lostavalon wrote: »
willymchilybily wrote: »lostavalon wrote: »
i must be missing something.. because willows path seems to be working fine for me. and drinks and food are unaffected by CP, so what is there to "fix" ? its a flat stat buff applied after the calculation why would CP affect it?
edit - grammar
lostavalon wrote: »willymchilybily wrote: »lostavalon wrote: »
i must be missing something.. because willows path seems to be working fine for me. and drinks and food are unaffected by CP, so what is there to "fix" ? its a flat stat buff applied after the calculation why would CP affect it?
edit - grammar
well it used to be affected from cp's, its stoped working a few months ago and they said they were looking into it, did u test willows on pts? cause its been said my a few ppl that the 5 piece bonus is current;y bugged on live atm
willymchilybily wrote: »lostavalon wrote: »willymchilybily wrote: »lostavalon wrote: »
i must be missing something.. because willows path seems to be working fine for me. and drinks and food are unaffected by CP, so what is there to "fix" ? its a flat stat buff applied after the calculation why would CP affect it?
edit - grammar
well it used to be affected from cp's, its stoped working a few months ago and they said they were looking into it, did u test willows on pts? cause its been said my a few ppl that the 5 piece bonus is current;y bugged on live atm
oh i see.
i use willows path on live (PS4/EU). and before and after equipping the 5 piece you get a 15% recovery stat boost as described. it doesnt work "in combat" it works flat (in and out of combat). I assume because the changes to base recovery made a while back to be the same in and out of combat.
haven't tested it since the live patch last week but my stats dont appear to have changed, when was it meant to have stopped working?
ZOS_GinaBruno wrote: »You're correct in that it still isn't addressed in this update, and to be completely honest, likely won't be when Thieves Guild goes live. This is something the team is aware of, but it turns out the fix isn't an easy one. Instead, they're looking at making some other larger changes that would affect this in the end, and are waiting until that is done. At the risk of saying there's no ETA, well... there's no ETA except sometime in the future.
Sorry about that, guys. We'll keep tabs on this in the event there's an update.

Tower_Of_Shame wrote: »ZOS_GinaBruno wrote: »You're correct in that it still isn't addressed in this update, and to be completely honest, likely won't be when Thieves Guild goes live. This is something the team is aware of, but it turns out the fix isn't an easy one. Instead, they're looking at making some other larger changes that would affect this in the end, and are waiting until that is done. At the risk of saying there's no ETA, well... there's no ETA except sometime in the future.
Sorry about that, guys. We'll keep tabs on this in the event there's an update.
hahahahahahahaahahahahahahahaha, best live comedy we can get
Soulac, where the hell are you? You are missing the fun
Sallington wrote: »Anything useful that players are wanting added into the game all fall under the category of "Yer ruinin my 'mersion!"
ZOS_GinaBruno wrote: »You're correct in that it still isn't addressed in this update, and to be completely honest, likely won't be when Thieves Guild goes live. This is something the team is aware of, but it turns out the fix isn't an easy one. Instead, they're looking at making some other larger changes that would affect this in the end, and are waiting until that is done. At the risk of saying there's no ETA, well... there's no ETA except sometime in the future.
Sorry about that, guys. We'll keep tabs on this in the event there's an update.





lostavalon wrote: »the regen bonuses dont amplify with cp's
@code65536 Logically, the CP stars should boost the base regen rates, and the drinks should work on top of those boosted base rates.
lostavalon wrote: »the regen bonuses dont amplify with cp's
Are they supposed to? I always thought that it was working as intended. Food bonuses are not amplified by CP or passives, either. I always viewed this as the intended behavior, that food and drink bonuses were something provided on top of everything else, not in a lower layer.
And, frankly, I prefer this status quo. Changing this will make foods/drinks rather OP if they were boosted by CP and passives and would just serve to further widen the already-substantial gap between low-CP and high-CP players.

Which is how it's working now, AFAICT. And the way it should work, IMHO. I.e., I don't think this is a problem that needs "fixing".@code65536 Logically, the CP stars should boost the base regen rates, and the drinks should work on top of those boosted base rates.
If drinks are to be boosted by CP stars, then food should also be boosted by passives and CP allocation points. (All max stats are boosted by CP_Spent^0.56, so someone at CP cap is getting 167^0.56=17% bonus to max stats--if that were to apply to food buffs, it would be rather OP.) There is already too great a difference between low- and high-CP players. We don't need to widen that gap even more. (And I'm speaking as someone who is almost at the CP cap.)
lostavalon wrote: »the regen bonuses dont amplify with cp's
Are they supposed to? I always thought that it was working as intended. Food bonuses are not amplified by CP or passives, either. I always viewed this as the intended behavior, that food and drink bonuses were something provided on top of everything else, not in a lower layer.
And, frankly, I prefer this status quo. Changing this will make foods/drinks rather OP if they were boosted by CP and passives and would just serve to further widen the already-substantial gap between low-CP and high-CP players.
Health, Magicka, Stamina get increased by the amount of points you put in one of the trios, but recovery gets increased by the specific champion passives.
Champion Passives and set bonuses won't increase the recovery gained by drinks. This is a known bug I already reported back in 1.6 PTS.
There are more things like reduction not granting you the reduction you think it does, but since only a few people are actually recalculating everything no one seems to care about it.
As example cost reduction doesn't take the base cost of skills you see as a character without any passives or equip. It will take the cost you see and multiplies it with a specific value on V16 and then reduces it.
That's why the last passive of medium armor reduces dodge roll cost roughly by 3.5% instead of 4%.
All that isn't comparable to the recovery bug tho, which costs me around 250 Magicka and Stamina Recovery.. a real game changer tbh.
lostavalon wrote: »the regen bonuses dont amplify with cp's
Are they supposed to? I always thought that it was working as intended. Food bonuses are not amplified by CP or passives, either. I always viewed this as the intended behavior, that food and drink bonuses were something provided on top of everything else, not in a lower layer.
And, frankly, I prefer this status quo. Changing this will make foods/drinks rather OP if they were boosted by CP and passives and would just serve to further widen the already-substantial gap between low-CP and high-CP players.
Health, Magicka, Stamina get increased by the amount of points you put in one of the trios, but recovery gets increased by the specific champion passives.
Champion Passives and set bonuses won't increase the recovery gained by drinks. This is a known bug I already reported back in 1.6 PTS.
There are more things like reduction not granting you the reduction you think it does, but since only a few people are actually recalculating everything no one seems to care about it.
As example cost reduction doesn't take the base cost of skills you see as a character without any passives or equip. It will take the cost you see and multiplies it with a specific value on V16 and then reduces it.
That's why the last passive of medium armor reduces dodge roll cost roughly by 3.5% instead of 4%.
All that isn't comparable to the recovery bug tho, which costs me around 250 Magicka and Stamina Recovery.. a real game changer tbh.
So it costs you but no one else? hrm. AND if it costs everyone just how is it a "real game changer" to you. imo recovery is already through the roof and if it isnt working to give you a before calculated bonus then they need to leave it as is. A bonus on top of what you already have.
lostavalon wrote: »the regen bonuses dont amplify with cp's
Are they supposed to? I always thought that it was working as intended. Food bonuses are not amplified by CP or passives, either. I always viewed this as the intended behavior, that food and drink bonuses were something provided on top of everything else, not in a lower layer.
And, frankly, I prefer this status quo. Changing this will make foods/drinks rather OP if they were boosted by CP and passives and would just serve to further widen the already-substantial gap between low-CP and high-CP players.
Health, Magicka, Stamina get increased by the amount of points you put in one of the trios, but recovery gets increased by the specific champion passives.
Champion Passives and set bonuses won't increase the recovery gained by drinks. This is a known bug I already reported back in 1.6 PTS.
There are more things like reduction not granting you the reduction you think it does, but since only a few people are actually recalculating everything no one seems to care about it.
As example cost reduction doesn't take the base cost of skills you see as a character without any passives or equip. It will take the cost you see and multiplies it with a specific value on V16 and then reduces it.
That's why the last passive of medium armor reduces dodge roll cost roughly by 3.5% instead of 4%.
All that isn't comparable to the recovery bug tho, which costs me around 250 Magicka and Stamina Recovery.. a real game changer tbh.
So it costs you but no one else? hrm. AND if it costs everyone just how is it a "real game changer" to you. imo recovery is already through the roof and if it isnt working to give you a before calculated bonus then they need to leave it as is. A bonus on top of what you already have.
It´s a bug. There is nothing to discuss about.

bob.ellisonb16_ESO wrote: »Haven't you guys noticed that ZOS cannot fix bugs, they simply find workarounds. It ZOS built a road it would look like this,
