Simple Questions – Simple Answers Thread VIII

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    Ghnami

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    Breton Templar

    Didz said on May 8, 2017 :

    What alternative is there?

    Well ESO scales damage off of resource stats and power/damage/crit. It won’t matter if you have 1k wep damage and the optimal resource pools. It won’t matter if you have the full optimal build but the wrong skills.

    Depending on what you want to do, dps or heal (since you asked about how much hp you should have I take it you’re not going to tank) focus on getting that aspect of that character up to par first. Now if you’re a dps char you’re gonna be really squishy while you work on that, which is basically gearing up to optimize your dps. That gearing is the first step in building a character. Get the sets you need and wear them. Get the wep you and and use it. Then, look at your stats and adjust them with enchantments and food, not stats or gear.

    Always down to chat in-game. IGN: Ghnami

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    Didz

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    Ghnami said on May 8, 2017 :

    Didz said on May 8, 2017 :

    What alternative is there?

    Well ESO scales damage off of resource stats and power/damage/crit. It won’t matter if you have 1k wep damage and the optimal resource pools. It won’t matter if you have the full optimal build but the wrong skills.

    Depending on what you want to do, dps or heal (since you asked about how much hp you should have I take it you’re not going to tank) focus on getting that aspect of that character up to par first. Now if you’re a dps char you’re gonna be really squishy while you work on that, which is basically gearing up to optimize your dps. That gearing is the first step in building a character. Get the sets you need and wear them. Get the wep you and and use it. Then, look at your stats and adjust them with enchantments and food, not stats or gear.

    I see where you’re coming from, but skill choices are largely a matter of character preference and play style.  Whereas their performance is driven by the characters stats, so in a way it’s two sides of the same coin.  Having the right stats and the wrong skills, is as bad as having the right skills and the wrong stats.

    My logic in concentrating on the stats is that if I aim to produce a build that creates the right stats, then I am free to choose the skills I think will work best for my character and play style.  The only alternative, as far as I can see, is to copy someone else’s build and try to learn how to use it effectively.  Which is probably not going to work unless the author and I had the same objectives and play style.

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    Ghnami

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    Breton Templar

    Didz said on May 9, 2017 :

    Having the right stats and the wrong skills, is as bad as having the right skills and the wrong stats.

    It is a lot easier to change stats than skills, so no, it isn’t as bad.

     

    Didz said on May 9, 2017 :

    then I am free to choose the skills I think will work best for my character and play style.

    but why not do that first and then just get some enchants and reset stat points and eat some food? Idk your way just seems counterintuitive and like you’re focusing on the wrong part of the game. Your stat bar only really determines how long and how much damage you can do or take. It doesn’t do damage, it doesn’t mitigate damage, it really kinda fucking sucks compared to everything else you could do for your character first in the game, which matter infinitely more than some arbitrary one-shot threshold (which only happens vs world bosses and vet dungeons).

     

    So here’s what I’m going to say you should do: forget about your stam/mag/hp for a little while. Just play with the gear and the skills that you want (and eat food) and see how that goes for you. Then after you get a feel for how you play or whatever, fill in those stats to resources if you want more, or hp if you want to get more tanky.

    Always down to chat in-game. IGN: Ghnami

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    Didz

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    Ghnami said on May 9, 2017 :

    Your stat bar only really determines how long and how much damage you can do or take. It doesn’t do damage, it doesn’t mitigate damage, it really kinda fucking sucks compared to everything else you could do for your character first in the game, which matter infinitely more than some arbitrary one-shot threshold (which only happens vs world bosses and vet dungeons).

    That’s probably where I’m getting confused then, because from what I’ve read it’s your characters stats that determine the foundation for your characters performance.  According to my understanding Sustainability, Damage Output, Resistances, Movement and Stealth are all calculated from your characters stats.  My understanding was that your build is just the mechanism that generates your stats.  So, for example adding 1 x Attribute Point to Health adds +122 to your Health Stat and increases your characters health by that amount (scaled).  So, knowing the optimum value to aim for in a character’s Health stat determines how much health your build needs to generate to meet that goal.

    Thats the theory, but you are correct that trying to find anyone who actually does that is pretty difficult, most builds seem to follow the empirical trial and error approach you outline above.  The difficulty I have with that personally, is that it leaves me with no goals to aim for when making decisions on the skills and gear I choose for my characters.  I can’t look at my Level 40 character and say to myself ‘Hmm! she could do with a bit more in Magic Recovery.’  Or whatever.

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    Ghnami

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    Breton Templar

    Didz said on May 10, 2017 :

    I can’t look at my Level 40 character and say to myself ‘Hmm! she could do with a bit more in Magic Recovery.’  Or whatever.

    Don’t actually start to try to play this game until cp 160, and even then, probably better off waiting til cp 300 or so. Stat/damage differences are just sooooo freaking extreme. Just play with whatever you like and whatever seems to work okay, then throw down for some sick gear at cp160, farm up some more gear, then wait til cp300 to play. Seriously though I wanted to play a magika templar, yesterday I farmed for hours and went from 9k dps to 20k dps, no stat changes, no skill changes, pure gear and like, 6 champion points. Things like stats or anything really don’t matter until you get gear, and gear really doesn’t matter til you get cp160. Now I’m going to farm out Spell Power Cure and with just gear and skill swaps (no restat) I’ll be able to turn into a healer. And guess what, with just a few other skill and gear swaps, a 40k hp tank. The “optimum” is pretty arbitrary, and set by cp600 anyway, so why even try to compare at level 40?

     

    Basically, it sounds like you’re too wrapped up on your character right now. If you enjoy playing it and it gets the job done, then good. If you feel it is lacking in the gear department hit me up in game with materials and I’ll craft you whatever set you want, tanking, dps, heals, mag, stam, whatever. But don’t worry about stats or optimization at all at this point, especially if you haven’t done that on an endgame char already.

    Always down to chat in-game. IGN: Ghnami

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    FrancisCrawford

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    Breton Sorcerer

    Didz said on May 10, 2017 :

    Ghnami said on May 9, 2017 :

    That’s probably where I’m getting confused then, because from what I’ve read it’s your characters stats that determine the foundation for your characters performance. According to my understanding Sustainability, Damage Output, Resistances, Movement and Stealth are all calculated from your characters stats. My understanding was that your build is just the mechanism that generates your stats. So, for example adding 1 x Attribute Point to Health adds +122 to your Health Stat and increases your characters health by that amount (scaled). So, knowing the optimum value to aim for in a character’s Health stat determines how much health your build needs to generate to meet that goal.

    Thats the theory, but you are correct that trying to find anyone who actually does that is pretty difficult, most builds seem to follow the empirical trial and error approach you outline above. The difficulty I have with that personally, is that it leaves me with no goals to aim for when making decisions on the skills and gear I choose for my characters. I can’t look at my Level 40 character and say to myself ‘Hmm! she could do with a bit more in Magic Recovery.’ Or whatever.

    The most important optimizations before you hit CP 160 are:

    • Level to CP 160 :)
    • Practice up as many skills and skill lines as possible.

    Examples of how to do the latter include:

    • When you turn in quests you might do so with a totally different skill bar and gear set than you actually fight with. (Of course, that’s a lot easier to do on the PC, where there are add-ons that help, than it is on the console.
    • If you don’t do that, at least flip your skill bar at the time of quest turn-in so that your less-advanced skills and weapon choice are active.
    • Similarly, flip to your back bar at dolmens after everything is dead but before the final pinion is pulled.
    • Wear one or more pieces of “wrong” armor.
    • Equip one or two currently useless (or merely suboptimal) skills on your main combat bar.

    Also — and this is big — wear armor with the training trait whenever you can. Indeed, it might be advisable to continue that policy until you get to or at least near the CP maximum (currently 600, reaching 630 soon). I still sometimes do dungeons wearing CP 140 training armor, because I haven’t bothered to completely refresh all my characters’ armor sets.

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    injza

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    Hi, Newbie here. have the following question.

    Does anyone have a formula on how stats are calculated? I am specifically asking about the max magicka stat.

    I just turned level 20, Altmer – all attribute points in magicka
    naked max magicka = 16820;
    max magicka with gear = 21157

    I added 1 extra point in Gift Of Magnus Racial (rank 2) which in total is 7 % extra

    The new values are:
    naked max magicka = 17289;
    max magicka with gear = 21752

    Given that going from 1 point Gift of magnus into a 2 points.. represents only a 3% increase. so the initial values already had 4% added to it.

    I was expecting:
    naked max magicka = 17305;
    max magicka with gear = 21767

    I know its only slightly off, but i was hoping just to understand how the game calculates the values. does the stat scaling for non max toons come into play?

    • This reply was modified 7 months, 1 week ago by Profile photo of Latin Latin. Reason: merged with Simple Question thread, removed duplicate thread
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    Latin

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    Imperial

    @Injza

    The following should contain what you are looking for.

    http://tamrielfoundry.com/topic/introduction-to-pve-damage-calculation-homestead/

    e pluribus unum

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    Didz

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    injza said on May 10, 2017 :

    Hi, Newbie here. have the following question.

    Does anyone have a formula on how stats are calculated? I am specifically asking about the max magicka stat.

    I’m new to build theory too, but I’ve found a couple sources useful for explaining how stats are calculated.

    The first is Asayre’s thread on this forum called ‘Sorcerer Arithmagic’, which although focussed on the sorcerer class actually quotes the formula’s for calculating every stat.

    http://tamrielfoundry.com/topic/pts-2-1-2-sorcerer-arithmagic/

    The formula quoted for Maximum Magicka is:

    ‘The Base value at C160 is 7958. Attribute points add 111 for Magicka. Gear covers most things like set bonuses and enchants and adds the amount quotes for Max Magicka.  Champion Points in The Mage Constellation add a small percentage increase based on the following formula 

    So, in theory 160 x CP in The Mage = +1,395 Magicka.

    The other source I’m using is the ESO Build Editor, which has formula for calculating every stat based upon the build one is planning.  Essentially this is a build planning tool, but it also by necessity includes the formula used in the game for calculating every character stat.

    http://en.uesp.net/wiki/UESPWiki:EsoBuildEditor

    The formula used by the editor to calculate Maximum Magicka is:

    Magicka = ((142 * Level + 858 + 111 * Attribute.Magicka + Item.Magicka + Set.Magicka)*(1 + pow(CP.Magicka, 0.56432)/100) + Food.Magicka + Mundus.Magicka + Skill2.Magicka + floor(Mundus.Magicka * Item.Divines))*(1 + Skill.Magicka + Buff.Magicka)

     

    I tend to use these together in order to get a consensus of understanding.

    Hope that helps.

     

     

    • This reply was modified 7 months ago by Profile photo of Didz Didz.
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    injza

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    @Didz

     

    ok i can give a crack at trying to calculate magicka stat at level 20..

    i know your get scaled to C160 at lower levels, what would the adjusted scale at lvl 20 be?

    im probably over thinking this, as the calculated number on the character sheet is only 15 less than what i am expecting..

    but my ocd is kicking in… just need to know why.

    • This reply was modified 7 months ago by Profile photo of injza injza.
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    Didz

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    injza said on May 11, 2017 :

    @Didz

    ok i can give a crack at trying to calculate magicka stat at level 20.

    Well if I was going to do this I’d need to know a lot more about your characters current build.  But according to the ESO Builder Editor a completely naked Level 20 character ought to have 3.698 Max.Magicka.

    View post on imgur.com

    • This reply was modified 7 months ago by Profile photo of Didz Didz.
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    injza

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    @didz

    yes.. thats what i got from there as well..

    but naked i actually have 16752 im assuming from that on tamriel scaling.. which i cant find information about on how they get there.

     

    There isnt really much more to tell regarding the character im using.

    Shes high elf, level 20. all 25 attribute points on magicka

    2 points on gift of magnus. which would add 7% total to the magicka count.

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    Didz

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    injza said on May 12, 2017 :

    @didz

    yes.. thats what i got from there as well..

    but naked i actually have 16752 im assuming from that on tamriel scaling.. which i cant find information about on how they get there.

    That’s what I’m seeing as well.  I have a Level 20 Breton Sorcerer whose current build produces 7,055 Maximum Magicka as shown below:

    View post on imgur.com

    However, in game (and standing in The Bank of Daggerfall) you can see that her Max. Magicka is shown as 20,214

    View post on imgur.com

    I can only assume that this is the result of the Battle-Scaling Mechanic that was made universal for all characters anywhere in Tamriel when Update 12 was released on 5 October 2016.

    But like you I haven’t a clue how this mechanism works, and despite reading numerous threads about the pro’s, cons, failings, wonders and stupidity of this system I’ve yet to find a succinct explanation of how it works.  So, it’s hard to come up with any calculation that verifies the numbers we see in game.

    e.g. 20,214 is 7,055 x 2.86520……..?  Why???

    The only snippets of clarity I’ve actually found are:

    1. Character stats are scaled to mimic a character with a similar attribute configuration at Level 50/CP150.

    (However, if you try that using the ESO Build Editor you get nothing like the numbers the scaling produces.

    2. Items and sets are scaled based upon their quality, which is indicated by the Equipment Bonus shown at the top of your character tab.

    (However, so far I’ve not seen any information that indicates what each star is worth when scaling your Equipment Bonus)

    So, as far as I’m concerned it’s a complete mystery, and the only way to gain any accurate stats from the ESO Build Editor is to plan as though you were already CP160, and then evolve your build towards that goal during play.

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    Ghnami

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    Again, why are you planning stats at less than cp160? Stats after that point determine what content you can do in the endgame, very basically. Stats before that don’t matter because the entirety of 1-50 is achievable as just about anything. Please, keep the enthusiasm, just get to the endgame to make sense.

    Always down to chat in-game. IGN: Ghnami

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    Didz

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    Ghnami said on May 13, 2017 :

    Again, why are you planning stats at less than cp160? Stats after that point determine what content you can do in the endgame, very basically. Stats before that don’t matter because the entirety of 1-50 is achievable as just about anything. Please, keep the enthusiasm, just get to the endgame to make sense.

    I’m not sure if your comment is directed at me or Injza, but for myself I’ve never been interested in power-levelling when playing an MMO.  i play the games for their content, and for the 4x experience.  So, for me there is no imperative to reach the end of the game and have nothing further to do.  The only real justification for doing so, in my opinion, is the intention to indulge heavily in PvP, and as I find the PvP in ESO intensely boring compared to WOL that isn’t really worth the bother for me.

    Similarly, I’m not that bothered about optimization of any of my characters builds at their current levels.  In fact, my main activity up to now has been Trading and Crafting, but having achieved economic stability and with Master Crafters in every profession my main interest at the moment is to begin planning their future target builds for CP160.  Which was why I registered on this site to seek guidance on build theorycrafting.

    The Update 12 scaling issue seems to be a consummate mystery, as far as I can tell there is plenty of speculation as to how it works, and a lot of analogous observation on its failings, but I’ve yet to find anyone who has cracked the algorithm and Zeni do not appear to have explained how its done (except in the most vague terms).  It doesn’t stop me planning builds for CP160, but it does cast doubts over the reliability of the system when the developers refuse to disclose the method.

    Injza, will have to answer for himself, but I was merely responding to his observation that the in-game stats don’t add-up.  Which is mathematically true.

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    Ghnami

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    It isn’t about reaching the end of the game, it is about understanding anything you worry about before then is literally pointless. Just have a good time, take your time. Building for cp 160 is also pointless because each cp gives you stats and buffs, so if you build for cp160 you’ll always be disappointed and weaker, and your builds will never work quite right.

    Your first question since I started discussing things with you was about ideal stats or what have you. Just try not to pay too much attention to any numbers (besides gear level) until cp160 and you’ll have a much better time. And it’s totally okay to take your time.

    Always down to chat in-game. IGN: Ghnami

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    Didz

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    Ghnami said on May 14, 2017 :

    It isn’t about reaching the end of the game, it is about understanding anything you worry about before then is literally pointless. Just have a good time, take your time. Building for cp 160 is also pointless because each cp gives you stats and buffs, so if you build for cp160 you’ll always be disappointed and weaker, and your builds will never work quite right.

    Your first question since I started discussing things with you was about ideal stats or what have you. Just try not to pay too much attention to any numbers (besides gear level) until cp160 and you’ll have a much better time. And it’s totally okay to take your time.

    I am and have been having a good time playing the game for over a year now, I’m just not interested in rushing to get to the end of it.  It doesn’t bother me that some people are obsessed with reach CP160, personally I think its up to them, and if that’s what they think is fun then fair enough.  But I’ve never been interested in power-levelling or farming, it’s always been the content of the game that I’ve found interesting and I like to take my time and enjoy all of it.  The nice thing about ESO is that the game rewards both styles of play, and has plenty of content for both.

    However, as I have already said, my eight characters are rapidly nearing the end of their crafting progression.  I have Master Crafters in every trade, and they all have 60/60/60 Riding Skill and have good steady incomes.  It’s time to begin serious questing and character development, so as you pointed out my initial questions on this forum were to the experienced build theorycrafters to ask what stats I should be aiming for when planning my characters final builds.

    The assumption being that at the end of the day it’s the numbers that actually determine character performance not what items your character is using.  The build itself is only there to generate those numbers, and therefore build theory ought to be about the numbers needed for an effective character, and only then about the most efficient build to produce those numbers.

    My goal eventually is to have a target build  (e.g. target stats and a build to achieve them) for each of my characters which I can then work towards during future character development.  I won’t be rushing to get there though, i shall merely be using these builds as a guide to follow.

    • This reply was modified 7 months ago by Profile photo of Didz Didz.
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    ams5626

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    Altmer Sorcerer

    Didz said on May 15, 2017 :

    Ghnami said on May 14, 2017 :

    It isn’t about reaching the end of the game, it is about understanding anything you worry about before then is literally pointless. Just have a good time, take your time. Building for cp 160 is also pointless because each cp gives you stats and buffs, so if you build for cp160 you’ll always be disappointed and weaker, and your builds will never work quite right.

    Your first question since I started discussing things with you was about ideal stats or what have you. Just try not to pay too much attention to any numbers (besides gear level) until cp160 and you’ll have a much better time. And it’s totally okay to take your time.

    I am and have been having a good time playing the game for over a year now, I’m just not interested in rushing to get to the end of it. It doesn’t bother me that some people are obsessed with reach CP160, personally I think its up to them, and if that’s what they think is fun then fair enough. But I’ve never been interested in power-levelling or farming, it’s always been the content of the game that I’ve found interesting and I like to take my time and enjoy all of it. The nice thing about ESO is that the game rewards both styles of play, and has plenty of content for both.

    However, as I have already said, my eight characters are rapidly nearing the end of their crafting progression. I have Master Crafters in every trade, and they all have 60/60/60 Riding Skill and have good steady incomes. It’s time to begin serious questing and character development, so as you pointed out my initial questions on this forum were to the experienced build theorycrafters to ask what stats I should be aiming for when planning my characters final builds.

    The assumption being that at the end of the day it’s the numbers that actually determine character performance not what items your character is using. The build itself is only there to generate those numbers, and therefore build theory ought to be about the numbers needed for an effective character, and only then about the most efficient build to produce those numbers.

    My goal eventually is to have a target build (e.g. target stats and a build to achieve them) for each of my characters which I can then work towards during future character development. I won’t be rushing to get there though, i shall merely be using these builds as a guide to follow.

    To add my two cents:

    1) Happy for you that you emphasize the RPG part of this rather than seeing the world as a mathematical equation and job.  Don’t lose that, I miss running the world in a simpler way.  Now when I’m in a zone I’m thinking about what gear drops there for profit, or farming the skygasms out of it.  Good for you.  Granted, my personality is such to be ultra competitive about the sort of thing, and efficient so all my gaming quickly turns into purpose-driven activities, always.  (I.e. Runescape, friends would hang out and goof off and I preferred to literally skill grind); same as here.

    2)  With regards to builds, it appears to me you are over-complicating it.  Granted, the ultimate meta builds are so fine-tuned with actual mathematical basis that definitely proves what is best in slot for specific skills, but do not forget skill rotation, proper order, timing and knowledge of situations will get you extremely far in whatever you want to do.

    you stated you seek “what stats I should be aiming for when planning my characters final builds.”  This is relatively simple.  You need to identify what resource you are using for your skills and stick with that.  If a healer/damage dealer – stamina or magicka.  If you are magicka- all your attribute points go in to magicka (at most 1-2 in health if you struggle to keep alive in dungeons, but when you are better that is lost damage.  If you are stamina- all your attribute points go in to stamina.  Tanking- there may be some different variations between how attributes are spread (im not too familiar with a lot of their builds but I understand this may be the only variation).

    You state: “The assumption being that at the end of the day it’s the numbers that actually determine character performance not what items your character is using. The build itself is only there to generate those numbers, and therefore build theory ought to be about the numbers needed for an effective character, and only then about the most efficient build to produce those numbers.”

    Understand that items and numbers i.e. the stats are NOT mutually exclusive.  Your “numbers” are only going to be possible because of the items your character is using.  It is also critical to understand passive skills, understand how passive abilities modify your numbers, etc.  To accomplish that you will need to not only look at your naked character, but understand how certain sets and skills work.  I would recommend you not look at it as items versus numbers but MORESO items, numbers, and skills.

    I get that you are theoretically making a statement emphasizing the numerical values as the point to build versus building around a set or item, but I would submit its more a corroborative system.

    To exemplify: I’ve been maining a magicka-sorceror.  My raw numbers – I get these from my attributes, skills on my bar, and gear.  I.e. my attributes get me X magicka, the skills on my bar add Y magicka, and the items I equip add Z magicka.  Take x y or z out of that simple formula and I don’t have accurate numbers.

    I do not run a pet build, so my skills and items are different than if I did; changing what I need to modify my numbers.  It’s a fluid system, if I skill bar more mage’s guild skills (for the passive there) i lose spell power (i.e. sorceror passive), if I skill bar more sorceror skills my spell power goes up but my magicka pool goes down.  Your gear and skills are the focal point of this, not your “numbers” without them.

    I.e. Necropotence is a big time set now for magsorc, but it’s obsolete unless supported by a pet on your skill bar.

     

    Another example of item usage- Alchemy skill line.  with 50/50 alchemy you can create get long sustaining effects that are not otherwise possible.  Major Brutality/ Major Sorcery/Major Endurance can have an up-time of like 40 seconds – this enables you to further manipulate your skill bars to change your stats.  Certain item sets (Clever Alchemist) work well with this and people can modify their skill bars to get an extreme amount out of this, not so much because of their raw numbers, but because they have specifically built their skill bars and gear towards that purpose.
    In sum, I hope that’s a little bit of clarification.  With regards towards you building, for the most part (tanking potentially aside) its as simple as allocating all your attribute points into magicka or stamina (whichever is most appropriate for your skills).  At that point the emphasis shifts to items/gear and your skill bar.  Stamina- stick to stamina weapons and stamina skills, pay particular attention to the Fighter’s Guild Skill line passives; Magicka- stuck with staffs and magicka skills, pay particular attention to the Mage’s Guild Skill line passives.

    For each character you are going to have to identify passive abilities that net you certain results and target those.  (i.e. mage’s guild passive will grant you 2% more magicka per mage’s guild skill on your bar, to emphasize – you can get a bigger magicka pool with the mage’s guild ultimate).  Look at the skills and items as fluid and needing to be altered depending on what you intend to do to get the most out of your guy.

    Generally, at end-game (CP 160) I know you’re not rushing to get there… I wouldn’t expect any less than 36,000 Magicka or Stamina (and that’s far from optimum).  Optimum type builds would be over 40,000 with 17,000 health (again that’s only for everything non-tank) and at that point you would look at stacking weapon/spell power and maybe some recovery; but it’s so character to character dependent and extremely dependent on what gear you have access to.  Your 5/5 set bonus is the point of emphasis and having a great set makes up for not so great skills/player ability; however, on the contrary having great skills/player ability is extremely important.  Regardless of stats and gear, if you know your abilities and can rotate through them quickly and effectively (i.e. no downtime from running out of resources) you will out perform people with the stats and gear.

    Hope that helps a bit, you clearly understand what you want to do with your characters and are intelligent enough to find the path you choose for each of them.  It sounds with your level of immersion you should do trial and error on your own and you’ll quickly find what suits you best for your style.

    Cheers,

    ams

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    Ghnami

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    Breton Templar

    Didz said on May 15, 2017 :

    The assumption being that at the end of the day it’s the numbers that actually determine character performance not what items your character is using.  The build itself is only there to generate those numbers, and therefore build theory ought to be about the numbers needed for an effective character, and only then about the most efficient build to produce those numbers.

    This assumption is wrong. There’s just so much more that goes into characters than stats, and the stats you’re talking about are only one of many that matter. Because the items in this game are so finite, there are particular optimal builds for play styles that incorporate specific sets. Moondancer, grothdar, spell power cure, to name a few that are just flat out best in class. When you understand your role, you’ll find these sets. Some of these sets are skill dependent, or vice versa. If you think I’ll have structured entropy on my bar while I’m wearing Rattlecage you’re crazy, and if you think I’ll use blazing shield without plague doctor and green pact you’re also crazy. And because of how stats scale with cp, if you want to try to achieve any kind of optimal stats without optimal cp then you’re out of luck.

    Figure out how you kind of want to play. Research what some sets do. Look at all your skills and passives. Decide what stats you want to buff based on what you scale with, things like crit, power/damage, resources, healing power, resistances, and resource management. Eat some food. Does it work? Congratulations, the numbers that appear on your screen are the optimal numbers for that build.

    Always down to chat in-game. IGN: Ghnami

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    Didz

    Apprentice

    Total Posts: 32

    Phew! Didn’t expect to open such a can of worms on the Simple Answer Thread, so perhaps it’s time to move on.

    You may be right, perhaps I am over complicatedly/simplifying the process.  But to my ignorant brain it makes perfect sense that a game engine, being a programme, crunches numbers to determine performance and the only numbers it has to work with are the character stats. So, for the moment at least I’m going to stick with the idea that builds are there to generate the best stats possible for a given class/role, and plan my future builds on that basis.

    Actually finding the link between a Build and the Stats it generates isn’t that hard (thanks to Asayre‘s mathematic’s thread and the calculations used by the ESO Build Planner.)  So, its easy enough to see how a specific build generate the final figures (excluding the Battle scaling of course.), but the ideal  target numbers are harder to identify as they tend to be tucked away behind all the talk of skills and sets.  However, Deltia did a very nice video about the targets he uses when assigning Attribute Points for his builds, and I’ve since found similar discussions on the relative merits of the three Recovery Stats, and the trade-off  that has to be made between the Recovery and Power stats.  So, I’m getting there slowly and learning all the way, which is part of the process.

    There is no real rush as it will probably be at least another year before any of my characters get close to CP160, and by then everyone will have rushed off to CP600.

    Update 13 is going to throw all the cards up in the air in a few days anyway with all its class balancing changes. So no doubt there will be another few weeks of frantic power-levelling after that release and the markets will go nuts as everyone crafts new gear, so my crafters and traders will be busy anyway.

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