Currently on Live servers. You need about 1175-1200 cp for ALL damage (blue) CP. this includes all passives and all 4 slottables.
Question: on PTS with them cutting the amount of passive CP in half. How much CP do you need for all damage passives and slottables? I’m assuming it’s much less than 1200 now ?
ZOS quoted 1560 as the maximum for vertical progression in the patch notes. That includes more than damage, though.
They don't seem to be touching slottables, so that's still 4x50 = 200 in blue alone for that (600 total CP).
The passives will be at 2 stages apiece, so:
20 for Precision
20 for Tireless Discipline/Eldritch Insight
20 for Blessed
20 for Quick Recovery
20 for Hardy
20 for Elemental "Defender" (apparently no one at ZOS got the memo that they renamed this to Elemental Aegis)
20 for Preparation
20 for Piercing
still 40 + 30 for Battle Mastery/Flawless Ritual and Mighty/War Mage (according to ZOS' math)
For all damage-dealing passives in addition to the 4 slottables, in either stam or mag, with no healing or mitigation passives, you will need 330 blue CP, or 990 total
For all passives with the 4 slottables (including healing and mitigation), but only in either stam or mag, you will need 430 blue CP, or 1290 total
For all passives with the 4 slottables (including healing and mitigation), in both stam and mag, you will need 520 blue CP, or 1560 total (ZOS' quoted max)
WOW thanks for the quick maths!
So precision etc is maxed at 20 now right? Not 40 with diminished returns ?
That's the way the patch notes read and the way that ZOS' math works, but unfortunately we can't confirm it or test it until the PTS reopens. Gina said that would most likely be in the morning (eastern US time).
I confirmed that already. And yes, I know that it works that way.
ectoplasmicninja wrote: »... and close the gap a bit between lower CP and max CP people.
munster1404 wrote: »I detest whiners who keep grumbling about the CP grind. The consequence of such selfish mumblings push the Devs to raise the bar for everyone else. Sure the good players will say they are fine with the changes or the content creators will wax lyrical about the good behind such unfun nerfs. But then again who will complain and jeopardize their source of revenue?
At no point was I ever discouraged about my lack of CPs, knowing fully that MMOs are natural time sinks. I just gain my CPs via the gazillion channels that the Devs provided players to boost their levelling such as enlightenment, XP potions/scrolls and the double XP events which seem to pop up every 2 months or so. Earning 5 to 7 CPs PER WEEK is straight forward enough by simply logging in, doing crafting writs and pick up a couple of dailies. And I can earn up to 10 CPs if I have a XP scroll/potion activated 24/7.
For context, I was at CP 1295 in November, now I'm at CP 1465. It's easy with all the sources of boosted levelling that ZoS is throwing at every player. To those whiners, I'm begging you guys to keep your mouths shut. Stop giving the Devs weird ideas.
colossalvoids wrote: »Going back to cp 1.0 but nerfed one next patch, as a plus earned exp will mean nothing yet again. 2 years in development lmao.
Currently on Live servers. You need about 1175-1200 cp for ALL damage (blue) CP. this includes all passives and all 4 slottables.
Question: on PTS with them cutting the amount of passive CP in half. How much CP do you need for all damage passives and slottables? I’m assuming it’s much less than 1200 now ?
ZOS quoted 1560 as the maximum for vertical progression in the patch notes. That includes more than damage, though.
They don't seem to be touching slottables, so that's still 4x50 = 200 in blue alone for that (600 total CP).
The passives will be at 2 stages apiece, so:
20 for Precision
20 for Tireless Discipline/Eldritch Insight
20 for Blessed
20 for Quick Recovery
20 for Hardy
20 for Elemental "Defender" (apparently no one at ZOS got the memo that they renamed this to Elemental Aegis)
20 for Preparation
20 for Piercing
still 40 + 30 for Battle Mastery/Flawless Ritual and Mighty/War Mage (according to ZOS' math)
For all damage-dealing passives in addition to the 4 slottables, in either stam or mag, with no healing or mitigation passives, you will need 330 blue CP, or 990 total
For all passives with the 4 slottables (including healing and mitigation), but only in either stam or mag, you will need 430 blue CP, or 1290 total
For all passives with the 4 slottables (including healing and mitigation), in both stam and mag, you will need 520 blue CP, or 1560 total (ZOS' quoted max)
WOW thanks for the quick maths!
So precision etc is maxed at 20 now right? Not 40 with diminished returns ?
That's the way the patch notes read and the way that ZOS' math works, but unfortunately we can't confirm it or test it until the PTS reopens. Gina said that would most likely be in the morning (eastern US time).
I confirmed that already. And yes, I know that it works that way.
So this is 100% confirmed on the PTS today?
990 CP maxes out CP related damage?
And passives cap at 20 meaning you can’t put more than 20 points into non-slottables ?
@Masel
SirLeeMinion wrote: »ectoplasmicninja wrote: »... it just seems like wilful misunderstanding at this point.
I'm glad I didn't pre-order. It's a shame, though, that the work of the artists, writers, etc... is regularly eclipsed by combat decisions like this.
Still don’t know why ZOS does do what they did with CP1.0 and have diminishing returns in the stars and not static returns.
Example 10% gain with 5 stages.
Stage 1, 3% gain tor total 3%
Stage 2, 2% gain for total 5%
Stage 3, 2% gain for total 7%
Stage 4, 2 % gain for total 9%
Stage 5, 1% for the total of 10% gained.
Or
Stage 1, 4% gain tor total 4%
Stage 2, 2% gain for total 6%
Stage 3, 2% gain for total 8%
Stage 4, 1% gain for total 9%
Stage 5, 1% for the total of 10% gained.
Or
Stage 1, 5%
Stage 2, 2%
Stage 3, 1%
Stage 4, 1%
Stage 5, 1%
Stay safe and enjoy the journey 😊
PS. ZOS you didn’t fix the micromanagement of the green tree 🥺
munster1404 wrote: »I detest whiners who keep grumbling about the CP grind. The consequence of such selfish mumblings push the Devs to raise the bar for everyone else. Sure the good players will say they are fine with the changes or the content creators will wax lyrical about the good behind such unfun nerfs. But then again who will complain and jeopardize their source of revenue?
At no point was I ever discouraged about my lack of CPs, knowing fully that MMOs are natural time sinks. I just gain my CPs via the gazillion channels that the Devs provided players to boost their levelling such as enlightenment, XP potions/scrolls and the double XP events which seem to pop up every 2 months or so. Earning 5 to 7 CPs PER WEEK is straight forward enough by simply logging in, doing crafting writs and pick up a couple of dailies. And I can earn up to 10 CPs if I have a XP scroll/potion activated 24/7.
For context, I was at CP 1295 in November, now I'm at CP 1465. It's easy with all the sources of boosted levelling that ZoS is throwing at every player. To those whiners, I'm begging you guys to keep your mouths shut. Stop giving the Devs weird ideas.
Excactly this.
People whined before last patch that the need to grind to be able to play etc. Now you got what you wanted. Now it makes no difference if you got 300cp or 3000cp. Now you can enjoy the game without grinding.
Lmao who grinded like hell last event.
ectoplasmicninja wrote: »... and close the gap a bit between lower CP and max CP people.
There 100% should be a gap between lower cp and max cp players. Punishing players who put in time to level their character to high level cp all because some casual low level players didn’t or couldn’t is wrong. Players who actually put in time (and money, xp scrolls) to get their characters more cp optimized shouldn’t be punished for doing so. Characters of higher cp levels 100% should be doing more damage, crit and have better mitigation than someone of lower cp. Thats the reward for putting in time leveling on the game.
But because of this, I’m now stuck as a cp1350 player in pug groups with cp 200 players that have horrible dps or understanding of mechanics OR are queued as the wrong role and ruining everyone’s experience. In my opinion, these changes are just creating a more toxic environment.
I understand bringing magicka and stamina characters of similar cp level more in-line with one another. Closing the dps gap. But not lower cp players and high cp players. If this is the case then what’s the point in leveling beyond cp160?
From what we saw so far, update 31 would possibly introduce penalties for players over 1000 cp.
Or there will be limit to how many passives we can use, something like only 4 per tree or so.
ectoplasmicninja wrote: »It kind of reminds me of when the bear was the only ult wardens ever used, so wardens said "we want to have the option to use other ults", explained that they meant "make other ults more viable", and then ZOS was like "we heard you wanted to use other ults so we nerfed the bear so you can do that now, you're welcome".
grumpy_pants95 wrote: »Still don’t know why ZOS does do what they did with CP1.0 and have diminishing returns in the stars and not static returns.
Example 10% gain with 5 stages.
Stage 1, 3% gain tor total 3%
Stage 2, 2% gain for total 5%
Stage 3, 2% gain for total 7%
Stage 4, 2 % gain for total 9%
Stage 5, 1% for the total of 10% gained.
Or
Stage 1, 4% gain tor total 4%
Stage 2, 2% gain for total 6%
Stage 3, 2% gain for total 8%
Stage 4, 1% gain for total 9%
Stage 5, 1% for the total of 10% gained.
Or
Stage 1, 5%
Stage 2, 2%
Stage 3, 1%
Stage 4, 1%
Stage 5, 1%
Stay safe and enjoy the journey 😊
PS. ZOS you didn’t fix the micromanagement of the green tree 🥺
Can you explain more what you mean with "Still don’t know why ZOS does do what they did with CP1.0 and have diminishing returns in the stars and not static returns" ?
I think the perks are really straight forward and just gives what it says.
- Example: You need 10 points to unlock each stage of a perk that has 5 stages = Total 50 points for maxed out Perk.
Each stage gives you 2% for 10 points with a total of 10% at 50 points which is max.
Stage 1 - 2% (10 Points)
Stage 2 - 4% (20 Points)
Stage 3 - 6% (30 Points)
Stage 4 - 8% (40 Points)
Stage 5 - 10% (50 Points)
As where in CP 1.0, you'd spend 10 points on a passive and get 4.74% which we all knew it'd be 4%, another 6 points to get to 6% and another 33 points to get up to 9.89% which is 9% and another 1-2 points for 10%.
With that being said all the hustle that we used to go through to get a somewhat fair percentage of a passive/perk in CP 1.0 by spending an unreasonable amount of CP SP only to reach 15% or 18% or whatever.
ectoplasmicninja wrote: »The green tree micromanagement is also still unfun. I don't want to slot my harvesting and speed perks, see a fishing hole, swap out some, fish, swap them back, see a travelling merchant, swap in the repair perk, repair, swap it back out - it's just tedious. I tried it for a bit and kept forgetting, so what I've ended up doing is just leaving the harvesting perks in permanently, which means I'm not actually benefiting from any of the other slottables and all my incoming green CP is useless to me.
Games need to find a balance of challenge and fun, and opening a menu to drag icons around depending on what activity I'm doing is neither challenging nor fun, it's just annoying. Particularly because my normal regular gameplay will often involve me running from A to B, spotting a chest, grabbing some nodes, fishing at a hole, repairing at a wandering merchant, running past a crafting station and stopping to decon some stuff to clear my inventory etc all in one smooth activity...but if I want to actually make use of my perks that activity is now no longer smooth.
Finedaible wrote: »Wtf man. How are character's supposed to reach pen in arenas now? I literally just gilded out some gear which barely reaches an optimal critical rating and they pull this bs.
ectoplasmicninja wrote: »The green tree micromanagement is also still unfun. I don't want to slot my harvesting and speed perks, see a fishing hole, swap out some, fish, swap them back, see a travelling merchant, swap in the repair perk, repair, swap it back out - it's just tedious. I tried it for a bit and kept forgetting, so what I've ended up doing is just leaving the harvesting perks in permanently, which means I'm not actually benefiting from any of the other slottables and all my incoming green CP is useless to me.
Games need to find a balance of challenge and fun, and opening a menu to drag icons around depending on what activity I'm doing is neither challenging nor fun, it's just annoying. Particularly because my normal regular gameplay will often involve me running from A to B, spotting a chest, grabbing some nodes, fishing at a hole, repairing at a wandering merchant, running past a crafting station and stopping to decon some stuff to clear my inventory etc all in one smooth activity...but if I want to actually make use of my perks that activity is now no longer smooth.
There 100% should be a gap between lower cp and max cp players. Punishing players who put in time to level their character to high level cp all because some casual low level players didn’t or couldn’t is wrong. Players who actually put in time (and money, xp scrolls) to get their characters more cp optimized shouldn’t be punished for doing so. Characters of higher cp levels 100% should be doing more damage, crit and have better mitigation than someone of lower cp. Thats the reward for putting in time leveling on the game.
Perhaps this is something for you (if you are on PC):
https://www.esoui.com/downloads/info2951-JackofallTrades.html
Guildmate made a little something for those situations.