

Wifeaggro13 wrote: »The cp system needs a complete overhaul. It was a very one dimensional approach to alternate advancement. I think the theory was it would be an easy way to string out character development with out having to actually create new levels, abilities or emergent game systems. Truthfully it's a sham of a system they should remove it, or expand on it other then keep adding passive resistances and bonuses. To me it reeks of let's milk this game for as long as we can while we copy and paste our way to our next game
A lot of players knows about the jump points on CP stars that are % based. But I think the majority of players doesn't know about it. I played for a long time until I casually found out.
The image above shows the jump points, that means when you invest points on a star, it doesn't matter if it says it's giving 16.25% or 16.73%: the actual increase is by 16%, it will only increase more when the tooltip reachs 17%, and so on.
After that I learned about jump points, I was still making mistakes, my Thaumaturge had 51 points invested, the tooltip said that it would increase the Dot dmg by 19%, but it doesn't, the tooltip is misleading, because that 19% is actually 18,9955% or something. So it will only count as 19% when you invest 52 points on that star. I was playing for months with 18% because I believed in that tooltip. This system is awful for players that likely won't find out how CP works with jump points.
so, while I was bored at work, I made something to reflect a more intuitive and honest interface for CP.
What you guys think? Now there's a bar showing the progress to reach the next jump point, and no more decimal numbers. When you are about to reach the next jump point, it could appear an icon at the side of the circle, at top-right, like an arrow or something.
TheGreatBlackBear wrote: »I'd support this change. Why is transparency such an issue in this game?
Bouldercleave wrote: »Thanks for the info!
Not to nit pick, but your entire 35% table is backwards. My OCD is triggered....
Great info though!
A lot of players knows about the jump points on CP stars that are % based. But I think the majority of players doesn't know about it. I played for a long time until I casually found out.
@Sondernaam wrote: »I've been playing since Morrowind, but have absolutely no clue as to how the CP system work and where and why to invest the points into that specific thing. There is a lot of online guides that I use, but as to why I am investing points where they say I should, I haven't got a clue
A lot of players knows about the jump points on CP stars that are % based. But I think the majority of players doesn't know about it. I played for a long time until I casually found out.
Now work up the sequence of increases.
For 15%, the incremental costs to get to the next buff point are
4,3,4,4,4,4,4,5,5,6,6,7,8,11,25
Hit up google graph and make a line of those numbers, and you’ll visually see it get steep. You don’t want to pay to climb that steep hill, so you should stop at either paying in 49 points or 56 points - but definitely no further than that.
I see alcast say to put 100 points into things in his builds, and that was the moment I knew he didn’t really put much thought into that Champ point allocation. Just dropping from a 15% buff to a 14% buff frees up 25 champ points that can be put to much bigger impact in a neglected star.
The other two scales also have that steep climb starting around the 50 to 60ish champ point spot.
Jump points should NOT exist at all @ZOS_Wrobel .
If you're gonna keep them, at least give clear informations in game to new players how they work.
madeeh91rwb17_ESO wrote: »How is this still NOT A FRIGGING SCANDAL, I have no idea.
HEY ZOS! HOW BOUT YOU SKIP THAT VERY NEXT CROWNSTORE ITEM AND SORT THIS SCHITT OUT BEFORE YOU GET BACK TO THAT??!!!