Hey finally kits are buf...emh....
And here we all though it was increased to match ascended damage… >.>
Salvage 4 Profit + MF Guide – http://tinyurl.com/l8ff6pa
It was nice while it lasted :P
What, I don’t understand why they would do this.
They are intended to have worse stats than ascended? WHY?
Seriously?
They said before ascended weapons got released that when they come out, weapon kits would be buffed to deal ascended damage. What kind of crap is this?
Anyway I just rechecked kit damage. Yep, it’s back down to exotic weapon damage, meaning ANY engineer who wants to use kits (i.e. the vast majority of engineers) is not allowed to gain ascended weapon damage.
What a load of kitten.
(edited by Tulki.1458)
I thought i was doing a nice amount of damage…3 nades all critting for over 1k…it was nice while it lasted
It’s like they really don’t want engineers to become viable in this game.
Thanks ArenaNet.
Guys…pls….
Do you know the differents from exotics to ascendend????
If you write this kind of QQ ofc you don’t have a clue.
I’ll tell you the difference for berserker gears :
Exotic berserker : 179power ; 128 precision ; 9% crit dmg.
ASCENDENT berserker : 188 power ; 137 precision ; 10% crit dmg.
Do you really think 9 points of power precision and just 1% crit dmg difference can change our dmg?
Actually there is no real difference from exotics to ascendent….it’s not even worth waste time to craft them,or to rush in the craft.
Probably near december we will have ascendent armor,and there the things might chance….9 points here,9points there…there would be a difference of 70/80 points per stats…..ONLY when armor kick in game (so there will be armor power+weapons power+jewels power) , they should buff the kits.
I can agree with you that the actually kits scale is still a kick in the face…for example when i equip a kit i still lose 300(and it’s a lot of dmg lost) power points….if you speak about this i can agree with you then.
Sorry for my english,regards.
Engineer : Charliengine
Engineer : Brother Thompson
To be fair, we’re looking at two ways to make this problematic:
- Have kits always do ascended damage. This is problematic because it means at exotic level, Engineers are stronger than other classes in raw damage output.
- Have kits copy the weapon damage. This was wildly criticized as an idea here on the forum because it benefits rifle-using kit builds more and would lead to “excessive weapon swapping”.
The current solution would be to use a normalized damage stat, but increase that by the same % as the weapons go up when wielding an ascended weapon. I suspect that the way the engine works, this requires a complete copy of all kit skills in the database, with new raw values. :P
If you write this kind of QQ ofc you don’t have a clue.
I’ll tell you the difference for berserker gears :
Exotic berserker : 179power ; 128 precision ; 9% crit dmg.
ASCENDENT berserker : 188 power ; 137 precision ; 10% crit dmg.Do you really think 9 points of power precision and just 1% crit dmg difference can change our dmg?
Not having a clue? Lol, that´s great:
better take a look at the increase in weapon strength from exotics to ascended (+ 5%, which was equal to 48 power for kits, couldn´t check it out though since this last update).
Even better: the stats you listed are carried over to kits anyways (as also from exotic weapons), basic weapon strength not so much . . .
Though in the end I agree with your conclusion: the difference does look not that big today on paper – BUT will increase with higher quality infusions available.
(edited by hydeaut.1758)
To be fair, we’re looking at two ways to make this problematic:
- Have kits copy the weapon damage. This was wildly criticized as an idea here on the forum because it benefits rifle-using kit builds more and would lead to “excessive weapon swapping”.
You have to take into account that rifle has only 1 sigil-slot compared to 2 slots on p/p or p/s (though it probably isn´t enough to compensate).
Also don´t forget about infusion-slots (I´m sure we´ll see better than blue infusions in the future)
(edited by hydeaut.1758)
If you write this kind of QQ ofc you don’t have a clue.
I’ll tell you the difference for berserker gears :
Exotic berserker : 179power ; 128 precision ; 9% crit dmg.
ASCENDENT berserker : 188 power ; 137 precision ; 10% crit dmg.Do you really think 9 points of power precision and just 1% crit dmg difference can change our dmg?
Not having a clue? Lol, that´s great:
better take a look at the increase in weapon strength from exotics to ascended (+ 5%, which was equal to 48 power for kits, couldn´t check it out though since this last update).
Even better: the stats you listed are carried over to kits anyways (as also from exotic weapons), basic weapon strength not so much . . .
Though in the end I agree with your conclusion: the difference does look not that big today on paper – BUT will increase with higher quality infusions available.
The difference will be bigger when we will have ascendent armorn that will add more stats.
I know that the base and max dmg are +50…but it’s like…2 stack of might that’s all.
If you have a leggendary,or if you know anyone that use it,ask him the difference in the dmg output….he will tell you his attacks deal the same dmg.
I mean , it’s useless complain about the ascendent weapons and kits, WHILE our kits don’t even scale with exotics.
I repeat,i lose around 300 power points (9/10 stack of might here) when i equip a kit.
Ofc we will lose a lot of dmg with ascendent weapons too if they are not even able to make our exotics scale better , in this sense i can agree with the QQ.
And if you think in 1 year they never adressed this problem in a decent way with exotic scale,you will never see a decent fix with the ascendent.
If i use another class and switch weapons,i don’t lose a single point of stats.
Engineer : Charliengine
Engineer : Brother Thompson
Guys…pls….
Do you know the differents from exotics to ascendend????
If you write this kind of QQ ofc you don’t have a clue.I’ll tell you the difference for berserker gears :
Exotic berserker : 179power ; 128 precision ; 9% crit dmg.
ASCENDENT berserker : 188 power ; 137 precision ; 10% crit dmg.Do you really think 9 points of power precision and just 1% crit dmg difference can change our dmg?
Actually there is no real difference from exotics to ascendent….it’s not even worth waste time to craft them,or to rush in the craft.
Probably near december we will have ascendent armor,and there the things might chance….9 points here,9points there…there would be a difference of 70/80 points per stats…..ONLY when armor kick in game (so there will be armor power+weapons power+jewels power) , they should buff the kits.I can agree with you that the actually kits scale is still a kick in the face…for example when i equip a kit i still lose 300(and it’s a lot of dmg lost) power points….if you speak about this i can agree with you then.
Sorry for my english,regards.
plz stop writing about stuff u dont know.
stats increased and the BASIC DMG!!!!!
50 more damage for the weapon(kit) itself is about a 5% damage increase.
Comparing that to might stacks, you would need to calculate how many might stacks result in 5% more damage.
Now let’s say you are might buffed by your group and are sitting at about 3k power, you would need 150 power to increase your damage by 5%, that’s 4 to 5 might stacks.
So 50 base damage = 4-5 might stacks.
50 basic damage was very very noticeable.
50 basic damage was very very noticeable.
Weapon strength obviously has a higher influence on the final damage-output from different weapon- and kit-skills than some added +power stats – I guess we´ll see when fighting enemies who have an ascended in WvW!
Oh. Well if it was 50 base damage on the kit, that’s quite a bit more than what the weapons get, I think?
Might explain why it was reverted, it was genuinely buggy then.
So which one is it ArenaNet?
We’re not allowed to do as much damage with our weapons as other classes:
https://forum-en.gw2archive.eu/forum/info/updates/Game-Update-Notes-December-14-2012/first#post999247
They can use different kits based on the situation, but this extreme versatility comes at a cost in damage on their main hand weapons.
And we’re not allowed to do as much damage as other classes with kits:
https://forum-en.gw2archive.eu/forum/info/updates/Game-Update-Notes-September-3-2013/first#post2768357
Fixed an unintended damage increase that caused engineer kits, elementalist conjures, and warrior banners to deal more damage than intended.
Or are we just not allowed to do damage?
Oh. Well if it was 50 base damage on the kit, that’s quite a bit more than what the weapons get, I think?
Might explain why it was reverted, it was genuinely buggy then.
What did u do in maths at school? Kit damage was increased by 48 which was exactly 5%. Every ascended weapon has 5% more damage then exotic.
Oh hey more BS from Anet. Getting used to it.
Guys, stop all the doom and gloom and think about it for a second.
You do realize that the vast majority of players still have only Exotics, right? The only ascended weapons in the game currently are legendaries which, of those that have them, most only have 1. You’re just as capable of having one of those in your set as any one else. There are a few ascended drops here and there, but, again – those aren’t class specific.
Crafting Ascended weapons is time-gated (to put it mildly) and it will be some time before they are the standard, which is likely when they’ll update kits to match. Though, ideally, setting a their values based on your MH Pistol or Rifle would be the better route rather than waiting until Ascended are the norm. Which, while I’m on the subject, is a silly argument (the whole Rifles would be preferred thing). Kits currently have an “exotic equivalent” value, so just set it to that if your rifle/pistol is exotic and do the same for other rarities – no need to base it off the damage values.
You’re not the only ones affected by this (though granted, it’s a bit more baked in for you). Conjured weapons need similar updates to keep them viable. It’ll happen, but don’t fret because its not on day one.
(edited by Dastion.3106)
Kits currently have an “exotic equivalent” value, so just set it to that if your rifle/pistol is exotic and do the same for other rarities – no need to base it off the damage values.
I imagine that’s what they were testing when the patch went live, but didn’t have it quite worked out. Yet, they’d forgotten to return the damage levels back to what they were before pushing out the patch.
Again i feel like pointing out. This 5% dmg on kits, which makes sense, got hotfixed within 24hours. But, eurh… how long have Turrets been broken now? 2 months? 2.5months?
Yeah. Go figure. They might aswell flash the middle finger on the screen everytime you log into your Engineer.
Again i feel like pointing out. This 5% dmg on kits, which makes sense, got hotfixed within 24hours. But, eurh… how long have Turrets been broken now? 2 months? 2.5months?
Strictly speaking they have been broken in one way or another since beta.
Again i feel like pointing out. This 5% dmg on kits, which makes sense, got hotfixed within 24hours. But, eurh… how long have Turrets been broken now? 2 months? 2.5months?
Yeah. Go figure. They might aswell flash the middle finger on the screen everytime you log into your Engineer.
Easier fix. Turrets are just messed…to be honest i think they don’t know what to do with them.
What i want for a “halloween gift” – a bunch of naked Asura’s instead of my useless turrets.
They would be at least funny to watch
Necro 80 W3
Engii 80 PvE