I've spent hours of time testing and researching the various forms of Magick cost reduction available in both live and PTS.
On live, calculating the cost of a spell is a relatively simple calculation. You take the base cost of a spell (which is calculated using your character level) and subtract from it any cost reduction jewelry enchants you have. From this adjusted base number you reduce it further by the total
sum of the spell cost reduction percentages you currently receive. These can include, Breton Racial, Class Passives, Light Armor Passive, and various set bonuses (Seducer, Archmage, Wyrm's Rainment etc.), as well as procs like Crystal Fragments(-50%) and even penalties like the Bolt Escape(+50%) Penalty. The math is exact and the benefit of using a particular set or enchant is quite clear.
1.5 Cost Formula = (x-y)*z
where x = Base cost, y = Sum of your Reduction Enchants, and z = Sum of your Reduction percentages.
Enter 1.6
I've been able to create a formula that fits the model within a couple of magicka points but it isn't exact like my understanding of this on live.
I've determined that each spell now has percentage of its cost that can't be reduced by spell cost reduction percentages. This percentage of cost works out to roughly 12.3% of the base cost of the spell.This means that *all* cost reduction set bonus, passives, racials and procs were nerfed by roughly 1/8th.I think this is pretty absurd as if I spend skill points or craft a set of gear to make my spells cheaper the reduction percentage I receive should match the percentage displayed on the tooltip.
The new calculation is now as follows:
((x*.877)*(100-z))+x*.123)*(100-w)) - (y*((100-(z*.877)))) where x = Base cost, y is the sum of your Reduction Enchants, z is the Sum of your Reduction percentages, y is the Sum of your Reduction Enchants, and w is the champion point reduction percentage.
Jewelry enchant reductions are also pretty hosed. A VR14 magicka reduction neck provides 198 spell cost reduction (the tooltip says 200) yet the same enchant on a ring provides 212 spell cost reduction. Using all 3 enchants nets you 623 cost reduction to base before factoring non-champion cost reduction percentages.
So what can the person who doesn't love figuring out formulas take away from this?
- Spell cost reduction percentage bonuses were slightly nerfed
- Spell cost reduction enchants were slightly buffed
- Champion points spell reduction bonuses are calculated separately from percentage bonuses and because the effect isn't additive, it isn't as powerful as a percentage bonus
- Spell Cost reduction on the neck slot is far weaker than on the ring slots
Things I'd like someone to test if they have the time or the gear necessary to do so:
Do the stamina cost reduction equivalents use these same formulas or is it still the simple formula used on live?
Are only spell cost reduction enchants less effective on the neck slot or is this present in all enchants?
Permanently banned from the forums for displaying dissent:
ESO - The Year Behind
Too Much Bolt Escape - banned for "hacking the game to create movement not otherwise permitted by in game mechanics."
Ezareth VR16 AD Sorc - Rank 36 - Axe NA
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