I don't claim to have any math to back anything up, but my gut tells me simply using the same hp+primary resource food you were likely using most of the time under cp 1.0 is what you want to continue using.
I'm not sure why this whole "run around using parse food since hp increased" idea took hold so strongly, but clearly people weren't taking into account the damage mitigation nerfs that came along with the hp buffs.
Bodycounter wrote: »Do you have champion points invested into Warfare --> Staving Death?
Have you tried the CP "Strategic Reserve"? Sounds pretty powerful too, but i did not test it so far.
phantasmalD wrote: »
Exact same gear, 5-1-1 light armor, all gold, same skills, spent all my live CP (1220),
My live CP might not be optimized but I tried to go for a reasonable healer build on PTS, prioritizing healer stars until 4 actives, spending only leftover CP on defence.
Test entity - regular crocodile near Twin Arches
On live (810CP) : light attack - 882, tail swipe - 1647
On PTS (1200CP - healer build) : light attack - 1134 , tail swipe - 2118 [~30% increase]
On PTS (max CP - all passives) : light attack - 1057 , tail swipe - 1973 [~20%]
Bonus: with tank passives
On PTS (1200 CP - tank build ) : light attack - 952, tail swipe - 1776 [~8%]
phantasmalD wrote: »Back during the PTS I did do some rudimentary testingphantasmalD wrote: »
Exact same gear, 5-1-1 light armor, all gold, same skills, spent all my live CP (1220),
My live CP might not be optimized but I tried to go for a reasonable healer build on PTS, prioritizing healer stars until 4 actives, spending only leftover CP on defence.
Test entity - regular crocodile near Twin Arches
On live (810CP) : light attack - 882, tail swipe - 1647
On PTS (1200CP - healer build) : light attack - 1134 , tail swipe - 2118 [~30% increase]
On PTS (max CP - all passives) : light attack - 1057 , tail swipe - 1973 [~20%]
Bonus: with tank passives
On PTS (1200 CP - tank build ) : light attack - 952, tail swipe - 1776 [~8%]
So 16*1.3 = 21k seems to be the new 16k.
One slight problem, damage reduction scales with an unlimited number of attacks, increased health does not. It is very noticeable when soloing.
Damage reduction also increased the performance of damage shields, so those are indirectly nerfed as well, making something like Iceheart or Brawler shield much less effective.
Bodycounter wrote: »Do you have champion points invested into Warfare --> Staving Death?
Have you tried the CP "Strategic Reserve"? Sounds pretty powerful too, but i did not test it so far.
the1andonlyskwex wrote: »One slight problem, damage reduction scales with an unlimited number of attacks, increased health does not. It is very noticeable when soloing.
Damage reduction also increased the performance of damage shields, so those are indirectly nerfed as well, making something like Iceheart or Brawler shield much less effective.
Healers are going to have to do more actual healing, and solo players will have to strike a different balance between damage and durability.
I look forward to being more necessary as a healer, and don't really have an opinion on the solo side.
I came here to ask this too. Ive been wondering, even as Ive been adding mag / stam enchants back on to sets to replace health enchants. Like others, my eyes slightly popped out at 26k health on a dps.
I saw this post in gen https://forums.elderscrollsonline.com/en/discussion/564732/huge-nerf-to-max-resource#latest and people seemed to be thinking anywhere from 20-22k up to 25k.
I always thought the old rule was 17k for dps (or 16k with ebon active i guess). I'm guessing we've gone from something like 30% extra mitigation down to 10%? - Is that right? That would suggest 20-22k is about the right ball park
From what i can see, even after switching enchants out, most toons seem to be in that range with their enchants swapped out but using their old food (not parse food). But wondering if I should add a bit of health back in. Is there any consensus emerging yet on a new rough rule of thumb?
Septimus_Magna wrote: »If that much health is needed we are missing something like 40% mititgation and I dont think the changes are that extreme.
And if I dont need that much health I'd rather have more max magicka and magicka regen.
the1andonlyskwex wrote: »One slight problem, damage reduction scales with an unlimited number of attacks, increased health does not. It is very noticeable when soloing.
Damage reduction also increased the performance of damage shields, so those are indirectly nerfed as well, making something like Iceheart or Brawler shield much less effective.
Healers are going to have to do more actual healing, and solo players will have to strike a different balance between damage and durability.
I look forward to being more necessary as a healer, and don't really have an opinion on the solo side.
Starlight_Whisper wrote: »I came here to ask this too. Ive been wondering, even as Ive been adding mag / stam enchants back on to sets to replace health enchants. Like others, my eyes slightly popped out at 26k health on a dps.
I saw this post in gen https://forums.elderscrollsonline.com/en/discussion/564732/huge-nerf-to-max-resource#latest and people seemed to be thinking anywhere from 20-22k up to 25k.
I always thought the old rule was 17k for dps (or 16k with ebon active i guess). I'm guessing we've gone from something like 30% extra mitigation down to 10%? - Is that right? That would suggest 20-22k is about the right ball park
From what i can see, even after switching enchants out, most toons seem to be in that range with their enchants swapped out but using their old food (not parse food). But wondering if I should add a bit of health back in. Is there any consensus emerging yet on a new rough rule of thumb?
Actually 15 base migration plus another 8 from cp.
HowellQagan wrote: »Starlight_Whisper wrote: »I came here to ask this too. Ive been wondering, even as Ive been adding mag / stam enchants back on to sets to replace health enchants. Like others, my eyes slightly popped out at 26k health on a dps.
I saw this post in gen https://forums.elderscrollsonline.com/en/discussion/564732/huge-nerf-to-max-resource#latest and people seemed to be thinking anywhere from 20-22k up to 25k.
I always thought the old rule was 17k for dps (or 16k with ebon active i guess). I'm guessing we've gone from something like 30% extra mitigation down to 10%? - Is that right? That would suggest 20-22k is about the right ball park
From what i can see, even after switching enchants out, most toons seem to be in that range with their enchants swapped out but using their old food (not parse food). But wondering if I should add a bit of health back in. Is there any consensus emerging yet on a new rough rule of thumb?
Actually 15 base migration plus another 8 from cp.
@Starlight_Whisper 10%, not 15.
One slight problem, damage reduction scales with an unlimited number of attacks, increased health does not. It is very noticeable when soloing.
Damage reduction also increased the performance of damage shields, so those are indirectly nerfed as well, making something like Iceheart or Brawler shield much less effective.
Luckylancer wrote: »Do not forget preperation passive, 8% midigation in PvE.
munster1404 wrote: »Because mitigation and damage passives are mostly in the same constellation tree now. I feel like DDs lose mitigation but Tanks gain it. It does look this way. But I man 6 x Argonian Tanks. My 2 DPS toons are crafter and inventory mule respectively.