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
I accept jump points. But I also support any changes that reflect true matching to the tool tip values.
Basically whatever floats people's boat.
Victoria_Marquis wrote: »ZOS needs to go in and fix the text discription on the tool tips on how Champion points actually work,... They need to state exactly the jump points, like Original Poster put down.
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.
Lightspeedflashb14_ESO wrote: »
But only some of them are "front loaded"... I thought it was supposed to be all of them
Are you sure they have the same max value? 15/25/35% have different frontloading proportions to get to 10%, so you can't have a generic "23 points to get to 10%" statement without comparing the same max valued nodes.
Lightspeedflashb14_ESO wrote: »Lightspeedflashb14_ESO wrote: »
But only some of them are "front loaded"... I thought it was supposed to be all of them
All of them are front loaded, as the other poster pointed out, but there are some that are 15% and take 100cp, there are some that are 25% and 100cp and there is one that is 55% and takes 100cp to max out, you can see why it takes different amounts of cp to reach 10% when 10% of 15% is different then 10% of 25 or 55%.
MaximusDargus wrote: »If you dont follow PTS subforum, here is a thing, as @Asayre found out (and later other people joined in), starting from Morrowind almost every CP star will use so called "jump points" (before it was limited only to two CP stars). What does it mean? Even if we can distribute 100CP into specific star, it might happen that even if adding 5CP promises us X.X% of increase(decrease) of something, it wont happen because we did not reach next "jump point".
https://forums.elderscrollsonline.com/en/discussion/340367/impact-of-mage-champion-point-rebalances/p1
Taken from that thread, for a CP star that max out at 15% the jump points are at 0, 4, 7,11,15,19,23,27,32,37,43,49,56,64,75,100 CP's.
This practically means that if you are currently at 4CP in that tree and you want to add more CP in there, if you wont reach next jump point (at 7CP) all the new CP are wasted.
Other example is that if you are at 75CP, all the CP added in there, untill you reach 100CP, do not give you any benefit (beside generic slight increase to max resources). If its a "Reduce damage taken" CP passive, the damage you take will be exactly same at 75CP as at 99CP (despite that in between these points, CP passive tooltip is suggesting that you should notice difference).
Whoever wants to learn more about this, please visit mentioned thread while we go back to the point. And what is the point? Just like with many other things, players are not told about this anywhere. If nobody would discover it players would invest CP, expecting X.X% change in stats (as its promised by CP tooltip) while they are getting nothing.
Despite these jump points being in game, players are still told in CP toltips that adding 1CP will give them increase/decrease to stat while in most extreme cases they would need to add whole 24CP for a change to happen.
The sole existence of "jump points" aside, I personally thing that worst thing about it is that players are not properly informed about it. Why tell us we will get 0.5% increase of something if its not true? Why not make it show real numbers as "next increase at X CP"?
Thrasher91604 wrote: »They aren't jump points. It's just truncation to the lowest integer. Happens a lot in computers. Deal with it.
Thrasher91604 wrote: »They aren't jump points, just truncation. Call it what it is rather than obsfucating "jump points".
Thrasher91604 wrote: »They aren't jump points, just truncation. Call it what it is rather than obsfucating "jump points".
MaximusDargus wrote: »Thrasher91604 wrote: »They aren't jump points, just truncation. Call it what it is rather than obsfucating "jump points".
Jump points, truncation its just semantic. The whole point of this thread is that players are not informed inside of game of this phenomenon in any way. They thing they get 14.9% increase to something yet they get only 14%.
We still see decimals even if they dont count. We are not told in CP UI that decimals dont matter. And even more, in Morrowind final patch notes, even in developer comments they mention a fractal increase to stats from CP where in reality the fraction of CP bonus would be ignored.
This is what this thread is about, that lack of publicity and any acknowledgement of issue that is on right track to become "Animation Cancelling v.2.0" - lets just call it a creative combat mechanic that adds more depth into fight and theorycrafting.
MaximusDargus wrote: »Thrasher91604 wrote: »They aren't jump points, just truncation. Call it what it is rather than obsfucating "jump points".
Jump points, truncation its just semantic. The whole point of this thread is that players are not informed inside of game of this phenomenon in any way. They thing they get 14.9% increase to something yet they get only 14%.
We still see decimals even if they dont count. We are not told in CP UI that decimals dont matter. And even more, in Morrowind final patch notes, even in developer comments they mention a fractal increase to stats from CP where in reality the fraction of CP bonus would be ignored.
This is what this thread is about, that lack of publicity and any acknowledgement of issue that is on right track to become "Animation Cancelling v.2.0" - lets just call it a creative combat mechanic that adds more depth into fight and theorycrafting.
I disagree. If spending a point increases something from 5% to 5.5%, leaving it at 5% is totally wrong.
Your argument would be valid if aftrer some calculations, for example weapon damage+skill+buffs+whatever leaves you at 10,5 dps, and since they dont handle decimals, its 10 dps, thats one thing. But spending a point that says it gives you an increase, and it does nothing, that is a blatant BUG or terrible design choice. Even spending it and sayuing it does nothing woudlnt be so bad but still look terrible. The alternative would be to make it cost several points and grant 1%.
Well, many of us shout obscenities and fill with a hulk-equivalent rage at our inability to purge those who embrace mediocrity, inferiority, and overall apathy towards their own laziness.Prof_Bawbag wrote: »You need to stop taking things you read on here like it's a personal attack on your self worth. Often wonder how people like you function when faced with non trivial and non irrelevant *** in life.
So ZOS adding a zero onto a bunch of stuff - stat values for example - a while back so that 'players could more easily see their growth via the CP system' was a bunch of BS?
Thrasher91604 wrote: »It's an optimization, as they seem obsessed that champion point calculations were somehow causing all the lag in Cyrodiil, which I thought they had debunked with no champion point tests on live, right? So, what is going on here?
Total chaos due to poor management? Or incredibly poor communication? Or lack of resources? All of the above?
GrumpyDuckling wrote: »Misleading players.
If the "jump point" findings are accurate, then the tooltips are inaccurate, therefore misleading to players.
Thrasher91604 wrote: »They aren't jump points, just truncation. Call it what it is rather than obsfucating "jump points".
If 75 points are 14% and 100 points are 15%, with truncation to the lowest integer, all points between 76 and 99 are actually all 14%. So, 75 and 100 are, in reality and mathematically, jump points, due to the truncation you mentioned.
It is the truncation that causes them to be jump points.
Thrasher91604 wrote: »It's an optimization, as they seem obsessed that champion point calculations were somehow causing all the lag in Cyrodiil, which I thought they had debunked with no champion point tests on live, right? So, what is going on here?
Total chaos due to poor management? Or incredibly poor communication? Or lack of resources? All of the above?
It's as laggy as ever on the CP campaign. Probably because there are more people there.