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Items Display Incorrect Stats

Debatra
Debatra
Before anyone says anything, I've already submitted a ticket. This thread is more to make sure people know about it.

https://imgur.com/a/0iad5

The first image is a collection of screenshots with some text explaining the tests I did. The second is those same screenshots, but bigger in case the in-game text is unclear..
  • Shadowshire
    Shadowshire
    ✭✭✭✭
    !LONG!
    Debatra wrote: »
    Before anyone says anything, I've already submitted a ticket. This thread is more to make sure people know about it.

    https://imgur.com/a/0iad5

    The first image is a collection of screenshots with some text explaining the tests I did. The second is those same screenshots, but bigger in case the in-game text is unclear..
    For my eyes, the text in the images (letters and/or digits) is not big enough to read. I can barely make out the comments in the image in which you wrote them. My "reading glasses" enlarge text considerably, but letters and digits in an image tend to become blurry (depending upon the font).

    Personally, I use Microsoft Paint (mostly) to "crop" an ESO screenshot to include only the pertinent area, such as a tooltip(s). Often, doing that makes the image text larger and more legible. If it does not make the text legible enough, then the cropped area can be magnified about 105 - 110% to make letters & digits easier to see, but they can become distorted as magnification increases.

    It also can be useful to add a note or a marking -- such as an oval or circle around the word(s) or number(s), or an arrow that points to the anomaly -- on the image itself, in the context of whatever the image shows, to draw the viewer's attention to it.

    By the way, I use Imgur fairly often to post images of UI Error dialogs which are produced by errors in add-ons. ....

    That said:

    Tooltip values on unequipped armor, weapons, and accessories are often not simply added to numeric values which are listed to the right of the displayed Paper Doll (the diagram of a character on the left side of the HUD while the inventory UI is open). The list next to the Paper Doll includes only character attributes and combat effects which can be modified by equipping or unequipping gear. The Character View UI has more data, but, if I recall correctly, it is also not complete.

    Added by editing: the base numeric value for a weapon or for a piece of gear is a 4-digit number in the upper left corner of its tooltip. For a weapon, the number affects the amount of Weapon Damage or Spell Damage it will inflict in a Direct Attack, unless the amount is modified (see below). For a piece of armor, the number affects the amount of Physical Damage received by the character that it will reduce, unless the amount is modified (see below).

    Ordinarily, the current base tooltip value which an item has is often changed as described below:
    1. Upon becoming equipped, an item's base numeric value can be modified by one or more of the following, among other possible influences:
      • (a) by racial passive traits
      • (b) by the current Experience Level (XP) of the character
      • (c) by Skill passive abilities, such as those for armor per se
      • (d) by some abilities equipped by the character, and/or by armor Set bonuses
    2. After a piece of armor is equipped, its base numeric value can be modified by one or more of the following, among other possible influences:
      • (a) reduced by damage, or increased to maximum value by repairing it
      • (b) adding or removing an equipped ability (or swapping to/from the bar it is on)
      • (c) during combat, by the effects of some abilities of other player characters (whether friends and/or foes, in PvP)
    3. After a weapon is equipped, its base numeric value will be modified by one or more of the following, among other possible influences:
      • (a) For staves, the maximum amount of Magicka which the character can have available increases the base value. For all other weapons, the maximum amount Stamina which the character can have available increases the base value.
      • (b) adding or removing an equipped ability (or swapping to/from the bar it is on)
      • (c) during combat, by Set "processes" (procs) of the armor equipped by the character
      • (d) during combat, by Synergies and/or by other effects of some abilities of other player characters (whether friends and/or foes, in PvP)

    The outcome of each modification changes one of the "stats" in the list adjacent to the paper doll. Of course, unequipping a weapon or a piece of armor will remove any effects that it has had -- and that its Trait and/or Enchant (if any) has had -- upon any one or more of the "stats" listed next to the Paper Doll.

    Sometimes equipping a piece or armor or a weapon does not modify its base tooltip value, which is simply added to the corresponding "stat". Regardless, any effects that its Trait and/or its Enchant (if any) might have on one or more other "stats" are simultaneously included when the item is equipped, and when it is unequipped, respectively.

    A player should be able to determine why the amount of the change is not the item's base tooltip value, taking into consideration the possibilites listed above. (See also the Notes below.)

    If a player cannot do that, then the player should ask for help and for information in the General Eso Discussion, Combat & Character Mechanics, or Players Helping Players, sections of this forum before reporting the change as a Bug.

    Again, the fact that a "stat" does or does not change, and/or the amount of change, does not signify an error unless an examination reveals an inconsistency or an anomaly that warrants further investigation, and, possibly, correction.

    Notes:
    • Tooltip values on an equipped ability are often different from its description on the Skills UI. (Place the mouse cursor, i.e., reticule, on the ability in its bar slot to display it.) This is significant when an ability modifies the effects of equipped gear.
    • Improving the quality of a piece of armor or of a weapon permanently increases its base tooltip value. The base tooltip value for a piece of armor is also permanently increased by the Reinforced trait. The base tooltip value for a weapon is also permanently increased by the Nirnhoned trait.
    • The base tooltip value decreases each time a piece of armor is damaged (including shields). It is restored partially or wholly when it is repaired. The effects of armor Traits and Enchants per se are, as far as I know, constant and unaffected by damage to the piece.
    • Oddly, weapons do not suffer damage, so their base tooltip values are constant. Weapon Enchants remain at tooltip value until their charge expires, then cease to have any effect until re-charged.
    • The Champion Points for Heavy Armor Focus, Medium Armor Focus, and Light Armor Focus, respectively, do not modify base tooltip vlaues for armor, but increase the Physical Resistance stat per se. Typically, CP increase or decrease the effects of using armor and/or weapons, and/or spells, such as the amount of damage inflicted by an AoE or DoT ability, in contrast to changing any numeric values on item tooltips.

    Edited by Shadowshire on March 5, 2018 5:54AM
    --- Shadowshire .......... ESO Plus on PC NA with Windows 7 Pro SP1

    nil carborundum illegitimi
  • Debatra
    Debatra
    While there are a few more details to it, the main issues are:

    1. Inconsistent numbers, which you've attempted to explain to the best of your ability. While I indeed do have some passives that affect my regeneration of Health, Magicka and Stamina; I currently have none that affect his base values of those attributes. So an item that gives me an extra 100 Health should give exactly that. While it is good to know about armor degrading as it is damaged, that detail is irrelevant to weapons and jewelry. It also wouldn't explain why these items are, with little exception, giving considerably more of a buff than they claim to.

    In one particularly bizarre case, a pair of rings gave different numbers if I changed which ring slots they were in.

    2. Receiving unlisted bonuses and penalties. Among others, one particular screenshot showed a ring whose listed stats were "Add 145 Health Recovery" and "Increases Maximum Health by 858". However, the ring also increased Magicka Recovery by 192 for some reason (in addition to inconsistent numbers for its listed stats). Note that this was with nothing else equipped. Another ring (again, with nothing already there for it to remove) increased Stamina and Stamina Recovery, but decreased Health and Magicka.
  • Shadowshire
    Shadowshire
    ✭✭✭✭
    Please note that I have edited my original reply above primarily for clarity and to add a couple of things that I overlooked or simply did not mention.
    Debatra wrote: »
    While there are a few more details to it, the main issues are:

    1. Inconsistent numbers, which you've attempted to explain to the best of your ability. While I indeed do have some passives that affect my regeneration of Health, Magicka and Stamina; I currently have none that affect his base values of those attributes. So an item that gives me an extra 100 Health should give exactly that. While it is good to know about armor degrading as it is damaged, that detail is irrelevant to weapons and jewelry. It also wouldn't explain why these items are, with little exception, giving considerably more of a buff than they claim to.
    It isn't clear to me what you mean by "inconsistent numbers".
    • If consuming a specific Food increases Maximum Health by 5000, then consuming it will add 5000 to the Maximum Health, shown on the list adjacent to the Paper Doll for your character.
    • If consuming a Beverage increases Magicka Recovery by 500, then consuming it will add 500 to the Magicka Recovery, shown on the list adjacent to the Paper Doll for your character.
    • If a Glyph applied to a piece of armor increases Maximum Stamina by 1041, then applying the Glyph to enchant a Major piece of armor (head, chest, legs, shield) will increase it by 1041. However, applying the same Glyph to enchant a Minor piece of armor (shoulder, hands, waist, feet) will increase it by 40% of the stated amount, which would be 0.40 x 1041 = 416.
    If these events do not occur when your character consumes Food or a Beverage, or after you apply a Glyph to enchant the character's armor or weapons, then I do not know why they do not work for you. On the face of it, your game client installation is probably corrupt. So you need to run the Launcher and select Repair Files from its Game Options menu to find and correct any that have erroneous content.

    To receive a bonus for a piece of armor which is part of a Set, the character must have the number of pieces of armor which are in that Set equipped before the corresponding bonus is received. For example, my Breton Sorcerer Level 50 CP 816 has five pieces of armor equipped which are in the Law of Julianos set and are of Legendary quality:
    • two pieces add 833 to Spell Critical
    • three pieces add 1096 to Maximum Magicka
    • four pieces add another 833 to Spell Critical
    • five pieces add 399 to Spell Damage
    If I unequip any one of those five pieces, the first three bonuses are still received but the fourth bonus is deducted from Spell Damage, shown on the list adjacent to the Paper Doll. If six or seven pieces of Legendary Julianos were equipped and I unequipped two of them, all four bonuses would still be received.

    Also, recognize that if the pieces were of Epic quality instead of Legendary, then the amounts added would be lower. Further, recognize that if my character was at Level 50 CP 150, then the amounts added would be significantly lower.

    All values for weapons, for pieces of armor, for jewelry attributes, and for Enchantments are at their maximum (cap) at character Level 50 and Champion Points 160. Acquiring more CP will not change them, only better Quality will increase the values until an item of Legendary quality is made.
    Debatra wrote: »
    In one particularly bizarre case, a pair of rings gave different numbers if I changed which ring slots they were in.
    Even if the rings were not identical in every respect, the slot in which a ring was equipped should not make any difference in the effect of the Enchantment (if any) and of the Attribute (if any) for that ring. The values for those are determined by the ring's Level and Quality. What you describe is probably an unintended effect of an add-on, else it would be caused by a bug in the game software. Or it could be a result of a corrupted game installation (recall my advice to use Repair Files, above).
    Debatra wrote: »
    2. Receiving unlisted bonuses and penalties. Among others, one particular screenshot showed a ring whose listed stats were "Add 145 Health Recovery" and "Increases Maximum Health by 858". However, the ring also increased Magicka Recovery by 192 for some reason (in addition to inconsistent numbers for its listed stats). Note that this was with nothing else equipped. Another ring (again, with nothing already there for it to remove) increased Stamina and Stamina Recovery, but decreased Health and Magicka.
    With regard to the first ring you mention, increasing Magicka Recovery by 192 could be the effect of consuming a Beverage. What do you mean by "inconsistent numbers for its listed stats"?

    In my experience, the numerical values shown on item tooltips are either (a) what they will be after they are equipped for a character that is at Level 50, if the item's minimum Level is lower than 50, or (b) what they will be after they are equipped for a character that is at Level 50 with at least 150 Champion Points. When a character is at a Level lower than 50, or has less than 150 CP, then the values will be lower when the item is equipped on that character.

    Although I did not discuss changes in numerical values for Enchantments of Necklaces and Rings, they are modified by the same things that modify armor piece Enchantments. With regard to Set bonuses, some necklaces and rings are considered part of a named Armor Set, others comprise named Jewelry Sets that have their own bonuses.

    What is the name of the ring which increased Maxium Stamina and Stamina Recovery, but also decreased (Maximum -?-) Health and Magicka (Recovery -?-), when your character equipped it? It sounds as though you replaced a ring which affected Health and Magicka with the one which affected Stamina. But also note that the effects of Set bonuses are evaluated separately from the effects of the Enchantment and the Attribute of a piece of jewelry per se.

    Regardless, a necklace or ring, or a Jewelry Set, which decreases any "stat" for the character that equips it is a nonesuch.

    Edited by Shadowshire on March 5, 2018 8:12AM
    --- Shadowshire .......... ESO Plus on PC NA with Windows 7 Pro SP1

    nil carborundum illegitimi
  • Debatra
    Debatra
    It isn't clear to me what you mean by "inconsistent numbers".

    ...I don't know how I can make it any clearer. An item says that it will, for example, increase my Health by X. When I put it on, my Health is increased by an amount that is not X.

    And I understand the concept of item sets, thank you.
    Even if the rings were not identical in every respect, the slot in which a ring was equipped should not make any difference in the effect of the Enchantment (if any) and of the Attribute (if any) for that ring. The values for those are determined by the ring's Level and Quality. What you describe is probably an unintended effect of an add-on, else it would be caused by a bug in the game software. Or it could be a result of a corrupted game installation (recall my advice to use Repair Files, above).

    I have a few add-ons, but I specifically disabled all of them to check (and take those screenshots). There was no change. I'll try the repair though.
    With regard to the first ring you mention, increasing Magicka Recovery by 192 could be the effect of consuming a Beverage.

    While I don't have encyclopedic knowledge of every item in the game, I'm not aware of any beverages that change what equipped items do. Besides which, I didn't have any food or beverage effects active.
    In my experience, the numerical values shown on item tooltips are either (a) what they will be after they are equipped for a character that is at Level 50, if the item's minimum Level is lower than 50, or (b) what they will be after they are equipped for a character that is at Level 50 with at least 150 Champion Points. When a character is at a Level lower than 50, or has less than 150 CP, then the values will be lower when the item is equipped on that character.

    So you're saying the tool tips will always be wrong until my character hits a certain level? Why didn't you just start with this?

    Also, I'm mostly getting values higher than what the items say they will give, not lower.
    It sounds as though you replaced a ring which affected Health and Magicka with the one which affected Stamina.

    As I said in the same block of text you quoted here, I had nothing else equipped while doing those tests.
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