Quantcast
Channel: Recent Discussions — Elder Scrolls Online
Viewing all 539985 articles
Browse latest View live

[Werewolf Scalebreaker feedback] - "Why most of the changes are unjustified and needs tweaking"

$
0
0
This thread will put more focus on the Berserker morph and also more focus towards PvP
To start of this topic I´ll begin by quoting @jediodyn_ESO who did a nice summary of his/her view of the changes made to werewolf on the Scalebreaker PTS:
New patch nerfs the crud out of BOTH morphs.
Berserker gets a TON less damage.

Here let me break it down:
Resistances apply to all bleeds = dmg nerf
17% dmg reduction to light & heavy attacks
Cost increase (big) + damage reduction (small) on claws - damage change would be ok if not for the increased cost.
17% damage reduction on howl of agony with a (lol) %3 increase to a feared target
Fear nerfed and now has a shorter range than light attacks. (ridiculous)
Huge cost increases means needing more sustain so.. less defense and/or offense.

Also:
Slap in the face 1% cost reduction to pounce
Healing ridiculously gutted - huge cost increase and less healing

+25% bleed damage doesn’t compensate for all that lost damage and increased cost. Also, all other bleeds also had a face damage increase but take an overall damage decrease due to resistance... so overall less damage.

Make no mistake, both morphs are getting neutered. WW fall 2019- roleplayers only.

Hircine´s Fortitude:
I personally think it´s the right call to reduce the effectiveness of this skill since it was overperforming in PvP. No other heal in the game comes remotely close to such a potent heal. What I don´t agree with is how the nerf is done. Reducing the healing or increasing the cost would´ve been a good move, but both at the same time is way overkill. My suggestion is to lower the potency of the heal, but leave the cost as it is.

Increased cost of werewolf skills (not including Hircine´s Fortitude):
Not as big of a deal if you ask me, people will survive and adapt.

Pack-Leader morph
This morph is utterly useless at this point. The morph offers 0 damage output and in terms of utility, the snare and minor maim from the direwolves are not good enough as a compensation.

Werewolf damage output
This section is what´s going to make up the majority of this post, since it´s the most concerning one. Ever since Summerset launched, werewolfs has lost more and more damage each new patch.
In Summerset, werewolfs never got the buffs to light-& heavy attacks (new system where your max resource contributed more to your LA/HA damage) as everyone else got. Adding some bugs that occurred at the same time, this ended up with a 15-20% damage loss to werewolfs light-& heavy attacks (while everyone else that wasn´t a werewolf saw a buff of 15-20 % to their light-& heavy attacks)

In Wolfhunter, werewolfs lost the unique weapon damage modifier from Hircine´s Rage, resulting in even less damage output. As compensation, werewolf received increased survivability through the new Hircine´s Fortitude and it scaling from max HP.

We all remember Murkmire with the bugged enchants and werewolf bleeds proccing them. I´ll leave them out of this context however, since I don´t believe in balancing something after how something that is considered a bug performs.

In Elsweyr, werewolfs lost their ability to refresh the light attack (LA) bleed upon each new light attack. On top of this, the bleed duration was reduced to 4 seconds, down from 8. The damage tooltip remained unchanged however. From a PvP perspective, this was a small buff to the berserker morph since the pressure was a lot more frontloaded than before, and more experienced werewolf players would make good use of this (aka lowering the floor, raising the ceiling). From a PvE/Pack-Leader perspective, it was a noticeable damage nerf, since the bleed damage on the Pack-Leader morph was nerfed at the same time.

As you can see, werewolf has lost damage over quite sometime. And now ZOS decides to reduce damage even more. Which in my opinion is a death-sentence for them in PvP. With bleeds not ignoring resistance anymore, the berserker bleed has taken up to a 60% damage nerf in PvP. On top of that you further reduce the damage on most of our skills and light attacks. Werewolf has always been a tool to deal with very tanky and durable targets and has the last 2-3 patches been a soft counter to the "tank-meta" that people despise so much. Why would I pick a 255-300 (depending on what class you play) cost ultimate that doesn´t give me any edge over my opponent?

Werewolf should be focused around high damage output, and I don´t see it as a problem with them having "a bit over the top" damage output, as long as their tankiness/survivability ain´t too overkill. As it stands with the current PTS notes, werewolf doesn´t have any of these things. They don´t have the damage output to apply high single target pressure (especially with vigor being overbuffed) and they don´t have enough survivability to withstand longer fights due to the changes to Hircine´s Fortitude. I´m fine with making a choice between damage and survivability, but at the moment I can´t choose neither one of them.

My proposals:

* The werewolf bleed continues to ignore physical resistance as a unique mechanic (it´s an ultimate after all), but remove the extra 25% damage bonus to the berserker bleed that was added with Scalebreaker PTS.

* Hircine´s Fortitude gets reduced in potency, but doesn´t get any cost increase.

* Remove the direwolves from the pack-leader morph (so no snare or maim from this morph anymore). The Pack-Leader morph is now a utility morph that boosts the performance of other werewolfs in the group. For each werewolf in the group (pack-leader included) the cost of werewolf skills are reduced by 3% (up to a maximum of 12%) and damage done increased by 2% for each werewolf in the group (up to a maximum of 8%). These %-numbers are just examples and can be tweaked. This way, the pack-leader morph becomes a utility morph that focuses around group play.

* Undo the damage nerf to Howl of Agony and Light-& Heavy attack damage. If not, reduce the damage nerf so werewolf doesn´t hit like a wet noodle in PvP.

@ZOS_GinaBruno
@ZOS_BrianWheeler
@ZOS_Gilliam
@Masel @Alcast (tagging some of the class-reps just in case ^^)

[Bug] Pack Leader's Bone Broth reduces Werewolf ultimate cost only after transformed

$
0
0
The new drink, Pack Leader's Bone Broth, gives a slight decrease in the cost of all of the werewolf abilities, but only if the player is already in werewolf form. This means that players never get to take advantage of the reduced Ultimate cost for the werewolf transformation.
12qw3desrp2y.png

In human form as a Templar, the cost is 285:
318lwr1l3csr.png

But in Werewolf form as a Templar, the cost is now 273:
0ay2easleldp.png

The cost reduction should be applied to all of the Werewolf abilities before the player is in Werewolf form, so the player may benefit from the Ultimate cost reduction of this drink.

MagSorcs identity

$
0
0
Famous Alcast tells twice in the video: "does not feel like I am playing magicka sorc any more" and I wholeheartedly agree with him!

After 5 years, for the first time, we have to drop Liquid Lightning.
Second pet? Butchered and useless, including the "DPS" Tormentor (that always sucked anyway).
Elemental Blockade? Not a "native" magsorc ability but it's 5 years that works lovely with Liquid Ligthning... Gone.

Every single damn patch my class (and not just that) become less and less captivating, less and less engaging. It's now a copy-paste, like everyone else.

When will you stop messing up our game? We did not roll a MagSorc to be a poorer version of a NB.

I always loved AoE classes, every game has one and it's usually mages.
We had Elemental Ring... gone, since so many years.
We had Crystal shards... twisted every single patch until it's just some RNG proc.
We had (like all mages in every game) a shields based survival kit => nerfed. Re-nerfed. Bugged. Bi-bugged. Re-nerfed. Re-buffed. Re-nerfed. Re-buffed. To appease all of 2000 PvP players in an instanced minigame, screwing a million PvE players over.

I don't have words for all of this. I'd trade 2014 ESO for this every day.
Blizzard had the brains to re-create and bring back WoW Classic, which is 10 times better than the sack of garbage known as "BFA". Because you don't fix what is not broken.

I hope one day we'll get "ESO Classic" to finally enjoy our game again. Yes, the ESO where you actually had to pay attention not to pull more than 2 NPCs at a time else... <Consequences for dumb actions> happened.


image

Performance Improvements Timeline 2019

$
0
0
As seen on the Bethesda ESO stream moments ago
FY5CZc3.jpg

Faction night capping...fine as is?

$
0
0
Hey all, i just wanted to write up a discussion about something that i've noticed recently and see what the opinion of others are about it. Now i live in NZ and like the Aussies, Japanese and anyone else in the OCE region, have to play on the NA server. The prime time over here is the dead of night over in NA, but for some reason only AD has a population in Cyrodil at this time. Theres literally like 5 people in EP or DC most nights.
https://imgur.com/a/ouLdAGt
What i've noticed is that consistently AD will get on and cap everything during the "off hours" because theres literally noone online to defend it, then come "prime time" the other 2 factions will grind back what they lost overnight against a full pop AD. It seems somewhat broken to me that a single faction can gain a large advantage over the other 2 in a pvp game mode via pve and lack of server population.

Don't get me wrong, i understand that these guys are just playing during their prime time like me. I don't think that players should be penalised, i do however think that there needs to be a change on how points are calulated during the "off hours" though.

I think ideally, point gain in the "off hours" should reflect the efforts of each faction during the "prime time" each day when everyone is actually pvping. Resource and keeps flip quite often during "prime time" depending on where they are. I think that during the "off hours" the points each keep/resource are worth in total should be based on how long it was held on average that day.

So for example instead of a resource/keep being night capped and then sitting there until the next morning generating points because there is no population, it would then generate points upto the determined cap based on what exactly it was and the average time it was held that day. It then wouldn't generate any more points until it was either flipped or there was a daily reset that occured.


Thoughts?

Good/Bad/Recommended DPS numbers?

$
0
0
I put together a magicka sorcerer build that seems to be somewhat close to some meta builds i've seen, but more tailored to may playstyle, and works extremely well in solo PvE content with high DPS and pretty decent surivivability, but when i test it on The Precursor target dummy in my guild HQ, i get between 20k-25k dps. I'm wondering how decent this is, cuz i know what works in solo PvE doesnt necessarily work in Trials or Vet Dungeons, and whether i'm ready to try SunSpire cuz i want False God's Devotion

For those wondering, my build is as follows (Keep in mind this is all before food buffs):
Monster Set: Slimecraw (Light armor w/ max magicka enchant)
All Armor: Law of Julianos Set (Light armor) w/ max magicka enchant and Divines trait
Jewelry: Mother's Sorrow w/ spell damage enchant
Weapons: Mother's Sorrow lightning staff in both slots w/ weapon/spell damage enchant and infused trait

WITHOUT food buffs, i'm sitting at just over 2000 spell damage, 2500 when buffed with Power Surge
Crit rate: 65.7% (used with Power Surge to regain 2550 health/second when i crit
Max Magicka: 32148
Max Health: 11367
Max Stamina: 9708

Front Bar:
Crystal Fragments, Haunting Curse, Power Surge, Twilight Matriarch, Inner Light

Back Bar:
Hardened Ward, Elemental Blockade, Lightning Flood, Twilight Matriarch, Inner Light.

Mundus Stone:
The Thief (Crit rate)

If i missed anything let me know. Also feel free to make any recommendations on changes. I'm certainly no expert on builds. My main goal with this was to make it as easy, quick and lazy to mow through delves, public dungeons and questing, with lots of AoE and crit rate for healing. But never tested it in a Trial (never done a Trial before) or Vet Dungeon cuz queue times take ages as a DPS.

Is there a way to suspend ESO Plus

$
0
0
I play on PS4 NA and just renewed ESO Plus for a year; however, right now the game is very unplayable. The main issue is unsynced sound and actions (there is a 5-10 second delay from the time you do something till you actually do it and hear the accompanying sound. I have done all the suggested things to fix this, but nothing works. I hate wasting my ESO plus subscription during a period when the game is unplayable. Is it possible to temporarily suspend my ESO Plus until this situation is fixed?

And yes--Sony says contact ZOS and ZOS says contact Sony??

Has anyone tried Ryzen 3 gen CPUs yet for playing ESO ?

$
0
0
I`m fairly interested how the new 3-gen Ryzen 3600, 3600x , 3700x, 3800x and 3900x will handle ESO

In theory they should do worse than 8gen and 9gen I7 and I9, because their single core boost and OC capabilities are not as good as Intel.
However the ryzens have advantage in the Cache, it is nearly 3 times more than intel's CPUs,

So have anyone here tried them yet?

Cyrodil ZOMBIES, oh my...

$
0
0
ZOS can you make an event where zombie hordes...I mean MASSIVE hordes of zombies are scaling keeps and chasing players while we pvp? Lol damn that would be epic

Mullet VS Bowl Cut

$
0
0
We need to bring sexy back especially my Orc swagger like Mick Jagger.

Still no Pummeling Goliath fix for console?

$
0
0
@ZOS_GinaBruno I'm a little confused by today's console patch. Two weeks ago in 5.0.10 for PC the Pummeling Goliath was addressed:

"Bone Tyrant

Pummeling Goliath:
The bash attack from this ability will no longer target bridges or targets behind you in some circumstances.
The bash attack will now always cost resources, instead of only costing resources if you hit a target.
Increased the arc from this attack to better match the visual effects.
The special Bash augment will now use both your Weapon Damage and Stamina, rather than just Weapon Damage. This Ultimate will now also scale dynamically and use your Spell Damage and Max Magicka if they are higher, which is a standard for our Ultimates that scale off your offensive stats."

And here in console land we've been waiting on this change. However, in today's console patch notes this isn't present, instead we see an adjustment to Frozen Colossus:

"Grave Lord

Frozen Colossus: Fixed an issue where this ability and its morphs had a 1-second delay before they displayed a hostile telegraph to enemy players. It will now display a hostile circle telegraph in the area the colossus is going to smash, the moment the ability is cast."

This is nice, but does this mean console isn't getting the Pummeling Goliath adjustments anytime soon?

Change to VHOF mechanics

$
0
0
@ZOS_GinaBruno
Given the current state of trials & server performance at the moment I feel that the Simulacra that the Pinnacle Factotum does in vhof is a very unfair mechanic.

At the moment on Xbox EU trials are extremely laggy & often during boss fights there is a huge delay between activating abilities and them actually going off. This makes it extremely difficult to react to mechanics as sometimes you have to react to those before they even occur.

I feel that the Simulacra should be changed so it is not an instant kill if a block is missed. This mechanic is so unforgiving and with server lag & delays it makes it nigh on impossible for progression guilds to clear it.

I'm suggesting a change that would mean that the boss would take 50% of each players health(tank included) for each wave that is not blocked. At least this way it will be a little bit more forgiving and over will boost moral to mid range teams who as well as battling mechanics are also fighting against nearly unplayable lag.

I hope you take this into consideration.
Kind regard
Pod

Class Rep Program Update

$
0
0
Hello everyone!

A few months back, we posted that we were looking for volunteers to join the Class Rep Program. We were overwhelmed with the amount of interest, receiving hundreds of applications from so many passionate players. The decision on who to choose was difficult given the amount of qualified players, but today, we’re excited to announce the newest ESO Class Representatives:
  • CAB_Life (console player!)
  • cicisch
  • Glorious
  • NefasQS
  • RebornZombie
These players will be joining the existing Class Reps, which include:
  • Alcast
  • FearTurbo
  • GandTheImpaler
  • Masel
  • Quantum

While some of the Class Reps may specialize in certain classes or prefer some game styles over others, our goal was to make sure the program has a mixture of both PvP and PvE players with everyone having extensive experience in many different classes.

As a general reminder, the goal of this program is to ensure your voice is being heard, and concerns are being relayed and discussed directly with the Dev Team. While the last couple updates have largely focused on the ongoing ability audits, we’ll be moving back to having regular calls with the Class Reps and posting public meeting notes very soon.

Thanks for everyone’s support, and please join us in welcoming the new faces!

[MATH] PvP Defensive Set Comparison (Impreg, Brass, Pariah, Riposte, + more)

$
0
0
HvCDqon.png

~~~~~Introduction~~~~~

This is a no nonsense analysis of defensive PvP sets. Every major update is inevitably accompanied by people claiming set x is super good without fully understanding how it works into damage calculations. Sometimes assumptions are right, other times wrong. I've attempted to make this as user friendly as possible and easy to understand to empower you to determine the best defensive set to suit your build and to counter your most common opponents. If you want to increase survivability on your DPS or construct your unkillable tank, this thread has all the information you need.

Editable Google Sheet Link
Defensive Set Analysis (sheets 1-3)
Ultimate Generation Simulator (sheet 16)
Block Cost Reduction Calculator (sheet 17)

Video Tutorial and Analysis (read below for same thing in text)
image

TL;DR
Wizard's Riposte: The best set for any solo or small scale Magicka character (can no longer be back barred, however). Provides highest or near highest damage mitigation in situations where up time is kept high-
• Solo (as long as you don't excessively kite)
• Small Group (as long as your group doesn't excessively kite)
• Medium - Large Group (on tank only)

Impregnable: Superior stamina set when opponents have higher than ~55% critical chance and high penetration (good in no-CP, even better in CP).

Fortified Brass: Good in no-CP PvP where critical chance and penetration is naturally lower. Weak against nightblades.

Mark of the Pariah: Outperforms all other sets when less than ~68% HP.


~~~~~Tutorial for Self Analysis~~~~~

This box is the bare minimum that requires to be filled.
4bjMqq8.png


To assist you in determining these values you can utilise the three green boxes (totally optional). Modify the values in red and use the "Sum" to fill in the corresponding "INPUTS" values. Or simply make up approximate values without worrying about specific sources.
cQWJ5IQ.png


Your output will look something like this:
usGcLws.png
An important thing to remember when looking at damage mitigation is that a few percentage points difference between options can represent a significant amount of extra damage mitigated. For example if option A has 90% mitigation and option B has 91%, there may only be a single percentage point different, but that means option B is mitigating at extra 10% more damage then option A. Just something to keep in mind when looking at the seemingly insignificant differences of any of the blocking stats.


~~~~~My Detailed Analysis~~~~~

It's impossible to determine average input values with the wide variety of PvP in ESO. Duels, CP Cyrodiil, non-CP Cyrodiil and Battlegrounds will each have their own unique set of average critical chance, critical damage and penetration values. As such I want to stress the importance of performing your own analysis. My conclusions about set quality are affected by my own bias, I base my opponent stats on what mine are and subjectively adjust based on other factors (like how many NB's I verse, that increases the average critical chance and critical damage).


Wizard's Riposte
crsS3qy.png
Always highest or very close to highest mitigation. The 2-4 set piece bonuses make it the best choice for magicka users (excluding medium to large group situations).
Pros
• Virtually 100% up time (tapers off the larger the group).
• 2-4 set piece bonuses are amazing. WR gets all defensiveness from the 5th piece allowing utility bonuses 2-4.
• Group members benefit also.
• Can have active only on one bar and still achieve 99% up time.
• Applies minor maim on the critical strike that proc'd it (great gank defense).
Cons
• It falls into the minor/major buff system, so if anyone else is wearing WR or proc'ing minor maim (DK's, S+B users, frost users, Asylum staff users, NB's), the effectiveness of this set is significantly reduced.
• Only comes in light and arcane.
UTnYzQ7.png


Impregnable
SU6yPcX.png
The best all around defensive set for all PvP situations (primarily for stamina, but magicka user can wear just as effectively if another group member is already providing minor maim).
Pros
• All the defensiveness comes form the 5th piece bonus, which means 2-4 set pieces are great for your utility.
• Amazing against Nightblades who's critical chance, critical damage modifier and penetration are all very high.
• Comes in any weight and trait.
• No conditions to receive bonus.
Cons
• When versing opponents with low critical chance and low penetration (low skill zergs) this sets effectiveness is drastically diminished.
hXawGgd.png


Fortified Brass
nvZEcPr.png
The best set to use against low critical chance opponents (primarily low skill zergs in no-CP).
Pros
• Good for no-CP PvP.
• Craftable.
Cons
• Nightblade's are going to hurt even in no-CP.
• Performs poorly in CP PvP, especially against mid to high tier damage orientated players.
• Craftable.
l0lfhos.png


Transmutation (by popular demand!)
xvrtm8U.png
Is a good compromise between impregnable and wizard's riposte. It provides decent mitigation through critical resistance, very good magicka regeneration and superior large group utility.
Pros
• A tank set AND a regeneration set rolled into one.
• Group buff.
• Very easy to proc.
• Can slot on only one bar.
• Amazing against Nightblades who's critical chance, critical damage modifier and penetration are all very high.
• Good alternative if minor maim is already being supplied.
Cons
• Won't mitigate any damage from a gank until you drop a HoT (this can be avoided by having slightly more HP on your transmutation bar and bar swapping to force a heal).
• Less mitigation then other sets discussed.
• Light and arcane only.


Armor Master
gJrDi5T.png
Provides more resistances and an additional 5% HP.
Pros
• Extra HP.
• Good for no-CP PvP.
• Higher resistances then FB.
• Craftable.
Cons (+FB cons)
• Conditional to activating armour ability. This hurts especially now we can't slot shuffle and immovable and toggle between the two to keep this set proc'd.
• 5% HP only on one bar.
• Craftable.


Mark of the Pariah
ogDS1BX.png
Provided you can keep yourself out of execute range, this is still an amazing tanking set. Being able to take damage as a PvP tank is an amazing way to draw agro, then at ~68% HP it outperforms all other sets analysed, and only keeps giving you more damage mitigation (great combined with vampire undeath passive).
Pros
• Huge resistances.
• Jewellery drops in all traits.
• Good for no-CP PvP.
Cons(+FB cons)
• Have to take damage to receive 5th piece bonus.
• Heavy only.
t1vWsNZ.png


Blood Spawn vs 1pc Chudan + 1pc Pirate
f4s132c.png

Mitigation: In terms of pure damage reduction, Blood Spawn needs an up time of 92% to equal the Pirate + Chudan combination. BS likely won't help you in the event of being ganked, save for a lucky proc on the first hit. The very nature of a defensive proc set also means that it will sometimes be down when you get hit with an ultimate or an otherwise heavy hitting combination.

Utility: However, BS has absolutely amazing utility that PC sacrifices in order for 100% up time. The ultimate generation of BS (synergises well with a Dragon Knight) is unparalleled for a two piece and only just beaten out by the fifth piece bonus of Tava's Favor. The one piece stamina regeneration of BS also helps any build (apart from perma block).

Deciding: Does the stamina regeneration and ultimate gain of Blood Spawn outweigh the risks of it being down when you need it? If yes, wear Blood Spawn. If no, wear 1pc Pirate + 1pc Chudan. If you can't answer this question then don't worry, this dilemma cannot be solved by math, test them both out and find what works best for you.


Critical Resistance vs Resistance
Because critical resistance is not calculated as a percentage mitigation, but resistances are, there comes a point where an opponent with high critical damage modifier but relatively low critical chance would be best countered with a resistance set like Armor Master instead of a critical resistance set like Impregnable. Here is an example of this:

nswb4A8.png
*the values chosen here were done only to best demonstrate this phenomena.
**find this graph in tab "15 - Crit Resist vs Resist" if you want to play around with it.

So things that would effect this graph:
• Raising penetration will increase Impregnables' effectiveness.
• Raising critical chance will increase Impregnables' effectiveness.
• Raising base critical resistance will increase Impregnables' effectiveness.
• Raising base resistance will increase Armor Masters' effectiveness.

Ultimately, there are very few reasonable circumstances in which a resistance set out performs a critical resistance set against an opponent with high critical damage modifier. It is possible, as demonstrated here, but a slight increase in critical chance (5%) and penetration (2k) will see Impregnable beat out Armor Master up until critical damage modifier exceeds 1.95 .


~~~~~Calculations - NERDS ONLY <3~~~~~

The actual Google Sheet formulas are a lot more complicated then the ones listed below, as they include several IF statements in order to prevent situations like over and under penetration. Assuming resistance cap is 33150 and critical resistance conversion is /6800. Because the spreadsheet does not take into account CP and class passives, your actual mitigation will be higher then listed, but it will effect all sets equally so the comparisons between sets will remain valid.

Also for those brave enough to open this spoiler, I'm 99% certain my math is accurate, but if you notice any errors or something that doesn't "feel" right, let me know and I'll investigate. I first started working on this back when Morrowind dropped then forgot about it until CWC, so picking up and redoing the mess I made with formulas; it's possible I missed something.



Pariah Resistance =
5465 + 9414 * (1 - Current HP%)



Mitigation =
(Total Possible Damage - Actual Damage Taken) / Total Possible Damage

Total Possible Damage =
(1 - CRIT CHANCE) + CRIT CHANCE * CRIT DMG

Actual Damage Taken =
[1 - (BASE RESIST - PEN) / RESIST CAP * 0.5] * (1 - CRIT CHANCE) + [1 - (BASE RESIST - PEN) / RESIST CAP * 0.5] * CRIT CHANCE * (CRIT DMG - CRIT RESIST / 68 / 100)



Critical Damage Modifier =
Crit Dmg  - Crit Resist / 68 / 100


~~~~~Conclusion~~~~~

I hope this has helped people understand some of the nuances of damage mitigation in ESO and how it influences the effectiveness of our sets. If you would like homework give @paulsimonps Damage Mitigation: Explained post a read, covers the calculations a lot more then I did here. If you have any questions, naturally feel free to ask! Is there anything I can do to make this more user friendly? Did my explanations suck? Would love to hear from you!


Change Log
Date: Dec 2017
Change: [Forum Post] Added Transmutation write up to the forum post.
Description: Added pros and cons list for Robes of Transmutation in the "Detailed Analysis" section of forum post.

Date: Dec 2017
Change: [Forum Post] [Spreadsheet] Added resistance vs critical resistance analysis.
Description: Added an additional graph in sheet "15 - Resists vs Crit Resist" to improve understanding of some of the nuances of damage mitigation. Added written analysis to help explain this.

Date: Dec 2017
Change: [Forum Post] [Spreadsheet] Added Mark of the Pariah vs Fortified Brass analysis.
Description: Added an additional graph in sheet "14 - Pariah vs Brass" to help demonstrate at what percentage HP Mark of the Pariah starts outperforming other resistance sets. Added written analysis to help explain this.

Date: Dec 2017
Change: [Spreadsheet] Added adjustable Wizard Riposte mitigation value.
Description: Due to ZoS's funked up mitigation calculations, with CP Minor Maim rarely gives 15% mitigation. With CP this value can be as low as 10%. Added adjustable WR mitigation value in order to get accurate result for individuals CP distribution.

Date: Dec 2017
Change: [Forum Post] [Spreadsheet] Added Robes of Transmutation vs Wizard Riposte analysis.
Description: Added an additional graph in sheet "13 - WR vs Trans" to fully explore the difference in mitigation between these two sets.

Date: Dec 2017
Change: [Spreadsheet] Fixed a graphing error with "13 - WR vs Trans".
Description: Fixed an issue where Wizard's Riposte graph was not properly taking into account the changing Critical Chance value.

Date: 13 Jan 2018
Change: [Spreadsheet] Added Pirate Skeleton.
Description: Pirate Skeleton added to the spreadsheet for more thorough comparisons.

Date: 17 Jan 2018
Change: [Spreadsheet] Added maces penetration into the calculations.
Description: Allows for even more accurate comparisons by taking into account percentage penetration from maces.

Date: 17 Jan 2018
Change: [Spreadsheet] Reactive Armour and Mighty Chudan added.
Description: More sets added for more thorough comparison.

Date: 17 Jan 2018
Change: [Spreadsheet] Added "y/n" checklist.
Description: With the addition of more defensive sets, added this checklist to keep graphing neat and readable.

Date: 3 Feb 2018
Change: [Spreadsheet] Added sheets "Introduction", "16 - Ult Gen Simulator" and "17 - Block Cost".
Description: Introduction sheet to help people navigate the book. Ultimate Generation Simulator added to help people refine their builds. Block Cost Reduction Calculator (Dragon Bones PTS calculations) to help people refine the defensive aspect of their build.

Date: 12 March 2018
Change: [Spreadsheet] Fixed graphing error.
Description: Google Doc's update caused the graphs to still plot data points with nil value if the data label was not nil. Changed so the data label only prints when data present thus preventing plotting of blank lines.

Date: 26th March 2018
Change: [Spreadsheet] Added minor and major evasion options.
Description: Mitigation now includes evasion, thus giving more accurate results from more comprehensive inputs.

Date: 21st April 2018
Change: [Spreadsheet] Fixed graphing error.
Description: Fortified Brass and Armor Master were mislabeled as each other, this is now corrected.

Date: 21st April 2018
Change: [Spreadsheet] Added maces value to graph summary.
Description: Forgot to include this initially. Maces value will now be easily visible when taking a screenshot of the graph.

Date: 8th June 2018
Change: [Spreadsheet] Added set Ironblood.
Description: Just another defensive set to compare. Mathematically very similar to Pirate Skeleton.

Date: 20th August 2018
Change: [Spreadsheet] Added adjustable Minor Maim up time (for Wizard's Riposte).
Description: With the changes in Wolfhunter DLC it's possible for Wizard's Riposte to no longer give 100% up time, especially in a larger group on a non-tank. A slider has been added to accommodate this.

Date: 27th August 2018
Change: [Forum Post] Added additional details to WR given change in Wolfhunter DLC.
Description: More information added to keep up to date.

Date: 24th November 2018
Change: [Spreadsheet] Impregnable value updated.
Description: Murkmire DLC nerfed Impregnable to 2000 down from 2500.

Date: 24th November 2018
Change: [Spreadsheet] Fixed a calculation error relating to Reactive and Wizard's Riposte.
Description: Mitigation when Minor and Major Evasion uptime was non-zero for these two sets were calculating incorrectly (evasion was being factored in twice, but negatively, thus mitigation shown was under actual value). This has now been corrected.

Date: 12th December 2018
Change: [Spreadsheet] Added set Steadfast Hero.
Description: Just another defensive set to keep things comprehensive :).

Date:
Change:
Description:

Suggestion, XBOX/PS4/PC

$
0
0
ESO is been well known for having the worst ability to fix things or develop things in general (example : same mount models with recolor=boom new mount). We know it is because of lack of resources at ZoS:s end. Well now I have a solution for that. End updates on PS and XBOX. Offer those people free character transfer to PC (yes I know theres no mechanism now, heres how you do it: download all character data, and upload back on PC server character template). Sort the licence things out with Steam. The cost of that is miniscule compared to cost of upkeeping such big enviroment.

This will bring better game experience for 90% of population.

You forgot to nerf silver shards AoE

$
0
0
Because with a 10-11k tooltip and an AoE effect with 22% reduced damage, it doesn’t follow the standardisation programme.

It’s both a strong ranged single-target spammable but with an AoE that hits harder that impulse.

30 Slot Challenge: show off your Inns!

$
0
0
I know it's tough to only have 30 slots to decorate but necessity is the Mother of invention, right?

Every time I take on decorating an Inn my brain goes into overdrive on how to use the constraints in the best way.

EHT is a fantastic resource and can make 30 slots 3 million slots but that's not what I am looking for here... I want to see how decorators/engineers made use of the limitations.

The reason this topic came to mind is because I just finished a Saint Delyn's Spa:
qam5nwy5n94z.png
6b2vqbbzo3rc.png
jm9mcl04c2xd.png

Can't wait to see your creativity!
<3@sueblue

New vampire content (new skills, more bloodlines,possible even volkihar Vampire Lord...)

$
0
0
@ZOS_GinaBruno, @ZOS_JessicaFolsom
I think more than enough players wish for vampire to be more interesting. Today vampires are useful but are also kind of boring (just speaking for myself now), so it would be nice to give to vampire community something like new skills, more bloodlines to choose from and (many people are still asking for it since day one) vampire lord..

There are a lot of ideas how vampire lords skillline could look and maybe, after other people will read this, some new ideas will emerge.

PTS Update 23 - Bug Reports for Itemization

$
0
0
Please report any issues involving itemization in this thread. This includes the new item sets and general itemization changes. 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!

The AD Prisoner

$
0
0
For days, this poor elf has been left tied up at the front gates of castle alessia. How can our illustrious queen ayrenn let this carry on for so long? Why don't the Ebonheart Pact take this man if the Aldmeri Dominion wants nothing to do with him? Please free the poor elf!

0JTBOrK.jpg
Viewing all 539985 articles
Browse latest View live


<script src="https://jsc.adskeeper.com/r/s/rssing.com.1596347.js" async> </script>