Personofsecrets wrote: »Does anyone have an equation to show the intersection of where magic regen efficiency = spell cost reduction efficiency when assuming an average spell cost and given multiple variations of spells cast per minute (5 spells per minute, 10 spells per minute, and so on)?
Also, can anyone describe how magic cost reduction diminished returns work and how the magic regeneration stat id determined when calculating several multipliers increasing that stat?
I made a spreadsheet for Thieves Guild. I didn't update it for Dark Brotherhood as it was not particularly enlightening. In most PvE cases it was 100 in Magician, 67 in Arcanist and cost reduction enchantments were better. I made a few quick adjustments to make it usable with Dark Brotherhood but there is still not much to be gained from using it.
https://docs.google.com/spreadsheets/d/1Yp90QzJnsL5PNqSgKqDGv9IpYzJajG_tnlslFNPOf9g/edit#gid=727214851
I do agree that magicka sustain feels more difficult in Dark Brotherhood but have not found any problems with orbs, elemental drain or siphon spirit. There was a rumour that elemental drain was not working correctly with puncture but I was unable to replicate the problem.
Articulemort wrote: »They increased the cost of all skills, which leads to a increase difficulty to sustain.
You either need to be smarter about what your casting, or switch your sets and CPs to a high regen/sustainability set like magnus.
There was a rumour that elemental drain was not working correctly with puncture but I was unable to replicate the problem.
@SublimeSparo
I tried it both by myself and with someone else. I tried
1. Pierce - Drain
2. Drain - Pierce
3. Pierce - Drain - Pierce
4. Drain - Pierce - Drain
In all situations, I still got magicka return from Elemental Drain as reported by CLS.