(edited by ThiBash.5634)
Celestial vs Soldier (post-patch)
Great, now calculate EHP and celestial gets blown out of the water.
What is EHP? Sorry for my noobness.
Soldier: 865 powerPower: 865+916+350=2131
Precision: 916+420=1336
Condition damage: 350
Crit damage: 0%
Effective Power: 2809 = 2131 * (1 + 1336/2100 x (.5+0))
Burning dps: 372= 328+.25 × 758 × .5
Here u seem to be using the Condistion damage value for celestial set and the “x.5” should affect the base damage of burning aswell. It should be:
Burning dps: 208= (328+.25 × 350) x .5
Celestial: all stats 408Power: 408+916+350=1674
Precision: 408+916+420=1744
Condition damage: 408+350=758
Crit damage: 27.2% (408/15 points per crit damage %)
Effective Power: 2747 = 1674 x (1 + 1744/2100 x (.5 + .272))
Burning dps: 423= 328+.25 × 758 × .5
Here it should be like previous
Burning dps: 259= (328+.25 × 758) x .5
and as follows:
ComparisonEP difference with soldier’s: 97,8%= 2747/2809 x100%
Burning dps difference with soldier’s: 124,5%= 259/208 x100%
and goes on form there
I might be totally wrong but just what I thought on teh first glance
What is EHP? Sorry for my noobness.
basically a way to give you an idea of how long you can survive unavoidable damage before dying.
It is more relevant in a PvP environment if you both are attacking each other with no dodges using no invuln or block skills. It’s much easier to apply it to PvE since the fights are much easier to predict.
Sinnastor{Warrior}Sinnacle{Mesmer}Sintacs
{Thief}
Here u seem to be using the Condistion damage value for celestial set and the “x.5” should affect the base damage of burning aswell. It should be:
Burning dps: 208= (328+.25 × 350) x .5
You’re absolutely right. I’ll fix it straight away. Thanks a bunch!
Great, now calculate EHP and celestial gets blown out of the water.
Actually it’s the opposite: if you have more healing, you can survive for longer periods of time. The only place where EHP is a factor is against burst (as in: how much damage drops you instantly before you have a chance to heal up again). Of course, it partially depends on the actual number of heals you have. Overall though, celestial will be better against sustaining damage whereas soldiers will be better against burst. But that should be fairly obvious.
(edited by ThiBash.5634)
What is EHP? Sorry for my noobness.
Effective Health is the standard term for your damage absorbing ability without heals. Its solely from HP and resistance.
Can we not add some zealots gear to the meta? With knights and 1-2 pvt trinkets?
Is there a way of doing imitating celestial but using one of each type of gear? Maybe not literally but you know having knights, zealots, carrion set up? Would it be enough? 2 weapons, 6 bits of armor, 6 trinkets/rings/etc.
I only have 2 pieces of celestial on my ele right now I don’t think they make or break anything. I kind of gave up on min/maxing and obsessing over things like 10 power vs 10 toughness because of so many variables in combat that it hardly matters.
I hope the ascended announcement applies to trinkets so that I can move different trinkets around to my characters I hate running fractals and guild missions. They aren’t necessarily hard but I would rather be in WvW killing people.
Sinnastor{Warrior}Sinnacle{Mesmer}Sintacs
{Thief}
Yes, discussions on gear are fairly pointless, what matters is final stats, since there are multiple gear combinations that can achieve the same set of stats.
Yes, discussions on gear are fairly pointless, what matters is final stats, since there are multiple gear combinations that can achieve the same set of stats.
Except celestial gear has a higher total number of stat points, so in certain circumstances you can end up with more final stats (in every stat type).
I’m wondering what you guys think of this post-patch build I just threw together?
dagger/dagger condi, might, anti-condi, heals
The last earth talent would be stone heart.