http://www.youtube.com/channel/UCIj3Z-gk5_7Zs17CQJNKkfg?feature=guide
What Sigil Does More Damage
http://www.youtube.com/channel/UCIj3Z-gk5_7Zs17CQJNKkfg?feature=guide
Sigil of Fire…
Resident Thief
Sigil of Air is going to do the most damage in the majority of cases
Force or Air seems to be the question then?
http://www.youtube.com/channel/UCIj3Z-gk5_7Zs17CQJNKkfg?feature=guide
Actually heard the opposite. Fire does more damage despite being AOE.
Really would like to know the answer to this question. Someone out there must of tested it and knows!!!
http://www.youtube.com/channel/UCIj3Z-gk5_7Zs17CQJNKkfg?feature=guide
Actually heard the opposite. Fire does more damage despite being AOE.
No, it does not.
Sigil of Fire co-efficient: 1.0
Sigil of Air co-efficient: 1.1
Resident Thief
I jumped to the mist grabbed the 2 sigils, and tested them, and Air hits harder than Fire, but not by much.
Fire wakittenting for 500-600, and Air wakittenting for 600-700
There where just some quick tests, Fire almost alwaykitten around 550 and Air almost alwaykitten around 630.
Edit: stupid filter, the words “Always” and “Hit” isnt code for some bad word.
(edited by XelNigma.6315)
Looking at the options is not as simple as it seems.
Taking a base of 10 seconds and 1 attack per second we get, base damage of 1000!
-Sigil of Strenght! -> 1 stack of might per crit with a cd of 2 secs. (Max of 5 Might boons when no Boon duration up, and considering you had the luck of 100% crit on hit):
2 strikes with 5 might + 2 strikes with 4+ 2 with 3, 2 with 2 and 2 with 1 Might boon =
(10+8+6+4+2)(352) = 2100 added Power
So the total damage would be = 10000+2100 = 12100
-Sigil of Force -> 5% damage per attack for every attack. (10 strikes)
You give 5% for each strike so total is 10* (1000 +5%*1000) = 10500!
- Sigil of Air/Fire -> 1 attack per crit with a 5 secs cd ( 2 strikes) considering you crit hit with a 100% chance!
You inflict 10000+ 2x(Sigil damage) Air damage > Fire damage.
So in the end we can see that:
- For lower power chars, they would benefit more from Strenght, instead of Force or Air, as long as the boons are not stripped.
- For increasing attack speeds, the +% will increase its damage more than those with a cooldown as the cooldown is unnafected by the attack speed.
- For Strenght and Air, it was considered the maximum chance of critting. However, they have a inbued 30% chance that rolls after your chance of critting (that is 50% also) that may greatly influence the outcome.
So you see there are too many variables that may affect the result. Therefore it is inconclusive that one is best than other. I prefer the Air, because when it hits, it huts a lot
/cheers
I like force. 5% always, no downside, no condition, no ifs no buts no stacks.
Sigil of Night + Ascalon Weapon for easy night detection, nothing wrong with that.
Sigil of Fire is great if you have a single target weapon but want to tag mobs for loot.
Air does the most single-target damage out of your options, so long as you have the Crit Chance. If you’re not that high on Crit Chance, Force will be better for you.
Conclusion to the lovely people above.
High crit chance – Sigil of Air (Or Fire will do more aoe, not single target)
Low crit chance – Sigil of Force
Low power – Sigil of strengh
Thank you very much ladies and gentleman, you have been a great help.
http://www.youtube.com/channel/UCIj3Z-gk5_7Zs17CQJNKkfg?feature=guide
Warrior with Air – 3260 power – avg 1200 damage from sigil
Mesmer with Fire – 3294 power – avg 900 damage from sigil
Tested on Dolyaks at Snow Climb in Frostgorge.
Fire is better with more than 1 enemy. Is 300 damage per 5 seconds worth the loss of AoE? For you to decide based on what you do.
Taking a base of 10 seconds and 1 attack per second we get, base damage of 1000!
-Sigil of Strenght! -> 1 stack of might per crit with a cd of 2 secs. (Max of 5 Might boons when no Boon duration up, and considering you had the luck of 100% crit on hit):
2 strikes with 5 might + 2 strikes with 4+ 2 with 3, 2 with 2 and 2 with 1 Might boon =
(10+8+6+4+2)(352) = 2100 added PowerSo the total damage would be = 10000+2100 = 12100
This is on odd and confusing way of calculating (I can’t even tell if you’re right). Also the sigil is 30% chance of might. Even then you’ll average about 5 stacks of might constantly. 5 stacks is 175 power. The equation for damage from the wiki is:
Damage done = (weapon damage) * Power * (skill-specific coefficient) / (target’s Armor)
The power at which sigil of force becomes better will be:
x+175 = 1.05x
or 3500 power if you can keep 5 stacks.
With 50% crit and 2 attacks per second (most weapon chains are 1 per 0.5 sec) and 30% chance to gain might you need an average 6 attacks or 3 seconds to proc might. That’s 5 seconds with the CD per stack or only 3 constant stacks. The breakeven is now 2100 power.
Sigil of Might also boosts condition damage, it will be better if you stack rabid/rampager and use conditions as primary source of damage.
Sigil of Night is best for zerker when you can use it. Sigil of Force otherwise.
Sigil of Might is good on characters that both attack very quickly (I.E., in an AoE) with a high crit chance that benefit from both power and condition damage.
I think of it as the Grenade Kit Engineer sigil, but obviously it has some applications elsewhere.
What do you think would be best on a GS mesmer? They have 3 chances to crit with Spatial Surge, since it hits 3 times per strike, right?
NSP – northernshiverpeaks.org
fire > all imo.
sigil of strenght has 2sec cooldown.
air is single target.
force is ok.
but fire improves your burst and it is aoe.
using it with gs with my mesmer and it becomes quite a good aoe weapon
I’ve been told you don’t get logs of the damage done to training dummies – so how is this test being done?
Or have I been informed incorrectly / is there some setting to make it log?
JAH Bless – Equal Rights and Justice for all.
Justice And Honor – Tarnished Coast.