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U50 Bug Reports for Challenge Difficulty

ZOS_Kevin
ZOS_Kevin
Community Manager
Please report any issues you run into while testing the Challenge Difficulty in this thread. In general, we prefer you to use /bug in-game but if you’d rather submit a report here, please give us as much information as possible, including screenshots and/or video if applicable. Thank you!
Community Manager for ZeniMax Online Studio and Elder Scrolls OnlineDev Tracker | Service Alerts | ESO Twitter
Staff Post
  • Masteroshi430
    Masteroshi430
    ✭✭✭✭
    I can't see any Challenge Difficulty setting on the character select screen, I even started a new character to check..
    EDIT: It's a typo in the patch notes, the setting is on the character sheet.
    Edited by Masteroshi430 on April 13, 2026 10:08PM
    @Masteroshi430 PC/EU (old French guy playing in English & addon author/maintainer) My addons
  • ssewallb14_ESO
    ssewallb14_ESO
    ✭✭✭✭✭
    The damage reduction is nowhere near what it should be and seems to vary wildly depending on what damage multipliers are involved.

    Vestige:
    odhrg6gkmfzz.png
    Adventurer:
    1t0wv3g2j9lt.png
    Here the off-balance empowered fully charged heavy attack is a meager ~26% damage reduction, a far cry from 80%, while the Fiery Weapon crit is a 62% Reduction.
  • TheRedRavenTR
    TheRedRavenTR
    ✭✭✭
    Player pets in duels, like warden bear and blighted blast bones, are doing more damage to enemies that have higher overland difficulty settings.
  • AlwaysDancing
    AlwaysDancing
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    When I loaded into the game, I was pre-set at Master level.

    I thought this was an 'opt-in' feature, so by default should be at adventurer difficulty.
  • ZOS_Finn
    ZOS_Finn
    Associate Design Director
    When I loaded into the game, I was pre-set at Master level.

    I thought this was an 'opt-in' feature, so by default should be at adventurer difficulty.

    Thanks for the report, we will look into that.
    Associate Design Director
    Staff Post
  • Shadeous
    Shadeous
    ✭✭✭
    On the first load in to the PTS the loading screen said Master difficulty, but when looking at the character page the difficulty was set to Adventurer.
  • Ravenshadow6513
    I saw something similar. First character I logged on with was set to Master difficulty and had the Master tag on the load screen. The second character was set to Adventurer, but the load screen showed Master. I changed to Seasoned difficulty, and the next load screen showed the correct Seasoned on the load screen. It seemd to default to Master ont he load screen on other characters as well. I even saw it briefly show Master and switch to Seasoned on the load screen.
  • AlterBlika
    AlterBlika
    ✭✭✭✭✭
    Not sure if it's a bug or intended but companions don't take increased damage based on your difficulty.
    Since overland enemies don't damage that much at base, companion tanks can actually tank them pretty well. This kinda defeats the challenge part on most bosses.
  • MisterKarnos
    MisterKarnos
    ✭✭✭
    Ok so i was not sure at first if i should post it here since i think it works exactly as described, however that might not be the way it was intended...

    This is a Parse with Adventurer difficulty
    fc8pbvtuqrxu.png

    This is a Parse under same conditions but Vestige
    9y2jxam1gagq.png

    Now to unravel what is happening here:
    The base damage i do is amplified on the dummy by major+minor vuln (15%) minor+major slayer (15%) DK passive+class mastery (20%) minor berserk (5%) and warmask (15%) that totals to 170% of base damage
    On the 2nd Parse we simply substract the 80% from vestige to get 90% of base damage.
    and this seems to add up accounting for inaccuracies in my parse (im human i make mistakes XD)
    now 90/170 is roughly 0.53 which seems to match my parse result (81k vs 160k)

    this now leads to a very curious behavior in overworld incase you have OTHER negative factors in your damage:
    these examples i dropped minor slayer and have no dummy buffs either so the only damage bonus i get is the 20% from DK passive + minor berserk which means if i substract the 80% from the 125% base and ALSO another 50% for not hitting the main target with warmask equipped:
    pm4y6uz8gcix.png
    pg7nsj7y7fpz.png

    Here we can see in the first Screenshot that no damage at all is done to the mob
    2nd screenshot with help of my damage addon you can see only the marked mob takes damage from my stampede
    while the lash does NO damage on the other target, but the heal is clearly visible on the lefthand side (all damage to the first target in the 2nd screenshot is from my friends companion)
  • AlterBlika
    AlterBlika
    ✭✭✭✭✭
    Some damage reduction buffs don't really work with the increased difficulty. This was tested on Vestige.
    At first I presumed that damage taken debuff which comes from difficulty will make all damage reduction buffs worthless. However it appears some of them still work like intended while others don't.

    I didn't use any skills during this test, I didn't use potions and my companion didn't have any buffing skills. The boss enemy used the same attack. The enemy is Keelsplitter from Summerset, although I bet this boss isn't to blame because I noticed the same behavior with other bosses as well. Also I tested it a couple of times and always got the same numbers.
    I was testing this with Pearlescent Ward and Major Protection from Revealing Flare

    This is how much damage I receive when Pearlescent isn't procced (companion is alive) with Major Protection slotted.
    1pzbyjji3b87.png
    43647.

    This is how much damage I receive when Pearlescent isn't procced (companion is alive) without Major Protection (Reveaing Flare is unslotted).
    5xxlklct9o4k.png
    48497. Major Protection gives 10% damage reduction so this seems okay...

    This is how much damage I receive when Pearlescent is procced (companion is dead) with Major Protection slotted.
    crm6v9ommaf8.png
    41807. Now this seems off because Pearlescent should give me another 33% damage reduction. The difference between 43647 and 41807 is just too small for me to believe that this is 33%.

    And finally this is how much damage I receive when Pearlescent is procced (companion is dead) without Major Protection (Reveaing Flare is unslotted).
    gzjp45s52ihn.png
    46453. If we compare this against 48497 it's clear something's off.

    Pearlescent should work fine with companions. Its tooltip gets updated when they die, and damage reduction works as intended in dungeons and arenas.

    EDIT:
    Upon further testing I noticed that damage reduction from Esoteric Environment Greaves calculates the same way as Pearlescent's. So this issue isn't specific to Pearlescent.

    On Adventurer, these sets work as intended. So I guess their damage reduction buff applies before the debuff from your difficulty takes place.
    Edited by AlterBlika on April 14, 2026 9:00PM
  • AlterBlika
    AlterBlika
    ✭✭✭✭✭
    Sload's Semblance damage isn't affected by difficulty. This is kinda busted for an overland set.
    w8ca58han7c9.png
  • ZOS_Finn
    ZOS_Finn
    Associate Design Director
    Thanks folks, we are taking a look again and we think we identified a potential issue so will look at making some tweaks to the "under the hood" calculations
    Associate Design Director
    Staff Post
  • SacredNym
    SacredNym
    ✭✭✭
    Fatecarver Damage in purely white gear, no set bonuses, no crux, no class passives.

    Adventurer: 2000 per tick (this is our baseline)
    Seasonsed: 1600 per tick (expected 1600)
    Master: 1000 per tick (expected 1000)
    Vestige: 480 per tick (expected 400)

    This seems roughly fine, given the multipliers listed. Vestige damage is a little higher than advertised but I doubt this is game breaking.


    Same test, changing gear for Perfected Ansuul, Deadly, 1pc Slimecraw, and Velothi. Still no crux or class passives.

    Adventurer: 4300 per tick (baseline)
    Seasoned: 3800 per tick (expected 3440)
    Master: 2600 per tick (expected 2150)
    Vestige: 1700 per tick (expected 860)

    Something is clearly wrong here. On Vestige I'm dealing twice as much damage as expected. I suspect the way the percentile damage boosts apply doesn't stack appropriately with Challenge difficulty.


    Same test, Tide born instead of Deadly

    Adventurer: 3800 per tick (baseline)
    Seasoned: 3200 per tick (expected 3040)
    Master: 2400 (expected 1900)
    Vestige: 1600 (expected 760)

    I suspect that damage buffs like Ansuul or Deadly are applying based on the unmodified damage -after- the challlenge difficulty adjustment is being applied, essentially allowed a portion of the damage to just dodge the difficulty multiplier.
    Edited by SacredNym on April 17, 2026 3:53PM
  • DrMedBorn
    DrMedBorn
    ✭✭✭
    companions do to much damage and have too much health. They seem much stronger than then play
  • mocap
    mocap
    ✭✭✭✭✭
    Can confirm HA builds wierd damage reduction on Vestige about ~30% only.
    Setup:
    Noble Duelist + Sergeant + Voidmantle
    Empower from Molten Arnaments + off-balance
    b8uopq0grgo2.jpg
  • luchtt
    luchtt
    ✭✭✭✭
    if anyone is curious why this is happening:

    Damage reduction unintentional behavior:
    When you take damage (note this calculation is kinda simplified and ignores optional stuff that isnt always present)

    (Damage * 7) - (Damage * Multiplicative category reduction additive) * (1 - (armor / 66000)) = damage taken.

    Damage is the original hit before being multiplied by vestige difficulty in this case (so 7, cause 600% additive)

    The second portion is a weird portion of the damage mitigation calculation and our point of interest. These bonuses are:
    Gladiators Tenacity Ulfsild's Contingency
    Gladiators Tenacity Torchbearer
    Lucent Echoes (under 50%)
    Pearlescent
    Torc of the Alyeid King
    Esoteric Greaves
    Runic Sunder
    Major Evasion
    Minor Evasion
    Psijic Deliberation
    Necrotic Potency
    Necro Dot Mit Disdain Harm
    Major Aegis
    Minor Aegis
    and some others since this is a list from ~u40 ish, but whatever.

    These will take the original damage, add together multiplicatively with rounding, then reduce the original damage by the given value, then subtract that value off the damage. This is not super relevant.

    Problem is: it only subtracts it off the original damage value, not the value that is multiplied by Challenge Difficulty. So basically they're 7x less effective. For example:

    With Esoteric Environment Greaves, and a 1000 hit it'd be:

    (((1000 * 7) - (1000 * 0.5)) * (1 - (2425 / 66000)) = 6261 damage taken, while if it worked correctly, it'd be 3371.
    Hit * 7. Esoteric reduction. Armor reduction
    (Esoteric is a heavy gold leg, 2425 armor)

    Please invest time in finally fixing these weird parts of the mitigation calculation. Don't do a band-aid fix, you'll encounter more of these issues as the game continues.

    Damage increase unintentional behavior:

    This one is much simpler, the -80% damage done works exactly the same as say, Major Berserk or Major Slayer: it's additive.

    This means that if you have an unmodified character, it is indeed 20% of damage dealt, but if you have even just a 6% damage CP slottable, your damage increases to 26% of damage done which is a 30% increase in overall damage output.

    The reason this "Light attack bug??" is seen, is because it is also additive, the 20% from Weapons Master is effectively doubling your damage since we're going from 20% damage done to 40% damage done. (or 0.2x to 0.4x) The player did probably have some other % damage bonuses but since most of them worked on the rest of their damage, they saw the LA/HA's as an outlier. The lightning staff also had to do with it, as it gives 12% direct damage bonus which is also additive with the % dmg reduction from Vestige/Challenge Difficulty.

    It also makes sets like Deadly, or passives like the Class Mastery from Arcanist ridiculously overpowered in Vestige. I can hit over 40k dps in vestige mode on pale order with pure arcanist on a 6mil dummy. It should be closer to ~10-15k at most.
  • drip_fromtheinkwell
    At the moment, world bosses at least are hitting for the same damage amount on adventurer and master. Lady Solace 's Fen and the Kwama one in Stonefalls were the two I tested.
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