Olupajmibanan wrote: »WrathOfInnos wrote: »Double Boody Mara (can we make this equivalent to blue bistat at least?)
- 4575 Max Health / 9.4 = 489
- 4575 Max Magicka / 8.5 = 538
- Total Effectiveness = 1027
- Edit: Apparently this was buffed on PTS, now giving 5117 Max Magicka and 5652 Max Health, making it better than blue bistat food, which makes sense since it is a gold quality recipe that requires daedra hearts to make. So thanks!
Are you sure this is intended and not a bug? Because it was not mentioned in the patch notes and a lot of food is currently bugged on PTS in terms of stats.
Oh, look. Having the utility of sustain (Breton) and still be top DPS can cause balancing problems. I told you so.
It's only Orc health that's overperforming, and people told you so on race change PTS. ZOS are now punishing players for a mistake they (ZOS) made.
Whatever. I'm unaffected. If you wanna know, TRISTAT food is heavily overloaded.
Oh, look. Having the utility of sustain (Breton) and still be top DPS can cause balancing problems. I told you so.
It's only Orc health that's overperforming, and people told you so on race change PTS. ZOS are now punishing players for a mistake they (ZOS) made.
Whatever. I'm unaffected. If you wanna know, TRISTAT food is heavily overloaded.
MLGProPlayer wrote: »Oh, look. Having the utility of sustain (Breton) and still be top DPS can cause balancing problems. I told you so.
It's only Orc health that's overperforming, and people told you so on race change PTS. ZOS are now punishing players for a mistake they (ZOS) made.
Whatever. I'm unaffected. If you wanna know, TRISTAT food is heavily overloaded.
ZOS wouldn't be ZOS if they listened to feedback.
MLGProPlayer wrote: »Oh, look. Having the utility of sustain (Breton) and still be top DPS can cause balancing problems. I told you so.
It's only Orc health that's overperforming, and people told you so on race change PTS. ZOS are now punishing players for a mistake they (ZOS) made.
Whatever. I'm unaffected. If you wanna know, TRISTAT food is heavily overloaded.
ZOS wouldn't be ZOS if they listened to feedback.
So all the food was buffed on PTS you guys need to test better .. Lava foot for ex is 5~K + 511 reco .. the tri stats are 4k+~ across the board on pts .. unsure if tool tip change or if the CP scale was off before on live.
WrathOfInnos wrote: »My initial post was intended to demonstrate that regen foods were not overperforming compared to bistat, and did not need the 12-15% reduction in stats outlined in the patch notes. But now it’s more of an investigation of what undocumented changes we’re actually seeing on PTS that affected many foods outside the few mentioned in the notes.
usmcjdking wrote: »WrathOfInnos wrote: »My initial post was intended to demonstrate that regen foods were not overperforming compared to bistat, and did not need the 12-15% reduction in stats outlined in the patch notes. But now it’s more of an investigation of what undocumented changes we’re actually seeing on PTS that affected many foods outside the few mentioned in the notes.
That's operating under the assumption that max stat and regeneration are statistically equal - which they are not. For overall value in creating and managing sets/races, they can be used as a baseline - but their performance function is simply not the same. Resource return/reduction/regeneration absolutely has a value of 1 on an efficacy plateau function - if your sustain is greater than your expenditures then any point more is simply lost to the wind. You effectively get nothing out of resource return greater than your expenditures. Stats such as crit/max stat/chd/damage only ever approaches 1. With the exception of crit, none of these can ever reach an efficacy of 1 because there is simply no cap to their performance therefore lending you to an efficacy curve.
The efficacy curve is not the same and should not be treated the same, especially with how easy it is to reach 1 when it comes to resource management efficacy.
usmcjdking wrote: »WrathOfInnos wrote: »My initial post was intended to demonstrate that regen foods were not overperforming compared to bistat, and did not need the 12-15% reduction in stats outlined in the patch notes. But now it’s more of an investigation of what undocumented changes we’re actually seeing on PTS that affected many foods outside the few mentioned in the notes.
That's operating under the assumption that max stat and regeneration are statistically equal - which they are not. For overall value in creating and managing sets/races, they can be used as a baseline - but their performance function is simply not the same. Resource return/reduction/regeneration absolutely has a value of 1 on an efficacy plateau function - if your sustain is greater than your expenditures then any point more is simply lost to the wind. You effectively get nothing out of resource return greater than your expenditures. Stats such as crit/max stat/chd/damage only ever approaches 1. With the exception of crit, none of these can ever reach an efficacy of 1 because there is simply no cap to their performance therefore lending you to an efficacy curve.
The efficacy curve is not the same and should not be treated the same, especially with how easy it is to reach 1 when it comes to resource management efficacy.
WrathOfInnos wrote: »usmcjdking wrote: »WrathOfInnos wrote: »My initial post was intended to demonstrate that regen foods were not overperforming compared to bistat, and did not need the 12-15% reduction in stats outlined in the patch notes. But now it’s more of an investigation of what undocumented changes we’re actually seeing on PTS that affected many foods outside the few mentioned in the notes.
That's operating under the assumption that max stat and regeneration are statistically equal - which they are not. For overall value in creating and managing sets/races, they can be used as a baseline - but their performance function is simply not the same. Resource return/reduction/regeneration absolutely has a value of 1 on an efficacy plateau function - if your sustain is greater than your expenditures then any point more is simply lost to the wind. You effectively get nothing out of resource return greater than your expenditures. Stats such as crit/max stat/chd/damage only ever approaches 1. With the exception of crit, none of these can ever reach an efficacy of 1 because there is simply no cap to their performance therefore lending you to an efficacy curve.
The efficacy curve is not the same and should not be treated the same, especially with how easy it is to reach 1 when it comes to resource management efficacy.
True, which means that regen food is inherently situational, and even more reason that it should be powerful in that niche (builds that cannot otherwise sustain).
I suppose the same could be said for health. If 15k Health is enough for a build, then the additional health from bistat food offers no benefit. Realistically though, more health will never be completely useless, where more regen can be (or even deadly if fighting the Serpent in vSO, haha).
Additional Magicka and Stamina is always useful.
usmcjdking wrote: »WrathOfInnos wrote: »usmcjdking wrote: »WrathOfInnos wrote: »My initial post was intended to demonstrate that regen foods were not overperforming compared to bistat, and did not need the 12-15% reduction in stats outlined in the patch notes. But now it’s more of an investigation of what undocumented changes we’re actually seeing on PTS that affected many foods outside the few mentioned in the notes.
That's operating under the assumption that max stat and regeneration are statistically equal - which they are not. For overall value in creating and managing sets/races, they can be used as a baseline - but their performance function is simply not the same. Resource return/reduction/regeneration absolutely has a value of 1 on an efficacy plateau function - if your sustain is greater than your expenditures then any point more is simply lost to the wind. You effectively get nothing out of resource return greater than your expenditures. Stats such as crit/max stat/chd/damage only ever approaches 1. With the exception of crit, none of these can ever reach an efficacy of 1 because there is simply no cap to their performance therefore lending you to an efficacy curve.
The efficacy curve is not the same and should not be treated the same, especially with how easy it is to reach 1 when it comes to resource management efficacy.
True, which means that regen food is inherently situational, and even more reason that it should be powerful in that niche (builds that cannot otherwise sustain).
I suppose the same could be said for health. If 15k Health is enough for a build, then the additional health from bistat food offers no benefit. Realistically though, more health will never be completely useless, where more regen can be (or even deadly if fighting the Serpent in vSO, haha).
Additional Magicka and Stamina is always useful.
I actually somewhat agree with your premise even though it was only somewhat implied. Making up for lost stat density is really, really hard in endgame PVE - even from a casual perspective like myself with almost no self-restricted build limitations. Made especially difficult with the magicka races who have no HP lines outside of the lackluster PVE DPS of Argonian. Making up for regen however, is really, really easy. Why? They are more accessible.
I suggest retaining the stat density, but dropping the regeneration values to 202 (222 HRec). Sure there might be some significant heeming and hawing on the forums about that, but most of that would just be ambient noise. A Dunmer, Atlmer or Orc being forced into a recovery glyph to achieve a perfect LA rotation, or utilize a heavy attack every other rotation would have much better balance implications that losing 4k worth of total stats.
Nerf direction good. Nerfed wrong aspect IMO. Good discussion @WrathOfInnos
Olupajmibanan wrote: »usmcjdking wrote: »WrathOfInnos wrote: »usmcjdking wrote: »WrathOfInnos wrote: »My initial post was intended to demonstrate that regen foods were not overperforming compared to bistat, and did not need the 12-15% reduction in stats outlined in the patch notes. But now it’s more of an investigation of what undocumented changes we’re actually seeing on PTS that affected many foods outside the few mentioned in the notes.
That's operating under the assumption that max stat and regeneration are statistically equal - which they are not. For overall value in creating and managing sets/races, they can be used as a baseline - but their performance function is simply not the same. Resource return/reduction/regeneration absolutely has a value of 1 on an efficacy plateau function - if your sustain is greater than your expenditures then any point more is simply lost to the wind. You effectively get nothing out of resource return greater than your expenditures. Stats such as crit/max stat/chd/damage only ever approaches 1. With the exception of crit, none of these can ever reach an efficacy of 1 because there is simply no cap to their performance therefore lending you to an efficacy curve.
The efficacy curve is not the same and should not be treated the same, especially with how easy it is to reach 1 when it comes to resource management efficacy.
True, which means that regen food is inherently situational, and even more reason that it should be powerful in that niche (builds that cannot otherwise sustain).
I suppose the same could be said for health. If 15k Health is enough for a build, then the additional health from bistat food offers no benefit. Realistically though, more health will never be completely useless, where more regen can be (or even deadly if fighting the Serpent in vSO, haha).
Additional Magicka and Stamina is always useful.
I actually somewhat agree with your premise even though it was only somewhat implied. Making up for lost stat density is really, really hard in endgame PVE - even from a casual perspective like myself with almost no self-restricted build limitations. Made especially difficult with the magicka races who have no HP lines outside of the lackluster PVE DPS of Argonian. Making up for regen however, is really, really easy. Why? They are more accessible.
I suggest retaining the stat density, but dropping the regeneration values to 202 (222 HRec). Sure there might be some significant heeming and hawing on the forums about that, but most of that would just be ambient noise. A Dunmer, Atlmer or Orc being forced into a recovery glyph to achieve a perfect LA rotation, or utilize a heavy attack every other rotation would have much better balance implications that losing 4k worth of total stats.
Nerf direction good. Nerfed wrong aspect IMO. Good discussion @WrathOfInnos
I don't like wearing a tinfoil hat, but I was trying some bow/bow Necromancer dps and noticed that my hp was over 18k on Orc with Dubious Camoran Throne. That Necro +2k health class passive is sweet and makes Necro not suffering from food nerfs (or even Orc health nerf if it comes).
Call me whatever you want, but some nerfs really seem to promote Necromancer sales.
WrathOfInnos wrote: »Personally I don’t think complete equalization is the right approach though. I believe that stats should scale up slightly according to the color quality of the consumable, maybe 0% white, 5% green, 10% blue, 15% purple, 20% gold. Maybe the values in my previous list could be the gold standard to prevent anything becoming overpowered, and blue variants would be ~10% lower than that for example.
I also think that the stats should scale up slightly for each additional bonus added. The primary resource is always going to be the most useful to a build, and adding additional (less useful, but varied) resources should allow the total dimmed value to be higher. So for example quad-stat bonuses should not be half of bistat, they should be maybe 10% better than half (to account for the diminishing usefulness of hybrid resources). Although this could happen automatically if my previous paragraph comes true, since typically green is single stat, blue is bistat, purple is tri-stat, and gold is quad-stat.
usmcjdking wrote: »They would need to introduce Gold Bistat food, then.
As gold food it should do more and be worth it's very expensive value in game. It will also promote people take that food passive for longer duration.
Exactly. But some class (Masel e.g.) reps were pushing this changes. FFS this is how it ends when devs are listening to narrow group of players - they have their interest in this nerf. How brainless is to make golden food weaker then a blue one, when crafting cost is 100x times higher. Gold food should have been buffed to double the duration! Not being nerfed -_-
Once again. Not my idea, not done because I told them to do so.
That isnt how the program works at all. It's not "we present a suggestion, they do it". It's "we give them pain points, they do something they think alleviates them". Then we give feedback based on what they do, and they either adjust things based on it or ignore it.
As a matter of fact, I told them to change orc (reduce health or stamina). I told them that players think the altmer stam passive is weird, I told them that bosmers want their stealth back and gave them reasoning why it'd be good to listen to that feedback. They decided not to and changed foods instead. And I can, as I said in the other thread, understand why they did it: we got the feedback from a lot of players that damage race+sustain food was the ultimately best option for both aspects of the game. I dont know why they haven't touched orc again even though it was a quite clearly superior choice on stamina. They never responded to that question.
And once again, noone here mentions the added health recovery on gold sustain food. The point that health recovery is useless is another discussion that we can talk about, but it has to be taken into consideration.
But you can go scapegoat us all you like.id be interested in the personal agenda I'd be pushing here though. How would nerfing these foods cater to me?
Oh, look. Having the utility of sustain (Breton) and still be top DPS can cause balancing problems. I told you so.
It's only Orc health that's overperforming, and people told you so on race change PTS. ZOS are now punishing players for a mistake they (ZOS) made.
Whatever. I'm unaffected. If you wanna know, TRISTAT food is heavily overloaded.
Oh, look. Having the utility of sustain (Breton) and still be top DPS can cause balancing problems. I told you so.
It's only Orc health that's overperforming, and people told you so on race change PTS. ZOS are now punishing players for a mistake they (ZOS) made.
Whatever. I'm unaffected. If you wanna know, TRISTAT food is heavily overloaded.
Please don’t get my tristat food nerfed. It’s basically a necessity for Magicka players in PvP.
Oh, look. Having the utility of sustain (Breton) and still be top DPS can cause balancing problems. I told you so.
It's only Orc health that's overperforming, and people told you so on race change PTS. ZOS are now punishing players for a mistake they (ZOS) made.
Whatever. I'm unaffected. If you wanna know, TRISTAT food is heavily overloaded.
Please don’t get my tristat food nerfed. It’s basically a necessity for Magicka players in PvP.
WrathOfInnos wrote: »Updated first post with latest values from PTS 5.0.1.