Should turret dmg scale with our stats?
As it stands now they benefit from condition damage. So over charge rifle, flamethrower, and the fire damage on rocket turret. Net turret does no damage anyway and thumper doesnt benefit “nor does it really do a lot of damage, its more of a tank turret with an ae knockback”.
Should they benefit from power as well? probably….but not sure whether its a bug that they dont yet.
As it stands now they benefit from condition damage. So over charge rifle, flamethrower, and the fire damage on rocket turret. Net turret does no damage anyway and thumper doesnt benefit “nor does it really do a lot of damage, its more of a tank turret with an ae knockback”.
Should they benefit from power as well? probably….but not sure whether its a bug that they dont yet.
How are you testing that? I don’t think the tooltip is accurate.
Didn’t know they get scaled by condition dmg, at least this is not as bad as I thought, wouldn’t hurt too if they get boosted by power, maybe toughness too considering how fragile the turrets are in aoe fights.
Someone told me before that they DO get boosted by power. Just..not out of weapons. (Or did I get that confused with kits? If I do then sorry) It seems that only power from other slots (helm, gloves, etc) will boost your the direct damage portion?
Someone told me before that they DO get boosted by power. Just..not out of weapons. (Or did I get that confused with kits? If I do then sorry) It seems that only power from other slots (helm, gloves, etc) will boost your the direct damage portion?
That’s kits.
Currently, the Mortar and Turrets don’t benefit from ANY stats.
Kits don’t benefit from weapon stats.
Currently only kits get scaled by stats aside from weapon damage, in GW2 wiki they mention turrets doesn’t get boosted by character stats.
“Like all turrets, the damage and condition damage does not scale with player stats. "
I’ll run a test but the tooltip numbers go up and down when you add or remove condition damage. brb with those results
Tested it and the tooltip does acknowledge increased damage from condition damage with different ratios depending on turret. However after testing the flamethrower turret despite my conditiond amage suggesting each attack should do nearly 1200 damage over 2 seconds, it was only doing 770ish damage. This adds to the question….is the tool tip a bug….or is it not scaling a bug? :P
Edit: also i dont know if i’d use wiki as an absolute source…its been wrong on an enormious amount of info i researched while trying to level. I stick to database sites now for more acurate info. But in this case it is right though i’m still puzzled why the tooltip reflects damage increasing. Tbh turrets are generaly bad in spvp so i dont use em often hah.
(edited by Zinwrath.2049)
I’ll run a test but the tooltip numbers go up and down when you add or remove condition damage. brb with those results
Base bleed is 40 damage in the mists.
Just get a rifle turret, overcharge it and see how much it ticks for.
@Zinwrath
About the tool tip bug I had experienced the same thing on my engineer, everytime I use my rifle turret I only see it do about half the damage of what it says on the tool tip. Though I’m not sure is the tool tip a bug or our damage is bugged.
About wiki I do find it kinda outdate sometimes, just use it for convinience when I get the chance, but ya I should stop expecting it’s like our holy GW2 bible.
I think the turrets should scale. To my knowledge, they don’t scale in the least – they should, but they don’t.
I tested whether the Rifle and Flamethrower turrets scaled – while wearing a full set of +Power, Precision and Magic-Find armor, the Rifle dealt 38 per shot, Flamethrower dealt 15 (52 Burn on each tick). Naked? Same numbers.
As a straight Turret Engineer who spends most of his time gaining the aggro of every single thing he comes across and running around in circles whittling it down, I would dearly love to see my turrets gain some kind of bonus. If I’m going to get the hatred of everything I meet, at least let me be able to earn it properly.
Even Kits, the favored ‘this thing is too weak fix it please’ of the forum, get bonuses for player abilities.
they should just lower the cooldown, since turrets have very LOW health and doesn’t do much damage. It’s like fighting with a needle annoying others in PvP as long the cooldown is reduce im fine with the current damage
i love using turrets to annoy others
I’d rather the opposite really. A shorter cooldown means having to put them down all the time – better they be more effective so they’re worth the C/D.
Same here, I would find them more practical if turrets can be improved with stats, right now they just get destroyed too easily.
Yes they should improve based on the engineers stats. Having them constantly get 1 shotted and with poor damage output at level 80, makes them the least useful ability an engineer has.
I feel they need to stay as they are in respect to the stats effecting them. It is consistent with minion types such as necro pets as they do not scale either.
They turrets have as much or more survivability as any pets in the game, except tanky ranger pets. What would really improve turrets, would be a change in the aggro system towards the, so that they were not insta-aggro and nearly unpealable
Coglin. Its a problem with their pets too.
Some turrets have more survival, rifle turret is extremely weak vs thumper which is strong. Also agro system would only help open pve and would do nothing for their weakness’s in spvp wvw and dungeons. In those situations they are either ineffective or one shotted in a lot of situations. I do find it interesting that turret/necro minions are in both professions “toughness/tanky” tree….where gaurdian spectral weapons are in their damage tree…..lets not forget about gaurdian pets, as they seem to be 20x more effective (honestly i think the way they work is how necro pets shoulda worked…woulda made more sense to me).
coglin, Zinwrath is right about this, the problem I find right now is summoned stuff can’t be improved by stats scaling, if you’ve ever have experience with other MMOs before like EQ2 they’ve also decided to let player stats boost up pets since the beginning, and later in game they even let their pets have the exact same stats with the player, so if the player have a 300dmg bonus added to their spells, so will the pet.
Edited by moderator: this post has been edited to remove a violation of the forum code of conduct. Thanks for your understanding
(edited by Moderator)
For those interested: Just tested whether turrets are affected by Condition Duration and Condition Damage traitlines, by resetting my traits, testing the turrets on lowbie enemies and then maxing the trait I was testing the effectiveness of.
Nope. Not a single point of difference, or second of duration.
coglin, Zinwrath is right about this, the problem I find right now is summoned stuff can’t be improved by stats scaling,
That is simply not true. Mesmer “summoned stuff” scales with power, crit chance/damage, and condition damage.
I really do not think anyone cares what other MMOs like EQII does with pets. They have very different game mechanics. As well, turrets are not pets, they are minions.
Your broad statement that pets in EQII are affected by players stats is not accurate either….. I have played EQ, EQII, and EQOA .I have played all 3 since beta and have active accounts.
(well ecxept for EQOA, as that games servers shut down in march.)
Only certain pets for certain classes scale with stats. Some do not what so ever.
(edited by coglin.1496)
coglin, Zinwrath is right about this, the problem I find right now is summoned stuff can’t be improved by stats scaling,
That is simply not true. Mesmer “summoned stuff” scales with power, crit chance/damage, and condition damage.
I really do not think anyone cares what other MMOs like EQII does with pets. They have very different game mechanics. As well, turrets are not pets, they are minions.
Your broad statement that pets in EQII are affected by players stats is not accurate either….. I have played EQ, EQII, and EQOA .I have played all 3 since beta and have active accounts.
(well ecxept for EQOA, as that games servers shut down in march.)
Only certain pets for certain classes scale with stats. Some do not what so ever.
/sigh Yes, I know mesmer’s pets scales with stats since it’s a clone. And I know turrets are not really pets, nor are they minions, just saying.
Where did I said all classes, I meant “summoner’s” pets scales with stats in EQ2. They might have different mechanics but that doesn’t mean anything, stats are intended to do one main thing, which is to improve the player, which is the same as in GW2.
(edited by Magic Night.1308)
They should be like ranger pets with their own stats, and DECENT enough stats so that they do damage and survive
As long as they improved the turrets I’d say it’s all good for engineers, either way by having their own stats or scaling with ours.
Where did I said all classes, I said “summoner’s” pets scales with stats in EQ2.
Umm no you said
if you’ve ever have experience with other MMOs before like EQ2 they’ve also decided to let player stats boost up pets since the beginning,
You very specifically “claim” very broadly that "pet’s"and not “summoner’s pets”….Its in black and white.
Your statement was simply factually inaccurate. I was
Where did I said all classes, I said “summoner’s” pets scales with stats in EQ2.
Umm no you said
if you’ve ever have experience with other MMOs before like EQ2 they’ve also decided to let player stats boost up pets since the beginning,
You very specifically “claim” very broadly that "pet’s"and not “summoner’s pets”….Its in black and white.
Your statement was simply factually inaccurate. I was
Whatever, anyways I’ve said pets which obviously I mean the summoner one since based on the discription of the mechanics I was talking about, they were the pet class in EQ2. And I’ve never said all pets.
I’d rather the opposite really. A shorter cooldown means having to put them down all the time – better they be more effective so they’re worth the C/D.
Agree. Lowering the cooldown but then having to constantly replant them is not the solution. I think they should be made powerful enough that when they’re thrown down an enemy will have to seriously decide between focusing on the engineer or the turret (meaning turrets need to be a real threat). They’re a stationary object, so I think they can afford to be powerful since they can’t chase players around like a ranger’s pet.
Sorry, I just cannot see how anyone can logically compare the mechanics of EQII summoners to engineer turrets. They are polar opposites as far s pets and mechanics go.
I just really have to disagree that turrets do not need to have scaling stats in the manner of the class you refer too.
I simply think the best start for a solution is to change how they aggro, then see how it goess from there, and re-evaluate their performance after that.
As too this
I’d rather the opposite really. A shorter cooldown means having to put them down all the time – better they be more effective so they’re worth the C/D.
Agree. Lowering the cooldown but then having to constantly replant them is not the solution. I think they should be made powerful enough that when they’re thrown down an enemy will have to seriously decide between focusing on the engineer or the turret (meaning turrets need to be a real threat). They’re a stationary object, so I think they can afford to be powerful since they can’t chase players around like a ranger’s pet.
I have to disagree do to the lack of mobility. Due to turrets being immobile, it would seem to me that a shorter cool down would offer the opportunity to put them down more often. It seems to me that this would be the posotive, not the negative.
(edited by coglin.1496)
Sorry, I just cannot see how anyone can logically compare the mechanics of EQII summoners to engineer turrets. They are polar opposites as far s pets and mechanics go.
/sigh How are they polar opposites? And why does it matter if they’re stats mechancis are different than GW2, as I’ve already mentioned both stats in EQ2 and GW2 intend to improve the player.
You mean other then the mobility comparison? How DoTs function is completely different between the two game? How you resist DoTs in EQII and you cannot here? The manner in which pets aggro in EQII versus GW2? The difference in these areas are night and day.
Perhaps we should drop the illogical comparison all together, it is apparent you are not familiar with EQII and its game mechanics at all, so I cannot even fathom whay you brought it up. I am not going to us GW2 forums to explain EQII and its game mechanics too you.
(edited by coglin.1496)
This doesn’t make them opposite just b/c there’s some difference in game play mechanics, you can say the mechanics are different but not opposite. Again you’ve failed to logically back up your claims and reasons. /sigh And as I’ve already said stats in games tend to focus on one main purpose. BTW I’m pretty familiar with the mechanics in EQ2, I’ve raided with my guild and played the game for around 8 years. The only one that’s keeping up with this illogical comparison nor making any logical sense is you.
(edited by Magic Night.1308)
I would like stat sharing on the turrets, but I can live without it.
I feel a simple boost in stats could put them into a good place. As far as both HP and damage go they are low at the moment. Scaling them up a bit more would help a lot.
Tweaks to the traits can address this as well. Change that 30% trait to 50% have the grand master trait give raw stats rather than ’s. So you get 200 power / condition damage on the turrets rather than 15 base damage.
Those could make turrets much more desirable. Still squishy but with good damage.
If they went the full stat sharing route turrets would be rather OP.
If you fiddle the numbers a bit rifle would crit around 1.5k, rocket closer to 4k, even thumper would be above 2k. That’s not counting the overcharged skills.
You have to remember that our turrets are utilities and as such have to be balanced around other utilities.
Idea that might make the Engineer’s turrets even more Engineer-y: Somebody mentioned giving turrets their own stats. Could create a whole other crazy situation by making turrets customizable – like, different barrels (to change damage, range, rate of fire and accuracy), ammunition/fuel (same as barrels, pretty much, but with secondary effects), plating (armor), power source (health and/or cooldown) etcetera, with their own traits; each Engineer’s turrets would be different, even if they’d still fall into the same categories. Perhaps balance turret power against cooldowns (and make cooldowns slightly affected by level, like -.2% per level or something), so one Engineer could have weak turrets, but place them almost constantly, while another Engineer could have superturrets that might have cooldowns on the order of some Elites. Maybe, on the note of Elites, just give the Engineer one Custom Turret as an Elite.
Never going to happen, of course. Fun to think about, though. At least, for me.
Is the healing turret affected by stats? there is no mention of it here. Its strange that the trait line that supposedly focuses on turrets, give no benefit to them stat wise. think about it this way, an engineer who likes turrets will go out and improve them, thus I am partial to the suggestion that turrets be given stats like Ranger’s pets do, and also to the idea that turrets be customizable.
Is the healing turret affected by stats? there is no mention of it here. Its strange that the trait line that supposedly focuses on turrets, give no benefit to them stat wise. think about it this way, an engineer who likes turrets will go out and improve them, thus I am partial to the suggestion that turrets be given stats like Ranger’s pets do, and also to the idea that turrets be customizable.
The initial heal yes.
The regen it gives out and the overcharge no.
The toolbelt yes.
Does anyone know if the regen from healing turret stacks? Like for example 2 turrets make up double the regen rate, or they just extend the duration? Thanks
Can anyone provide figures of how turrets work? Do they scale with level only? How much is the level scaling?(Cos if im not mistaken our weapon kits scale with level, with having 900 base dmg at lvl 80, much less than an exotic weapon)
Because honestly if they gonna make turrets scale with stats, something else will get nerfed hard hence i propose halving CDs for turrets as compensation instead of scaling with stats.
I think the biggest issue is that you can’t just go single-turret build. Because of that, you have multiple turrets taking up your utility and healing slots – which accounts for almost half your bar space. The fact that you are expected to choose your stats in this case, specifically in a way that most benefits only your character and weapon skills, is both liberating and marginalizing.
I find that since my turrets when out en masse are pretty strong, that I stat entirely into defensive stats for my own survival. It doesn’t help though that turret traits for healing and ground-targetting are lightweight/borked, and that turrets can neither be focused on any specific target AND they stop working when the Engi is downed…