You can't use 300 CP like you can 501
lordrichter wrote: »Hopefully I dont offend anyone and people realise the importance of showing allocated cp. However, I do agree showing total CP has no purpose. 2000 CP when CP cap is 501 is kinda pointless information.
Interesting point.
Does the game allow the character to equip CP 160 gear if the player is Champion Rank 501 but the character only has 50 CP allocated?
Another interesting point is that the Level 1 - 49 characters show no indication of what the player level is. That Level 3 character could have 500 Champion Points allocated, or it could have none. I think that if they are going to display the player Champion Rank then it needs to be displayed for every character, no matter what level it is.
Otherwise, it should only display the allocated CP on that particular character.
Personally, I do not care what the player's level is. I am more interested in the character that is being played.
Edit... what I want to see is [Level X] [Champion Points] Name
50 [CP symbol] 320 Vangy
or
32 [CP symbol] 320 Little Vangy
Content should not be tied to CPs! That was one of the worst features of VR, and something that VR removal should be removing. CPs are supposed to be a measure of progression, not a content gate. You gain CPs to increase your adaptability, you shouldn't have to have a certain number of CPs to be viable to access certain content. VRs became a grind exactly because they became content gates; if CPs turn into the same thing, removal of VR will have achieved nothing (aside from making progression account-wide, which they could have done anyway).CP ranks need to be displayed or you wouldnt know if someone is capable of doing certain content....
Another option is maybe Gear Score many MMOs use it would that satisfy people ie a legendary(yellow) VR 16 armor piece would be 1,000 GS so if you had all yellow gear that would be your "level" either way whether we like it or not there has too be some way to gauge another players progression.
Content should not be tied to CPs! That was one of the worst features of VR, and something that VR removal should be removing. CPs are supposed to be a measure of progression, not a content gate. You gain CPs to increase your adaptability, you shouldn't have to have a certain number of CPs to be viable to access certain content. VRs became a grind exactly because they became content gates; if CPs turn into the same thing, removal of VR will have achieved nothing (aside from making progression account-wide, which they could have done anyway).CP ranks need to be displayed or you wouldnt know if someone is capable of doing certain content....
Well, not with this Champion System.Content should not be tied to CPs! That was one of the worst features of VR, and something that VR removal should be removing. CPs are supposed to be a measure of progression, not a content gate. You gain CPs to increase your adaptability, you shouldn't have to have a certain number of CPs to be viable to access certain content. VRs became a grind exactly because they became content gates; if CPs turn into the same thing, removal of VR will have achieved nothing (aside from making progression account-wide, which they could have done anyway).CP ranks need to be displayed or you wouldnt know if someone is capable of doing certain content....
Content should not be tied to CPs! That was one of the worst features of VR, and something that VR removal should be removing. CPs are supposed to be a measure of progression, not a content gate. You gain CPs to increase your adaptability, you shouldn't have to have a certain number of CPs to be viable to access certain content. VRs became a grind exactly because they became content gates; if CPs turn into the same thing, removal of VR will have achieved nothing (aside from making progression account-wide, which they could have done anyway).CP ranks need to be displayed or you wouldnt know if someone is capable of doing certain content....
NewBlacksmurf wrote: »lordrichter wrote: »NewBlacksmurf wrote: »There is literally no value in displaying Cp. it's great for you to see your own but it's the absolute worse piece of misinformation.
The whole point of removing VR was to remove VR. That's any post 50 level indicators too.
IF ZOS really wants to display something, then use level 50
Oh, there is value in displaying champion points. There is just no value in displaying more than is spent on the character.
I disagree.
The only value is if instead of displaying a CP number used, you could inspect the actual CP Passives in use.
The number has no value and only will cause assumptions and produce a cookie cutter build or you get excluded.
Content should not be tied to CPs! That was one of the worst features of VR, and something that VR removal should be removing. CPs are supposed to be a measure of progression, not a content gate. You gain CPs to increase your adaptability, you shouldn't have to have a certain number of CPs to be viable to access certain content. VRs became a grind exactly because they became content gates; if CPs turn into the same thing, removal of VR will have achieved nothing (aside from making progression account-wide, which they could have done anyway).CP ranks need to be displayed or you wouldnt know if someone is capable of doing certain content....
Another option is maybe Gear Score many MMOs use it would that satisfy people ie a legendary(yellow) VR 16 armor piece would be 1,000 GS so if you had all yellow gear that would be your "level" either way whether we like it or not there has too be some way to gauge another players progression.
this thread is too funny how bout we just get rid of levels and progression and have everything at level 3 so everyone can feel all warm and fuzzy.
Please show CP but we shouldn't see more CP than the CAP ie if someone has 600CP we should only see 501 CP.
Another option is maybe Gear Score many MMOs use it would that satisfy people ie a legendary(yellow) VR 16 armor piece would be 1,000 GS so if you had all yellow gear that would be your "level" either way whether we like it or not there has too be some way to gauge another players progression.
Well, not with this Champion System.Content should not be tied to CPs! That was one of the worst features of VR, and something that VR removal should be removing. CPs are supposed to be a measure of progression, not a content gate. You gain CPs to increase your adaptability, you shouldn't have to have a certain number of CPs to be viable to access certain content. VRs became a grind exactly because they became content gates; if CPs turn into the same thing, removal of VR will have achieved nothing (aside from making progression account-wide, which they could have done anyway).CP ranks need to be displayed or you wouldnt know if someone is capable of doing certain content....
What does 1 VR give you? Stats, an attribute point you can spend to increase one of your stats, access to better gear (=stats), and a skill point.
What do 10 CPs give you? Stats, 10 points you can spend to increase your other stats, and soon access to better gear (=stats). The passives are stupid, no choices, no trade-offs.
In the end, champion points are just more fine-grained veteran ranks, minus skill points.
Ghost-Shot wrote: »ZOS_GinaBruno wrote: »Thanks for the feedback on this, everyone! This is something we’re discussing internally as well, and will potentially be making some changes in a future incremental patch.
@ZOS_GinaBruno Please don't change it, I want to know how many CP someone has when grouping with them or fighting them in PVP, it is important information to know just like knowing what vet rank they are now.
It should display the Max CP (right is 160 = VR16) in the best case. The 2nd best case, only display the max cap (501). However, It should NOT display total a person has.
Also, I do not want to show my @name in public, only to friends and guildmates. Showing the @name takes away from "being in the world" and RP'ing. Let's face it, @names are not lore friendly almost all the time. At very least, char names are more likely to be more lore friendly then @names.
NewBlacksmurf wrote: »O K now we are getting to the meat.
10 CP's dont give you stats.Thats important because of scaling in different environments and ZOS isn't granting temporary CP's to scale folks so that is the #1 reason why CP's shouldnt be used.
Thats the whole big problem of this concept. Some folks use CP's differently than others.
CP's can offer additional passive bonuses, but it never gives you a stat change like a level gain and stat point use.
NewBlacksmurf wrote: »O K now we are getting to the meat.
10 CP's dont give you stats.Thats important because of scaling in different environments and ZOS isn't granting temporary CP's to scale folks so that is the #1 reason why CP's shouldnt be used.
Thats the whole big problem of this concept. Some folks use CP's differently than others.
CP's can offer additional passive bonuses, but it never gives you a stat change like a level gain and stat point use.
Wrong. CPs allow you to boost stats you previously couldn't, like regeneration, elemental damage etc. on top of resource pool increase. For simplicity, let's say you earn 9 CPs -- that's 3 in each of Mage/Warrior/Thief. When you spend them, no matter how, you'll get raw Magicka/Health/Stamina increase. That's the equivalent of level, veteran rank, whatever you call it.
NewBlacksmurf wrote: »O K now we are getting to the meat.
10 CP's dont give you stats.Thats important because of scaling in different environments and ZOS isn't granting temporary CP's to scale folks so that is the #1 reason why CP's shouldnt be used.
Thats the whole big problem of this concept. Some folks use CP's differently than others.
CP's can offer additional passive bonuses, but it never gives you a stat change like a level gain and stat point use.
Wrong. CPs allow you to boost stats you previously couldn't, like regeneration, elemental damage etc. on top of resource pool increase. For simplicity, let's say you earn 9 CPs -- that's 3 in each of Mage/Warrior/Thief. When you spend them, no matter how, you'll get raw Magicka/Health/Stamina increase. That's the equivalent of level, veteran rank, whatever you call it.
NewBlacksmurf wrote: »O K now we are getting to the meat.
10 CP's dont give you stats.Thats important because of scaling in different environments and ZOS isn't granting temporary CP's to scale folks so that is the #1 reason why CP's shouldnt be used.
Thats the whole big problem of this concept. Some folks use CP's differently than others.
CP's can offer additional passive bonuses, but it never gives you a stat change like a level gain and stat point use.
Roymachine wrote: »this thread is too funny how bout we just get rid of levels and progression and have everything at level 3 so everyone can feel all warm and fuzzy.
Please show CP but we shouldn't see more CP than the CAP ie if someone has 600CP we should only see 501 CP.
Another option is maybe Gear Score many MMOs use it would that satisfy people ie a legendary(yellow) VR 16 armor piece would be 1,000 GS so if you had all yellow gear that would be your "level" either way whether we like it or not there has too be some way to gauge another players progression.
Oh man I can already hear the crying if they implement GS. That could end significantly worse than showing CP.
Ghost-Shot wrote: »ZOS_GinaBruno wrote: »Thanks for the feedback on this, everyone! This is something we’re discussing internally as well, and will potentially be making some changes in a future incremental patch.
@ZOS_GinaBruno Please don't change it, I want to know how many CP someone has when grouping with them or fighting them in PVP, it is important information to know just like knowing what vet rank they are now.
It should display the Max CP (right is 160 = VR16) in the best case. The 2nd best case, only display the max cap (501). However, It should NOT display total a person has.
Also, I do not want to show my @name in public, only to friends and guildmates. Showing the @name takes away from "being in the world" and RP'ing. Let's face it, @names are not lore friendly almost all the time. At very least, char names are more likely to be more lore friendly then @names.
ok ill find out how much cp someone has anyways. I'll just ask them and if they don't answer they get the boot. So either way if it shows someones total cp or not scrubs still getting the boot.
#L2P
#GetGud
NewBlacksmurf wrote: »NewBlacksmurf wrote: »O K now we are getting to the meat.
10 CP's dont give you stats.Thats important because of scaling in different environments and ZOS isn't granting temporary CP's to scale folks so that is the #1 reason why CP's shouldnt be used.
Thats the whole big problem of this concept. Some folks use CP's differently than others.
CP's can offer additional passive bonuses, but it never gives you a stat change like a level gain and stat point use.
Wrong. CPs allow you to boost stats you previously couldn't, like regeneration, elemental damage etc. on top of resource pool increase. For simplicity, let's say you earn 9 CPs -- that's 3 in each of Mage/Warrior/Thief. When you spend them, no matter how, you'll get raw Magicka/Health/Stamina increase. That's the equivalent of level, veteran rank, whatever you call it.
That isn't a stat attribute.
A stat is one of three, health, stamina and magica and when applied its not the same.
You're speaking of passives and in what you write, that's the problem with trying to use CP as a character or NPC level. There is no basis or logic of what the CP stands for without specific details. So changing a regeneration, resistance, increasing a skill effect or negating the amount of resources required is not in any way a progression that applies evenly regardless of how many CPs a player earns.
NewBlacksmurf wrote: »O K now we are getting to the meat.
10 CP's dont give you stats.Thats important because of scaling in different environments and ZOS isn't granting temporary CP's to scale folks so that is the #1 reason why CP's shouldnt be used.
Thats the whole big problem of this concept. Some folks use CP's differently than others.
CP's can offer additional passive bonuses, but it never gives you a stat change like a level gain and stat point use.
They do....With 501 CP you have ~18% increased Stats.
If your not over 360, I'm not taking you to VICP VDSA VWGT VCOA . Why? because before that point your a liability. Thats not elitism, thats just the mark of where these dungeons are. Can you do them before that point? YEs, obviously. But it's not going to be a quick, easy, and deathless run.
The CP displayed tells me where you are. I'm not trying to come off as a jerk... but if you want to run those dungeons, then get together with people around your level and make a night of it and have fun. For me... I rather get it done in half an hour or so and be on to the next thing.
NewBlacksmurf wrote: »NewBlacksmurf wrote: »O K now we are getting to the meat.
10 CP's dont give you stats.Thats important because of scaling in different environments and ZOS isn't granting temporary CP's to scale folks so that is the #1 reason why CP's shouldnt be used.
Thats the whole big problem of this concept. Some folks use CP's differently than others.
CP's can offer additional passive bonuses, but it never gives you a stat change like a level gain and stat point use.
Wrong. CPs allow you to boost stats you previously couldn't, like regeneration, elemental damage etc. on top of resource pool increase. For simplicity, let's say you earn 9 CPs -- that's 3 in each of Mage/Warrior/Thief. When you spend them, no matter how, you'll get raw Magicka/Health/Stamina increase. That's the equivalent of level, veteran rank, whatever you call it.
That isn't a stat attribute.
A stat is one of three, health, stamina and magica and when applied its not the same.
You're speaking of passives and in what you write, that's the problem with trying to use CP as a character or NPC level. There is no basis or logic of what the CP stands for without specific details. So changing a regeneration, resistance, increasing a skill effect or negating the amount of resources required is not in any way a progression that applies evenly regardless of how many CPs a player earns.
Now you're playing with words, and are again wrong.
1. CPs do increase health, stamina and magicka;
2. every character has many more stats than those three:h5. DerivedStats3. I'm not arguing about those other stats. Quite the opposite, actually. I think the ability to shape your character by focusing on more specialized stats is the only good thing about the champion system. Except for the magnitude of the CP bonuses, that is sick. It could have provided for more variety, if it weren't dumbed down to pure power grind.
* STAT_ARMOR_RATING
* STAT_ATTACK_POWER
* STAT_BLOCK
* STAT_CRITICAL_RESISTANCE
* STAT_CRITICAL_STRIKE
* STAT_DAMAGE_RESIST_COLD
* STAT_DAMAGE_RESIST_DISEASE
* STAT_DAMAGE_RESIST_DROWN
* STAT_DAMAGE_RESIST_EARTH
* STAT_DAMAGE_RESIST_FIRE
* STAT_DAMAGE_RESIST_GENERIC
* STAT_DAMAGE_RESIST_MAGIC
* STAT_DAMAGE_RESIST_OBLIVION
* STAT_DAMAGE_RESIST_PHYSICAL
* STAT_DAMAGE_RESIST_POISON
* STAT_DAMAGE_RESIST_SHOCK
* STAT_DAMAGE_RESIST_START
* STAT_DODGE
* STAT_HEALING_TAKEN
* STAT_HEALTH_MAX
* STAT_HEALTH_REGEN_COMBAT
* STAT_HEALTH_REGEN_IDLE
* STAT_MAGICKA_MAX
* STAT_MAGICKA_REGEN_COMBAT
* STAT_MAGICKA_REGEN_IDLE
* STAT_MISS
* STAT_MITIGATION
* STAT_MOUNT_STAMINA_MAX
* STAT_MOUNT_STAMINA_REGEN_COMBAT
* STAT_MOUNT_STAMINA_REGEN_MOVING
* STAT_NONE
* STAT_PARRY
* STAT_PHYSICAL_PENETRATION
* STAT_PHYSICAL_RESIST
* STAT_POWER
* STAT_SPELL_CRITICAL
* STAT_SPELL_MITIGATION
* STAT_SPELL_PENETRATION
* STAT_SPELL_POWER
* STAT_SPELL_RESIST
* STAT_STAMINA_MAX
* STAT_STAMINA_REGEN_COMBAT
* STAT_STAMINA_REGEN_IDLE
* STAT_WEAPON_AND_SPELL_DAMAGE
NewBlacksmurf wrote: »NewBlacksmurf wrote: »NewBlacksmurf wrote: »O K now we are getting to the meat.
10 CP's dont give you stats.Thats important because of scaling in different environments and ZOS isn't granting temporary CP's to scale folks so that is the #1 reason why CP's shouldnt be used.
Thats the whole big problem of this concept. Some folks use CP's differently than others.
CP's can offer additional passive bonuses, but it never gives you a stat change like a level gain and stat point use.
Wrong. CPs allow you to boost stats you previously couldn't, like regeneration, elemental damage etc. on top of resource pool increase. For simplicity, let's say you earn 9 CPs -- that's 3 in each of Mage/Warrior/Thief. When you spend them, no matter how, you'll get raw Magicka/Health/Stamina increase. That's the equivalent of level, veteran rank, whatever you call it.
That isn't a stat attribute.
A stat is one of three, health, stamina and magica and when applied its not the same.
You're speaking of passives and in what you write, that's the problem with trying to use CP as a character or NPC level. There is no basis or logic of what the CP stands for without specific details. So changing a regeneration, resistance, increasing a skill effect or negating the amount of resources required is not in any way a progression that applies evenly regardless of how many CPs a player earns.
Now you're playing with words, and are again wrong.
1. CPs do increase health, stamina and magicka;
2. every character has many more stats than those three:h5. DerivedStats3. I'm not arguing about those other stats. Quite the opposite, actually. I think the ability to shape your character by focusing on more specialized stats is the only good thing about the champion system. Except for the magnitude of the CP bonuses, that is sick. It could have provided for more variety, if it weren't dumbed down to pure power grind.
* STAT_ARMOR_RATING
* STAT_ATTACK_POWER
* STAT_BLOCK
* STAT_CRITICAL_RESISTANCE
* STAT_CRITICAL_STRIKE
* STAT_DAMAGE_RESIST_COLD
* STAT_DAMAGE_RESIST_DISEASE
* STAT_DAMAGE_RESIST_DROWN
* STAT_DAMAGE_RESIST_EARTH
* STAT_DAMAGE_RESIST_FIRE
* STAT_DAMAGE_RESIST_GENERIC
* STAT_DAMAGE_RESIST_MAGIC
* STAT_DAMAGE_RESIST_OBLIVION
* STAT_DAMAGE_RESIST_PHYSICAL
* STAT_DAMAGE_RESIST_POISON
* STAT_DAMAGE_RESIST_SHOCK
* STAT_DAMAGE_RESIST_START
* STAT_DODGE
* STAT_HEALING_TAKEN
* STAT_HEALTH_MAX
* STAT_HEALTH_REGEN_COMBAT
* STAT_HEALTH_REGEN_IDLE
* STAT_MAGICKA_MAX
* STAT_MAGICKA_REGEN_COMBAT
* STAT_MAGICKA_REGEN_IDLE
* STAT_MISS
* STAT_MITIGATION
* STAT_MOUNT_STAMINA_MAX
* STAT_MOUNT_STAMINA_REGEN_COMBAT
* STAT_MOUNT_STAMINA_REGEN_MOVING
* STAT_NONE
* STAT_PARRY
* STAT_PHYSICAL_PENETRATION
* STAT_PHYSICAL_RESIST
* STAT_POWER
* STAT_SPELL_CRITICAL
* STAT_SPELL_MITIGATION
* STAT_SPELL_PENETRATION
* STAT_SPELL_POWER
* STAT_SPELL_RESIST
* STAT_STAMINA_MAX
* STAT_STAMINA_REGEN_COMBAT
* STAT_STAMINA_REGEN_IDLE
* STAT_WEAPON_AND_SPELL_DAMAGE
@Merlight
Sorry its not a play on words. I think you're are discussing a different topic than I. I'm focused on the indicator and how scaling doesn't apply to this new indicator on those "Stats". I think you're discussing what happens when someone applies a CP point to a passive.
The discussion goes about group content where one player has a different CP indicator than the other, so expectations and assumptions apply resulting in omitting players or flocking to other based on the CP indicator.
the results are that CP isn't the indicator that should be used because it doesn't relate to "stats" in the way the current VR scaling applies which is based on health, stamina and magica. Those produce calculations on the gear that make a player scaled. That stats that are changed in scaled in environments are:
Sept 2014 concept of scaling
November2014 (monster health / power scaling)
March 2015 (specific to stat and skill points)
"Accompanying the Champion System are gameplay improvements, fixes, and re-balancing. This will alter the way you’ve previously played as every ability has been amended in some fashion, differences in armor are more pronounced, critical attack and defense are handled differently, and the scale of numbers across the board has changed. Due to these changes, we will be resetting all skill and attribute points."
"Game Re-balance
With the introduction of the Champion System, the basic attributes that make up characters and monsters have been altered. For the most part, these values work the same way they always have, but now have different values and scales.
As an example, Health, Magicka and Stamina each perform the same way they did previously:
Health keeps you alive
Stamina allows you to block, sneak, dodge and use weapon feats
Magicka allows you to cast spells.
We updated the ratios on all stats. Items and stats now give 10% more health than magicka and stamina, when they previously gave 50% more.
For example, instead of 20 health per level and 15 health per stat pick, you now get 156 health per level and 122 health per stat pick.
Additionally, abilities now increase in cost as you gain Veteran Ranks.
Block, dodge, sprint, break free, and crouch all cost slightly more with this increase.
There are a few stats that now work slightly different:
Armor: The amount of mitigation provided by Armor has changed.
A piece of Light Armor grants 1/4th of the mitigation of an equivalent piece of Heavy Armor.
A piece of Medium Armor grants 3/4th of the mitigation of Heavy Armor.
Spell Resistance: Instead of having a base amount of Spell Resistance that grows as you level, Spell Resistance is now provided by Armor on a 1 to 1 basis.
For example, if a piece of gear gives you 2000 Armor, it also gives 2000 Spell Resistance.
Passive skills in both the Light Armor and Heavy Armor skill lines will modify this ratio.
Critical Strike/Spell Critical: Previously, each 10 points of these attributes would give a 1% chance to cause a Critical Hit to their target. This is no longer true and has changed.
The amount of Critical Strike/Spell Critical required to get a 1% increased chance to cause a critical hit now increases per level.
Precise Weapons that have a lower Required Level than the player character than owns it will provide less actual benefit.
A Critical Hit still does 50% greater damage unless modified.
You will now have a base Critical Hit chance of 10%.
Critical Resistance: This attribute no longer reduces the chance to be hit by a Critical hit.
Critical Resistance now reduces the bonus damage caused by a Critical hit, and with enough, can reduce the bonus damage to 0.
The amount of Critical Resistance required to completely eliminate the unmodified bonus damage from a Critical hit is 50 * (your Character Level + your Veteran Rank number).
For example, a VR14 would be 50 * (50 + 14).
As part of the overall rebalance, a certain amount of power in each area was reserved for the Champion System. Completely maxing out any one stat will not only require a lot of work finding or crafting the perfect gear, it will also require a significant investment into a certain star or constellation in the Champion System.
Other Major Gameplay Changes
Synergy abilities now scale off your highest stats that are either stamina or magicka based. "
"Champion System
While there are many abilities in each of the three constellation groups, the groups each have a general theme.
Points spent in the Warrior will improve your health and overall defensive capabilities.
Points spent in the Thief will improve your stamina and provide an array of useful utility bonuses.
Points spent in the Mage will enhance magicka and provide bonuses to offense and damage dealing."
CP does not work that way because the only way to apply a scaled effect on another player is to quantify the actual effectiveness of the specific CP passives on player selected over another in conjunction with the specific items and skills being used.
NewBlacksmurf wrote: »NewBlacksmurf wrote: »NewBlacksmurf wrote: »O K now we are getting to the meat.
10 CP's dont give you stats.Thats important because of scaling in different environments and ZOS isn't granting temporary CP's to scale folks so that is the #1 reason why CP's shouldnt be used.
Thats the whole big problem of this concept. Some folks use CP's differently than others.
CP's can offer additional passive bonuses, but it never gives you a stat change like a level gain and stat point use.
Wrong. CPs allow you to boost stats you previously couldn't, like regeneration, elemental damage etc. on top of resource pool increase. For simplicity, let's say you earn 9 CPs -- that's 3 in each of Mage/Warrior/Thief. When you spend them, no matter how, you'll get raw Magicka/Health/Stamina increase. That's the equivalent of level, veteran rank, whatever you call it.
That isn't a stat attribute.
A stat is one of three, health, stamina and magica and when applied its not the same.
You're speaking of passives and in what you write, that's the problem with trying to use CP as a character or NPC level. There is no basis or logic of what the CP stands for without specific details. So changing a regeneration, resistance, increasing a skill effect or negating the amount of resources required is not in any way a progression that applies evenly regardless of how many CPs a player earns.
Now you're playing with words, and are again wrong.
1. CPs do increase health, stamina and magicka;
2. every character has many more stats than those three:h5. DerivedStats3. I'm not arguing about those other stats. Quite the opposite, actually. I think the ability to shape your character by focusing on more specialized stats is the only good thing about the champion system. Except for the magnitude of the CP bonuses, that is sick. It could have provided for more variety, if it weren't dumbed down to pure power grind.
* STAT_ARMOR_RATING
* STAT_ATTACK_POWER
* STAT_BLOCK
* STAT_CRITICAL_RESISTANCE
* STAT_CRITICAL_STRIKE
* STAT_DAMAGE_RESIST_COLD
* STAT_DAMAGE_RESIST_DISEASE
* STAT_DAMAGE_RESIST_DROWN
* STAT_DAMAGE_RESIST_EARTH
* STAT_DAMAGE_RESIST_FIRE
* STAT_DAMAGE_RESIST_GENERIC
* STAT_DAMAGE_RESIST_MAGIC
* STAT_DAMAGE_RESIST_OBLIVION
* STAT_DAMAGE_RESIST_PHYSICAL
* STAT_DAMAGE_RESIST_POISON
* STAT_DAMAGE_RESIST_SHOCK
* STAT_DAMAGE_RESIST_START
* STAT_DODGE
* STAT_HEALING_TAKEN
* STAT_HEALTH_MAX
* STAT_HEALTH_REGEN_COMBAT
* STAT_HEALTH_REGEN_IDLE
* STAT_MAGICKA_MAX
* STAT_MAGICKA_REGEN_COMBAT
* STAT_MAGICKA_REGEN_IDLE
* STAT_MISS
* STAT_MITIGATION
* STAT_MOUNT_STAMINA_MAX
* STAT_MOUNT_STAMINA_REGEN_COMBAT
* STAT_MOUNT_STAMINA_REGEN_MOVING
* STAT_NONE
* STAT_PARRY
* STAT_PHYSICAL_PENETRATION
* STAT_PHYSICAL_RESIST
* STAT_POWER
* STAT_SPELL_CRITICAL
* STAT_SPELL_MITIGATION
* STAT_SPELL_PENETRATION
* STAT_SPELL_POWER
* STAT_SPELL_RESIST
* STAT_STAMINA_MAX
* STAT_STAMINA_REGEN_COMBAT
* STAT_STAMINA_REGEN_IDLE
* STAT_WEAPON_AND_SPELL_DAMAGE
@Merlight
Sorry its not a play on words. I think you're are discussing a different topic than I. I'm focused on the indicator and how scaling doesn't apply to this new indicator on those "Stats". I think you're discussing what happens when someone applies a CP point to a passive.
The discussion goes about group content where one player has a different CP indicator than the other, so expectations and assumptions apply resulting in omitting players or flocking to other based on the CP indicator.
the results are that CP isn't the indicator that should be used because it doesn't relate to "stats" in the way the current VR scaling applies which is based on health, stamina and magica. Those produce calculations on the gear that make a player scaled. That stats that are changed in scaled in environments are:
Sept 2014 concept of scaling
November2014 (monster health / power scaling)
March 2015 (specific to stat and skill points)
"Accompanying the Champion System are gameplay improvements, fixes, and re-balancing. This will alter the way you’ve previously played as every ability has been amended in some fashion, differences in armor are more pronounced, critical attack and defense are handled differently, and the scale of numbers across the board has changed. Due to these changes, we will be resetting all skill and attribute points."
"Game Re-balance
With the introduction of the Champion System, the basic attributes that make up characters and monsters have been altered. For the most part, these values work the same way they always have, but now have different values and scales.
As an example, Health, Magicka and Stamina each perform the same way they did previously:
Health keeps you alive
Stamina allows you to block, sneak, dodge and use weapon feats
Magicka allows you to cast spells.
We updated the ratios on all stats. Items and stats now give 10% more health than magicka and stamina, when they previously gave 50% more.
For example, instead of 20 health per level and 15 health per stat pick, you now get 156 health per level and 122 health per stat pick.
Additionally, abilities now increase in cost as you gain Veteran Ranks.
Block, dodge, sprint, break free, and crouch all cost slightly more with this increase.
There are a few stats that now work slightly different:
Armor: The amount of mitigation provided by Armor has changed.
A piece of Light Armor grants 1/4th of the mitigation of an equivalent piece of Heavy Armor.
A piece of Medium Armor grants 3/4th of the mitigation of Heavy Armor.
Spell Resistance: Instead of having a base amount of Spell Resistance that grows as you level, Spell Resistance is now provided by Armor on a 1 to 1 basis.
For example, if a piece of gear gives you 2000 Armor, it also gives 2000 Spell Resistance.
Passive skills in both the Light Armor and Heavy Armor skill lines will modify this ratio.
Critical Strike/Spell Critical: Previously, each 10 points of these attributes would give a 1% chance to cause a Critical Hit to their target. This is no longer true and has changed.
The amount of Critical Strike/Spell Critical required to get a 1% increased chance to cause a critical hit now increases per level.
Precise Weapons that have a lower Required Level than the player character than owns it will provide less actual benefit.
A Critical Hit still does 50% greater damage unless modified.
You will now have a base Critical Hit chance of 10%.
Critical Resistance: This attribute no longer reduces the chance to be hit by a Critical hit.
Critical Resistance now reduces the bonus damage caused by a Critical hit, and with enough, can reduce the bonus damage to 0.
The amount of Critical Resistance required to completely eliminate the unmodified bonus damage from a Critical hit is 50 * (your Character Level + your Veteran Rank number).
For example, a VR14 would be 50 * (50 + 14).
As part of the overall rebalance, a certain amount of power in each area was reserved for the Champion System. Completely maxing out any one stat will not only require a lot of work finding or crafting the perfect gear, it will also require a significant investment into a certain star or constellation in the Champion System.
Other Major Gameplay Changes
Synergy abilities now scale off your highest stats that are either stamina or magicka based. "
"Champion System
While there are many abilities in each of the three constellation groups, the groups each have a general theme.
Points spent in the Warrior will improve your health and overall defensive capabilities.
Points spent in the Thief will improve your stamina and provide an array of useful utility bonuses.
Points spent in the Mage will enhance magicka and provide bonuses to offense and damage dealing."
CP does not work that way because the only way to apply a scaled effect on another player is to quantify the actual effectiveness of the specific CP passives on player selected over another in conjunction with the specific items and skills being used.
Wow that's a whole wall of text but im not getting what you are trying to say.... So you only consider stam/magicka/health as stats? You mention CP arent really stats because even though they increase maximum health/stamina/magicka by ard 18% at 501 CP, they are not the same as putting 1 point into health or mag or stam....? 1 point is like what... 111 points? 18% even at 10k max stam is like 1800.... Thats worth like 16-17 stat points per attribute...?
Even disregarding that isnt health regen a stat? mag regen? stam regen? Phy resist? Impen? weapon damage? Putting 1 point into stam mag or health is nothing compared to just slotting a higher level piece of gear..... And additionally ZOS wants to tie in gear requirements to CP.. It may not be a problem now since the CP for v16 gear is 160... Eventually though they will release a new tier of gear at maybe CP 200 or something. When that happens, there will be trials/content based around that gear cap. So if im forming a group, im going to want people who meet that content's requirements. Ie: CP 200 gear. Wouldnt CP visibility come into play there? Unless ZOS wants to decouple gear from CP I dont see a way around this...
This is a good example of the player separation issue that was caused by VRs that their removal should have alleviated. There are people who do not want constant reminders that they are not very efficient at gaining XP, they just want to be able to play a game they enjoy. Slapping these numbers all over the place just says "I'll never be as good as that player, so what's the point?", which is a mindset that should not exist when everyone is Level 50. CPs should be personal to you, as a way of marking your progression above Level 50. Unlike level, which directly influences your power, your CPs should only affect your adaptability, based on your chosen Champion passives, and that should be nobody else's business.Bfish22090 wrote: »
NewBlacksmurf wrote: »NewBlacksmurf wrote: »NewBlacksmurf wrote: »NewBlacksmurf wrote: »O K now we are getting to the meat.
10 CP's dont give you stats.Thats important because of scaling in different environments and ZOS isn't granting temporary CP's to scale folks so that is the #1 reason why CP's shouldnt be used.
Thats the whole big problem of this concept. Some folks use CP's differently than others.
CP's can offer additional passive bonuses, but it never gives you a stat change like a level gain and stat point use.
Wrong. CPs allow you to boost stats you previously couldn't, like regeneration, elemental damage etc. on top of resource pool increase. For simplicity, let's say you earn 9 CPs -- that's 3 in each of Mage/Warrior/Thief. When you spend them, no matter how, you'll get raw Magicka/Health/Stamina increase. That's the equivalent of level, veteran rank, whatever you call it.
That isn't a stat attribute.
A stat is one of three, health, stamina and magica and when applied its not the same.
You're speaking of passives and in what you write, that's the problem with trying to use CP as a character or NPC level. There is no basis or logic of what the CP stands for without specific details. So changing a regeneration, resistance, increasing a skill effect or negating the amount of resources required is not in any way a progression that applies evenly regardless of how many CPs a player earns.
Now you're playing with words, and are again wrong.
1. CPs do increase health, stamina and magicka;
2. every character has many more stats than those three:h5. DerivedStats3. I'm not arguing about those other stats. Quite the opposite, actually. I think the ability to shape your character by focusing on more specialized stats is the only good thing about the champion system. Except for the magnitude of the CP bonuses, that is sick. It could have provided for more variety, if it weren't dumbed down to pure power grind.
* STAT_ARMOR_RATING
* STAT_ATTACK_POWER
* STAT_BLOCK
* STAT_CRITICAL_RESISTANCE
* STAT_CRITICAL_STRIKE
* STAT_DAMAGE_RESIST_COLD
* STAT_DAMAGE_RESIST_DISEASE
* STAT_DAMAGE_RESIST_DROWN
* STAT_DAMAGE_RESIST_EARTH
* STAT_DAMAGE_RESIST_FIRE
* STAT_DAMAGE_RESIST_GENERIC
* STAT_DAMAGE_RESIST_MAGIC
* STAT_DAMAGE_RESIST_OBLIVION
* STAT_DAMAGE_RESIST_PHYSICAL
* STAT_DAMAGE_RESIST_POISON
* STAT_DAMAGE_RESIST_SHOCK
* STAT_DAMAGE_RESIST_START
* STAT_DODGE
* STAT_HEALING_TAKEN
* STAT_HEALTH_MAX
* STAT_HEALTH_REGEN_COMBAT
* STAT_HEALTH_REGEN_IDLE
* STAT_MAGICKA_MAX
* STAT_MAGICKA_REGEN_COMBAT
* STAT_MAGICKA_REGEN_IDLE
* STAT_MISS
* STAT_MITIGATION
* STAT_MOUNT_STAMINA_MAX
* STAT_MOUNT_STAMINA_REGEN_COMBAT
* STAT_MOUNT_STAMINA_REGEN_MOVING
* STAT_NONE
* STAT_PARRY
* STAT_PHYSICAL_PENETRATION
* STAT_PHYSICAL_RESIST
* STAT_POWER
* STAT_SPELL_CRITICAL
* STAT_SPELL_MITIGATION
* STAT_SPELL_PENETRATION
* STAT_SPELL_POWER
* STAT_SPELL_RESIST
* STAT_STAMINA_MAX
* STAT_STAMINA_REGEN_COMBAT
* STAT_STAMINA_REGEN_IDLE
* STAT_WEAPON_AND_SPELL_DAMAGE
@Merlight
Sorry its not a play on words. I think you're are discussing a different topic than I. I'm focused on the indicator and how scaling doesn't apply to this new indicator on those "Stats". I think you're discussing what happens when someone applies a CP point to a passive.
The discussion goes about group content where one player has a different CP indicator than the other, so expectations and assumptions apply resulting in omitting players or flocking to other based on the CP indicator.
the results are that CP isn't the indicator that should be used because it doesn't relate to "stats" in the way the current VR scaling applies which is based on health, stamina and magica. Those produce calculations on the gear that make a player scaled. That stats that are changed in scaled in environments are:
Sept 2014 concept of scaling
November2014 (monster health / power scaling)
March 2015 (specific to stat and skill points)
"Accompanying the Champion System are gameplay improvements, fixes, and re-balancing. This will alter the way you’ve previously played as every ability has been amended in some fashion, differences in armor are more pronounced, critical attack and defense are handled differently, and the scale of numbers across the board has changed. Due to these changes, we will be resetting all skill and attribute points."
"Game Re-balance
With the introduction of the Champion System, the basic attributes that make up characters and monsters have been altered. For the most part, these values work the same way they always have, but now have different values and scales.
As an example, Health, Magicka and Stamina each perform the same way they did previously:
Health keeps you alive
Stamina allows you to block, sneak, dodge and use weapon feats
Magicka allows you to cast spells.
We updated the ratios on all stats. Items and stats now give 10% more health than magicka and stamina, when they previously gave 50% more.
For example, instead of 20 health per level and 15 health per stat pick, you now get 156 health per level and 122 health per stat pick.
Additionally, abilities now increase in cost as you gain Veteran Ranks.
Block, dodge, sprint, break free, and crouch all cost slightly more with this increase.
There are a few stats that now work slightly different:
Armor: The amount of mitigation provided by Armor has changed.
A piece of Light Armor grants 1/4th of the mitigation of an equivalent piece of Heavy Armor.
A piece of Medium Armor grants 3/4th of the mitigation of Heavy Armor.
Spell Resistance: Instead of having a base amount of Spell Resistance that grows as you level, Spell Resistance is now provided by Armor on a 1 to 1 basis.
For example, if a piece of gear gives you 2000 Armor, it also gives 2000 Spell Resistance.
Passive skills in both the Light Armor and Heavy Armor skill lines will modify this ratio.
Critical Strike/Spell Critical: Previously, each 10 points of these attributes would give a 1% chance to cause a Critical Hit to their target. This is no longer true and has changed.
The amount of Critical Strike/Spell Critical required to get a 1% increased chance to cause a critical hit now increases per level.
Precise Weapons that have a lower Required Level than the player character than owns it will provide less actual benefit.
A Critical Hit still does 50% greater damage unless modified.
You will now have a base Critical Hit chance of 10%.
Critical Resistance: This attribute no longer reduces the chance to be hit by a Critical hit.
Critical Resistance now reduces the bonus damage caused by a Critical hit, and with enough, can reduce the bonus damage to 0.
The amount of Critical Resistance required to completely eliminate the unmodified bonus damage from a Critical hit is 50 * (your Character Level + your Veteran Rank number).
For example, a VR14 would be 50 * (50 + 14).
As part of the overall rebalance, a certain amount of power in each area was reserved for the Champion System. Completely maxing out any one stat will not only require a lot of work finding or crafting the perfect gear, it will also require a significant investment into a certain star or constellation in the Champion System.
Other Major Gameplay Changes
Synergy abilities now scale off your highest stats that are either stamina or magicka based. "
"Champion System
While there are many abilities in each of the three constellation groups, the groups each have a general theme.
Points spent in the Warrior will improve your health and overall defensive capabilities.
Points spent in the Thief will improve your stamina and provide an array of useful utility bonuses.
Points spent in the Mage will enhance magicka and provide bonuses to offense and damage dealing."
CP does not work that way because the only way to apply a scaled effect on another player is to quantify the actual effectiveness of the specific CP passives on player selected over another in conjunction with the specific items and skills being used.
Wow that's a whole wall of text but im not getting what you are trying to say.... So you only consider stam/magicka/health as stats? You mention CP arent really stats because even though they increase maximum health/stamina/magicka by ard 18% at 501 CP, they are not the same as putting 1 point into health or mag or stam....? 1 point is like what... 111 points? 18% even at 10k max stam is like 1800.... Thats worth like 16-17 stat points per attribute...?
Even disregarding that isnt health regen a stat? mag regen? stam regen? Phy resist? Impen? weapon damage? Putting 1 point into stam mag or health is nothing compared to just slotting a higher level piece of gear..... And additionally ZOS wants to tie in gear requirements to CP.. It may not be a problem now since the CP for v16 gear is 160... Eventually though they will release a new tier of gear at maybe CP 200 or something. When that happens, there will be trials/content based around that gear cap. So if im forming a group, im going to want people who meet that content's requirements. Ie: CP 200 gear. Wouldnt CP visibility come into play there? Unless ZOS wants to decouple gear from CP I dont see a way around this...
Please read it. It's ZOS patch notes on how champion levels actually work.
It's not an opinion