Popular Post Thal Posted January 21, 2014 Popular Post Report Share Posted January 21, 2014 A Partial Guide to ESO (as of late January 14): Crafting, Stat Mechanics, Gear, Ability Costs and more… Welcome to a, somewhat, complete guide to the mostly unknown aspects of ESO. There are still many topics that are not covered by this guide; most prominently there is no discussion of abilities in general, no talk of passives, etc because either this information is either freely available somewhere very easily accessible or it is still unknown at this point. What exists in this guide is an explanation of aspects of the game that will interest theory-crafters, actual crafters, and those curious about every bit of information they can get their hands on. This guide also assumes some basic knowledge of the simple mechanics of a traditional Elder scrolls game, like attribute points when levelling up, and does not take the time to explain the very well-known simple mechanics. Apologies in advance if you come across information that is not new for you. This guide will focus on up-to-date information on the following areas of the game: 1/ Crafting and Gear: blacksmithing, enchanting, clothing, alchemy, provisioning and woodworking. Including armour and weapon Traits. 2/ An updated description on Stat mechanics and Stat amounts at lvl 50.A. What happened to powerB. The new percentages for Health/Magicka/Stamina regeneration ratesC. Base amounts of H/M/S at lvl 50 3/ Ability Cost calculations – what will ability X cost at lvl X 4/ Armour ratings at lvl cap and spell resistance – though no mitigation percentages just yet *Please do not feel you need to read my personal disclaimer that follows below. It is there in case of potential possible NDA disputes.* ----------------------------------------------------------------------------------------------------------------------------------Personal Disclaimer:I also MUST state that the following information was garnered from other internet sources and is not information attained through my own direct personal involvement with ESO Beta testing. I do not in any way mean to imply or otherwise state that I have involvement with the ESO Beta and furthermore, if I have had involvement, I have not used that potential involvement to collate the information you are about to read but such information has been acquired, reworded and scavenged from numerous internet sources, none of which are directly affiliated with myself and to none of which I have personally contributed. No intention of breaking any possible NDA which I may or may not be under has been made in the making and posting of this material, furthermore, care has been taken to only provide information that is accessible on other external non-affiliated internet sources in the making and at the time of the making of the following informational post, and to not utilise any potential possible personal ESO Beta experiences in deriving said information. Care has been taken that any information that could only be provided through my own potential and possible personal experiences of any ESO beta test, and not capable of being found through another internet source at the time of this posts creation, has not been provided and purposely omitted or avoided in the following post’s content. Whenever and wherever I refer to my own personal knowledge, such as the phrase “not known to meâ€, the intended meaning is that such information is not known to me from my readings of other internet sources found at time of creation of this post, and not intending any personal experience in an ESO beta test and, furthermore, not intending or implying that I am providing information from personal experiences of ESO beta tests. --------------------------------------------------------------------------------------------------------------------------------------- /1 Crafting, Gear, Enchants and More... (The crafting passive abilities should be updated by now in the datasheet – so I will not discuss those)Blacksmithing, woodworking and clothing all follow similar principles and can be discussed simultaneously as a result. In all three, there are 4 important panels: [*]Creation [*]Improvement [*]Extraction [*]ResearchExperience is derived from undertaking activities in the first three panels. To make this simple, I will attempt to describe the activities involved in each panel separately in the same order given above.The Creation panel is, of course, used for the crafting of new weapons or armour. There are 4 sliding bars which offer 4 options: [*]Type – this is the type of armour or weapon, for example; axe, gauntlets, helmet, staff, etc. It is important to note here that fire staff, ice staff, lightning staff, etc are all separate types and selecting one of these determines the type of damage your destruction staff uses, in case anyone was wondering how this was achieved. There is no difference in requirements and no need to “learn†these different types. This is the same for all weapons. All characters innately know of all weapon and armour types and it is simply a matter of selecting what you wish to make. [*]Material – so this is X number of Ingots of only one particular ingot type. I.e. 5 Iron ingots is the requirement for an Iron heavy armour chest piece. The material type determines the lvl output of the item. Iron is the lowest lvl output and therefore the least damage or armour. Voidstone ingots are the highest lvl output. Higher level items only require ingots of that level, so there is no need to keep iron ingots for use in the next tier of crafting for example unlike other mmos. [*]Style – Style option allows you to pick the cosmetic style of the item you craft. You can pick no style and have a generic output. Otherwise styles include all the racial styles, and other styles from previous elder scrolls games such as Imperial, Reach and Daedric. To select a style type, one must have the correct ingredient (for example, one piece of Manganese for Orc style) and have learnt the style. To learn a style involves the research panel I believe in the same way as traits are learnt (pls correct me in comments if not and I will edit) and this is discussed below. [*]Trait – Traits are perhaps the most crucial aspect that one will think about before hitting the create button. This determines your weapon or armour’s trait which all provide a certain benefit to your character. One-handers, two-handers and Armour all have slightly different traits that one can choose between. To pick and use a trait for your armour or weapon, you must have first learnt the trait through the research panel (discussed below) and have the appropriate item. For example, the Divines trait requires a Sapphire. You can, of course, also have no trait. Only one trait can exist one a single item. The following traits are available for selection: Armour Traits (including shields):i. Sturdy – X% to avoid decay when defeated (maximum 54%) (Yes, armour/weapons need repairing on defeats)ii. Impenetrable – Increase resistance to critical hits by X (maximum 210 I believe)iii. Reinforced - Increases total Armour and Spell resistance by X% (maximum 19%)iv. Well-fitted – Reduces the cost of Sprinting by X% (21% maximum)v. Training – Increases armour skill line experience with this armour type by X% (maximum 21%)vi. Infused – Increase armour enchantment effect by X% (maximum 21%)vii. Exploration – Increase exploration experience gained by X% (maximum 21%)viii. Divines – Increase Mundus stone effects by X% (maximum 38%) One-handed Weapon Traits:i. Powered – Reduces the cooldown of weapon enchantments by X% (maximum 74%)ii. Charged – Increases enchantment charges by X% (maximum 49%)iii. Precise – Increases weapon and spell critical values by X% (maximum 27%)iv. Infused – Increase weapon enchantment effect by X% (37% maximum)v. Defending – Increases total Armour and Spell resistance by X% (maximum 21%)vi. Training – Increases weapon skill line experience with this weapon type by X% (maximum 21%)vii. Sharpened – Increase Armour and Spell Penetration by X% (maximum 19%)viii. Weighted – Increase weapon attack speed by X% (maximum 27%) Two-handed weapons (includes staves and bows)i. Powered – Reduces the cooldown of weapon enchantments by X% (maximum 74%)ii. Charged – Increases enchantment charges by X% (maximum 49%)iii. Precise – Increases weapon and spell critical values by X% (maximum 27%)iv. Infused – Increase weapon enchantment effect by X% (37% maximum)v. Defending – Increases total Armour and Spell resistance by X% (maximum 21%)vi. Training – Increases weapon skill line experience with this weapon type by X% (maximum 43%)vii. Sharpened – Increase Armour and Spell Penetration by X% (maximum 19%)viii. Weighted – Increase weapon attack speed by X% (maximum 54%) (The only differences between two-handers and one-handers regarding traits is the maximum % increases in the Training and Weighted traits). Research – The research panel allows you to select a piece of armour or weapon that you have acquired on your travels and learn the trait on that piece. You must research every available trait to be able to use it in crafting. For example, I have a shield with a trait that has “Increase armour enchantment effect by 7%â€. I select it on the research panel and the trait “Infused†becomes available for research. I then hit the research button which, at base level, takes 6 hours to research. Once this time expires, I have learnt the Infused trait for all future crafting. The item is destroyed in the process, and each trait must be researched for each type of item for future crafting of the trait for that type or armour or weapon. Improvement – The improvement panel is similar to using a grinding stone in Skyrim in principle. That is, you use it to improve the base armour rating or weapon damage of your item. To refine an item requires a particular item that grants X% chance to refine something into another level of quality. There are 5 levels of quality: [*]Normal – all items you craft start this way [*]Fine – green colour text indicates this level [*]Superior – blue colour text indicates this level [*]Epic – purple colour text indicates this level [*]Legendary – gold/yellow colour text indicates this levelI am not aware of whether or not improving an item’s quality also increases the strength of its trait or enchantment. My educated estimate at the moment would be that it does not.For every improvement item used you get +20% chance at improving the weapon or armour piece you have selected, up to 100% if 5 items are used.To demonstrate the process of improving, I will use the following example:Timmy wants to refine his Iron battle Axe. He goes to a blacksmithing station and selects the improvement panel. He then selects his Iron Battle Axe which is of normal quality. He seeks to Improve it to fine quality but to do so he needs to use at least one “Honing Stoneâ€. Fortunately, he has two in his bag. He uses both giving him a 40% chance to improve his axe to fine quality. He hits the improve button and is successful. Timmy’s Iron Battle Axe is now in green text and has more damage. However, this did not save him from being devoured by the Daedric Titan he encountered on his way home.Extraction – The extraction panel is used to deconstruct an item in order to gain experience for your blacksmithing, clothing or woodworking. Some items grant more experience than others depending on degree of quality, rarity, etc. Some even have a trait called “Intricate†which increases the inspiration (or experience since that is what inspiration equates to in game) that you receive from deconstructing said item. (I don’t think this trait is craftable). In addition to experience, you also gain materials with some small chance of recovering a style or trait crafting item from the deconstruction. Weapons that would be made from iron, of course, only have a chance at giving iron ingots. You get the point. And, obviously, the item is destroyed in the process.The construction of Jewelry items is not known to me. It also involves traits though. However, the jewellery traits are indeed quite different to those I have listed for armour and weapons. For example;Healthy – Increases maximum Health by X.Arcane – Increase maximum Magicka by X.Of particular note and interest is the fact that not all traits seem craftable. Well, not from what I know. I have already given “Intricate†as an example. Another is “Ornate†which states: Sells to merchants for X% more. This also leads on to the question – are all enchantments one finds on items picked up in the open world available for learning and using on future crafted items or are some never able to be crafted? Guess time will tell with that one. Now, on to the other three crafting types… And in less detail. AlchemyAlchemy is rather more simple in the manner it works or so it seems. You have one panel – the creation panel – in which you make all your potions. To make a potion, one does not need a recipe, but instead uses 1 “solvent†and 2 “reagents†to randomly create a potion. That is all I know of this process. No potion recipes seen as yet. Solvents and reagents are found in the open world or bought from vendors. Creation grants experience.You can find out the first effect of a plant by using it. An example of a potion: “Sip of Magicka†is a lvl 2 potion which does the following: Restore 24 Magicka immediately. Restore an additional 20 Magicka over 10 seconds. (30 second cooldown). ProvisioningThere are two panels involved – Brewing and Cooking. Under both panels are the recipes you have learnt and each require a minimum of two ingredients either found in the open world or through vendors. Crafting a food item or a drink grants experience. Provisioning is rather simple in the way it works though not complaining. Food seems to give decent buffs for the lvl it is for. As an example, look at the following recipe found at lvl 3: “Capon Tinish Recipeâ€: Increase Max health by 42 for 35 minutes (5 second cooldown). That is a buff of at least 25% to total health – not bad. Not sure how recipes at lvl 50 end of business scale though. I believe you can have both one drink and one food item consumed and active in effect at the same time, but this is not confirmed. EnchantingThere are two panels involved – Creation and Extraction.Creation requires 3 different types of ingredients. These are 1 “Potency†type runestone, 1 “Essence†type runestone and 1 “Aspect†type runestone. Without 1 of each, you cannot craft a Glyph.Glyphs are items that can be applied to weapons, armour and jewelry in order to grant the item an enchantment. Each item may be able to have more than one enchantment applied from use of more than one Glyph. At the moment, examples have been done where two glyphs have been used to give two different +X damage enchantments on the same weapon (i.e. + X fire damage and + X poison on the same bow). Higher level Glyphs may yield more than one effect but that remains to be seen. An example of a Glyph is “Trifling Glyph of Reduce Spell Cost†which does the following: Reduce magicka cost of spells by 3.Extraction panel allows you to select a glyph you have made or found and extract either a aspect, potency or essence runestone from it. It also grants experience in the process and, of course, destroys the glyph.Glyphs have a type indicated in the top left corner of their description: “jewelryâ€, “armour†or “weaponâ€. Obviously, these can only be applied to their specific item type.Glyph effects include the following examples:Deal X Frost damage (weapon), Deal X fire damage (weapon), Deal X shock damage (weapon), Deal X irresistable damage (weapon), Add X max magicka (armour), Add X max health (armour), Add X max stamina (armour), Reduce stamina cost of abilities by X (Jewelry). Reduce magicka cost of spells by X (Jewelry), Add X magicka regeneration (Jewelry).Some examples of found enchantments on randomly picked up gear:Reduce cost of Dodge Roll by X% (Armour), Grant a X point damage Shield for X seconds (weapon) and Deal X magic damage and recover X health (weapon). Some Enchantments have an unknown cooldown – the X point damage shield example being an obvious one. They literally trigger every X seconds while in combat. This is affected by the weapon trait “Powered†that reduces such cooldowns. Others such as “Adds X max health†are always active so long as the item is equipped and its charge has not been depleted.Every enchanted item loses charge with time in combat and requires recharging using a filled soul gem. This is very similar to the concept in previous elder scrolls games. A depleted enchantment charge bar indicates the enchantment is no longer functioning.Whether a glyph can grant more than one effect as a single enchantment at higher lvls is not known to me. /2 Stat Mechanics Stat Mechanics:The following are the stats listed on the character panel so far:Max Magicka; Max Health; Max Stamina; Spell Damage; Spell Critical; Spell Resistance; Magicka Recovery; Health Recovery; Stamina Recovery; Weapon Damage; Weapon Critical; Armour.The important things to note is that there is no “Power†stat. Instead the “power†stat which originally determined weapon damage, spell damage and outgoing healing has now been split and included in the functions of Max Stamina and Max Magicka. Some abilities and descriptions will still refer to “powerâ€, however, but will clearly imply whether the “power†increase is an increase to spell damage, outgoing healing or weapon damage.Max magicka now reads as: “Determines how many spells you can cast and how effective those spells are. Magicka regenerates slowly over time and can be restored in combat by using a potionâ€.Max Stamina now reads as: “Determines weapon damage and weapon ability damage. Sprint, bash and sneak all consume stamina. Stamina regenerates slowly over time and can be restored in combat using a potionâ€.Max Health now reads as: “The amount of damage you can take in combat. Health regenerates slowly over time and can be restored in combat by healing or using a potionâ€. The next point is quite interesting and is a deviation of the original information first released on the web about how regeneration works. Originally it was assumed or told that the values for regeneration meant how much per second was regen’d. However, the descriptions of Magicka/Stamina/Health Recovery all read as: “When in combat, you regenerate X Magicka/Stamina/Health every two secondsâ€.Yeah, every TWO seconds! Not per second as once thought.In addition, the values for regeneration rates were once told to be that every character regenerated 3% of max magicka/health/stamina per second while in combat. Number extrapolations now put regeneration as:In combat regeneration of stamina = 5.5% max stamina every TWO seconds.In combat regeneration of Health = 2.4% max health every TWO seconds.In combat regeneration of magicka = between 4 to 5% max magicka every TWO seconds.** now magicka numbers seem a bit strange at the moment so the estimate lies safely between 4-5% and that is very certain to be the case but not the exact digits yet like the other two.This new information on regeneration rates makes theory-crafting quite a bit different now… And yes, health regen is quite a bit lower than the other two and all stats are per every 2 seconds – an important thing not to forget when doing build calculations!Base amounts of the 3 main stats are as follows at lvl 1:Magicka: 100Health: 150Stamina: 100And at lvl 50 they are:Magicka: 1080Health: 1130Stamina: 1080 And, yes, each stat seems to increase by 20 points per level (not including the points you place into each using the attribute point you get per level of which there are 49)Attribute points into one stat I believe are still capped at no more than 30 into one stat.For every attribute point placed into both Magicka and Stamina, you receive +10 to either your total magicka or stamina. However, for every attribute point placed into Health, you receive +20 to your total health. /3 Ability CostsAbility Costs:There seems to be an accurate formula for solving how much any given ability will cost (either cost in stamina or magicka) at any level so long as you know what the ability costs at level 1. The equation is:The ability cost at lvl ( X ) = The cost of the ability at lvl 1 + (The cost of the ability at lvl 1) x ( X - 1 ) 7Hence at lvl 50, an ability costs = The cost of the ability at lvl 1 x 8.At other levels, round the number you get down to the lowest whole number to get the true cost since ESO does not use any fractions or non-whole numbers.(Which is nice and simple) As an example, at lvl 50: Immovable costs = 448 stamina (It also provides +850 armour and spell resistance at that lvl) /4 Armour and Spell Resistance InfoArmour Ratings and Spell Resistance: At lvl 50 each armour type gives the following armour rating for wearing a full set of each (all 7 pieces):Light armour = 785Medium Armour = 1180Heavy Armour = 1461 You must note that this is the total of gear that is crafted lvl 50 rank 10 elite AND of normal quality (so not improved by crafting). No idea on percentage mitigations yet.Base Spell resistance for every character at lvl 50 is NOT determined by armour amount and is NOT determined by any stat so far. It is rather surprising, but your base Spell Resistance is determined purely by what level your character is. And then modified by passives, gear that adds X spell resist, armour traits, etc.So the base spell resistance of every character at lvl 50 = 1100(It starts at 120 at lvl 1 and increases by 20 per level gained) --------------------------------------------And that is the end of my guide to ESO so far. Hope it helped. Will add to it either here or in a new post if more information becomes available to me. Post corrections in the comments if you know of any. Thanks Guys.*Special thanks to Ghost5689 for making certain things possible. He knows what I mean.**Extra thanks also should go to Musclemagic and Irons, though they may not have had direct contribution or involvement in the making of this post, their discussions and assistance in past moments aided indirectly.***Note: None of the aforementioned people who I thanked broke any possible NDAs they may or may not be under to help in the making of this post.**** Thanks to Hans for corrections that have now gone into this edited second release of the post. Cheers,Thal.------------------------------------------------ 5 Quote Link to comment Share on other sites More sharing options...
Hans Posted January 21, 2014 Report Share Posted January 21, 2014 Wow, very nice collection and writeup!Thank you very much! Comments: Research – [...] Once this time expires, I have learnt the Infused trait for all future crafting. The item is not destroyed in the process.- In this example you would have researched the trait "Infused" ONLY for Shields. You need to resaerch every item type seperatly.- The Item IS destroyed in the process. Improvement – [...] One of these items gives him a 20% chance to improve his axe to fine quality. (Note: I believe using more than one improvement item increases your chances).- Yes, every other Item adds another 20%, 5 Items give you 100% Alchemy- You can find out the first effect of a plant by using it. Enchanting – [...] Every piece of gear only seems to be able to have the one enchantment. Though whether a glyph can grant more than one effect as a single enchantment at higher lvls is not known to me.- I have added a glyph to a magic Item for 2 +X damage effects. It was awesome. (+2 fire and +3 poison I believe) Stats – [...] And, yes, each stat seems to increase by 20 points per level (not including the points you place into each using the attribute point you get per level of which there are 49)Attribute points into one stat I believe are still capped at no more than 30 into one stat.- 1 Attribute point in Magicka/Stamin= +10, in HP= +20 Ability Costs:- That means that Abbilites scale by factor 8 to max level while Stats scale by by 10-13 ?At lvl 1 you have 100 Magicka and lets say a skill costs 25= 1/4=25%, at lvl 50 you have ~1000 Magicka (without any attributes in it!) and the skill costs 200 (1/5=20%).Now if you put the max of 30 points into magicka that gives you 1380 Magicka and the spell costs only ~1/7 or ~15% of your pool.So casting becomes a bit cheaper in the long term. but not much! Quote Link to comment Share on other sites More sharing options...
Thal Posted January 21, 2014 Author Report Share Posted January 21, 2014 Wow, very nice collection and writeup!Thank you very much! Comments: - In this example you would have researched the trait "Infused"....Glad you liked the post. Many thanks for the corrections and confirmations! Will be editing them in later today when I get the chance. Quote Link to comment Share on other sites More sharing options...
ghost5689 Posted January 21, 2014 Report Share Posted January 21, 2014 Dang,I didn't notice that regeneration is every 2 seconds,many thanks and good job! Don't worry about you know what.Its all good Quote Link to comment Share on other sites More sharing options...
Guest Jake Green Posted January 22, 2014 Report Share Posted January 22, 2014 Nice Compilation of Info. Thanks alot for the Post. The Correlation between Weapondamage and Max Stamina is kinda news to me, does that mean for example Redguards can do 12% more Damage with Basic Attacks and Weaponline Skills? The Critchance Increase on Enchant seems very high, + 27% flat increase? will dualwield add 54% crit by just 2 slots? Are they expecting Poeple to crit all the Time? Are those last 2 verified? both seem very important regarding builds. PS: My First Post, Hello everyone, thanks alot for all your Contributions Quote Link to comment Share on other sites More sharing options...
Hans Posted January 22, 2014 Report Share Posted January 22, 2014 The critical chance increase might be just from 5% to 7.5% with a +50%. What is it called... Multiplicative? Quote Link to comment Share on other sites More sharing options...
Thal Posted January 22, 2014 Author Report Share Posted January 22, 2014 Hey all, Corrections have been made and edited into the post now - so everything should hopefully be correct. And a note of thanks to Hans for corrections he supplied has been made at the end as well. Nice Compilation of Info. Thanks alot for the Post. The Correlation between Weapondamage and Max Stamina is kinda news to me, does that mean for example Redguards can do 12% more Damage with Basic Attacks and Weaponline Skills? The Critchance Increase on Enchant seems very high, + 27% flat increase? will dualwield add 54% crit by just 2 slots? Are they expecting Poeple to crit all the Time? Are those last 2 verified? both seem very important regarding builds. PS: My First Post, Hello everyone, thanks alot for all your Contributions As Hans also replied, I too believe this trait is implied to be a multiplier effect and not a direct + X to crit rating as you would be right, if it were the latter it would definitely be extremely overpowered. So should just mean if you have 20% crit chance and have a trait for +10% crit value - you then have 22% crit chance overall (instead of a direct 20 + 10 = 30%). Quote Link to comment Share on other sites More sharing options...
Accuria Posted January 22, 2014 Report Share Posted January 22, 2014 Tons of great info! I have been waiting to read about the crafting system for over a year now and I am even more excited after reading this - keep up the good work!! Quote Link to comment Share on other sites More sharing options...
dreamerorc Posted January 22, 2014 Report Share Posted January 22, 2014 This all means - based on what's written above here and in the skill database- that: -skill mana cost reduction stacking is king and therefore the breton racial passive as well, more than the altmer one even-you'll need to prioritize mana regen and maxing out the mana pool as caster besides the cost reduction-you'll not always benefit from morphing skills into instant ones at some point at the cost of lesser dmge such as e.g solar flare because you don't have the mana anyway to cast nonstop in combat. At best you'll get a fast burst to OOM option-you'll have to carefully choose your skills to use based on how much bang for the buck they give (dmg/healing per mana) Practical example of scaling: A naked casting templar uses solar flare as main nuke which costs 42 mana and is received at level 4 after farting around the quick few first levels with Sun Fire. so from that point his main nuke goes through the following process: at level 4: sitting at 100+ 60 +30 = 190 mana with a main nuke cost of 60 he can cast it 3.16 times before being OOMat level 10: sitting at 100+180+90 = 370 mana with a main nuke cost of 96 he can cast it 3.85 times before being OOMat level 15: sitting at 100+280+140 = 520 mana with a main nuke cost of 126 he can cast it 4.13 times before being OOMat level 20: sitting at 100+380+190 = 670 mana with a main nuke cost of 156 he can cast it 4.29 times before being OOMat level 25: sitting at 100+480+240 = 820 mana with a main nuke cost of 186 he can cast it 4.41 times before being OOMat level 30: sitting at 100+580+290 = 970 mana with a main nuke cost of 216 he can cast it 4.49 times before being OOMat level 40: sitting at 100+780+300(max) = 1180 mana with a main nuke cost of 276 he can cast it 4.28 times before being OOMat level 50: sitting at 100+980+300(max) = 1380 mana with a main nuke cost of 336 he can cast it 4.11 times before being OOM now let's say this same naked caster equips 7 pieces of light armor and invests 2/3 in the passive Evocation skill giving him 14% skill cost reduction: at level 10: 4.48 timesat level 15: 4.80 timesat level 20: 4.99 timesat level 30: 5.22 timesat level 40: 4.98 timesat level 50: 4.78 times This reveals the importance to max your gear ASAP as it has great impact on your play and once you've done that, you're on a linear curve Then finally the thing that will really make the difference to be able to cast the spell more before going OOM is the mana regen along with the additional cost reducings through skill morphs (return mana upon heal, do additional dmge for the same skill cost etc...) Since the in-combat mana regen cap increases each level and is easily reached you will get more and more "extra" mana added to your pool while you're casting your pool empty resulting in more times to cast the same spell. Since we dont' have the exact numbers yet it's hard to list up that table but it's safe to assume that since this is the only non-linear scaling parameter in the equation this is the only thing that will cause this linear scaling table above to bend and cause you to do alot more casts at higher level. Quote Link to comment Share on other sites More sharing options...
Hans Posted January 22, 2014 Report Share Posted January 22, 2014 at level 50: sitting at 100+980+300(max) = 1380 mana with a main nuke cost of 336 he can cast it 4.11 times before being OOM at level 50: 4.78 times This reveals the importance to max your gear ASAP as it has great impact on your play and once you've done that, you're on a linear curve To me this reveals that under the current implementation it doesnt make any real difference.So by going all light armor I can cast 0.67 Solar Flares more?That is the effect of specializing in a type of armor? in a fight of lets say 20 sec length you regen 10 ticks of magicka. with a standard regen rate of ~5% and maybe a 25% boost to this we are looking at 6,25% or 86.25 Magicka per tick= 862.5 recovered in that fight.That means ~2242 Magicka available over the length of the fight. 6.67 Solar Flares without Evocation, 7.76 with Evocation and 7/7 LA. 1 Spell more in a 20sec fight? 7 in total? Thats a LOT of autoattacking. lol Can that be right? Quote Link to comment Share on other sites More sharing options...
Eol Posted January 22, 2014 Report Share Posted January 22, 2014 what it tells me is that you cant begin to cast skills non-stop. Using the right skill at the right time will be far more important than developing 'rotations' that would leave you out of magicka/stamina and vulnerable to enemies that manage their resource pools. It will be an important advantage for mature, thinking players, because its going to be very hard for some players not to hit those hotbar buttons as fast as they can. This will require a major change of mindset for MMO players, or even Skyrim players for that matter. Quote Link to comment Share on other sites More sharing options...
dreamerorc Posted January 22, 2014 Report Share Posted January 22, 2014 I had a dream in which: I healed a dedicated group of level 13-16 people through a lvl dungeon called Spindleclutch and noticed that my top prio resulted in continuously trying to be as mana conserving as possible throughout the group pulls and boss fights as possible or be left without mana when it was most necessary and critical to save someone such as the tank so I found myself casting the cheapest morphed group heal possible as default healing spell while paying attention mostly to my positioning not to be standing in the constantly changing dmge areas but still correctly positioned to affect all group members with my heals and then only use my extra healing spells during the biggest dmge spikes. Even when doing so and using pots, I still saw my mana bar go empty regularly making it a close call where I realized I couldn't afford to let 1 mana point go to waste at all. The tank and dps seemed skilled enough not to cause any unwanted extra dmge and agro or more than necesaary. We ended up clearing everything nicely in the end but I had the feeling there were many close calls in just 1 dungeon run (and I liked that tbh) Later, in other PUG's running the same dungeon where the other people were 1-2 levels lower and less skilled (=taking too much dmge constantly where they shouldn't) I found myself OOM nonstop, even in normal pack pulls and after the necessary number of wipes on the end boss I realized that this group would not be able to kill the end boss and therefore not complete the dungeon so we called it. But ofc that was all just a dream... Quote Link to comment Share on other sites More sharing options...
Theoryexpert Posted January 22, 2014 Report Share Posted January 22, 2014 Amazing post Thal, I want to thank you for compiling this information. Now to respond to some of the other posts in this thread Ill start with a question then reply using quote:Max stamina and Max mana effect weapon damage and spell damage according to the tooltip when you place attribute points, but do gear buffs and passives for +max stamina/magicka actually raise weapon and magick damage as well? This is an important question, because if its true, it means +max stam/magicka can also be called +damage.To me this reveals that under the current implementation it doesnt make any real difference.So by going all light armor I can cast 0.67 Solar Flares more?That is the effect of specializing in a type of armor?in a fight of lets say 20 sec length you regen 10 ticks of magicka. with a standard regen rate of ~5% and maybe a 25% boost to this we are looking at 6,25% or 86.25 Magicka per tick= 862.5 recovered in that fight.That means ~2242 Magicka available over the length of the fight. 6.67 Solar Flares without Evocation, 7.76 with Evocation and 7/7 LA.1 Spell more in a 20sec fight? 7 in total?Thats a LOT of autoattacking. lolCan that be right?If you put max attribute into magicka you have 1380 Magicka at level 50. But this is only the beginning. Tons of passives give + magicka including:Gift of Magnus (racial passive): +12%Jewelry that increases your max magicka: +X% per piece x3Armor Enchants/Glyphs: +X per piece x7Magicka Flood (nightblade passive): +8%If we are conservative and guess that jewelry is a 4% max magicka raise, and that the flat amount on armor is +50 then: thats almost +32% max magicka right there and +350 from armor, and these are conservative numbers. That puts your pool at 2283 using very conservative numbers (although using powerful passives like gift of magnus and magicka flood).Spell cost reduction we have the following (using a nightblade breton again as a min/max example)-21% cost from light armor-3% from breton-12% from jewelry (-4% x 3)Thats -36% spell cost. Now this is a seriously min/maxed breton nightblade, but you can see the kind of magicka we can really get by min/maxing even using conservative estimates.2283 pool-36% spell cost103 Magicka Regen per 2 seconds (4.5% magicka recovery every 2 seconds (did not gear for regen in this example, geared for max magicka and spell reduction min/max)So lets go to shadow cloak: 56 magicka = 448 magicka at level 50 = 287 magicka after 36% cost reductionI can cast shadow cloak 8 times before going out of magicka with a min maxed build and 0 regeneration (0 magicka regen while cloaked anyways, which makes this type of min/maxing perfect for a nightblade who dont benefit as much from +magicka regen).In a pvp battle where I am uncloaked for 20 seconds this build regens 1030 magicka. That is about 3300 magicka to be used in this pvp battle. That is about 12-14 spells cast and this is not counting magicka bonuses from food or mundus stones. what it tells me is that you cant begin to cast skills non-stop. Using the right skill at the right time will be far more important than developing 'rotations' that would leave you out of magicka/stamina and vulnerable to enemies that manage their resource pools. It will be an important advantage for mature, thinking players, because its going to be very hard for some players not to hit those hotbar buttons as fast as they can. This will require a major change of mindset for MMO players, or even Skyrim players for that matter.Casting non stop is situational. In a 1on1 you usually want to cast non stop until you are out of magicka (while remaining efficient), but you don't want to do the same with stamina because you need it from reactive defenses (cc break and dodge rolls). Quote Link to comment Share on other sites More sharing options...
Eol Posted January 22, 2014 Report Share Posted January 22, 2014 the thing is, while they say the size of the pools affects damage, we don't know the nature of that link. We don't know the size of the impact, we don't know if it affects skills and/or light/heavy attacks, and while it sounds like there are soft caps on the pool sizes, we have no idea where those soft caps kick in. Moreover, the buzz is that even if you put all of your points into magicka, and then equip a physical weapon, the damage seems similar to a person who has put most of their points into stamina, so at least at low levels the extra damage emanating from the size of the magicka/stamina pools seems insignificant or non-existent. Basically, we don't know, and we don't even know what we don't know. Quote Link to comment Share on other sites More sharing options...
irons Posted January 22, 2014 Report Share Posted January 22, 2014 + x Magicka on Armor increases the dmg/healing on your Spells. But it's not a huge difference.Weapon dmg only effects weapon abilities.Btw stuff like Pets from Sorc don't reduce max magicka they just reserve x magicka. Quote Link to comment Share on other sites More sharing options...
watzzup Posted January 22, 2014 Report Share Posted January 22, 2014 Great work Thal! cheers, Quote Link to comment Share on other sites More sharing options...
Areodon Posted January 23, 2014 Report Share Posted January 23, 2014 Thal . Quote Link to comment Share on other sites More sharing options...
Thal Posted January 25, 2014 Author Report Share Posted January 25, 2014 * Edited original post - Fixed small error with Ability cost equation Quote Link to comment Share on other sites More sharing options...
BigSteel Posted January 29, 2014 Report Share Posted January 29, 2014 This info was so excellent and so appreciated... I registered an account just to say thanks.... THANK YOU! Quote Link to comment Share on other sites More sharing options...
Thal Posted January 29, 2014 Author Report Share Posted January 29, 2014 This info was so excellent and so appreciated... I registered an account just to say thanks.... THANK YOU!Really happy to have helped! Quote Link to comment Share on other sites More sharing options...
Guest Jake Green Posted February 7, 2014 Report Share Posted February 7, 2014 Hi, was putting points into Stamina and didnt notice my weapondamage in character sheet changing at all, spend 4 Points never had an increase. Isnt Stamina supposed to raise that? Just a tooltip bug? Quote Link to comment Share on other sites More sharing options...
Guest Jake Green Posted February 8, 2014 Report Share Posted February 8, 2014 Ok, it seems the Tooltip of Weapon Abilities does show an Increase in Damage with more Stamina, just not the charactersheet. Quote Link to comment Share on other sites More sharing options...
CanisPanther Posted February 8, 2014 Report Share Posted February 8, 2014 Stamina is counting toward my damage: Redguard Sorc 2h Sword Quote Link to comment Share on other sites More sharing options...
Ray Qiu Posted February 9, 2014 Report Share Posted February 9, 2014 somewhat interesting.thanks Quote Link to comment Share on other sites More sharing options...
Hans Posted February 9, 2014 Report Share Posted February 9, 2014 10 stamina =1 dmg for me on critical charge (2hand) Quote Link to comment Share on other sites More sharing options...
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