Ferocity only made things more confusing

Ferocity only made things more confusing

in Guild Wars 2 Discussion

Posted by: Chase.8415

Chase.8415

In my opinion, the change with critical damage and it being replaced with ferocity only made things more confusing. I don’t recall anyone complaining that it was difficult to understand because it didn’t appear to be the same as the other stats.

People only complained that critical damage was too strong, all they needed to do was decrease the values on the gear, not implement a new stat to make it confusing.

To make matters worse, it won’t apply to structured PvP at all! You’ll have Crit Damage in PvP and Ferocity in PvE… doesn’t make much sense to me

Ferocity only made things more confusing

in Guild Wars 2 Discussion

Posted by: Healix.5819

Healix.5819

Crit damage has always been broken because it wasn’t properly weighted compared to other stats. Instead of giving accurate percentages, they rounded them. This caused inconsistencies between slots, making berserker gear over budgeted in some slots.

Crit damage was weighted differently per slot:
Helmet: 1% = 16 (attribute points)
Shoulders: 1% = 12
Chest: 1% = 14.4
Gloves: 1% = 12
Legs: 1% = 16
Boots: 1% = 12

Now it’s all equal:
1% = 15

(edited by Healix.5819)

Ferocity only made things more confusing

in Guild Wars 2 Discussion

Posted by: Chase.8415

Chase.8415

Crit damage has always been broken because it wasn’t properly weighted compared to other stats. Instead of giving accurate percentages, they rounded them. This caused inconsistencies between slots, making berserker gear over budgeted in some slots.

Crit damage was weighted differently per slot:
Helmet: 1% = 16 (attribute points)
Shoulders: 1% = 12
Chest: 1% = 14.4
Gloves: 1% = 12
Legs: 1% = 16
Boots: 1% = 12

Now it’s all equal:
1% = 15

Thank you, this makes a lot more sense now.