Breton's cost reduction is just too difficult to balance. ZOS had a good idea by using absolute values instead of percentages, but blow it immediately by giving Bretons THAT.
Regeneration-Equivalent of Cost Reduction is relatively easy to calculate though:
CostPerSecond * %CostReduction * 2 * (1+%CostReduction)
Times 2 is needed to adjust the savings per second to savings per 2 seconds since Regeneration Values are based on 2 second intervals.
(1+%CostReduction) is needed to adjust for Cost Reduction being more effective than Resource Increase- i.e. 10% more resources is less valuable than 10% cost reduction.
Simple Example:
You have maximum resource is 100 units and an ability costs 10 units. This means you can use your ability 10 times (100/10 = 10).
If you decrease the cost by 10% the ability now only cost 9 units. Which means you can use your ability 11.1 times (100/9 = 11.1).
If you increase max resources by 10% your max resource pool is 110. This means you can use your ability 11 times (110/10 = 11).
The difference between 11.1 and 11 is exactly 10% - i.e. the percentage of cost reduction.
To obtain the 11.1 ability uses you'd achieve with a cost reduction of 10% you actually have to increase your multiplier by 10% -> 0.1*1.1 = 0.11 = 11%
Max Resource pool is thus 100*(1+0.11) = 111, which translates into 111/10 = 11.1 ability uses, the exact same number as under a 10% cost reduction.
So the only true unknown variable in this equation is the CostPerSecond. But those can be obtained relatively easily ... especially by ZOS. But also by players by simply looking at how long it takes to drain the max resource pool, adjust for cost reduction on passives, gear, and enchants and you get your CostPerSecond.
Thing is, that reduction fluctuates. Because it's a percentage value. If it was flat cost reduction, your example would fit. But between weaving Force Pulses and spamming Streak, there is a ton of difference that can't be accounted for.
Breton's cost reduction is just too difficult to balance. ZOS had a good idea by using absolute values instead of percentages, but blow it immediately by giving Bretons THAT.
Regeneration-Equivalent of Cost Reduction is relatively easy to calculate though:
CostPerSecond * %CostReduction * 2 * (1+%CostReduction)
Times 2 is needed to adjust the savings per second to savings per 2 seconds since Regeneration Values are based on 2 second intervals.
(1+%CostReduction) is needed to adjust for Cost Reduction being more effective than Resource Increase- i.e. 10% more resources is less valuable than 10% cost reduction.
Simple Example:
You have maximum resource is 100 units and an ability costs 10 units. This means you can use your ability 10 times (100/10 = 10).
If you decrease the cost by 10% the ability now only cost 9 units. Which means you can use your ability 11.1 times (100/9 = 11.1).
If you increase max resources by 10% your max resource pool is 110. This means you can use your ability 11 times (110/10 = 11).
The difference between 11.1 and 11 is exactly 10% - i.e. the percentage of cost reduction.
To obtain the 11.1 ability uses you'd achieve with a cost reduction of 10% you actually have to increase your multiplier by 10% -> 0.1*1.1 = 0.11 = 11%
Max Resource pool is thus 100*(1+0.11) = 111, which translates into 111/10 = 11.1 ability uses, the exact same number as under a 10% cost reduction.
So the only true unknown variable in this equation is the CostPerSecond. But those can be obtained relatively easily ... especially by ZOS. But also by players by simply looking at how long it takes to drain the max resource pool, adjust for cost reduction on passives, gear, and enchants and you get your CostPerSecond.
Thing is, that reduction fluctuates. Because it's a percentage value. If it was flat cost reduction, your example would fit. But between weaving Force Pulses and spamming Streak, there is a ton of difference that can't be accounted for.
Not sure what you are getting at.
So after reading the patchnotes, I think we can call it and proclaim Altmer the new hybrid race.
Embrace the pure magic race, Bretons. Which are totally not copies of medieval knights whom are more fitting for a hybrid race.
Breton's cost reduction is just too difficult to balance. ZOS had a good idea by using absolute values instead of percentages, but blow it immediately by giving Bretons THAT.
Regeneration-Equivalent of Cost Reduction is relatively easy to calculate though:
CostPerSecond * %CostReduction * 2 * (1+%CostReduction)
Times 2 is needed to adjust the savings per second to savings per 2 seconds since Regeneration Values are based on 2 second intervals.
(1+%CostReduction) is needed to adjust for Cost Reduction being more effective than Resource Increase- i.e. 10% more resources is less valuable than 10% cost reduction.
Simple Example:
You have maximum resource is 100 units and an ability costs 10 units. This means you can use your ability 10 times (100/10 = 10).
If you decrease the cost by 10% the ability now only cost 9 units. Which means you can use your ability 11.1 times (100/9 = 11.1).
If you increase max resources by 10% your max resource pool is 110. This means you can use your ability 11 times (110/10 = 11).
The difference between 11.1 and 11 is exactly 10% - i.e. the percentage of cost reduction.
To obtain the 11.1 ability uses you'd achieve with a cost reduction of 10% you actually have to increase your multiplier by 10% -> 0.1*1.1 = 0.11 = 11%
Max Resource pool is thus 100*(1+0.11) = 111, which translates into 111/10 = 11.1 ability uses, the exact same number as under a 10% cost reduction.
So the only true unknown variable in this equation is the CostPerSecond. But those can be obtained relatively easily ... especially by ZOS. But also by players by simply looking at how long it takes to drain the max resource pool, adjust for cost reduction on passives, gear, and enchants and you get your CostPerSecond.
Thing is, that reduction fluctuates. Because it's a percentage value. If it was flat cost reduction, your example would fit. But between weaving Force Pulses and spamming Streak, there is a ton of difference that can't be accounted for.
Not sure what you are getting at.
You'll get more use out of it using expensive skills. And that screws with balancing.
So after reading the patchnotes, I think we can call it and proclaim Altmer the new hybrid race.
Embrace the pure magic race, Bretons. Which are totally not copies of medieval knights whom are more fitting for a hybrid race.
To balance reduce Altmer magic down to 1875, this will make it equal to Dunmer.Its rly sad, the things u mentioned will never be readed by zenimax, they just dont care about balance. Some suggestions with enchants or bigger chance to apply status or some penetration are cool... and race without any sustain never will be picked
5% dmg reduction is only viable for magplar other classes dont have any beneftis so why the hell is some race dedicated to specific class when orc have beneftis on the same value passives for all classes...
qwjr8989_ESO wrote: »whaaaaaaaaaaaaaaaat? A racial passive that doesn't affect every single class/situation simultaneously?! They've never done that before! I normally get so much out of the altmer lightning/fire/ice on my stam sorc and I ALWAYS get the most out of breton when playing my stamplar. It's just insane. This has never been a thing ever. What do you mean the nord cold resistance isn't used everyday?
The balancing goal is 6.5 2pc set bonuses worth of racial passives for each race. So lets have a look at it:
Altmer=> Altmers get 5.5 set bonuses worth of racial passives (argueably 4.5 in PvE and 5.5 in PvP)
- 2000 max magicka -> 2 set bonuses
- 258 Spell damage -> 2 set bonuses
- 645 stam regen every 6 seconds = 215 stam regen, which is more like 180 b/c you won't activate a class ability everytime exactly on cooldown -> 1.4 set bonuses
- 5% damage reduction while casting / channeling = 2.3k spell + physical resistance, howevery since it is conditional and almost nobody meets the condition it is effectively useless -> 0 to 0.1 set bonuses
Bretons=> Bretons get 8.4 set bonuses, in PvP even 9.4 set bonuses
- 2000 max magicka -> 2 set bonuses
- 7% magicka cost reduction = 600 magicka regen -> 4.6 set bonuses (average of 4000 magicka per second pre-passives)
- 100 magicka regen -> 0.8 set bonuses
- 2310 Spell Resistence -> 1 set bonus, doubled in PvP -> here 2 set bonuses
Now let's play: "Who can spot the difference".
Edit: Noticed a typo in the magicka cost reduction. It is equivalent to 600 magicka regen rather than 700. Adjusted it and the corresponding set-bonuses-equivalent. Doesn't really change much about the imbalance between the two races though.
qwjr8989_ESO wrote: »whaaaaaaaaaaaaaaaat? A racial passive that doesn't affect every single class/situation simultaneously?! They've never done that before! I normally get so much out of the altmer lightning/fire/ice on my stam sorc and I ALWAYS get the most out of breton when playing my stamplar. It's just insane. This has never been a thing ever. What do you mean the nord cold resistance isn't used everyday?
qwjr8989_ESO wrote: »whaaaaaaaaaaaaaaaat? A racial passive that doesn't affect every single class/situation simultaneously?! They've never done that before! I normally get so much out of the altmer lightning/fire/ice on my stam sorc and I ALWAYS get the most out of breton when playing my stamplar. It's just insane. This has never been a thing ever. What do you mean the nord cold resistance isn't used everyday?
That's your fault for playing a mag race as a stam char. This altmer passive is useless for mag classes.
Breton's cost reduction is just too difficult to balance. ZOS had a good idea by using absolute values instead of percentages, but blow it immediately by giving Bretons THAT.
Regeneration-Equivalent of Cost Reduction is relatively easy to calculate though:
CostPerSecond * %CostReduction * 2 * (1+%CostReduction)
Times 2 is needed to adjust the savings per second to savings per 2 seconds since Regeneration Values are based on 2 second intervals.
(1+%CostReduction) is needed to adjust for Cost Reduction being more effective than Resource Increase- i.e. 10% more resources is less valuable than 10% cost reduction.
Simple Example:
You have maximum resource is 100 units and an ability costs 10 units. This means you can use your ability 10 times (100/10 = 10).
If you decrease the cost by 10% the ability now only cost 9 units. Which means you can use your ability 11.1 times (100/9 = 11.1).
If you increase max resources by 10% your max resource pool is 110. This means you can use your ability 11 times (110/10 = 11).
The difference between 11.1 and 11 is exactly 10% - i.e. the percentage of cost reduction.
To obtain the 11.1 ability uses you'd achieve with a cost reduction of 10% you actually have to increase your multiplier by 10% -> 0.1*1.1 = 0.11 = 11%
Max Resource pool is thus 100*(1+0.11) = 111, which translates into 111/10 = 11.1 ability uses, the exact same number as under a 10% cost reduction.
So the only true unknown variable in this equation is the CostPerSecond. But those can be obtained relatively easily ... especially by ZOS. But also by players by simply looking at how long it takes to drain the max resource pool, adjust for cost reduction on passives, gear, and enchants and you get your CostPerSecond.
Thing is, that reduction fluctuates. Because it's a percentage value. If it was flat cost reduction, your example would fit. But between weaving Force Pulses and spamming Streak, there is a ton of difference that can't be accounted for.
Not sure what you are getting at.
You'll get more use out of it using expensive skills. And that screws with balancing.
Well that's why you work with averages. If you are just spamming expensive skills you are doing something wrong and your DPS or HPS is so bad that a poorly balanced passives won't matter anyway.
qwjr8989_ESO wrote: »whaaaaaaaaaaaaaaaat? A racial passive that doesn't affect every single class/situation simultaneously?! They've never done that before! I normally get so much out of the altmer lightning/fire/ice on my stam sorc and I ALWAYS get the most out of breton when playing my stamplar. It's just insane. This has never been a thing ever. What do you mean the nord cold resistance isn't used everyday?
The balancing goal is 6.5 2pc set bonuses worth of racial passives for each race. So lets have a look at it:
Altmer=> Altmers get 5.5 set bonuses worth of racial passives (argueably 4.5 in PvE and 5.5 in PvP)
- 2000 max magicka -> 2 set bonuses
- 258 Spell damage -> 2 set bonuses
- 645 stam regen every 6 seconds = 215 stam regen, which is more like 180 b/c you won't activate a class ability everytime exactly on cooldown -> 1.4 set bonuses
- 5% damage reduction while casting / channeling = 2.3k spell + physical resistance, howevery since it is conditional and almost nobody meets the condition it is effectively useless -> 0 to 0.1 set bonuses
Bretons=> Bretons get 8.4 set bonuses, in PvP even 9.4 set bonuses
- 2000 max magicka -> 2 set bonuses
- 7% magicka cost reduction = 600 magicka regen -> 4.6 set bonuses (average of 4000 magicka per second pre-passives)
- 100 magicka regen -> 0.8 set bonuses
- 2310 Spell Resistence -> 1 set bonus, doubled in PvP -> here 2 set bonuses
Now let's play: "Who can spot the difference".
Edit: Noticed a typo in the magicka cost reduction. It is equivalent to 600 magicka regen rather than 700. Adjusted it and the corresponding set-bonuses-equivalent. Doesn't really change much about the imbalance between the two races though.
In order to get the magicka regen you've listed from the breton reduction passive, you would have to use an ability that costs 4,285.714 magicka every second. Most spammable magicka abilities cost 2700 (before the light armor reductions), and realistically cost 1,944 magicka in 7 pieces of light armor.
The cost reduction is more roughly equivalent to 340 magicka recovery, giving equal weight to expensive abilities (4050 magicka cost, pre-light armor reductions) and spammable abilities (2700 magicka cost, pre-light armor reductions) and taking into account the 28% cost reduction full light armor provides. This would bring down the total number of "set bonuses" breton receives to ~6.4, with a conditional ~7.4 when their resistances double.
But I would argue that even this is over-inflating the value of the cost reduction, as flat regen would benefit from regen % modifiers and reduction does not. Flat regen would potentially be 48% more potent (with 7 pieces of light armor and 100% uptime on spell power potions). Then you add CP bonuses to regen % modifier on top of that, even further widening the gap between reduction and flat regen.
I think these two races are pretty in line with one another.
The balancing goal is 6.5 2pc set bonuses worth of racial passives for each race. So lets have a look at it:
Altmer=> Altmers get 5.5 set bonuses worth of racial passives (argueably 4.5 in PvE and 5.5 in PvP)
- 2000 max magicka -> 2 set bonuses
- 258 Spell damage -> 2 set bonuses
- 645 stam regen every 6 seconds = 215 stam regen, which is more like 180 b/c you won't activate a class ability everytime exactly on cooldown -> 1.4 set bonuses
- 5% damage reduction while casting / channeling = 2.3k spell + physical resistance, howevery since it is conditional and almost nobody meets the condition it is effectively useless -> 0 to 0.1 set bonuses
Bretons=> Bretons get 8.4 set bonuses, in PvP even 9.4 set bonuses
- 2000 max magicka -> 2 set bonuses
- 7% magicka cost reduction = 600 magicka regen -> 4.6 set bonuses (average of 4000 magicka per second pre-passives)
- 100 magicka regen -> 0.8 set bonuses
- 2310 Spell Resistence -> 1 set bonus, doubled in PvP -> here 2 set bonuses
Now let's play: "Who can spot the difference".
Edit: Noticed a typo in the magicka cost reduction. It is equivalent to 600 magicka regen rather than 700. Adjusted it and the corresponding set-bonuses-equivalent. Doesn't really change much about the imbalance between the two races though.
In order to get the magicka regen you've listed from the breton reduction passive, you would have to use an ability that costs 4,285.714 magicka every second. Most spammable magicka abilities cost 2700 (before the light armor reductions), and realistically cost 1,944 magicka in 7 pieces of light armor.
The cost reduction is more roughly equivalent to 340 magicka recovery, giving equal weight to expensive abilities (4050 magicka cost, pre-light armor reductions) and spammable abilities (2700 magicka cost, pre-light armor reductions) and taking into account the 28% cost reduction full light armor provides. This would bring down the total number of "set bonuses" breton receives to ~6.4, with a conditional ~7.4 when their resistances double.
But I would argue that even this is over-inflating the value of the cost reduction, as flat regen would benefit from regen % modifiers and reduction does not. Flat regen would potentially be 48% more potent (with 7 pieces of light armor and 100% uptime on spell power potions). Then you add CP bonuses to regen % modifier on top of that, even further widening the gap between reduction and flat regen.
I think these two races are pretty in line with one another.
I explained the reasoning behind the large magicka per second cost above, maybe you missed that post.
As for regen being buffed by other passives ... that would actually increase the imbalance between Altmers and Bretons even more since Bretons got regen while Altmers don't. Remember, Altmer got no magicka regen and that stamina regen it got is a proc which should not be modified by passives etc. Bretons on the other hand got 100 magicka regen, which as you pointed out is actually somewhere in the neighborhood of 150 to 170. Thank you for illustrating yet another advantage of Bretons.
You people are way too focused on parses. Those 2.3k to 4.6k resistances are not showing anywhere in those parses. Neither is the uselessness of the 5% Templar-only passive revealed.
grannas211 wrote: »
I didn't read most of this thread, but you all do know that cast time includes heavy attacks, right?
Narthalion wrote: »I didn't read most of this thread, but you all do know that cast time includes heavy attacks, right?
This was sort of covered -- if true, the passive is at least available to all classes, and personally I can live with that. It would still be underwhelming, but at least my Altmer DK and Warden might actually see it, ever.
Could use more confirmation though. It is not obvious from the tooltip that it includes heavy attacks, and I admit with shame that I haven't had a chance to get on test to find out for myself. If you've tested and can post up a screenshot of the buff, or something along those lines, that would help.
EDIT:
casting or channeled" was the wording used for another set called soulshine. That set buffed your staff heavy attacks so I don't see why the Altmer passive won't do the same thing since heavy attacks take about a second to fire off which is the definition of a cast time in ESO.
Narthalion wrote: »
EDIT:
casting or channeled" was the wording used for another set called soulshine. That set buffed your staff heavy attacks so I don't see why the Altmer passive won't do the same thing since heavy attacks take about a second to fire off which is the definition of a cast time in ESO.
Sure, but that's not the part that's ambiguous to me.
"Reduces damage taken by 5% while you are using an ability with a cast or channel time"
The part I question is the word "ability" and whether a heavy attack counts as an ability. If it is, does that make blocking a "channeled ability"? Or sprinting? The 'what counts as what' questions start to get muddy if "ability" means more than just a skill that I put on my bar.
I found this post from a while back:
https://forums.elderscrollsonline.com/en/discussion/345521/are-heavy-attacks-considered-cast-time-or-channeled-abilities-would-they-benefit-from-soulshine
...which appears to confirm that you're right, and heavy attacks are considered to be abilities. I find this encouraging but would still like to to see it confirmed on Test.
martijnlv40 wrote: »I agree, they should just remove it. It leaves more room open for useful bonuses.
Some I've seen:
Penetration
Penetration + small regen
Enchant bonus (5% or so)
Both magicka and stamina regen from the ability
yea and then we can have the conversation about buffing heavy attacks to get something unique to offset the risk involved in casting them.