Semi Protection

Online talk:Build Editor/Archive 1

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This is an archive of past Online talk:Build Editor discussions. Do not edit the contents of this page, except for maintenance such as updating links.

Contents

BUG 6-Oct-2016

Hello. I noticed that when i want to choose the "Hunding's Rage" Armor Set (Head, Shoulders, Chest, Hand, Waist, Legs, Feet) in Legendary, Heavy, Infused, CP160, the "Robe of Oblivion's Foe" in Superior, Light, Infused, CP160, appears instead. Thank You for Your great work. - -- Antharia

I thought I had fixed this previously (perhaps it was other items with similar problems) but the item data has now been completely updated from One Tamriel. That specific item now works fine but if you notice any similar issues just let us know. -- Daveh (talk) 16:33, 19 October 2016 (UTC)

BUGS 20-Aug-2016

Hi,

Been going through each stat and have the following things for you to investigate

1. Legendary Prismatic Enchant on small pieces = 193 in live but is 192 in calculator

2. Applying passive even though it is not a selected passive in mage guild line 2%: Magicka Controller 2 passive in Mages Guild line (Skill.Magicka)

3. After accounting for the error above Magic in live is +1 to that in calculator eg live shows 15,953 and calculator shows 15,952

4. Health recovery +1 in live

5. Double stacking when vampire line is selected StaminaRegen: 10%: Supernatural Recovery 2 passive in Vampire line (Skill.StaminaRegen) 10%: Supernatural Recovery 2 passive in Vampire line (Skill.StaminaRegen)

6. In Live the CP translation for Magic regen out for me - i have to remove up to a few % in the calculator for it to match up, i can work this one out exactly.


thanks for the awesome work - -- Van

I fixed the double stacking of Supernatural Recovery. All the other points are a little more tricky and comes down to how the game truncates/rounds decimals. I have a general idea for most things and will be looking into adding it for the builder. All your reports though are handy in tracking these rounding errors down so thanks! -- Daveh (talk) 14:02, 25 August 2016 (UTC)
Hi Can you have a look at point 2, Magicka controller passive applying 2% even if the passive has not been selected?
Also transmutation set which applies 1304 critical resist as a 5 piece is not being applied. -- Van
I believe the first item was a bug in the builder related to refunded skills still being applied which has since been fixed (it seems to work correctly for me now). If you have problems with a build try reloading the page in the browser and re-saving the build. As for the transmutation set since the effect applies to an ally I'm not sure if it warrants making it into a toggled set effect. Perhaps I'll add it as a optional buff you can toggle on at any time. -- Daveh (talk) 14:42, 9 September 2016 (UTC)
Speaking of rounding errors, small slot legendary CP160 health enchant live is 386 health and in calculator 385 DargusMaximus (talk) 17:13, 27 October 2016 (UTC)

Critical Base Value Bug

Hi, I decided to join in on that bug report and not to add a new section. Sorry, if this is incorrect.

  • I noticed, on http://en.uesp.net/wiki/Special:EsoBuildData?id=1403 it says Spell Critical 43.5% and Weapon Critical 62% (Bar 2), while on same's build edit page under Computed Character Statistics, it says Spell Critical 33.6% and Weapon Critical 52.1%, that's also what the game says on Inventory / Character page. Am I doing something wrong or is this a bug?

Thanks for this best build editor around! - -- Khraft

Thanks for the report. It looks like the game started to report the actual spell/weapon critical values from the API rather than reporting the value minus the base 10% which it used to do. I modified the build editor/viewer to fix this but any builds saved from uespLog between the update 11 release and now will report the +10% more critical value until you re-save it in the editor or uespLog (just delete the build and re-export it). -- Daveh (talk) 13:51, 25 August 2016 (UTC)

BUGS 17-Aug-2016

Hello!! I've noticide some bugs:

  • The Argonian racial skill appears to add the previous passives and counts to 18% instead 9% max. health.
   (9%: Argonian Resistence 3 passive in Argonian Skills line (Skill.Health))

thanks - van

Oops! I thought I had fixed this but another bug had crept in to have it count twice. Should be fixed now when you reload the page. -- Daveh (talk) 13:28, 17 August 2016 (UTC)

Bugs

Hi, just noted a few errors

  1. Spell damage from Maelstrom staff is missing
  2. Using a Sharpened Maelstrom Lightning staff and 5 pieces of Light armour gives incorrect penetration. Penetration should be 10144 (100+4884+5160). Build calculator suggest 5035.6. Looks like the weapon trait needs to be multiplied by 100.
  3. Critical Damage should be rounded to 0 decimal places.

Suggestions:

  1. Is it possible to share builds?
  2. Save multiple builds?

-- Asayre 02:20, 15 June 2016 (UTC)

Great stuff...thanks! You can share builds by either using the editor link like http://www.uesp.net/wiki/Special:EsoBuildEditor?id=75 or by using the viewer page given by the "View This Build" link at the top of the editor (like http://www.uesp.net/wiki/Special:EsoBuildData?id=75). You can view all created/uploaded builds at Special:EsoBuildData You can create as many different builds as you like, either from scratch or by copying an existing build. -- Daveh (talk) 12:28, 15 June 2016 (UTC)
Should be all fixed! -- Daveh (talk) 13:47, 15 June 2016 (UTC)

Twin Blade & Blunt Passive (12 July 2016)

This is an amazing calculator, and should help me find the best 'bang' for my gold in terms of what to upgrade first. I noticed the calculator has an error with the 'Twin Blade and Blunt' passive in the DW line. Equipping daggers does not increase critical chance by 2.5% per dagger. Check out id 556 for an example. The stats are nearly identical to my actual character, except for crit chance.

Best Regards! -- flybotix

Thanks for the bug report! I've fixed the issue with this skill and it should be working now. Note that it may not be accurate for levels lower than CP160 (I'm unsure if that passive value changes with level or not). -- Daveh (talk) 18:47, 27 July 2016 (UTC)

Internet Explorer

Hey guys, I've tried to use this with internet explorer and it doesn't work. Can't click any of the tabs once you put your initial information in. Using Windows 7 64 bit version. IE explorer version 11.0.9600.18349, Update version 11.0.32 (KB3160005)

Thanks for the bug report! I tested it in Edge but not IE. I found and fixed a Javascript error which was causing the page to essentially not work. I also fixed a font display issue on IE. It should work now (do a full page reload) but if you notice anything else let me know. Note that the stats update is *very* slow in IE. If this bothers you I would suggest upgrading to Chrome which is extremely fast and has no performance issues. -- Daveh (talk) 21:08, 28 June 2016 (UTC)

ERRORS AND BUGS

Hello!! I've noticide some bugs:

  • The nord racial skill appears duplicate and counts like 18% instead 9% max. health.
   (9%: Resist Frost 3 passive in Nord Skills line (Skill.Health))
  • The precise Torugs lightning and resto staffs legendary, appears like "breeches of the spectre's eyes" in epic at 26 level.

Great job with the web ;) -- anonymous

Both issues should now be fixed. If you notice any other items like that just let me know. -- Daveh (talk) 18:20, 27 July 2016 (UTC)

NO, second issue is still there ... -- Jtsemer 9:15, 1 Feb. 2017 (UTC + 2)

Critical Resistance

Amazing work on the tool and figuring out all the theory behind it all.

The formula for Critical Resistance doesn't include the effect of Champion Points in Resistant (CP.CritResist).

CritResist = Item.CritResist + Set.CritResist + Skill.CritResist

Thanks for the bug report! I originally omitted this on purpose but looking at it again it seems to make better sense to include it in this calculation (which it now is). -- Daveh (talk) 18:05, 27 July 2016 (UTC)

Warrior's Fury, Pelinals, Dominion, Shielding Enchantment, Reduce Cost

Hi, just found some bug & error:

1) Warrior's Fury 5 set bonus not added to weapon damage when activated

2) Pelinals 5 set bonus not working

3) Dominion 5 set (40% break free cost discount) not working

4) Error in block cost function, shielding enchantment multiplicatively increase block cost rather than decrease it.

5) Some reduce cost enchantment increase cost instead (my case: reduce feat cost incrase all stamina weapon skill line)

Also some provisioning (mostly orsinium) and poison still missing

Btw, Great stuff! finally we have proper calculator for ESO! -- anonymous

Great stuff...thanks!
  1. Fixed the Warrior's Fury 5-piece bonus (was incorrect set to increase Heavy Attack damage).
  2. There was a bug that stopped Pelinal 5-piece bonus from working when Weapon Damage was higher.
  3. Fixed the Break Free Cost calculation.
  4. Fixed the Block Cost calculation.
  5. Fixed the Stamina Cost calculation.
-- Daveh (talk) 19:06, 27 July 2016 (UTC)
Forgot to mention...Any crafted poison won't show up in the item search but since they have no effect on your stats I haven't worried about it much. The Orzorga food/drinks and any other scaled food/drink like the Crown store versions currently show up as level 1 items. Still have to find a way to fix that. -- Daveh (talk) 19:51, 27 July 2016 (UTC)

Stamina Cost of Abilities

The formula for this is incorrect. The current formula is incorrect and should be changed to:

   StaminaCost = ((Misc.SpellCost)*(1 + CP.StaminaCost))*(Item.StaminaCost + Skill.StaminaCost + Set.StaminaCost + Buff.StaminaCost + 1) 

This is because CP.StaminaCost is passed as a negative value when putting points into Warlord. The corresponding magicka formula is correct.

Thanks...good catch! This is now fixed. -- Daveh (talk) 18:07, 27 July 2016 (UTC)

Armor Nirnhoned Trait

Applying the Nirnhoned trait to armor or shield gives an incorrect value for Physical and Spell Resistance. On a heavy chest, CP 160, Epic quality the tooltip states: Increase Physical and Spell Resistance by 290 but the Raw Data shows an increase of 8891 to bring the chest PhysicalResist/SpellResist total to 11567.

Oops! Looks like I forgot to update the Nirn armor calculation after the change to the trait in update 10. Fixed now (force reload the page to update the JavaScript). -- Daveh (talk) 19:08, 5 August 2016 (UTC)

Eternal Hunt Helmet

The Eternal Hunt Helmet with Infused trait only scales to levels 31, 38 and 45 for light, medium and heavy armor respectively, regardless of the level chosen.

Looks like this item had issues with the item dump/parse so it is missing. The item database will be updated with the Shadows of the Hist data in a few days which should correct the issue but I'll double-check this particular item and make sure it is working. Due to the size of the item dump (40 million items, 30GB of data) we are bound to have a few missing/corrupt items...if you see anymore just let us know. -- Daveh (talk) 19:12, 5 August 2016 (UTC)

Amberplasm

The 5th Piece Bonus in the Build Editor says only 300 Stamina Recovery

In the Game it is 300 Stamina Recovery AND 300 Magicka Recovery

Thanks for the notice! That set was parsed incorrectly as its the first set with 6 set bonuses. I've fixed the parser and the Amberplasm set should now work correctly. -- Daveh (talk)

Cyrodiil Buffs

Would it be possible to add the Scroll buffs (5% weapon/spell damage), (5% armor/spellresistance), additional Emperor Health and Continious Attacks to the Buff Selection?

Yup! The Emperor and Continuous Attacks should work now if you just purchase the passives but I'll verify that. I also want to add "Cyrodiil" toggle that would help enable/disable these related buffs (should be a few days to add it). -- Daveh (talk) 17:42, 9 August 2016 (UTC)
Just an update to this. I've added a "Cyrodiil" toggle in the General tab that will automatically enable/disable the relevant buffs and passives. I've added the Offensive and Defensive scroll buffs that will display when the Cyrodiil box is checked. Continuous Attacks have been added as a toggled skill. Once you've purchased the passive go to the bottom of the skill tab and ensure the skill is toggled to on to receive the effect. -- Daveh (talk) 15:22, 11 August 2016 (UTC)

Amberplasm, Bound Aegis, Healing Formula, Pelinals, Necropotence, Nord Passive

Wow, its very updated, thanks for the hard work!

1) Amberplasm provide + 600 stam regen instead of 300 stam & magicka regen

2) Bound aegis & bound armaments disappeared from toggled skill (bound armor is ok!)

3) Healing received from battle spirit and major minor defile are additive instead of multiplicative

4) Tooltip damage/heal not updated with the increased damage value from 5 sets pelinals

5) Necropotence 5 set bonus not working

6) Stalwart Health Regen Passive not working

Thanks! I think I just fixed the Amberplasm set or you happened to use the page while I was updating/fixing the set. If it's still broken for you let me know. I'll take a look at all the other issues and get them fixed in a few days hopefully. -- Daveh (talk) 17:43, 9 August 2016 (UTC)
Everything in your list has now been fixed except for the healing received item. Are you sure that these should stack multiplicatively? Last time I checked the healing received and similar stats all stacked additively with themselves. I'll test it later this week when I have a chance to verify it. Thanks! -- Daveh (talk) 15:57, 11 August 2016 (UTC)
Update on the healing received...it looks like Major/Minor Vitality/Defile should use Healing Taken instead of Healing Received. Since Battle Spirit does use Healing Received they do combine multiplicatively. I've updated the buffs so it should be fixed now. -- Daveh (talk) 20:16, 11 August 2016 (UTC)

Magicka/Stamina costs and Passive abilities

Several things that I've found while fiddling around with the editor yesterday:

1. Equipping a cost reduction glyph increases the cost of abilities instead of decreases. For both the current Magicka and Stamina formulas, because Item.Cost and Buff.Cost are not percentages, making them nonzero can put the Magicka and Stamina Ability Costs in the hundreds of thousands or even millions.

2. Refunding skills that increase one or more stats via "Refund Ability" or "Reset Line" does not reset said stats (e.g. if a skill increases Max Health by 9%, refunding it does not remove the 9% bonus), nor does it reset "Used Skill Points". The only case in which I've found refunding to work properly is with passives that only have one tier.

3. The following racials have no effect:

  • Argonian: Quick to Mend
  • Breton: Magicka Mastery
  • Dunmer: Dynamic, Destructive Ancestry
  • Altmer: Spellcharge, Elemental Talent
  • Imperial: Tough
  • Khajiit: Nimble, Carnage
  • Nord: Rugged
  • Orc: Brawny, Unflinching, Swift Warrior
  • Redguard: Exhiliration
  • Bosmer: Y'ffre's Endurance

4. The following racials only partially work:

  • Dunmer: Resist Flame (Max Magicka works, Flame Resist doesn't)
  • Nord: Resist Frost (Max Health works, Frost Resist doesn't), Stalwart (Max Stamina works, Health Recovery doesn't)
  • Khajiit/Bosmer: Stealthy (tiers II and III work, tier I doesn't)

5. Other skill lines:

  • Dragonknight - Ardent Flame: World in Ruin doesn't work. I presume this is because the editor is unable to distinguish the abilities it affects from the ones it doesn't and thus manual modification would be necessary.
  • Dragonknight - Earthen Heart: Eternal Mountain doesn't work.
  • Nightblade - Assassination: Pressure Points's tooltip shows 0 regardless of how many Assassination abilities are slotted. The effect is correctly applied in the Statistics.
  • Nightblade - Assassination: Hemorrhage is applying its bonus for each Assassination ability slotted instead of once.
  • Nightblade - Shadow: Dark Vigor's tooltip always shows 0% regardless of how many Shadow abilities are slotted. The effect is correctly applied in the Statistics.
  • Nightblade - Shadow: Dark Veil doesn't work.
  • Nightblade - Siphoning: Soul Siphoner's tooltip always shows 0% regardless of how many Siphoning abilities are slotted. In addition, the Statistics is only applying the bonus once instead of for each Siphoning ability slotted.
  • Sorcerer - Daedric Summoning: Daedric Protection I doesn't work.
  • Sorcerer - Dark Magic: Persistence isn't affecting Negate Magic or its morphs.
  • Sorcerer - Storm Calling: Energized applies the bonus to Shock Damage twice.
  • Sorcerer - Storm Calling: Expert Mage's tooltip always shows 0% regardless of how many Sorcerer abilities are slotted. The effect is correctly applied in the Statistics.
  • Templar - Dawn's Wrath: Enduring Rays I does not affect Sun Fire's and Reflective Light's durations.
  • Templar - Restoring Light: Light Weaver does not increase the duration of Restoring Aura and Radiant Aura.
  • Two Handed - Heavy Weapons: The bonus for 2H Sword doesn't work.
  • One Hand and Shield: Fortress does not work.
  • Restoration Staff: Restoration Master does not work.
  • Light Armor: Evocation III is just called "Evocation" in the editor.
  • Medium Armor: Dexterity III is just called "Dexterity" in the editor.
  • Medium Armor: Athletics is applying its Sprint Speed bonus only once instead of for each piece of Medium Armor equipped.

Thanks for the editor! -- Psyknux (talk) 01:48, 11 August 2016 (UTC)

Awesome list! It took me the better part of a day to find and fix almost everything.
  • Spell cost should now be working correctly.
  • Skill refunding appears to now actually remove the skill effect.
  • All the passive issues you listed should be fixed (a few exceptions listed below).
  • A few of the passive skills like Pressure Points that have values based on the number of skills slotted work but the tooltip will always read "0". I haven't yet added that feature to the code and I'll work on that next week.
  • The issue with duration's not updating with Enduring Rays I was just an issue with the code ignoring updates in duration less than 1 second. I've changed that so all duration changes should be displayed now.
  • The Restoration Master passive doesn't work as I don't yet have the ability to modify an individual stat like HealingDone just for specific skills. Once I figure out a good way to implement that I'll add it in.
If you find any other bugs just let me know. -- Daveh (talk) 17:26, 11 August 2016 (UTC)

Overload

Would it be possible to make an additional bar for sorcs and overload?

Definitely! It is already half-implemented in the viewer and the build data so I just need to support it in the editor. -- Daveh (talk) 13:52, 25 August 2016 (UTC)

Werewolf bar

As an extension of the Overload section, perhaps using the werewolf drop down in the General section could provide access to their 3rd bar?

Resistances and Mundus Stones

The Lady and The Lover mundus stones are showing up in the Raw Data tab under their corresponding factors, but not affecting the character stats. It doesn't appear that there is a "Mundus.[insert type here]Resistance" term in either resistance formulas.

Ahh, good catch. Is now fixed! -- Daveh (talk) 20:19, 25 August 2016 (UTC)

Sithis' Touch Set

Not a bug with this tool but rather with the Sithis' Touch set, which appears to be granting a passive 20% weapon damage that stacks with Major Brutality. I have seen little in forums or on the web about this but I have confirmed the effects with other players. Just letting everyone here know in case you're getting different weapon damage results with Sithis' Touch than this tool is showing.

That aside, this tool is *priceless* and I thank you dearly for making it!

Mixmelm (talk) 16:49, 28 August 2016 (UTC) Mixmelm

The 5 piece bonus for the Sithis set adds Major Berserk which is +25% damage done. This is added up on top of every other +damage effect you might have and it stacks with everything but another source of Major Berserk. I'll double-check the set in-game to make sure it is behaving like it should be. Thanks! -- Daveh (talk) 16:04, 29 August 2016 (UTC)
Understood, but the 20% boost happens with just one piece equipped. -- Mixmelm (talk) 21:13, 29 August 2016 (UTC) Mixmelm
There seems to be a known bug related to the Sithis set which should be fixed in update 12. Check again after this update and see if it still exhibits this behaviour. -- Daveh (talk) 14:38, 9 September 2016 (UTC)

Ravager Set

Hi,

Found a bug where it's adding the 5 piece Ravager bonus automatically (without choosing the optional buff) to your Set.WeaponDamage. Therefore it's adding 622 weapon damage straight off the bat. In order to get an exact calculation you need to subtract 622 from your Set.WeaponDamage.

-Flake

Thanks...should now be fixed! -- Daveh (talk) 16:01, 29 August 2016 (UTC)
Hi Daveh, Still seems to be an error and applying the bonus automatically.
    WeaponDamage:
    1571: Ravaging Greatsword in MainHand1 equip slot (Item.WeaponDamage)
    125: Ravager set bonus #4 (Set.WeaponDamage)
    623: Ravager set bonus #5 (Set.WeaponDamage)
— Unsigned comment by Flake (talkcontribs) at 21:42 on 29 August 2016‎
It seems to be working for me. Make sure you reload the page to refresh the JavaScript and check on the "Set" tab if you have the "Ravager Set" item toggled on. If you still have problems link me your character build in question and I'll take a closer look. -- Daveh (talk) 14:37, 9 September 2016 (UTC)

Torug's Pact 5 piece

Hey ! I found that the enchant on weapon doesn't increase from the 5th piece bonus of Torug's Pact . My infused sword in live server decreases armor by 25xx but in build editor it only reduces armor by 19xx . Sorry for not remembering the exact numbers. Thanks ! -- Liofa (talk) 18:16, 19 September 2016 (UTC)

Thanks for the note. This feature was half-implemented but forgotten about so I finished the work and it should now be working. If you notice any enchantments that aren't being modified correctly just let me know. -- Daveh (talk) 14:33, 9 September 2016 (UTC)


Thanks for correction ! It works while creating/editing the build but still doesn't show right if I look at the enchant in view mode . It is not that important but it would be really good if you do that as well ^^ Thanks so much for this tool and everything else ! -- Liofa (talk) 18:16, 19 September 2016 (UTC)

One Tamriel Item Sets

Will the One Tamriel sets be added to the item lists at some point? (Newk (talk) 17:05, 4 October 2016 (UTC))
They should be added fairly soon. Dave usually does it as soon as the patch gets released (so tomorrow). Jeancey (talk) 17:27, 4 October 2016 (UTC)
It usually takes a good week to mine all +50 million unique items and I've already started the process. Look on the build help page for an update when the items have been switched to update 12 data. -- Daveh (talk) 12:49, 6 October 2016 (UTC)
Tyvm, it's a lovely tool, exited to see some calculations with the new item sets -- Newk (talk) 15:34, 6 October 2016 (UTC)
Just an update to let you know the One Tamriel item data is now available in the builder. -- Daveh (talk) 16:34, 19 October 2016 (UTC)
Hey there, I'm having issues loading up certain One Tamriel sets into the editor. It took awhile for it to allow me to pop in Kra'gh set or Sellistrix, and now I'm having issues even finding the Draugr Hulk set. Are all the sets actually added, or is it just playing up? Snape2255 (talk) 10:17, 20 October 2016 (UTC)
These seem to search and show up fine for me at the moment. It may have been just a temporary load spike (there was a brief one at 9:20 this morning on one server). If you're still having problems let me know the exact search parameters you are using and I'll look into it further. -- Daveh (talk) 17:53, 20 October 2016 (UTC)

Critical Resistance CP

Hey ! I noticed that when I spend CP in Resistant , my Critical Resistance value goes crazy ^^ Can you take a look at that please ? Thanks ! Liofa (talk) 21:05, 20 October 2016 (UTC)Liofa

Looks like they changed the CP Resistant to be a flat value from a percentage. I've updated the builder so if you reload the page it should be working now. -- Daveh (talk) 18:48, 21 October 2016 (UTC)

Twice-Born Mundus Add Seems Broken

The Mundus #2 field is greyed out and unselectable even with 5 Twice-Born Star pieces selected. Mixmelm (talk) 17:45, 21 October 2016 (UTC)Mixmelm

It seems to work fine for me at the moment. You'll need to have at least 5 Twice-Born items equipped for the second mundus list to be enabled. If you're trying to put Twice-Born items in your weapon slots make sure that weapon bar is selected (should appear highlighted in light blue/green) in order for the builder to recognize you have 5 Twice-Born items equipped. If you still have problems link your saved build and I'll take a look. -- Daveh (talk) 18:41, 21 October 2016 (UTC)
TBS weapons do NOT allow you to select secondary mundus on 'General' tab. Selecting 5 armour does. It shows up as 5 items in the 'Sets' tab so no problems there. Just the 'General' tab has secondary mundus grey out. Thanks for the OT gear update. Awesome editor.
No combination of armor or weapon TBS selection is allowing for the use of a 2nd Mundus Stone, either on the General tab, or as a selection in the Sets tab. Have tried modifying existing saved builds, and also starting new ones... the ability to choose a 2nd Mundus is not functioning for me atm at all. — Unsigned comment by Hofawd (talkcontribs) at 18:58 on 25 October 2016 (UTC)
I did an overhaul on the sets today and TBS should now be working for you in all slots. Also FYI, using the weapon slots for TBS in the actual game is not recommended as when you swap weapons you will lose your second mundus stone, even if you have the same number of TBS items in the other weapon slots (unless they fixed this bug very recently). -- Daveh (talk) 22:27, 25 October 2016 (UTC)

TBS is only working in FINE, not in LEGENDARY...@Dave

A 5 piece TBS set only shows up as 4 pieces unless one piece is normal. --Rehdaun (talk) 14:38, 16 February 2017 (UTC)[User:Rehdaun] 09:37, 16 February 2017 (EST)

minor bugs?

Trainee set 5 piece bonus does not seems to be working. Witchmother's Potent Brew drink magicka buff does not seem to be working. The cp160 shield armor values appear very low, please check. Cheers. Sacredagent (talk) 00:37, 22 October 2016 (UTC)

Thanks for the notes! The shield values have all been updated as they were parsed incorrectly (they were x1.75 too small). Similarly the two effects you listed should now be working. I still have to check update all new and updated sets from One Tamriel so there will likely be a few others not working at the moment. -- Daveh (talk) 16:49, 24 October 2016 (UTC)

Set of the worm (cult) 5 items bonus

The bonus of 5% less costs isn't calculated and/or enabled as a buff. — Unsigned comment by 77.56.190.184 (talk) at 13:18 on 24 October 2016 (UTC)

The Worm Cult 5 piece bonus should now be working (may have to force a reload of the page to update the JavaScript). -- Daveh (talk) 16:48, 24 October 2016 (UTC)

Scathing Mage

When activating the Scathing Mage proc from the Sets tab, the application is not updating any of the Computed Character Statistics. 2 SM armor, 3 SM jewelry

PS - Thanks for the awesome work that is in this builder, and the rest of the site!  :) — Unsigned comment by Hofawd (talkcontribs) at 18:07 on 25 October 2016 (UTC)

Thanks! I did an overhaul on the sets today and Scathing Mage should now be working. -- Daveh (talk) 22:25, 25 October 2016 (UTC)

Additional Penetration from Group Buffs

Please add Group Penetration Buffs in the Buffs tab. e.g. - Alkosh item set, Crusher glyph (Infused and non-Infused), Sunderflame, Night Mother's Gaze. Thank you! — Unsigned comment by Hofawd (talkcontribs) at 18:27 on 25 October 2016 (UTC)

Good suggestions and done! Note that these are fixed buffs and not based on your equipped gear as these may come from other players. Currently they are set to CP160 Gold enchantment values. -- Daveh (talk) 14:09, 27 October 2016 (UTC)

Spinner not working

Selecting 5p Spinner does not grant you the Spell Penetration. — Unsigned comment by Sanct (talkcontribs) at 23:50 on 25 October 2016 (UTC)

Oops! Just a typo in the set data which is now fixed, just do a page reload and it should be working for you. -- Daveh (talk) 02:10, 26 October 2016 (UTC)


Not possible to slot Skills using Firefox

Hello. This is most likely a well-known bug, but while using Mozilla Firefox (up-to-date version) it is impossible to slot any skills into the editor. Other parts of the Build Editor work well. — Unsigned comment by 87.247.119.244 (talk) at 15:50 on 26 October 2016 (UTC)

No, I wasn't aware of this issue, thanks for bringing it up. I had some issues with dragging in Firefox initially but this seems to be a new problem of FF not liking to drop things on IMG tags as far as I can tell. If you reload the page and try again it should now be fixed. -- Daveh (talk) 15:42, 27 October 2016 (UTC)

Max health/magicka/stamina calculator is always doubling enchant value from offhand (shields)

When calculating Item.Magicka / Item.Stamina / Item.Health calculator doubles any enchant value placed on off hand shield item. DargusMaximus (talk) 16:58, 27 October 2016 (UTC)

Good catch. This was partly due to the game considering Shields as "weapons" and how the build editor handles it. Is now fixed but if you notice any other problems with shields let me know. -- Daveh (talk) 20:22, 27 October 2016 (UTC)

Skill Purchase/Reset Issue

I created my build, saved it and then went to View My Builds section then i loaded up my build http://en.uesp.net/wiki/Special:EsoBuildEditor?id=2844

After loading all selected before active and passive abilities remain intact but the "Used Skill Points" value goes back to 0.

Apparently because calculator thinks that i did not select any skills at all, it will allow me to select again all skills and passives and in result % based increases that come with them will double up.

Example: my previously saved build had x1.260 healt passive modifier (undaunted, imperial, juggernaut HA). After saving it and loading up again i go to heavy armor section and click "refund ability" on juggernaut (even if calculator reports that i used 0 skill points the ability is highlighted as if its unlocked). My health modifier does not drop to 1.160. I unlock juggernaut again and it stacks itself with previously unlocked juggernaut resulting in 1.360 modifier. DargusMaximus (talk) 17:39, 27 October 2016 (UTC)

This ended up being due to some issue with the skills data not correctly linking ranks of passive skills. If you reload, save it, and reload it again it "should" get fixed automatically. If not you'll likely have to reset all skills, save and reload it. If that doesn't work for you let me know and I'll take a look at manually fixing your build somehow. If you have further issues please let me know! -- Daveh (talk) 21:31, 27 October 2016 (UTC)

Max Health formula + Ebon 5 piece bonus creates large errors in computed result

Im testing a build that uses 5pc ebon set http://www.uesp.net/wiki/Special:EsoBuildEditor?id=2852 and im veryfing it side to side with in game results.

Everything matches perfectly +/- 1 HP when i have 4 pieces of ebon equipped, calculated max HP comes out at 28255 and in game is 28256. Now i add in 5th piece of ebon that should add 1118 max HP multiplied by % based bonuses. In game result is 30136 max HP while computed value is 30408 HP. Suddenly from 1 max HP difference there is error of almost 300 HP.

Item.Health is correct 3348 (jewelery trait + enchants). Set.Health is also correct 4310 (health bonuses from gear + 5pc ebon bonus). The error is somewhere in final HP formula how ebon bonus interacts with HA/race passives. DargusMaximus (talk) 21:28, 27 October 2016 (UTC)

Thanks for your testing and numbers to go by. Thinking about the Ebon set a bit and it is more a buff effect like food. Changing the set to that gives me a final Health of 30135 in your build. Just reload your build save and it should update the set data. -- Daveh (talk) 21:57, 27 October 2016 (UTC)

Necropotence & Witchmother's Potent Brew

The five piece bonus from necropotence is not reflecting the additional magicka in my magicka pool. Also, the health and magicka buff from the Witchmother's Potent Brew is not reflecting on my health and magicka pools; however, the magicka recovery is being increased by the food buff.

The build in question is the following: http://www.uesp.net/wiki/Special:EsoBuildEditor?id=2611

Toggling the 5 pieces bonus under 'Sets' has no effect for Necropotence. Disabling/Reenabling the food buff has no effect on health, magicka, or magicka recovery. [Disabling should cause magicka recovery to drop; however it does not.]

I'm not sure if this is bugged or if I'm doing something wrong, but all in all this is a wonderful site and I thank you for your hard work and dedication.

The build you linked only has 3 Necropotence items. If I add 2 weapons and enable the 5 piece Necropotence set in the "Sets" tab it seems to work fine. Try doing a forced reload of the page (Ctrl+F5 in FireFox, Shift+F5 in Chrome) to make sure you have the latest JavaScript files. If you still run into issues with Necropotence let me know. The food issue has been fixed...it wasn't checking if the food slot was disabled or not. I also checked the Potent Brew and it seems to have all 3 effects for me (might be the same JavaScript issue). -- Daveh (talk) 14:04, 28 October 2016 (UTC)

Passive/Active abilities that should not increase "Spent Skill Points"

They are all free abilities given on purchase of DLC/unlocked via quest. When resetting Skill Points they always remain unlocked.

Blade of Woe - Dark Brotherhood - Unlocked on DB DLC purchase/starting quest.

Finders Keeper - Thieves Guild - Unlocked on TG DLC purchase/starting quest/interaction with thieves trove in the world.

Soul Trap - Soul Magic - Unlocked on character creation.

1st tier racial passives - Diplomat/Opportunist/Craftsman/Ashlander/Amphibian/etc - The skills that give weapon/armor affinity bonus + small lore bonus are pre unlocked on character creation.

Base crafting passive abilities - Solvent Proficency, Metalworking, Tailoring, Woodworking + Aspect and Potency Improvement, Recipe Quality and Improvemenet - Rank I of those skills is pre unlocked on character creation.

DargusMaximus (talk) 08:26, 28 October 2016 (UTC)

Thanks for the reference list! I'll add this to the "todo" list and get it done when I have some time. -- Daveh (talk) 14:06, 28 October 2016 (UTC)

Attribute allocation is not checking total attribute points distributed against max allowed (64)

Ie. i can make build with 64points in all stam, magicka and health (192 total). Also, when i hit max attributes in one stat, for example stamina and then assign at least 1 point in lets say magicka i can input negative values on health stat using +/- buttons. DargusMaximus (talk) 17:25, 28 October 2016 (UTC)

Ah yes, good catch. This should now be fixed if you reload the page but if you can find other ways to get more than 64 attribute points let me know. -- Daveh (talk) 14:57, 31 October 2016 (UTC)

Entremet category food not applying food bonuses

Tested CP150 and CP100 Entremet category foods that should increase max stamina and max magicka. Equipping any of these did not change stats at all. http://www.uesp.net/wiki/Special:EsoBuildEditor?id=2901

CP150: Late Hearthfire Vegetable Tart, Grapes and AshYam Falafel, Chevre-Radish Salad With Pumpkin Seeds.

CP100: Sweetroll, Boiled Creme Treat, Arenthia's Empty Tankard Frittata.

Whole entremet category might be bugged? Checked also lvl10 entremet food Last Seed Salad and it is also not working. DargusMaximus (talk) 18:45, 28 October 2016 (UTC)

They changed the description for Entremet foods so the build wasn't parsing them correctly. Should now be fixed along with the new Halloween event foods. If you find any other food that doesn't work correctly let me know! -- Daveh (talk) 14:48, 31 October 2016 (UTC)

Block cost formula is not applying block cost reduction from 'One Handed and Shield' passive Fortress.

-36% should go into Skill.BlockCost

Tested with 5x sturdy legendary, absorb magicka, 5% shadow ward and 3x 203 enchant reduce.

Computed formula 949 vs real cost 406. Adding -36 into equation manually corrects result to 405. DargusMaximus (talk) 13:27, 29 October 2016 (UTC)

This seems to be working for me at the moment. I assume you had a 1H+Shield equipped and had purchased the Fortress passive? Try doing a page reload and if you're still having problems with this effect link me your build so I can take a closer look. -- Daveh (talk) 14:38, 31 October 2016 (UTC)
I think I found real reason. Build editor does not recognise daggers (thats what im using in my build, a dagger and shield for tanking...because swords of dropped set too expensive and i wanted my build on builder look exactly same as in game) as a valid weapon for 1-hand and shield passives while in live game they are valid choice just like axes and maces and obv swords. DargusMaximus (talk) 22:34, 31 October 2016 (UTC)
Nice catch. Was a simple typo in the code so if you reload the page it should now be fixed. -- Daveh (talk) 15:42, 1 November 2016 (UTC)

Bone Pirate's 5p bonus is missing

Even if you have drink active — Unsigned comment by Bugworm (talkcontribs) at 13:03 on 29 October 2016

This seems to be working fine for me now. Try doing a full page reload and see if it works for you or not. If you're still having problems let me know the exact drink that doesn't work and/or link me to the build you are having trouble with and I'll investigate further. -- Daveh (talk) 14:36, 31 October 2016 (UTC)
I get it, it's not missing, it's shows bonus even if I don't have 5p(weapon swap)— Unsigned comment by Bugworm (talkcontribs) at 12:43 on 1 November 2016
Ahh...I see now. This was a bug related to toggled set effects working from the unequipped weapons but it was incorrectly enabling all effects. This should be fixed if you reload the page but if you have further issues let me know. I also fixed a few parsing issues with the Bone Pirate set that may have resulted in double effects. -- Daveh (talk) 13:17, 2 November 2016 (UTC)

Lightning Staff Damage

I need to say one thing first: This editor is awsome! Thanks a lot!

While experimenting with CPs in the game I noticed that the Heavy Attack Damage of the Lightning Staff is influenced by Elemental Expert, Staff Expert and Thaumaturge. So it should read in the editor:

HAShockStaff = (round((0.0130319*Magicka + 0.519646*SpellDamage - 0.890172)*3) + round(0.0181386*Magicka + 0.728188*SpellDamage - 0.397214) + Skill2.HADamage)*(1 + CP.HAStaffDamage + CP.DotDamageDone +CP.ShockDamageDone)*(1 + Skill.HADamage + Set.HADamage + Skill.ShockDamageDone + Buff.Empower)

The same is probably true for the light attacks, but I havent't tested it yet.

Again, thanks a lot for your amazing work!

Thanks! I had read this somewhere and was meaning to add it but evidently forgot to. It is fixed now. -- Daveh (talk) 14:33, 31 October 2016 (UTC)

Include Elemental Expert/Mighty in Effective Spell/Weapon Power

No bug but just a suggestion: Including Elemental Expert/Mighty in the Effective Spell/Weapon Power calculation would make it a lot easier to weight these against Elfborn/Piercing and Spell Erosion/Precise Strikes. As EE/Mighty apply pretty much universally (in contrast to Staff Expert or Thaumaturge) the compareability between characters should remain intact. What do you think? — Unsigned comment by Toasterinferno (talkcontribs) at 12:48 on 1 November 2016

Actually I was thinking along similar lines recently. I'd like to have a more comprehensive effective power calculation but adding EE/Might would be a simple addition. -- Daveh (talk) 14:52, 1 November 2016 (UTC)

CP distribution can exceed Total CPs limit and does not follow in game earn/distribute mechanics

Even if you set "Total CPs" in General section of build editor to lets say 561, later in CP distribution there is no limitation on max CP spent. Sum of CP between green, blue and red trees can exceed Total CPs.

Also Build Editor in CP distribution tab does not acknowledge the rule that CP have to be spread evenly between all three red/blue/green parts. So if Total CPs is equal to 561 then max CP allowed per green/red/blue should be 561/3. Tho there is also a specific order in which CPs are earned, i think its ...blue->red->green->blue... (tho i have no idea from which constellation is the very first CP earned).

So if i would have lets say 560CP then in two threes i would be allowed to spent 187 points but in one of them (per earning order) i would be able to distribute only 186 points. — Unsigned comment by DargusMaximus (talkcontribs) at 18:40 on 1 November 2016

I made the CP distribution in the build editor flexible on purpose. To address all your points:
  • You don't have to spend CPs in each tree equally in game. I could spend all 187 points in the blue tree and leave the red/green tree at 0.
  • I didn't limit total CPs or tree CPs to the max (currently 561/187) so people could experiment with more CPs if they wish.
Perhaps I'll add an indicator of some sorts to let people know what the maximum is and if they exceed it but I don't think I'm going to put a hard cap in. -- Daveh (talk) 13:21, 2 November 2016 (UTC)

Dark Vigor applying twice

I recreated my current build, and I'm seeing 18358 Max Health in the editor, but 17838 in-game. A check of the Raw Data tab shows:

3%: Dark Vigor 2 passive in Shadow line (Skill.Health)

3%: Dark Vigor 2 passive in Shadow line (Skill.Health)

Even though I only have one Shadow ability in my current bar. A quick check of the math shows that 17838 / 1.03 * 1.06 equals 18358 (accounting for rounding), so it looks like the calculation's accurate, except for Dark Vigor applying twice.

BillyMailman (talk) 20:48, 3 November 2016 (UTC)

Thanks! I've fixed this issue so if you reload the page and your build it should only count the Dark Vigor passive once like it should. -- Daveh (talk) 00:09, 4 November 2016 (UTC)

Set Poisonous Serpent is missing

Hello, I am missing the set Poisonous Serpent, found in Hel Ra, in the Editor. Is it possible to add it? — Unsigned comment by Blackangel01 (talkcontribs) at 09:36 on 10 November 2016 (UTC)

These items were there but the searcher was not looking in the set name which made it hard to find for this set. I've updated the search to now look in the set name so it can find this set and others like it now. -- Daveh (talk) 15:54, 21 November 2016 (UTC)

Critical Damage Bug in Effective Spell/Weapon Power

The Effective Spell/Weapon Power stat is not calculating Crit Damage above 100% - (Newk (talk) 04:03, 13 November 2016 (UTC))

Thanks, this is now fixed! -- Daveh (talk) 16:10, 21 November 2016 (UTC)

Mother's Sorrow set is missing

Regular mother's sorrow items are not selectable. The only options I can choose from are the specialized items that are boss specific.

It seems to work now and I don't know if that is because I just updated the searcher to look in set names or if I'm not looking for exactly what you were. If you still can't find it let me know exactly what you were searching for so I can duplicate the issue. -- Daveh (talk) 15:58, 21 November 2016 (UTC)

Multiple Races

When trying to change the race on a build (breton -> dark elf) the old racials stay and can't be removed. I tried reloading the site multiple times but didn't fix it. --Sanct (talk) 04:30, 20 November 2016 (UTC)

Have you tried clearing your racials, saving the build, reloading and then changing your race? There was a bug I fixed last month regarding skills not clearing that requires the build to be re-saved in order to fix it. If you still are having problems just link the build(s) in question and I'll take a look and fix them manually (or figure out if there's another bug to fix). -- Daveh (talk) 16:03, 21 November 2016 (UTC)
This is the build: http://www.uesp.net/wiki/Special:EsoBuildEditor?id=2291 / Even tho there is no racials skilled it shows "10%: Gift of Magnus 3 passive in High Elf Skills line (Skill.Magicka)" under Raw Data. Sanct (talk) 07:35, 24 November 2016 (UTC)
Use the "Reset All Skills" button on the left side of the skills tab and save the build. That forces all skills to be reset including the old racial skills that were bugged. I made a copy of your build and this appears to fix the issue but if you run into it again or if it doesn't work let me know. I'll play with it a bit more to make sure the old bug hasn't come back in some way. -- Daveh (talk) 14:23, 25 November 2016 (UTC)
Alright, that worked indeed. I only tried to use the "Reset Line" one before, not the "Reset All Skills". Sanct (talk) 17:42, 28 November 2016 (UTC)

Grievous Leeching Ward is not available in Legendary (Gold)

I can add Grievous Leeching Ward as a purple, but not as gold -- Gard (talk) 17:46, 21 November 2016 (UTC)

I can't replicate your issue as I can select it fine at CP160. Can you not select it at a specific level or exactly what are you searching when you run into this problem? -- Daveh (talk) 17:33, 23 November 2016 (UTC)
Hi, thanks for looking at this. I tried to duplicate it just now. I clicked the offhand weapon slot. Picked "shield" in the appropriate dropdown. Search for Grievous or leeching doesn't turn up "Grievous Leeching Ward". Went back and set the quality to normal, clicked the level from 160 to 110 and back to 160, and it works now. Something weird going on. -- Gard (talk) 18:34, 1 December 2016 (UTC)
This may have been due to a daily database update that clears one of the item tables and rebuilds it. I've changed how this works so you shouldn't run into the same issue anymore, assuming that this was the problem in the first place. If you still have problems let me know what browser you are using and I'll investigate further to see what's going on. -- Daveh (talk) 20:29, 6 December 2016 (UTC)

CP -> Max Stat caculation

It seems to me that the calculation how many stats you gain for X cp spent is a bit off. My actual stats on 561 CP are a bit lower than the calculated ones, the stats with 0 CP equal my stats with 0 CP however. It's only a difference of 500ish stats but still, you might want to take a closer look at it. Sanct (talk) 18:26, 28 November 2016 (UTC)

It should be correct so far as I know it. If its possible to get some more details of your stat discrepancy that would be great. Either screenshots with and without CPs selected or use an addon like MyBuild. -- Daveh (talk) 20:27, 6 December 2016 (UTC)

Missing Stuff.

For some reason, the Automaton set is now missing it seems, except the Amulet Lambent Netch Tentacles. Seems like other items are missing as well, like the Hulking Draughr Amulet, I can't find it at least. Hircine's Rage buff (WereWolf ability) is missing. Percentage damage buff's does not apply to Effective Weapon/Spell Power, like Minor Invulnerability, Minor Slayer, Minor Berserk. Also stuff Mighty(CP) and Automaton(5set), I realize the last 2 is depending on certain damage types, but would be cool with an option to include them in the stat, if possible :) (Newk (talk) 18:23, 1 December 2016 (UTC))

Knight-Errant's Mail Set seems to be missing aswell. Sven (talk) 16:12, 5 December 2016 (UTC)

I believe the missing items may have been due to searching while a database update was being done (all items seem to be there now). If you still can't find a particular item let me know me and I'll look into it further. -- Daveh (talk) 20:32, 6 December 2016 (UTC)
For the Hircine's Buff, choose "Werewolf Form" from the "Werewolf Stage" option on the General tab which will give you the Lycanthropy buff. -- Daveh (talk) 20:35, 6 December 2016 (UTC)
Regarding the Effective Spell/Weapon Power stat, I've been meaning to expand this a bit more including some of your suggestions but haven't decided exactly what should and shouldn't be included. -- Daveh (talk) 20:38, 6 December 2016 (UTC)

The Thunderbug's Inferno Staff is missing from the weapon selection portion. Great page btw...this is really awesome to see.

Bahraha's Curse traits missing

Only Reinforced, Infused and Divines are available for Medium and Heavy Armor Bahraha's Curse.

I can't find any reference/data to show that other traits for Medium/Heavy Bahraha's Curse are available in game. If you can find an item link with other traits please let me know! -- Daveh (talk) 17:22, 13 January 2017 (UTC)

Block/Sneak/Ultimate costs, Mundus Effects

(Originally made this on the 6th but it was in the section where my previous post was; moved down for visibility)

Wanted to test the editor more thoroughly to find more bugs and make a comprehensive list like last time but I don't really have the time, and there are a few things I've found that have been bothering me so here we go:

  • The Lady and The Lover Mundus Stone effects are incorrect. They should be providing 1980 Resistance instead of 1280 at CP 160 (30 per effective level).
  • Speaking of Mundus Stone effects, many of them are not affected by the Divines trait as they do not have a Item.Divines section in their formulae. This includes The Lady, The Lover (Physical and Spell Resistance), and The Ritual (Healing).
  • Similar to my last post regarding Magicka and Stamina reduction glyphs increasing costs rather than decreasing, Glyphs of Shielding increase Bash Cost rather than decrease it (Block cost is correctly reduced).
  • Sneak Cost is not being affected by passive abilities, such as Improved Sneak in the Medium Armor line, and Improved Hiding in the Legardemain line. Other effects seem to work properly from what I see.
  • Ultimate reduction should be rounding the final result up (or perhaps more accurately, rounding the amount to subtract down, even when over .5). For example, when a Sorcerer has Power Stone II, Negate Magic shows 191 cost in the editor, but is 192 in-game (225 * 0.15 = 33.75 = 33 reduction), and Overload shows 63 cost in the editor, but is 64 in-game (75 * 0.15 = 11.25 = 11 reduction).
  • Under the Help tab, under Basic Usage, the third from the last bullet point still references 167 CP as max per line instead of 187.

More as a find them in...many months from now. -- Psyknux (talk) 19:03, 21 December 2016 (UTC)

Awesome reports, thanks! These should all now be fixed. I tweaked the ability cost calculation and it now seems to match your example. It may still be off a little for Magicka and Stamina abilities but let me know you if notice any other discrepancies. -- Daveh (talk) 18:36, 13 January 2017 (UTC)

Ebon Armory Buff

Hey ! Can you add Ebon Armory to the Buffs section please ? When all items are legendary , it gives 1118 Health to entire group . Thanks so much ! Liofa (talk) 05:18, 24 December 2016 (UTC)Liofa

Done! -- Daveh (talk) 18:08, 13 January 2017 (UTC)

Infused Prismatic Shield

When I put a Prismatic Glyph on my Alkosh Shield with Infused, no matter what rarity the Shield is to increase the infused trait, the Glyph still acts as if the infused is at 8% when it should be registering it at 20%.

Thanks! I fixed a bug which was causing infused shields to not display the correct values. -- Daveh (talk) 18:17, 13 January 2017 (UTC)

Bugs/Suggestions

First thanks for this amazing editor, simply the best out there by a very large margin

  • When Race is changed some bonuses don't get removed and can be added later. It's e.g. easy to see 'Gift of Magnus III' twice in the Raw Data (and as a consequence in Computed Statistics)
  • There are two Light/Divines (only this combination) Gloves of Julianos, one which already has an Glyph attached
  • 'View All Builds', is quite slow (too many entries), would be nice to have a filter for Race/Class/...
  • I'm not sure if there are some regular weapons without any set bonus. Problem is how to find them without knowing the name
  • Would be nice to have an option to select if it is a build for DD and/or Heal and/or Tank
  • Also nice to have a free text entry to add some description for other people
  • Not sure if the following is useful because there is already a date: an option for which game release the build was created
  • Option if build is for PvE and/or PvP
  • Option if build is for Solo, Dungeon, Trials, ...
  • Last Updated is often not updated, although all my changes are saved

-- FreeThinky

Thanks for the bug reports and suggestions!
  • I fixed the Gift of Magnus from not being reset (there was some bad data in the database). I didn't see any other skills not resetting like this but let me know if you see any.
  • Fixed the "Last Updated" column from always displaying the build creation date.
  • The builder just displays all the item data in the game, whether it is actually available or not. In the case of the 2 Julianos gloves the game has 2 different versions of them for whatever reason.
  • "Regular" items can be found by searching for "iron" due to the way the item name changes from level 1 to CP160. I'll try to think of a way of making this search more intuitive.
  • I definitely want to improve the build list page as there are a lot more builds being created than I had anticipated!
  • Your other suggestions are good as well but will take some time to implement.
-- Daveh (talk) 19:03, 13 January 2017 (UTC)

Necropotence

Necropotence's 5 piece bonus is applying more than 4000 magicka. This makes accurate calculations with Necropotence impossible. There seems to be about a 20% increase (the kind that applies to enchantment bonuses) applying to it. ---dpencil

The Necropotence set adds "Item/Set" Magicka so the base 4000 amount is modified by both your CP and Skill/Buff % modifiers.
    Magicka = 4000 * (1 + CP) * (1 + Skill + Buff)
For example, at max current CP gives you a +20% buff plus whatever +Magicka% passives/buffs you have. If you find this is different than in-game let me know with some actual examples of your stats in the game with and without the set equipped so I can fix the calculation (I don't have the set myself to test it). -- Daveh (talk) 19:08, 13 January 2017 (UTC)

Mobile Version

Unable to drag and drop skills onto bar on the mobile version, maybe implement a different selection method for the mobile version. Also under the items tab when you select a weapon or armor slot the search box pops up off the screen with just a small section being visible, and because of this you cannot use the search function or select a piece or armor, again this only happens on the mobile version, on my PC everything works great

Thanks for the comments. I'd love to get a more mobile friendly version working if I can find the time to do it. -- Daveh (talk) 19:33, 9 February 2017 (UTC)

Heavy Armor Passive Wrath

Hey, I couldnt find any option to get the weapon/spelldamage from the Wrath passive. Wrath II: (WHEN 5 OR MORE PIECES OF HEAVY ARMOR ARE EQUIPPED) Gain 20 Weapon and Spell Damage for 6 seconds when you take damage, stacking up to 10 times. Thanks for all the hard work!

If you are wearing 5 pieces of heavy armor and have the Wrath passive purchased you should find an entry in the toggled skills section at the bottom of the skills page which lets you enable the Wrath passive with a specific number of procs. If you can't get it to work just let me know as there is a bug with it not working in old builds (you need to do a full skill reset to fix it). -- Daveh (talk) 19:54, 9 February 2017 (UTC)

Major Heroism

Hey ! It really doesn't matter much but still wanted to say it .Major Heroism in buffs section is not exactly true . Major Heroism comes from Last Stand CP passive and grants 18 Ultimate over 8 seconds . The one that gives 3 Ultimate per second for 9 seconds (27 in total) is just a mechanic in the game that we can activate by light/heavy attacking and blocking . I just tested , they stack so I am sure they are not the same thing :) Again , doesn't matter that much but still ^^ Thanks ! Liofa (talk) 12:11, 17 January 2017 (UTC)Liofa

Pelinal's Aptitude is not scaling abilities

The 5 trait on Pelinal's Aptitude makes your Weapon Damage and Spell Damage both become the highest of the two values. This works correctly. But abilities are not scaling. For example say I have 3000 weapon damage, 1000 spell damage, and a spell that deals 1300 flame damage. Once I equip 5 of Pelinal my spell damage goes to 3000 as well and the spell that deals flame damage should be higher. But it is not. — Unsigned comment by Kookster (talkcontribs) at 16:03 on 1 February 2017

Thanks for the note. It should now be correctly updating the skill tooltips although I haven't tested the exact values with the set to see how it behaves with other sources of spell/weapon damage modifying effects. -- Daveh (talk) 19:33, 9 February 2017 (UTC)

Inner Light not adding buffs

No spell crit or max magicka being added currently.

This skill is now fixed! -- Daveh (talk) 19:15, 9 February 2017 (UTC)

Nightblade - Refreshing Shadows & Dark Vigor Passives & HA Juggernaut passive

Refreshing Shadows - no change in stamina recovery final stat

Dark Vigor Passive tool-tip remains at 0% with no change in the quantity or which shadows abilities are on the active bar. Final health stat is also not affected.

Juggernaut Passive tool-tip says %14 with 7 heavy equiped but does not affect final health stat


ADDITION: Sorc Expert Summoner passive also doesn't calculate in final health stat...I'm starting to think none of the passives are working for health. Thanks!

Thanks for the reports. Most of these are probably related to the recent update to skills from the Homestead patch. We'll be fixing issues like these over the next few days. -- Daveh (talk) 23:40, 8 February 2017 (UTC)
All of these skills along with many others are now fixed (do a force reload of the page to refresh Javascript). -- Daveh (talk) 19:07, 9 February 2017 (UTC)

Heavy Passive Not Applied

Hi, I think i noticed that the juggernaut passive for heavy armour does not seem to be applied to my build, it includes 6 heavy. 2 heavy impen bloodspawn, 4 heavy tava- Chest in infused, Waist in sturdy and Shoes + Legs in impen and my one light is sturdy desert rose. All purple CP160 and Prismatic glyphs on Chest, Legs and Helm, Max Mag on Gloves, Shoes and Waist

This skill, along with a bunch of others, should now be working if you force a page reload to get the latest Javascript. -- Daveh (talk) 19:05, 9 February 2017 (UTC)

Bug report 02/10/17

Hi! Some bugs which I have found in the course of use:

1) Don't work passives which reduce cost of skills: Unholy Knowledge (Dark Magic), Mage Adept (Mages Guild), Controlled Fury (Dual Wield), Evocation (Light Armor), Wind Walker (Medium Armor).

2) Don't work passives which increase character stats: Expert Mage (Storm Calling), Slayer (Fighters Guild), Magicka Controller (Mages Guild), Daedric Protection (Daedric Summoning), Recovery (Light Armor), Wind Walker (Medium Armor).

3) Some of armor passives are calculated incorrectly: Dexterity (Medium Armor), Resolve/Constitution (Heavy Armor), Spell Warding (Light Armor)

4) You can activate Spell Power Cure bonus twice by Sets and Buffs categories.

Thank you very much for such big work. I hope editor will be better and more functional.

L.

Some of those skills I just fixed but I will double-check all of them tomorrow to make sure I didn't miss any. Thanks! -- Daveh (talk) 01:54, 10 February 2017 (UTC)
All passives appear to be working fine although there are a few which don't correctly update their ability tooltip (Dexterity, Expert Mage, etc...). The value used in the build is correct, however, as seen in the Raw Data and ability details (...). I've fixed the Spell Power Cure Set to always be a buff so you can't activate it twice. -- Daveh (talk) 18:25, 10 February 2017 (UTC)

Crit damage Aedric spear Minor +Major Force

Hello, i noticed that the Aedric spear passive does not increase the spell and weapon critical damage value. Furthermore Minor Force still increases by 12% and Major Force still gives a multiplicative 30% Bonus.

Thanks, I had forgotten about those changes. Those buffs and the Aedric Spear passive is now fixed! -- Daveh (talk) 15:41, 13 February 2017 (UTC)

Hawk Eye bow buff

The Hawk Eye bow buff toggle only allows three stacks, even though the tooltip has been updated to say five.

Thanks, I fixed this and several other issues with the Hawk Eye skill. -- Daveh (talk) 16:06, 16 February 2017 (UTC)

"Slayer" Passive

I slotted many fighters guild skills and the Slayer stills says on tooltip "Current Bonus: 0%"

That and a few other skills don't yet update their tooltip but are actually updating your stats correctly. If in doubt check on the "Raw Data" tab for the exact effect and let me know if it is missing. -- Daveh (talk) 14:37, 16 February 2017 (UTC)
Update -- We just added the ability for skill tooltips like Slayer to be correctly updated. -- Daveh (talk) 14:38, 24 February 2017 (UTC)

Lightning Form and morphs

Lightning Form and its buffs are listed in the toggleable buffs section, but they aren't. They behave like all other buffs that are cast.

I think this is just some confusion between a toggled skill and a buff. Ultimately the effect is the same and I wanted to let people easily enable the effect from the skills tab rather than having to slot the skill and then change to the buff tab to add it. If I moved it to the buff tab I'd also have to add the ability for buffs to toggle other buffs. If you can think of a better way or ways to display or organize these things let me know! -- Daveh (talk) 16:12, 16 February 2017 (UTC)

Kvatch Gladiator

Set hasn't five items bonus at all. Worm Cult too. — Unsigned comment by 46.73.149.67 (talk) on 17:50 UTC, 16 February 2017

All sets should now be fixed. If you do notice any others just let us know! -- Daveh (talk) 14:36, 24 February 2017 (UTC)

5pc bonus missing if not Normal Quality, 3pc Minor Slayer bonus missing

I was using UESP yesterday and noticed that when trying to make a build using Twice-Born Star in Med/Divines/Epic, the 5 piece bonus was not showing up, causing the 2nd mundus option to not be available. Same goes for anything with Minor Slayer. This seems to be an issue with crafted sets (the 5pc bonus problem) as Pelinal's is having the same problem. — Unsigned comment by YoshinJa (talkcontribs) on 18:25 UTC, 16 February 2017

All sets should now be fixed. If you do notice any others just let us know. -- Daveh (talk) 14:37, 24 February 2017 (UTC)

EMPEROR PASSIVES

When emperor skill line is purchaised,not shown on the stats calculator

They should now be working if you reload the page. Also make sure you click the "In Cyrodiil" option on the general tab to enable all related PVP passives. -- Daveh (talk) 14:58, 17 February 2017 (UTC)

Rattle cage armor 5 piece

5 piece bonus is missing from most pieces except normal quality stuff and some jewelry. — Unsigned comment by Vixxvexx (talkcontribs) at 15:55 on 18 February 2017

All sets should now be fixed. If you do notice any others just let us know! -- Daveh (talk) 14:36, 24 February 2017 (UTC)

Dual Wield

Hiya, great page / idea ! however cant seem to hit "search" on off-hand item - so cant select second weapon... Also - if typing all details is there an option to run Asayre's CP Optimisation to "suggest" CP point distribution ? that would be handy ! Cheers -- G

For searching off-hand items you just click the shield icon like the rest of the slots. Is that not working for you? If not let me know what browser you're running in case it is a compatibility issue or supply more details about the problem. I'd like to add Asayre's CP distribution at some point but just haven't had the time to do it. -- Daveh (talk) 15:27, 23 February 2017 (UTC)

Bug Stygian Set

When set items are in normal give you the 5th bonus. When set items are in all the other ones,it doesn't give the 5th bonus. Please fix it. — Unsigned comment by D0nnieD0n0witz (talkcontribs) on 08:51 (UTC), 20 February 2017

All sets should now be fixed. If you do notice any others just let us know! -- Daveh (talk) 14:36, 24 February 2017 (UTC)

Dual Wield Weapon and Spell Damage

The weapon and spell damage from dual wielding is a bit too high. According to the patch notes it should be the same amount as a 2 handed weapon -- Asayre (talk) 00:21, 22 February 2017 (UTC)

Thanks, I had forgotten about this change. Is now fixed (changed off-hand reduction from 20% to 17.8%). -- Daveh (talk) 15:14, 23 February 2017 (UTC)

Skill bar and items

I work on ipad2

1- i cant put any skill in bar1 and bar2

2- i can only edit head and item in the left row of the screen.

Pasdev Pasdev (talk) 22:03, 23 February 2017 (UTC)

Unfortunately the build editor is not completely mobile friendly at the moment. We're working on fixing it so check again soon! -- Daveh (talk) 14:39, 24 February 2017 (UTC)

Light Armor passive not updating recovery on stats sheet

Great build editor! I saw that you said you had fixed things like the light armor passive were working, but the increased magicka recovery is not featured in the tooltips. — Unsigned comment by 128.163.237.170 (talk) at 09:30 on 27 February 2017

I thought I did but this turned out to only be half-fixed. It should be working now! -- Daveh (talk) 16:02, 28 February 2017 (UTC)

Effective Spell/Weapon Power with Pelinal

I love this! Really helps seeing what kind of effect abilities have, and enabling set bonuses in calculation is the max. Here is my bug fix contribution, since I love effective weapon/spellpower:

Spell and Weapon Power are equalized, but Effective Spell Power doesn't utilize the equalized value when calculating.
Here's what happens to me to illustrate:
So Weapon Power is 3677, Spell Power is 1748 but becomes 3677 due to Pelinal's. In the Effective Spellpower calculations, however, it utilizes 1748 to calculate, so the result is a lower Effective Spell Power. -- TheTelvanniTurtle (talk) 18:13, 2 March 2017 (UTC)

Thanks for the note. I fixed how computed values are used and updated in the calculations which fixes this particular issue. If you notice anything else odd or wrong with the Pelinal's set let me know. -- Daveh (talk) 13:39, 3 March 2017 (UTC)

BUG - Magicka Flood Counted Twice

Nightblade Siphoning Passive number 2, "Magicka Flood" is counted twice instead of once, and so increases the "max mana %" by twice as much as it should. It can be seen in the "Raw Data" section tab, as well as the "formula explanation" tab for magicka itself.

Tested setups: 1 Siphoning skill on bar 2 Siphoning skills on bar 1 Siphoning skill + ultimate on bar 2 Siphoning skills + ultimate on bar only ultimate on bar with 0 other siphoning skills — Unsigned comment by Vornek (talkcontribs) at 07:37 on 9 March 2017

Thanks...it was incorrectly being applied as a base skill and as a slotted skill. This should now be fixed! -- Daveh (talk) 18:00, 9 March 2017 (UTC)

BUG - Dunmer Max Magicka passive

This passive does not appear to be calculated in the max magicka stats. If I compare my magicka according to the build editor, it is ~9% less than the in-game UI. — Unsigned comment by Brookus (talkcontribs) at 11:32 on 11 March 2017

It looks like it should be taking effect, at least in my test build I tried just now. Can you link your build here so I can take a look at see where the problem is? -- Daveh (talk) 22:20, 12 March 2017 (UTC)
Build is here: http://en.uesp.net/wiki/Special:EsoBuildData?id=10745. Magicka in-game is ~35.5. See http://imgur.com/LjYG44I for details. Thanks for looking into this! — Unsigned comment by Brookus (talkcontribs) at 12:07 on 13 March 2017
You don't have your racial passives purchased in that build. If you purchase them your magicka increases to 35,426 compared to 35,428 in your screenshot. I'm assuming this build is created from the build editor or has it been saved directly from the game? Just making sure if there is any reason why your racial passives weren't purchased or if it is just a simple matter of you forgetting to buy them and then save the build. If you need more help just let me know! -- Daveh (talk) 01:40, 16 March 2017 (UTC)
Whups, entirely my bad. Sorry about that. Thanks for looking into it.— Unsigned comment by Brookus (talkcontribs) at 10:51 on 21 March 2017

Skills that does not cost a skill point.

Skills like the first racial passive and werewolf transformation are costing a skill point to acquire. Is this intended? Anyway, awesome char builder you got there. — Unsigned comment by DoonerSeraph (talkcontribs) at 12:14 on 12 March 2017

Thanks! Its definitely not intended...I think I did not correctly count the number of skills you get initially or take that into effect. I'll see if I can fix it this week! -- Daveh (talk) 22:21, 12 March 2017 (UTC)

Item Quality not changing

As the title states, the Item Quality does not change even if I specifically searched for Epic items.... It does state the range like for Infused CP 160 Jack, its armor would be 44-2084 and then enchantment range is 5-20% JoJo (talk) 08:56, 15 March 2017 (UTC)JoJo

Oops...there was a change I made yesterday to the item link code that broke links. It should be fixed now once you reload the page. -- Daveh (talk) 01:36, 16 March 2017 (UTC)

Overload Bug 16-Mar-2017

In the editor, you have the +8% lightning aoe of "ancient knowledge" passive affecting "Overload" dmg. From my testing, ancient knowledge has no effect on the tooltip or actual damage of overload (both light and heavy attacks, both inferno and lightning staves). note: I only tested on "Power overload IV"

Also, 5-piece set bonus of elegant set affects the overload damage tooltip in-game, but this editor ignores that bonus. — Unsigned comment by Ketroc (talkcontribs) at 07:01 on 16 March 2017

Thanks for the details. Overload is a tricky beast as it is a "special" ability in-game. I'll have to add some sort of special case in the editor to handle it correctly. -- Daveh (talk) 19:28, 18 March 2017 (UTC)
Some of those passives weren't affecting Overload in the editor but I made it so the Lightning staff passive doesn't affect Overload and added the Elegance 5 piece bonus effect. If you find any other discrepancies with Overload compared to the live game let us know! -- Daveh (talk) 14:50, 20 March 2017 (UTC)

Saving changes selected weapon bar

After saving your weapon bar selection gets changed to the opposite bar. In addition it does not do this to the ability bar, so if you save again you have opposite bars selected. — Unsigned comment by Kookster (talkcontribs) at 17:09 on 17 March 2017

Ah yes, just a typo in a recent edit we made. Now fixed! -- Daveh (talk) 19:18, 18 March 2017 (UTC)

BUG - Incorrect values for Absorb Magicka enchantment on Staves

When applying Absorb Magicka enchantment in the editor to two staves I own I cannot replicate the in-game values.

Staff 1: Burning Spellweave Lightning Staff (CP 160) Epic quality
Staff 2: Restoration Staff of Willpower (CP160) Epic quality
Absorb Magicka Enchantment (same for both): Deals 1964 Magic Damage and restores 327 Magicka

ESOBuildEditor only allows enchantment levels (at CP160) of:

Epic: Deals 1754 Magic Damage and restores 327 Magicka
Legendary: Deals 1900 Magic Damage and restores 354 Magicka

Thank you -- Sunny420 (talk) 18:51, 18 March 2017 (UTC)

Thanks! It looks like the enchantments in-game are applying +Magic Damage and other relevant effects. For example, when I look at a CP160 Gold Absorb Magicka Glyph it is doing 2375 damage because I have +25% Magic Damage in CPs. I'll have to think of a way of modifying the glyphs base damage based on these effects in the build editor (unsure exactly how to do that...will have to think about it). -- Daveh (talk) 19:27, 18 March 2017 (UTC)

+/- Mistake in calculation of Defending (Physical and Spell) Mitigation

The last part of the formula says (1-PhysicalDamageTaken) and (1-SpellDamageTaken), respectively. But the values of PhysicalDamageTaken and SpellDamageTaken are already given with a negative sign so in the calculations it should say either (1+PhysicalDamageTaken) and (1+SpellDamageTaken)or the value itself should be given with positive sign.

--Homolin (talk) 13:45, 20 March 2017 (UTC)

Good catch...fixed! -- Daveh (talk) 14:53, 20 March 2017 (UTC)

World Skill Lines not appearing on View

I have vampire skills selected in my build, but when i go to view the build it doesnt show the skill line under "SKILLS & CHAMPION POINTS" — Unsigned comment by Kookster (talkcontribs) at 21:20 on 22 March 2017

Oops, just a missing skill type definition that was overlooked. If you load your build and re-save it should now show all the world skills. -- Daveh (talk) 13:31, 27 March 2017 (UTC)
I tried your suggestion as you list below but it is still not appearing. Here is the link to my build: http://en.uesp.net/wiki/Special:EsoBuildData?id=11819 — Unsigned comment by Kookster (talkcontribs) at 11:58 on 27 March 2017
So saving your build myself results in the World section showing up. If you still have issues just let me know! -- Daveh (talk) 18:59, 28 March 2017 (UTC)

Option to add 5 piece buffs on off-bar

Hey great stuff with the build editor, was just wondering if it would be possible to select buffs on a weapon bar that doesn't have the 5-piece effect.

A major example of this is Clever Alchemist where a lot of people run it on their back bar and then reap the benefit on their front bar, this would be awesome to have possible to see what your damages would be scaling to on live.

Cheers — Unsigned comment by T Saber (talkcontribs) at 19:26 on 24 March 2017

This was working but it seems a recent edit I did accidentally broke it. I re-fixed it so now off-bar weapons should permit set buffs and toggles to be correctly displayed. -- Daveh (talk) 13:39, 27 March 2017 (UTC)

Health recovery from heavy armor constitution passive is not calculated

Bonus 4% health recovery from each heavy armor piece worn doesn't affect the health recovery stat in character statistics — Unsigned comment by Ylikollikas (talkcontribs) at 02:14 on 27 March 2017

Thanks...now fixed! -- Daveh (talk) 13:45, 27 March 2017 (UTC)

Restoring Spirit

The Cost reductions don't seem to be applied — Unsigned comment by LordOfDagonFel (talkcontribs) at 12:24 on 31 March 2017

Thanks...fixed! -- Daveh (talk) 13:56, 1 April 2017 (UTC)

Athletics - medium armor passive not working and shows incorrect values

Character statistics doesn't calculate dodge roll cost reduction from medium armor at all. Also when you hover over the tooltip of the passive, you can see some messy numbers. For example, for me it shows "39684%" dodge roll cost reduction when using 2 pieces of medium armor. — Unsigned comment by Ylikollikas (talkcontribs) at 02:19 on 8 April 2017

Fixed! -- Daveh (talk) 14:29, 16 May 2017 (UTC)

Incorrect Magic Enchantment values on Light Armor Head

Light Armor Head showing 802 Max Magicka Enchantment for Epic Enchantment when added to Hat. — Unsigned comment by SijiLeroux (talkcontribs) at 16:02 on 9 April 2017

This is the correct value for this enchantment. If you have different values let me know along with how you confirmed it. -- Daveh (talk) 14:55, 16 May 2017 (UTC)

Mage Adept Passive and Infused weapons with Crusher Enchant

Hey ! Mage Adept passive in Mages Guild tree doesn't reduce the Health cost of Equilibrium and it's morphs . Newly equipped Infused weapon with Crusher enchant on it is bugged . It says 2335 armor reduction until replaced with a new enchant . Again , thanks for this amazing tool ! You help us a lot :) Liofa (talk) 22:57, 11 April 2017 (UTC)Liofa

Equilibrium and Mage Adept passive is now fixed...didn't know it worked like that, thanks! -- Daveh (talk) 15:11, 16 May 2017 (UTC)
Infused weapons with default enchants now fixed! -- Daveh (talk) 15:20, 16 May 2017 (UTC)

Maelstorm Cruel Flurry enchantment and Drain Essence(and it's morphs)

Maelstrom Cruel Flurry enchantment does not increases the damage of Drain Essence and all of it's morphs on the build page, but it does so in the game itself — Unsigned comment by Zbzszzzt123 (talkcontribs) at 19:49 on 11 April 2017

Thanks, fixed! -- Daveh (talk) 14:51, 16 May 2017 (UTC)

Orc passive: Swift Warrior not taken into account

Seems the Orc passive Swift Warrior isn't taken into account when calculating the Sprint Cost and Sprint Speed values. — Unsigned comment by Docmandu (talkcontribs) at 05:41 on 17 April 2017

Thanks, fixed! -- Daveh (talk) 14:19, 16 May 2017 (UTC)

Can't copy existing build or save my new build

I'm getting 'ERROR saving build!' when I click Save Build. --Zsban (talk) 20:30, 26 April 2017 (UTC)

Same. Muttsmutt (talk) 17:28, 27 April 2017 (UTC)
Can you try logging out of the UESP wiki and back in and see if that works for saving. If not try deleting all UESP cookies and log in again. If that doesn't work try to open the debug console (F12 in most browsers) and copy/paste any error messages you see. -- Daveh (talk) 12:35, 28 April 2017 (UTC)
Looks like relogging fixed it this time. Thanks for making this great tool ! Muttsmutt (talk) 15:37, 28 April 2017 (UTC)

Soulshine 20% buf not applying buff to Heavy Attack Shock Staff

The soulshine set which adds a 20% buff to channeled abilities also applies to lighting heavy attacks but this is not reflected in the HA Shock Staff value. — Unsigned comment by Sleezly (talkcontribs) at 14:24 on 28 April 2017

Thanks for the note. I've added the extra spell damage from the soulshine 5 piece bonus to the shock/restoration damage calculations. -- Daveh (talk) 14:40, 16 May 2017 (UTC)

BUG (Bone Pirate's Tatters) 3-may-2017

Hi,

I encounter an error on Bone Pirate's Tatters. I check on your page and in game.

If I don't wear one jewel (5th bonus not active), the values are the same.

But as I wear the last jewel (5th bonus active) there's a difference between in game and on your website.

I've checked many times and the difference appears to be that the way you calculate max stamina is not the same as in game.

Your formula is : Stamina =

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

And it seems that the 5th stamina bonus (2000 with all legendary) should not be included into Set.Stamina but should be added after all Calculations.

I wanted to thank and also congratulate you for such god work. — Unsigned comment by Rogue (talkcontribs) at 09:50 on 3 May 2017

Thanks for your detailed notes. It was working correctly at some point but perhaps they changed how this set in particular works. I'll verify it in-game once Morrowind is released and correct it then. -- Daveh (talk) 14:32, 16 May 2017 (UTC)

Bug - can't save or edit builds

I went back to my builds made on 3/23, and I found I can't create copy's or save those builds when editing. I also can't save any new build I make. Before you ask, yes I am logged in, and tried relogging multiple times — Unsigned comment by Nvanderw (talkcontribs) at 20:58 on 4 May 2017

Can you make sure you are using the same site (HTTP and HTTPS) when logging in and for the builder. I'll need your wiki username, the character build you are trying to save and any console errors (hit F12) you see when trying to save your build. -- Daveh (talk) 14:30, 16 May 2017 (UTC)

Saving

I too am unable to copy or save any builds I recreate.  

I have tried resetting everything, different computers, etc.

-Blitz — Unsigned comment by Blitznacht112 (talkcontribs) at 09:41 on 8 May 2017


Same here DargusMaximus (talk) 22:11, 14 May 2017 (UTC)
Have you tried logging out and back in on the wiki and trying again? Make sure you are logging in and accessing the same content type (HTTP or HTTPS) as mixing the two can cause issues. If this doesn't work try to open a debug console (F12 in most browsers) and see if any error messages show up when you try to save. Post them here along with your wiki user name and character build you are trying to save. -- Daveh (talk) 14:10, 16 May 2017 (UTC)
i have the same problem, and tried to put the log but it was too long appreantly. But error message was just "Bad request (404)

- lassej67


I'm also not able to save my builds. Re-logging doesn't change anything, nor does deleting cookies. I tried looking in the console, but I'm not sure what exactly to look for to send to you. I don't see anything in the console that's actually labeled as an error.

--The-postminimalist (talk) 11:14, 28 May 2017 (UTC)

Same here. Love the tool but can't save. I've tried multiple computers, HTTP and HTTPS, clearing cache, logging out and back in, etc. and nothing works. Are others able to save? Any suggestions or help? -Facefooter — Unsigned comment by Facefooter (talkcontribs) at 14:24 on 5 June 2017

Here's what I'm getting in my console. Please feel free to email me directly and I can help you troubleshoot. I'm in IT and deal with a lot of similar network and user facing issues. jgruberman@gmail.com. Failed to load resource: net::ERR_BLOCKED_BY_CLIENT tpc.googlesyndication.com/safeframe/1-0-9/html/container.html ads Failed to load resource: net::ERR_BLOCKED_BY_CLIENT esoEditBuild.js:7607 UpdateEsoComputedStatsList_Real: 201.17822265625ms Jgruberman (talk) 18:53, 9 June 2017 (UTC)

Added the domain to Chrome's Adblocker Whitelist and now am getting this: Refused to execute script from 'https://pixel.quantserve.com/pixel/p-JBCRDr08V-tdv.gif?media=ad&labels=_imp.adserver.other,_imp.publisher.Liveramp+Suppression' because its MIME type ('image/gif') is not executable. B9559228.131174166;dc_ver=39.103;sz=300x250;u_sd=1;dc_adk=461331563;ord=ja9…2Fwiki%2FSpecial%3AEsoBuildEditor$0;xdt=1;crlt=SG0UKL1dvK;sttr=45;prcl=s:1 Refused to execute script from 'https://pixel.quantserve.com/pixel/p-JBCRDr08V-tdv.gif?media=ad&labels=_imp…963437,_imp.placement.131174166,_imp.adid.303913648,_imp.creative.66848620' because its MIME type ('image/gif') is not executable. Jgruberman (talk) 19:00, 9 June 2017 (UTC)

Morrowind changes

When Morrowind changes to CP system will be applied to build editor? Its been great tool for theorycrafting but as with drastical changes with Morrowind im kind of stuck in place.

Do you need any help in getting all the changes in one place? I can scoop them all from patch notes. Or maybe you have it all ready just waiting to "flip the switch"?DargusMaximus (talk) 21:30, 14 May 2017 (UTC)

MW changes will take a little time to fully show up. CP/skills should be mostly working within a day of release along with the new Warden class. It will take a little longer to update skills that have changed descriptions to get their effects updated. Items take 7-10 to mine fully from the game. Best thing you can do is once the skill/CP data is updated check for any bugs or skills whose effects are not working in the builder and list them here. -- Daveh (talk) 14:08, 16 May 2017 (UTC)


PS4 Browser

Its almost impossible to use the build editor with the ps4 browser, even though the broswer supports jscript, is there anyway to make it somehow useable ? — Unsigned comment by M RZ S (talkcontribs) at 07:02 on 19 May 2017

I'm slowly working on making it more mobile friendly which should help. I'll see if I can try testing it for that browser to see the issues as well. -- Daveh (talk) 19:18, 24 May 2017 (UTC)

Max Stats all 0

Max stats are showing as 0 for newly saved builds. Under the "Computed Character Statistics" if you expand any of the max stats, it shows the min value as undefined. Kookster (talk) 03:37, 25 May 2017 (UTC)

I don't see this on any builds. Try forcing a complete reload of the page. If you still get this error can you link the build that is showing it? -- Daveh (talk) 13:45, 25 May 2017 (UTC)
Heres one of the builds: http://en.uesp.net/wiki/Special:EsoBuildData?id=15231 Kookster (talk) 15:08, 25 May 2017 (UTC)
It appears to now be fixed, thanks! Kookster (talk) 17:05, 25 May 2017 (UTC)

Warden / Winter's Embrace passive "Frozen Armor I"

Frozen Armor I's tooltip is actually from Sword and Board active ability Absorb Magic. Frozen Armor II is correct.

Values for its passive levels are, apparently:

Frozen Armor I = Increase your Physical amd Spell Resistance by 250 for each Winter's Embrace ability slotted Frozen Armor II = Increase your Physical amd Spell Resistance by 500 for each Winter's Embrace ability slotted

Thanks for the excellent work! — Unsigned comment by Zyrudin (talkcontribs) at 12:42 on 25 May 2017

Thanks...fixed! -- Daveh (talk) 14:06, 30 May 2017 (UTC)

Suggestion: input for Target's effective level

The Effective Weapon/Spell Damage stat is a hugely useful tool for gauging builds, however it assumes that all targets are effective level 66. This is only true of enemy players. Overland and dungeon mobs are effective level 50.

This can be seen ingame by light attacking mobs in both dungeon and overland, and dividing the damage seen by expected mitigation for both L_eff 50 and 66.

This can lead to the erroneous conclusion that Hunding's Rage is a better choice than Night Mother's Gaze, among others.

I suggest adding an input field under Target Stats on the General tab for Effective Level. This will need to be linked to AttackPhysicalMitigation and AttackSpellMitigation. FlyingWeagle (talk) 23:37, 25 May 2017 (UTC)

Thanks for the note...I've added the Target.EffectiveLevel stat as suggested so give it a try and see if that works correctly. -- Daveh (talk) 15:18, 30 May 2017 (UTC)

Bug: Master-At-Arms doesn't apply to tooltips

At least for Steel Tornado and the Warden Cliffracer, the Master-At-Arms CP passive doesn't have any influence on tooltip values in the calculator. Sanct (talk) 02:03, 26 May 2017 (UTC)

Ooops, just a little typo in the calculation. Fixed! -- Daveh (talk) 14:13, 30 May 2017 (UTC)

CP Shadow Ward (Block Cost) not reflected in right column stats

CP Shadow Ward (Block Cost) not reflected in right column stats. Even when the calculation button is pressed, CP contribution always shows as 0% regardless of the amount of points put into Shadow Ward.

- Zyrudin — Unsigned comment by Zyrudin (talkcontribs) at 10:59 on 30 May 2017

Thanks, this is now fixed. -- Daveh (talk) 15:41, 5 June 2017 (UTC)

Impregnable Set

The 5 piece bonus to this set doesnt show the crit resist on the stat sheet — Unsigned comment by Tode (talkcontribs) at 14:40 on 31 May 2017

Fixed! -- 16:31, 5 June 2017 (UTC)

CP Block Cost Reduction

The CP block cost reduction is not being factored on the stat sheet. — Unsigned comment by Soynegroyque (talkcontribs) at 22:18 on 31 May 2017

Fixed! -- Daveh (talk) 16:31, 5 June 2017 (UTC)

Bound Armor Toggle does not affect max resource

Bound Armor and its morphs only update the resistance stat when toggled, the max resource boost is not visible at all. --Retired adventurer (talk) 05:07, 1 June 2017 (UTC)

Fixed! -- Daveh (talk) 16:32, 5 June 2017 (UTC)
Bound Armaments is not increasing Max Stamina by 8% when toggled in Skills. — Unsigned comment by YoshinJa (talkcontribs) at 14:08 on 5 June 2017
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