Phantasmal Haste

Phantasmal Haste

in Mesmer

Posted by: Pyroatheist.9031

Pyroatheist.9031

And here I will quote from the patch notes: “This trait now works.”

There’s only one problem with this….the trait still is completely broken. I just did a thorough examination of every phantasm save the defender, and I can confidently say that the trait reduces cooldowns by 20% for a grand total of 0 of them. Here are my results:

Untraited Traited Difference Change
Warden 14 12 0.857142857 0.142857143
Berserker 7 6 0.857142857 0.142857143
Warlock 7 5.8 0.828571429 0.171428571
Duelist 7.7 6.5 0.844155844 0.155844156
Mage 7.7 6.5 0.844155844 0.155844156
Disenchanter 4.5 4.5 1 0
Swordsman 4.6 4.6 1 0
Mariner 10 10 1 0
Whaler 12.8 10.8 0.84375 0.15625

Edit: I apologize for the numbers being hard to read, but an excel spreadsheet doesn’t copy and paste well into the forum. The gist of it is, for most of the phantasms, the difference is between 14 and 17% reduction, and the trait completely doesn’t work for the swordsman, disenchanter, and mariner.

The fact that Anet blatantly lied to us in the patch notes about this trait is disturbing. It would have taken any quality assurance tester about 10 minutes to determine that the trait is in no way fixed, and in no way works.

(edited by Pyroatheist.9031)

Phantasmal Haste

in Mesmer

Posted by: Iruwen.3164

Iruwen.3164

Untraited       Traited         Difference      Change
Warden          14              12              0.857142857     0.142857143
Berserker       7               6               0.857142857     0.142857143
Warlock         7               5.8             0.828571429     0.171428571
Duelist         7.7             6.5             0.844155844     0.155844156
Mage            7.7             6.5             0.844155844     0.155844156
Disenchanter    4.5             4.5             1               0
Swordsman       4.6             4.6             1               0
Mariner         10              10              1               0
Whaler          12.8            10.8            0.84375         0.15625

/e: the pre tag should do it but it’s broken because it doesn’t use a fixed-with font and there doesn’t seem to be a code tag either, too bad.

Iruwen Evillan, Human Mesmer on Drakkar Lake

(edited by Iruwen.3164)

Phantasmal Haste

in Mesmer

Posted by: Vendris.4201

Vendris.4201

What I really don’t understand is what must be going on behind the scenes with the code. It’s not like delay = delay * 0.8 should be that difficult to do for each phantasm, right?

Phantasmal Haste

in Mesmer

Posted by: Carighan.6758

Carighan.6758

Interesting. A 15% reduction in CD is roughly equivalent to a 20% increase in attacks done over a given timespan.
Not what the trait states, but too much of a pattern to be chance.

The strength of heart to face oneself has been made manifest. The persona Carighan has appeared.

Phantasmal Haste

in Mesmer

Posted by: Iruwen.3164

Iruwen.3164

Indeed interesting, so they’re doing the math wrong. Except for the phantasms that don’t work at all.

Iruwen Evillan, Human Mesmer on Drakkar Lake

Phantasmal Haste

in Mesmer

Posted by: Pyroatheist.9031

Pyroatheist.9031

@carighan: interesting point, and I would be prepared to give anet the benefit of the doubt if it weren’t for the phantasms that don’t work at all.

Phantasmal Haste

in Mesmer

Posted by: Ariannaid.5201

Ariannaid.5201

Interesting. A 15% reduction in CD is roughly equivalent to a 20% increase in attacks done over a given timespan.
Not what the trait states, but too much of a pattern to be chance.

That’s true, but I think one problem with looking at it from that perspective (aside from it blatantly not being what the trait says) is that phantasm damage is too “packetized,” for lack of a better term, for it to matter much.

If phantasms worked more like clones and just autoattacked, then you would get a relatively smooth damage curve over time, and the trait would start being useful essentially immediately. As it stands, though, phantasm damage is lumped into large discrete attacks, and speeding those up just doesn’t matter all that much given the nature of mesmer combat in the game; enemies die relatively quickly, resulting in our phantasms disappearing, and we’re also encouraged to shatter and resummon even during a single longer fight.

Taking the Duelist as an example, you won’t end up with an extra attack due to the trait until 45-ish seconds have passed since it was summoned. No enemies will last that long, except champions, and your Duelist is almost certain to have died/been shattered/overwritten/etc. in the interim anyways. In fact, given the cooldown timer on the skill itself, you’re probably better off shattering and resummoning no matter what.

I guess what I’m saying is that, bugged or not, Phantasmal Haste seems like a pretty bad trait simply due to the way phantasms function in general. Even if the trait worked exactly as described, you still wouldn’t get an extra attack out of a Duelist until 30 seconds from its summoning; while there are minor benefits to speeding up its attacks prior to that point, it doesn’t seem like they oughtweigh what you have to sacrifice by not taking other traits.