A thought regarding the new CP system.

DocFrost72
DocFrost72
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Current bare starting health is 10.5k (just checked it on live).

Starting health post CP system is supposedly 16k.

As I read it, we're losing mitigation passives in CP, to the tune of a removal of the direct/dot and hardy/elemental CPs. Unsure if we're losing armor focus alike, but for now we'll let that one hang (if someone knows how they're handling that in the red tree please tell me).

This means that, borrowing from a very experienced player's mitigation calculation, we're losing two sources of "effective hp", but gaining another (Higher base hp).

Now the math.

Say you have a character (let's use mine for simplicity) that has the following stats.

HP: 10.5k
Dot/Direct stars 19% mitigation
Elemental/physical stars 11%
Armor: 16.5k (after stars and dk passives)

and compare it to a character post changes who has
HP: 16k
Armor 16.5k

And compare their effective resistance to damage

Live (no food): 10.5 / ((.81)(.89)(.75)) = 10.5/.541 (rounded)
Effective HP: 19.4k HP

CP2.0: 16k/ (.75) 16k/.75
Effective HP: 21.3k HP

Live (food): 17.5/.541
Effective HP: 32.34k HP

CP 2.0: 21.4/.75
Effective HP: 28.53k HP

So, an interesting thing; For a lot of builds, they'll be a bit weaker with stat food than pre update. I saw a lot of people saying they could run stat and regen food, and I'd advise against it. Without access to the PTS, I'd also greatly appreciate it if someone could tell me how many HP points/cp you can squeeze out of the passive red tree.

Food for thought.
  • Mindcr0w
    Mindcr0w
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    Are you taking into account that every character is going to have 15% across the board damage mitigation baked in as a baseline?

    Or the various mitigation options available under the new CP system? Not criticism, math isn't my thing and I'm interested in these kinds of breakdowns.
    Edited by Mindcr0w on February 6, 2021 7:21PM
  • Sergykid
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    for clarifications, since they do an across the board change, why would they choose to add a base defense of 15% instead of lowering everything else by 15% ? you just add one extra calculation.
    -PC EU- / battlegrounds on my youtube
  • zaria
    zaria
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    Sergykid wrote: »
    for clarifications, since they do an across the board change, why would they choose to add a base defense of 15% instead of lowering everything else by 15% ? you just add one extra calculation.
    I say they bake the cp stats into your build and update this bake then you change cp.
    Grinding just make you go in circles.
    Asking ZoS for nerfs is as stupid as asking for close air support from the death star.
  • BejaProphet
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    We are really going to need to make sure we have all data. Check out this Video

    https://m.youtube.com/watch?v=4qNPw1HvLtA

    You’ll see him reveal a “sub tree” with more mitigation sources.

    Looks like we will basically have

    a 15% layer of mit (all PvE damage).

    a10% layer of mit (for either AoE or direct)

    a 5% layer of mit (with martial/spell divide)

    Then two distinct sources of max health.


    We could crunch the numbers if we knew just how max health was going to play out. But as is we’ll have to see. But my point is that there are some hidden mit sources there that make it more hopeful.

    Edit note: I think I might have seen another layer for while CC immune.
    Edited by BejaProphet on February 6, 2021 8:37PM
  • DocFrost72
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    Thanks for the responses everyone.

    Beja thank you very much for the video, and very juicy info.

    Mindcrow, I can't get onto PTS, thank you for bringing this up!

    If we adjust the math for this it might be totally different. I was hoping for more cp, this seems like a buff then due to diminishing returns as you add more elements.

    Will add a post with updated info from the video tomorrow, and some scenarios with tank hp too (thinking 35-40k).
  • Kurat
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    You can do all the math you want but it doesn't change the fact that grinding is the only way forward.
  • DocFrost72
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    Video shows;

    Hardy; "Reduces the damage you take from martial attacks by 1% per stage. Affects Physical, Poison, Disease, and Bleed damage." (50 cap, 5% cap)

    Elemental Aegis: "Reduces the damage you take from magical attacks by 1% per stage. Affects magic, flame, frost, and shock damage." (50 cap, 5% cap)

    Preparation: "Reduce your damage taken from non-player attacks by 3% per stage." (50 cap, 15% cap)

    ^ Those are in the blue tree, unlocked by spending points there. Looks like 10 points unlocks the "purple" tree, then 10 more points in the quick recovery cp star to unlock them. For PvP (which I don't do enough, and should get back into), there's also Resilience, which gives 132 crit resistance per stage, with a cap of 5 stages.

    Also looks like a "stage" is spending 10cp, so jump points but more effectively communicated, and more linear.

    Blue tree also has standalone perks such as;

    Unassailable: "Reduce your damage taken by area of effect attacks by 2% per stage." (50 cap, 10% cap) slottable skill

    Enduring Resolve: "Reduce your damage taken by damage over time attacks by 2% per stage." (50 cap, 10% cap) slottable skill

    Bulwark: "While you have a shield or frost staff equipped, your spell and physical resistance is increased by 1900" (requires 50 cp) slottable skill

    Duelist's Rebuff: "Reduce your damage taken by single target attacks by 2% per stage." (50 cap, 10% cap) slottable skill

    There's also reinforced, which gives a damage shield when blocking, but at this point I want to suggest that the slottables, on a damage dealer/solo character at least, won't likely come into play here. This tree is likely going to be utilizing its four slots for damage.

    In the red trees, things get even more interesting.

    Boundless Vitality gives 28 hp per point invested, and is a slottable.

    Ironclad grants 34.6 armor per point, and is slottable.

    Bastion returns as a slottable granting 8% increase to both damage shields and damage done to enemies using damage shields by 8% per stage, max 50 points (40% buff).

    Going to do some fiddling, but what it looks like here is that the overall effectiveness of each CP has been reduced, BUT that base defensiveness (with higher base HP and the 15% base mitigation as Mindcr0w stated), we may actually come out far tankier as damage dealers post change than I had realized. The main issue is going to be slottable economy, but that is going to be a lot more personalized and I could even see, say, a DK tank going for very different slottable CP than a warden tank.
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