Divinity Runes and Ferocity

Divinity Runes and Ferocity

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Posted by: Prince.7198

Prince.7198

How will the Critical damage —> Ferocity change affect the Divinity Rune set?

Many people have spend a lot of money on this rune set (as well as the traveller rune set) for the high critical damage it gives, next to a nice bonus on all stats. However if the rune would be changed to just:

(1 to 6)+10 to all stats (including ferocity)

This would mean a big nerf to the set. How will this be changed?
1)Will all the stat bonusses be increased (cfr. celestial gear)? This would still be a disaster for all builds using the set for the crit damage.

2)Will there be a separation like so:

(1 to 6) +10 to all stats & +30 (2%) to ferocity

Please let me know:
A concerned divinator!

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Posted by: KarlusDavius.1024

KarlusDavius.1024

I’ll just use my psychic powers to get the data from the patch that hasn’t been released yet…

I got nothing.

Maybe do what everyone else is doing and wait.

Cmdr. Kiro Heimdahl
Warrior
Far Shiverpeaks

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Posted by: Ansau.7326

Ansau.7326

Rune of Traveler has also the same problem. Going from 6% crit damage to just 2% is a huge nerf…

Ansau – Sylvari Mesmer – Exiled Warriors [wE] – Gandara

i7 5775c @ 4.1GHz – 12GB RAM @ 2400MHz – RX 480 @ 1390/2140MHz

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Posted by: LordByron.8369

LordByron.8369

rune of the traveler full set loses 4% crit damage and , in favor of:

+6 on all stats

I suspect divinity will get +10 more stats. (i suspect it will become progressive like traveler +8, +10, +12 etc….)

P.S. In the name of “build diversity” /sarcasm

GW2 balance:
A PvE player is supposed to avoid a 1-2 second 1 shotting aoe.
A WWW player is considered uncapable of avoiding a 5,75 second aoe for half his health.

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Posted by: Carighan.6758

Carighan.6758

The point of this change is to reduce the top amounts of crit available, especially in cases where the crit attainable was comparatively high (like with these runes).

The strength of heart to face oneself has been made manifest. The persona Carighan has appeared.

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Posted by: LordByron.8369

LordByron.8369

The point of this change is to reduce the top amounts of crit available, especially in cases where the crit attainable was comparatively high (like with these runes).

You should say its your personal theory not availed by any mean by devs.

The change is due to making lore consistence from what we know that is making all little numbers equal…(and its an awful reason).

What you refer to is ferocity nerf that its another nerf…
First the crit damage of celestial/divinity/wupwup/traveler is NERFED to make number consistent….then it is nerfed again by ferocity scaling.

GW2 balance:
A PvE player is supposed to avoid a 1-2 second 1 shotting aoe.
A WWW player is considered uncapable of avoiding a 5,75 second aoe for half his health.

(edited by LordByron.8369)

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Posted by: Nike.2631

Nike.2631

Smart money is on post-patch 6/6 divinity giving right around 5% crit damage (down from 12%). Stats bonus rises from 60 to 72 or 75.

“You keep saying ‘its unfair.’
I wonder what your basis for comparison is…”
- Jareth, King of Goblins.

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Posted by: mrauls.6519

mrauls.6519

Wow, I didn’t think about how this will affect traveler runes. I understand the increase is currently only 6%, but I hope it’s scaled up so it translates into the same percentage

Mes (Guardian)
I make PvP & WvW videos

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Posted by: Julie Yann.5379

Julie Yann.5379

Wow, I didn’t think about how this will affect traveler runes. I understand the increase is currently only 6%, but I hope it’s scaled up so it translates into the same percentage

That would be 63.6 to all stats for divinity (hopefully they round up to 64). I am ever glad I didn’t waste my money buying those.

Be careful what you wish for, Anet might just give it to you “HoT”
“…let us eat and drink, for tomorrow we shall die;.”

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Posted by: Nike.2631

Nike.2631

Traveler runes only have 3 stages committed to all-stat bonuses and they jumped from 30 points to 36 (20% gain). I think its reasonable to anticipate Divnity runes will also gain 20% (72) and possibly a smidgeon more (75).

“You keep saying ‘its unfair.’
I wonder what your basis for comparison is…”
- Jareth, King of Goblins.

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Posted by: Julie Yann.5379

Julie Yann.5379

Traveler runes only have 3 stages committed to all-stat bonuses and they jumped from 30 points to 36 (20% gain). I think its reasonable to anticipate Divnity runes will also gain 20% (72) and possibly a smidgeon more (75).

I sure hope you are right cause 6% really is a kick in the junk.

Be careful what you wish for, Anet might just give it to you “HoT”
“…let us eat and drink, for tomorrow we shall die;.”

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Posted by: mrauls.6519

mrauls.6519

Traveler runes only have 3 stages committed to all-stat bonuses and they jumped from 30 points to 36 (20% gain). I think its reasonable to anticipate Divnity runes will also gain 20% (72) and possibly a smidgeon more (75).

Oh so they do get a buff?

Mes (Guardian)
I make PvP & WvW videos

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Posted by: Julie Yann.5379

Julie Yann.5379

Traveler runes only have 3 stages committed to all-stat bonuses and they jumped from 30 points to 36 (20% gain). I think its reasonable to anticipate Divnity runes will also gain 20% (72) and possibly a smidgeon more (75).

Oh so they do get a buff?

But is that buff worth the loss in crit damage and will those runes stills be worth the price you paid for them. My guess is no.

Be careful what you wish for, Anet might just give it to you “HoT”
“…let us eat and drink, for tomorrow we shall die;.”

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Posted by: Nike.2631

Nike.2631

Traveler runes only have 3 stages committed to all-stat bonuses and they jumped from 30 points to 36 (20% gain). I think its reasonable to anticipate Divnity runes will also gain 20% (72) and possibly a smidgeon more (75).

Oh so they do get a buff?

More accurately they get a shift. All sources of Crit damage are going down. “Celestial style” sources of crit damage are going down A LOT, so they’re being compensated with a small increase to the all-stat bonus.

If you used them for high crit damage builds there are (much) better choices now. IF you used them for multi-role functionality, they are a tiny bit better.

“You keep saying ‘its unfair.’
I wonder what your basis for comparison is…”
- Jareth, King of Goblins.

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Posted by: LordByron.8369

LordByron.8369

No actually they are better for tanks and worse for balanced builds….
That is why a refund/stat change would be the best choice…

GW2 balance:
A PvE player is supposed to avoid a 1-2 second 1 shotting aoe.
A WWW player is considered uncapable of avoiding a 5,75 second aoe for half his health.

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Posted by: Kyon.9735

Kyon.9735

I hope they’d give stat changes for Divinity/Traveler runes. I have 12 pieces of Traveler Runes on my armors >_<

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Posted by: mcarswell.3768

mcarswell.3768

Berner | Nitzerebb | Suna | Shivayanama
[TSFR] – Jade Quarry

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Posted by: Siva Mira.3546

Siva Mira.3546

Wouldn’t it more reasonable to just guess it this way?

New Divinity:
+8
+10
+12
+14
+16
+18

Total: +78

All is vain.

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Posted by: digitalruse.9085

digitalruse.9085

Traveler runes only have 3 stages committed to all-stat bonuses and they jumped from 30 points to 36 (20% gain). I think its reasonable to anticipate Divnity runes will also gain 20% (72) and possibly a smidgeon more (75).

IIRC, they also got an additional 5% boon duration from the 5th rune step. Making a full set:

+36 to all stats
+15% Boon Duration
+10% Condition Duration
+25% Movement speed

Qwerkk – Asuran Engineer

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Posted by: LordByron.8369

LordByron.8369

they had 15% boon duration in second rune…just because they feel compelled to nerf eles and promote “build diversity” forcing people to use 6 of the same unes.

GW2 balance:
A PvE player is supposed to avoid a 1-2 second 1 shotting aoe.
A WWW player is considered uncapable of avoiding a 5,75 second aoe for half his health.

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Posted by: Shockwave.1230

Shockwave.1230

My logic for how Divinity Runes will play

Current Behavior:
10 to all stats
Traveler’s Runes stats are half as much

Currently Known:
Traveler’s Runes stats are 36
PvP Celestial Amulet Stat increase = ~47%
2 × 36 × 1.47 = 105

Future Behavior:
Divinity Runes
+12
+14
+16
+18
+20
+22
Total 102

Sylvari Elementalist – Mystree Duskbloom (Lv 80)
Norn Guardian – Aurora Lustyr (Lv 80)
Mia A Shadows Glow – Human Thief (Lv 80)

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Posted by: DeWolfe.2174

DeWolfe.2174

What I haven’t seen spoken about is character effectiveness. Because after these changes, characters with Celestial items will be weaker in comparison to other power builds. They’ll be especially weaker toward condition builds.

The percentage of a pool of points matters. The maximum crit damage percentage is only around the 120’s. Thus, 6 points is about 5% of the total pool. Because Crit Damage is a multiplier, every point into the pool is stronger than the point before. Making Celestial items somewhat character effective because they add additional crit. Now an additional 6 point in power, which has a pool well of 2500, is only adding 0.25% to the pool. Which is statistically insignificant.

I simply can’t see how adding such a miniscule amount to the base numbers is somehow equal to the character effectiveness Celestial items are right now. Which is already not very much!!

[AwM] of Jade Quarry.

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Posted by: Seras.5702

Seras.5702

My Engi has a full Celestial armor set with 6/6 Traveler Runes….the changes should be interesting. Doing the math is easy enough now but the practical application will be what I’m anxious for. As an engi, an overall increase in all the stats feels like it’ll be more beneficial than the loss of crit damage. What I love most about that set is the lazy versatility it offers me: easily swapping trinkets for various builds.

Flixx Gatebuster, Orwynn Lightgrave, Seras Snapdragon
[TTBH] [HATE], Yak’s Bend(NA)

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Posted by: naphack.9346

naphack.9346

What I haven’t seen spoken about is character effectiveness. Because after these changes, characters with Celestial items will be weaker in comparison to other power builds. They’ll be especially weaker toward condition builds.

The percentage of a pool of points matters. The maximum crit damage percentage is only around the 120’s. Thus, 6 points is about 5% of the total pool. Because Crit Damage is a multiplier, every point into the pool is stronger than the point before. Making Celestial items somewhat character effective because they add additional crit. Now an additional 6 point in power, which has a pool well of 2500, is only adding 0.25% to the pool. Which is statistically insignificant.

I simply can’t see how adding such a miniscule amount to the base numbers is somehow equal to the character effectiveness Celestial items are right now. Which is already not very much!!

this is wrong.
Every point into the pool adds less than the point before did.
I made a spreadsheet and the ratio in the crit damage modifier(1 + 0.5 + (crit/100)) decreases with every step.
The first point of crit damage adds 0.66% to the modifier, the 130th point adds 0.36%.

The only crime, turrets committed, is being good against the celestial meta.
The mob has spoken and the turrets shall be burnt at the stake.