Divinity Runes and Ferocity
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.
Warrior
Far Shiverpeaks
Rune of Traveler has also the same problem. Going from 6% crit damage to just 2% is a huge nerf…
i7 5775c @ 4.1GHz – 12GB RAM @ 2400MHz – RX 480 @ 1390/2140MHz
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
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.
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 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.
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)
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.
I wonder what your basis for comparison is…”
- Jareth, King of Goblins.
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
I make PvP & WvW videos
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.
“…let us eat and drink, for tomorrow we shall die;.”
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 wonder what your basis for comparison is…”
- Jareth, King of Goblins.
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.
“…let us eat and drink, for tomorrow we shall die;.”
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?
I make PvP & WvW videos
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.
“…let us eat and drink, for tomorrow we shall die;.”
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.
I wonder what your basis for comparison is…”
- Jareth, King of Goblins.
No actually they are better for tanks and worse for balanced builds….
That is why a refund/stat change would be the best choice…
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.
I hope they’d give stat changes for Divinity/Traveler runes. I have 12 pieces of Traveler Runes on my armors >_<
[TSFR] – Jade Quarry
Wouldn’t it more reasonable to just guess it this way?
New Divinity:
+8
+10
+12
+14
+16
+18
Total: +78
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
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.
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.
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
Norn Guardian – Aurora Lustyr (Lv 80)
Mia A Shadows Glow – Human Thief (Lv 80)
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!!
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.
[TTBH] [HATE], Yak’s Bend(NA)
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 mob has spoken and the turrets shall be burnt at the stake.