Generell questions about kits, sigils.

Generell questions about kits, sigils.

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Posted by: Mif.3471

Mif.3471

This thread is 3 months old. They have for quite a while now.

Sigils, yes. But I don’t recall weapon stats being applied to our kits as of yet.

I’d love to be proven wrong though, but I notice a mister Jon Peters making posts and promising stuff 4 months ago (and at least every Ranger knows how little those promises actually mean).

Last I heard was that our kits behaved more like a single level 80 rare pistol; even though my pistols are exotics and have a lot more power when combined (but still less overall effectiveness compared to other classes “because we have kits” b/s).

https://forum-en.gw2archive.eu/forum/info/news/Game-Update-Notes-January-28-2013/first#post1468295

Weapons now continue to grant bonus stats while bundles are equipped.

Gadgets placed by players (such as turrets) will now apply boons and conditions based on those players’ stats. Those conditions and boons will not be reduced to level-1 values when the triggering gadget is destroyed.

Bundles from player skills (engineer kits, elementalist conjured weapons, warrior banners) now have base damage that is consistent with the highest rarity weapons available at the level of the player.

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Posted by: Aveneo.2068

Aveneo.2068

https://forum-en.gw2archive.eu/forum/info/news/Game-Update-Notes-January-28-2013/first#post1468295

Weapons now continue to grant bonus stats while bundles are equipped.

Gadgets placed by players (such as turrets) will now apply boons and conditions based on those players’ stats. Those conditions and boons will not be reduced to level-1 values when the triggering gadget is destroyed.

Bundles from player skills (engineer kits, elementalist conjured weapons, warrior banners) now have base damage that is consistent with the highest rarity weapons available at the level of the player.

Thanks for the link, but wasn’t there a thread regarding this where people found out the kits get a base damage that was consistent and comparable to a single onehanded (Rare) weapon?

I’m not a number-cruncher or anything (I just grind for fun in Orr); but when last I checked, my Power stat goes down when equipping my FT. If it were to be consistent with the highest rarity weapons available to me, shouldn’t that number remain the same?

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Posted by: NevirSayDie.6235

NevirSayDie.6235

Just to clarify if you don’t want to read the Jan. 28 patch notes: all stats, such as power or precision, on weapons also affect kits now. Weapon strength, the number that changes based on the quality and level of your weapon, does not transfer and is set at the level of an exotic pistol at level 80. That number doesn’t really mean anything, though, as each skill within a kit has a damage coefficient that basically determines its damage. So sure, the damage would go up if a rifle weapon strength applied to kits, but that’s no different in reality from just changing the damage coefficients to be higher. We already have some pretty hard-hitting kit skills so there are probably no plans to change this. They could reduce the coefficients and raise the weapon strength, but that would be pretty pointless as the skills would end up doing the same thing.

Generell questions about kits, sigils.

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Posted by: JubeiTM.5763

JubeiTM.5763

This thread is 3 months old. They have for quite a while now.

You don’t fully understand what is going on here. Besides, even if this thread is 3 months old thread, I think it’s better to stick to the original rather than spam others and just create confusion.

Aveneo.2068

Sigils, yes. But I don’t recall weapon stats being applied to our kits as of yet.

Sigil stats yes but weapons stats still no! Trust me, I tested!
Engineers benefit from only sigils when using kits such as Flamethrower and Grenades. But in this thread it was promised that weapon stats would also apply. I’d very much like to see this thing happening.

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Posted by: Maskaganda.2043

Maskaganda.2043

weapon stats do work with kits. just not weapon dps which, as NevirSaydie said, is pretty pointless anyway.

Equip a weapon with vitality, switch to a kit, see if your hp drops. It won’t. It used to. Clear enough?

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Generell questions about kits, sigils.

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Posted by: JubeiTM.5763

JubeiTM.5763

It is very clear, thanks. When I get home I’ll equip 2 Exotic Berzerker pistols and see If damage actually boosts. Have a nice day.

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Posted by: hydeaut.1758

hydeaut.1758

Weapon strength, the number that changes based on the quality and level of your weapon, does not transfer and is set at the level of an exotic pistol at level 80.

Last time I checked this kits had a lower weapon strength than exotic pistols, more like an exotic torch. And the lower weapon strength might decrease the damage from toolbelt-skills.

But overall differences will be small and the issue mostly fixed – as long as Anet doesn´t introduce ascended weapons with higher weapon strength!

(edited by hydeaut.1758)

Generell questions about kits, sigils.

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Posted by: CrazyAce.3842

CrazyAce.3842

I have a Superior Sigil of Fire on my mainhand pistol, and it procs even when I’m using kits. I know for certain it works on my grenade kits and flamethrower.

What I’m unclear about is whether or not your actual weapon stats matter when using kits. (For instance, does equipping a shield result in slightly higher toughness when using a kit?)

Generell questions about kits, sigils.

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Posted by: Amadeus.5687

Amadeus.5687

Could we soon stop all the freaking necromancy in the Engineer forums guys!?!?! You don’t reply to a post where the last post is from december! gesus! This is happening more and more guys! Staaaaaaaphhh it!

Generell questions about kits, sigils.

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Posted by: google.3709

google.3709

Kits are unaffected by weapon damage and is set at around 900 at lvl 80 by default

and yes, all Sigil weather is on Wep swap, on crit, on kill etc are affected by kits

Generell questions about kits, sigils.

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Posted by: narcky.2187

narcky.2187

Could we soon stop all the freaking necromancy in the Engineer forums guys!?!?! You don’t reply to a post where the last post is from december! gesus! This is happening more and more guys! Staaaaaaaphhh it!

So you suggest he creates a new thread about the same exact thing? Even though posting in this one doesn’t do that and also brings some background information to the topic as well?

Seems that would just create multiple threads about the same exact thing. Difference being you wouldn’t call it “necromancy”? Correct me if I’m wrong.

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Posted by: nakoda.4213

nakoda.4213

Could we soon stop all the freaking necromancy in the Engineer forums guys!?!?! You don’t reply to a post where the last post is from december! gesus! This is happening more and more guys! Staaaaaaaphhh it!

So you suggest he creates a new thread about the same exact thing? Even though posting in this one doesn’t do that and also brings some background information to the topic as well?

Seems that would just create multiple threads about the same exact thing. Difference being you wouldn’t call it “necromancy”? Correct me if I’m wrong.

Well, given that he could take the time to go all the way back to january to dig up one post, he could have taken the time to read the three months worth of posts in betwixt as well as become apprised of the archived patch notes, thus becoming self educated and informed before dredging up an old thread in the hopes of being spoon fed information readily available in numerous places on this web site.

Then, if the question remains unanswered, certainly, bring up the old thread. Otherwise, yes, start a new one and ask your questions.

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(edited by nakoda.4213)

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Posted by: Amadeus.5687

Amadeus.5687

Beside the good point nakoda have, is the big problem with thread necromancy, that its an art best suited for the trainned necromancers not engineers! ;-)

Hehe no serious, the problem with posting in a thread where the last reply is several month and balance patchs old, is that a lot of the old replys rhat have been made in here aint correct anymore, because off all the the changes that have been done! Even more vritical is it that there is a high risk people won’t notice the date some of the stuff was posted, and assume some of it holds true today! :-) in this case the dev. Post from long time ago will get a lot of attention again, and newer players might only read that part and assume that’ still the case!

What my point is, is that when we bring a long dead thread back to the front page there ia a huge risk of spreading confusion and information that ain’t correct anymore, and that is why it’s something we should avoid doing if we can! I will now let this thread fall back into it’s cold and dark grave again! ;-)

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Posted by: nakoda.4213

nakoda.4213

especially when people have a proclivity to immediately jump to the dev post to “see the latest gossip” and in this thread’s case, that gossip was “sigils on kits is step 2!” and everyone reading this three months later is like “abuh? they already d….ooohhhhhh .. this is a necro thread, WASTE OF MY TIME”

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Posted by: narcky.2187

narcky.2187

Lol well very valid points. I guess I don’t take into account the lack of attention people put into things as the first thing I did was read the post date when I opened the thread.

I actually enjoyed being able to see the old posts to have the background on the question he asked as I read most of the main posts, but I’m sure the majority did exactly what you guys pointed out and not what I did.

In any case, I should stop posting here <3

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Posted by: Jarin Arenos.2736

Jarin Arenos.2736

Beside the good point nakoda have, is the big problem with thread necromancy, that its an art best suited for the trainned necromancers not engineers! ;-)

The problem is that he dredged up our single thread with a red icon, so I got my hopes up about a dev post. :’(

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Posted by: Yamsandjams.3267

Yamsandjams.3267

I’m going to jump on this thread necro train…

As was pointed out, the weapon damage stat is more or less irrelevant as far as actual damage output goes. All skills are modified by a particular coefficient, and that will ultimately determine how much damage a particular skill does.

The damage listed on a weapon is useful for comparing weapons of the same type. For instance, if one rifle has higher damage than another rifle, then equipping the higher damage rifle will cause your skills to do more damage.

However, comparing the damage values on a rifle to a pistol is like a case of comparing apples to oranges. The skills on the pistol are different with separate coefficients, so you cannot make a meaningful comparison by just evaluating what the base damage stat of a weapon is. It will change the number on your actual damage stat on your character sheet, but it is still ultimately up to the individual coefficients on the skills.

So they could have made an alternate fix in which the base weapon damage of kits was left arbitrarily low, but the coefficients were just jacked up. I believe they decided to make the change they did to keep it consistent with their overall design though. This damage value shouldn’t affect the damage of tool belt skills since utility skills are also not affected by weapon damage, but I haven’t explicitly checked that. I would be very surprised if it did though.

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Posted by: CriSPeH.8512

CriSPeH.8512

Step two is to get the weapon stats to apply to kits as well. We felt sigils was the more important first step because it creates build diversity. Flamethrower with sigil of air? Yes please.

but….
HGH with Sigil of Battle?
No way mofos

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Posted by: nakoda.4213

nakoda.4213

But FT is a weapon, why on earth would sigils work with HGH?

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Posted by: CriSPeH.8512

CriSPeH.8512

^
heh do not logic my logic with your logic

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Posted by: nakoda.4213

nakoda.4213

Pistols?

Boundaries are for the effortless.
Benn E Violence :: 0/20/30/20/0
You kittens don’t even know what the prefix “meta” means.