The tool tip for the second tier of the Cannon Mastery and Ballista Mastery abilities shows the wrong percent increase. The tool tip for both of these should say that it increases damage by 25%
Cannon and Ballista Mastery Incorrect Tooltip
So glad I started putting points into Ballista Mastery already.
Godhead Priest Endexa
Necromancer
Anvil’s Last Stand [ALS]
Necromancer
Anvil’s Last Stand [ALS]
25% is a huge increase. 2% sounded good enough.
1st person worldwide to reach 35,000 achievement points.
2% sounded good enough.
Quiet, you.
Whoah.. Ballista mastery ftw!
Dius Vanguard [DiVa]
Gandara – WvW Warrior
Gandara – WvW Warrior
Very interesting…
As a note though, it showed as “.5%” on my client, at least last night. Thought it was a bit funny. “Half of a percent, huh? Ill be unstoppable!”
Henosis [ONE]
06-04-13
NEVER FORGET
06-04-13
NEVER FORGET
25% damage increase? Where does it max out at? Seems disproportionate to the seige damage reduction amounts. Maybe I’m missing something.
Yams One/Two/Three/Four/Five/Six
SBI
SBI
So…
Ballista Mastery
- +25% for 15 points
Siege bunker
- +5% for 70 points
Seems a bit … skewed, but okaaaaay.
(edited by Svarty.8019)
25% damage increase? Where does it max out at? Seems disproportionate to the seige damage reduction amounts. Maybe I’m missing something.
Only one of the points in those lines gives the damage increase, the other points give things like new skills or increased range.
Godhead Priest Endexa
Necromancer
Anvil’s Last Stand [ALS]
Necromancer
Anvil’s Last Stand [ALS]
This cant be serious? Why not increase keep door/wall HP while you are at it? And also change the name of the game to TurtleWars.
Aneu | [VoTF]
http://www.votf.net
http://www.votf.net
(edited by Aneu.1748)
I was gonna say… 0.5% increased cannon damage… c’mon
So a couple of upgraded ballistas and a pimped toon or two are going to make a real mess of anything that gets in range.
Shame I have so many mains, would be nice to be able to reach the rank points needed for this on all 10 toons before hell freezes over, but apparently it’s Ok to kitten myself by switching toons as it’s ‘character (re) progression’.
Makes having these abilities character bound almost as stupid as having Wexp character bound- 25% is insane.
Victory, Beings Lost On Borderlands (BLOB), SFR & Gandara (inactive)
This cant be serious? Why not increase keep door/wall HP while you are at it? And also change the name of the game to TurtleWars.
To be honest we need more turtling in WvW anyway.
The tool tip for the second tier of the Cannon Mastery and Ballista Mastery abilities shows the wrong percent increase. The tool tip for both of these should say that it increases damage by 25%
Matt: Could you quickly clarify a question that was raised about the abilities: Are the effects for each level cumulative or additive? For example, does tier 2 of Guard Killer upgrade your damage to 2% TOTAL, or does it ADD 2% damage for that tier, for a total of 3% (1%+2%)?
The tool tip for the second tier of the Cannon Mastery and Ballista Mastery abilities shows the wrong percent increase. The tool tip for both of these should say that it increases damage by 25%
Honestly it doesn’t make no sense by comparison with the defensive stats against siege weapons increase (25% vs 5%) unless those are wrong as well. They should balance each other out offense and defense.
Grand Emperor Of Common Sense
The tool tip for the second tier of the Cannon Mastery and Ballista Mastery abilities shows the wrong percent increase. The tool tip for both of these should say that it increases damage by 25%
Honestly it doesn’t make no sense by comparison with the defensive stats against siege weapons increase (25% vs 5%) unless those are wrong as well. They should balance each other out offense and defense.
5% reduced damage from all types of siege – Rams, Catapults, Trebuchets, Ballistae, Arrow Carts, Golems, Burning Oil, Cannons, Mortars.
vs.
25% increased damage from ballistae or cannons.
Seems fine to me.
Godhead Priest Endexa
Necromancer
Anvil’s Last Stand [ALS]
Necromancer
Anvil’s Last Stand [ALS]
The tool tip for the second tier of the Cannon Mastery and Ballista Mastery abilities shows the wrong percent increase. The tool tip for both of these should say that it increases damage by 25%
Honestly it doesn’t make no sense by comparison with the defensive stats against siege weapons increase (25% vs 5%) unless those are wrong as well. They should balance each other out offense and defense.
5% reduced damage from all types of siege – Rams, Catapults, Trebuchets, Ballistae, Arrow Carts, Golems, Burning Oil, Cannons, Mortars.
vs.
25% increased damage from ballistae or cannons.Seems fine to me.
So, basically 45% reduced damage from Siege if you take them all into account. That seems reasonable to me.
Tarnished Coast
[FUNK] Squad
[FUNK] Squad
Matt: Could you quickly clarify a question that was raised about the abilities: Are the effects for each level cumulative or additive? For example, does tier 2 of Guard Killer upgrade your damage to 2% TOTAL, or does it ADD 2% damage for that tier, for a total of 3% (1%+2%)?
Please answer this if it is ADDitive maxing out the supply tree would mean you could hold 25 supply total which would be sweeeeeet!
So, basically 45% reduced damage from Siege if you take them all into account. That seems reasonable to me.
I’d say that math is more then a little bit off.
Its cool that a dev actually did come here and communicated this bit of information.
(edited by Terrahero.9358)
The tool tip for the second tier of the Cannon Mastery and Ballista Mastery abilities shows the wrong percent increase. The tool tip for both of these should say that it increases damage by 25%
Honestly it doesn’t make no sense by comparison with the defensive stats against siege weapons increase (25% vs 5%) unless those are wrong as well. They should balance each other out offense and defense.
5% reduced damage from all types of siege – Rams, Catapults, Trebuchets, Ballistae, Arrow Carts, Golems, Burning Oil, Cannons, Mortars.
vs.
25% increased damage from ballistae or cannons.Seems fine to me.
So, basically 45% reduced damage from Siege if you take them all into account. That seems reasonable to me.
Your math is way off lol. MrHaze said it correctly.
Entropy, Class lead Necromancer.
Tarnished Coast.
Tarnished Coast.
Yeah it’s kinda confusing. You don’t know if each level adds more to the previous lvls or not.
Because 1+2+3+4+5 supply extra are 15 extra, adding to this the extra 15 you can carry yourself eith the camp upgraded it’s like: hey! We are 10 guys and can build 5 arrow carts and 4 rams! Just us!
Or no wait! We’re 10 and can build 3 siege ninja golems!
Asterilla
Ranger charr 80, Guardian asura 80
Ranger charr 80, Guardian asura 80
Yeah it’s kinda confusing. You don’t know if each level adds more to the previous lvls or not.
Because 1+2+3+4+5 supply extra are 15 extra, adding to this the extra 15 you can carry yourself eith the camp upgraded it’s like: hey! We are 10 guys and can build 5 arrow carts and 4 rams! Just us!
Or no wait! We’re 10 and can build 3 siege ninja golems!
And a mesmer drops timewarp so you can build them faster!!!!!
The only crime, turrets committed, is being good against the celestial meta.
The mob has spoken and the turrets shall be burnt at the stake.
The mob has spoken and the turrets shall be burnt at the stake.
Yeah, imagin 30 supply each… a zerg of 30 it’s a mobile fortress warehouse… 900 supplys lololol
Asterilla
Ranger charr 80, Guardian asura 80
Ranger charr 80, Guardian asura 80
speedbuild omegas? np, a squad can do it!
The only crime, turrets committed, is being good against the celestial meta.
The mob has spoken and the turrets shall be burnt at the stake.
The mob has spoken and the turrets shall be burnt at the stake.
Yeah, imagin 30 supply each… a zerg of 30 it’s a mobile fortress warehouse… 900 supplys lololol
And where do you take those 900 supplies from? Supply camps are capped at 100, so you would either wait or claim 9 camps. Or you could suck your home keep or SN from full to 50%.
And then you kill a doliak and all supplies go from 30 to 10. lol
1st lvl of cannon mastery says: Basic fire removes boons.
Anyone can say how many boons?
The tool tip for the second tier of the Cannon Mastery and Ballista Mastery abilities shows the wrong percent increase. The tool tip for both of these should say that it increases damage by 25%
Matt: Could you quickly clarify a question that was raised about the abilities: Are the effects for each level cumulative or additive? For example, does tier 2 of Guard Killer upgrade your damage to 2% TOTAL, or does it ADD 2% damage for that tier, for a total of 3% (1%+2%)?
I made the assumption in my previous post that it was NOT additive. That was a mistake on my part and I concur that this needs clarification. If it WERE additive, then the numbers would appear to be far more sensible (at first glance).
I agree that numbers would make much more sense and would be comparable to +25% bonus to damage that was mentioned in first post, if they are additive. Two last lines provide additive effects, so why other lines would not? I also would like to hear a clarification to this issue, but even without it we will discover it as soon as someone gets to 60 points and spend them on Supply line.
The tool tip for the second tier of the Cannon Mastery and Ballista Mastery abilities shows the wrong percent increase. The tool tip for both of these should say that it increases damage by 25%
Honestly it doesn’t make no sense by comparison with the defensive stats against siege weapons increase (25% vs 5%) unless those are wrong as well. They should balance each other out offense and defense.
5% reduced damage from all types of siege – Rams, Catapults, Trebuchets, Ballistae, Arrow Carts, Golems, Burning Oil, Cannons, Mortars.
vs.
25% increased damage from ballistae or cannons.Seems fine to me.
So, basically 45% reduced damage from Siege if you take them all into account. That seems reasonable to me.
Wow…
Malzarius – Guardian
Malzerius – Thief
Dark Covenant (SBI)
Malzerius – Thief
Dark Covenant (SBI)
Those buffs are really unbalanced and minor.
[VcY] Velocity – Gargamell
We are working on getting an FAQ about some of the confusion of the abilities. It should be out soon.
You guys rock!…
I for one welcome our new balista mastery overlords.
Tarnished Coast | Best cookies in all of Tyria
Makes sense really. Cannons are usually blown to pieces in the first ten seconds of the battle and ballista require a straight line of sight, meaning that they only tend to be put down in limited situations anyway.
You could double their damage and in all honesty you wouldn’t see much difference. Mainly in that anyone getting on the cannon will be aoe’d to death almost instantly and the ballista will likely be zerged down or simply avoided.
Giving that bonus to arrow carts would be a lot more frightening.
I for one welcome our new balista mastery overlords.
Not even flattery will spare you from our wrath. Every last supply carrier will be destroyed!
This seems like a Zerg nerf IMO, which is a good thing charge straight in get your butt handed to you
JPSnow (main) – Necro, Sir Mezalot – Mesmer
Lieutenant Stabs – Thief
Night Vision (NV) – Blackgate
Lieutenant Stabs – Thief
Night Vision (NV) – Blackgate
Wow, kind of wish I didn’t waste points so far, for a 2% reduction in siege damage.
An increase range on Ballistas, and a 25% increase in damage will be a Zerg buster. Ten of these, and you won’t get near a keep/tower without first building Catapults, and/or Trebuchets.
I’d hate to walk into a supply camp with well placed Ballista, with the operators having this.
Renno – Stonegard – Aece
80 Thief – 80 Warrior – 80 Guardian – 80 Ranger
80 Mesmer – 80 Necromancer
80 Thief – 80 Warrior – 80 Guardian – 80 Ranger
80 Mesmer – 80 Necromancer
Wow, kind of wish I didn’t waste points so far, for a 2% reduction in siege damage.
An increase range on Ballistas, and a 25% increase in damage will be a Zerg buster. Ten of these, and you won’t get near a keep/tower without first building Catapults, and/or Trebuchets.
I’d hate to walk into a supply camp with well placed Ballista, with the operators having this.
That’s the case BEFORE anybody has it.
Btw the new skill of the ballista sucks. Short range, and you don’t really aim… that skill should be at least to aim in a cone. Not target based (which is ridiculous since you need a straight horizontal line of sight to hit anything, even if you target someone in range of the skill)
Asterilla
Ranger charr 80, Guardian asura 80
Ranger charr 80, Guardian asura 80
New skill seems bugged. It’s that i want the +25% extra damage but the Spread Shot doesn’t seem to be working properly.
You have to have a target but it doesn’t actually aim at it. The shots just go in a straight line and dissapear in thin air. I have tried it numerous times with different ballistas on different enemies with different distances. I only had a hit once and that was on a target standing VERY close to the ballista. But the animation is pretty slow so i doubt the skill is designed just for super close gameplay. Looking forward to the FAQ btw!
Dius Vanguard [DiVa]
Gandara – WvW Warrior
Gandara – WvW Warrior
I opened this up today and tested it a bit – here’s a video showing the skill tooltip and how it works. Note the targer is pretty far away. Also note that none of the bolts seems to hit the target, it appears to just do an AoE effect and score a hit regardless.
Ranger Anthrage Stormrider – Sanguine Wild Guild [SW]
sPvP Build – WvW Build
Tarnished Coast Server- Anthrage Stormrider on Youtube
sPvP Build – WvW Build
Tarnished Coast Server- Anthrage Stormrider on Youtube