Grenade Underwater - New Hitsystem (13% loss)

Grenade Underwater - New Hitsystem (13% loss)

in Engineer

Posted by: imaginary.6241

imaginary.6241

So, ever since the patch they seem to have introduced a new hit system for grenades underwater which leds to a an average chance of 13% that an grenades misses while standing still using a simple auto-attack. So please tell me, which weapons autohit will miss by default like this before appling any movement or evade (of course only underwater)?

In addition to that, the grenades have a travel time, that means as soon as you move (which you usually do) the real chance to miss without the enemy even doing anything at all to prevent the damage should be somewhere around 20% or higher. That means before any evade or block is taken into consideration.

I also didn’t compare the raw damage in terms of land / water yet but it seems lower as well. But I won’t guess anything further withouth doing some comparission yet.

This was tested using the Grenadier Trait in Explosives (30) enabling us to fire grenades from a range of 1500, throwing an additional grenade. My build is 30/15/0/0/25 and I have Full Berserker Exotic Gear using 6 Superior Runes of the Eagle, applying a high amount of vulnerability as well (10-25 Stacks the whole time). The area where I tested this up to now is the Shark’s Teeth Archipelago of the Straits of Devastation a 70-75 Area located in Orr.

How I behaved was that I stayed still, letting the enemys travel in my direction while hitting them with the auto-attack, not evading or moving around in any way.

Link to my Excel Sheet with the calculations:
http://preview.tinyurl.com/gw2-grenade-xls

Somehow I think this system isn’t ok. It’s entirely ok, if you have to manually target the grenades on land – if you are skilled and can guess the movement of enemys you will hit almost the whole time. While underwater you cannot prevent this chance no matter how skilled you are with this kit.

Cheers
Klakk Bumm

Klakk Bumm. One of the Leaders of TxS, the European Tequatl Slayer Alliance.
Click to apply for Daily EU Tequatl Kills here
My Guides: xPvP Mighty Stealth Bomber

(edited by imaginary.6241)

Grenade Underwater - New Hitsystem (13% loss)

in Engineer

Posted by: Rozbuska.5263

Rozbuska.5263

Barrage underwater is the worst. You can stay as close as you can and stil 90% grenades miss always..

Tekkit Mojo – Engineer
Tekkit’s Workshop

Grenade Underwater - New Hitsystem (13% loss)

in Engineer

Posted by: tigirius.9014

tigirius.9014

I really wonder if something like this is happening on land as well or if it really is just a nerf they put in prior to separating the code between pve and pvp because these things really do nothing on land even when specced for cond damage. I have full on cond gear specced for cond damage with three grenades and I seriously STILL have to throw 26-30 grenades to kill anything. I just wonder somehow if being underwater makes it more noticable and more easily testable.

I really wish a Dev would tell us if they are investigating this.

Balance Team: Please Fix Mine Toolbelt Positioning!

Grenade Underwater - New Hitsystem (13% loss)

in Engineer

Posted by: imaginary.6241

imaginary.6241

Well, on land you have your AoE field which makes sure that everything standing in that should be hit 100% by all 3 grenades (theoretically speaking).

It didn’t feel that different in our guilds WvW-Event today thought.
Going to do some testing about the land hit chance tomorrow
to get some hard facts about that (practically speaking).

Klakk Bumm. One of the Leaders of TxS, the European Tequatl Slayer Alliance.
Click to apply for Daily EU Tequatl Kills here
My Guides: xPvP Mighty Stealth Bomber

Grenade Underwater - New Hitsystem (13% loss)

in Engineer

Posted by: Pizz.3698

Pizz.3698

I really wonder if something like this is happening on land as well or if it really is just a nerf they put in prior to separating the code between pve and pvp because these things really do nothing on land even when specced for cond damage. I have full on cond gear specced for cond damage with three grenades and I seriously STILL have to throw 26-30 grenades to kill anything. I just wonder somehow if being underwater makes it more noticable and more easily testable.

I really wish a Dev would tell us if they are investigating this.

Condition damage specced grenade kit should allow you to hit 1.5k per #1 and keep up an average of 10-12 stacks of bleed after (#1-#2-Fx(toolbelt)) 3-4 seconds, which should hit for around 100 a tick without food.

Also, the hit rate underwater is kind of lower since it’S not targetted, but on non-moving target (80% of underwater PvE and about 95% of the underwater Fractal) you should hit a as easily as on land except Fx which seems to shoot weirdly.

Piiz

Grenade Underwater - New Hitsystem (13% loss)

in Engineer

Posted by: Terrahero.9358

Terrahero.9358

Its quite hard to hit anything underwater, due to how skewed the hit system underwater is for grenades.
I find myself sticking to Harpoongun. Not the most reliable weapon either, but when it hits atleast it packs a mean punch. A real mean punch.