Ascended Gear Core Issues

Ascended Gear Core Issues

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Posted by: Nightarch.2943

Nightarch.2943

They should just allow us to purchase the ascended gear at three times the cost of exotic gear karma wise, 126000 a piece; I think that’s reasonable and just allow the Laurels for the purchase of vanity items such as cosmetic armour/weapons.

Guild Wars 2 is not a sequel to the original Guild Wars but merely an alternative story setting.

Ascended Gear Core Issues

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Posted by: Sardonia.8196

Sardonia.8196

They should just allow us to purchase the ascended gear at three times the cost of exotic gear karma wise, 126000 a piece; I think that’s reasonable and just allow the Laurels for the purchase of vanity items such as cosmetic armour/weapons.

Agree

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Posted by: VOLKON.1290

VOLKON.1290

One mistake I’ll have to admit beforehand: it’s not 6 pieces because there’s no ‘all stats’ backpack. Also, seeing as that there are in fact exotic versions of the ‘all stat’ amulet and earring. Therefore, lets compare only the rings in this example. Bear in mind however, that if ascended ‘all stats’ armor pieces are released, the gap will get progessively bigger. Also, please note that the stats of the rings were increased in the recent patch.

Exotics
Emerald Orichalcum Ring of the Knight
48 Power
48 Precision
67 Toughness
15 Power
15 Precision
25 Toughness

Passiflora Orichalcum Ring of the Apothecary
48 Condition Damage
67 Healing Power
48 Toughness
15 Condition Damage
25 Healing Power
15 Toughness

Ascended
Solaria, Circle of the Sun
+31 Power
+31 Precision
+31 Toughness
+31 Vitality
+4% Critical Damage
+31 Healing Power
+31 Condition Damage
+12 Condition Damage
+12 Precision
+12 Toughness
+12 Power
+12 Vitality
+12 Healing Power
+2% Critical Damage
+4% Magic find

Lunaria, Circle of the Moon
+31 Power
+31 Precision
+31 Toughness
+31 Vitality
+4% Critical Damage
+31 Healing Power
+31 Condition Damage
+12 Condition Damage
+12 Precision
+12 Toughness
+12 Power
+12 Vitality
+12 Healing Power
+2% Critical Damage
+4% Magic find

Comparison
The sum of the stats of the exotic rings is 436 points. The sum of the stats of the ascended rings is 516. This is a difference of 80 stat points. Furthermore, the rings also grant 12% critical damage, 8% magic find and an infusion slot.

Now, I realize that the amulet and one of the earring slots already have an ‘all stats’ item. However, I think you can agree that if Anet also releases weapon and armor versions of these items, the resulting difference will be quite substantial.

OK, I see what you’re doing there. The comparisons at first shorted out a few neurons, but I’m recovering nicely. Now… here’s where I’m seeing it differently (but I’ll need time to play with the math). You’re showing an 80 stat point increase, but not showing an increase to what?

Power: +14
Precision: +14
Toughness: -69
Condition dam: +23
Healing: -6
Crit Damage: +12%
Vitality: +86
Magic Find: +8%

Damage increases a fraction of a percent, toughness drops but vitality boost helps, healing down a negligible amount, Crit damage up 8% with a negligible increase in chance to crit… you know, looking at the actual data really makes it obvious that the tiny increases across the board (and some decreases) will ultimately have a little to no noticeable affect, does it not?

#TeamJadeQuarry

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Posted by: rgrwng.4072

rgrwng.4072

i am okay with the ascended items costing laurels. i just have a problem with the earrings costing +ectoplsm, and the assumed increase in laurel price.

i ground fractals until i got to scale 20, so i can do 2 tiers everyday so i could get my rings. of course, after getting 4 rings for my main, i got bored of it some time before this new laurels system came out. i was happy i did not have to grind fractals anymore, and they updated the dailies that i love so much. they added variety in ways to get stuff, and that made me happy. so i am doing dailies like i always do, happy that after a month of playing i can get something cool for my main. 30-35 laurels doesn’t sound bad (or didn’t).

30-35 for rings and amulets are okay, means that every month, i get something new. now the newest additions cost 40 laurels+50 ectos. this i am not okay with. ectos i thought were bad in Guild Wars 1 – seemed like everyone who was anyone in Guild Wars 1 owned a hefty stock of ectos, and items gradually became their worth “in ectos”. i remember seeing all of the trade channel filled with “selling [various item or weapons] for ECTOPLASMS”. it became the new currency, and it seem like ectos have started to take a similar path.

ectos may be the new gold. forget about gold money in coins or karma, ectos are where it is going to be, again. soon, i speculate ascended armor pieces are going to cost additional rare dyes on top of ectos, depending on what color you want your armor to be, because maybe i can’t dye them with the colors i already unlocked. maybe the ascended items will have to be forged with the specific color to get the colors you want. to forge an ascended armor set, maybe you need an additional T6 material (250, of course) depending on stats you want (like the ascended book/back pieces).

why can’t the accessories just be a straight-up 30 laurels? no need to add other materials to the cost. some can just credit card the gold to buy up enough ectos, but with all of the farming spot alterations and dungeon reworks, money does not seem to be as easy (aside from getting decent materials to craft and sell with) as it once was.

i thought at first that the ascended gear was crap and that i really didn’t need it. i probably still don’t, but i failed to resist the bandwagon and after rings and my recent amulet, i guess anet was finally able to hook me into the new tier.

my bad, dawg.

(edited by rgrwng.4072)

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Posted by: ThiBash.5634

ThiBash.5634

OK, I see what you’re doing there. The comparisons at first shorted out a few neurons, but I’m recovering nicely. Now… here’s where I’m seeing it differently (but I’ll need time to play with the math). You’re showing an 80 stat point increase, but not showing an increase to what?

Power: +14
Precision: +14
Toughness: -69
Condition dam: +23
Healing: -6
Crit Damage: +12%
Vitality: +86
Magic Find: +8%

Damage increases a fraction of a percent, toughness drops but vitality boost helps, healing down a negligible amount, Crit damage up 8% with a negligible increase in chance to crit… you know, looking at the actual data really makes it obvious that the tiny increases across the board (and some decreases) will ultimately have a little to no noticeable affect, does it not?

Glad to hear things are going well again.

But seriously, wheter it matters depends on your build. That 12% crit for example. On a standard elementalist build with no precision, but 100% fury uptime, you get a 24% chance to crit. That roughly translates to one quarter of the critical damage being added to your dps. In this case, that’s 3% extra dps. But since the items also add precision, it’ll likely be higher, say as much as 5%. Seeing as that there are traits that add +5% damage, I’d say it’s a difference that matters. And that’s just the extra critical damage. The fact that the effects of stats get magnified by having more of the other stats further amplifies the difference. 1.25*1.25 is more than 1.5 after all.

I agree that the difference isn’t unsurmountable. However, if Anet decides to make ‘all stat’ weapons and armor too, then it has the potential to become a real issue. And that’s what I’d like to avoid.

If you can read this then it is proof that ArenaNet’s moderators just, kind and fair.

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Posted by: VOLKON.1290

VOLKON.1290

OK, I see what you’re doing there. The comparisons at first shorted out a few neurons, but I’m recovering nicely. Now… here’s where I’m seeing it differently (but I’ll need time to play with the math). You’re showing an 80 stat point increase, but not showing an increase to what?

Power: +14
Precision: +14
Toughness: -69
Condition dam: +23
Healing: -6
Crit Damage: +12%
Vitality: +86
Magic Find: +8%

Damage increases a fraction of a percent, toughness drops but vitality boost helps, healing down a negligible amount, Crit damage up 8% with a negligible increase in chance to crit… you know, looking at the actual data really makes it obvious that the tiny increases across the board (and some decreases) will ultimately have a little to no noticeable affect, does it not?

Glad to hear things are going well again.

But seriously, wheter it matters depends on your build. That 12% crit for example. On a standard elementalist build with no precision, but 100% fury uptime, you get a 24% chance to crit. That roughly translates to one quarter of the critical damage being added to your dps. In this case, that’s 3% extra dps. But since the items also add precision, it’ll likely be higher, say as much as 5%. Seeing as that there are traits that add +5% damage, I’d say it’s a difference that matters. And that’s just the extra critical damage. The fact that the effects of stats get magnified by having more of the other stats further amplifies the difference. 1.25*1.25 is more than 1.5 after all.

I agree that the difference isn’t unsurmountable. However, if Anet decides to make ‘all stat’ weapons and armor too, then it has the potential to become a real issue. And that’s what I’d like to avoid.

“Borrowed from the Wiki!”

Precision is an offensive character attribute that increases the character’s chance of a critical hit, which causes increased damage. In addition, there are a number of skill and trait effects that trigger on a critical hit. The amount of additional precision required to increase the chance of a critical hit by 1% is approximated by the following formula:

(0.0024 × Level^2) + (0.06 × Level) + 1
At higher character levels, it takes an increased amount of precision to add 1% to the chance of hitting critically (since the formula depends on the square of one’s level):

3.16 points at L20
7.24 points at L40
13.24 points at L60
21 points at L80 (the amount required seems to be rounded down from the 21.16 predicted by the formula1).
At Level 80, the base precision is 916, with a crit chance of 4%. At Level 80, Critical Chance and Precision is found by the following formula:

Critical Chance = round(4 + (precision – 916) / 21) <End borrowed from Wiki!>

The 14 precision added turns out to be notably under a 1% increase in crit chance. The numbers are actually smaller than even I thought.

I have to admit… I’m learning quite a bit as we go along here…

Edit… got the Fury part wrong so deleted it.

#TeamJadeQuarry

(edited by VOLKON.1290)

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Posted by: Leo Paul.1659

Leo Paul.1659

Multiply that by how long it usually takes to finish 1 dungeon.

Queen Of The Moors (Blackgate)
Deaths Fear [Fear] / The Hardcore Caravan [HC]
Forum Warrior: Black Belt in Ninja Edits

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Posted by: foenxz.8564

foenxz.8564

i am okay with the ascended items costing laurels. i just have a problem with the earrings costing +ectoplsm, and the assumed increase in laurel price.
-snip-

^ this. Anet, please at least explain why there is a pricing difference between the different items. How is the earring slot more valuable than the rings / amulet when the stats are similar / lower.
Please don’t implement random things in game, just to get an item sink in place. There should be better ways to do this.
How about new food recipes that use ectos, or something like that, which makes the game more interesting, instead of a dead and inexplicable sink like this.