The Elder Scrolls Online

The Elder Scrolls Online

3201 Feb 25, 2021 @ 11:24am
Why are all stats in the thousands?
Just started ESO I found it odd that as a noob I have thousands of health, magika, and stamina. Items give thousands of health points, etc. Does anyone know if the devs ever gave their reasoning for having stats in the thousands rather than what is more typical of games having max stats usually only in the 3 digit range?
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Showing 1-15 of 19 comments
Dephty Feb 25, 2021 @ 11:55am 
people like numbers.

Brownstone Feb 25, 2021 @ 12:24pm 
Most MMORPGs tend to have huge numbers because There are tons of stats, stat boosts, calculations etc so bigger numbers make more sense, making it more detailed. You get tons of tiny boosts from so many things.

In CS everyone has 100 hp and there are no boosts so it's a usual number. In Eso, you may get so many percentage based buffs and it would make all the buffs much less noticable with a stat pool of 100.
3201 Feb 25, 2021 @ 1:24pm 
Originally posted by Brownstone:
Most MMORPGs tend to have huge numbers because There are tons of stats, stat boosts, calculations etc so bigger numbers make more sense, making it more detailed. You get tons of tiny boosts from so many things.

In CS everyone has 100 hp and there are no boosts so it's a usual number. In Eso, you may get so many percentage based buffs and it would make all the buffs much less noticable with a stat pool of 100.
this actually makes sense. but still, the downside is that when it comes to 4 digit numbers for all stats, it also makes minor 2 digit boosts seem kind of irrelevant.
sergykid Feb 25, 2021 @ 2:10pm 
you also have stats of 3 digits like recovery, or two digits like block mitigation.
whatever another reason would be, they had their reason for this even if not obvious
Leeux Feb 25, 2021 @ 2:36pm 
When the game started the numbers where smaller (i.e. health, stamina and magicka in the ~2000 were the standard) and so, when they introduced the champion point system, they decided to multiply everything by roughly 10x so small percentage increments where more "substantial" in the final numbers... i.e. the kind of increments you get from spending one single CP in a tree (breaking-points notwithstanding)... in the old system would not have been feasible for that increase to have any impact due to small fractional increments rounding down to zero.

That was their motivation for increasing the numbers to the tens of thousands range, back then.
Last edited by Leeux; Feb 25, 2021 @ 2:37pm
3201 Feb 25, 2021 @ 5:52pm 
Originally posted by Leeux:
When the game started the numbers where smaller (i.e. health, stamina and magicka in the ~2000 were the standard) and so, when they introduced the champion point system, they decided to multiply everything by roughly 10x so small percentage increments where more "substantial" in the final numbers... i.e. the kind of increments you get from spending one single CP in a tree (breaking-points notwithstanding)... in the old system would not have been feasible for that increase to have any impact due to small fractional increments rounding down to zero.

That was their motivation for increasing the numbers to the tens of thousands range, back then.
I'm a brand new player, I don't understand much of anything including "CP", but since you are a veteran, what is your honest opinion about 4 digit stats? My first impression is that I dont like it at all as it strikes me as sloppy game coding (inefficient) but then again, I'm new so maybe it will grow on me.
Leeux Feb 25, 2021 @ 7:06pm 
Originally posted by 3201:
I'm a brand new player, I don't understand much of anything including "CP", but since you are a veteran, what is your honest opinion about 4 digit stats? My first impression is that I dont like it at all as it strikes me as sloppy game coding (inefficient) but then again, I'm new so maybe it will grow on me.

It's a byproduct of how the game is coded, I'd say.

Since it's more efficient to use integer operations than floating point operations in calculations on the server side, and bigger numbers help with avoiding round downs to zero, as I explained before.

But in the end they're just numbers, and the specific number of digits doesn't matter that much if they are kept in relation with one another and vs. what the enemy numbers are like, and what matters is how you obtain them, buff them, enhance them, etc. and that hasn't changed in a major ways since the game came up (well, yeah, some things have changed, but not the basic means of doing that...)

TBH, at first I didn't liked the change when they did it, but at this point I'm used to it...

What bothers me much more than that is that every patch they steal more and more power from players via nerfs and/or otherwise mechanical changes that are kept hidden under the rug unless you have the time to theorycraft and/or spreadsheet everything about the game, and not much is told about this unless some players in the community make videos/guides/posts telling about those changes.

I.e. another example of what bothers me is that over time my character lost max stats due to game changes, in several patches since some years back.

In other words, their constant fight with the "power creep" is what bothers me more than anything else in this game... because the power creep is caused by them, by the new sets they add, the new classes that are overturned, the new overpowered items they add, the changes they did before that weren't as well thought as they could be, etc.

BTW, "CP" in my prev post refers to Champion Points.

Last edited by Leeux; Feb 25, 2021 @ 7:08pm
ShatteredPumpkin Feb 25, 2021 @ 8:43pm 
Originally posted by 3201:
Just started ESO I found it odd that as a noob I have thousands of health, magika, and stamina. Items give thousands of health points, etc. Does anyone know if the devs ever gave their reasoning for having stats in the thousands rather than what is more typical of games having max stats usually only in the 3 digit range?
bruv your question itself makes no sense theres games with low numbers some with thousends tenthousends millions etc its the same as askin why does colour exist or why does this and that exist...
Solitude Feb 25, 2021 @ 11:12pm 
Have you ever play WoW? The numbers sometimes make me go crazy lol
Randver Feb 26, 2021 @ 8:50am 
Originally posted by Lucid Lune:
Have you ever play WoW? The numbers sometimes make me go crazy lol

EQ2 is by far the worse. My necro (cloth class) had close to 25 million hp and tanks are probably double that.

drunken.dx Feb 26, 2021 @ 3:03pm 
Originally posted by 3201:
Just started ESO I found it odd that as a noob I have thousands of health, magika, and stamina. Items give thousands of health points, etc. Does anyone know if the devs ever gave their reasoning for having stats in the thousands rather than what is more typical of games having max stats usually only in the 3 digit range?

2 decades ago when I played Legend of Dragoon one of my friends said he hates that game because player starts with to low amount of HP.

not in "gets killed easily" HP but in "I want my toons HP to have higher number" HP

Quite hilarious...

Mus Canus Feb 26, 2021 @ 3:55pm 
Here is another question to frustrate about, OP. Why resource (stamina/magicka/hp) regen tick is every 2 sec, not one, not more. Less calculations? But most dots, hots and other effects are recalculated every sec.
3201 Feb 26, 2021 @ 4:02pm 
I worked as a computer programmer for a while and one of the principles of coding is to be lazy, and what I mean by this is that there are numerous ways of programming a function, and the best way is the one using the least code. A function programmed in 5 lines of code is more desirable than the exact same function taking 10 lines of code.

This is the same with variables. When setting up variables in programming, you want them to be as small as reasonable without compromising the program, this is the most efficient, not just code wise but even CPU wise.

It just seemed to me (at first glance) that such massive numbers for all player stats was inefficient and not necessary and could have been easily achieved with 3 digit numbers without compromising the abilities of the program (also makes more sense to play, imho). But again, this is just my first glance, I'm sure the devs had a real reason to code stats like this.
Mus Canus Feb 26, 2021 @ 4:09pm 
Originally posted by 3201:
there are numerous ways of programming a function, and the best way is the one using the least code. A function programmed in 5 lines of code is more desirable than the exact same function taking 10 lines of code.
That's not correct at all. The purpose of a code is to be readable and optimized when compiled. Every function in most languages can be written in one line if you want to but that wouldn't help the program to run faster and certainly wouldn't help those who try to read the code.

Plus the operations with 3 digit numbers are not any faster than with 5 digit numbers as long as they're both integer.
Last edited by Mus Canus; Feb 26, 2021 @ 4:14pm
3201 Feb 26, 2021 @ 6:10pm 
Originally posted by Mus Canus:
Originally posted by 3201:
there are numerous ways of programming a function, and the best way is the one using the least code. A function programmed in 5 lines of code is more desirable than the exact same function taking 10 lines of code.
That's not correct at all. The purpose of a code is to be readable and optimized when compiled. Every function in most languages can be written in one line if you want to but that wouldn't help the program to run faster and certainly wouldn't help those who try to read the code.

Plus the operations with 3 digit numbers are not any faster than with 5 digit numbers as long as they're both integer.

Not sure what you are getting at, but a function (just an example) can be written in so many ways. "Lines of code" is a semantic and I don't know why you focused on that. How about I say "total characters?" I have seen sloppy code routines that can be rewritten in half the amount of characters using more concise logic.

If I paid you $100 an hour to write me a function that takes an input and process numerous database queries and calculations using variables and then gives me an output, and you code that function in 2 hours with a total of 1000 characters (since we aren't using "lines of code here") and in reality that same code could have been written using more concise logic in 500 characters and for only one hour, then I just blew some money as an employer.

The final program may run just as fast (I never made any point about inefficient code not running as fast, inefficient code is a waste of human resources and money), but even so the inefficiency of having sloppy code was not rational because it wasted manpower and cost and will also be a time sink burden for future bug fixes and navigating through inefficient code takes more time.

But no reason in arguing with you, my purpose for this post was about 4 digit stats in ESO, which seem a little awkward to me. I'm sure there was a reason for it, and I was curious about it
Last edited by 3201; Feb 26, 2021 @ 6:22pm
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Date Posted: Feb 25, 2021 @ 11:24am
Posts: 19