Maintenance for the week of April 6:
• PC/Mac: No maintenance – April 6

Suggestion: Change how damage scales off resource pools.

WhyMustItBe
WhyMustItBe
✭✭✭✭✭
The current trend towards hybridization is great and will open up a lot of new build options that will keep the game engaging and fun to explore. However, the hard limiting factor will still be sustain: specifically that you will need to split points into stamina and magicka to use both types of skills consistently in a rotation, and that doing so will inevitably lower your overall effectiveness as everything still scales off your max resource pool.

The simple and obvious solution would be to scale damage off the combined points put into the blue/green pools vs. those put into health. So, where putting all your points in magicka would max the damage bonus to your magicka skills but add nothing beyond baseline to stamina, this change would mean adding 50% of your points to magicka and 50% to stamina would result in the same maxed bonus to BOTH potential offense pools.

Putting points into health would lower your overall damage in both offensive pools.

After this the biggest limiter to a true hybridization as a viable and competitive playstyle would be unifying stamina and magicka recovery. However, depending on the build this might not be an issue, as using two pools on a roughly 50/50 split of skills might tend to even out the need for as much recovery on either stat.

But only if you were able to freely invest points into magicka and stamina and have the total added to green + blue buff your damage to both as if you had put that total number into either one.

Edited by WhyMustItBe on October 3, 2021 7:57AM
  • universal_wrath
    universal_wrath
    ✭✭✭✭✭
    What would make more sense is that damage skills scale with weapon/spell damage and healing skills scale max stamina/magicka, while armor buffs/ debuffs scale with max HP. That way you can distinguish betweeb healers, dd, and tanks. Tanks well not be able to do much damage in both PvE abd PvP and will have low healing outpot, DD while suppered in damage in PvP ir PvE, they will not be able to survive without proper healer to keep them alive, tanks shouldn't be able to to kill in PvP and even if they did, they will not n able to healibg much. In PvE, tanks would still be essantial to maintain buffs/debuffs while they beed a healer to survive.
  • Tannus15
    Tannus15
    ✭✭✭✭✭
    ✭✭✭✭✭
    It's been my assumption for a while that this is the intention, it has already been applied to proc sets.

    I asked Rich the other day on his stream if this is the intent and he said something along the lines of 'it's something we're looking at, but there are a lot of balance issues and we need to make sure it won't break everything first'

    I mean, just looking at it how does it affect food and the max resource / health / regen balance? If max stat doesn't matter, then only regen matters. DD would run 30 points in health and run a stam and mag regen drink. How does it affect trials when everyone can have more than 30k max health with no downside? How does this affect sets that max a stat like necropotence or bone pirate?
  • LeonAkando
    LeonAkando
    ✭✭✭✭
    To address the OP, I disagree. There should be some downside to playing hybrid, when there are an overwhelming amount of benefits. The downside in the current iteration is lower but still respectable damage. That's a good system.
    Tanks well not be able to do much damage in both PvE abd PvP and will have low healing outpot, DD while suppered in damage in PvP ir PvE, they will not be able to survive without proper healer to keep them alive, tanks shouldn't be able to to kill in PvP and even if they did, they will not n able to healibg much. In PvE, tanks would still be essantial to maintain buffs/debuffs while they beed a healer to survive.

    You can tell this suggestion is entirely based on PVP perspective, and yet another piece of evidence to the ever mounting list of reasons why PVP and PVE need to be separated.

    No, tanks should not be "debuff sticks" as their only role in a game. Not only is the game designed around tanks having strong self heals, it's part of the durability that makes them a tank. But also they already do absolutely pitiful damage, much lower than any other tanking role in other MMOs, and the very last thing they need is to have it reduced further.

    If anything, the tanking role could use a buff so that people are willing to play it again. I don't blame people for abandoning it, why play a tank and spend 20 seconds slowly whittling down an overland mob when you can play damage and literally kill it in a single ability without any set up.
  • Elsonso
    Elsonso
    ✭✭✭✭✭
    ✭✭✭✭✭
    The current trend towards hybridization is great and will open up a lot of new build options that will keep the game engaging and fun to explore. However, the hard limiting factor will still be sustain: specifically that you will need to split points into stamina and magicka to use both types of skills consistently in a rotation, and that doing so will inevitably lower your overall effectiveness as everything still scales off your max resource pool.

    This is the next problem to be solved, and the easiest way to solve it is with additional homogenization.

    It will be interesting to see if they can do it without resorting to that.

    XBox EU/NA:@ElsonsoJannus
    PC NA/EU: @Elsonso
    PSN NA/EU: @ElsonsoJannus
    Total in-game hours: 11321
    X/Twitter: ElsonsoJannus
  • DrSlaughtr
    DrSlaughtr
    ✭✭✭✭✭
    If you do this you just got rid of any advantage of playing a straight build. We continue to learn with these threads that people just want to be able to make giant cheese balls not having "build diversity."
    I drink and I stream things.
  • WhyMustItBe
    WhyMustItBe
    ✭✭✭✭✭
    Tannus15 wrote: »
    I mean, just looking at it how does it affect food and the max resource / health / regen balance? If max stat doesn't matter, then only regen matters. DD would run 30 points in health and run a stam and mag regen drink. How does it affect trials when everyone can have more than 30k max health with no downside? How does this affect sets that max a stat like necropotence or bone pirate?

    As I see it, this would only be a problem if you made max magicka/stamina not effect damage at all. What I am suggesting, is just like pretending magicka and stamina are one big bar when calculating damage. So, stats would still matter and putting points into health would lower your magicka AND stamina damage.

    Think of it this way. Imagine each attribute put in magicka currently increased your magicka damage by the equivalent of 10 spell damage. That means if you put all 64 of your attribute points in magicka you would increase your magicka damage by approximately 640. This would make your magicka abilities stronger, but largely nerf hybridization as your stamina abilities would gain nothing.

    It also makes using stamina abilities difficult as it leaves you with a very small stamina resource pool, which you also need for blocking and dodging. Casting a couple AOE or an AOE and a couple other abilities would basically deplete your tiny stamina bar, again leading to hybridization problems.

    What I am suggesting, is make any point in stamina OR magicka increase your magicka AND stamina damage by the equivalent of 10 weapon/spell damage.

    Now, if you divide all your attribute points evenly into magicka and stamina, you will increase the damage of BOTH types of abilities by 640, making hybridization possible. You would also have a larger resource pool for both (though not as large as putting all into one tree or the other).

    Putting 30 points into health would lower BOTH your magicka AND stamina damage by 300 equivalent spell/weapon damage, which would discourage health stacking in PVP just as much as now, so I do not see this as a problem.

    Sets that buff magicka/stamina as you mention wouldn't be a problem either. You would be effectively buffing BOTH your damage stats, but increasing the total resources for one bar, allowing more abilities of that type to be case. As I see it, this mix adds a TON of build customization options, as maybe you have 70% magicka abilities and 30% stamina, and want to have a larger magicka pool so you can use more magicka. Sets like Necropotence would still help with that.

    You could balance which pool was larger based on which type of abilities your build used more of.

    Likewise foods/drinks would be selected based on which pool you wanted higher for casting more abilities, or which regen you needed more of, possibly gaining the other regen stat through gear.
  • divnyi
    divnyi
    ✭✭✭✭✭
    Everybody is talking about how to make hybridization work.
    My question is how to make pure physical build work?

    In all the previous scrolls we were able to create a mage, a rogue, and a warrior. And warrior didn't need to be a spellcaster.

    Every class in ESO is basically a magic school.
    Every competitive stamina build uses hella lot of magic.

    Where are physical technique schools? How to make a warrior?
  • WhyMustItBe
    WhyMustItBe
    ✭✭✭✭✭
    LeonAkando wrote: »
    To address the OP, I disagree. There should be some downside to playing hybrid, when there are an overwhelming amount of benefits. The downside in the current iteration is lower but still respectable damage. That's a good system.

    I disagree with your disagreement. ;)

    This concept of needing to manufacture weaknesses to a different build strategy is what led to the destruction of the vampire sub class. They listened to people saying "this should be weaker" and added so many convoluted downsides that it is now basically only good for RP and nerfing yourself.

    The only real benefit of going hybrid would be MAYBE slightly better sustain in an optimized build as you would split your abilities being used between magicka and stamina. But they would still cost the same, you would still have to block/dodge, and you still couldn't completely ignore regen as once you are out of resources you still need to get them back somehow.

    Lets say baseline magicka/stamina at max level with no attribute points is 12k each. Each point in magicka or stamina adds 111 to that stat. So, adding all 64 points to magicka or stamina would raise that stat to 19104.

    For the sake of the argument and to make things easy, say your build had 10 magicka abilities (5 on each bar) which each cost 2k magicka. This would let you do a rotation approximately 1 time before being out of magicka. Once out of magicka you need regen to get you back up.

    Now, imagine you split your attribute points 50/50, putting 32 points in magicka and 32 points in stamina, giving you a total of 15552k of each. Likewise say you had 5 stamina and 5 magicka abilities (5 on either bar or each), and again each cost 2k resources.

    You would be able to do approximately 1.5 rotations before being out of BOTH resources. However, the additional downside would be this would include stamina which you also need for dodging/blocking, etc., and you would now need BOTH stamina and magicka regen to get your offensive stats back up, or be unable to use half your skills. That additional stat regen would need to come at the expense of resource pool or damage tradeoffs from gear/enchants/food.

    Also consider the downside of potions. You would need to use tri-stat potions to gain the regen benefits from both stats. However, this means you couldn't gain the major damage/crit buffs from using combos meant for just one stat or the other, requiring you to slot abilities that give you these stats.

    To my way of thinking that is already plenty of downside to balance the advantage of being able to cast 50% more abilities before running out of resources.

    More would just be arbitrarily punishing hybrid builds for not being cookie cutter meta sets and min/maxing one pool and I think that is the wrong way to go. It punishes build diversity and rewards what effectively makes gearing and building your character rather boring as they all end up in basically the same sets using basically the same skills.

    Edited by WhyMustItBe on October 4, 2021 5:01PM
  • EntropicLynx
    EntropicLynx
    ✭✭✭
    divnyi wrote: »
    Everybody is talking about how to make hybridization work.
    My question is how to make pure physical build work?

    In all the previous scrolls we were able to create a mage, a rogue, and a warrior. And warrior didn't need to be a spellcaster.

    Every class in ESO is basically a magic school.
    Every competitive stamina build uses hella lot of magic.

    Where are physical technique schools? How to make a warrior?

    While I agree that this is (and has been) a limiting issue, it has been far less of an issue than hybrid builds and isn't a balance problem, but a skill variety problem.

    Every skill tree except for Mage's Guild and the Staff weapons have at least a couple of Stamina skill morphs. And if you think of Class skills as basically a caster-style skill tree (and that makes some sense), then you still can choose to run pure weapon skills only and entirely off of Stamina. This is how you make a "Pure Warrior" in ESO, and, in fact, is how such "Pure Warrior" type builds have *always* been made in all previous Elder Scrolls games as well (as far as I remember them).

    This *is* limiting, as I've said, but it also would be relatively easy to fix. For example, it could be addressed by adding in 1 or 2 new Guild-style skill lines that are purely physical in character/flavor and that rely on Stamina as the resource pool and/or 1 or 2 new weapon skill lines.

    Since none of that is particularly a balance issue, however, it therefore doesn't really belong in this specific discussion thread. I suggest starting a new post making suggestions around ways to make a "Pure Warrior" style build more possible and more versatile, rather than trying to hijack a thread that is discussing something else altogether.
    Edited by EntropicLynx on October 4, 2021 5:41PM
  • EntropicLynx
    EntropicLynx
    ✭✭✭
    Back to the OP's ideas...

    As @Tannus15 pointed out, they are interested in finding a way to make this work, but I think the balance issues are a greater difficulty with the Magicka vs. Stamina Resource pools than what @WhyMustItBe seems to be thinking about.

    In the damage calculations, the base resource pool is used to help determine the damage of any skill that uses that resource. So in that sense, they can be thought of, at least simplistically, as "contributing to Weapon Damage or Spell Damage", as it were (that's in quotes in order to group it as a thought concept, not because I'm quoting anybody). But simply allowing each resource pool to directly affect *both* damage types, that is, to contribute equally to both Weapon Damage and Spell Damage as though it were a gear bonus, would require re-working *how much* they contribute. This is where the balance problem comes in.

    Take, for example, a typical pure Magicka or pure Stamina DPS build. Depending on a number of factors (race, class, specific gear choices) they typically have a primary resource pool in the range of 25k-35k with the other pool in the range of 10k-15k, and a Health pool of typically around 20k (rough values), and the higher one is (including Health), the lower the others are. A full hybrid, on the other hand, can easily run 25k in all 3 pools as a Moderate-Crit to High-Crit build (I know because I'm working on fleshing out and testing just such a build on the PTS at the moment). If a pure Stamina build is running, say, 20k Health, 10k Magicka, and 30k Stamina (because they're running some crit, for example), then their total of Magicka plus Stamina is 40k. On the other hand, a *current* hybrid style build like the one I just mentioned could run a combined total of over 50k resource pools.

    In addition to that particular issue, there is also the problem of the fact that the resource pools (especially Stamina, much to my annoyance) are used for other purposes as well, such as Sneak, Sprint, Block, Bash, etc.

    I had another point of complication to mention, but my ADHD brain has completely forgotten what it was, so I'll leave it there for now.

    One possible solution might be to count only part of the secondary resource pool. For example, the damage calculations could determine the smaller of the two pools (if both are equal, then pick one), add 40% of it to the value of the larger pool, and use that combined value for the calculation. Taking my pure DPS vs Hybrid build stats mentioned above, that would be 25k+10k for the Hybrid, coming to 35k while the Stamina build would get 34k. But even this approach would end up slightly increasing overall damage, and that damage increase would need to be addressed. Also, as this is only a single comparative example, there could be the possibility of drastically changing the meta in other ways, and only going through multiple possible examples across the spectrum of min-maxing would reveal them.

    One other possibility might be to make it so that you combine the full values of both pools, but make it so the combined value has diminishing returns on damage increase. That might, perhaps, be the easiest way to go about it, as all it really would require is changing the damage calculations themselves. But determining the right equation to use instead of the current ones would be a time-consuming endeavor in order to achieve balance without screwing things up.

    I would love to see hybridization continue to make Hybrid builds more viable. In no small part because ever since the very beginning of the game I have always wanted to play a Bow/Lightning hybrid Sorcerer and have it be perfectly viable. But hybridizing the resource pools while maintaining reasonable game balance is likely going to be a lot more complicated than simply adding the two pools together to determine their damage contribution.

    In any case, I'm glad @Tannus15 told us what Rich said, because I love hearing that they're still working on it.

    Lynx
  • universal_wrath
    universal_wrath
    ✭✭✭✭✭
    LeonAkando wrote: »
    To address the OP, I disagree. There should be some downside to playing hybrid, when there are an overwhelming amount of benefits. The downside in the current iteration is lower but still respectable damage. That's a good system.
    Tanks well not be able to do much damage in both PvE abd PvP and will have low healing outpot, DD while suppered in damage in PvP ir PvE, they will not be able to survive without proper healer to keep them alive, tanks shouldn't be able to to kill in PvP and even if they did, they will not n able to healibg much. In PvE, tanks would still be essantial to maintain buffs/debuffs while they beed a healer to survive.

    You can tell this suggestion is entirely based on PVP perspective, and yet another piece of evidence to the ever mounting list of reasons why PVP and PVE need to be separated.

    No, tanks should not be "debuff sticks" as their only role in a game. Not only is the game designed around tanks having strong self heals, it's part of the durability that makes them a tank. But also they already do absolutely pitiful damage, much lower than any other tanking role in other MMOs, and the very last thing they need is to have it reduced further.

    If anything, the tanking role could use a buff so that people are willing to play it again. I don't blame people for abandoning it, why play a tank and spend 20 seconds slowly whittling down an overland mob when you can play damage and literally kill it in a single ability without any set up.

    Just so you know, I mainly play PvE. I play PvP only when my friend is online, but most of the time I spend doing overland, crafting, and dungeon stuff. Tanks in most games have always been reliant on healers to heal them because most of the they cannot heal the damage they recieve but only do some healing to offset a small percentage of they damage they recieve. Most of the heals that the tank recieve is from healers, which is why they are essential in all mmo games except for eso. You can do dungeons without any healer what so ever because tanks can heal themselves more than healers can, damage dealers can off heal and do more healing than an actaul healer because they have high offensive stats more than healers which is a huge factor in the heal calculation. If you want to do more damage while exploring you should use things like balorgh or molag ken or even switch gears to make up for your lack of damage.
  • WhyMustItBe
    WhyMustItBe
    ✭✭✭✭✭
    In any case, I'm glad @Tannus15 told us what Rich said, because I love hearing that they're still working on it.

    This has me more excited than almost anything else going on with the game right now TBH.

    With regard to your concerns, it really isn't an issue if you run the numbers. It helps to visualize the bonus damage as the part of your offense bar that is added by attributes and gear above baseline. The only difference is you are adding EITHER magicka or stamina, rather than stacking just one, but the total damage bonus available from increasing total offensive resources through stat buffs and itemization would remain the same as it is now.

    Since you only have 64 total attribute points, it wouldn't matter if you put all into one stat, or half into each. If the blue and green bars were counted as one offensive pool, the added power would be the same regardless. All that would matter in terms of power would be how much you added to health, as this would take away from what you had to put in offense, just like now.

    The same goes for stats from sets. There would be no difference between adding a total of 4000 more magicka strictly from sets or 2000 magicka and 2000 stamina, and since you have a fixed number of set slots there is no difference in how much is available.

    The only outlier would be wearing stats like Draugr Hulk and Bright-Throat's Boast or Necropotence together. However even this is not really any different than now as 1) you can already wear Bright Throat and Necropotence together to boost magicka (and the damage bonus from magicka) super high, and 2) you still have to sacrifice other offensive stats to get the resource pool that high, just like it is now.

    In terms of the overall damage boost potential however, combining the bars would result in zero change from a current pure magicka or stamina minmax build.
  • divnyi
    divnyi
    ✭✭✭✭✭
    In terms of the overall damage boost potential however, combining the bars would result in zero change from a current pure magicka or stamina minmax build.

    Damage from attribute points are literally the only reason why people would stay pure magicka or pure stamina.

    Amount of stam or amount of magica doesn't matter, in a good trial your regens are boosted anyway.
    Major brutality+sorcery can be obtained through DK group buff.
    Major Savagery and Major Prophesy can be obtained by slotting skills - and you don't need both on same bar, you can have magica bar and stamina bar. And you can also gain one of those with pot, so only slotting the other on front bar.

    Remove attributes, and everybody will run hybrids with best dots and spammables and executes from both types. And that's PvE-speaking.

    PvP speaking, people would just run all the skills from mag and stam even without all the buffs. Difference is negligible.
  • ExistingRug61
    ExistingRug61
    ✭✭✭✭
    In any case, I'm glad @Tannus15 told us what Rich said, because I love hearing that they're still working on it.

    This has me more excited than almost anything else going on with the game right now TBH.

    With regard to your concerns, it really isn't an issue if you run the numbers. It helps to visualize the bonus damage as the part of your offense bar that is added by attributes and gear above baseline. The only difference is you are adding EITHER magicka or stamina, rather than stacking just one, but the total damage bonus available from increasing total offensive resources through stat buffs and itemization would remain the same as it is now.

    Since you only have 64 total attribute points, it wouldn't matter if you put all into one stat, or half into each. If the blue and green bars were counted as one offensive pool, the added power would be the same regardless. All that would matter in terms of power would be how much you added to health, as this would take away from what you had to put in offense, just like now.

    The same goes for stats from sets. There would be no difference between adding a total of 4000 more magicka strictly from sets or 2000 magicka and 2000 stamina, and since you have a fixed number of set slots there is no difference in how much is available.

    The only outlier would be wearing stats like Draugr Hulk and Bright-Throat's Boast or Necropotence together. However even this is not really any different than now as 1) you can already wear Bright Throat and Necropotence together to boost magicka (and the damage bonus from magicka) super high, and 2) you still have to sacrifice other offensive stats to get the resource pool that high, just like it is now.

    In terms of the overall damage boost potential however, combining the bars would result in zero change from a current pure magicka or stamina minmax build.

    There are a number of things that would lead to an overall damage boost or other benefit under this system. Primarily this is because with the current stat valuation, off stat is almost not considered in a set or passives worth, so is often tacked on for free. Examples are dark elf stats and also all the sets that give a boost of both stam and mag in a single line (ie: domihaus 1pc) which would suddenly be contributing double what they were to damage. Shacklebreaker 5 piece would be worth almost 400 damage on its own, way above standard. Plus you have tri glyphs and triune, which would effectively now give free health for no damage loss.

    Not saying it’s a bad idea, just that the balance issues are wider reaching than you are currently indicating.
  • WhyMustItBe
    WhyMustItBe
    ✭✭✭✭✭
    @ExistingRug61 those are good points about racials and certain sets.

    The issue with Shacklebreaker I see as less immediate as it sort of falls under the heading of normal build tradeoff decisions. The set gives two lines of recovery, so it sacrifices raw stats elsewhere. Not saying it wouldn't be good, but I don't think it would rocket quite to BIS.

    Tri-glyphs I think would almost be appropriate since it costs ~15k gold per glyph to make them due to the rare Hakeijo rune requirement. Domihaus 1-piece could have the stats reduced to say 600 each so the combined benefit matched the equivalent weapon/spell damage from Molag Kena 1-piece to keep parity between monster sets.

    The simplest way to deal with racials would be to just half the value Dark Elves get for each stat, which would keep the net effective damage bonus basically the same while preserving their hybrid theme.

    Also keep in mind that stacking raw stats does have a diminishing returns effect built in. I can't recall where the breakaway point is but it has been calculated that after a certain level, weapon/spell damage and crit both give greater damage benefits.

    I'm not saying they wouldn't have to make some adjustments, however it mostly seems like relatively quick value shifts rather than any sort of major mechanical re-balance.
  • ZeroDPS
    ZeroDPS
    ✭✭✭✭
    If you do this you just got rid of any advantage of playing a straight build. We continue to learn with these threads that people just want to be able to make giant cheese balls not having "build diversity."

    yes!


    So guys lets do this, remove everything, lets have 1(ONE) resource(name will be resource because who cares...) and if we take damage resource will be lowered, use skill -> resource lowered, damage will be calculated also from that resource.
    One type of damage: DAMAGE
    One type of armor: ARMOR
    One type of penetration: Penetration ahahah omg something we already have....
    and 3 skill slots with 3 skills for all classes
    also devs will buff your damage like 300k per hit

    and yes! you are good to go, just sit in front of PC and hit one button.....


    P.S. omfg....
Sign In or Register to comment.