[S]illy [L]ittle [U]gly [T]rolls – our little dungeon forum community
“My mind has left, my body follows”
(edited by Silferas.3841)
DISCLAIMER: my calculations might be wrong. I don’t usually do this kind of stuff, so feel free to point out logical or mathematical faults and I will do my best to correct them.
1045 ferocity (300 from traits, 745 from armor) / 15 = 69.9%
251% – old crit. damage modifier with full traits and zerker gear
new modifier 219.9% / 2.51 = 87.6%
Difference in damage: 22.4%
Similar math applies to runes from what we can tell so far:
Rune of eagle (previously 8% critical damage boost)
Rune of eagle (now 35+65 ferocity = 100 ferocity)
100/15 = 6.66
6.66/0.08 = 83.25
Estimated 26.75% critical damage bonus loss
Assuming 50% critical hit chance as a standard for DPS sets (it usually is a bit higher), on 50% of your hits you lose from 22 to 27% damage. Therefore the final damage reduction on your hits will be 22 (or 27) / 0.5, which does roughly translate into 11-13.5% damage reduction depending on a specific build across the board.
That only applies to unbuffed scenarios. In a group party setting, your critical chance will (perception stacks, banner of discipline, spotter, fury) go up to over 90% most of the time. This would effectively close to double the nerf to your damage output in organized parties (bringing it up to said 20% from calculations).
However that is not enough, seeing as stacking sigils are getting changed, so that you can no longer swap out the stacking weapon without losing the stacks themselves, you are effectively losing damage even further, as you are giving up potentially up to 12% critical chance, or 5%/10% damage modifier on your weapon.
So the DPS loss from losing the perception sigil is (for dungeon party setup dps):
54% base + 8% banner of disc. + 12% perception sigil + 20% fury = 94% crit. chance
DISCLAIMER: values are estimated from data available so far:
201% (gear) + 6.6% (runes) + 11.3% (banner of discipline) + 4.6% (butternut curry soup) = 222.5% damage modifier with 94% chance (seeing as crit chance modifiers are easy to keep up constantly unlike might), which translates to 122.5% damage increase 94% of the time.
222.5 * 0.94 + 100 * 0.06 = 215.15
222.5* 0.82 + 100 * 0.18 = 200.45
200.45/2.1515 = 93.167%
that’s 6.74% less damage if perception sigil is left out/unstacked.
Basically, dungeon groups lose about 22% damage from their gear, their rune sets will provide 27% less bonus damage on critical hits, they either give up 5% flat damage increase or 6.7% increase from stacking perception.
With perception + force + 2x night (which will possibly turn out to be the best setup for dungeons where stacking at the beginning is possible, since the bonus from perception will still apply with force+night weapon set as well as it’s original set) you lose 2.5% damage from the sigil of force, assuming you spend equivalent amounts of time on each weapon set.
Final calculation
745 (gear) + 300 (traits) + 170 (estim. banner of disc.) + 100 (runes) + 70 (estim. food) = 1385 ferocity, that’s 92.3 critical damage
old crit chance: 71% (gear) + 30% (traits) + 15% (banner of discipline) + 8% (runes) + 10% (food) = 134% critical damage
242.3/2.84 = 85%, therefore 15% decrease in final critical damage completely buffed
242.3 * 0.94 + 100 * 0.06 = 233.76
284 * 0.94 + 100 * 0.06 = 272.96
233.76/2.7296 = 14.4% dps loss from ferocity change alone + 2.5 % from sigil change
RESULT: you can expect dungeon speedrun groups (top organised ones) to lose about 17% of their damage output.
This will be somewhat reduced by the ability to swap traits (and therefore builds to match specific encounters) on the go, which will only further promote elitism (and increase the gap between casuals and elitists). The speed of clearing different dungeons will change greatly as some rapid trait swaps inside of them could significantly increase effectiveness of certain classes (mesmers with their warden’s feedback for example).
Furthermore this change is going to hit organized parties the most, while affecting PUGs the least. Basically the more casual you are the less of an effect this will have on you, while the harder you try, the less effective your efforts will become.
#gocasual #KarlForPresident #allisvain #weTESTEDitIswear
EDIT: fixed numerical mistake about the final amount of damage reduction
(edited by Silferas.3841)
Just to put this out there that Power, Precision & Toughness looks much better right nao
One thing I haven’t seen mentioned much is the effect that this change will have on scaling. Everyone is calculating this based on level 80, which, sure, Arah and Fractals are at 80, but most other dungeons aren’t, and living story stuff can happen anywhere. Obviously, WVW is a different matter.
Currently, with no buffs:
In Divinity’s Reach, I have 56% crit chance and 106% crit damage.
If I map over outside of Caudecus Manor, I have 46% crit chance and 9% crit damage.
Once I step inside into CM Explorable, I have 56% crit chance and 43% crit damage.
So, just eyeballing this, after the change if I run CM, I will do MORE damage than I do now. I just also walked in to HOTW story, which is level 76, and my Crit chance was 56%, and damage was 97%, which should be about the same as CoF (locked on my server right now). I don’t know how it will all shake out, but that looks like for slightly more than half the dungeons, plus most open world stuff, this change will either have a negligible effect, or actually make berserker gear better.
From: http://dulfy.net/2014/03/21/gw2-ready-up-episode-8-developer-livestream/
The 10% is already lost by just looking at the 30 points spent on traits. It would indeed seem that the actual reduction must be much higher.
It also kills stat combos like Cavalier and Celestial and Valkyrie.
correction:
242.3/2.84 = 85%, therefore 15% decrease in final critical damage completely buffed
242.3 * 0.94 + 100 * 0.06 = 233.76
284 * 0.94 + 100 * 0.06 = 272.96
233.76/2.7296 = (85.63) 14.4% dps loss from ferocity change alone + 2.5 % from sigil change
RESULT: you can expect dungeon speedrun groups (top organised ones) to lose about 17% of their damage output.
Even with 17% reduction, however, condition specs will not be viable. And neither will cleric specs or any spec that isn’t a mix of power and precision.
Oh wow, thanks Forgotten Legend, can’t believe I’ve done such a trivial mistake lol xD. Gonna fix it asap
From: http://dulfy.net/2014/03/21/gw2-ready-up-episode-8-developer-livestream/
- Equivalent of 10% damage reduction for a full berserker build
- Trait lines, traits, and skills have being rebalanced individually.30 points in critical damage trait = 300 ferocity = 20% critical damage
The 10% is already lost by just looking at the 30 points spent on traits. It would indeed seem that the actual reduction must be much higher.
Well, the base crit% bonus is 50%. At the moment we can get a extra 30% from our traits. Which is a total of 80%. With these changes can get a max of 70% just from traits which is 12.5% reduction in crit damage. Depending on your crit rate your total damage will be reduced by 12.375% (at 99%crit rate) and 6.25%(at50% crit rate).
What troubles me a little is that they will be equalizing the amount of ferocity across all the gear. So builds that relied on trinkets for their crit damage will lose much more DPS and a full Zerk build.
Power Necromancer with Deathly Perception is, again, hit the most across all professions. It’s core is 100% crit chance to deal damage and relies on critical damage. With new “improvement” it’s being hit by a truck, pushing it even further when classes primarly focused for this nerf like Warrior, Thief get only 50% of nerf the Necromancer gets.
GG, let’s all play Condition Necromancer because why bother?
@Rym: the scope of the nerf depends on game mode. In WvW the class that loses the most DPS will indeed be the power necro, but thief is the close 2nd (depending on the build, but many thieves run a 100% crit chance trait there too, which encompasses majority of their burst, not to mention the huge number of crit chance modifiers on thief.
In organized PvE all classes get hit for roughly the same amount (for groups)
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