Maintenance for the week of January 5:
• PC/Mac: No maintenance – January 5
• NA megaservers for maintenance – January 7, 4:00AM EST (9:00 UTC) - 10:00AM EST (15:00 UTC)
• EU megaservers for maintenance – January 7, 4:00AM EST (9:00 UTC) - 10:00AM EST (15:00 UTC)

Stats Nerfed?

  • Aquanova
    Aquanova
    ✭✭✭✭✭
    My Altmer sorc had 1998 mag recovery before this patch and now has 1343..... :s

    ZOS, you guys are fkn amazing!

    I'm beginning to think that making a cup of coffee may be beyond your capabilities.
    NA/PC
  • Asayre
    Asayre
    ✭✭✭✭✭
    Xeven wrote: »

    Something changed I think. I suspect the 4% from Grace Of The Ancients is not applying to Mage mundus as my magicka is ~60 points lower than expected.

    Edit:
    I'm not at home so I cant check my exact numbers.

    Sorry, I don't have that set so I can't test it
    Reference for any calculation I make Introduction to PvE Damage Calculation
  • Robbmrp
    Robbmrp
    ✭✭✭✭✭
    For anyone who reads the PTS notes this isn't new. There are posts in there talking about the reduction going down.

    Also, for the races where they made changes to the passives, they did reset some skill points on those so take a look at those as well. Maybe that's where the really big differences are from.
    Edited by Robbmrp on August 2, 2016 2:24PM
    NA Server - Kildair
  • Xeven
    Xeven
    ✭✭✭✭✭
    Saturn wrote: »
    Doncellius wrote: »
    From the newest patch notes (2.5.5):

    Fixed an issue where percentage bonuses to the same type of stat (Magicka Recovery, Max Magicka, etc.) would stack multiplicatively rather than additively. This will result in some stats changing slightly (generally going down).

    This seems rather important, especially to just apply without testing on PTS and pushing to Live.

    I have questions on how it will affect many different builds that no one could've tested. Won't this cause Emperors to have much lower stats too? I don't know.... this change simply stood out to me.

    Any thoughts on how it will change things, for better or worse?

    Checked on all my toons, I lost a tiny bit of regen on a few, and a bit of magicka on my nb (which used to have 45k, lol). This post is inflating a non-issue really, as it is likely you will not notice this what so ever.

    You most definitely can notice 100~200 regen. It's already been a struggle dealing with the cost increases from DB. This is compounding the issue.

    Let me enlighten you. PvE is *** easymode. YOU will not notice this because you run scripted fights VS AI. Go home you're drunk.

    Edited by Xeven on August 2, 2016 2:31PM
  • moltenpark
    Paraflex wrote: »
    Races like High Elf Vampires took a huge hit here...

    High Elf Vampires would be a good name for a band. :)
  • Xeven
    Xeven
    ✭✭✭✭✭
    moltenpark wrote: »
    Paraflex wrote: »
    Races like High Elf Vampires took a huge hit here...

    High Elf Vampires would be a good name for a band. :)

    A gay band.
  • Vaoh
    Vaoh
    ✭✭✭✭✭
    ✭✭✭✭✭
    moltenpark wrote: »
    Paraflex wrote: »
    Races like High Elf Vampires took a huge hit here...

    High Elf Vampires would be a good name for a band. :)

    LOL
    Edited by Vaoh on August 2, 2016 2:34PM
  • psychotic13
    psychotic13
    ✭✭✭✭✭
    Aquanova wrote: »
    My Altmer sorc had 1998 mag recovery before this patch and now has 1343..... :s

    ZOS, you guys are fkn amazing!

    I'm beginning to think that making a cup of coffee may be beyond your capabilities.

    Any evidence? That's a huge hit to regen if true.
  • Aquanova
    Aquanova
    ✭✭✭✭✭
    ZOS, do us and yourselves a favor and double check what ever you did to magicka regen.

    How is it possible that my breton magicka templar using all the same gear as my altmer sorc has more regen?

    Another thing I might add is when I respawned just recently in Cyrodiil and checked my character sheet I had 2538 magicka regen, then I ran out of the keep and checked it again. It was 1434, so what's with this fluctuating numbers?

    You guys need to look into this!
    NA/PC
  • Vaoh
    Vaoh
    ✭✭✭✭✭
    ✭✭✭✭✭
    @Aquanova

    Please tell me you forgot to set up your CPs and passives, or took off Light Armor without realizing it....

    There is simply no way it could be this big of a stat change. :sweat:
    Edited by Vaoh on August 2, 2016 2:45PM
  • psychotic13
    psychotic13
    ✭✭✭✭✭
    Yeah, @ZOS_GinaBruno we would appreciate the specifics of this change? We then maybe will be able to understand what's happening.

    If you take the time to reply to this and share the knowledge I'm sure it will be appreciated by all of us here.
  • Reorx_Holybeard
    Reorx_Holybeard
    ✭✭✭✭✭
    Aquanova wrote: »
    My Altmer sorc had 1998 mag recovery before this patch and now has 1343..... :s

    ZOS, you guys are fkn amazing!

    I'm beginning to think that making a cup of coffee may be beyond your capabilities.

    With only the known change to magicka recovery this amount of loss is not possible so there has to be something else involved in the loss. Make sure your character stats are updated correctly by getting naked, log out and back in, and re-equip everything (this sometimes fixes UI issues).

    If you still seem to have an issue you can post your complete build information and we can see where the problem lies. Chances are you just forgot your drink or a piece of armor is broken or something simple like that.
    Reorx Holybeard -- NA/PC
    Founder/Admin of www.uesp.net -- UESP ESO Guilds
    Creator of the "Best" ESO Build Editor
    I'm on a quest to build the world's toughest USB drive!
  • Aquanova
    Aquanova
    ✭✭✭✭✭
    I double checked my cp points and racial passives to make sure I wasn't missing something. I will try to unequip gear and religious and see if it makes a difference.
    NA/PC
  • Grawlog
    Grawlog
    ✭✭
    I lost 130 Stam regeneration. Magicka isn't the only build affected by this fix. Put your tin foil conspiracy magicka nerf hats away.
  • Mush55
    Mush55
    ✭✭✭✭
    Xeven wrote: »
    Saturn wrote: »
    Doncellius wrote: »
    From the newest patch notes (2.5.5):

    Fixed an issue where percentage bonuses to the same type of stat (Magicka Recovery, Max Magicka, etc.) would stack multiplicatively rather than additively. This will result in some stats changing slightly (generally going down).

    This seems rather important, especially to just apply without testing on PTS and pushing to Live.

    I have questions on how it will affect many different builds that no one could've tested. Won't this cause Emperors to have much lower stats too? I don't know.... this change simply stood out to me.

    Any thoughts on how it will change things, for better or worse?

    Checked on all my toons, I lost a tiny bit of regen on a few, and a bit of magicka on my nb (which used to have 45k, lol). This post is inflating a non-issue really, as it is likely you will not notice this what so ever.

    You most definitely can notice 100~200 regen. It's already been a struggle dealing with the cost increases from DB. This is compounding the issue.

    Let me enlighten you. PvE is *** easymode.

    Is that why they have to nerf vet ICP AND WGT and still people moan and can't complete them .

    Easy depends upon the player doing the content.......
  • Aquanova
    Aquanova
    ✭✭✭✭✭
    Damn......Lmao. I switched mundus from atro to mage......I need to go to bed Lmao.

    Sorry for the false alarm. Just an idiot :#
    NA/PC
  • Vaoh
    Vaoh
    ✭✭✭✭✭
    ✭✭✭✭✭
    Aquanova wrote: »
    Damn......Lmao. I switched mundus from atro to mage......I need to go to bed Lmao.

    Sorry for the false alarm. Just an idiot :#

    200.gif
    Edited by Vaoh on August 2, 2016 3:19PM
  • Reorx_Holybeard
    Reorx_Holybeard
    ✭✭✭✭✭
    Aquanova wrote: »
    Damn......Lmao. I switched mundus from atro to mage......I need to go to bed Lmao.

    Sorry for the false alarm. Just an idiot :#

    Ha! No worries...I spent an hour one time trying to debug a spell cost issue on my character only to finally figure out it was just a Templar passive I had forgot about.
    Reorx Holybeard -- NA/PC
    Founder/Admin of www.uesp.net -- UESP ESO Guilds
    Creator of the "Best" ESO Build Editor
    I'm on a quest to build the world's toughest USB drive!
  • Wollust
    Wollust
    ✭✭✭✭✭
    ✭✭✭✭
    At first I was kinda pissed about losing regen, but after thinking about it I kinda like the change.
    We have too much sustain and too much damage anyway. This game should be about resource management. Which we don't really have enough due to the massive power CPs give.
    Susano'o

    Zerg Squad
  • Aquanova
    Aquanova
    ✭✭✭✭✭
    OK with the atro again active I have 1867 mag regen now vs 1998 pre patch so not as bad as I thought lmao :p
    NA/PC
  • Bashev
    Bashev
    ✭✭✭✭✭
    ✭✭
    I didnt read all comments. What about the multiplicative weapon damage. Is it fixed too?
    Because I can!
  • Flaminir
    Flaminir
    ✭✭✭✭✭
    ✭✭
    I fear we may see a few more things get 'fixed', or suddenly branded as 'not working as intended' to make nerfs sound more palatable as they increase the CP cap...

    We all know how horribly broken the game would be if you spend the full allocation of CP....

    As we all say 'Raise the CP cap' to them, they somehow have to find a way of balancing this power creep as they do this to avoid the inevitable broken mess otherwise.

    Without a full on rebalance of the game, I suspect there may be a few other changes like this one to try and keep the CP power creep in check.
    GM of the Unholy Legacy
    PC/EU/EP
  • susmitds
    susmitds
    ✭✭✭✭✭
    ✭✭✭✭✭
    Bashev wrote: »
    I didnt read all comments. What about the multiplicative weapon damage. Is it fixed too?

    Weapon Damage was always addictive to begin with.
  • Xeven
    Xeven
    ✭✭✭✭✭
    Flaminir wrote: »
    I fear we may see a few more things get 'fixed', or suddenly branded as 'not working as intended' to make nerfs sound more palatable as they increase the CP cap...

    We all know how horribly broken the game would be if you spend the full allocation of CP....

    As we all say 'Raise the CP cap' to them, they somehow have to find a way of balancing this power creep as they do this to avoid the inevitable broken mess otherwise.

    Without a full on rebalance of the game, I suspect there may be a few other changes like this one to try and keep the CP power creep in check.

    There is no *** power creep. When they added CP, they took a bunch away and put it in the Champion System. In DB costs went up. In Hist, regen and max stats went down. We're spinning our wheels.
  • THEDKEXPERIENCE
    THEDKEXPERIENCE
    ✭✭✭✭✭
    ✭✭✭✭
    Anyone want to test all infused vs all divines for me? Pretty please with moon sugar on top?
  • Flaminir
    Flaminir
    ✭✭✭✭✭
    ✭✭
    Xeven wrote: »
    Flaminir wrote: »
    I fear we may see a few more things get 'fixed', or suddenly branded as 'not working as intended' to make nerfs sound more palatable as they increase the CP cap...

    We all know how horribly broken the game would be if you spend the full allocation of CP....

    As we all say 'Raise the CP cap' to them, they somehow have to find a way of balancing this power creep as they do this to avoid the inevitable broken mess otherwise.

    Without a full on rebalance of the game, I suspect there may be a few other changes like this one to try and keep the CP power creep in check.

    There is no *** power creep. When they added CP, they took a bunch away and put it in the Champion System. In DB costs went up. In Hist, regen and max stats went down. We're spinning our wheels.

    There is power creep.... its inherently built into the system...

    As they increase the gear level.... as they increase the spendable CP... etc.... its s fundamental part of the game that we will get stronger via these systems... systems which we the players are clammoring to have increased (Particularly CP able to be spent).

    Costs going up in DB was another of the random changes (Like the one this patch) to try and balance out the increase in strength & CONTROL that power creep... in this case from the extra 30CP.

    I'm not saying its necessarily a bad thing... just pointing out that there is no such thing as a free lunch. If we gain via CP we are going to have something else 'changed/fixed/re balanced to compensate....

    Which leads to the conclusion that gaining CP as a means to see character progression is nothing more than a carefully managed illusion designed to keep players interest and feel like they are getting somewhere... .when we are actually just on a hamster wheel.
    GM of the Unholy Legacy
    PC/EU/EP
  • Bashev
    Bashev
    ✭✭✭✭✭
    ✭✭
    susmitds wrote: »
    Bashev wrote: »
    I didnt read all comments. What about the multiplicative weapon damage. Is it fixed too?

    Weapon Damage was always addictive to begin with.

    Weapon damage was multiplicative as was spell damage.
    Because I can!
  • Sallington
    Sallington
    ✭✭✭✭✭
    ✭✭✭✭
    They need to keep doing stuff like this because of the power creep brought on by the crap CP system.

    No foresight, only reactionary "balancing".
    Edited by Sallington on August 2, 2016 3:48PM
    Daggerfall Covenant
    Sallington - Templar - Stormproof - Prefect II
    Cobham - Sorcerer - Stormproof - First Sergeant II
    Shallington - NightBlade - Lieutenant |
    Balmorah - Templar - Sergeant ||
  • Vythri
    Vythri
    ✭✭✭✭
    Robbmrp wrote: »
    For anyone who reads the PTS notes this isn't new. There are posts in there talking about the reduction going down.

    Also, for the races where they made changes to the passives, they did reset some skill points on those so take a look at those as well. Maybe that's where the really big differences are from.

    As if them putting this info on the PTS forum even matters in the first place. ZOS does what ZOS does. More often than not, nothing anybody else says can change it.
  • psychotic13
    psychotic13
    ✭✭✭✭✭
    Bashev wrote: »
    susmitds wrote: »
    Bashev wrote: »
    I didnt read all comments. What about the multiplicative weapon damage. Is it fixed too?

    Weapon Damage was always addictive to begin with.

    Weapon damage was multiplicative as was spell damage.

    Any evidence of this? Cause I also believed it to be additive
Sign In or Register to comment.