Does kit damage scale with weapon damage?
Not that I have seen.
It seems the Kits function as a skill that’s based off of raw stats without regard to weapon. My understanding and observation of how Kits scale seems to suggest that they do have a Weapon Damage component, but it scales based off of level (just like all skills).
no all bundles have a set weapon damage that scales to you effective level, the one you get lowered to outside of a city.
Considering kits are supposed to replace a secondary weapon, that means engineers get inherently less benefit from getting exo weapons.
Doesn’t this seem like a problem to you guys?
Thanks for the responses though
we moan about is most days the devs are mostly deaf to our pleas. that of the fanboys napalm the threads
Hrm pity because I’m having lots of fun with the class.
I hope they improve scaling.
Considering kits are supposed to replace a secondary weapon, that means engineers get inherently less benefit from getting exo weapons.
Doesn’t this seem like a problem to you guys?
Thanks for the responses though
Yes most folks feel it is a problem. We have a massive amount of threads discussing it already. It stays a pretty hot topis, and the general community as far as I can tell, are just about all on the same page about it.
Well that’s good news because as long as the community feels as though its a problem I have faith ArenaNet will get around to fixing it eventually.
Well stats not scaling AND sigils not working with kits is what we generally have issue with.
Asura Engineer
If they did make our kits scale (and it is sadly looking like ‘if’ now rather than ‘when’ :<) they would have to either:
a) rebalance all the kits to account for the extra damage on rare-exotic items (kits by default seem to be around Masterwork level as far as damage goes)
or
b) copy over the secondary stats (power, precision, etc) while ignoring the damage of the weapon to keep the balance close which, btw, is how it works in sPvP right now as all stats are on the amulet which means we benefit there just not in the real world.
I’d personally be happy with a or b, though I think b is more likely to happen as they know what the balancing already is (its in sPvP!) the just need to make it work…
If they did make our kits scale (and it is sadly looking like ‘if’ now rather than ‘when’ :<) they would have to either:
a) rebalance all the kits to account for the extra damage on rare-exotic items (kits by default seem to be around Masterwork level as far as damage goes)
or
b) copy over the secondary stats (power, precision, etc) while ignoring the damage of the weapon to keep the balance close which, btw, is how it works in sPvP right now as all stats are on the amulet which means we benefit there just not in the real world.
I’d personally be happy with a or b, though I think b is more likely to happen as they know what the balancing already is (its in sPvP!) the just need to make it work…
really, if?
Making engineers scale inherently worse than every other class is pretty bad, as it is I barely use my main weapon in PvE.
Major deterrent for playing this class.
Damage wise, kits are at exotic level currently, so any adjusting would mean that their adjusted damage could only go lower.
What I expect to see as a fix is that they’ll let the stats on the main hand weapon apply, so we can have as much as everybody else, and in the course they hopefully enable sigils to work with kits as well.
Sigils working with kits isn’t really my priority. The main one is to just see my main hand weapons statistics effect my equipped kit.
(edited by Lewis Burnell.2493)
in in other Thread it was not so important for you
" If you do use kits and you honestly cannot compete with that statistical loss, then you are doing something seriously wrong. There isn’t a single profession I cannot demolish as an Engineer."
[Skol]
The key difference is I can live without it (I have since Beta) and it isn’t breaking the profession; far from it. It would just be welcome.
(edited by Lewis Burnell.2493)
Damage wise, kits are at exotic level currently, so any adjusting would mean that their adjusted damage could only go lower.
What I expect to see as a fix is that they’ll let the stats on the main hand weapon apply, so we can have as much as everybody else, and in the course they hopefully enable sigils to work with kits as well.
If it’s on exotic level then having an exotic weapon count as base damage value, damage should stay the same I guess. I could see grenades being a bit nerfed tho, if they could use additional beserker stats from the rifle for example…9% more dmg+pow+prec…mother of god.
As for sigils…dunno how they’ll fix (if ever) to use the same amount of sigils as other proffessions, seeing how engineer has no weapons swap. Should be easy to fix the current sigils along with kits using weapons stats, but for the missing sigil slots…idk…sigil slots on kits (in b4 QQ, engi needs so many sigils)?
“We just don’t want players to grind in GW2” – C. Johanson
“The most important thing in any game should be the player” – R. Soesbee
Damage wise, kits are at exotic level currently, so any adjusting would mean that their adjusted damage could only go lower.
I’ve noticed this while leveling. I can usually spare myself the hassle of keeping my weapons updated and just use kits. If they default to the scaling of a level-appropriate exotic, then I have no problems with it. It all balances out. What I’d still like to see is MH sigil carrying over.
At level 80, kits have a weapon damage of 969. Char sheet lists MAX damage only. And 969 is what we see when we have a kit equiped. so 969 is probably kits max damage. Although it could be 969-969. Which would be close. however, if 969 is max damage, and actual damage is 969-775= 872 ave. Then no, kits are not exotic level at all.
Exotic rifle list 1205. Actual is: 986-1205= 1096 ave
Exotic pistol list1029. Actual is: 876-1029= 952 ave
Toolbelt skills use your kits damage, however, if you use the toolbelt skill with your rifle/pisols equipped, they do gain the stats of the weapon, while still using the 969 toolkit weapon damage.
(edited by Casia.4281)
Then if that’s the case, bring on the fix.