Rune of Divinity [after crit dmg update]

Rune of Divinity [after crit dmg update]

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Posted by: FLiP.7680

FLiP.7680

When Anet change Prowess to Ferocity, will it be part of the +10 to all stats? And if so, can you make the extra +2% Critical Damage be +2% Boon Duration?

That would be great.

Rune of Divinity [after crit dmg update]

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Posted by: Flissy.4093

Flissy.4093

The +10 to all stats will likely change too. The bonus from the earlier runes will be weaker, and the last ones stronger.

Regardless, will still be a horrible rune choice much like now.

Light Up the Darkness
“Dear ANet, nerf Paper, Scissors is fine. Sincerely, Rock”
Elysaurus | Warrior | [LOL] | League of the Legendary | Gandara (EU)

Rune of Divinity [after crit dmg update]

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Posted by: RagingDragon.9475

RagingDragon.9475

The Ferocity change is really going to hit all Celestial Gear the hardest. In the case of these Runes, they will be changing out 2% Critical Damage for 10 Ferocity (current setup), which will probably end up being around 1% Critical Damage after the update. Essentially halving the current Critical Damage. But Anet has stated that they are aware of the issue, but have not responded if they will do about it, or what their options are.

Celestrial & Ferocity Balance

Commander Kane Ragingdragon
Knights of Ares [ARES] - Apply Now
Website: http://knights-of-ares.enjin.com/

(edited by RagingDragon.9475)

Rune of Divinity [after crit dmg update]

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Posted by: mercury ranique.2170

mercury ranique.2170

Raging, please dont talk in present sence, Itis not going to hit all celestial the hardest. This is what Anet said ‘wanted to stop by and say thanks for the feedback. We do feel that the celestial stat set will be hit the hardest with the upcoming critical damage changes, so we are looking at possibly boosting the overall stats by a small amount.
Also the celestial stat set in PvP is using a much lower stat multipliers than the PvE versions so we will be looking at changing this as well. Nothing is set in stone, but I wanted to let guys know this is something we are discussing.’

So they are recognising the potential problem and are looking into ways of fixing it. How its going to be fixed is unknow to us now, and what we end up with is unknown too. Thanks for linking the thread. it got all the information :P

Arise, ye farmers of all nations
Arise, opressed of Tyria!

Rune of Divinity [after crit dmg update]

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Posted by: RagingDragon.9475

RagingDragon.9475

But it is going to hit Celestial harder than the other Stat combos. That is unless it gets a significant boost. As we do not know if they will be boosting it, then in the present sense, it will be hit harder than Berserker’s with the changes. :P

Currently you get 710 Precision (Secondary Stat), and 71% Critical Damage in full Zerker Gear (Gear Only). After patch you will have 710 Ferocity (Secondary Stat), instead of a flat Critical Damage boost. ANet has stated they will be trimming Critical Damage by roughly 10%. So that original 71% Critical Damage will then be reduced down to around 64% (71 × .90 = 63.9). That is unless of course they remove a flat 10% making it 61%….. But let’s be generous stick with 64%. In theory 710 Ferocity should then be equal to 64% Critical Damage, which in turn means that it should take 11 Ferocity to equal 1% Critical Damage. So even if they change Divinity to +66 All Stats, they will still be reducing the Critical Damage by half. And if they increase the amount of Ferocity needed above 11, it will be even more detrimental to run Celestial themed gear.

Commander Kane Ragingdragon
Knights of Ares [ARES] - Apply Now
Website: http://knights-of-ares.enjin.com/

(edited by RagingDragon.9475)