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[PTS 2.2.3] Sorcerer arithmagic

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Welcome to my update for the PTS 2.2.3 including most equations from my previous post but with a bit more organisation and colour to help guide you through it!

This post is divided into two main sections: Fundamental Equations and Application of Equations. Fundamental Equations covers the majority of calculations in the game while Application of Equations uses the derived equations to draw conclusions regarding what trait or mundus to use. While my initial focus was on Magicka Sorcerers, the focus has spread a bit and is probably of interest to most Magicka based classes. Note that a large number of equations can be applied to Stamina builds as well by simply substituting for the relevant stamina analogue. I am lacking healing related equations and I may delve into that in the future. Also include, at the end of this post, are spreadsheets that implements the Fundamental Equations as well as Application of Equations. The equations and values use are valid for the Orsinium PTS so some of it will be incorrect in the current live version 2.1.x. The spreadsheets can be used to determine the relative strengths of different sets. The spreadsheets are view only to prevent tampering but please feel free to make a copy for your own calculations. If you do use the spreadsheets I would appreciate feedback in terms of accuracy or ease of use.

 

Fundamental equations

Stat pool

[spoiler]

The Base value at V16 is 8744 for Health and 7958 for Magicka and Stamina. Attribute points is the number of points spent in Health, Magicka or Stamina multiplied by 122 for Health and 111 for Magicka and Stamina. CPI is a cumulative percentage increase due to points spent in the corresponding constellation and can be calculated as followThe Lord Mundus gives 1452 Health. The Mage and Tower Mundus gives 1320 Magicka and Stamina, respectively. Divines is the sum of divines. For example 4 pieces of green equipment with divines (4.5% each) means Divines = 1.18. Limited testing on the PTS suggest that Divines is rounded to 2 decimal places.

Example

I have a V16 Breton Sorcerer on the PTS. My gear gives me 7924 Magicka. This includes enchantments and gear bonuses. I have 64 points in Magicka, thus Attribute Points is 7104. I have 100 Champion Points in the Mage constellation which means that CPI is 1.134. I am using the Crown Fortifying Meal which gives 3617 Magicka. Skills is 1.31 (8% Bound Aegis, 5% Inner light, 2% Magicka Controller, 10% Gift of Magnus, 6% Undaunted Mettle). Putting this all into the formula, My in-game Magicka pool in the PTS is 38899.

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Spell damage

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The Apprentice Mundus provides 166 Spell damage at V16.

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Ability tooltip value

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The tooltip value for the majority of skill conforms to where a and b are coefficients. b is typically around 10.5 and a varies for each skill. The range of a is typically between 0.02 to 0.2. It is quite challenging to get extremely accurate values for a even with plane fitting over a large data range. We can fix b without much loss in the fitting for a thus we can introduce to concept of effective pool This allows a fast evaluation method for different builds with varying Magicka and Spell Damage.

Some skills notably Hardened Ward and Annulment scale of only Magicka. In some cases the coefficient a is modified by Champion Points, notably Magic damage and Thaumathurge, but in other situations it is not modified by Champion Points (an example being Force Pulse and Elemental Expert).

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Recovery

[spoiler]

Base Magicka and Stamina recovery at V16 is 514. Base Health recovery at V16 is 309. The Atronach mundus provides 198 Magicka recovery at V16. Other skills include Magicka Aid [Support Passive]. Skills include Magicka Controller [Mages’ Guild Passive], Major Intellect, Recovery [Light Armour Passive], and Spellcharge [Altmer Passive].

Example

I’m using a V16 Altmer with 765 Magicka Recovery from Gear and have the Atronach mundus but no divines pieces equipped. I have 30 points in Arcanist (10.8%). I have two Support skills slotted with 2 points in Magicka Aid so Other skills is 1.2. I am using a Crown Refreshing Drink which provides 361 Magicka Recovery. Skills is 1.55, 6% from Magicka Controller, 20% from Major Intellect, 20% from Recovery and 9% from Spellcharge. This yields My in-game Magicka Recovery in the PTS is 3602.

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Spell Cost

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The Base Cost of a spell is the tooltip cost value, without any points in Magician and without any equipment or skills that provide either a percentage or flat cost reduction, divided by 1.1625. For instance, the tooltip cost value for Fire Rune is 3654. The Base Cost for Fire Rune is then 3143. Flat Cost Reduction is typically in the form of enchantments on jewellery and % Cost Reduction comes from skills and passives. Note that the 2 piece Molag Kena is a 33% cost increase when activated.

Example

I am calculating the cost to cast Fire Rune. The Base Cost is 3141 at V16. I have 70 points in Magician (12.9%) and 3 legendary reduce spell cost enchantment (203 each). %Cost Reduction is 0.33, 15% from Evocation [Light Armour Passive], 15% from Mage Adept [Mages’ Guild Passive] and 3% from Magicka Mastery [Breton Passive]. The cost for casting Fire Rune is This matches the in-game cost for Fire Rune in the PTS.

If I was to activate the 2 piece bonus of Molag Kena the cost for Fire Rune will be

The in-game cost for Fire Rune on the PTS is 2475.

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Spell Critical

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Simply add up all sources that increase Spell Critical. 219 Spell Critical rating is equivalent to 1% Spell Critical

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Critical modifier

[spoiler]

This formula has been updated due to changes in [2.2.4]

where Fl is the floor function, Rd is the round function and Elfborn_Real is similar to the tooltip value of Elfborn but when it is used no unexpected rounding errors are found. Rd(x, 2) rounds a number to 2 decimal places and Fl(x, 0.01) truncates a number at the 2nd decimal places. Here are examples of both functions in action, Rd(23.458,2) = 23.46, Fl(23.458,0.01) = 23.45. Skills tested were the Piercing Spear passive and Trap Beast (Minor Force buff). Thanks to @Beltan3 and @hofawd with some help in getting this formula down.

By the way, if you don’t mind some error in your calculation, a simpler formula is

Due to rounding errors, Elfborn still suffers from jump. Any points in between jumps do not increase your critical modifier. @Erraln has kindly listed all the jump points in this thread but for convenience, I’ll put them here as well. The Elfborn jump points are at

1,2,4,7,9,12,15,18,22,26,29,33,38,42,46,51,56,61,66,71,76,81,87,92, and 98.

[/spoiler]

Resistance

[spoiler]

Your spell resistance can be calculated with the following formula

where Gear is the sum of tooltip armour values, Resolve is a Heavy Armour Passive, Defending is a weapon trait, Spell Shield is the champion point sign under the Steed. Other includes set bonuses, Breton Spell Resistance Passive, Balanced Warrior Passive (Templars), Major Ward and Spell Warding.

Similarly, physical resistance is calculated as follows where Armour Focus corresponds to the relevant champion point sign under the Warrior constellation. The Lady mundus provides 1980 Physical Resistance at V16 and is put into the variable Other. The Reinforced trait increases the tooltip armour value and will be included when calculating Gear. The Shield Expert passive under the Steed increases the tooltip value of the shield thus is also included in Gear.

Note that there appears to be some rounding problems with Spell Shield and Armour Focus. Calculated physical and spell resistance will typically be within 0.1% of the actual in-game resistance

Example

I have 5 pieces of heavy armour and 2 pieces of light armour. The sum of all my tooltip armour values, Gear, is 13693. Resolves grants 1811 resistance and Spell Warding grants 726 Spell Resistance. I have a green defending weapon equipped (6%). My set bonus for physical and spell resistance is 1867 each. I have 20 points in Spell Shield (8.1%) and 10 points in Heavy Armour Focus (3.6%). With Major Resolve and Ward active, I estimate my physical and spell resistance to be My actual physical and spell resistance are 24241 and 25792, respectively.

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Critical resistance

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Critical resistance is not needed in PvE since monsters do not do critical damage. An enemies’ critical modifier can be reduced by equipping gear with the Impenetrable trait or by spending points in the Resilient champion point sign. Every percent in Resilient decreases the enemies’ critical modifier by the same amount and every 250 points of critical resistance reduces an enemies’ critical modifier by 3.5%

Example

If you are PvP’ing against an enemy with a critical modifier of 0.5 and you have 500 critical resistance (2 legendary equipment) and 48 points (15%) in Resilient, then

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Damage calculation

Base damage

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The base damage formula is where Attacker Bonus includes relevant champion point signs, Minor Berserk [Combat Prayer] and Elemental Talent [Altmer Passive]. These stack multiplicatively. Defender bonus refers to relevant champion point signs. Battle Spirit can be included by simply multiplying by 0.5. In 2.2.3, the impact of Thaumathurge is included in the tooltip but the impact of Elemental Expert is not included in the tooltip, so be wary you’re not double counting Thaumathurge. Resistance is the relevant physical or spell resistance. Penetration is the sum of percentage based penetration. For magicka builds, this is either 18% for a legendary nirnhoned weapon or 28% when using a legendary nirnhoned weapon and casting a Destruction Staff spell due to the Penetrating Magic passive. Focus is either 100 for base or 4984 if the Concentration passive [Light Armour] is used. Do not use the Focus rating provided by any addons. The denominator value of 66000 applies for V16 vs V16 PvP. For PvE, I find that the value 66000 should be replaced with 50000 even when facing V16 bosses. The effect of Major Breach is to reduce Spell Resistance by 5280. The resistance of some bosses in 2.1.x can be found at [2.1] Project Resistance.

PvP Example

A V16 Altmer cast Force Pulse on a target with 22354 spell resistance and 40 points in Elemental Defender (13.2%). The tooltip value of Force Pulse is 1354. I have put 75 points in Elemental Expert (20.4%) and 25 points in Spell Erosion (9.5%). I also have 3 points in Elemental Talent and 2 points in Penetrating Magic. I am using a precise staff. My focus is 4984. Given these parameters and The actual damage recorded is 576.

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Average damage

[spoiler]

The average damage when taking into account critical damage is

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Healing calculation

Base Healing

[spoiler]

The base healing formula for a healer using a variety of sources of Healing Done and Healing Taken and Healing Received isThe Tooltip value is increased by Restoration Master, Soul Siphoner, Major Mending and the Ritual Mundus. These add additively. Healing Done was tested with Blessed. Healing Taken was tested with Tormentor and Leeching sets. Healing Received was tested to be additive with Quick Recovery [Champion Point], Rapid Mending [Heavy Armour Passive], Minor Vitality [Swallow Soul & Coagulating Blood], Burning Heart [Draconic Power Passive] and Quick to Mend [Argonian Passive].

Example

A V16 Argonian cast Healing Springs. This character has 12% Healing Taken from the Tormentor and Leeching Sets and has 100 points in Blessed (25% Healing Done) and 100 points in Quick Recovery (16% Healing Received). In addition, this character is wearing 7 Heavy armour pieces (7% Healing Received), has the Minor Vitality buff, has a Draconic Power ability active and has 3 points in the Quick to Mend passive. This tooltip value includes the bonuses from Restoration Master, Major Mending and the Ritual Mundus.

The recorded in-game healing is 3264.

[/spoiler]

Application of equations

Champion Point System

Warrior

[spoiler]

For sorcerers, the Bastion is quite a good choice both for PvP and the upcoming Maelstrom Arena. But apart from that, most classes focus on either Hardy, Elemental Defender, Thick Skinned or Spell Shield. Magical and elemental damage over times are reduced multiplicatively by Hardy or Elemental Defender and Thick Skinned thus it is generally advisable to focus on Hardy or Elemental Defender if you wish to reduce the impact of Magicka based damage over time. For most Magicka light armour builds every 1% increase in Spell Shield increases Spell Resistance by around 100. This corresponds to an extra 0.15% mitigation. Since Spell Resistance reduces both Magic and Elemental damage, Spell Shield is preferred when the number of points required to increase Spell Shield by 1% is equal to the number of points required to increase both Hardy and Elemental Defender by 0.15%. For a heavy armour builds, each 1% increase in Spell Shield corresponds to an increased in Spell Resistance of 200 or about 0.3% mitigation. Hardy and Elemental Defender are the obvious choice if you are at the mitigation cap or when using shields as damage is reduced first by Hardy or Elemental Defender. Spell Resistance does not mitigate damage when a shield is used.

[/spoiler]

Thief

[spoiler]

For Magicka builds, the decision is on how to spread points between Magician and Arcanist. I approach this problem with a brute force method. I enumerate all possible combination of champion points and calculate the function The Recovery equation is used as is in the section Recovery. The other variables are Cast per 2 seconds which I conservatively estimate at around 1.5. For Spell Cost, I estimate an average Base Spell cost of around 2000 for Sorcerers as well as Templars. The calculation can be repeated for Cost Reduction, Magicka Recovery or Spell Damage enchantments. In the cases that I experimented with I found a strong bias in favour of Magician of around 9:1 ratio for Cost Reduction/Spell Damage jewellery and 4:1 for Magicka Recovery jewellery. I was testing a Breton with 100 CP in the Thief, the ratios are probably significantly different for an Altmer.

[/spoiler]

Mage

[spoiler]

Note: Needs to updated for new Critical Modifier equation

For a Magicka damage dealer, there are five signs of interest, Elemental Expert, Thaumathurge, Spell Erosion, Elfborn and Staff Expert.

The mechanics of all these except Staff Expert have been discussed in the sections on Critical Modifier and Base Damage. Staff expert increases the damage of light and medium attacks that is your weaving damage. Light and medium staff attacks are also increased by Elemental Expert.

This section is quite challenging and I’ll actually consider Magicka Templars first because there are some simplifications that make it more tractable and perhaps will help in understanding my approach. I’ll assume that 100% of damage done my Templars is Magic based which is reasonably accurate. Then we only need to optimise between Thaumathurge, Spell Erosion and Elfborn. That is we want to optimise the function This is similar to the average damage equation where we have put the tooltip value as 1 since it does not really matter. Spell Erosion affects the Mitigation and Elfborn will affect the Critical Multiplier. My approach is to enumerate all possible combinations of champion point distribution and then calculate the function and find the maximum. Inputs required are critical chance and resistance of target mob. I used a Resistance around 12000 as a large number of bosses have around this amount of resistance after Major Breach is applied. The resistance of some bosses in 2.1.x can be found at [2.1] Project Resistance. For builds with critical chance between 58.7% and 65.1%, the table The table shows the optimum champion point distribution. It is valid for builds with a critical chance between 58.7 and 65.1. I did not test other critical chance ranges but expect it to be similar. The Critical Multiplier includes the 10% from Piercing Spear but nothing else is considered. A legendary nirnhoned weapon was used for the calculations. Comparison with a precise weapon was also performed but its function underperformed. As an extra note, I actually put in an extra bit in the function to include the 12% critical chance from Spell Precision if there are 30 points in the Apprentice


The last row may seem a bit odd but it is marginally better than any combination with 100 points in Thaumathurge. The function for 96, 0 and 71 points in Thaumathurge, Spell Erosion and Elfborn returns 1.6295 in comparison the maximum function for 100 points in Thaumathurge and 1 point in Spell Erosion and 66 points in Elfborn is 1.6276.

It is more challenging for a Sorcerer since it is necessary to have an estimate of the ratio of Elemental, Magic and Staff damage. I’ve include an FTC damage report of a fellow sorcerer against the Bloodspawn. The rotation used is similar to that suggested by @Dymence. This was done without any champion points as it would serve to skew the proportions. From this, I estimate that Elemental damage accounts for 60% of the damage and Staff attacks and Magic are around 20% each. Assuming a PvE situation where Defender Bonus is always 1, we need to maximise the following function Using the equation for average damage this can be expanded to I was going to brute force this one but it turns out I didn’t have enough memory to run it! I’ll think of cleaning my code a bit.

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Precise and Nirnhoned

[spoiler]

Recall that the average damage equation is

where

For the purpose of this analysis, it is possible to ignore the Tooltip, Attacker Bonus and Defender Bonus. But for completeness, I’ll combine it all into a coefficient, k, that I will show later that it can be eliminated for this assessment.

It is clear that we can separate Mitigation into two parts, one containing the ‘Base’, Mit_Base, and the other the ‘Penetration’, Mit_Pen, component

The average damage with Nirnhoned, Dmg_N, is then

In comparison the average damage with Precise, Dmg_P, is

To decide which is preferable, we will subtract the average damage with Precise, Dmg_P, from the average damage with Nirnhoned, Dmg_N,

The coefficient k is always positive so we can ignore it when determining if the equation is positive, that is favouring Nirnhoned, or negative, that is favouring Precise. For simplicity, I’ll assume that 0 points are placed in Spell Erosion since it is not a very strong champion point sign anyway and that Focus is set to 4984. Then for select values of Resistance we can create graphs showing when Nirnhoned or Precise is better. In the graphs below, blue means Precise is better and red implies Nirnhoned is better. Note that in the graphs, I was using 1.xx for a critical modifier instead of what I use now which is 0.xx.

[IMG]http://i57.tinypic.com/28bqnwi.png[/IMG]

[IMG]http://i60.tinypic.com/2rqf2oj.png[/IMG]

[IMG]http://i62.tinypic.com/347jxuf.png[/IMG]

[IMG]http://i62.tinypic.com/icv6hc.png[/IMG]

Below ~8000 resistance, precise is always better and above ~16000 resistance nirnhoned is always superior. Also having a high critical chance favours Nirnhoned while having a high critical modifier favours Precise. Do note that this result is for PvP where the denominator of the Mitigation formula contains 66000. In PvE, this should be replaced with 50000 which means that the threshold when Nirnhoned is always better is lowered. The resistance of some bosses in 2.1.x can be found at [2.1] Project Resistance.

To help with your decision between Nirnhoned and Precise, I have included an additional calculator in my latest spreadsheet. It uses the critical chance, critical modifier, points in spell erosion, focus, and monster resistance to determine which is preferred.

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Divines and Infused

[spoiler]

The current meta advice suggest using Infused on large pieces (Head, Chest, Legs and Shield) and Divines on small pieces (Shoulders, Waist, Hands and Feet). There are no other viable traits for optimising damage. However, with the buffs to the Thief and Shadow mundus stones this advice is called into question. In this section, I will derive the conditions where Infused or Divines should be used. It is quite laborious mathematics and this section has been implemented in my spreadsheet. The equations here are to explain how the calculation is done.

The amount of magicka gained from using Infused on a legendary large piece instead of Divines, Inf, is173 is the difference between in enchantment of a V16 legendary Magicka enchant on an Infused large piece compared to a non-Infused large piece. CPI and Skills were defined in Stat Pool.

The average damage when using an Infused piece is

The coefficient, k, in this section isDmg_Inf can be separated into two parts, Dmg_Base and Dmg’_Inf. The former is the damage component from not using any trait and the latter is the bonus damage coming from using infused

The average damage increase when using Divines depends on the mundus stone. For completeness, I’ll analyse the Apprentice, Mage, Thief and Shadow mundus stones.

Apprentice

The average damage increase when using Divines with the Apprentice mundus isSkill_SD refers to abilities and buffs that increase spell damage, notably Minor and Major Sorcery and the Expert Mage passive.

Again this can be separated into two components, Dmg_Base and Dmg_Divine^App’

Mage

The average damage increase when using Divines with the Mage mundus isSkills refers to abilities and passives that increase maximum Magicka and was defined in more detail in <b>Stat Pool</b>.

Again this can be separated into two components, Dmg_Base and Dmg_Divine^Mage’

Thief

The average damage increase when using Divines with the Thief mundus is

Again this can be separated into two components, Dmg_Base and Dmg_Divine^Thief’

Shadow

The average damage increase when using Divines with the Shadow mundus is

I’m using a simplified form of the Critical Modifier equation here but in my implementation of the equation in my spreadsheet I use the more exact form of the Critical Modifier. Skill_S refers to skills that increase the critical modifier such as Piercing Spear [Templar passive], Hemorrhage [Nightblade passive], Trap Beast [Minor Force] and Aggressive Warhorn [Major Force].

This can be separated into two components, Dmg_Base and Dmg_Divine^Shadow’

The way to decide between Infused and Divines is then to evaluate Dmg_Inf’ - Dmg_Divine’ with the corresponding mundus stone. Since several variables need to be taken into account, I’ve simply implemented my calculation into my spreadsheets. On a personal note, in the majority of calculations that I have performed Divines with Thief or Shadow outperforms Infused. However, if the Apprentice or Mageis used then Infused on large pieces is preferred.

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Mundus stone: Apprentice, Mage, Thief and Shadow

[spoiler]

There are four mundus stones of interest to optimising Magicka based damage dealers. They are the Apprentice, Mage, Thief and Shadow. I’ll begin with the average damage equation for each mundus. Astute readers might notice a striking similarity with the section <b>Divines and Infused</b>.

ApprenticeIn this section, the coefficient, k, is defined to be

Skill_SD refers to abilities and buffs that increase spell damage, notably Minor and Major Sorcery and the Expert Mage passive.

Dmg_App can be separated into two components, Dmg_Base and Dmg_App’. The former is the damage component without any mundus active and the latter is the damage from using the Apprentice mundus.Mage

Skills refers to abilities and passives that increase maximum Magicka and was defined in more detail in Stat Pool. Separating into a base and Mage component yieldsThiefOnce again, this can be separated into a base and Thief component.

Shadow

I’m using a simplified form of the Critical Modifier equation here but in my implementation of the equation in my spreadsheet I use the more exact form of the Critical Modifier. Skill_S refers to skills that increase the critical modifier such as Piercing Spear [Templar passive], Hemorrhage [Nightblade passive], Trap Beast [Minor Force] and Aggressive Warhorn [Major Force].

This can be separated into two components, Dmg_Base and Dmg_Shadow’From this, we can easily conclude that the Apprentice mundus is preferred to the Mage mundus in nearly all cases for increasing damage sincewhereAt V16 the Apprentice provides 166 Spell Damage, <i>b</i> is approximately 10.5 and Skill_SD is typically 1.2 due to the Major Sorcery buff. The Mage gives 1320 Magicka at V16 and Skills is typically around 1.31 for a Sorcerer and is lower for Templars. Putting this into the equation, we obtainThus the Apprentice is preferred. The Mage mundus is sometimes preferred due to increasing Magicka pool for stronger shields and higher pet damage as these scale solely off Magicka.

For the comparison between the Apprentice and Thief there are no easy simplifications and one is left to evaluateThere are many variables and no obvious simplifications thus I have simply implemented the laborious calculation in my spreadsheet. Similarly the comparison between Apprentice and Shadow is very involved and is implemented in the spreadsheet.

While the equations presented for the Thief are a crude approximation due to the complicated rounding in the more accurate formula for Critical Modifier, it is possible to make a rough comparison between the Thief and Shadow mundus stones.Thus the Thief is better ifThis is equivalent toIn the Orsinium PTS, the Shadow mundus increases Critical Modifier by 12% and the Thief increases Critical Chance by 11%. Putting this values in, we get the following inequalitywhich means that Thief is better than Shadow if your Critical Modifier is at least ~10% greater than your Critical Chance.

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Julianos and Twice-Born Star

[spoiler]

Due to changes to Elfborn and skills that increase critical damage, TBS is no longer optimal from a DPS point of view. In the spreadsheets below, I have introduced a new metric called the Combined Metric. This metric was introduced because staff attacks scale differently from abilities. For most abilities 10.5 Max Magicka ~ 1 Spell Damage but for staff attacks 40 Max Magicka ~ 1 Spell Damage. To obtain the Combined Metric, I assume approximately 15% of total dps comes from Heavy (Medium Attacks) and 85% comes from abilities, then the weighted average of the Ability and Attack metric results in the Combined Metric.

We see then that for the Combined Metric on staffs, Law of Julianos is better by about 1.5%. Previously, my calculations showed that Law of Julianos was ~0.5% better than TBS but that was without taking into account the higher Attack Metric. On the dual wield bar, we should use the Ability Metric since no weaves are used and in this situation Julianos is better by around 0.5%.

If you were to replace one magicka enchantment on a large piece in favour of health so that the Health with Julianos and Twice-Born Star are comparable then on the staff bar Julianos is better by 0.1% but worse by 0.1% on the dual wield bar. To help put all these percentage differences into context, my rough calculations suggest that not having Divines on one piece (maybe you have been unlucky and have a bank full of Well-Fitted Molag Kena shoulders/helm) equates to a loss of ~0.5%

I’ve heard of people saying that Twice-Born Star is better with lower CP but I have yet to see extensive calculations that demonstrate this. Using the spreadsheets below, I varied the amount of CP by adjusting both the number of points invested into the Mage Tree and assumed that the first 100 points will be put into Elemental Expert followed by all points (up to 66) into Elfborn. While this CP distribution is not absolutely optimal, it is reasonably close. In this case, even with 100 Mage CP (300 total CP) Julianos is better than Twice-Born Staf on the staff bar (0.3%). On the Dual-Wield bar, Julianos outperforms Twice-Born Star at 129 Mage CP (387 total CP)

Note: Ignore the Magicka Recovery and Spell Cost boxes. I was too lazy to move them away before I took the pictures.

Twice-Born Star Staff

Twice-Born Star Dual Wield

Law of Julianos Staff

Law of Julianos Dual Wield

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Character SpreadSheets

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Only made them for Sorcerers, Templar and Nightblades at the moment.Feel free to make a copy for your own calculations.

https://docs.google.com/spreadsheets/d/1e2M7ZU9ZKBxCNhDmvfS4GKPs_Nx7YLUny9vBmPaUmgA/edit?usp=sharing

@Beltan3 has made an awesome calculator. The post is at

http://tamrielfoundry.com/topic/stats-calculator/

and the calculator itself can be found at

https://docs.google.com/spreadsheets/d/12-_behjvbr6L0e2F3pge5aumfKInY6rsqv61x27JHic/edit#gid=1127244779

[/spoiler]

 

  • This topic was modified 7 minutes ago by Profile photo of Asayre Asayre.

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