(edited by BlueZone.4236)
Ascended gear for zerker guardian (numbers!)
Exotic-tier equipment doesn’t come with an offensive or defensive slot they’re all considered the same. Also exotic gear can’t be equipped with infusions.
Exotic-tier equipment doesn’t come with an offensive or defensive slot they’re all considered the same. Also exotic gear can’t be equipped with infusions.
Thanks, that’s what happens when you start to copy and paste text all over the place!
Removed that now.
I saw on a different thead other calculation which come up with the same conclusion… Ascended vs Ascended you will be hitting harder but you will be getting hit harder since the increase in damage is greater than the increase in armor.
You are working out the damage increase totally wrong.
Things wrong/missing:
- Exotic jewels can be outfitted with upgrade jewels while ascended cannot. 1 embellished brilliant ruby is +21 power, +2% crit damage, +13 precision (in fact the only reason why the stat points are so hugely different for trinkets is because of this, however, few calculations take this into account)
- How crit/crit damage scales with power (I know you aren’t taking these into account since you want to look at just power, but this is important)
- Not the Power of the weapon, but the Weapon Strength (1045 – 1155 vs 905 – 1000) and the relation of this to the Power stat.
- Hard to read the short hand of your calculations but I think you didn’t take into account ascended armor can only have defensive infusions.
There’s probably more that I didn’t catch.
So many of these math posts are done wrong that all they do is spread the wrong info (though I couldn’t do any better) >.>
Tyr Sylvison – Warrior
Illyiah – Revenant
(edited by GoldenTruth.2853)
Things wrong/missing:
- Exotic jewels can be outfitted with upgrade jewels while ascended cannot. 1 embellished brilliant ruby is +21 power, +2% crit damage, +13 precision (in fact the only reason why the stat points are so hugely different for trinkets is because of this, however, few calculations take this into account)
- How crit/crit damage scales with power (I know you aren’t taking these into account since you want to look at just power, but this is important)
- Not the Power of the weapon, but the Weapon Strength (1045 – 1155 vs 905 – 1000) and the relation of this to the Power stat.
- Hard to read the short hand of your calculations but I think you didn’t take into account ascended armor can only have defensive infusions.There’s probably more that I didn’t catch.
So many of these math posts are done wrong that all they do is spread the wrong info (though I couldn’t do any better) >.>
1. I have jewels accounted for already, in terms of power.
2. I’ll probably take a look at the secondary stats on the jewels another time, but at a quick glance I don’t think it’s enough to equalize or be greater than the ascended combined equivalent?
3. More power = more crit damage, that’s at least understood.
4. Unless the wiki is wrong, weapon strength is directly proportional to damage, so it’s 5% increase in damage.
5. I’ve had to double check this (I don’t have any ascended armor), but I think you’re right about ascended armor having only defensive slots. Will have to correct this (EDIT: done)
You are working out the damage increase totally wrong.
Care to elaborate?
Power = directly proportional to damage.
Weapon strength = directly proportional to damage.
(edited by BlueZone.4236)
Yes a 5% increase in power should increase damage by 5%. The actual damage is subject to a number of modifiers, but since they are all either multipliers or dividers, they should not affect the proportinate increase.
I did the numbers on getting ascended armour for my thief. I calculated a 2.6% damage reduction from the armour alone, increasing to 4% if I slotted 6 toughness infusions in the armour. The damage increase was a paltry 1.3% (against a base of exotic armour and ascended trinkets/weapons, no might buff). I used this site to calculate the damage increase:
http://jsfiddle.net/joelpt/NtTRm/2/
I am disappointed. Going by the stat increase from the weapons and trinkets, I expected +5% damage dealt and -5% damage taken.
Is it really that surprising that zerker damage is going to scale better than its mitigation?
You do know it’s not the only gear you can get, I hope.
Yes a 5% increase in power should increase damage by 5%. The actual damage is subject to a number of modifiers, but since they are all either multipliers or dividers, they should not affect the proportinate increase.
I did the numbers on getting ascended armour for my thief. I calculated a 2.6% damage reduction from the armour alone, increasing to 4% if I slotted 6 toughness infusions in the armour. The damage increase was a paltry 1.3% (against a base of exotic armour and ascended trinkets/weapons, no might buff). I used this site to calculate the damage increase:
http://jsfiddle.net/joelpt/NtTRm/2/
I am disappointed. Going by the stat increase from the weapons and trinkets, I expected +5% damage dealt and -5% damage taken.
Not quite sure how that site works, nor the stats you were going for. I can only assume you went for non zerker stats, and/or assumed the enemy was in defensive gear?
I think certain stats, eg. Soldier vs Soldier in equal ascended gear could potentially cancel each other out (not sure how well Vitality scales, so it may be better or worse).
Is it really that surprising that zerker damage is going to scale better than its mitigation?
You do know it’s not the only gear you can get, I hope.
It’s called power creep (which applies to both PvE and WvW).
What this means is that some types of fights will end quicker than the original intended fight duration.
eg. zerker vs zerker for ascended geared players would have a shorter fight duration than zerker vs zerker for exotic geared players.
Actually, I think zerker vs anything will end probably quicker if both players are decked out in ascended gear (not necessarily in favor on the zerker, though I think glass cannon builds that rely on spike damages would be able to take better advantage of this creep).
I think what Abramelin is trying to say is that an increase in raw stats won’t be perfectly scaled with the actual output of your damage. Essentially, damage output is not a passive statistic. It active in that it is calculated for each damaging ability you have, and each ability has its own calculations and modifiers it applies to your raw stats before dishing up an output. Because of this, a 5% increase in power isn’t necessarily 5% increase in damage due to power.
I do acknowledge that power creep is definitely a real thing, of course. How it effects pve, imo, I would disregard because ascended will outperform exotic regardless of which stats are affected more than others.
WvW fights 1v1 or small groups may be noticeably shorter between ascended vs ascended, and I agree burst stats & stats when used actively rather than passively will best take advantage of it. IMO I’d like to see burst healing abilities get a buff, but of course that’s a view not everyone shares. However, 1v1 and small group fights are affected more by balance updates and tweaking than they are the gear in mirror matches.
WvW’s zerg likely won’t be very hurt by this small change, but over time power creep may shake the zerg strategy up a bit. I think that’s an okay direction to take.
tl,dr: power creep in gear, at this rate, has less of an impact than balance updates does to the overall progress of power creep. The nerf bat is a step way beyond ascended or legendary.