(edited by OneKlicKill.4285)
Selecting armor stats
link is to gw1 wiki
Lots of eles have substantial amounts of might, and lots of fury, are these factored in?
Also is it really fair to compare berserker’s (which offers minimal defensive stats) to rampagers or knights armour which actually have a bit more defence!
Sorry about that, not sure what went wrong there. I have fixed the link
few things that are wrong/confusing/missing/could be improved in that table you can think about. Some of them might require quite abit of rewamping to get them implemented.
- Doesn’t have slots for jewellery stats unless you just put them in “external factors”. Foods, sigils and might stacks too. As those stats affect the value (how good) of the stats they can be key in optimizing.
- Don’t like word “base” in direct damage. As it implicates gw2 would use base damage system like many other mmos (defencemodifier*power + base damage), like gw2 has on the conditions. It’s “skill co-efficient”, k or c. And Average damage.
- Not quite sure about your direct damage formula in the actual calculations.
When I write it open I get
(($B$14+$C$14)$B$13$B33*( (1+$C$15+$B$15))/$B$20)
= (kP*W/A)((1 + C)CD)
While it should be (assuming you after the Average damage per ability, not some “base”, that’s what makes most sense to me). Or do you mean something different?
(k*P*W/A)(1+C(CD-1))
I did check it a few times so I’m pretty sure you have a mistake there.
- This brings me to the derivates. Prolly the most useful thing in tables like these would be the derivates of the direct formula. To help think about stat upgrades and stat optimizing. So the value and partial derivates of (k*P*W/A)(1+C(CD-1)) -> dP, dC, dCD of P*(1+C*(CD-1)).
- Think you missing the base crit chance of 4%. So you could write C_avrg = (Perc – 832)/2100 + FuryMod*0.2.
- Modifiers missing from the table, (this is what requires most work if wanted to implement because you would have to do trats). So on every direct damage attack there would be modifier sum(M_target)prod(M_attacker)DDFORMULA.
- If nothing else, I really recommend is doing a rotation. That gives actual instant information (with the derivates). And is simple to do. Just calculate the total damage of standard dagger&dagger rotation like for example F3+F4+F2+F5 -> E2 -> W2 -> A1 A1 A1. Or condition style with staying in earth after the fire. CE can be added.
Make sure to split condition damage and direct in the sum, so you can add a ConditionMod (so you can add say, conditions are 0.5 effective because cleanses or death or stacks …. Or have them full 1, for like solo pve purposes). This allows you to actually compare say rampager vs berserker.
Ofc the total numbers at the bottom gives some idea, on daggers. But would not help on staff.
kittenloads of work? Yea it is, that’s where my willpower ended when I was making full, calculate everything, think about everything table.
I LOVE power > tough/vit gear. I run staff though.