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Battlespirit, 44 or 50 percent currently

gariondavey
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The preview says they are going from 50 to 60, but the current tooltip in game says 44.

So...lol...what is going on?

If it really goes from 44 to 60, that will be insane.

If it is actually 50 now with a wrong 44 tooltip, that is _______.
PC NA @gariondavey, BG, IC & Cyrodiil Focused Since October 2017 Stamplar (main), Magplar, Magsorc, Stamsorc, StamDK, MagDK, Stamblade, Magblade, Magden, Stamden
  • Nser
    Nser
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    They just need to make it to 50%
  • Nser
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  • gariondavey
    gariondavey
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    Nser wrote: »
    They just need to make it to 50%

    Amen
    PC NA @gariondavey, BG, IC & Cyrodiil Focused Since October 2017 Stamplar (main), Magplar, Magsorc, Stamsorc, StamDK, MagDK, Stamblade, Magblade, Magden, Stamden
  • SimonThesis
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    They just dont know what battle spirit even does in their own game. They don't play every day in cyrodiil and see battlespirit at 44% instead of 50%.
    Edited by SimonThesis on July 12, 2021 4:40PM
  • Daffen
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    It is currently on live 44%. If they increase it to 60% it will result in a 28.5% INCREASE in mitigation compared to what it is on live.

    Math:
    How multiplicative mitigation works
    Mitigation #1 = 5%
    Mitigation #2 = 31%
    Combined = 1 - (1 - 0.05)*(1 - 0.31) = 0.344
    0.344 = 34.4%

    Mitigation #1 = 44%
    Mitigation #2 = x
    Final mitigation = 60%

    1 - (1-0.44)*(1-x) = 0.6

    1 - 0.56 + (1-0.44)x = 0.6

    (1-0.44)x = 0.6 - 0.44 /(1-0.44)

    (1-0.44)x/(1-0.44) = (0.6-0.44)/(1-0.44)

    x = 0.16/0.56

    x = 0.285714........

    The mitigation needed from current 44% to get to the new 60% is 28.5714%
    This proves that ZOS does not know what they are doing when updating PvP balance.
  • Kidgangster101
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    Nser wrote: »
    They just need to make it to 50%

    So there is many builds out there where you can kill someone with crazy burst dmg and have multiple attacks land at the same time giving players the ability to kill within 3-4 second window.

    And you think that deserves only a 6% dmg reduction?

    I agree the game needs to have less overall moves (like Necro) that can self survive like crazy, but I am also willing to admit dmg has got so out of control that people run that build for a reason. It needs to be balanced on both ends.

    So I do think 60% is needed for sure but they need to look at specific classes tankiness and tune them down some and maybe lower it to like 55% on test.
    Edited by Kidgangster101 on July 12, 2021 5:04PM
  • Jaraal
    Jaraal
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    Here is the link to the preview for those who don't go to that section of the forums:

    https://forums.elderscrollsonline.com/en/discussion/580491/update-31-combat-preview/p1


    I'm still trying to figure out where the "Skilled Hunter" passive is, and why I've never seen it before.



    The preview says they are going from 50 to 60, but the current tooltip in game says 44.

    So...lol...what is going on?

    Maybe they were planning to raise it to 50% first, but forgot to let us know, or it didn't make it to the maintenance patch in time? Or maybe in their rush to push things out the door, forgot to add it to a past patch?



    Edited by Jaraal on July 12, 2021 5:16PM
  • TequilaFire
    TequilaFire
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    From today's PTS patch notes:
    Increased the damage taken reduction from the Battle Spirit passive to 55%, up from 44%.
    Developer Comment:
    Spoiler
    After the recent adjustments to base character stats, Champion Points, and item set scaling, we've seen a significant shift in the meta in ways that we wanted, in many cases. In other areas, primarily burst damage and overall Time To Kill, we've seen a pretty radical shift to something that's dangerously low. In efforts to expand the window of TTK, we're upping the effective base Player Damage Reduction from 50% to 60% (remember that players naturally take 10% less damage now, which is why Battle Spirit was reduced to 44%, to preserve the original 50%!) to make up for the added stats all characters have, especially in no-CP environments.
    Edited by TequilaFire on July 12, 2021 5:58PM
  • Biro123
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    I worry about this idea. If I understand correctly, they are only looking at the battle spirit impact to damage, but not healing?

    At the minute, I can take a huge burst, turtle up and heal it back. If my incoming damage drops by 20% but healing stays the same, I can imagine nobody dying.

    I think the damage/healing ratio is currently about right. The problem is having enough health to survive that lag that exists between taking the hits and healing it back. So surely a bigger health bar would provide that buffer? Like the old battle spirit?

    Hmm. Although I guess a problem with that would be that people stop investing in health as battle spirit does it for them, and ttk would still be too low.
    Edited by Biro123 on July 12, 2021 6:22PM
    Minalan owes me a beer.

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  • Blobsky
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    Nser wrote: »
    They just need to make it to 50%

    So there is many builds out there where you can kill someone with crazy burst dmg and have multiple attacks land at the same time giving players the ability to kill within 3-4 second window.

    And you think that deserves only a 6% dmg reduction?

    I agree the game needs to have less overall moves (like Necro) that can self survive like crazy, but I am also willing to admit dmg has got so out of control that people run that build for a reason. It needs to be balanced on both ends.

    So I do think 60% is needed for sure but they need to look at specific classes tankiness and tune them down some and maybe lower it to like 55% on test.

    44% to 50% is significantly more than a 6% mitigation increase - battlespirit works multiplicatively, so it's more like a 10-12% increase.

    Frankly, any extra mitigation is excessive for experienced players and will definitely result in a lot of very slow fights with low kill numbers (e.g. premade bgs) - which the public will then complain about instead.

    In addition, 44 to 60 is a moronically large mitigation increase (around 28.5% as discussed above). If weaker pvpers expect that to make their life easier, they are in for a sudden shock. Us experienced players will be borderline impossible for pugs to kill as we will have way too much time to think, move, heal etc.

    TLDR: I strongly believe any mitigation increase is a poor decision, but IF zos go ahead with it, 44 to 50 is an absolute maximum.
    Yt Channell: Blobsky

    DC EU Nightblade
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  • TPishek
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    I'm pretty sure the 44% = 50% is taking into account the 10% flat damage reduction they built into all characters when they redid the CP system.
  • tsaescishoeshiner
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    [snip]

    People should read the patch notes in detail before hopping on the "bash the devs" train. Someone already posted this up above, so here it is again, with bolding for emphasis:
    Increased the damage taken reduction from the Battle Spirit passive to 55%, up from 44%.
    In efforts to expand the window of TTK, we're upping the effective base Player Damage Reduction from 50% to 60% (remember that players naturally take 10% less damage now, which is why Battle Spirit was reduced to 44%, to preserve the original 50%!) to make up for the added stats all characters have, especially in no-CP environments.

    I'm going to spell it out again, because it is actually kinda confusing.

    Current Battle Spirit damage reduction tooltip: 44%
    Total damage reduction in PvP: 49.6% (everyone takes 10% less damage everywhere thanks to the CP 2.0 patch, and 56% of 90% is 50.4%, so 49.6% less damage)

    PTS Battle Spirit damage reduction tooltip: 55%
    Total damage reduction in PvP: 59.5% (45% of 90% is 40.5%, so 59.5% less damage)

    So the numbers add up to what the devs have described. You will take 20% less damage in PvP on PTS compared to now. People can critique the change if they want, but to attack the devs as incompetent for not understanding the math of the game is pretty ironic. Sorry if I sound a bit salty :~P, but I do legitimately hope this is helpful.

    Edit: clarified the numbies a bit

    [edited to remove quote]
    Edited by ZOS_Lunar on July 14, 2021 1:14PM
    PC-NA
    in-game: @tsaescishoeshiner
  • FluffWit
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    I'm in favor of them doing something but going from 44% to 60% seems a bit much. Unfortunately the test server doesn't seem to work for anything Cyrodiil related so I think we'll be spending another 3 months live testing this for them.... we've essentially been doing a live beta in pvp for what? A year now? 18 months?

    And I really hope they buff siege weapon damage to compensate for this. Siege is actually in a pretty balanced place right now. I don't want to go back to us just jogging through oil and it barely scratching us.
  • Joy_Division
    Joy_Division
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    [snip]

    People should read the patch notes in detail before hopping on the "bash the devs" train. Someone already posted this up above, so here it is again, with bolding for emphasis:
    Increased the damage taken reduction from the Battle Spirit passive to 55%, up from 44%.
    In efforts to expand the window of TTK, we're upping the effective base Player Damage Reduction from 50% to 60% (remember that players naturally take 10% less damage now, which is why Battle Spirit was reduced to 44%, to preserve the original 50%!) to make up for the added stats all characters have, especially in no-CP environments.

    I'm going to spell it out again, because it is actually kinda confusing.

    Current Battle Spirit damage reduction tooltip: 44%
    Total damage reduction in PvP: 49.6% (everyone takes 10% less damage everywhere thanks to the CP 2.0 patch, and 56% of 90% is 50.4%, so 49.6% less damage)

    PTS Battle Spirit damage reduction tooltip: 55%
    Total damage reduction in PvP: 59.5% (45% of 90% is 40.5%, so 59.5% less damage)

    So the numbers add up to what the devs have described. You will take 20% less damage in PvP on PTS compared to now. People can critique the change if they want, but to attack the devs as incompetent for not understanding the math of the game is pretty ironic. Sorry if I sound a bit salty :~P, but I do legitimately hope this is helpful.

    Edit: clarified the numbies a bit

    People are questioning the devs precisely because it is super confusing and it doesn't help that they are still referencing old mechanics that do not apply any more. It doesn;t help me to understand their reasoning saying that I technically take 50% less damage because of a previous change that altered the mechanics such that it's actually 44%, but we'll keep saying 50% because confusion rather than clarity is preferable.

    If combat mechanics change such that they no longer apply and have been replaced by something else, then they should no longer be referenced.

    Also, a large part of that "bashing" comes from people who disagree with the proposed measure in the first place. That the original announcement did not make any reference to the current 44% [snip]

    [edited for bashing]
    Edited by ZOS_Lunar on July 14, 2021 1:15PM
    Make Rush of Agony "Monsters only." People should not be consecutively crowd controlled in a PvP setting. Period.
  • YandereGirlfriend
    YandereGirlfriend
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    TPishek wrote: »
    I'm pretty sure the 44% = 50% is taking into account the 10% flat damage reduction they built into all characters when they redid the CP system.

    THIS is the answer.

    On Live: 1 - (0.56 * 0.9) = 0.50 = 50% mitigation

    This will change to:

    1 - (0.45 * 0.9) = 0.60 = 60% mitigation
  • tsaescishoeshiner
    tsaescishoeshiner
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    [snip]

    People should read the patch notes in detail before hopping on the "bash the devs" train. Someone already posted this up above, so here it is again, with bolding for emphasis:
    Increased the damage taken reduction from the Battle Spirit passive to 55%, up from 44%.
    In efforts to expand the window of TTK, we're upping the effective base Player Damage Reduction from 50% to 60% (remember that players naturally take 10% less damage now, which is why Battle Spirit was reduced to 44%, to preserve the original 50%!) to make up for the added stats all characters have, especially in no-CP environments.

    I'm going to spell it out again, because it is actually kinda confusing.

    Current Battle Spirit damage reduction tooltip: 44%
    Total damage reduction in PvP: 49.6% (everyone takes 10% less damage everywhere thanks to the CP 2.0 patch, and 56% of 90% is 50.4%, so 49.6% less damage)

    PTS Battle Spirit damage reduction tooltip: 55%
    Total damage reduction in PvP: 59.5% (45% of 90% is 40.5%, so 59.5% less damage)

    So the numbers add up to what the devs have described. You will take 20% less damage in PvP on PTS compared to now. People can critique the change if they want, but to attack the devs as incompetent for not understanding the math of the game is pretty ironic. Sorry if I sound a bit salty :~P, but I do legitimately hope this is helpful.

    Edit: clarified the numbies a bit

    People are questioning the devs precisely because it is super confusing and it doesn't help that they are still referencing old mechanics that do not apply any more. It doesn;t help me to understand their reasoning saying that I technically take 50% less damage because of a previous change that altered the mechanics such that it's actually 44%, but we'll keep saying 50% because confusion rather than clarity is preferable.

    If combat mechanics change such that they no longer apply and have been replaced by something else, then they should no longer be referenced.

    Also, a large part of that "bashing" comes from people who disagree with the proposed measure in the first place. That the original announcement did not make any reference to the current 44% [snip]

    Yeah, when I say "bashing", I don't mean the many people explaining why they disagree with the changes. That's fine, of course. It's about how people do it, especially when they've made no good faith effort to understand, and leap to insults.

    Here's the original statement from the Update 31 Combat Preview:
    Our main adjustment in Update 31 will be to Battle Spirit and focusing on the damage taken portion, increasing it so the base character takes 60% less overall damage, rather than 50%.

    I took that literally, as in instead of taking 50% less damage in PvP than in PvE, we'll take 60% less on PTS. Obviously, Battle Spirit is 44%, so they're not talking about the Battle Spirit tooltip (at least, that was obvious to me). You don't need to know about damage modifiers to assume people know what they're talking about (unless proven otherwise).

    If someone didn't get that, there's a big difference between "I'm not sure what this means, how does this add up?" and "Do they really think Battle Spirit is 50% on live? What idiots." Like in the following comments from this very thread (let alone the original Update 31 Combat Preview thread, which is full of insults):

    [snip]

    That's the "bashing" I was referring to. Not people saying that it's a bad change.

    [edited to remove quotes]
    Edited by ZOS_Lunar on July 14, 2021 1:16PM
    PC-NA
    in-game: @tsaescishoeshiner
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