damage formula is -- determine AoE cap strength. if count < 6 then damageAmount = damageAmount * 1 elseif count < 30 then damageAmount = damageAmount * 0.75 else damageAmount = damageAmonut * 0.50 end p.ApplyDamage(damageAmount) -- apply the damage to the current player count = count + 1 end
In essence if ZoS coded the damage calculations decently in the first place, AoE caps add such a nominal overhead as to be almost completely irrelevant.
Don't you mean,local targetList = GetInRangeTargets(player, range) -- this is the actual expensive part of an AoE local count = 0 local day = os.date("*t").wday for p in targetList do local damageAmount = CalculateDamageAmount(attack, p) -- Whatever ZOS's damage formula is -- determine AoE cap strength. if count < 6 then damageAmount = damageAmount * 1 elseif count < 30 then damageAmount = damageAmount * 0.75 else damageAmount = damageAmonut * 0.50 end if day < 6 then p.ApplyDamage(damageAmount) -- apply the damage to the current player count = count + 1 end end
Are you implying that ZOS would add completely irrelevant calculations and system calls everywhere with no perceivable benefit or reasoning?
I have to assume they are a little better than that... don't I?
Drummerx04 wrote: »Drummerx04 wrote: »With Update 17 aoe caps will be removed. I wonder what people think about the impact such a change will have on ball groups.
Everything is relative to the amount of players you are fighting.
Let say the ballgroup (12-16) is fighting 5 stam wardens who run Shalk, Dawnbreaker, Steel Tornados, the removal of Aoe caps is a nerf to the ballgroup. On the other end, if the ballgroup is fighting an entire enemy faction, this will be a buff.
What I'm the most excited about is the performance increase latency wise from the removal of so many calculations on the server. This should be promising and a great way forward.
You can expect to be massively disappointed by expecting a latency improvement.
All AoE caps amounted to - calculation wise - was a damage modifier when iterating over a list.
Essentially:local targetList = GetInRangeTargets(player, range) -- this is the actual expensive part of an AoE local count = 0 for p in targetList do local damageAmount = CalculateDamageAmount(attack, p) -- Whatever ZOS's damage formula is -- determine AoE cap strength. if count < 6 then damageAmount = damageAmount * 1 elseif count < 30 then damageAmount = damageAmount * 0.75 else damageAmount = damageAmonut * 0.50 end p.ApplyDamage(damageAmount) -- apply the damage to the current player count = count + 1 end
In essence if ZoS coded the damage calculations decently in the first place, AoE caps add such a nominal overhead as to be almost completely irrelevant.
Don't you mean,local targetList = GetInRangeTargets(player, range) -- this is the actual expensive part of an AoE local count = 0 local day = os.date("*t").wday for p in targetList do local damageAmount = CalculateDamageAmount(attack, p) -- Whatever ZOS's damage formula is -- determine AoE cap strength. if count < 6 then damageAmount = damageAmount * 1 elseif count < 30 then damageAmount = damageAmount * 0.75 else damageAmount = damageAmonut * 0.50 end if day < 6 then p.ApplyDamage(damageAmount) -- apply the damage to the current player count = count + 1 end end
Are you implying that ZOS would add completely irrelevant calculations and system calls everywhere with no perceivable benefit or reasoning?
I have to assume they are a little better than that... don't I?
With Update 17 aoe caps will be removed. I wonder what people think about the impact such a change will have on ball groups.
Everything is relative to the amount of players you are fighting.
Let say the ballgroup (12-16) is fighting 5 stam wardens who run Shalk, Dawnbreaker, Steel Tornados, the removal of Aoe caps is a nerf to the ballgroup. On the other end, if the ballgroup is fighting an entire enemy faction, this will be a buff.
What I'm the most excited about is the performance increase latency wise from the removal of so many calculations on the server. This should be promising and a great way forward.
It will require a slew of changes to completely break the ball zerg.
Such as ap gained on objectives when rolling deep. Around emp keeps and resources lower the ap gained.
Additionally lower the ap by a % for each player in the tick range that exceeds group cap. This still won’t deter important takes such as a final emp keep or a pivotal capture to retake a scroll. Because ap is less of the focus in those times.
Allow geodes to remain the way they are as a reward for earning ap. And you earn more ap by spreading out.
Scrolls need to be worth much more scoring points.
Rewarding more ap for Home keep resources/keeps. Applying dolmens and towns to be more influential on scoring.
Drummerx04 wrote: »With Update 17 aoe caps will be removed. I wonder what people think about the impact such a change will have on ball groups.
Everything is relative to the amount of players you are fighting.
Let say the ballgroup (12-16) is fighting 5 stam wardens who run Shalk, Dawnbreaker, Steel Tornados, the removal of Aoe caps is a nerf to the ballgroup. On the other end, if the ballgroup is fighting an entire enemy faction, this will be a buff.
What I'm the most excited about is the performance increase latency wise from the removal of so many calculations on the server. This should be promising and a great way forward.
You can expect to be massively disappointed by expecting a latency improvement.
All AoE caps amounted to - calculation wise - was a damage modifier when iterating over a list.
Essentially:local targetList = GetInRangeTargets(player, range) -- this is the actual expensive part of an AoE local count = 0 for p in targetList do local damageAmount = CalculateDamageAmount(attack, p) -- Whatever ZOS's damage formula is -- determine AoE cap strength. if count < 6 then damageAmount = damageAmount * 1 elseif count < 30 then damageAmount = damageAmount * 0.75 else damageAmount = damageAmonut * 0.50 end p.ApplyDamage(damageAmount) -- apply the damage to the current player count = count + 1 end
In essence if ZoS coded the damage calculations decently in the first place, AoE caps add such a nominal overhead as to be almost completely irrelevant.
With Update 17 aoe caps will be removed. I wonder what people think about the impact such a change will have on ball groups.
Everything is relative to the amount of players you are fighting.
Let say the ballgroup (12-16) is fighting 5 stam wardens who run Shalk, Dawnbreaker, Steel Tornados, the removal of Aoe caps is a nerf to the ballgroup. On the other end, if the ballgroup is fighting an entire enemy faction, this will be a buff.
What I'm the most excited about is the performance increase latency wise from the removal of so many calculations on the server. This should be promising and a great way forward.
See here -> https://forums.elderscrollsonline.com/en/discussion/224997/myth-aoe-cap/p1
I said before; it’s a nerf to ball groups in that ball groups rarely are hitting huge numbers stacked up but in general rolling over an area with destro ult. Ball groups are running in general 12 to 16 people or more now and they stay stacked up most of the time. That means you have members taking st times 25% less damage randomally from abilities.
Now I think earthgore makes it less likely they’ll die but they still are eating a slight nerf.