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The Lover CP boosts lower (pun intended) than they should be?

Elvira
Elvira
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I'm an utter noob in how cp combat formulas work in ESO but I did my first test and I don't get it instantly:

I did my test on a fresh level 50 alt. She had no gear worn (as I'm not sure if cp bonuses apply only to base stats or final stats including gear boosts so I eliminated that uncertainity by simply leaving her nude)

First I checked her character sheet for regenerations rates, before she had any cp points assigned and this is what she had:

Magicka regen: 788
Stamina regen: 518
Health regen: 788

Then I invested 14 cp to Arcanist, 14cp to Mooncalf and 14cp Healthy in Lover tree. Each boost now claims to increase the regeneration by 3.96%.

However, when I check her character sheet now, the regeneration values are:

Magicka: 811
Stamina: 533
Health: 811

By a simple math:

811/788 = 1.02918 = +2.918%
533/513 = 1.03898 = +3.898%

So in magicka and health regen the finakl increase was (instead of the proclaimed 3.96%) a mere 2.918%. In health it is better but still less (3.898% vs. 3.96%).

My question is simple: Why?

Are there some diminishing penalties depending on how much regen I already have? And if so... what is the point for those boosts if they will eventually go so low? Keep in mind this was nude cp0 char at start and I already get lot less than the tree claims. Plus... how can I then know how much bonus I actually get? Or did I miss something?

  • Elvira
    Elvira
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    Errata: I swapped health with stamina and it is for this smaler value 533/518=2.896% not 3.898%, so actually even smaller boost than for magicka and health (811/788=2.918%). Nevertheless, the main point stays. Boosts are lower according to the character sheet than the proclaimed 3.96% from the cp points tree.
    Edited by Elvira on April 12, 2018 8:21PM
  • Minno
    Minno
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    Is the 3.98 a jump point?
    Minno - DC - Forum-plar Extraordinaire
    - Guild-lead for MV
    - Filthy Casual
  • Camb0Sl1ce
    Camb0Sl1ce
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    If you don't put enough points in to get to a round number you won't see any extra benefit, so in your example the 3.98% is actually calculated as 3%. You need to put another point in for it to rollover past 4% otherwise just take points out until you're as close to 3% as you can and put the extra points somewhere else. At least that's how I understand it.
    @Elvira
    Edited by Camb0Sl1ce on April 12, 2018 8:24PM
  • MinnesotaKid
    MinnesotaKid
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    Here is the chart I use for jump points.

    https://alcasthq.com/eso-championpoints-jumppoints/
    MinnesotaKid

  • Elvira
    Elvira
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    Camb0Sl1ce wrote: »
    If you don't put enough points in to get to a round number you won't see any extra benefit, so in your example the 3.98% is actually calculated as 3%. You need to put another point in for it to rollover past 4% otherwise just take points out until you're as close to 3% as you can and put the extra points somewhere else. At least that's how I understand it.
    @Elvira

    Yes, I get it now thanks! I think that could be it, I accidentally checked it at the worst point number, heh, 14 (next jump-point is 15). I didn't know it is in fact rounded down! So it should be 3% (I guess) what more or less fits - my calculated values were 2.918% and 2.89% what is within rounding limits of those 811/788 and 533/518 ratios, provided it is rounded down (both 812/788 and 534/518 are already more than 3%).

    Otoh - it would be nice if such thing would be mentioned by Zenimax in tooltips. :-P But I guess I ask for too much here.
    Edited by Elvira on April 12, 2018 8:34PM
  • Camb0Sl1ce
    Camb0Sl1ce
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    @Elvira happy to help, and of course the rounding down only applies to the percentage increase nodes, anything with a flat value like spell erosion or light armor focus you get what you put in.
  • Anotherone773
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    Camb0Sl1ce wrote: »
    If you don't put enough points in to get to a round number you won't see any extra benefit, so in your example the 3.98% is actually calculated as 3%. You need to put another point in for it to rollover past 4% otherwise just take points out until you're as close to 3% as you can and put the extra points somewhere else. At least that's how I understand it.
    @Elvira

    So what your saying is the devs do not know how to do math so they only use whole numbers.
  • Elvira
    Elvira
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    Yeah, thanks again. I invested 15th point and it indeed jumped to 4% now, I just didn't know about those rounding jumping points, what ofc confused me. :-)
  • Camb0Sl1ce
    Camb0Sl1ce
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    @Anoherone773 it didn't used to work that way, I believe it was the morrowind update when they removed some regen or reduced cost nodes and made cp more front loaded.
  • Minno
    Minno
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    Camb0Sl1ce wrote: »
    @Anoherone773 it didn't used to work that way, I believe it was the morrowind update when they removed some regen or reduced cost nodes and made cp more front loaded.

    Yea before Morrowind the game rounded up the percentages. Now the game rounds down.

    It makes sense in a way, because it's less confusing in a way. Granted normally people round up or down depending on which percentage (below 5% it's down and above 5% it's up). But I imagine the game would be laggy calculating all that lol.
    Minno - DC - Forum-plar Extraordinaire
    - Guild-lead for MV
    - Filthy Casual
  • Berenhir
    Berenhir
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    Magicka Recovery formula is
    MagickaRegen = (round(9.30612 * Level + 48.7) + Item.MagickaRegen + Set.MagickaRegen + Mundus.MagickaRegen + (Food.MagickaRegen)*(1/(1 + Skill2.MagickaRegen)))*(1 + CP.MagickaRegen + Skill.MagickaRegen + Buff.MagickaRegen)*(1 + Skill2.MagickaRegen)
    

    Source: http://en.m.uesp.net/wiki/Special:EsoBuildEditor
    PC EU - Ebonheart Pact - Gray Host - Death Recap -#zergfarming -
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