I recently came across an article about the upcoming changes to critical damage and the introduction to Ferocity. -> https://www.guildwars2.com/en/news/learn-about-critical-damage-changes/ Up until I had read this, I had not heard of any specific figure to be added to the celestial armor when ferocity came out, instead just general banter that celestial needed to be beefed up as it would be hurt badly… But reading this concerned me as it seems like the “fix” (6% stat increase) is a drop-in-the-bucket to what they’re taking away.
Celestial gear is losing its biggest stat (by a long shot) in critical damage switching to ferocity but a 6% increase means virtually nothing. When broken down, if using 100% celestial armor, weapons, and trinkets 6% is 28 total stat points per stat. A full celestial build currently gets 31% chance to critical, and +73% critical damage, with the new and “improved” celestial armor it’ll get 32% chance to critical, and +31% critical damage. Non-critical damage will be improved by 2% (celestial gear accounts for 1/3 of the power of it’s wearer, 2/3 coming from their base power, thus a 6% gear boost means +2% power) while critical damage will drop 42%.
Simple calculations using base of 1000 damage:
Non critical: before – 1000, after – 1020
Critical : before – 2230, after – 1846
chance to crit: before – 31%, after 32% (51% and 52% if using perma-fury, as many do)
Average damage: before – 1381, after – 1284 (1627 and 1450 with perma-fury)
What does that calculate out to? a 7% lower damage output, without fury, and an 11% lower damage output with fury. Keep in mind that the vast majority of celestial builds focus on 100% fury up-time simply because their damage is extremely low compared to nearly all other builds already. So what will the wearer get in return? About 28 toughness (roughly 2% boost to damage reduction), 280 hit points, 1.5 damage per second per bleeding stack, and +3.5hp per second regeneration.
While I do realize that the critical damage stat is currently dis-proportionately high in the current set-up, that is the ONLY thing that made celestial even remotely viable. Celestial was never considered the best, or even in the top 5, but was considered to be rather versatile. Now, if a 6% boost is all that’s given in return for it’s immensely reduced damage output, 100% celestial gear can NEVER be viable in ANY situation… It’s damage output, which is bad to begin with, will soon be outright terrible.
Celestial seems as though it was designed to be special. It’s harder to get than nearly all other stat combos; forcing the potential wearer to make charged quartz crystals every day for a month just to get an armor set… So why does it seem like you’re trying to kill it? Perhaps it’s not out of intent, but it always seems to be an unintended causality of every “major improvement” to the game. Magic Find used to be 1 of 2 reasons to use celestial, at least for a couple pieces, the other reason was critical damage. Now both reasons to use celestial are soon to be gone, and celestial is going to get next-to-nothing in return.
I’ve heard it proposed before to move celestial from 5/8 minor stat to 6/8 minor stat numbers, and would that really be a bad thing? It still could never be the best in anything, or even the second best, but it would be viable for pretty much everything. After taking 95% of the reason to wear celestial, a 6% increase of remarkably low numbers will not undo the damage; and if 6% does end up being all that is given, I have little doubt that celestial usage will disappear almost entirely from the game as it will be entirely useless. I’ve been one of the few that actually likes and uses celestial, but as of reading the above article, I’m budgeting to change over a dozen pieces of exotic armor on a few of my characters as soon as the change hits… Of course, I hope I don’t have to.
(edited by Cynar Valdyr.7854)