[Ferocity] Info/pls read.. for Josh also

[Ferocity] Info/pls read.. for Josh also

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Posted by: nicknamenick.2437

nicknamenick.2437

Hello all,

pls read this, my question is below, but you need to read the rest first to have a good idea why I ask it.

OK first when Ferocity hits the patch we will see some decrease in crit damage because the trinkets had too much crit damage compared to other stats..

Now with ferocity you would see the % of crit damage on gear would generate almost the same value from ferocity to crit damage because the crit damage was already very low on these items..

But ofc its the trinkets….
This have to be done because Anet says:
We’re not aiming to make crit damage unviable, just to bring it closer to other gear sets

And indeed we all know the value of crit damage on trinkets are way higher compared to gear stats.

OK.. I get that

But how about crit damage from traits?

Because its just simple for them.. they give 5% per 5 points..
But if trait becomes Ferocity its only 50 Ferocity per 5 points right?

I understand the gear stats.. but I really don’t understand this for traits, because the problem issnt the traits, its the trinkets.
—————————————————————————————
So my real question is, why is Anet doing so much trouble about this where they also could do this:

Bring down the crit damage % on trinkets
-Ascended Ring becomes 6% (3% on exotic and 1% on jewel)
-Ascended Earring becomes 5% (3% on exotic and 1% on jewel)
-Ascended Amulet becomes 7% (5% on exitc and 1% on jewel)
-Ascended Back becomes 3% (2% on exotic and 1% on jewel)

But also an increase on:
-Ascended chest becomes 6% (so does Exotic.. because 5% is to low on its value)
-Ascended Head becomes 3% (so does Exotic.. again 2% is to low on its value)

So and there you have it! you have an decrease of 12% from trinkets.. but an increase of 2% on head/chest..

AND its 10%!!!!!!!!!!!!!!

And we can keep the same value of the crit % on traits also..
———————————————————————————-

If you change crit damage to Ferocity and say 11,5 Ferocity becomes 1% crit damage you would see it does EXACTLY THE SAME!

Go ahead and calculate yourself, pick a trinket and divide the Ferocity to 11,5
And you would see it would generate the EXACT same % crit damage as I have posted above….

And in total you also see an decrease of 10% crit damage (goal for Anet is also 10%)

—————————————————————————————-

But now back to traits..
Because when you just change it to my suggestion/post above you get an 10% decrease in total, but your traits remains also 5% per 5 traits.

With Anet suggestion you would see 5% becomes 50 Ferocity, divide by 11,5= 4%..
(For 30 traits in becomes 26% crit damage)

How are you going to address this Anet?

(edited by nicknamenick.2437)

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Posted by: nicknamenick.2437

nicknamenick.2437

No love?

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Posted by: NoTrigger.8396

NoTrigger.8396

the real question is, why do unnecessary changes at all, when it is not a gear problem.

[qT] Quantify

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Posted by: Kadin.2356

Kadin.2356

Everyone keeps reading this wrong it’s a “10% damage decrease for full zerk”. Not 10% less cri dam % but 10% less overall damage. Damage being the key word here. Crit dam % is not the only thing used to calculate that damage (much less than pow and pre), to account for an overall 10% drop in damage you’d have to lose a lot more than just 10% crit dam%.

It’s just a pain and it doesn’t need to be. The relative value of ferocity to crit dam increase is arbitrary and does not NEED to be a nerf at all. I still do not see this change doing anything positive. Unnecessarily nerfing 70% of your player base already struggling to survive in the condi-bunker meta when you are already hemorrhaging players at a record rate just doesn’t seem like the smartest move ever does it?

(edited by Kadin.2356)

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Posted by: nicknamenick.2437

nicknamenick.2437

10% damage decrease?? Thats almost the same for me as loosing like 25-30%crit damage..

Thats HUGE!!!

Are you sure they didnt say 10% less crit damage or 10% less of total crit damage..

So if you get 70% before you would gain 60% after
Or
If you have 70% before you would gain 74% after

Both -10%

If its 10% on total damage (incl. Crit damage) would be massive!

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Posted by: Ichishi.9613

Ichishi.9613

They simply agreed to the fact that something needed to be done. And in their decisions they focused solely on that fact that “something must be done”. They stated themselves that they have no idea how this change would address the issue at hand.

I (and many other people) have already made many suggestions on how this can be solved properly so I’ll save everyone from having to read that wall of text again.

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Posted by: LordByron.8369

LordByron.8369

Reading the forum seeing that the ferocity nerf is not popular nor understood.

Saying “they agreed its the right thing to do” is not a valid point……

The question is?

Where is the CDI now?

People don t want verticall progression => CDI ignored
People don t want zerk nerf => not even an answer…

Who ever said that crit damage or dps is an issue in ANY part of the game?
Stacking is and we all know its not related to GENERAL dps.

Don t we have enough threads to justify a CDI about zerk nerf and ferocity?
or are we just a test server for eastern launch?

There are so many repercussion people are scared of that i think feednback is needed asap
(WWW to tell one)

GW2 balance:
A PvE player is supposed to avoid a 1-2 second 1 shotting aoe.
A WWW player is considered uncapable of avoiding a 5,75 second aoe for half his health.

(edited by LordByron.8369)

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Posted by: Ichishi.9613

Ichishi.9613

Also, from previous experiences, 10% damage decrease for full zerk in their words means around “A minimum of 10% total damage decrease in most optimal setup”. That means around 30% average drop in most situations (since they nerfing whole mechanics but a single stat – loss in a single stat will have to result all of the damage lost).

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Posted by: stof.9341

stof.9341

Also, from previous experiences, 10% damage decrease for full zerk in their words means around “A minimum of 10% total damage decrease in most optimal setup”. That means around 30% average drop in most situations (since they nerfing whole mechanics but a single stat – loss in a single stat will have to result all of the damage lost).

Actually, the most optimal situation is high precision/crit chance. It means that hybrid builds with low crit chance or low crit damage will lose less than zerk. For example, Celestial will probably lose a lot more crit damage than zerk. But even so, since it has such a much lower crit chance in the first place, it will lose less overall DPS.

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Posted by: LordByron.8369

LordByron.8369

Now i get where that calculation came from

That means that a celestial with proper build and sigils will lose WAY more any other sets as i suspected..

The access to fury/food/sigil was not considered….

So as predicted most builds will lose 20%+ getting far behind PVT and Knight.

GW2 balance:
A PvE player is supposed to avoid a 1-2 second 1 shotting aoe.
A WWW player is considered uncapable of avoiding a 5,75 second aoe for half his health.

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Posted by: kyubi.3620

kyubi.3620

Now i get where that calculation came from

That means that a celestial with proper build and sigils will lose WAY more any other sets as i suspected..

The access to fury/food/sigil was not considered….

So as predicted most builds will lose 20%+ getting far behind PVT and Knight.

only in wvw they clearly said they wouldnt weaken zerk in spvp. As for pve it doesnt mather they will still be best damage

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