For stat min/maxers

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Posted by: Lord Kuru.3685

Lord Kuru.3685

Base stats were changed from 916 to 926 (power, precision, etc.). Anyone know when this happened (9/9?) and why?

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Posted by: hybrid.5027

hybrid.5027

That’s a serious problem if true. If 916 = 4% crit chance and now 926 = 4% crit chance that’s a real nerf. I suppose it’s offset by 10 extra Power and Ferocity though.

I know who I am, do you know who you are?

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Posted by: Lord Kuru.3685

Lord Kuru.3685

That’s a serious problem if true. If 916 = 4% crit chance and now 926 = 4% crit chance that’s a real nerf. I suppose it’s offset by 10 extra Power and Ferocity though.

The formula for crit chance compensates for the 10 points:

Critical Chance = (Precision – 832) / 21

while it used to be:

Critical Chance = (Precision – 822) / 21

What’s the purpose of all these changes?

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Posted by: dlonie.6547

dlonie.6547

What’s the purpose of all these changes?

The illusion of balance.

Which is why conditions are still useless and unreliable in PvE 2 years after launch…

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Posted by: maha.7902

maha.7902

insert obligatory condition damage videos here

Serah Mahariel – Death and Taxes

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Posted by: Jerus.4350

Jerus.4350

That’s a serious problem if true. If 916 = 4% crit chance and now 926 = 4% crit chance that’s a real nerf. I suppose it’s offset by 10 extra Power and Ferocity though.

The formula for crit chance compensates for the 10 points:

Critical Chance = (Precision – 832) / 21

while it used to be:

Critical Chance = (Precision – 822) / 21

What’s the purpose of all these changes?

Throwing a guess out, maybe it works out better and neater for their now very visible stat increases per level?

insert obligatory condition damage videos here

Solo or groups that conflict with your bleed stacks?

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Posted by: Gyler.8150

Gyler.8150

insert obligatory condition damage videos here

But you are forgetting about epidemic and how it does 20k DPS on a group of 6 mobs!

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Posted by: maha.7902

maha.7902

That’s a serious problem if true. If 916 = 4% crit chance and now 926 = 4% crit chance that’s a real nerf. I suppose it’s offset by 10 extra Power and Ferocity though.

The formula for crit chance compensates for the 10 points:

Critical Chance = (Precision – 832) / 21

while it used to be:

Critical Chance = (Precision – 822) / 21

What’s the purpose of all these changes?

Throwing a guess out, maybe it works out better and neater for their now very visible stat increases per level?

insert obligatory condition damage videos here

Solo or groups that conflict with your bleed stacks?

Well if I was to argue from a technical standpoint, conditions in groups are neither useless nor unreliable. The purpose of many of them is damage amplification in direct damage builds (cripple, bleeds, burn all trigger damage modifiers, some others im probably missing too) and they’re very reliably applied most commonly with on-crit traits, at different stages of autoattack chains or in the case of guardian after a certain number of attacks.

Serah Mahariel – Death and Taxes

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Posted by: Tentonhammr.7849

Tentonhammr.7849

insert obligatory condition damage videos here

But you are forgetting about (Transylvania accent) epidemic and how it does 20k DPS on a group of 6 mobs!

FTFY.

Zelendel

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Posted by: Jerus.4350

Jerus.4350

That’s a serious problem if true. If 916 = 4% crit chance and now 926 = 4% crit chance that’s a real nerf. I suppose it’s offset by 10 extra Power and Ferocity though.

The formula for crit chance compensates for the 10 points:

Critical Chance = (Precision – 832) / 21

while it used to be:

Critical Chance = (Precision – 822) / 21

What’s the purpose of all these changes?

Throwing a guess out, maybe it works out better and neater for their now very visible stat increases per level?

insert obligatory condition damage videos here

Solo or groups that conflict with your bleed stacks?

Well if I was to argue from a technical standpoint, conditions in groups are neither useless nor unreliable. The purpose of many of them is damage amplification in direct damage builds (cripple, bleeds, burn all trigger damage modifiers, some others im probably missing too) and they’re very reliably applied most commonly with on-crit traits, at different stages of autoattack chains or in the case of guardian after a certain number of attacks.

Ohh you…

And yeah all conditions can contribute to modifiers as necro has 2% for each condition as their GM minor in prec tree.

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Posted by: dlonie.6547

dlonie.6547

I’ll be more specific about my comment (Seriously? Am I really having to justify this to you folks? xD)

From the Big Book of Standard Arguments Against Conditions:

Useless: A maximum of 25 stacks per target means more than one condition build in a party is pointless. Even one condition build in a party is pushing it, as non-condition builds often pump out a fair number of conditions. This is especially true when considering “per condition on target” damage modifiers.

Unreliable: The conditions applied by someone with high condition damage/duration will be frequently overwritten by other, non-condition spec’d party members, so peak damage from a condition build will never be achieved.

My overall point: This has been a known issue for two years that makes an entire category of builds pointless in PvE. Hence “illusion of balance” seems appropriate when “balance” patches just shuffle numbers around in meaningless or negligible ways.

Anyways — this is horribly off topic and well known information to everyone who’s reading :-P Sorry to derail the thread, OP.

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Posted by: Tman.6349

Tman.6349

Nobody needs you to clarify anything first of all. Second, conditions are VERY useful to proc damage modifiers. Third, only 5 conditions actually do damage but the rest of them are very useful in group play. Fourth, most damage specs get increased condition duration (from power line) to maintain their usefulness which synergizes well with my next point. Fifth, damage specs are maintaining 25 stacks of might giving them a respectable +875 condition damage (plus whatever they might get from certain trait lines), meaning that all those condition stacks they are maintaining are doing a respectable amount of extra damage w/o even gearing for conditions.

What you mean to say is, “running a full condition spec in PvE group play is subpar and borderline useless”.

(edited by Tman.6349)

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Posted by: Tman.6349

Tman.6349

That’s a serious problem if true. If 916 = 4% crit chance and now 926 = 4% crit chance that’s a real nerf. I suppose it’s offset by 10 extra Power and Ferocity though.

The formula for crit chance compensates for the 10 points:

Critical Chance = (Precision – 832) / 21

while it used to be:

Critical Chance = (Precision – 822) / 21

What’s the purpose of all these changes?

Throwing a guess out, maybe it works out better and neater for their now very visible stat increases per level?

This. Simple.

*tinfoil hat version: buff all the Celestial Eles/Engis

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Posted by: dlonie.6547

dlonie.6547

What you mean to say is, “running a full condition spec in PvE group play is subpar and borderline useless”.

Yes, this is what I was saying. I meant in PvE group play, since after all — this is the dungeon forum :-)

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Posted by: Tman.6349

Tman.6349

My overall point: This has been a known issue for two years that makes an entire category of builds pointless in PvE.

Plenty of people have ran Condi dungeon solos and they don’t take a whole lot longer with a max condi setup and are, arguably, easier.

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Posted by: dlonie.6547

dlonie.6547

This is true. But that has nothing to do with PvE group play, which you emphasized in your post above, and I subsequently agreed with.

Are you suggesting that dungeon solo feasibility should be used for balancing builds? :-P

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Posted by: yayuuu.9420

yayuuu.9420

Plenty of people have ran Condi dungeon SOLOS and they don’t take a whole lot longer with a max condi setup and are, arguably, easier.

Yup

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Posted by: Tman.6349

Tman.6349

This is true. But that has nothing to do with PvE group play, which you emphasized in your post above, and I subsequently agreed with.

Are you suggesting that dungeon solo feasibility should be used for balancing builds? :-P

No. I’m saying, in the long run, they are already balanced on a personal level (the time element of ‘damage over time is what is important here.) The reason it balances, over a longer time, is because conditions are a very powerful source of damage for what they do. It is subpar, in group play, because organized (assumed) groups shouldn’t be relying on vast amounts of time to kill things. To change that would cause so many other problems.

“Time is of the essence!”

If you’re doing activities which don’t enjoy the luxury of ‘free time’ (rapid zerg killing, etc.), then you are doing yourself and others a disservice because something ‘seems cool’.

If that’s all you got out of the words I chose, then you’re an adamant PHIW and there is no hope in explaining any further.

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Posted by: dlonie.6547

dlonie.6547

You seem to be reading a lot into a guy just expressing a common opinion. Conditions suck in PvE group play as the game stands. I don’t see where I’ve advocated a particular build or been rude to anyone, so I’m not sure why you’re suddenly getting a hostile tone?

My only claim was that conditions would need a buff to be viable in a party. I’m pretty sure we’re in agreement on that topic…

wanders off, running into walls along the way like an ignorant buffoon