Just wondering about the viability of this set. I noticed nobody seems to be recommending the set for pve. The berserking warrior set seems to be the heavy set that is becoming meta.
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What is Ravagers uptime in extended fights? Specifically PVE both with and without relequin.
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Let's talk about the MMR...
TL:DR
MMR doesn't segregate premades from solo queuers, it just inflates the MMRS of the people in the premade because they're in a premade. MMR is based on the average of the group. The longer you're in queue for, the greater the gap can be between opponents' MMRs for a given match. This sucks for high MMR solo queuers because they get matched up against premades who have usually been waiting so long that the MMR system has essentially subtracted their premade bonus to find them a match due to how long they've sat in queue. The MMR system keeps allowing lower and lower MMR solo queuers to fight them, but it's tiered.. so it'll start the match with three, and won't add a fourth solo queuer to fight the premades until more time passes to subtract even more from the MMR of the premades.
So Let's talk about the MMR...
I'm going to separate the points I'd like to make into either "Facts" or "Working Hypotheses" based on whether I'm certain about a given piece of information, or am just hypothesizing based on the data I've collected.
FACTS
Is the MMR actually a thing?
Yes. And it always has been. Anyone that's every tried to synchronize queues to get into specific matches can tell you that it wasn't simply a matter of "who queued first." But now it's different...
What is MMR?
MMR stands for Match Making Rating (or Ranking depending on who you ask). It's a way to rate opponents so that players of a similar skill level can get matched together for a better, more even match. Think of it kind of like the weight classes for UFC or Boxing... it wouldn't be very fair to match a 140lbs guy against a 220lbs guy, so make sure the fights are fair, the fight organizers tend to make sure boxers fight people with a similar weight (I.E. the same "weight class".) But every once in a while, a fighter will fight someone in a weight class different than their own...
So if the MMR already existed, what did they change with Summerset?
To quote the patch notes: "Battleground match making now adds an additional multiplier to the value of players who are grouped. This value scales differently between 2, 3, and 4 player groups.... Pre-formed groups will generally be pitted against pre-formed groups, and solo players will generally be pitted against other solo players."
But wait... Are they or aren't they separating the premades from the solo queues?
Technically, NO, they are not separating the premades from the solo queues. What they ARE doing is increasing the MMR of the premades solely because they're premades. The more people in the "premade" group, the higher the increase to MMR for matchmaking purposes. So to use the boxing "weight class" metaphor... if you weigh 170 normally, but you queue as a duo, the system might consider you as actually weighing 180. If you queue as a trio, it might consider you as someone who weights 190, and if you queue as a four man, it might consider you as someone who weighs 200. In other words, it adds +10 each for a duo, +20 each for a trio, and +30 each for a four man
Tested Hypotheses:
So if you're in a four man group with four different individual MMRs, which MMR is used for the group?
The MMR for the group is the average of the individual characters, after adjusting them for the size of the premade. To explain using the boxing "weight class" metaphor again, if you have a 150 lbs, a 160 lbs, a 170 lbs, and a 190 lbs fighter queuing together, we'd add 30 lbs to each since they're queueing as a premade four man... that gives us 180, 190, 200, and 210. Then we would take the average of that, which is 195. That 195 is the MMR.. or the "weight class" that the premade would have to fight in. I am 99.999% sure that it's the average of the group, and I am 99.999% sure that it's character based rather than account based.
What is MMR based off of?
This is the thing we're the least certain of at this moment. I strongly suspect that it's based off of an aggregate of your medal scores.... in essence, the sum of all your leaderboard scores. I believe this because players with both a high win rate and a low win rate seem to have high MMRs if they've played a lot of games...Similarly, players with high K/D ratios but also players with low k/d ratios tend to have high MMRs if they've played a lot of games... but my MAIN reason for thinking this is the case is because we already know that this is the system ZOS uses for the "Leaderboards" so we already know that they're tracking it.. and it would make sense for the "leaderboard" metrics (cumulative medal score in all games) to also determine MMR.... the difference between the "Leaderboards" and the MMR system is that the Leaderboards reset each week but the MMR doesn't... we know that players who used to play a ton of games but haven't played one in a month or two will still have really high MMRs. This theory also means that your MMR can't go down.... since you can never "lose" leaderboard points by performing poorly... so if someone does have their MMR go down, this theory will be disproven.
So what happens if there's nobody at your MMR level to fight?
Here's where things get interesting. Let's use the example above of a four man with an MMR of 195... they queue up, but there is no other premade out there with an MMR that high.. so they wait. It appears that the battleground group finder will be more flexible with your MMR the longer you're in queue. For instance, if this premade with MMR of 195 queues up immediately, the system will only look for groups or players with an MMR of between 190-200. Then, after five minutes, if it can't find anyone in that "weight class" it widens the range by looking for matches with an MMR of between 180 and 210. Then after another five minutes, it widens it again, looking for opponents with an MMR of between 170 and 220. Then another five minutes, it widens again for opponents between 160 and 230, etc.... Do I know how often it widens the range? no, but i do strongly suspect it's on either 5 minute or 10 minute intervals.
So if I solo queue, how come I keep fighting premades?
Sounds like you've got a high MMR! The longer you spend queued, the more likely you are to fight "outside" of your weight class (MMR level).
How come when three premades all queue up at the same time, they have to wait 20 minutes to fight each other, even if all have been waiting for twenty minutes?
This is something that drives me insane but it is a distinct phenomenon of the new matchmaking system that didn't exist before. Let's say that two of the premades are full of people playing their BG mains... but one premade has a few alts in it, or maybe some veteran PvPers that just didn't do BGs until now. While all three premades are going to get the "premade bonus" to MMR, the MMR is character based... so the group finder would consider it an uneven match due to the low MMR of the team that's playing alts and new characters. Let's say that the average MMR of team A is 200, team B is 210, and team C is 160. Then let's add the premade bonus of 30 onto that and we get an MMR of 230 for A, 240 for B, and 190 for C... A and B will get matched together and considered "acceptable" after approx five minutes in the queue... but they'll have to stay queued for a while before the group finder will consider team C as eligible to fight in their weight class... so they wait...
How do high MMR solo queuers fit into all this?
Let's use the example in the previous question but add a twist... So:
But then let's say that there are a few solo queuers with a really high MMR. Let's say that
So what happens? Team A and B get "matched up" almost immediately because their MMR is so similar... but then there's nobody else in that weight class for them to fight. After 5 minutes, they're eligible to fight teams with an MMR of 220. After 10 minutes they're eligible to fight teams with an MMR of 210, after 15 minutes they're eligible to fight teams with an MMR of 200, and after twenty minutes they're eli...
..hey wait a second?! Queue pop after just 15 minutes! Teams A and B just entered into a match against... a pug group comprised of solo queuers 1, 2, and 3?!? How is this possible? It's because the BG system only needs 3 players on a team for the match to start.
So solo queuer 4 with an MMR of 180 gets added in immediately, right? NOPE! The BG queue finder keeps doing what it's doing. Where were we? Oh yes..
After twenty minutes (or five minutes into the match), the match is eligible to have MMRs of 190 join. Team C was a premade with an MMR of 190... but there are four of them and we can't fit four players into just one slot... So team C is out of luck, and the match maker continues lowering the MMR requirements for eligible players. After another five minutes (ten minutes into the match), MMRs of 180 become eligible, and solo queuer 4 (who has an MMR of 180) gets added onto the 3 man team consisting of solo queuers 1, 2, and 3... who, by the way, have been trying to fight as a pug 3 man against two full premades for the last ten minutes. Super fun for them.
And what happens to Team C, that never got into that match? Well they wait another 5 minutes or so and then fight two full groups of pug Solo queuers with MMR averages of around 130. Because their minimum MMR threshold for suitable opponents has been going down this whole time too, and they started off at 190...
Well, that kind of makes sense.. but why is it a problem?
It's a problem because if you're a high MMR solo queuer, you're almost always going to be the pug in a fight against premades. Solo queueing with a high MMR is, based on the current population trends, almost a guaranteed way to get stuck against premades. Why? Because the lower MMR solo queuers are matching up against each other so fast that their BG queue finder doesn't need to look for players in a higher weight class. They are getting into matches so quickly that the "allowed MMR range" of that match never gets high enough to grab the high MMR solo queuer. But meanwhile, on the other side of the spectrum, the high MMR premades have been waiting for 20 minutes. After a 20 minute wait, the "bonus" to their MMR that they get for being a premade is essentially nullified by the BG queue finder's willingness to allow them to fight in different, lower weight classes. So the high MMR solo queuer, being the closest thing to the time-lowered MMR of the premades who have been waiting, gets gobbled up to fight the premade before that solo queuer can wait long enough to allow their own MMR to get low enough to fight in the medium/low MMR solo queue matches.
And this is really frustrating because it is making BGs miserable for every solo queuer who has played a ton of BGs... In other words, it takes the people who love the BGs the most and makes them wait or gives them the worst matches.
Is there a silver lining?
Yes. High MMR premades tend to fight against High MMR premades when they are in queues together. This is a good thing if there are three High MMR premades all queueing around the same time. And if there are going to be solo players fighting the high MMR premades, it makes sense to take the "best" (let's not discuss the correlation or lack thereof between being High MMR and being good) solo players and put them in the match. It just really sucks to be a solo player who is always getting put in those matches...
@ZOS_BrianWheeler @ZOS_GinaBruno @ZOS_JessicaFolsom
(Kudos to anyone who loves BGs enough to read this whole thing... it turned out a lot longer than I planned lol)
MMR doesn't segregate premades from solo queuers, it just inflates the MMRS of the people in the premade because they're in a premade. MMR is based on the average of the group. The longer you're in queue for, the greater the gap can be between opponents' MMRs for a given match. This sucks for high MMR solo queuers because they get matched up against premades who have usually been waiting so long that the MMR system has essentially subtracted their premade bonus to find them a match due to how long they've sat in queue. The MMR system keeps allowing lower and lower MMR solo queuers to fight them, but it's tiered.. so it'll start the match with three, and won't add a fourth solo queuer to fight the premades until more time passes to subtract even more from the MMR of the premades.
So Let's talk about the MMR...
I'm going to separate the points I'd like to make into either "Facts" or "Working Hypotheses" based on whether I'm certain about a given piece of information, or am just hypothesizing based on the data I've collected.
FACTS
Is the MMR actually a thing?
Yes. And it always has been. Anyone that's every tried to synchronize queues to get into specific matches can tell you that it wasn't simply a matter of "who queued first." But now it's different...
What is MMR?
MMR stands for Match Making Rating (or Ranking depending on who you ask). It's a way to rate opponents so that players of a similar skill level can get matched together for a better, more even match. Think of it kind of like the weight classes for UFC or Boxing... it wouldn't be very fair to match a 140lbs guy against a 220lbs guy, so make sure the fights are fair, the fight organizers tend to make sure boxers fight people with a similar weight (I.E. the same "weight class".) But every once in a while, a fighter will fight someone in a weight class different than their own...
So if the MMR already existed, what did they change with Summerset?
To quote the patch notes: "Battleground match making now adds an additional multiplier to the value of players who are grouped. This value scales differently between 2, 3, and 4 player groups.... Pre-formed groups will generally be pitted against pre-formed groups, and solo players will generally be pitted against other solo players."
But wait... Are they or aren't they separating the premades from the solo queues?
Technically, NO, they are not separating the premades from the solo queues. What they ARE doing is increasing the MMR of the premades solely because they're premades. The more people in the "premade" group, the higher the increase to MMR for matchmaking purposes. So to use the boxing "weight class" metaphor... if you weigh 170 normally, but you queue as a duo, the system might consider you as actually weighing 180. If you queue as a trio, it might consider you as someone who weights 190, and if you queue as a four man, it might consider you as someone who weighs 200. In other words, it adds +10 each for a duo, +20 each for a trio, and +30 each for a four man
Tested Hypotheses:
So if you're in a four man group with four different individual MMRs, which MMR is used for the group?
The MMR for the group is the average of the individual characters, after adjusting them for the size of the premade. To explain using the boxing "weight class" metaphor again, if you have a 150 lbs, a 160 lbs, a 170 lbs, and a 190 lbs fighter queuing together, we'd add 30 lbs to each since they're queueing as a premade four man... that gives us 180, 190, 200, and 210. Then we would take the average of that, which is 195. That 195 is the MMR.. or the "weight class" that the premade would have to fight in. I am 99.999% sure that it's the average of the group, and I am 99.999% sure that it's character based rather than account based.
What is MMR based off of?
This is the thing we're the least certain of at this moment. I strongly suspect that it's based off of an aggregate of your medal scores.... in essence, the sum of all your leaderboard scores. I believe this because players with both a high win rate and a low win rate seem to have high MMRs if they've played a lot of games...Similarly, players with high K/D ratios but also players with low k/d ratios tend to have high MMRs if they've played a lot of games... but my MAIN reason for thinking this is the case is because we already know that this is the system ZOS uses for the "Leaderboards" so we already know that they're tracking it.. and it would make sense for the "leaderboard" metrics (cumulative medal score in all games) to also determine MMR.... the difference between the "Leaderboards" and the MMR system is that the Leaderboards reset each week but the MMR doesn't... we know that players who used to play a ton of games but haven't played one in a month or two will still have really high MMRs. This theory also means that your MMR can't go down.... since you can never "lose" leaderboard points by performing poorly... so if someone does have their MMR go down, this theory will be disproven.
So what happens if there's nobody at your MMR level to fight?
Here's where things get interesting. Let's use the example above of a four man with an MMR of 195... they queue up, but there is no other premade out there with an MMR that high.. so they wait. It appears that the battleground group finder will be more flexible with your MMR the longer you're in queue. For instance, if this premade with MMR of 195 queues up immediately, the system will only look for groups or players with an MMR of between 190-200. Then, after five minutes, if it can't find anyone in that "weight class" it widens the range by looking for matches with an MMR of between 180 and 210. Then after another five minutes, it widens it again, looking for opponents with an MMR of between 170 and 220. Then another five minutes, it widens again for opponents between 160 and 230, etc.... Do I know how often it widens the range? no, but i do strongly suspect it's on either 5 minute or 10 minute intervals.
So if I solo queue, how come I keep fighting premades?
Sounds like you've got a high MMR! The longer you spend queued, the more likely you are to fight "outside" of your weight class (MMR level).
How come when three premades all queue up at the same time, they have to wait 20 minutes to fight each other, even if all have been waiting for twenty minutes?
This is something that drives me insane but it is a distinct phenomenon of the new matchmaking system that didn't exist before. Let's say that two of the premades are full of people playing their BG mains... but one premade has a few alts in it, or maybe some veteran PvPers that just didn't do BGs until now. While all three premades are going to get the "premade bonus" to MMR, the MMR is character based... so the group finder would consider it an uneven match due to the low MMR of the team that's playing alts and new characters. Let's say that the average MMR of team A is 200, team B is 210, and team C is 160. Then let's add the premade bonus of 30 onto that and we get an MMR of 230 for A, 240 for B, and 190 for C... A and B will get matched together and considered "acceptable" after approx five minutes in the queue... but they'll have to stay queued for a while before the group finder will consider team C as eligible to fight in their weight class... so they wait...
How do high MMR solo queuers fit into all this?
Let's use the example in the previous question but add a twist... So:
- Team A has an MMR of 200(base)+30(premade)=230,
- Team B has an MMR of 210(base)+30(premade)=240
- Team C has an MMR of 160(base)+30(premade)=190
But then let's say that there are a few solo queuers with a really high MMR. Let's say that
- Solo queuer 1 has an MMR of 210(base)+0(solo)=210
- Solo queuer 2 has an MMR of 210(base)+0(solo)=200
- Solo queuer 3 has an MMR of 200(base)+0(solo)=200
- Solo queuer 4 has an MMR of 180(base)+0(solo)=180
So what happens? Team A and B get "matched up" almost immediately because their MMR is so similar... but then there's nobody else in that weight class for them to fight. After 5 minutes, they're eligible to fight teams with an MMR of 220. After 10 minutes they're eligible to fight teams with an MMR of 210, after 15 minutes they're eligible to fight teams with an MMR of 200, and after twenty minutes they're eli...
..hey wait a second?! Queue pop after just 15 minutes! Teams A and B just entered into a match against... a pug group comprised of solo queuers 1, 2, and 3?!? How is this possible? It's because the BG system only needs 3 players on a team for the match to start.
So solo queuer 4 with an MMR of 180 gets added in immediately, right? NOPE! The BG queue finder keeps doing what it's doing. Where were we? Oh yes..
After twenty minutes (or five minutes into the match), the match is eligible to have MMRs of 190 join. Team C was a premade with an MMR of 190... but there are four of them and we can't fit four players into just one slot... So team C is out of luck, and the match maker continues lowering the MMR requirements for eligible players. After another five minutes (ten minutes into the match), MMRs of 180 become eligible, and solo queuer 4 (who has an MMR of 180) gets added onto the 3 man team consisting of solo queuers 1, 2, and 3... who, by the way, have been trying to fight as a pug 3 man against two full premades for the last ten minutes. Super fun for them.
And what happens to Team C, that never got into that match? Well they wait another 5 minutes or so and then fight two full groups of pug Solo queuers with MMR averages of around 130. Because their minimum MMR threshold for suitable opponents has been going down this whole time too, and they started off at 190...
Well, that kind of makes sense.. but why is it a problem?
It's a problem because if you're a high MMR solo queuer, you're almost always going to be the pug in a fight against premades. Solo queueing with a high MMR is, based on the current population trends, almost a guaranteed way to get stuck against premades. Why? Because the lower MMR solo queuers are matching up against each other so fast that their BG queue finder doesn't need to look for players in a higher weight class. They are getting into matches so quickly that the "allowed MMR range" of that match never gets high enough to grab the high MMR solo queuer. But meanwhile, on the other side of the spectrum, the high MMR premades have been waiting for 20 minutes. After a 20 minute wait, the "bonus" to their MMR that they get for being a premade is essentially nullified by the BG queue finder's willingness to allow them to fight in different, lower weight classes. So the high MMR solo queuer, being the closest thing to the time-lowered MMR of the premades who have been waiting, gets gobbled up to fight the premade before that solo queuer can wait long enough to allow their own MMR to get low enough to fight in the medium/low MMR solo queue matches.
And this is really frustrating because it is making BGs miserable for every solo queuer who has played a ton of BGs... In other words, it takes the people who love the BGs the most and makes them wait or gives them the worst matches.
Is there a silver lining?
Yes. High MMR premades tend to fight against High MMR premades when they are in queues together. This is a good thing if there are three High MMR premades all queueing around the same time. And if there are going to be solo players fighting the high MMR premades, it makes sense to take the "best" (let's not discuss the correlation or lack thereof between being High MMR and being good) solo players and put them in the match. It just really sucks to be a solo player who is always getting put in those matches...
@ZOS_BrianWheeler @ZOS_GinaBruno @ZOS_JessicaFolsom
(Kudos to anyone who loves BGs enough to read this whole thing... it turned out a lot longer than I planned lol)
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WARNING: Serious glitches with the Barbarian hair
Is there any word on whether ZOS is going to fix this serious issue with the barbarian hair? There are some glitches with certain costumes. This is that one-shouldered imperial costume, and it's created splotches of the dress's color where there shouldn't be.
Here's a whole thread about it, but it's hidden in the "bug report" section: https://forums.elderscrollsonline.com/en/discussion/comment/5165720/#Comment_5165720
![42329144061_7ef6156c22_o.png]()
![28456344478_f744a3b87b_o.png]()
![42329144371_89438034e0_o.png]()
Here's a whole thread about it, but it's hidden in the "bug report" section: https://forums.elderscrollsonline.com/en/discussion/comment/5165720/#Comment_5165720



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trading guilds and new players
I'm not entirely a new player, but one thing is for sure I can't afford to trade 150k gold worth of items a week just to get what i need from a trading guild. It seems trading guilds are not very friendly to newer players, or players that don't have a lot.
so how are newer or poor players supposed to trade and get the gear they want? when all the trading guilds want their members to be rich?
so how are newer or poor players supposed to trade and get the gear they want? when all the trading guilds want their members to be rich?
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[PC-EU] Casual Rascals - [PvE/Casual/New Player Friendly] Recruiting
Casual Rascals is a newly formed guild which looking for reinforcements.
For now the goal is to recruit members but later on we will be focusing on every aspect of PvE and PvP.
The guild will not be run by just one person but by it's officers and members. The plan is to have Officers/event leaders to lead their assigned events. (Trial, map runs, PvP, and so on).
We will also help with crafting, builds and so on.
New players are very welcome.
A discord server are set up aswell.
For now the goal is to recruit members but later on we will be focusing on every aspect of PvE and PvP.
The guild will not be run by just one person but by it's officers and members. The plan is to have Officers/event leaders to lead their assigned events. (Trial, map runs, PvP, and so on).
We will also help with crafting, builds and so on.
New players are very welcome.
A discord server are set up aswell.

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Who is Sloads and why is he on all my death recaps?
I can't figure it out...
No matter who I fight, where I fight, when I fight... this Sload guy always damages me.
Even had a death recap where Sloads was the only guy on it - I apparentely evaded all the attacks of all the others, except this guy.
Oh, and I think he's a hacker because he plays on multiple alliances with the same name.
No matter who I fight, where I fight, when I fight... this Sload guy always damages me.
Even had a death recap where Sloads was the only guy on it - I apparentely evaded all the attacks of all the others, except this guy.
Oh, and I think he's a hacker because he plays on multiple alliances with the same name.
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Why isn't anyone talking about Sload?
I doubt it'll be nerfed before live. This set is just so good for PvP.
I mean shield breaker gets tons of threads. I feel this is breaker on roids.
Sload:
Sload’s Semblance
2 – 1096 Maximum Magicka
3 – 1096 Maximum Stamina
4 – 129 Spell Damage
4 – 129 Weapon Damage
5 – Damaging an enemy has a 10% chance to put a Leeching Shadow on them, dealing 853 Oblivion Damage every 1 second for 6 seconds. This effect can occur every 6 seconds.
So it's an easy to trigger proc. It's damage is Oblivion meaning right off the bat it's damage tip is comparable to Overwhelming Surge.
It's unresistable, goes under Shields, is a dot (oh love them triggers)
the damage is Oblivion, it will not be reduced by BS or Resistance or Shields, the value equivalent of 1700 damage tooltip
The 2-4 bonus are really good as well.
I instantly fell in love with this set. When that happens it's usually called OP
I mean shield breaker gets tons of threads. I feel this is breaker on roids.
Sload:
Sload’s Semblance
2 – 1096 Maximum Magicka
3 – 1096 Maximum Stamina
4 – 129 Spell Damage
4 – 129 Weapon Damage
5 – Damaging an enemy has a 10% chance to put a Leeching Shadow on them, dealing 853 Oblivion Damage every 1 second for 6 seconds. This effect can occur every 6 seconds.
So it's an easy to trigger proc. It's damage is Oblivion meaning right off the bat it's damage tip is comparable to Overwhelming Surge.
It's unresistable, goes under Shields, is a dot (oh love them triggers)
the damage is Oblivion, it will not be reduced by BS or Resistance or Shields, the value equivalent of 1700 damage tooltip
The 2-4 bonus are really good as well.
I instantly fell in love with this set. When that happens it's usually called OP
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Sloads in Battle Grounds
As a magsorc, what exactly is my counter to this?
Slot a 711 hps mutagen?
Use healing ward, oh wait it goes through that.
![39daabc74f9552e880bc778e2a3b73e3.png]()
![63b0a296780a4099f0228a9ec7aeb034.png]()
It's insane to me that you can have 36k health in Zaan, Knightslayer, and Sloads and still do insane amounts of dmg with no counterplay. These free dmg sets(sloads, zaan, valkyn, duroks, etc.) need to be looked at immediately.
Slot a 711 hps mutagen?
Use healing ward, oh wait it goes through that.


It's insane to me that you can have 36k health in Zaan, Knightslayer, and Sloads and still do insane amounts of dmg with no counterplay. These free dmg sets(sloads, zaan, valkyn, duroks, etc.) need to be looked at immediately.
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Why can't we feed all our mounts from one character?
Even if there are reasons not to have mounts upgrade for the account rather than per character...It would be hella nice to be able to feed them all from one character...no?
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Jewelry Crafting: Get ready for the worst grind in ESO's history
Most players who regularly participate in the PTS or otherwise follow the PTS closely already know what will be in store for them when the Summerset update introduces jewelry crafting, but I suspect that most of the player base are not yet aware of some of the details of the system.
Specifically, the amount of materials needed to upgrade jewelry quality is 10x more than what is needed for the other crafts.
Similar to the other crafts, it takes 2 green plates, 3 blue plates, 4 purple plates, and 8 golden plates to upgrade jewelry if you have maxed the improvement passives. The problem is that whereas you acquire full pieces of upgrade materials for the other crafts, the upgrade materials for jewelry come in the form of grains, which represent 1/10th of a plate. And, most crucially, based on testing that people have done on the PTS, these grains drop at the same rate as the full upgrade materials of the other crafts.
For example, when you deconstruct a purple-quality staff with maxed deconstruction passives, you have a 50% chance of getting a single Mastic from the deconstruction. When you deconstruct a purple-quality ring with the necessary deconstruction passives, you have the same 50% chance of getting a single grain of a purple jewelry upgrade material. Each time you refine raw wood, you have a 7.5% chance to acquire a single Mastic--a full purple upgrade mat. Each time you refine raw jewelry mats, you have the same 7.5% chance to acquire a single grain of a purple jewelry upgrade material.
Effectively, the amount of materials needed to upgrade is 10x more than that of the other crafts, since the upgrade materials are acquired as 1/10th grains from all sources (refinement, deconstruction, and writ rewards; there are no hirelings), at rates that are apparently identical to that of full upgrade mats of other crafts.
What does this mean? It means that to craft a single purple-quality Julianos ring, you will need 20 green grains, 30 blue grains, and 40 purple grains. Purple mats--grains for jewelry and full upgrade mats for the other crafts--drop at a 7.5% rate per refinement. To acquire 40 grains, you will need to refine 533 times; you will need to acquire and refine approximately 5300 raw jewelry mats just to craft a single purple ring.
Let's say purple is too rich for your blood. You just want to craft a simple blue-quality Julianos ring. That's 30 blue grains, which, at a drop rate of 12.5% per refinement, is 240 refinements. You need to acquire and refine 2400 raw jewelry mats to craft a single blue Julianos ring.
What if you're leveling a character, and instead of wearing random dropped jewelry as you do now, you want to craft a matching set of jewelry? Since it's just a character that's being leveled, you're not too picky and will be happy with simple green quality. 20 grains at a 15% drop rate means 133 refinements. You need to acquire and refine 6-7 stacks of raw jewelry mats just to upgrade a single ring to green quality.
Still excited about jewelry crafting?
I have friends who were excited about all the golden jewelry from vet trials that they can decon for mats next patch. Similar to other crafts, with maxed passives, you have only a 50% chance of getting an upgrade mat from decon. Except here, it's just a grain. To acquire the 80 grains needed to upgrade a single purple ring to gold, you'll need an average of 160 gold rings to decon. Think about that for a moment. You need to decon 160 golden jewelry pieces... to upgrade a single jewelry piece. That's 80 runs of vAA HM to get the mats for golding one jewelry piece via decon. I don't know about you, but I'll probably go crazy before the 20th run.
Or, if you're crazy enough to seek golden quality through refinement, you're looking at 1600 refinements: 16K, or 80 full stacks, of raw jewelry mats. For a single jewelry piece.
Oh, and did I mention that there are no hirelings? I did, but let's reiterate that.
How's that excitement for jewelry crafting now?
There is an easy solution, though: increase the drop rate of grains. They currently drop at the same rate as full upgrade mats of other crafts. (50% per decon, 15% green per refinement, 12.5% blue per refinement, 7.5% purple per refinement, and 5% gold per refinement.) If, for example, deconstruction always guaranteed at least 1 grain, with the chance of sometimes getting multiple grains, the drop rate would still be substantially lower than that of the other crafts, but not quite as insane as it currently is on the PTS. As it stands, jewelry crafting isn't fun. It isn't accessible. And I don't see myself seriously using it any time this year.
@ZOS_GinaBruno @ZOS_RichLambert
Specifically, the amount of materials needed to upgrade jewelry quality is 10x more than what is needed for the other crafts.
Similar to the other crafts, it takes 2 green plates, 3 blue plates, 4 purple plates, and 8 golden plates to upgrade jewelry if you have maxed the improvement passives. The problem is that whereas you acquire full pieces of upgrade materials for the other crafts, the upgrade materials for jewelry come in the form of grains, which represent 1/10th of a plate. And, most crucially, based on testing that people have done on the PTS, these grains drop at the same rate as the full upgrade materials of the other crafts.
For example, when you deconstruct a purple-quality staff with maxed deconstruction passives, you have a 50% chance of getting a single Mastic from the deconstruction. When you deconstruct a purple-quality ring with the necessary deconstruction passives, you have the same 50% chance of getting a single grain of a purple jewelry upgrade material. Each time you refine raw wood, you have a 7.5% chance to acquire a single Mastic--a full purple upgrade mat. Each time you refine raw jewelry mats, you have the same 7.5% chance to acquire a single grain of a purple jewelry upgrade material.
Effectively, the amount of materials needed to upgrade is 10x more than that of the other crafts, since the upgrade materials are acquired as 1/10th grains from all sources (refinement, deconstruction, and writ rewards; there are no hirelings), at rates that are apparently identical to that of full upgrade mats of other crafts.
What does this mean? It means that to craft a single purple-quality Julianos ring, you will need 20 green grains, 30 blue grains, and 40 purple grains. Purple mats--grains for jewelry and full upgrade mats for the other crafts--drop at a 7.5% rate per refinement. To acquire 40 grains, you will need to refine 533 times; you will need to acquire and refine approximately 5300 raw jewelry mats just to craft a single purple ring.
Let's say purple is too rich for your blood. You just want to craft a simple blue-quality Julianos ring. That's 30 blue grains, which, at a drop rate of 12.5% per refinement, is 240 refinements. You need to acquire and refine 2400 raw jewelry mats to craft a single blue Julianos ring.
What if you're leveling a character, and instead of wearing random dropped jewelry as you do now, you want to craft a matching set of jewelry? Since it's just a character that's being leveled, you're not too picky and will be happy with simple green quality. 20 grains at a 15% drop rate means 133 refinements. You need to acquire and refine 6-7 stacks of raw jewelry mats just to upgrade a single ring to green quality.
Still excited about jewelry crafting?
I have friends who were excited about all the golden jewelry from vet trials that they can decon for mats next patch. Similar to other crafts, with maxed passives, you have only a 50% chance of getting an upgrade mat from decon. Except here, it's just a grain. To acquire the 80 grains needed to upgrade a single purple ring to gold, you'll need an average of 160 gold rings to decon. Think about that for a moment. You need to decon 160 golden jewelry pieces... to upgrade a single jewelry piece. That's 80 runs of vAA HM to get the mats for golding one jewelry piece via decon. I don't know about you, but I'll probably go crazy before the 20th run.
Or, if you're crazy enough to seek golden quality through refinement, you're looking at 1600 refinements: 16K, or 80 full stacks, of raw jewelry mats. For a single jewelry piece.
Oh, and did I mention that there are no hirelings? I did, but let's reiterate that.
How's that excitement for jewelry crafting now?
There is an easy solution, though: increase the drop rate of grains. They currently drop at the same rate as full upgrade mats of other crafts. (50% per decon, 15% green per refinement, 12.5% blue per refinement, 7.5% purple per refinement, and 5% gold per refinement.) If, for example, deconstruction always guaranteed at least 1 grain, with the chance of sometimes getting multiple grains, the drop rate would still be substantially lower than that of the other crafts, but not quite as insane as it currently is on the PTS. As it stands, jewelry crafting isn't fun. It isn't accessible. And I don't see myself seriously using it any time this year.
@ZOS_GinaBruno @ZOS_RichLambert
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ALMALEXIA'S AMAZING DEALS (ALL FACTION TRADE GUILD & ALWAYS RECRUITING)
ALMALEXIA'S AMAZING DEALS
is an established TRADE GUILD Since SEPTEMBER 2014, Formally known as ALMALEXIA'S GOLDEN PO BOX and prior to that it was THE MERCHANT'S GUILD
~~~WE'RE UNDER NEW MANAGEMENT & WE'VE BEEN ADOPTED!!~~~
WEBSITE LINK TO GUILD RECRUITMENT INFORMATION
We ARE CURRENTLY in GLENUMBRA in the main city DAGGERFALLS with OUR 2 Sister Guilds
ADOT (Amazing Deals of Tamriel) & ADON (Amazing Deals of Nirn)
We try to maintain 490-500 Members Which is the max capacity of a Guild & maintain a Trader Kiosk In very High Traffic City for our members to sell~
WE are currently working on a NEW Guild Hall, as we lost ours with the GM change over
BUT have established a hall in Pariah's Pinnacle (under construction & ALL ACCESS TO MEMBERS ONLY)
We have a DISCORD channel which can be used by any & all members between our 3 sister TRADE GUILDS can enjoy themselves
We also have WEEKLY RAFFLES, 2 TYPES OF LOTTERIES, WEEKLY LIVE AUCTIONS
and SURPRISE Giveaways just for being online (never know when you get sent a special goodie or even GOLD!!)
OUR GUILD POLICYS Consists of:
7 Days offline/In-activity max without SELLING!
1,000 Gold in sales minimum a week (7 Days)
IF no sales we give you 2 options: #1 buy Raffle and/or #2 Lottery Ticket a week (7 Days) to support Guild in paying for the TRADER
If you're gone longer then leave a NOTE on Roster In Game, Mail GM In Game, or Message GM On Guild Website
We Aim to Sell in Guild Store ONLY so that the NPC Trader is Paid for each week for Members, So on that basis we Don't do ANY in Guild Chat (WTS or LTS) sales.
We always aim to keep a Fun & Friendly atmosphere, which encourages selling since we are primarily a TRADING GUILD, "BUT" do PVE Events, Trial & Pledge Runs with fellow members
If your interested in being apart of our community then just Post your ESO Username in this thread or Mail/Whisper me @mis7up
Hope to see you in our Guild Chat soon!!
is an established TRADE GUILD Since SEPTEMBER 2014, Formally known as ALMALEXIA'S GOLDEN PO BOX and prior to that it was THE MERCHANT'S GUILD
~~~WE'RE UNDER NEW MANAGEMENT & WE'VE BEEN ADOPTED!!~~~
WEBSITE LINK TO GUILD RECRUITMENT INFORMATION
We ARE CURRENTLY in GLENUMBRA in the main city DAGGERFALLS with OUR 2 Sister Guilds
ADOT (Amazing Deals of Tamriel) & ADON (Amazing Deals of Nirn)
We try to maintain 490-500 Members Which is the max capacity of a Guild & maintain a Trader Kiosk In very High Traffic City for our members to sell~
WE are currently working on a NEW Guild Hall, as we lost ours with the GM change over
BUT have established a hall in Pariah's Pinnacle (under construction & ALL ACCESS TO MEMBERS ONLY)
We have a DISCORD channel which can be used by any & all members between our 3 sister TRADE GUILDS can enjoy themselves
We also have WEEKLY RAFFLES, 2 TYPES OF LOTTERIES, WEEKLY LIVE AUCTIONS
and SURPRISE Giveaways just for being online (never know when you get sent a special goodie or even GOLD!!)
OUR GUILD POLICYS Consists of:
7 Days offline/In-activity max without SELLING!
1,000 Gold in sales minimum a week (7 Days)
IF no sales we give you 2 options: #1 buy Raffle and/or #2 Lottery Ticket a week (7 Days) to support Guild in paying for the TRADER
If you're gone longer then leave a NOTE on Roster In Game, Mail GM In Game, or Message GM On Guild Website
We Aim to Sell in Guild Store ONLY so that the NPC Trader is Paid for each week for Members, So on that basis we Don't do ANY in Guild Chat (WTS or LTS) sales.
We always aim to keep a Fun & Friendly atmosphere, which encourages selling since we are primarily a TRADING GUILD, "BUT" do PVE Events, Trial & Pledge Runs with fellow members
If your interested in being apart of our community then just Post your ESO Username in this thread or Mail/Whisper me @mis7up
Hope to see you in our Guild Chat soon!!
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[Feature Request] Glyph Sets
In addition to the set bonuses that you can get from different sets of gear (like Death’s Wind and Night’s Silence) create different sets for glyphs that you put on an item. Maybe small in nature or perhaps add a synergy to different combinations of glyphs.
What are your thoughts on the idea?
What are your thoughts on the idea?
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Why is Sload's still not nerfed?
I tried my best to not release any builds with this on PTS, but I did post a thread on PTS forums along with many others.
I love a lot of this summerset content, but this set is totally out of hand in PvP. 6K oblivion damage?! Note that oblivion damage ignores all resistances, all shields and even battlespirit.
How exactly are you meant to fight a recap like this on any class with shields xD
https://imgur.com/a/AfSheT9
Even on a non shield class this is literally 1k guaranteed damage every second for the entirity of the fight, which massively outdoes any other set in game.
(2 items) Adds 1096 Maximum Magicka
(3 items) Adds 1096 Maximum Stamina
(4 items) Adds 129 Spell Damage
(4 items) Adds 129 Weapon Damage
(5 items) Damaging an enemy has a 10% chance to put a Leeching Shadow on them, dealing 853 Oblivion Damage every 1 second for 6 seconds. This effect can occur every 6 seconds.
I love a lot of this summerset content, but this set is totally out of hand in PvP. 6K oblivion damage?! Note that oblivion damage ignores all resistances, all shields and even battlespirit.
How exactly are you meant to fight a recap like this on any class with shields xD
https://imgur.com/a/AfSheT9
Even on a non shield class this is literally 1k guaranteed damage every second for the entirity of the fight, which massively outdoes any other set in game.
(2 items) Adds 1096 Maximum Magicka
(3 items) Adds 1096 Maximum Stamina
(4 items) Adds 129 Spell Damage
(4 items) Adds 129 Weapon Damage
(5 items) Damaging an enemy has a 10% chance to put a Leeching Shadow on them, dealing 853 Oblivion Damage every 1 second for 6 seconds. This effect can occur every 6 seconds.
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Wow Magsorcs are really this game's easy mode
I played all classes magicka and stamina all geared up and end game content. The last class I got to unfortunately was the Magsorc and boy have I been missing out.
Not only is they damage insane and have access to almost all utilities, but they are also so durable with shields and can self heal just by doing damage.
I got the easiest no deaths runs yet and can so easily carry my teams.
Yeah mageblades can so more damage, but they are not as relaxing and carefree as Magsorcs
Not only is they damage insane and have access to almost all utilities, but they are also so durable with shields and can self heal just by doing damage.
I got the easiest no deaths runs yet and can so easily carry my teams.
Yeah mageblades can so more damage, but they are not as relaxing and carefree as Magsorcs
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COULD YOU PLEASE DO SOMETHING ABOUT THE F***ING CRASHES ON XBOX ONE!?!?
It always happens when I'm right in the middle of something!
It literally just happened when I was in the middle of fighting the final boss in the random dungeon finder activity (levelling an alt). The boss was just about to go down when my game froze. By the time I was able to log back on, the fight was already over, I got ZERO F***ING XP, and I can't turn in the *** quest because I wasn't online when the boss went down!!! Now I have to do the random daily again for the XP AND the first dungeon again for the skill point. So now, what should have been 1 dungeon has now turned into 3 because of a single crash! Thanks a lot!
It literally just happened when I was in the middle of fighting the final boss in the random dungeon finder activity (levelling an alt). The boss was just about to go down when my game froze. By the time I was able to log back on, the fight was already over, I got ZERO F***ING XP, and I can't turn in the *** quest because I wasn't online when the boss went down!!! Now I have to do the random daily again for the XP AND the first dungeon again for the skill point. So now, what should have been 1 dungeon has now turned into 3 because of a single crash! Thanks a lot!
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It's Time to Make Bone Shield Stam Scaled
Before all the magicka players qq about stam being op in pvp, I have a solution.
To keep players from being unkillable with bone shield + shuffle, just make bone shield block major evasion for the entire duration of its cast. This will force players to use either bone shield OR shuffle, not both. OR, make the stam bone shield DEACTIVATE in pvp zones. PROBLEM SOLVED.
For the tanks that use bone shield, make one morph stamina, the other health. Thats will solve that problem. Also make the stam version have no synergy so you won't get unkillable bone shield synergied groups.
Here's the reason for this suggestion.
It's no secret that in the hardest content, magicka dps is preferred.
Why? 2 reasons.
1. Magicka has access to shields, making them much more survivable against undodgeable aoe attacks that happen in almost every trial. A shield is always better than vigor in pve. Why? Because if I take 10k damage from an attack and pop a shield, the shield will keep my health from going down any further while the healer's hots will heal me back to full.
Vigor on the other hand, doesn't do that. My health will continue to get hit. Vigor is a powerful dot, but it won't save my life from a 20k attack like a shield will. Vigor won't save me from stepping on poison in round 7 vma, but guess what? A shield will.
2. Stamina can only do competitive dps from melee range, meaning higher risk of stepping on boss aoe's and dps loss in fights where the boss runs all over the place.
Giving us a stamina shield will at least solve problem #1.
I remember either in Thieves Guild or Dark Brotherhood PTS, ZOS made Bone Shield scale off stamina, which would have killed the 0 stam wanted in trials attitude. But what happened? The magicka pvp players qq'd to complete Oblivion, so much that ZOS was forced to revert the proposed change.
Before anyone says that a dizzying swing spamming, dodge rolling shielded stam player would be completely OP, just remember that all our abilities use stam, so using the shield, then dodge rolling, then attacking is extremely costly.
What say you @ZOS_GinaBruno, @zos_wrobel ?
To keep players from being unkillable with bone shield + shuffle, just make bone shield block major evasion for the entire duration of its cast. This will force players to use either bone shield OR shuffle, not both. OR, make the stam bone shield DEACTIVATE in pvp zones. PROBLEM SOLVED.
For the tanks that use bone shield, make one morph stamina, the other health. Thats will solve that problem. Also make the stam version have no synergy so you won't get unkillable bone shield synergied groups.
Here's the reason for this suggestion.
It's no secret that in the hardest content, magicka dps is preferred.
Why? 2 reasons.
1. Magicka has access to shields, making them much more survivable against undodgeable aoe attacks that happen in almost every trial. A shield is always better than vigor in pve. Why? Because if I take 10k damage from an attack and pop a shield, the shield will keep my health from going down any further while the healer's hots will heal me back to full.
Vigor on the other hand, doesn't do that. My health will continue to get hit. Vigor is a powerful dot, but it won't save my life from a 20k attack like a shield will. Vigor won't save me from stepping on poison in round 7 vma, but guess what? A shield will.
2. Stamina can only do competitive dps from melee range, meaning higher risk of stepping on boss aoe's and dps loss in fights where the boss runs all over the place.
Giving us a stamina shield will at least solve problem #1.
I remember either in Thieves Guild or Dark Brotherhood PTS, ZOS made Bone Shield scale off stamina, which would have killed the 0 stam wanted in trials attitude. But what happened? The magicka pvp players qq'd to complete Oblivion, so much that ZOS was forced to revert the proposed change.
Before anyone says that a dizzying swing spamming, dodge rolling shielded stam player would be completely OP, just remember that all our abilities use stam, so using the shield, then dodge rolling, then attacking is extremely costly.
What say you @ZOS_GinaBruno, @zos_wrobel ?
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Can sorc get teleportation outside combat.?
Would be an nice way for a wizard to get their group and themself around
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Game has become too flashy!
The title says it all.
Raid groups look like a gathering of parade mascots, every player has a personal Tinkerbell pet buzzing around their head and mounts look trial bosses.
I was not playing the game at launch, but started just before the crown store release. Even back then the game looked so much more beautiful (if you look at the videos). People used undyed breton armour and rode brown or white horses!
I get that people want to look "special" but Zos catering to these demands has turned TESO into "lord of the rings meets Avatar". A guy using pink Dro-M'Athra armour astride a red glowing ghost horse, looks like a vision from a skooma induced nightmare! Idk it has gone too far.
I know this will probably never happen, but if ZOS could just tone it down a bit, or better yet, add a toggle to display everyone in vanilla armour and with normal mounts that would be awesome. Might also help performance.![;) ;)]()
Raid groups look like a gathering of parade mascots, every player has a personal Tinkerbell pet buzzing around their head and mounts look trial bosses.
I was not playing the game at launch, but started just before the crown store release. Even back then the game looked so much more beautiful (if you look at the videos). People used undyed breton armour and rode brown or white horses!
I get that people want to look "special" but Zos catering to these demands has turned TESO into "lord of the rings meets Avatar". A guy using pink Dro-M'Athra armour astride a red glowing ghost horse, looks like a vision from a skooma induced nightmare! Idk it has gone too far.
I know this will probably never happen, but if ZOS could just tone it down a bit, or better yet, add a toggle to display everyone in vanilla armour and with normal mounts that would be awesome. Might also help performance.

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[PVP] Art of War is recruiting!
We are a new DC-only PvP guild with groups in Cyrodiil and Imperial City. Our members come from everywhere (Turkey, Russia, South Africa, Germany,..) and hopefully you will join us too.
I don't wanna write a wall of text and English isn't my native language, so if you're interested feel free to add me and take a look.
Ingame: @ChefZero
Discord: ChefZero#7630
I don't wanna write a wall of text and English isn't my native language, so if you're interested feel free to add me and take a look.
Ingame: @ChefZero
Discord: ChefZero#7630
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[Class Rep] DPS Feedback Thread
The purpose of this thread is to give you a place to post your current top two pain points with the DPS role. Our new Class Representatives will be keeping a close eye on this thread, and will utilize it to gather additional feedback for the notes they’re currently compiling for their first meeting with the Dev Team next week. Please be sure and keep your post clear and succinct, and focus more on what is currently frustrating you rather than potential solutions. Thanks!
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