Sinnastor{Warrior}Sinnacle{Mesmer}Sintacs
{Thief}
(edited by oZii.2864)
I don’t know the actual stat allocation but I think this will be really good for elementlist. I think it will also cause the price of divinity runes to drop down.
If you can get points to all stat from gear to equal what you get from divinity runes then I can’t see the price saying as high as it is.
I run all stat trinkets I just wish I knew the stat allocation for each piece but there is no info on that yet.
I can’t really see taking any other kind of armor except celestial to be optimal for ele it starts to add up when you can put 500+ burn ticks on someone and your not even specced for condi damage. I have 399 base burn no might. The healing is meh we know 1:1 it scales well for certain abilities but I always felt its the frequency to which the ele heals as the strength no so much the healing power though every little bit does help.
http://dulfy.net/2013/07/08/gw2-quartz-crystals-and-celestial-recipes-guide/
Celestial is an all stats combo, something previously only found on Ascended gear. Recipes for Celestial insignias/inscriptions can be found randomly in kite baskets (low drop rate) or as guaranteed drops from Zephyr Sanctum Supply Boxes (Since each Insignia/Inscription requires 5 Charged Quartz Crystal, you will need to wait 5 days before you can make one).
I am just glad this stat combo is being introduced it will be interesting to see how people react to it but if you a stat 25 to all stats on gloves I can’t see why you wouldn’t want the gear. Even if its 20 to all stats on gloves and 1 critical damage I can’t see why you wouldn’t take that over anything else thats out there.
I know this will be time gated so people wont be running around with celestial everything 2 hours after patch
(edited by oZii.2864)
Celestial gear + might stacking = good stuff.
Celestial gear + might stacking = good stuff.
Now with magic find!
If we just speculate on the possibilities
Right now say you want to go damage glass you get zerker.
Zerker gloves would be
34 Power
24 precision
2 critical damage
The stat combination to all stats would have to be extremely terrible to not want all stat over zerker’s gloves.
20 to all stats and 1 critical damage is not going to be better for direct damage compared to zerker but it won’t be far behind. If you look at combined damage of direct and the condition damage you will add to your direct damage I would say it would be really close in terms of dps.
The attack stat in the hero panel is your power + your condition damage its irrelevant to most people if they know it or not unless you can apply the condition damage with your direct damage regularly which a ele can a sword warrior can do the same also since they can get bleeds on reliably with sword.
Correct me if I’m wrong, but isn’t the celestial stats worse than divinity runes? Divinity might have a bit of every stat, but they also specialize at something: critical damage. This is excellent for elementalists, who have the arcane skills and decent access to fury and decent critical rate with divinity + a bit of precision investment, while still having decent power, decent condition damage, a good healing + toughness combo, and enough vitality for their HP not being too low.
But if I’m not wrong, there’s nothing special about celestial’s critical damage, which makes it just plain mediocre. The small magic find will be worthless to make you stronger. There’s a reason why elementalists don’t use celestial gear in pvp (or do they?). Generally, Valkyrie with divinity is much better for excellent critical damage, good healing + toughness, and strong power, and all you need is a bit of extra vitality and precision from secondary gear.
(edited by DiogoSilva.7089)
If we just speculate on the possibilities
Right now say you want to go damage glass you get zerker.
Zerker gloves would be
34 Power
24 precision
2 critical damageThe stat combination to all stats would have to be extremely terrible to not want all stat over zerker’s gloves.
20 to all stats and 1 critical damage is not going to be better for direct damage compared to zerker but it won’t be far behind. If you look at combined damage of direct and the condition damage you will add to your direct damage I would say it would be really close in terms of dps.
The attack stat in the hero panel is your power + your condition damage its irrelevant to most people if they know it or not unless you can apply the condition damage with your direct damage regularly which a ele can a sword warrior can do the same also since they can get bleeds on reliably with sword.
Speculating and extrapolating based on the relation of the stats for celestial trinkets compared to specialized variants, the non percentage stats should end up being around 60 to 65% of the minor attribute of an equivalent rarity item. You would probably see closer to 15-16 to all stats and 1% crit (and whatever magic find) based on the numbers you listed for gloves.
Correct me if I’m wrong, but isn’t the celestial stats worse than divinity runes? Divinity might have a bit of every stat, but they also specialize at something: critical damage. This is excellent for elementalists, who have the arcane skills and decent access to fury and decent critical rate with divinity + a bit of precision investment, while still having decent power, decent condition damage, a good healing + toughness combo, and enough vitality for their HP not being too low.
But if I’m not wrong, there’s nothing special about celestial’s critical damage, which makes it just plain mediocre. The small magic find will be worthless to make you stronger. There’s a reason why elementalists don’t use celestial gear in pvp (or do they?). Generally, Valkyrie with divinity is much better for excellent critical damage, good healing + toughness, and strong power, and all you need is a bit of extra vitality and precision from secondary gear.
The critical damage on celestial ring for example is 6 the critical damage on ascended zerker ring is 8. It is not that much of drop off. Divinity runes give 2 critical damage per rune. If they go by the same pattern they did for the trinkets that they did for armor you will get less critical damage than berserker which is 5 on the coat. My guess is you will get 3 critical damage on a all stat coat.
From my knowledge nobody uses a celestial ammy in sPvP. It is the valk ammy or soldier like you said.
I think you are right about the runes it does still specialize in critical damage. It will be interesting if the stat combo is good adding equal amount of toughness with vitality is why PVT is popular. This would be doing the same but to a lesser extent.
Based on kirtar’s post the coat should be about 60 to all stats?
(edited by oZii.2864)
Correct me if I’m wrong, but isn’t the celestial stats worse than divinity runes? Divinity might have a bit of every stat, but they also specialize at something: critical damage. This is excellent for elementalists, who have the arcane skills and decent access to fury and decent critical rate with divinity + a bit of precision investment, while still having decent power, decent condition damage, a good healing + toughness combo, and enough vitality for their HP not being too low.
But if I’m not wrong, there’s nothing special about celestial’s critical damage, which makes it just plain mediocre. The small magic find will be worthless to make you stronger. There’s a reason why elementalists don’t use celestial gear in pvp (or do they?). Generally, Valkyrie with divinity is much better for excellent critical damage, good healing + toughness, and strong power, and all you need is a bit of extra vitality and precision from secondary gear.
The critical damage on celestial ring for example is 6 the critical damage on ascended zerker ring is 8. It is not that much of drop off. Divinity runes give 2 critical damage per rune. If they go by the same pattern they did for the trinkets that they did for armor you will get less critical damage than berserker which is 5 on the coat. My guess is you will get 3 critical damage on a all stat coat.
The critical damage difference may be even less on minor armor pieces. As an example with an existing celestial stat item, the ancient karka shell gets 3% critical damage which, according to the wiki, would be identical to all other exotic items (that actually give crit damage of course) since there’s no crit damage primary combination. There’s no guarantee that it will happen on armor as it might be 1% lower on the minor pieces, but it’s a possibility.
The critical damage difference may be even less on minor armor pieces. As an example with an existing celestial stat item, the ancient karka shell gets 3% critical damage which, according to the wiki, would be identical to all other exotic items (that actually give crit damage of course) since there’s no crit damage primary combination. There’s no guarantee that it will happen on armor as it might be 1% lower on the minor pieces, but it’s a possibility.
I made a edit on my last post but based on your post for gloves then speculating if the pattern holds true the coat would be 60 to all stats?
The critical damage difference may be even less on minor armor pieces. As an example with an existing celestial stat item, the ancient karka shell gets 3% critical damage which, according to the wiki, would be identical to all other exotic items (that actually give crit damage of course) since there’s no crit damage primary combination. There’s no guarantee that it will happen on armor as it might be 1% lower on the minor pieces, but it’s a possibility.
I made a edit on my last post but based on your post for gloves then speculating if the pattern holds true the coat would be 60 to all stats?
I think you’re misreading my post. I said it’s about 60% of the minor stats (e.g. vitality and toughness on solider’s equipment). On exotic chest pieces right now the minor stat is 72. 60-65% of 72 is more of around 43-45. This is also supported roughly by the fact that the celestial ascended amulets (syzygy, eye of janthir, ascended triforge) are +42 and the exotic triforge (note: excludes amount for the “jewel”) is +40 since chest gives a little more than amulet.
This of course excludes all upgrade components on exotics. Critical Damage is perhaps a little more difficult for me to guess on due to its variable nature (ratio to other stats isn’t constant), but going by the overall relation on full celestial trinkets (extrapolated back piece) it seems to still be around 65% of the value.
(edited by kirtar.8453)
Given your best estimates, how much of a difference would 100% celestial w/divinity runes make versus say 100% berserkers? I’m wondering if it would be worth the month+ of time investment.
Given your best estimates, how much of a difference would 100% celestial w/divinity runes make versus say 100% berserkers? I’m wondering if it would be worth the month+ of time investment.
Just based off of a quick guess assuming 65%, if you somehow manage to have full exotic celestials (and assuming there’s a celestial jewel for trinkets):
+514 to all stats, +52% critical damage (greatest uncertainty here).
Zerkers with ruby orbs in armor (and of course exquisite ruby for trinkets):
+1123 power, +782 precision, probably +74% critical damage
Zerkers should be pretty accurate as I took the numbers off of the wiki then added the stats of 6 ruby orbs (wiki includes gems for trinkets). I have a pretty good certainty ont he celestial set’s stats except the critical damage. Oddly enough superior divinity adds the same amount of +crit as ruby orbs which is why it’s above my estimated 60%. That said I haven’t checked if they made it possible to craft celestial accessories. At the moment the only available exotic celestial accessories trinkets that I know of are the triforge (able to ascend) and the ancient karka shell, the latter is unique so you can’t have two of them. That said, if it’s not possible to craft celestial accessories trinkets (except the triforge), the numbers would change. I’m too lazy to calculate just armor right now. There is no celestial back right now so that portion of it is purely speculative.
DISCLAIMER: Most of the the items are actually closer to 62% so the estimate is a bit optimistic in addition to the previously mentioned problem of celestial trinkets (especially back)
(edited by kirtar.8453)
Starting to wonder now how elementalists might fair with a full celestial setup now that we will have armor/weapons to toy with the equation. I still see it possibly being valid, since we keep getting shoved out specializing every time it becomes meta.
Starting to wonder now how elementalists might fair with a full celestial setup now that we will have armor/weapons to toy with the equation. I still see it possibly being valid, since we keep getting shoved out specializing every time it becomes meta.
At the least it gives the option of “eh too lazy to change armor”
Given your best estimates, how much of a difference would 100% celestial w/divinity runes make versus say 100% berserkers? I’m wondering if it would be worth the month+ of time investment.
Just based off of a quick guess assuming 65%, if you somehow manage to have full exotic celestials (and assuming there’s a celestial jewel for trinkets):
+514 to all stats, +52% critical damage (greatest uncertainty here).
Zerkers with ruby orbs in armor (and of course exquisite ruby for trinkets):
+1123 power, +782 precision, probably +74% critical damageZerkers should be pretty accurate as I took the numbers off of the wiki then added the stats of 6 ruby orbs (wiki includes gems for trinkets). I have a pretty good certainty ont he celestial set’s stats except the critical damage. Oddly enough superior divinity adds the same amount of +crit as ruby orbs which is why it’s above my estimated 60%. That said I haven’t checked if they made it possible to craft celestial accessories. At the moment the only available exotic celestial accessories that I know of are the triforge (able to ascend) and the ancient karka shell, the latter is unique so you can’t have two of them. That said, if it’s not possible to craft celestial accessories, the numbers would change. I’m too lazy to calculate just armor right now.
you can buy the ascended celestial acessories http://wiki.guildwars2.com/wiki/Celestial_Sigil and http://wiki.guildwars2.com/wiki/Ancient_Mursaat_Token
Given your best estimates, how much of a difference would 100% celestial w/divinity runes make versus say 100% berserkers? I’m wondering if it would be worth the month+ of time investment.
Just based off of a quick guess assuming 65%, if you somehow manage to have full exotic celestials (and assuming there’s a celestial jewel for trinkets):
+514 to all stats, +52% critical damage (greatest uncertainty here).
Zerkers with ruby orbs in armor (and of course exquisite ruby for trinkets):
+1123 power, +782 precision, probably +74% critical damageZerkers should be pretty accurate as I took the numbers off of the wiki then added the stats of 6 ruby orbs (wiki includes gems for trinkets). I have a pretty good certainty ont he celestial set’s stats except the critical damage. Oddly enough superior divinity adds the same amount of +crit as ruby orbs which is why it’s above my estimated 60%. That said I haven’t checked if they made it possible to craft celestial accessories. At the moment the only available exotic celestial accessories that I know of are the triforge (able to ascend) and the ancient karka shell, the latter is unique so you can’t have two of them. That said, if it’s not possible to craft celestial accessories, the numbers would change. I’m too lazy to calculate just armor right now.
you can buy the ascended celestial acessories http://wiki.guildwars2.com/wiki/Celestial_Sigil and http://wiki.guildwars2.com/wiki/Ancient_Mursaat_Token
I suppose you could do that, but I’m not going to calculate for mixed stuff. Obviously solaria/lunaria would also be options for rings; however, there is currently no such thing as a celestial ascended back and that problem would still stand unless anet adds an ascended one or allows crafting of ascended trinkets. Furthermore, if it’s only the latter, it assumes that there is a celestial jewel (perhaps quartz/charged quartz?).
Oh when I said craft celestial accessories, I really meant trinkets in general (except of course the forge recipe for triforge).
(edited by kirtar.8453)
The dps loss for losing berserker gear is probably too big. Granted, the health, toughness and healing are going to be nice while still allowing you to deal decent damage, but I doubt it’ll be the best choice.
best choice for what exactly all situations or just pretending every class has to be zerker cof warrior?
thanks kirtar for putting the estimates together.
Given your best estimates, how much of a difference would 100% celestial w/divinity runes make versus say 100% berserkers? I’m wondering if it would be worth the month+ of time investment.
Just based off of a quick guess assuming 65%, if you somehow manage to have full exotic celestials (and assuming there’s a celestial jewel for trinkets):
+514 to all stats, +52% critical damage (greatest uncertainty here).
Zerkers with ruby orbs in armor (and of course exquisite ruby for trinkets):
+1123 power, +782 precision, probably +74% critical damageZerkers should be pretty accurate as I took the numbers off of the wiki then added the stats of 6 ruby orbs (wiki includes gems for trinkets). I have a pretty good certainty ont he celestial set’s stats except the critical damage. Oddly enough superior divinity adds the same amount of +crit as ruby orbs which is why it’s above my estimated 60%. That said I haven’t checked if they made it possible to craft celestial accessories. At the moment the only available exotic celestial accessories that I know of are the triforge (able to ascend) and the ancient karka shell, the latter is unique so you can’t have two of them. That said, if it’s not possible to craft celestial accessories, the numbers would change. I’m too lazy to calculate just armor right now.
Thanks for that analysis. I may invest in these after all, depending on where the prices of some other things fall after the patch.
Also, you can buy another ancient karka shell for 1000 karka shells off a vendor in southsun. I’m not sure if its unique in that you can only use one, but you can surely buy one more.
The dps loss for losing berserker gear is probably too big. Granted, the health, toughness and healing are going to be nice while still allowing you to deal decent damage, but I doubt it’ll be the best choice.
I’m wondering how it will be for the people that run 0/10/0/30/30 still. Compared to knight’s you probably still lose some damage and some EHP, but I haven’t gone through to check how much the extra vitality counteracts the lost toughness. I’ll have to play around with numbers more to figure out how it affects defensive builds like support staff.
Given your best estimates, how much of a difference would 100% celestial w/divinity runes make versus say 100% berserkers? I’m wondering if it would be worth the month+ of time investment.
Just based off of a quick guess assuming 65%, if you somehow manage to have full exotic celestials (and assuming there’s a celestial jewel for trinkets):
+514 to all stats, +52% critical damage (greatest uncertainty here).
Zerkers with ruby orbs in armor (and of course exquisite ruby for trinkets):
+1123 power, +782 precision, probably +74% critical damageZerkers should be pretty accurate as I took the numbers off of the wiki then added the stats of 6 ruby orbs (wiki includes gems for trinkets). I have a pretty good certainty ont he celestial set’s stats except the critical damage. Oddly enough superior divinity adds the same amount of +crit as ruby orbs which is why it’s above my estimated 60%. That said I haven’t checked if they made it possible to craft celestial accessories. At the moment the only available exotic celestial accessories that I know of are the triforge (able to ascend) and the ancient karka shell, the latter is unique so you can’t have two of them. That said, if it’s not possible to craft celestial accessories, the numbers would change. I’m too lazy to calculate just armor right now.
Thanks for that analysis. I may invest in these after all, depending on where the prices of some other things fall after the patch.
Also, you can buy another ancient karka shell for 1000 karka shells off a vendor in southsun. I’m not sure if its unique in that you can only use one, but you can surely buy one more.
Per the wiki it is unique and you can only equip one just like you can’t have two identical ascended items. It’s also about 18g to do that.
(edited by kirtar.8453)
Based off Kirtar estimates (this is all speculation right now)
a 0/10/0/30/30 (with divinity runes and the all stat food (+43 all stats and +5 critical damage) and hardened sharpening stones
+617 to all stats and +64 critical damage
Power = 1698
Critical chance = 38.14%
Critical damage = 74
Condition damage = 617 (Bleeding – 73/s, Burning 482/s)
Armor = 2453
HP= 19975
The condition damage becomes interesting a easy 6 stacks of might on ele with a sigil of battle gets you a :
535/s burn and 84/s bleed
that isn’t anything to sneeze at when you didn’t spec condition damage to begin with.
(edited by oZii.2864)
Yes Celestial items are extremely powerful for any content that has P on both sides of the v.
Currect celestial items have more total stats than standard items, and then trow in extra crit damage in there as a gift, and magic find just for the giggles.
Ascended accesory: 91+2x60 = 211
Celestial: 6×38 = 228 AND 5% critical damage and 4% magic find.
Ascended amulet: 296
Celestial: 6×54 = 324 AND 7% and 4% magic find.
Ascended ring: 239
Celestial: 6×43 =258 AND 6% critdmg and 4% magic find.
If these items had just the stats and magic find, one could think hmm im not sure about these, guess some specs. But when there is even crit damage, it should be no brainer how powerful these are for specs like 30water30arcane anyweapon, or 20earth version. Or support guardian. Or engineers with elixir gun& healing turret. And so on.
If the ratios for exotic pieces are anything similar, hell yea they are good.
Yes Celestial items are extremely powerful for any content that has P on both sides of the v.
Currect celestial items have more total stats than standard items, and then trow in extra crit damage in there as a gift, and magic find just for the giggles.
Ascended accesory: 91+2x60 = 211
Celestial: 6×38 = 228 AND 5% critical damage and 4% magic find.Ascended amulet: 296
Celestial: 6×54 = 324 AND 7% and 4% magic find.Ascended ring: 239
Celestial: 6×43 =258 AND 6% critdmg and 4% magic find.If these items had just the stats and magic find, one could think hmm im not sure about these, guess some specs. But when there is even crit damage, it should be no brainer how powerful these are for specs like 30water30arcane anyweapon, or 20earth version. Or support guardian. Or engineers with elixir gun& healing turret. And so on.
If the ratios for exotic pieces are anything similar, hell yea they are good.
You know there are exotic pieces that already exist right (ancient karka shell, triforge pendant)? The ratio seems to roughly hold just judging by the ratio of the minor of a 3 stat to the all stat value.
If it does hold true to current then this would make you tankier than full knights gear since you are adding equal toughness and vitality which is why soldier gear is better tank gear than knights. While having more burst damage than soldier gear and possibly knights gear depending on how much critical damage is on them. The survivability part will depend alot on where you have your points trait points at.
Full celestial sounds too squishy for anything other than a bunker.
Let’s see what happens next patch.
Question, i know fire tree has no real love due to our survivability, but would a celestial setup perhaps allow us to take advantage of 30 fire setup in any way? say something like 30/0/0/20/20
Question, i know fire tree has no real love due to our survivability, but would a celestial setup perhaps allow us to take advantage of 30 fire setup in any way? say something like 30/0/0/20/20
I’d say yes(in theory) on the grounds that celestial gear doesn’t add condition duration on its own but adds condition damage.
Anyone else notice that nobody here cares what this armor will look like. I know I’ve chosen the right profession when the math nerds are playing it.
Question, i know fire tree has no real love due to our survivability, but would a celestial setup perhaps allow us to take advantage of 30 fire setup in any way? say something like 30/0/0/20/20
I’d say yes(in theory) on the grounds that celestial gear doesn’t add condition duration on its own but adds condition damage.
Anyone else notice that nobody here cares what this armor will look like. I know I’ve chosen the right profession when the math nerds are playing it.
I’d be fine if it was just an additional option on the exalted skin.
Question, i know fire tree has no real love due to our survivability, but would a celestial setup perhaps allow us to take advantage of 30 fire setup in any way? say something like 30/0/0/20/20
I run 30/0/0/10/30 staff ele using soldier’s armor and cleric’s trinkets. I spent a while crunching numbers (too lazy to recreate all the math here), but it doesn’t look like celestial will be a significant improvement.
You definitely get a boost in condition damage (~20 bleed, ~100 burn, plus that much again if you maintain 10 stacks of might). For my current build, the added crit chance/damage balanced out with the loss in power. However, raw power is better for killing siege. (I play WvW.) The loss of toughness and healing power will hurt a fair bit, and is not offset by ~1k more HP.
Basically, it is a trade off. More condition damage for less survivability. It would definitely work, but it is not game changing. If you really wanted it to work well, you need to improve the crit chance somehow without sacrificing even more power.
So to answer your question:
I already feel that 30 in fire works for my build. Celestial will also work for the same thing, although I like my current gear better for my needs.
More gear to buy
I’m running out of space ANet give me a break !
So why do we want condition damage again given that it is easier to remove faster than an ele can reapply.
I’m probably going to stick with a mix of soldier, valk, and zerker. Using celestial gear will lower my direct damage from power. Even using celestial trinkets only would drop direct damage significantly, and at the bonus for a little healing power (which scales terribly) and condition damage, which as people mention, conditions are easily removed.
I’m probably going to stick with a mix of soldier, valk, and zerker. Using celestial gear will lower my direct damage from power. Even using celestial trinkets only would drop direct damage significantly, and at the bonus for a little healing power (which scales terribly) and condition damage, which as people mention, conditions are easily removed.
Depends on if you replace a direct soldier piece with direct celestial piece. If you are talking say a soldier coat vs a celestial coat the celestial coat (based on our assumptions) would give you more dps than the soldier because you are adding power and precision in equal amounts on top of the critical damage.
Its like knights gear dps wise is better than soldiers gear even though you lose power. Also vitality scaling at 1 point of vit = 10 hp a cut in hp is ok. For the zerker and valks then yea the dps will end up being better.
The problem with celestial is simple.
Low power.
The problem with celestial is simple.
Low power.
Basically. Given the scaling of power, crit and crit damage, zerker gear will almost always outdo celestial. Since healing and the damage mitigation through toughness scale together, you’re also losing far more survivability than the difference in numbers would lead you to believe, even more if you’re a class that runs with high protection uptime.
It might be worth it if you replaced gloves, shoulders and shoes with celestial since they already have relatively low stat values in the first place, but only because zerker and celestial gear give the same amount of crit damage.
If you, for whatever bizarre reason, want to run a condition build, you’re better off using carrion so that you can deal decently high direct and condition damage.
(edited by TwoBit.5903)
what I am thinking is boots, gloves, and shoulders are prime spots to put the all stat gear.
(edited by oZii.2864)
what I am thinking is boots, gloves, and soldiers are prime spots to put the all stat gear.
I hope you meant shoulders. That’s what I was thinking since my guess is that the +critical damage will be the same as any of the other +critical damage items while granting a nice balance of other attributes. Now whether the small amount of these attributes makes any difference is a different story.
what I am thinking is boots, gloves, and soldiers are prime spots to put the all stat gear.
I hope you meant shoulders. That’s what I was thinking since my guess is that the +critical damage will be the same as any of the other +critical damage items while granting a nice balance of other attributes. Now whether the small amount of these attributes makes any difference is a different story.
oops yea I meant shoulders thanks for the catch
I’m incredibly skeptical that the celestial armor will provide relatively decent stat bonuses. Assuming that the stat patterns of the armor are similar to the celestial trinkets, I think we can expect all the points to be less than half of the more specialized gear.
While the total stat points are definitely higher than a specialized stat pattern, I find it incredibly difficult to believe it can provide any sort of major benefit.
Also, before anyone goes ahead and say divinity runes are very useful, I’d like to say this: the total critical damage bonus is the highest unconditional critical damage bonus for a rune set. That’s why it’s useful. Unless the celestial armor has a much higher critical damage bonus, I doubt we’ll see much use of the celestial stat type.
I’m probably going to stick with a mix of soldier, valk, and zerker. Using celestial gear will lower my direct damage from power. Even using celestial trinkets only would drop direct damage significantly, and at the bonus for a little healing power (which scales terribly) and condition damage, which as people mention, conditions are easily removed.
Depends on if you replace a direct soldier piece with direct celestial piece. If you are talking say a soldier coat vs a celestial coat the celestial coat (based on our assumptions) would give you more dps than the soldier because you are adding power and precision in equal amounts on top of the critical damage.
Its like knights gear dps wise is better than soldiers gear even though you lose power. Also vitality scaling at 1 point of vit = 10 hp a cut in hp is ok. For the zerker and valks then yea the dps will end up being better.
That would be wrong, as you end up losing power, regardless. Soldier’s, Valkyrie’s and Berserker’s all have the highest power values, and it is not made up anywhere. Vitality, and Toughness, and precision, and crit, those can be made up in the sense that if you have 3 zerker pieces and 3 soldier pieces, wearing 6 celestial pieces you should come out around the same precision, crit damage, toughness, and vitality, but you will lose power.
You’re basically trading power for condition damage and healing power.
A while back I calculated the dps for PVT and Celestial gear, and they wound up pretty much equal. High power is a lot more effective than crits and conditions, but all combined the dps is pretty much the same. Even though celestial has a higher total stats, its not more powerful. I’m strongly suspecting that the same goes for the overall defense. The main thing you gain is the magic find. The rest is more or less balanced.
Celestial will not outdps berserker, not outtank clerics.
At the least it gives the option of “eh too lazy to change armor”
I’ll be using it for precisely this reason. I don’t really care about “optimal,” because optimal builds do not adapt to changing circumstances very well.
Ele is currently the best at switching roles on the fly, and full celestial will make us even better at that. And I’m so tired of burning gold on a new set of gear every time I want to try a slightly new build.
Based off Kirtar estimates (this is all speculation right now)
a 0/10/0/30/30 (with divinity runes and the all stat food (+43 all stats and +5 critical damage) and hardened sharpening stones
+617 to all stats and +64 critical damage
Power = 1698
Critical chance = 38.14%
Critical damage = 74
Condition damage = 617 (Bleeding – 73/s, Burning 482/s)
Armor = 2453
HP= 19975
Ugh; your Power is so low. Minus the sharpening stones, Power would probably be around 1560.
Power is so nasty man. Especially on players with low armor. With about 10 might stacks I can run around with 3000 power.
Looks like the celestial items will have more critical damage on them than berserker, even.
EDIT:
Looked into it more; boots, gloves, and mantle have equal critical damage to berserker. Pants, chest, and head have 1% more critical damage than berserker. One handed weapons have equal critical damage to berserker, and two handed weapons have a 1% more critical damage than berserker.
(edited by Serious.4839)
Looks like the celestial items will have more crit damage on them than berzerker, even.
Berzerker Chest 5% – Celestial Chest 6%
Berzerker Staff 9% – Celestial Staff 10%
Where did you see that? That seems rather ridiculous.
he is correct it has more critical damage on some pieces
here is the stat combos
2h weapons = 79 all stats 10 critical damage
1h weapons = 40 all stats 5 critical damage
Gloves = +15 all stats 2 critical damage
Shoulders= +15 all stats 2 critical damage
Boots= +15 all stats 2 critical damage
Helm = +20 to all stats 3 critical damage
Coat = +45 to all stats 6 critical damage
legs = +30 to all stats 4 critical damage
Does it really have higher critical damage than berserker? Wow, that’s surprising. Were the stats for ascended celestial amulets also retro-actively changed after this patch?
Does it really have higher critical damage than berserker? Wow, that’s surprising. Were the stats for ascended celestial amulets also retro-actively changed after this patch?
No they are still the same
he is correct it has more critical damage on some pieces
here is the stat combos
2h weapons = 79 all stats 10 critical damage
1h weapons = 40 all stats 5 critical damage
Gloves = +15 all stats 2 critical damage
Shoulders= +15 all stats 2 critical damage
Boots= +15 all stats 2 critical damage
Helm = +20 to all stats 3 critical damage
Coat = +45 to all stats 6 critical damage
legs = +30 to all stats 4 critical damage
Interesting, so all pieces are at least the same critical damage as berserker. The plot thickens!!
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