Guardian
Devona’s Rest
There’s a whole bunch of complaints about celestial might stacking, this is because celestial is meant to be the jack-of-all, master of none amulet.
A power or condition damage main stat amulet provides over twice as much of the primary stat as celestial offers (932/438). When this is added to base stats, 926, the ratio between a main stat amulet and celestial becomes 1.36 (1858/1365), so 36% extra main stat damage.
The problem is when might comes into play, as might gives a flat rate of 35 power and condition damage, the loss of damage for celestial is mitigated. At level 80, 25 stacks of might gives 875 power and condition damage. Adding this to the previous values gives 2733 stat points for a main stat amulet, and 2240 for a celestial amulet in both power and condition damage. This ratio is now 1.22, so 22% extra damage in just one stat from a main stat amulet.
It’s also important to note that power/condi builds still benefit damage from the opposite damage stat from might, e.g. adding 875 power to a rabid build is not a negligible increase. My proposed change would affect this as well, lowering the gain of a stat not invested in.
Ok, so facts out of the way! I propose making the effects of might scale with base power or condition damage, for each increase.
Because there is no boon equivalent stat to condition damage, most boons are unaffected by stats (regeneration and retaliation being the exceptions). If might was made to apply stacks as a function of power/condition damage, e.g. base power + amulet + traits + (anything that isn’t might), this might make the damage sacrifice that celestial amulet is supposed to have more accurate.
I feel like if this happened, zerk builds shouldn’t benefit more from might than they do now. but rather should be capped similarly to the current 875 stats at present.
Condition damage seemed more difficult for me to make a formula for since each condition has separate scaling so I haven’t done anything regarding that yet. Anyway, hope you enjoy and critique away!
Some possibilities/examples to show the impact this change would have on a variety of common builds.
By using the arbitrary formula:
1 Might stack = Power/75, and hence 25 Might stacks = Power/3, here are some outcomes
Standard D/D cele ele build:
Engi cele rifle build
DPS guard 21614
Ele S/F Fresh Air
Necro PoC
might scaling with stats needs to happen,
bunkers shouldn’t be able to do zerker damage due to a buff,
by that logic zerkers should be able to get immortal god mode simply because they have Protection.
it’d be an absurd concept.
make might scale with stats Anet!
That is some reasonable math, but when the engineer meta builds are those that do not stack might or have a fire field, what is your math suggesting is a problem with celestial engineer?
Seems reasonable. Wish we had a ptr to test the wild formulas anet could be making rather than hope for the best every 6 months :/
That is some reasonable math, but when the engineer meta builds are those that do not stack might or have a fire field, what is your math suggesting is a problem with celestial engineer?
That is a fair point. If AoE might stacking becomes nerfed to a more reasonable level, will burst AoE healing (from water fields) be next?
Burst healing is also currently on the hotlist (especially with Celes Eles condition removals and stability /no poison condition/no interrupt counterplay). Hmmm
I don’t really think nerfs like this are needed, let’s see if there is any change in team comps with ESL weekly tourneys. It will also be interesting to see the end result of WST.
(edited by vincecontix.1264)
There’s a whole bunch of complaints about celestial might stacking, this is because celestial is meant to be the jack-of-all, master of none amulet.
A power or condition damage main stat amulet provides over twice as much of the primary stat as celestial offers (932/438). When this is added to base stats, 926, the ratio between a main stat amulet and celestial becomes 1.36 (1858/1365), so 36% extra main stat damage.
The problem is when might comes into play, as might gives a flat rate of 35 power and condition damage, the loss of damage for celestial is mitigated. At level 80, 25 stacks of might gives 875 power and condition damage. Adding this to the previous values gives 2733 stat points for a main stat amulet, and 2240 for a celestial amulet in both power and condition damage. This ratio is now 1.22, so 22% extra damage in just one stat from a main stat amulet.
It’s also important to note that power/condi builds still benefit damage from the opposite damage stat from might, e.g. adding 875 power to a rabid build is not a negligible increase. My proposed change would affect this as well, lowering the gain of a stat not invested in.
Ok, so facts out of the way! I propose making the effects of might scale with base power or condition damage, for each increase.
Because there is no boon equivalent stat to condition damage, most boons are unaffected by stats (regeneration and retaliation being the exceptions). If might was made to apply stacks as a function of power/condition damage, e.g. base power + amulet + traits + (anything that isn’t might), this might make the damage sacrifice that celestial amulet is supposed to have more accurate.
I feel like if this happened, zerk builds shouldn’t benefit more from might than they do now. but rather should be capped similarly to the current 875 stats at present.
Condition damage seemed more difficult for me to make a formula for since each condition has separate scaling so I haven’t done anything regarding that yet. Anyway, hope you enjoy and critique away!
Well, nothing affects might is like how condition damage doesn’t make poison’s heal hindering stronger or increase the chance of glance on weakness.
That is some reasonable math, but when the engineer meta builds are those that do not stack might or have a fire field, what is your math suggesting is a problem with celestial engineer?
That is a fair point. If AoE might stacking becomes nerfed to a more reasonable level, will burst AoE healing (from water fields) be next?
Burst healing is also currently on the hotlist (especially with Celes Eles condition removals and stability /no poison condition/no interrupt counterplay). Hmmm
The problem is twofold.
1. What is ‘reasonable’? Might is an universal boon, if you change it you change it for every class and every build which receives it, so there’s a high chance of collateral damage done to other builds/classes. On top of that, there’s the problem of PvE. What is high damage and what’s strong is a whole different beast there, where everyone is running in full zerker builds and where pulling full DPS rotations is a norm as opposed to a rarity.
2. When do you do stop? Skills and effects need to have a noticable impact, otherwise your game becomes boring to play and boring to watch.
Not affiliated with ArenaNet or NCSOFT. No support is provided.
All assets, page layout, visual style belong to ArenaNet and are used solely to replicate the original design and preserve the original look and feel.
Contact /u/e-scrape-artist on reddit if you encounter a bug.