12.8k warlock hit, I am clearly the best
People also haven’t realized that with the Ferocity change crit damage in pvp on the zerker amulet actually got buffed. That’s why everything is hitting harder. It’s amazing that this happens and people complain but thieves have been backstabbing for 10k+ since always.
The crit damage just needs to be lowered again that’s all if you guys a really think it’s so bad.
They only think its bad because its not a thief doing the damage.
They think its bad because its a IA (where the mesmer its in stealth) doing the damage. The thief must be exposed, and BS have position requirements, melee range and puts revealed on the thief. Mesmer only push a button and facerrolls in stealth
Thief must be exposed? Not entirely true. Dealt with a very annoying one that was in stealth most of the time, dropping poison fields and doing other things, and they can hit very hard coming out of stealth.
Besides, phantasms/clones are the mechanic of mesmers. Without the phantasms, mesmer can’t deal much actual damage. As others have also said, the mesmer went in stealth? How about attacking the things actually dealing damage to you? You can kill them so easily… I am almost surprised by how many people will stand there and take a full hit from the berserker and duelist, and very irritated by the few that dodge everything.
I know I can say that in WvW/PvE I have not noticed any change. PvP I haven’t tested myself but from what others are saying they are seeing the same as it always has been. So if something is broken now, it isn’t that the phantasms themselves are suddenly stronger. Perhaps there is an issue with sigil/rune/might combination? I’m not testing it in WvW, because no way am I spending the money on the runes to test, nor would I give up my current runes.
To another poster:
Most of the complaints against thieves and their backstab that I have heard has been WvW, and it’s primarily the fact they stealth so much, can do a lot of damage, and get away, while defeating most skills because you can’t target them. I’ve started to play thief there to learn more about it, and get some revenge. Despite the fact I don’t stealth myself, I already was doing well against them, though. But PvP? Power is more often than not weak compared to conditions, although some teams do make very good use of power.
As for other complaint about guardian spirit weapons? They did crazy amounts of damage before the patch, so again I don’t think it’s actually changed? And without those weapons the guardian was… I think the word he used was lackluster until recharge.
And the Svanir/Chieftain/etc doing more damage? Well shouldn’t they actually do something? I mean, they are being attacked, and are a way to get bonuses/points, and aren’t meant to be a punching bag.
And neither did I. I hopped ingame and tested out the iWarlock thoroughly. It has precisely the same damage coefficient and scaling as pre-patch. People are just having fits because of the strength runes and battle sigil combo boosting damage.
I have tested this on my mesmer in actual matches and the damage from phantasms is clearly bugged in some way as it is 20-30% higher than pre-patch with no rune or sigil changes. I don’t know why you would want to keep the game unbalanced.
And neither did I. I hopped ingame and tested out the iWarlock thoroughly. It has precisely the same damage coefficient and scaling as pre-patch. People are just having fits because of the strength runes and battle sigil combo boosting damage.
I have tested this on my mesmer in actual matches and the damage from phantasms is clearly bugged in some way as it is 20-30% higher than pre-patch with no rune or sigil changes. I don’t know why you would want to keep the game unbalanced.
9/10 mesmers who tested the damage of phantasms pre-patch and post-patch say it hasn’t changed a thing. You are the tenth.
I don’t really mind if they nurf it, just don’t say there is a hidden “bug” somewhere that causes it to deal more damage without any evidence whatsoever. Damage coefficient stayed the same. I run a few tests using the damage formula on wiki after I dealt 9k damage to a thief using phantasmal swordsman. The maximum crit damage of the phantasm appeared to be 7k (We weren’t sure if any might/vulnerability stacks were applied). However, some threads indicate that the phantasms use their own weapons with their own weapon strength and the strength of their weapon could potentially be higher than a one-handed sword. If that’s the case, then it means there are no “hidden” bugs. If you want this to be nurfed, then simply request that the coefficient of the phantasmal swordsman’s damage is reduced. Don’t say that the damage got increased after the patch because all the evidence so far indicate otherwise.
Mesmers also arent on the receiving side of the damage, you can say nothings changed while critting 9k on someone with 3.2k armor. But until you constantly go up against it like the rest of us, just stop.
[url=https://] [/url]
And neither did I. I hopped ingame and tested out the iWarlock thoroughly. It has precisely the same damage coefficient and scaling as pre-patch. People are just having fits because of the strength runes and battle sigil combo boosting damage.
I have tested this on my mesmer in actual matches and the damage from phantasms is clearly bugged in some way as it is 20-30% higher than pre-patch with no rune or sigil changes. I don’t know why you would want to keep the game unbalanced.
9/10 mesmers who tested the damage of phantasms pre-patch and post-patch say it hasn’t changed a thing. You are the tenth.
I don’t really mind if they nurf it, just don’t say there is a hidden “bug” somewhere that causes it to deal more damage without any evidence whatsoever. Damage coefficient stayed the same. I run a few tests using the damage formula on wiki after I dealt 9k damage to a thief using phantasmal swordsman. The maximum crit damage of the phantasm appeared to be 7k (We weren’t sure if any might/vulnerability stacks were applied). However, some threads indicate that the phantasms use their own weapons with their own weapon strength and the strength of their weapon could potentially be higher than a one-handed sword. If that’s the case, then it means there are no “hidden” bugs. If you want this to be nurfed, then simply request that the coefficient of the phantasmal swordsman’s damage is reduced. Don’t say that the damage got increased after the patch because all the evidence so far indicate otherwise.
9/10 mesmers say power block on autoattack is correct and no broken
Befor patch i hit enemy maybe for 5k in sPvP(berserker phantom), after patch ? 9k dmg is not rare.
Same on Thief,Thief guild elite skill – melee Thief hit for 3.5k, ranged Thief 185 per shot on unload and 2.5k crit !! All AI DMG after patch is broken.
And AI NPC in arena or training NPC in Mist ? Engineer NPC in mist hit me for 14.5k. before patch hardly for 8k.
Fredy Brimstone lvl 80 Mighty Warrior
Oupí lvl 80 Immortal Guardian
(edited by Evilek.5690)
There is currently a bug with all NPC damage in PvP being higher than intended. We are shooting to get this fixed before the Tournament of Legends.
Bra (80 Guard), Fixie Bow (80 Ranger), Wcharr (80 Ele)
Xdragonshadowninjax (80 Thief)
will this take another 8 month to fix?
Probably longer, seeing as it isn’t broken, there’s just a high quantity of fools that think it is.
Yknow what I did when pets started dealing twice as much damage as normal? I reported it. I didn’t come on the forums claiming it had always been like that. Grow up.
And neither did I. I hopped ingame and tested out the iWarlock thoroughly. It has precisely the same damage coefficient and scaling as pre-patch. People are just having fits because of the strength runes and battle sigil combo boosting damage.
Good testing bro.
Kinda funny.
Victim: “Mesmer Phantams hitting way too hard!!!!”
Mesmer: “Na, I could always do that. L2P and don’t nerf me!”
Anet: “Npc damage is bugged atm.”
Victim: “You were saying?”
There is currently a bug with all NPC damage in PvP being higher than intended. We are shooting to get this fixed before the Tournament of Legends.
I knew it! Smokebomb for the mesmer downed state is hitting crazy hard too.
Yeah…. I’m not going to say anything about mesmer/thief/anyone doing too much damage, but I’m just going to say that that Guardian AI in Heart of the Mists downed me in 3 hits. Sure, I’m playing a glass thief but yeah…. not sure if that should happen or not, just sayin’.
Soo I wasn’t that bad afterall
There is currently a bug with all NPC damage in PvP being higher than intended. We are shooting to get this fixed before the Tournament of Legends.
Hmm really fast
Bug Fix
Fixed a bug that caused NPCs and player-summoned creatures to hit for excessive damage in sPvP.
Fredy Brimstone lvl 80 Mighty Warrior
Oupí lvl 80 Immortal Guardian
will this take another 8 month to fix?
Probably longer, seeing as it isn’t broken, there’s just a high quantity of fools that think it is.
Yknow what I did when pets started dealing twice as much damage as normal? I reported it. I didn’t come on the forums claiming it had always been like that. Grow up.
And neither did I. I hopped ingame and tested out the iWarlock thoroughly. It has precisely the same damage coefficient and scaling as pre-patch. People are just having fits because of the strength runes and battle sigil combo boosting damage.
Good testing bro.
HAHAHAHHAHA!
On a side note:
Fixed a bug that caused NPCs and player-summoned creatures to hit for excessive damage in sPvP.
Fixed a bug that caused NPCs and player-summoned creatures to hit for excessive damage in sPvP.
The Lesh Prince comes through again!! This guy is wizard!!! Give him a raise!!!
Thanks for the hot-fix, that was badly needed.
will this take another 8 month to fix?
Probably longer, seeing as it isn’t broken, there’s just a high quantity of fools that think it is.
Yknow what I did when pets started dealing twice as much damage as normal? I reported it. I didn’t come on the forums claiming it had always been like that. Grow up.
And neither did I. I hopped ingame and tested out the iWarlock thoroughly. It has precisely the same damage coefficient and scaling as pre-patch. People are just having fits because of the strength runes and battle sigil combo boosting damage.
Good testing bro.
HAHAHAHHAHA!
On a side note:
Fixed a bug that caused NPCs and player-summoned creatures to hit for excessive damage in sPvP.
Yea, it’s amazing the rabid class fanboyism this game inspires :/
This fix works on Thief guild Before patch ranged Thief make 181 dmg after patch 121 dmg and melee Thief before patch 2.2k DMG and after 1687 DMG
Thx for fast fix
Fredy Brimstone lvl 80 Mighty Warrior
Oupí lvl 80 Immortal Guardian
(edited by Evilek.5690)
will this take another 8 month to fix?
Probably longer, seeing as it isn’t broken, there’s just a high quantity of fools that think it is.
Yknow what I did when pets started dealing twice as much damage as normal? I reported it. I didn’t come on the forums claiming it had always been like that. Grow up.
And neither did I. I hopped ingame and tested out the iWarlock thoroughly. It has precisely the same damage coefficient and scaling as pre-patch. People are just having fits because of the strength runes and battle sigil combo boosting damage.
Good testing bro.
I’ve been playing PvP regularly since the patch (instead of PvE, thanks megazergers) and haven’t noticed an increase in the damage I do nor in the damage I receive. I’m generally interested in reading bug threads so turned on combat log but again, didn’t see any substantial numbers. So if there is a bug, it’s not a 100% repro or a lot more people would’ve complained.
I did, however, receive a “this gonna be nerfed!” warning after finishing a guardian with stealth plus distortion in a 2 (we) vs 1 (him) fight.
(edited by Lishtenbird.2814)
It’s hilarious that, even after the bug is confirmed, some people still insist it’s not a bug. My god.
because there is no increase. its the rune of strentgh combinet with the battle sigil. it is silly dmg output. i didnt see any change in wvw at all untill i swpped to those runes. of course dmg is ridiculous with an overpowered rune. hello anet check the rune and sigil and then u will see why phantasms deal more dmg
[AVTR]
Isle of Kickaspenwood
I wonder if those few people who just got proven wrong will show up in this thread again? Its gotta be embarrassing to call us all wrong and end up wrong yourself.
Also thanks for finding the bug King Lesh
[url=https://] [/url]
It’s hilarious that, even after the bug is confirmed, some people still insist it’s not a bug. My god.
because there is no increase. its the rune of strentgh combinet with the battle sigil. it is silly dmg output. i didnt see any change in wvw at all untill i swpped to those runes. of course dmg is ridiculous with an overpowered rune. hello anet check the rune and sigil and then u will see why phantasms deal more dmg
WvWvW is sPvP ? WOW !!! This bug was only in sPvP
Fredy Brimstone lvl 80 Mighty Warrior
Oupí lvl 80 Immortal Guardian
There is currently a bug with all NPC damage in PvP being higher than intended. We are shooting to get this fixed before the Tournament of Legends.
edit: nvm….the official patch notes does indicate it was only in spvp.
(edited by Naracion.6597)
Also, the test ai mobs are hitting really hard since the patch. Their downed state throws hit for 2k!
Or was an increase in their damage meant to happen?
^
Those test mobs hit crazy hard. It’s kind of fun having to be extra careful around them but even if you manage to avoid 100% of their attacks they can kitten near kill you in downed state. Meaning executing a finisher is extremely risky. The Guard and Elementalist in particular are absurdly dangerous.
Champion: Phantom, Hunter, Legionnaire, Genius
WvW rank: Diamond Colonel | Maguuma
Still dealing the same amount of damage, regardless of the fix. Oh well, at least there will be no complains any more, even though nothing changed for the mesmer.
Can we please get the weapon strength of the phantasms? The damage formula on the wiki shows less damage than the current damage when using the sword’s weapon strength.
Edit: Apparently when hitting light armor golems the damage has been reduced by approximately 1k. Damage on heavy golems looks like the same as before, perhaps the difference is unnoticeable.
(edited by Silvanus.5821)
Just did some tests in the mist. I’m not 100% sure if/how the damage changed. The maximum hits I get from my iSwordsman are about the same. Interestingly, the non-crit attacks appear to be 25% lower. My iWarlock appears to deal 25% less damage in general. But that’s just from some quick golem smacking so the sample size isn’t sufficient.
Since the ‘bug’ is fixed I added a nice post-patch screenshot of my iSwordsman hitting for about 6k. But naaaaah, Phantasms couldn’t possibly hit for such damage. Silly me saying something like that. I’m quite obivously denying or hiding something. Don’t blame the Might. Blame the bug!
Even if the damage was increased by a bug – let’s assume it is about 25% less now – have fun being hit by ‘only’ 10k from the iWarlock. I can already hear new complaints coming.
This news about the NPC/Summoned AI damage bug seriously made me jump for joy. I’ve been so frustrated playing my thief lately against the Mists AI as even when I tried making myself super tanky, I still got demolished by the guardian and especially that necro. The downed necro was terrifying as their channeled attack did serious damage.
Glad it’s just a bug and got fixed. Thanks ANet!
@Xaylin
I’ve already gotten a complain today by a ranger for hitting too much with my phantasms. Apparently he didn’t check to see that the “bug” was fixed. This just proves how one person makes a claim and then everyone go along with it without any evaluation.
The downed necro was terrifying as their channeled attack did serious damage.
How was the necro’s channeled skill affected by this fix? This just proved my previous point.
(edited by Silvanus.5821)
Apparently he didn’t check to see that the “bug” was fixed.
You must have been cheating or the bug isn’t fixed.
Yeah… that got to be the only explaination. I smell conspiracy.
I didn’t abuse something, that means it didn’t exist doesn’t exist and anyone saying otherwise is crazy.
@Xaylin
I’ve already gotten a complain today by a ranger for hitting too much with my phantasms. Apparently he didn’t check to see that the “bug” was fixed. This just proves how one person makes a claim and then everyone go along with it without any evaluation.The downed necro was terrifying as their channeled attack did serious damage.
How was the necro’s channeled skill affected by this fix? This just proved my previous point.
How is the NPC (caps so that you pay attention ) necro skills are affected by the bug that pumped npcs damage?? hmm i do not compute
It feels like the damage is super random; sometimes it takes vuln into account; other times it doesnt and does the same damage. :/ feels broken as hell
Non-crit damage is always super low; 1.8k highs. even with 25 might 25 vuln.
(edited by Darnis.4056)
There is currently a bug with all NPC damage in PvP being higher than intended. We are shooting to get this fixed before the Tournament of Legends.
can you pls tell us how much more is the dmg?
I got hit by a 16.5k kill shot on my 13k hp guardian, I thought that was interesting…
will this take another 8 month to fix?
Probably longer, seeing as it isn’t broken, there’s just a high quantity of fools that think it is.
Yknow what I did when pets started dealing twice as much damage as normal? I reported it. I didn’t come on the forums claiming it had always been like that. Grow up.
And neither did I. I hopped ingame and tested out the iWarlock thoroughly. It has precisely the same damage coefficient and scaling as pre-patch. People are just having fits because of the strength runes and battle sigil combo boosting damage.
Good testing bro.
HAHAHAHHAHA!
On a side note:
Fixed a bug that caused NPCs and player-summoned creatures to hit for excessive damage in sPvP.Yea, it’s amazing the rabid class fanboyism this game inspires :/
Eh. The playerbase is similar in all games