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Get Rid of ALL Percentages. Use Flat Values

kylewwefan
kylewwefan
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Akvari Dragonguard reduces ultimate cost %20. Make it a flat 40~50 reduced Ult cost.

Worm, Hircines maybe %4 reduced skill cost should be about 200 less resource cost.

Empower makes next light attack do %40 more damage. An extra 1500 damage should suffice maybe.

Incapacitating Strike makes target take %20 more damage for 6 seconds. Should give an extra 300 weapon/spell damage for 6 seconds.

Warhorn increases Stam and magic %10 for 30 seconds and gives the force increasing critical damage %15 for 8 seconds....that’s gonna need someone better with math to figure that one out?


The entire champion point system.....it needs a complete overhaul anyways right?

Crit

Crit is so convoluted in many ways. Sets give and extra 833 Crit ? 1966 Crit ? Long as I been playing still don’t know what that even is. All I know is more is better.

Mundus Stones. Thief gives you an extra %10 Crit or so. Shadow makes your critical damage do %10 more damage or so. What even is that? Whatever, it’s good.

Crit resistance comes in a flat value. Still not much idea what that even is?




  • Trandaner
    Trandaner
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    No, why?
  • Draxys
    Draxys
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    Boring. And if you don’t know what stuff is, that’s your fault
    2013

    rip decibel
  • Dunning_Kruger
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    Would help with server calculations .
    ____________________________________
    A G G R O - the legendary stamplar GM of <HALL MONITORS>

    For the Queen bby
  • Vietfox
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    kylewwefan wrote: »
    Akvari Dragonguard reduces ultimate cost %20. Make it a flat 40~50 reduced Ult cost.

    Almost a spammable soul harvest for my magblade, yay!
  • NordSwordnBoard
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    Would help with server calculations .

    Leave the sets alone and rebalance CP instead.
    Fear is the Mindkiller
  • ghastley
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    Flat increases get devalued by "inflation". As power creep is inevitable, or players won't feel they're progressing, so those flat increments will become a smaller part of your total as you progress.

    Which will just create a demand for percentages instead. The current state, of having a mixture, at least means you'll use the flat boosts at low levels, and the percentages at higher levels, and they both see some use.
  • CompM4s
    CompM4s
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    Just use math
  • Crafts_Many_Boxes
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    Technically, if ZOS continues their trend of stagnant stats and dps through "balancing", then they might as well use flat values. As some have pointed out, it would make server calculations easier.

    That being said, I hate the horizontal progression model and hope they do something to address it.

    Even if they move to flat values and some miracle happens and they rethink horizontal progression, they can always just update them once per year or ~6months to adjust for inflation anyway.
    Edited by Crafts_Many_Boxes on May 10, 2019 3:14PM
  • Protossyder
    Protossyder
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    bdd.jpg
    Characters worth mentioning:
    Daedrós - Magicka DK - Altmer - PvE & PvP - Emperor - IR - GH - TTT
    Dragybor - Stamblade - Redguard - PvE (first char)
    Yondaime Raikage - Stamsorc - Redguard - PvP
    Zerg Overmind - Magblade - Altmer - PvE - GH
    Yenari - Magsorc - Altmer - PvE - Flawless Conqueror
    Devoured-his-siblings - DK Tank - Argonian - PvE - Unchained
    Valkyrja Valhalla - StamDK - Redguard - PvE
    Hyperion der Obere - Magplar - Altmer - PvE
    Affa al'Dschinni - Stamplar - Orc - PvP
    Enjoys-the-slaughter - Templar Healer - Argonian - PvE
    Hades Adamastos - Stamcro - Orc - PvE
    Khaba the Cruel - Magsorc- Altmer - PvP
    Hekate Ourania - Magcro - Atlmer - PvE - TTT
    Arenas: vDSA (~46k) - vMA (~586k)
    Trials: vAA hm - vHRC hm - vSO hm - vMoL hm (~161k) - vHoF hm (~218k) - vAS+2 (~114k) - vCR+3 - vSS hm - vKA hm

    PC - EU
  • HowlKimchi
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    Would be nice for swallow soul. Deal X damage, heal Y health every 2 seconds. So the heal is actually reliable.

    This'll work for some things, but it's stupid on other things like executes and ult cost reduction.
    Edited by HowlKimchi on May 10, 2019 4:55PM
    previously @HaruKamui but I outgrew my weeb phase (probably)

    PC/NA - EP - Howl Bragi/Howl Kimchi
  • kylewwefan
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    I can’t math. They did away with all the percentages on racials and give us flat values.

    Some smart people said it was a buff.

    On my Necropotence Warden, I lost 5k max magic because of it. Sure didn’t feel like a buff.

    Look at executes. %300 extra damage to enemy’s below %25 health. It’s great for nightblades. But then the scaling thing below %50 health for Templar’s then whatever 2H has going on. Sorc. DW %100 extra damage to enemy’s below whatever health.

    It’s great, but not equal and you don’t know where you’re at. For those of us that can’t math.
  • daemonios
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    Would help with server calculations .

    Would it? I doubt the additive or multiplicative nature of bonuses is the factor making the servers grind down to a halt. A multiplication or a sum probably take up similar or nearly similar CPU cycles. In terms of effect, though, they're vastly different - multiply a small base number and you get a small increase, but use a larger base value and you get a large increase.

    I might go on board with a change from multiplicative to flat bonuses, but you'd have to sell that to me in terms of gameplay, since I don't think it would make much difference performance-wise. Gameplay-wise, this would probably mean moving away from stacking your main resource as high as possible and returning to something like the earlier model with soft caps and diminishing returns for stats. That is not a trivial move.
  • p_tsakirisb16_ESO
    p_tsakirisb16_ESO
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    kylewwefan wrote: »
    Akvari Dragonguard reduces ultimate cost %20. Make it a flat 40~50 reduced Ult cost.

    Worm, Hircines maybe %4 reduced skill cost should be about 200 less resource cost.

    Empower makes next light attack do %40 more damage. An extra 1500 damage should suffice maybe.

    Incapacitating Strike makes target take %20 more damage for 6 seconds. Should give an extra 300 weapon/spell damage for 6 seconds.

    Warhorn increases Stam and magic %10 for 30 seconds and gives the force increasing critical damage %15 for 8 seconds....that’s gonna need someone better with math to figure that one out?


    The entire champion point system.....it needs a complete overhaul anyways right?

    Crit

    Crit is so convoluted in many ways. Sets give and extra 833 Crit ? 1966 Crit ? Long as I been playing still don’t know what that even is. All I know is more is better.

    Mundus Stones. Thief gives you an extra %10 Crit or so. Shadow makes your critical damage do %10 more damage or so. What even is that? Whatever, it’s good.

    Crit resistance comes in a flat value. Still not much idea what that even is?




    -40 Ult cost on the Templar and NB abilities will result to spamming them. Especially the Incap strike with the Silence debuff atm.
    While the Warden Bear will be proccing ultimate constantly at 2 Ult cost :D
    You crazy?
  • Druid40
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    Critical chance percentages are flat values in percentage notation.
  • Dark_Lord_Kuro
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    kylewwefan wrote: »
    Akvari Dragonguard reduces ultimate cost %20. Make it a flat 40~50 reduced Ult cost.





    So incap at 20-30 ultimate cost?lmost spamable
  • Druid40
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    So incap at 20-30 ultimate cost?lmost spamable

    Definitely spammable. But, in the case of low cost ultimates, they could simply increase the costs to screw over everyone not using the set, lol. Sorry, this is not a joke at the expense of the topic starter. Just an amusing thought.
  • idk
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    kylewwefan wrote: »
    Akvari Dragonguard reduces ultimate cost %20. Make it a flat 40~50 reduced Ult cost.

    I did not read past this first sentence. It alone shows why the overall idea is not a good approach.

    With how OP wants to approach this the sets value depends on the cost of the ultimate. For something cheap like 125 ult the set would reduce the cost of that ult by close to 40%. Something more costly like 250-300 ult the set would have about half the value.

    Blindly going carte blanc and eliminating all % issues is a bad idea. These things need to be thought out much better than we have done in this thread.
  • kylewwefan
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    Druid40 wrote: »
    Critical chance percentages are flat values in percentage notation.

    They gotta know most of us don’t have a clue what we’re looking at. What even is 833 Crit? %2 maybe %3 idk? Makes it overly complicated for no reason. The Crit chance and Crit Damage will forever be a mystery to console.



    percentages are good in some places, but really convoluted in other places, perhaps even over performing a bit.

    The devs seem like they’re trying really hard to standardize everything but some things keep getting left out.

    Maybe I picked some bad examples, or good however you want to look at it. Are the percentage good for skills but not for sets? Maybe the other way around?





  • Emma_Overload
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    NOPE to all of this!

    Percentages are where the magic happens for theory-crafters, especially "black hat" theory-crafters. Flat bonuses would ruin all the fun!

    Edited by Emma_Overload on May 10, 2019 4:54PM
    #CAREBEARMASTERRACE
  • theyancey
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    Just more nopey nope nopeness
  • Vandril
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    Vietfox wrote: »
    kylewwefan wrote: »
    Akvari Dragonguard reduces ultimate cost %20. Make it a flat 40~50 reduced Ult cost.

    Almost a spammable soul harvest for my magblade, yay!

    And this - not just Soul Harvest, but gaps in resource costs like Soul Harvest vs. most other Ultimates - demonstrates why you can't just use flat values. Some abilities will benefit dramatically more than others, in a way that entirely ruins any semblance of balance. This applies to MOST things that happen to use percentage values (not all, just most).

    The only solution to this aside from using percentage values is to somewhat normalize costs. At which point, a flat value reduction practically becomes a percentage reduction. So there's no point in doing that.

    You need percentage values in a lot of the places they have them now. But they could definitely consider removal of percentage damage bonuses without any real design harm. (But I like my damage percentage bonuses!)
    Edited by Vandril on May 10, 2019 4:59PM
  • Girl_Number8
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    NOPE to all of this!

    Percentages are where the magic happens for theory-crafters, especially "black hat" theory-crafters. Flat bonuses would ruin all the fun!

    So very true....And with how Zos has been messing up more and more with their over nerfs and ridiculous fixes, rather then tweaking just a bit here and there. I think the game needs a gentler touch then a fist into it's face every time new content comes out, especially with a new class.

    Nopes and No to the OP's idea :*
  • Commancho
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    We don't need flat values mate. We need better UI instead...

  • DenMoria
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    OP

    Your demand doesn't even make sense.

    If everybody had exactly the same resources, fine, but nobody does.

    Do percentages confuse you?

    I'm sorry, maybe you should go back and take a middle-school math class.
  • TheRealSniker
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    That would do nothing besides making Tanks even stronger considering these values wouldnt scale off of damage sources, dumb idea
  • Ratzkifal
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    50 ultimate? So Nightblades can use incap as their spammable? Are you serious? Are we even playing the same game?
    This Bosmer was tortured to death. There is nothing left to be done.
  • kylewwefan
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    DenMoria wrote: »
    OP

    Your demand doesn't even make sense.

    If everybody had exactly the same resources, fine, but nobody does.

    Do percentages confuse you?

    I'm sorry, maybe you should go back and take a middle-school math class.

    Told you I’m not good at math. But someone around here should be bright enough to figure it out.

    They took all the percentage stuff out from racial passives. That did happen. Seemed to be a good thing some how.

    Now to figure out the rest.

  • D0PAMINE
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    kylewwefan wrote: »
    DenMoria wrote: »
    OP

    Your demand doesn't even make sense.

    If everybody had exactly the same resources, fine, but nobody does.

    Do percentages confuse you?

    I'm sorry, maybe you should go back and take a middle-school math class.

    Told you I’m not good at math. But someone around here should be bright enough to figure it out.

    They took all the percentage stuff out from racial passives. That did happen. Seemed to be a good thing some how.

    Now to figure out the rest.

    The system we have is a working one. If you need help with your builds or understanding how to build, then write a post in the correct catagory and it will be much more productive. It's easier to adapt to the current system than try to change a bunch of them.
  • Icy_Waffles
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    Hell no. That 6% from undaunted is very nice and balanced. A flat number would not be as good.
  • Thevampirenight
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    I think they should convert a lot more to flat values. Becaues of well server performance. Having so many players might not be as bad if there is much less calculation. Champion system a lot of armor sets and passives could be converted to flat values. They don't have to do everything but the most problematic % values that causes server lag do to the number of calculations should be converted to flat. Would you rather have a mostly lag free and playable game or do you want theory crafting? Might not be able to have both. Not with the way things are now. Hopefully that can change.
    But I do feel they are going to need to convert a lot more to flat values. For one this would increase performance for Console players which don't have it as good as the pc players. Theory crafting might need to be sacerficed for sake of performance they could if they had too buff some of the things so it would be about the same damage wise or stat wise. Might be boring but I think players can live with it. If it makes the game playable and pvp playable too.
    Edited by Thevampirenight on May 12, 2019 11:53PM
    PC NA
    Please add Fangs to Vampires.
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