I’ve been trying to work out some of the more puzzling game-rules/coding that runs some of the secondary mechanics and attributes in GW2 and there’s very little info available.
So if anyone’s interested perhaps we can post and reply as a community to some of the more head-scratching examples in this thread.
If it gets a bit too confusing perhaps someone from the testing community can help clear things up.
Puzzle 1: Protection’s real value.
Ok so the tool-tip states Prot is worth 33% damage reduction. But depending at which point the mitigating clause enters the code it de-values.
An example:
1000 weapon damage x 2000 power x 1.0 (skill co-efficient) / 3000 armour = 666.6 true damage
(so in this example, 3000 armour gives a damage reduction of 33.3%, roughly the same as prot).
However, if the mitigating Prot clause is added post true damage it multiplies against itself:
666.6 × 0.33 = 219.9 damage. (i.e dealing 446.7 true damage overall).
Therefore, if the clause is 2 part, the armour mitigates for 33.3% whereas the Prot mitigates for 22% damage. Giving an overall damage reduction value of 55.3%
If the coding works together though (the mitigating factors are combined), then it works as the supposed 66.3%
Q: When/how does Protection enter the mitigating clause?
Puzzle 2: Anti-condi duration. Scaling or combined?
Similar to the Prot puzzle, the way condi duration is valued is v sketchy.
Lets take attributes vs food values for example:
An example:
You gain +40% condi-duration from attributes but face an enemy with -40%. (Using Warrior Sword Flurry as an example).
Full Flurry is worth 4s baseline. 4 × 1.4 = 5.6s adjusted.
5.6 × 0.6 = 3.36s adjusted.
Therefore, if condi-duration factors are isolated clauses (from both sources). Anti-duration is worth more than Plus-duration.
However, if there is a coding clause that compares the duration attributes and gives a resulting value overall, it comes out as equal (Negating).
Q: Does Condition Duration resolve in an independent clause or not?
Puzzle 3: Damage Scaling Abilities/Traits.
It is very unclear how percentage damage increase compare in real terms to flat increases.
Take the Warrior Trait ‘Destruction of the Empowered’. It increases outgoing damage by 3% for each boon on your target.
However, it isn’t clear when the multiplier is added. Is it only added to the ‘weapon damage’ quota of the DD formula? Is is multiplied after the entire DD damage formula but before mitigating factors? Is it multiplied post mitigating factors?
This is a difficult to account for because it obviously scales incredibly well depending on your power and might stacks.
It is also unclear how it interacts with Crit. Is it multiplied post Crit and therefore worth both 3% increase in DD and Crit %?
Q: At what point are scaling clauses added to the damage formula?
- suggestion – make trait sourced multipliers scale before mitigating factors but vulnerability scale post-mitigation, making vulnerability worth more – placing it higher in priority (or make it consider crit and be worth +1% on DD and +1% Crit).
I know this is a bit of a nerd-fest, but I thought it’d be useful to some and interesting to others to try and work it out.
I may be way off but I can’t be the only one who scratches their head with this stuff when trying to craft builds.
Please feel free to add your own mechanics ‘puzzles’ below.
Insight and discussion is welcome.