Ferocity: Let's do some math

Ferocity: Let's do some math

in Guild Wars 2 Discussion

Posted by: rcketscientist.3705

rcketscientist.3705

So I supported ferocity. A 10% reduction would likely offer a more balanced gameplay and lead to less flash fights in wvw. However, I sure as kitten don’t support a 33% reduction and that’s what a lot of us got. I am a balanced build necro mostly in wvw.

They claim this is to nerf zerk sets, but zerk actually received the lightest reduction. Here are some examples from my build:

  • Stonecleaver Spire (basically zerk nerf): 10% -> 134f (9%). Ok, there’s your 10% reduction.
  • Bud of Pale Tree: 9% -> 85f (5.6%). Whoa, that’s a 37% reduction guys…your math is falling apart.
  • Bagh Nakh: 8% -> 68f (4.5%). Whaaaaa….That’s a 43.5% reduction. WTF!?

These aren’t even the celestial pieces you noted you’d be screwing over, yet these are just as bad. C’mon anet, I hear you can hire a 3rd grade tutor for your employees for fractions of what a college class costs.

But here’s the clincher. It would have been hard for them to mention each individual piece, but every class has a crit damage tree. How the frell did you neglect to mention that every single class in the game was getting a 33% reduction on their crit damage from trait trees? 30% -> 300f (20%).

I was looking forward to this patch. I don’t have time for more than one class, but since you completely broke my build I’m logging possibly permanently if you want to stick with these changes. I’m a frelling level 55 downlevel necro running around in wvw now. And I sure as hell am not taking 3 months to build another ascended set after I’m almost done with my current one. I’m sure you’d break that one just as I finish since you’re all about massive patches now…

WTF blizzard…I mean anet? If I wanted a cycle of being nerfed into oblivion then buffed to complete imbalance I could play WoW…

Ferocity: Let's do some math

in Guild Wars 2 Discussion

Posted by: Pugsley.5294

Pugsley.5294

Agree 100 percent.

Ferocity: Let's do some math

in Guild Wars 2 Discussion

Posted by: Sekhmet.6153

Sekhmet.6153

Yeah, I have no idea why they felt they needed to nerf crit damage in the first place. Its not like there was a feeling of power creep going on, people just didn’t like the whole “zerker meta” stuff, which wasn’t as big a deal as some players made it out to be (it was just effective if you played it well).

Ferocity: Let's do some math

in Guild Wars 2 Discussion

Posted by: MauricioCezar.2673

MauricioCezar.2673

I don’t have the number, but My elementalis agree with this post. I’m totally sure that my damage reduction i far larger than 10%. The nerf have been so large, that this is the first time that I ever considered to perma quit the game.

Seriously.

Ferocity: Let's do some math

in Guild Wars 2 Discussion

Posted by: rcketscientist.3705

rcketscientist.3705

Looks like zerk ascended accessories received the same massive nerf. Basically they’re telling us to never run ferocity on accessories, but not allowing us to change the existing stats. I think a 30-50% nerf on an item justifies the stat reset, no?

Unfortunately since I was relying on balanced armor I’d have to redo that whole build to place all my crit damage on armor. Basically the whole ferocity simplifies the scaling is completely out the window. Now what piece you put ferocity on makes a massive difference.

(edited by rcketscientist.3705)

Ferocity: Let's do some math

in Guild Wars 2 Discussion

Posted by: Zepidel.5349

Zepidel.5349

Ya this is wayyyyyyyyyyy more than 10%. I feel like a PVT baddie without the HP buffer now lol.

PvE is going to be pretty dead if every dungeon is going to last 50% longer.

Ferocity: Let's do some math

in Guild Wars 2 Discussion

Posted by: Evalia.7103

Evalia.7103

Wow such math skills.
Amazing broh uh yeha.
The overall damage of a berserker went down by 10%, that’s a fact. What part of overall damage didn’t you understand?
And yes, nerfing the overall amount of critical damage by about 20% is doing that. I had around 200% critical damage, now I have 180%. By your math that’s 40% decrease(50% bonus to 30% bonus), but the damage loss is actually exactly 10% when I crit, and I actually get more damage now when I don’t, since I sport some Celestial in my build. So as for myself I’ve lost 40% of my bonus critical damage… resulting in about 7-8% DPS decrease.
The problem I’m seeing, however, is a different one. It’s that Power, which already was more useful than precision and critical damage, is now even more useful in comparison to them… Which screws builds that utilized high critical damage, such as High-Vit Valk thieves really, really hard.

Ferocity: Let's do some math

in Guild Wars 2 Discussion

Posted by: Self Ignition.1640

Self Ignition.1640

My full celestial staff-www-ele went from 225% cryt dmg to 189%, so its a 36% reduction. Not to mention changes in Divinity/Traveller runes.
Did not check how much power did i get but as an example:
meteor shower + tornado = used to get max 7,5k cryt ; now 4,5k max

[sW] Self – SFR EU

(edited by Self Ignition.1640)

Ferocity: Let's do some math

in Guild Wars 2 Discussion

Posted by: chris.6583

chris.6583

when they said 10% of damage reduction, they mean your autoattacks

Ferocity: Let's do some math

in Guild Wars 2 Discussion

Posted by: rcketscientist.3705

rcketscientist.3705

Wow such math skills.
Amazing broh uh yeha.
The overall damage of a berserker went down by 10%, that’s a fact. What part of overall damage didn’t you understand?
And yes, nerfing the overall amount of critical damage by about 20% is doing that. I had around 200% critical damage, now I have 180%. By your math that’s 40% decrease(50% bonus to 30% bonus), but the damage loss is actually exactly 10% when I crit, and I actually get more damage now when I don’t, since I sport some Celestial in my build. So as for myself I’ve lost 40% of my bonus critical damage… resulting in about 7-8% DPS decrease.
The problem I’m seeing, however, is a different one. It’s that Power, which already was more useful than precision and critical damage, is now even more useful in comparison to them… Which screws builds that utilized high critical damage, such as High-Vit Valk thieves really, really hard.

You didn’t pay attention to the post. I stated that some builds are not actually hit hard. Your’s is not. I saw an honest 33% reduction. I rotate thru ds to maintain 85-100% crit chance, so 30-50% crit dmg reduction literally broke the build.

However it’s more related to the imbalanced nerf of accessories as opposed to armor as I’m researching it further. Unfortunately I have balanced armor and relied on accessories for crit damage. I now basically need to swap accessory types into armor slots and vice-versa, but can’t afford to do that without an across the board stat reset.

Ferocity: Let's do some math

in Guild Wars 2 Discussion

Posted by: Zepidel.5349

Zepidel.5349

Wow such math skills.
Amazing broh uh yeha.
The overall damage of a berserker went down by 10%, that’s a fact. What part of overall damage didn’t you understand?
And yes, nerfing the overall amount of critical damage by about 20% is doing that. I had around 200% critical damage, now I have 180%. By your math that’s 40% decrease(50% bonus to 30% bonus), but the damage loss is actually exactly 10% when I crit, and I actually get more damage now when I don’t, since I sport some Celestial in my build. So as for myself I’ve lost 40% of my bonus critical damage… resulting in about 7-8% DPS decrease.
The problem I’m seeing, however, is a different one. It’s that Power, which already was more useful than precision and critical damage, is now even more useful in comparison to them… Which screws builds that utilized high critical damage, such as High-Vit Valk thieves really, really hard.

Some pieces got nerfed by nearly 50% crit damage wise. Can you read? Or do you just spam epic 4 chan maymays like doge?

If you actually were zerk pre-patch you are going to cry when you log in.

Ferocity: Let's do some math

in Guild Wars 2 Discussion

Posted by: Deli.1302

Deli.1302

They never said they were reducing crit damage by 10%.
They always said they were nerfing total damage (this is the damage that you physically do after the game does all the calculations taking into account your power, crit chance, crit damage, your target’s armor etc) by 10%.

Ferocity: Let's do some math

in Guild Wars 2 Discussion

Posted by: Sekhmet.6153

Sekhmet.6153

They never said they were reducing crit damage by 10%.
They always said they were nerfing total damage (this is the damage that you physically do after the game does all the calculations taking into account your power, crit chance, crit damage, your target’s armor etc) by 10%.

The number is still off because some builds will be doing more along 20-30% less. So no matter how you look at it, theres only certain builds that are going to see the 10% number.

Ferocity: Let's do some math

in Guild Wars 2 Discussion

Posted by: rcketscientist.3705

rcketscientist.3705

To cut off more ignorant “wah it didn’t bother me posts”:

Between traits and accessories I saw a full 34% drop in crit damage.

Since I built my crit damage into accessories in my gear I saw 37% drop in crit damage in gear. With traits dropping the universal 33%.

If I had built with crit damage in armor I would have seen a roughly 15% drop in gear.

Add in the universal 33% drop in traits and I would have seen a roughly 20% reduction. Not nearly as bad as currently, but still not 10%. Especially not when you can maintain nearly 100% crit.

The problem is that they didn’t calculate the excessively large changes to accessories in relation to armor when they made their balance claims, nor did they take into account builds that can maintain critical chance.

Ferocity: Let's do some math

in Guild Wars 2 Discussion

Posted by: rcketscientist.3705

rcketscientist.3705

They never said they were reducing crit damage by 10%.
They always said they were nerfing total damage (this is the damage that you physically do after the game does all the calculations taking into account your power, crit chance, crit damage, your target’s armor etc) by 10%.

You’re ignorant of the ability of some classes to maintain 100% crit chance, hence crit damage reduction is nearly equivalent to damage reduction.

Ferocity: Let's do some math

in Guild Wars 2 Discussion

Posted by: IndigoSundown.5419

IndigoSundown.5419

ANet made a “10%” statement that seems to be predicated on critical chance somewhere in the 50% range. The higher the critical chance that you can maintain, the bigger the hit, but even then the overall hit to total DPS is nowhere near the hit to crit damage percent. Let’s say your critical percentage went from 262% to 225% (112% down to 75%).

@ 50% chance

.5 * 1 + .5 * 2.62 = 1.81
.5 * 1 + .5 * 2.25 = 1.625
1.81 – 1.625 = .185
.185/1.81 = 10.22% reduction

@ 85% chance

.15 * 1 + .85 * 2.62 = 2.377
.15 * 1 + .85 * 2.25 = 2.0625
2.377 – 2.0625 = 0.3145
0.3145/2.377 = 13.2% reduction

@ 100% chance
2.62 – 2.25 = .37
.37/2.62 = 14.12% reduction

What is taking a bigger hit is spike damage — a hit whose large numbers are caused by a critical on a skill with a high coefficient, sometimes coupled with full stacks of vulnerability.

(edited by IndigoSundown.5419)

Ferocity: Let's do some math

in Guild Wars 2 Discussion

Posted by: Heimskarl Ashfiend.9582

Heimskarl Ashfiend.9582

Honestly, the 10% nerf is to zerker assuming 50% crit chance. Fine. Who cares about 10%, really?

The real issue is that they killed the crit dmg on trinkets, this has basicly destroyed a lot of support builds and hybrid builds.

My ranger roaming build lost 47% crit damage, it was already running on the edge of not being able to do enough damage, now its just totally useless.

Ferocity: Let's do some math

in Guild Wars 2 Discussion

Posted by: rcketscientist.3705

rcketscientist.3705

ANet made a “10%” statement that seems to be predicated on critical chance somewhere in the 50% range. The higher the critical chance that you can maintain, the bigger the hit, but even then the overall hit to total DPS is nowhere near the hit to crit damage percent. Let’s say your critical percentage went from 262% to 225% (112% down to 75%).

@ 50% chance

.5 * 1 + .5 * 2.62 = 1.81
.5 * 1 + .5 * 2.25 = 1.625
1.81 – 1.625 = .185
.185/1.81 = 10.22% reduction

@ 85% chance

.15 * 1 + .85 * 2.62 = 2.377
.15 * 1 + .85 * 2.25 = 2.0625
2.377 – 2.0625 = 0.3145
0.3145/2.377 = 13.2% reduction

@ 100% chance
2.62 – 2.25 = .37
.37/2.62 = 14.12% reduction

What is taking a bigger hit is spike damage — a hit whose large numbers are caused by a critical on a skill with a high coefficient, sometimes coupled with full stacks of vulnerability.

The mistake you’re making is to assume that the 33% reduction you quote is 33% of your total damage. it isn’t.

Appreciate the effort, but reduction in my case means in overall crit damage, not in the actual percentage. 200 cd becomes 128 not 163. I can understand the misinterpretation, but it makes a massive difference in your numbers.

Also what you’re missing is that the changes are not linear across gear as they mentioned. Where you put your crit damage makes a MASSIVE difference, which is why I got hit so hard.

(EDIT)
Regardless of theoreticals, since I can maintain nearly 100% crit it was fairly easy to test before and after and saw a 30% reduction on the pve mobs I tested on. 3.5k → 2.4k average crits. Rounding down for short periods out of ds and disregarding plague since it’s support not dps, I’d say it’s a fair assessment of the impact on my build. Theory is one thing…seeing it in action leaves no doubt.

(edited by rcketscientist.3705)

Ferocity: Let's do some math

in Guild Wars 2 Discussion

Posted by: LordByron.8369

LordByron.8369

The issue is in WWW now crit damage is risky and not rewarding…

But in this game risk/reward is a joke everywhere.

GW2 balance:
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.

Ferocity: Let's do some math

in Guild Wars 2 Discussion

Posted by: rcketscientist.3705

rcketscientist.3705

The issue is in WWW now crit damage is risky and not rewarding…

But in this game risk/reward is a joke everywhere.

If this quote is from anet:

“We want to avoid “whack-a-mole” style balance.”

It’s rather ironic here, lol.

Ferocity: Let's do some math

in Guild Wars 2 Discussion

Posted by: Backward Sass.6791

Backward Sass.6791

I’m in the camp that hasn’t lost noticeable damage. I’ve been farming an area for days for my Sunrise, and I still kill things just as fast.

Here’s the build I’m using at the moment: http://gw2skills.net/editor/?vIAQNAnZUn8cQXHW5BmCCnIGAMPGKoiOKoaJli5cD-zQCBYLERjEBDRjKAM5pIas1hAlUMasqFYqSER1eDFRrGA-e

I have no idea what your other two builds (Bud of Pale Tree and Bagh Nakh) are, but it does seem from my experience that Berserker wasn’t hit hard, similar to your build for Stonecleaver Spire.

FYI: They mentioned the 30% Critical Damage going to 300 Ferocity (20%) on one of their Ready Up shows. Not exactly a good place for widespread knowledge though. It’s probably in the patch notes, but I haven’t read those yet.

Ferocity: Let's do some math

in Guild Wars 2 Discussion

Posted by: rcketscientist.3705

rcketscientist.3705

“All armors and weapons that currently provide a critical damage bonus will be updated to provide an equivalent amount of ferocity. As a bonus, you’ll notice that using ferocity as a stat is going to normalize critical damage across items so there isn’t a single item that’s clearly the best to equip for a critical damage boost.”

This is directly from anet’s explanation. This is where they critically failed. It matters a lot which items you had in your build because for many the build is now completely broken as certain items were nerfed and certain items were crippled.

Ferocity: Let's do some math

in Guild Wars 2 Discussion

Posted by: LordByron.8369

LordByron.8369

The issue is in WWW now crit damage is risky and not rewarding…

But in this game risk/reward is a joke everywhere.

If this quote is from anet:

“We want to avoid “whack-a-mole” style balance.”

It’s rather ironic here, lol.

It was their interview the day before nerfing of 200% ride the lightning… nuff said.

GW2 balance:
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.

Ferocity: Let's do some math

in Guild Wars 2 Discussion

Posted by: rcketscientist.3705

rcketscientist.3705

I’m in the camp that hasn’t lost noticeable damage. I’ve been farming an area for days for my Sunrise, and I still kill things just as fast.

Here’s the build I’m using at the moment: http://gw2skills.net/editor/?vIAQNAnZUn8cQXHW5BmCCnIGAMPGKoiOKoaJli5cD-zQCBYLERjEBDRjKAM5pIas1hAlUMasqFYqSER1eDFRrGA-e

I have no idea what your other two builds (Bud of Pale Tree and Bagh Nakh) are, but it does seem from my experience that Berserker wasn’t hit hard, similar to your build for Stonecleaver Spire.

FYI: They mentioned the 30% Critical Damage going to 300 Ferocity (20%) on one of their Ready Up shows. Not exactly a good place for widespread knowledge though. It’s probably in the patch notes, but I haven’t read those yet.

As usual they posted important information buried in some video no one watches or deep in the forums.

This will sound mean but it’s not intended that way. Farming pve is not a good example of the damage done to a build, nor is your overall impact likely to be felt in mobs that are cleared in 6s instead of 5s. Against a tough dungeon or especially in long wvw battles you notice…fast. And while your armor didn’t take a massive hit, your accessories did and I’m willing to bet you would notice those in a decent fight if you were watching.

Ferocity: Let's do some math

in Guild Wars 2 Discussion

Posted by: D best.3547

D best.3547

You guys are late to the party. I had a post about this a month ago https://forum-en.gw2archive.eu/forum/game/gw2/Can-we-Change-Item-Stats-with-Ferocity-Change/first#post3817438. Basically because you min/max by using accessories you lost a lot more crit damage than you thought you would loose. However if you had weapons or armor that now has ferocity you would have gained about 10% crit damage. I wanted people to ask for stat changes to ferocity items like with magic find but no one spoke up about anything. Start saving up for knights stats is all I can tell you now. Sorry.

Sea of Sorrows
Champion Paragon

(edited by D best.3547)

Ferocity: Let's do some math

in Guild Wars 2 Discussion

Posted by: Backward Sass.6791

Backward Sass.6791

I’m in the camp that hasn’t lost noticeable damage. I’ve been farming an area for days for my Sunrise, and I still kill things just as fast.

Here’s the build I’m using at the moment: http://gw2skills.net/editor/?vIAQNAnZUn8cQXHW5BmCCnIGAMPGKoiOKoaJli5cD-zQCBYLERjEBDRjKAM5pIas1hAlUMasqFYqSER1eDFRrGA-e

I have no idea what your other two builds (Bud of Pale Tree and Bagh Nakh) are, but it does seem from my experience that Berserker wasn’t hit hard, similar to your build for Stonecleaver Spire.

FYI: They mentioned the 30% Critical Damage going to 300 Ferocity (20%) on one of their Ready Up shows. Not exactly a good place for widespread knowledge though. It’s probably in the patch notes, but I haven’t read those yet.

As usual they posted important information buried in some video no one watches or deep in the forums.

This will sound mean but it’s not intended that way. Farming pve is not a good example of the damage done to a build, nor is your overall impact likely to be felt in mobs that are cleared in 6s instead of 5s. Against a tough dungeon or especially in long wvw battles you notice…fast. And while your armor didn’t take a massive hit, your accessories did and I’m willing to bet you would notice those in a decent fight if you were watching.

No offense taken. The character was built that way specifically for farming mats for my legendary weapon. That character is unlikely to do other content with said build, since I’ve always enjoyed playing bunker builds more. You are correct though, I can’t for the life of me notice any difference when farming mats, but if I had done dungeons and other content before and after, I’m sure I would’ve noticed it.

Ferocity: Let's do some math

in Guild Wars 2 Discussion

Posted by: Lalangamena.3694

Lalangamena.3694

I absolutely hated berserker meta and I`m very glad Anet did this. All those whiny girls „oh, I can`t crit 7,5 k anymore”, well, you shouldn`t do that in the first place. As well as you shouldn’t crit with backstab 7 k against 2800 armored character ect ect…. What`s the point of sustained build then ? Big damage – that`s just no skill and spamming buttons. This change gives more room for condition and sustained builds, which means variety, could someone explain me what`s bad about that? And one more thing people – play for a while, get used to it, and then make your conclusions.

I support this answer.
crit damage was way over the head in this game.
also crit chance should have been nerfed or capped on 50%. unfortunately this will not happen.

EDIT:
also kids, lets learn how to do math…
lets take a hypothetical build which critical damage got nerfed by flat ~30%. he had 80% crit damage and now it is only 50%.
and that this build had 100% to crit. i.e. every single hit he made was critical.
so before patch his damage was constant 230% over the base—> B*2.3
after the patch his damage is constant 200% over the base —> B*2
lets divide: b*2.3/b*2 = 1.15. i.e the nerf was 15% on overall damage.
only and only if he had a stable 100% crit chance.
the real nerf to damage is much less.

(edited by Lalangamena.3694)

Ferocity: Let's do some math

in Guild Wars 2 Discussion

Posted by: ryandeniszorro.6735

ryandeniszorro.6735

Currently, by ruining crit dmg , they made condi builds again far more viable for wvw then any power build. And all coz they couldnt actually add some AI to PVE world.

Ferocity: Let's do some math

in Guild Wars 2 Discussion

Posted by: rcketscientist.3705

rcketscientist.3705

I absolutely hated berserker meta and I`m very glad Anet did this. All those whiny girls „oh, I can`t crit 7,5 k anymore”, well, you shouldn`t do that in the first place. As well as you shouldn’t crit with backstab 7 k against 2800 armored character ect ect…. What`s the point of sustained build then ? Big damage – that`s just no skill and spamming buttons. This change gives more room for condition and sustained builds, which means variety, could someone explain me what`s bad about that? And one more thing people – play for a while, get used to it, and then make your conclusions.

I support this answer.
crit damage was way over the head in this game.
also crit chance should have been nerfed or capped on 50%. unfortunately this will not happen.

EDIT:
also kids, lets learn how to do math…
lets take a hypothetical build which critical damage got nerfed by flat ~30%. he had 80% crit damage and now it is only 50%.
and that this build had 100% to crit. i.e. every single hit he made was critical.
so before patch his damage was constant 230% over the base—> B*2.3
after the patch his damage is constant 200% over the base —> B*2
lets divide: b*2.3/b*2 = 1.15. i.e the nerf was 15% on overall damage.
only and only if he had a stable 100% crit chance.
the real nerf to damage is much less.

Why don’t you read the thread before making the same mistake in your math that someone else already did. Let’s learn how to read…

On top of that, crit hating aside, the changes should not have broken builds completely and once again if you read the thread you’d see why, where the flaw lies and why it needs to be addressed.

Ferocity: Let's do some math

in Guild Wars 2 Discussion

Posted by: rcketscientist.3705

rcketscientist.3705

Currently, by ruining crit dmg , they made condi builds again far more viable for wvw then any power build. And all coz they couldnt actually add some AI to PVE world.

lol, I personally like condi, but gave up on that because condi is completely broken in wvw. Play a good group and see how long your conditions tick, lol.

Ferocity: Let's do some math

in Guild Wars 2 Discussion

Posted by: rcketscientist.3705

rcketscientist.3705

I absolutely hated berserker meta and I`m very glad Anet did this. All those whiny girls „oh, I can`t crit 7,5 k anymore”, well, you shouldn`t do that in the first place. As well as you shouldn’t crit with backstab 7 k against 2800 armored character ect ect…. What`s the point of sustained build then ? Big damage – that`s just no skill and spamming buttons. This change gives more room for condition and sustained builds, which means variety, could someone explain me what`s bad about that? And one more thing people – play for a while, get used to it, and then make your conclusions.

Condition will never be viable in skilled wvw. It’s marginal in dungeons if you make sure you don’t carry too many. So there’s no real variety introduced…simply broken builds. To introduce variety you’d expect changes to alternative builds, not crushing half of the items of a specific build.

On top of that, I sense a former whiner here since no one mentioned 7.5k crits, lol. I was crit’n at 3.5k before and I personally agreed that was a hair high for the build. But it didn’t require a 30% cut. Why don’t you read the legitimate points here before you drop your childish, “I didn’t have the skill to play before, but now with 30% handicaps I die less! Yay!”

Ferocity: Let's do some math

in Guild Wars 2 Discussion

Posted by: IndigoSundown.5419

IndigoSundown.5419

ANet made a “10%” statement that seems to be predicated on critical chance somewhere in the 50% range. The higher the critical chance that you can maintain, the bigger the hit, but even then the overall hit to total DPS is nowhere near the hit to crit damage percent. Let’s say your critical percentage went from 262% to 225% (112% down to 75%).

@ 50% chance

.5 * 1 + .5 * 2.62 = 1.81
.5 * 1 + .5 * 2.25 = 1.625
1.81 – 1.625 = .185
.185/1.81 = 10.22% reduction

@ 85% chance

.15 * 1 + .85 * 2.62 = 2.377
.15 * 1 + .85 * 2.25 = 2.0625
2.377 – 2.0625 = 0.3145
0.3145/2.377 = 13.2% reduction

@ 100% chance
2.62 – 2.25 = .37
.37/2.62 = 14.12% reduction

What is taking a bigger hit is spike damage — a hit whose large numbers are caused by a critical on a skill with a high coefficient, sometimes coupled with full stacks of vulnerability.

Appreciate the effort, but reduction in my case means in overall crit damage, not in the actual percentage. 200 cd becomes 128 not 163. I can understand the misinterpretation, but it makes a massive difference in your numbers.

Also what you’re missing is that the changes are not linear across gear as they mentioned. Where you put your crit damage makes a MASSIVE difference, which is why I got hit so hard.

(EDIT)
Regardless of theoreticals, since I can maintain nearly 100% crit it was fairly easy to test before and after and saw a 30% reduction on the pve mobs I tested on. 3.5k -> 2.4k average crits. Rounding down for short periods out of ds and disregarding plague since it’s support not dps, I’d say it’s a fair assessment of the impact on my build. Theory is one thing…seeing it in action leaves no doubt.

I assume you’re talking about Life Blast spam in DS. Just how long are those “short periods” out of DS? What constitutes your DPS while not in DS? When out of DS, are you stacking vulnerability via Rending Claws, or do you use the Unyielding Blast trait to stack vulnerability with Life Blast? Reliance on vulnerability, which is how a Necro gets its best direct damage, would certainly accentuate the loss. You’re spiking with a specific skill that is available intermittently, and (probably) using vulnerability to increase your spike damage. My original post acknowledged that spikes would take a bigger hit, but spike and total DPS are not the same.

ANet never explained anything except that the “top DPS builds” would be taking a 10% hit to overall DPS. As with any discussion about statistics, unless you show all the numbers, you can make the stats show anything you want. All they did was to calculate the loss based on a ~50% critical chance and called it a day. As with many of their pronouncements, they did not provide a lot of detail, and stated the minimum effect.

Ferocity: Let's do some math

in Guild Wars 2 Discussion

Posted by: Big Tower.5423

Big Tower.5423

i got a 42% reduction…..

7800 hours ingame, and counting.

Ferocity: Let's do some math

in Guild Wars 2 Discussion

Posted by: himself.6970

himself.6970

Stats for my elementalist are
OLD: 2380 power, 56% crit chance, 109% crit damage
NEW: 2380 power, 56% crit chance, 73% crit damage

Using some formula I found last night on the forums I found that I ended up losing around 15% of my damage. I still don’t see why this was needed since if they wanted to buff condi builds for PvE they should have just removed the cap on certain conditions. I never ran into a fractal group that required zerker gear since those that had it could carry the ones that weren’t able to pull their weight. I can see people asking for gear checks now.

Loading…

Ferocity: Let's do some math

in Guild Wars 2 Discussion

Posted by: Big Tower.5423

Big Tower.5423

100 % critchance (hidden killer) 42% less critdamage… had 120 % now i am down at 78..

7800 hours ingame, and counting.

Ferocity: Let's do some math

in Guild Wars 2 Discussion

Posted by: Lishtenbird.2814

Lishtenbird.2814

I believe they talked about a 10% reduction while including the base stats, not individual stat nerfs.

20 level 80s and counting.

Ferocity: Let's do some math

in Guild Wars 2 Discussion

Posted by: Srolo.5208

Srolo.5208

So yeah as another necro that loved to run in a Deathshroud build…This change hurts. A lot. Where my life blast would hit between 3.5-4.5k per on full zerk targets, I’m lucky if I see a 3.5k crit on the high end. 2600-2700 damage per life blast is about average vs them now and nowhere near being able to keep up enough pressure on them.

Ferocity: Let's do some math

in Guild Wars 2 Discussion

Posted by: Sean.8274

Sean.8274

Stats for my elementalist are
OLD: 2380 power, 56% crit chance, 109% crit damage
NEW: 2380 power, 56% crit chance, 73% crit damage

Using some formula I found last night on the forums I found that I ended up losing around 15% of my damage. I still don’t see why this was needed since if they wanted to buff condi builds for PvE they should have just removed the cap on certain conditions. I never ran into a fractal group that required zerker gear since those that had it could carry the ones that weren’t able to pull their weight. I can see people asking for gear checks now.

According to my calculations, your AVERAGE DAMAGE (key word here), decreased by 10.66%. This is using formulas for average damage:
Average damage = Base damage * ( 1 + Critical Chance * ( Critical Damage + 0.5) )
found here

Lucy Ursa~80 Guardian | Worf Rozhenko~80 Warrior | Vera Valentine~80 Mesmer | Cupcake~80 Engi
King Arcturus X~80 Ranger | Suki Serra~80 Thief | Count Charon~80 Necro | Regulus Leo~80 Ele
HoD since launch

Ferocity: Let's do some math

in Guild Wars 2 Discussion

Posted by: Zine.2136

Zine.2136

My full celestial staff-www-ele went from 225% cryt dmg to 189%, so its a 36% reduction. Not to mention changes in Divinity/Traveller runes.
Did not check how much power did i get but as an example:
meteor shower + tornado = used to get max 7,5k cryt ; now 4,5k max

(189-225)/225 is -16% change in crit, not -36%. Can you pull up some combat logs to help compare exact numbers?

Ferocity: Let's do some math

in Guild Wars 2 Discussion

Posted by: Finaldeath.1059

Finaldeath.1059

As much as i hate to bring this up, you can blame the lack of holy trinity for this. Everyone is dps, everything can do massive amounts of dmg to you no matter what stats you have unless you dodge, and since you don’t need stats to be able to dodge everyone goes with the pure dmg boosting stats and with zerk being one of the main dmg dealer stat sets everyone goes on it. Healing in the game is so little and the effect from heal boosting stats is (in my experience) so minor that gearing for healing is also useless, so again that brings everyone to pure dmg dealing stat sets which is usually zerker. They decided that instead of making other sets more worthwhile they would nerf one of the main stats of the zerker set into the ground which does nothing but punish every other stat set and doing nothing to get people to switch from zerker. Critting often and critting hard is one of the main ways you deal tons of dmg in just about every rpg ever made, with no healers and no tanks everyone need to be doing tons of dmg. The dot caps during fights with a lot of people don’t help this either, just makes the stats that make those better not worth getting most of the time.

I apologize for bringing the holy trinity into this but i feel the lack of it is what is making any sort of balance to the game next to impossible for them to do.

Ferocity: Let's do some math

in Guild Wars 2 Discussion

Posted by: Thaddeus.4891

Thaddeus.4891

This post is so bad. There is people that actually did the math and there is an issue with their statements of 10% nerf. Its a real issue that Anet need to hear. But that post is simply non sense.

You check the critical damage nerf, not the damage nerf. So right there, you have no credibility. You also compare different gear like a weapon and some trinket. OF COURSE THEY NERF THE ASCENDED TRINKETS MORE. They said it clearly that they want to balance the critical damage so that every piece of gear was equal. Before the patch, the ascended trinket were far better to give crit damage than any other piece of gear. So they nerfed crit damage for armor and weapons by a smaller factor and nerfed the ascended trinket by a far superior factor so they get equal. That’s not news, that a good move actually.

Its bad because like i said, the 10% damage nerf for a full DPS toon was a lie (or more of an half truth) by Anet. But that kind of post don’t help us at all.

Thaddeauz [xQCx]- QC GUILD

Ferocity: Let's do some math

in Guild Wars 2 Discussion

Posted by: CC Danicia.1394

CC Danicia.1394

Community Coordinator

Hello all,

We have an open thread for feedback and questions here: https://forum-en.gw2archive.eu/forum/game/gw2/Game-Updates-Balance-bug-fixing-polish-Sigils Please leave your feedback on this thread so we can bring it to the Dev Teams.