Chem rounds.
You seem to be arguing that the pistol and elixir gun are “primary weapons”. You should use grenades instead.
mortar kit is currently the second highest dps weapon we have.
Elixir gun is a support/condition/boon weapon. it not getting the condition traits is odd.
you are being childish. and completely ignoring the math. keep it out of other balance threads.
Mortar kit the second highest dps weapon? ô.o
After the 28% damage nerf to its AA? Are you sure about that? Would love to see the math here.
Any elixir gun damage buff should probably go on inversion enzyme anyways. Not to mention the elixir gun can already benefit from HGH for extra damage.
I’d rather have chemical rounds not do anything to the elixir gun, but allow pistol shots to pierce since not having coated bullets is really hampering my elixir roaming build.
new chem rounds question.
Does it multiply into cond duration? is this intended?
It seems to.
Blowtorch. 5s burn base.
45% balth 7 1/4s list 5×1.45= 7.25
33% inc powder. 9s burn list 5x 1.733 =8.66
+40% duration food. 11s burn. 5×2.18=10.9s
+50% chem round… 16 1/4s burn 5×2.68=13.4s… 10.9×1.5=16.35 (stopwatch, I got more like 15s.)
Bleed. 40% cond food, 33% serrated, 50% chem rounds.
2s frag shot. 2×2.23 for 4.46s bleed if they add.. lists 5 1/4.
2s x 1.73= 3.46s x1.5= 5.19s
test seems to pan out.
Chem rounds is multiplying into other condition durations.
new chem rounds question.
Does it multiply into cond duration? is this intended?
It seems to.
That’s intended for sure. It’s a 50% multiplier just like any other multiplier in this game and all are working this way. Percentage modifiers will be multiplied, they are not additiv-
If you have bleed duration multipliers like this: 40% by food, 33% by minor trait and 50% by pistol trait then the whole bleeding duration is the following:
1,4*1,33*1,5 = 2,793 so the total bleeding duration is 279,3% of the base duration.
(edited by Kodama.6453)
all other cond durations add.
if 40% food, 33% trait, and 50% chem multiplied like you said, and then were 279.3% of base, then it would be 2seconds x 3.2793=7.586s duration.
but you don’t get that. you get a 5 1/4s bleed.
in fact, cond duration is even listed in your char sheet. (total)
(bleeding 33%, burning 78% with incind amm/serrated steel traited.) doesn’t show specific of course.
+40% food.
73% bleeding 100% burning. interesting to note, its supposed to be capped at 100% right?
hrm. that would explain the 15s burning duration I counted.
45% balth 7 1/4s list 5×1.45= 7.25
33% inc powder. 9s burn list 5x 1.733 =8.66
+40% duration food. 11s burn. 5×2.18=10.9s
Tooltip is LISTING 11s burn for that 118% duration of balth, inc powder, and 40% duration food.
However, as the char sheet notes, it ACTUALLY capped at 100%. so I bet if I stopwatched it, it would read 11s, but only count to 10s.
Chem rounds is bugged either on purpose or not. and breaking the 100% cap as well.
so 10s capped+50% =15s duration I stopwatched, while the tooltip read 16 1/4s.
(edited by Casia.4281)
https://wiki.guildwars2.com/wiki/Condition_Duration
Condition duration from various sources increases (and decreases) additively as a percentage increase on the base condition duration. For example, an increase of 30% condition duration from traits and an increase of 15% bleeding duration from runes would yield a total of 45% bleeding duration increase over the base duration. Condition duration from runes isn’t shown in the skill’s tooltip, but does correctly increase duration. Condition duration cannot be increased beyond 100%
https://wiki.guildwars2.com/wiki/Condition_Duration
Condition duration from various sources increases (and decreases) additively as a percentage increase on the base condition duration. For example, an increase of 30% condition duration from traits and an increase of 15% bleeding duration from runes would yield a total of 45% bleeding duration increase over the base duration. Condition duration from runes isn’t shown in the skill’s tooltip, but does correctly increase duration. Condition duration cannot be increased beyond 100%
B4 the patch, duration increases from specific traits(not the general x cond duration from taking a trait line) increased the base duration of the skill. Then duration increases from food and runes would apply to this new base duration. This allows the final duration to be greater than 100% increase of the non trained base duration.
Good example was fear increase on necros prepatch have. 50% trait changed 1sec fear to 1.5, then food and gear duration increases would extend the fear well above 2sec, up to 3 at 100%
Interesting. so why doesn’t incendiary ammo do this?