Cost reduction never gives its full potential sadly, each source is diminished.
Regeneration is attractive, because it has no penalty and gets boosted alot by passive % increases, possibly almost doubling every single point of regen you add. It just feels worthy and rewarding.
I still think cost reduction is actually better, because I spam all kinds of spells, 1 every second or more even.
Regen only ticks every 2 seconds. Cost reduction will quickly stack with each cast and will leave regen behind. So if you must choose, I will always prefer 1 cost reduction glyph on my yewelry instead of 1 regen glyph.
After all these heavy cost reduction nerfs and removals, they could at least remove the diminshing return of cost reduction and make it apply the values, you would expect.
Joosef_Kivikilpi wrote: »Cost reduction never gives its full potential sadly, each source is diminished.
Regeneration is attractive, because it has no penalty and gets boosted alot by passive % increases, possibly almost doubling every single point of regen you add. It just feels worthy and rewarding.
I still think cost reduction is actually better, because I spam all kinds of spells, 1 every second or more even.
Regen only ticks every 2 seconds. Cost reduction will quickly stack with each cast and will leave regen behind. So if you must choose, I will always prefer 1 cost reduction glyph on my yewelry instead of 1 regen glyph.
After all these heavy cost reduction nerfs and removals, they could at least remove the diminshing return of cost reduction and make it apply the values, you would expect.
Exactly. You're right on point.
Reduced cost for Magicka leaves Recovery far behind if casting 1-2 spells per second.
I completely agree with you in regards to the change to cost reduction nerfs and Champion point removal for it, that it could at LEAST work to the most beneficial manner, inversely speaking since it is "reducing" cost instead of "increasing" as recovery is, as the calculations for Recovery work.
Joosef_Kivikilpi wrote: »Just did the math for Recovery Boost:
Example of what a lot of people run on:
High Elf = 10%
Vampire = 10%
Light Armor x 5 = 20%
Champion Points = 14%
Truly Superb Glyph of Recovery = 169
... which turns into 260 for a basic rune.
Recovery vs Reduction Glyph:
260 (every 2 seconds) vs 203 (per cast)
So to even outpace the recover casually, you HAVE to get a cast off every 1-1.5 seconds, but that takes work for sure, very defined weaving. Not for the casual to get the most from this in DPS or Healer circumstances.
Definitely feel ZoS should rework the calculation formula for spell cost reduction to give it the most full benefit in comparison to recovery.
Thank you. As I see it, cost reduction is the only stat, that does not provide what it claims on tooltip. You do not get these 201 cost reduction from a golden glyph. I think it's more like 170 or so.
Not necessary in my opinion, letting cost provide what it claims to provide, will not break the game or bring forth infinite ressource builds. Even more so, you sacrifice damage once you add a cost reduction glyph, I should get what I expect in return.
Joosef_Kivikilpi wrote: »
Thank you. As I see it, cost reduction is the only stat, that does not provide what it claims on tooltip. You do not get these 201 cost reduction from a golden glyph. I think it's more like 170 or so.
Not necessary in my opinion, letting cost provide what it claims to provide, will not break the game or bring forth infinite ressource builds. Even more so, you sacrifice damage once you add a cost reduction glyph, I should get what I expect in return.
From my example above of being Breton in 5 light, receiving 13% magick cost reduction, a 203 Glyph ends up giving 176.6 spell cost reduction.
It is a sad day... STILL better if casting 1-2 spells per second... but come on, give us a break and give us the full amount of the glyph.
Cost reduction never gives its full potential sadly, each source is diminished.
Regeneration is attractive, because it has no penalty and gets boosted alot by passive % increases, possibly almost doubling every single point of regen you add. It just feels worthy and rewarding.
I still think cost reduction is actually better, because I spam all kinds of spells, 1 every second or more even.
Regen only ticks every 2 seconds. Cost reduction will quickly stack with each cast and will leave regen behind. So if you must choose, I will always prefer 1 cost reduction glyph on my yewelry instead of 1 regen glyph.
After all these heavy cost reduction nerfs and removals, they could at least remove the diminshing return of cost reduction and make it apply the values, you would expect.
You are never casting 1-2 spells per second, you are always casting at maximum 1 and on average usually less than 1 spell per second. Ultimates, heavy attacks, channeling and off resource skills lessen this value even more.
You are never casting 1-2 spells per second, you are always casting at maximum 1 and on average usually less than 1 spell per second. Ultimates, heavy attacks, channeling and off resource skills lessen this value even more.
I have combat logs in PvP of people casting even 4 skills in the same second...
You are never casting 1-2 spells per second, you are always casting at maximum 1 and on average usually less than 1 spell per second. Ultimates, heavy attacks, channeling and off resource skills lessen this value even more.
I have combat logs in PvP of people casting even 4 skills in the same second...
Joosef_Kivikilpi wrote: »Just did the math for Recovery Boost:
Example of what a lot of people run on:
High Elf = 10%
Vampire = 10%
Light Armor x 5 = 20%
Champion Points = 14%
Truly Superb Glyph of Recovery = 169
... which turns into 260 for a basic rune.
Recovery vs Reduction Glyph:
260 (every 2 seconds) vs 203 (per cast)
So to even outpace the recover casually, you HAVE to get a cast off every 1-1.5 seconds, but that takes work for sure, very defined weaving. Not for the casual to get the most from this in DPS or Healer circumstances.
Definitely feel ZoS should rework the calculation formula for spell cost reduction to give it the most full benefit in comparison to recovery.
You are never casting 1-2 spells per second, you are always casting at maximum 1 and on average usually less than 1 spell per second. Ultimates, heavy attacks, channeling and off resource skills lessen this value even more.
I have combat logs in PvP of people casting even 4 skills in the same second...
You have nothing like that. Unless you mean they casted 4 spells in 4 seconds that all arrived at you in one.
Tho you probably meant some rare instance of cheat or glitch.
You are never casting 1-2 spells per second, you are always casting at maximum 1 and on average usually less than 1 spell per second. Ultimates, heavy attacks, channeling and off resource skills lessen this value even more.
Lightspeedflashb14_ESO wrote: »You understand that that if the math didn't work like you said, that there are skill in the game that would cost almost nothing. Looking at channeled focus and funnel health. This is clearly not part of the the game plan that zos wants.