Lightspeedflashb14_ESO wrote: »
Lightspeedflashb14_ESO wrote: »
But only some of them are "front loaded"... I thought it was supposed to be all of them
Lightspeedflashb14_ESO wrote: »
But only some of them are "front loaded"... I thought it was supposed to be all of them
Is there a list somewhere showing which CP skills are 15/25/35%?TheNorthernDragon wrote: »@Alcast has a post about this, and a CP calculator: https://alcasthq.com/eso-championpoints-jumppoints/
AcadianPaladin wrote: »@TheRealPotoroo
I think this is pretty close to accurate. May be missing a couple -
100 points = +15%.
Hardy, Elemenal Defender, Quick Recovery, Siphoner, Mooncalf, Arcanist, Health, Tenacity, Tumbling, Blessed, Elemental Expert, Mighty.
100 points = +25%.
Ironclad, Thickskin, Bastion, Warlord, Shadowward, Elfbain, Shattering blows, Master at Arms, Thaumatage, Precise Strikes.
100 points = +35%:
Expert Defender, Sprinter, Bashing focus, Shade, Physical Weapons Expert, Staff Expert.
100 points = +55%: Befoul.
100 points = +5280:
Spell shield, Light armor focus, Medium armor focus, Heavy armor focus. Spell erosion, Piercing.
100 points = +1650: Resistant.
TheRealPotoroo wrote: »TY. Now, this is the sort of thing that I struggle to make sense of:
15%
Hardy: Reduces Poison, Disease and Physical Damage dealt to you by [x]%.
Elemental Defender: Reduces Flame, Frost, Shock and Magic Damage dealt to you by [x]%.
35%
Expert Defender: Reduces damage taken from Light and Heavy Attacks by [x]%
My main is a tank. Which of the above is more useful and (this is the crucial bit for non-game theorists like me), how do you know?
TheRealPotoroo wrote: »TY. Now, this is the sort of thing that I struggle to make sense of:
15%
Hardy: Reduces Poison, Disease and Physical Damage dealt to you by [x]%.
Elemental Defender: Reduces Flame, Frost, Shock and Magic Damage dealt to you by [x]%.
35%
Expert Defender: Reduces damage taken from Light and Heavy Attacks by [x]%
My main is a tank. Which of the above is more useful and (this is the crucial bit for non-game theorists like me), how do you know?
Hardy and Elemental Defender, but you can and should also put some amount in Ironclad and Thick Skin, because you may double-dip that way.
TheRealPotoroo wrote: »TheRealPotoroo wrote: »TY. Now, this is the sort of thing that I struggle to make sense of:
15%
Hardy: Reduces Poison, Disease and Physical Damage dealt to you by [x]%.
Elemental Defender: Reduces Flame, Frost, Shock and Magic Damage dealt to you by [x]%.
35%
Expert Defender: Reduces damage taken from Light and Heavy Attacks by [x]%
My main is a tank. Which of the above is more useful and (this is the crucial bit for non-game theorists like me), how do you know?
Hardy and Elemental Defender, but you can and should also put some amount in Ironclad and Thick Skin, because you may double-dip that way.
OK, but why?
TheRealPotoroo wrote: »AcadianPaladin wrote: »@TheRealPotoroo
I think this is pretty close to accurate. May be missing a couple -
100 points = +15%.
Hardy, Elemenal Defender, Quick Recovery, Siphoner, Mooncalf, Arcanist, Health, Tenacity, Tumbling, Blessed, Elemental Expert, Mighty.
100 points = +25%.
Ironclad, Thickskin, Bastion, Warlord, Shadowward, Elfbain, Shattering blows, Master at Arms, Thaumatage, Precise Strikes.
100 points = +35%:
Expert Defender, Sprinter, Bashing focus, Shade, Physical Weapons Expert, Staff Expert.
100 points = +55%: Befoul.
100 points = +5280:
Spell shield, Light armor focus, Medium armor focus, Heavy armor focus. Spell erosion, Piercing.
100 points = +1650: Resistant.
TY. Now, this is the sort of thing that I struggle to make sense of:
15%
Hardy: Reduces Poison, Disease and Physical Damage dealt to you by [x]%.
Elemental Defender: Reduces Flame, Frost, Shock and Magic Damage dealt to you by [x]%.
35%
Expert Defender: Reduces damage taken from Light and Heavy Attacks by [x]%
My main is a tank. Which of the above is more useful and (this is the crucial bit for non-game theorists like me), how do you know?
That's been kind of my take on all of this.Thank you for pointing it out OP. Because I did read that post before hand but when I got in game I thought from the tool tip that putting in one point was giving me like .06 % per point for example - but its really not.
Need to revisit my champ points and yes 75 looks like the new 100.
TheRealPotoroo wrote: »TheRealPotoroo wrote: »TY. Now, this is the sort of thing that I struggle to make sense of:
15%
Hardy: Reduces Poison, Disease and Physical Damage dealt to you by [x]%.
Elemental Defender: Reduces Flame, Frost, Shock and Magic Damage dealt to you by [x]%.
35%
Expert Defender: Reduces damage taken from Light and Heavy Attacks by [x]%
My main is a tank. Which of the above is more useful and (this is the crucial bit for non-game theorists like me), how do you know?
Hardy and Elemental Defender, but you can and should also put some amount in Ironclad and Thick Skin, because you may double-dip that way.
OK, but why?
Why?
We'll with Hardy you're mitigating all physical types of damage, with Elemental Defender you're mitigating all magic types of damage, with Ironclad you're mitigating all direct attack damage and with Thick Skin you're mitigating all Damage over Time damage. You are able to mitigate further this way with less points, no?
Gandrhulf_Harbard wrote: »IzakiBrotherSs wrote: »I don't think Jump Points were ever intended...
Well, if you are saying that "jump points" are not deliberte, that would mean the Dev team are wholly incompetent.
If they are deliberate then the Dev team has been lying to the playerbase.
Not a particularly favourable dilemma to be on the horns of.
All The Best
Celas_Dranacea wrote: »I just usually take the square of the hypotenuse divided by banana - don't see the problem here
For anyone who writes software, you can pretty much guess what's happening behind the scenes in the game's code...
Instead of something like this:
...
float cpThaumaturge = getPlayerCP("Thaumaturge");
return PuncturingSweepsDamage * ( 1 + ( cpThaumaturge / 100 ) );
...
There's likely something like this:
...
int cpThaumaturge = getPlayerCP("Thaumaturge");
return PuncturingSweepsDamage * ( 1 + ( cpThaumaturge / 100 ) );
...
A simple error such as this could lead to the undocumented "jump point" rounding errors being discussed here. Hopefully, at some point, a developer at ZOS will stumble upon these errors and simply refactor the variable(s) to use floating point instead of integer.
Pretty much.Bryong9ub17_ESO wrote: »So for the idiots like myself. You all are saying don't invest more than 50/75 points in a star?
clocksstoppe wrote: »And where exactly is your proof that these jump points exist?
Is this what Rich, I believe it was Rich, was explaining about the new CP on ESO Live; he said that anything after 50 points diminished returns became much more severe. They said they wanted players to start putting points in multiple locations, so they front-loaded the system.
Celas_Dranacea wrote: »I just usually take the square of the hypotenuse divided by banana - don't see the problem here
A function of the Dirty Elf. :P
Celas_Dranacea wrote: »Celas_Dranacea wrote: »I just usually take the square of the hypotenuse divided by banana - don't see the problem here
A function of the Dirty Elf. :P
Lol @Minno I see that we are both intent on contributing productively to this conversation
TheRealPotoroo wrote: »TheRealPotoroo wrote: »TY. Now, this is the sort of thing that I struggle to make sense of:
15%
Hardy: Reduces Poison, Disease and Physical Damage dealt to you by [x]%.
Elemental Defender: Reduces Flame, Frost, Shock and Magic Damage dealt to you by [x]%.
35%
Expert Defender: Reduces damage taken from Light and Heavy Attacks by [x]%
My main is a tank. Which of the above is more useful and (this is the crucial bit for non-game theorists like me), how do you know?
Hardy and Elemental Defender, but you can and should also put some amount in Ironclad and Thick Skin, because you may double-dip that way.
OK, but why?
Why?
We'll with Hardy you're mitigating all physical types of damage, with Elemental Defender you're mitigating all magic types of damage, with Ironclad you're mitigating all direct attack damage and with Thick Skin you're mitigating all Damage over Time damage. You are able to mitigate further this way with less points, no?
They were intended.IzakiBrotherSs wrote: »I don't think Jump Points were ever intended...