Staff clones, elasticity, & feature fixes

Staff clones, elasticity, & feature fixes

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Posted by: Bunda.2691

Bunda.2691

Edit: changes to come in feature build, not Mar. 18. But still…

Staff clones + Illusionary Elasticity = delicious
Phantasmal haste fixes.
More fixes as well.

Easiest to read at http://www.reddit.com/r/Guildwars2/comments/206wu0/tyler_chapman_on_mesmer_bugs_fixes/

Source at
https://forum-en.gw2archive.eu/forum/support/bugs/20-Mesmer-s-Bugged-Skills-and-Counting/page/3#post3750901

(edited by Bunda.2691)

Staff clones, elasticity, & feature fixes

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Posted by: Chaos Archangel.5071

Chaos Archangel.5071

Oh my god. HYPE!

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Posted by: Kobeathris.3645

Kobeathris.3645

According to my math, which could be badly wrong, that puts a Rabid Staff Clone build (Including +40% c/d food) pretty close to Berzerker Sword Phantasm, assuming you don’t cap out conditions. That’s pretty sweet.

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Posted by: Pyroatheist.9031

Pyroatheist.9031

According to my math, which could be badly wrong, that puts a Rabid Staff Clone build (Including +40% c/d food) pretty close to Berzerker Sword Phantasm, assuming you don’t cap out conditions. That’s pretty sweet.

Your math is definitely wrong.

25 stacks of bleed and burning comes out to about 4500 dps. A single swordsman with a mesmer autoattacking will be at or above that. Any additional phantasms will surpass that. Additional vulnerability stacks will make the normal dps higher, and you’ll never actually reach 25 stacks of bleeding in any possible situation.

This change doesn’t make it any less awful for pve.

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Posted by: Advent.6193

Advent.6193

Nothing will fix condi-mes for PvE but a frigging complete overhaul of the condition stacking mechanic, and we all know how the ANet guys feel about that concept. >_<

OTOH, it’s about time we get an Elasticity fix for Staff clones. How long have our guys been asking for that one, again?

Malegryne (Sylvari Mesmer), Lannka (Asura Thief) – Ferguson’s Crossing: [PRD/BRB/OMFG]
Other 80s: Any but Warrior

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Posted by: calavel.6249

calavel.6249

Enjoy broken TC forever :/

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Posted by: Kobeathris.3645

Kobeathris.3645

According to my math, which could be badly wrong, that puts a Rabid Staff Clone build (Including +40% c/d food) pretty close to Berzerker Sword Phantasm, assuming you don’t cap out conditions. That’s pretty sweet.

Your math is definitely wrong.

25 stacks of bleed and burning comes out to about 4500 dps. A single swordsman with a mesmer autoattacking will be at or above that. Any additional phantasms will surpass that. Additional vulnerability stacks will make the normal dps higher, and you’ll never actually reach 25 stacks of bleeding in any possible situation.

This change doesn’t make it any less awful for pve.

Ugh, I always forget about vulnerability. Do you know if there is a list of correct coefficients for all Mesmer skills anywhere? The wiki doesn’t seem right, and the tool tips are definitely wrong, which makes everything very hard to spreadsheet.

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Posted by: Pyroatheist.9031

Pyroatheist.9031

According to my math, which could be badly wrong, that puts a Rabid Staff Clone build (Including +40% c/d food) pretty close to Berzerker Sword Phantasm, assuming you don’t cap out conditions. That’s pretty sweet.

Your math is definitely wrong.

25 stacks of bleed and burning comes out to about 4500 dps. A single swordsman with a mesmer autoattacking will be at or above that. Any additional phantasms will surpass that. Additional vulnerability stacks will make the normal dps higher, and you’ll never actually reach 25 stacks of bleeding in any possible situation.

This change doesn’t make it any less awful for pve.

Ugh, I always forget about vulnerability. Do you know if there is a list of correct coefficients for all Mesmer skills anywhere? The wiki doesn’t seem right, and the tool tips are definitely wrong, which makes everything very hard to spreadsheet.

The wiki is mostly right, as I recall. I have an excel file with all of them…just have been too lazy to go through the wiki and update things.

Edit: The wiki is right for all the skills that I have, albeit to less decimal places for some skills. I can’t verify phantasms as I’ve never tested them appropriately, and the wiki also lacks the skill coefficients for shatters, but I can’t edit that part of the page.

(edited by Pyroatheist.9031)

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Posted by: Kobeathris.3645

Kobeathris.3645

OK, it was phantasms that I had been looking at which seemed way off, particularly warden and duelist. When I tried them in the mists with a steady weapon (which shouldn’t matter anyway) and no stats, the numbers just made no sense based on either the wiki or the tool tip.

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Posted by: Pyroatheist.9031

Pyroatheist.9031

OK, it was phantasms that I had been looking at which seemed way off, particularly warden and duelist. When I tried them in the mists with a steady weapon (which shouldn’t matter anyway) and no stats, the numbers just made no sense based on either the wiki or the tool tip.

Steady weapons don’t work with phantasms. They use their own level 80 exotic weapon for damage calculations. That’s why your numbers (and my previous testing) were way off.

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Posted by: Kobeathris.3645

Kobeathris.3645

Yeah, I am aware of that, I used it anyway just in case, but like I said, it shouldn’t make any difference. The wiki for warden, for example, lists the damage as 3816, and the coefficient as .275. Clearly, one of those is wrong, as with that coefficent and 12 hits, the damage should be 1162 at 916 power, but, and I would have to test again, as I don’t have the numbers here, I am pretty sure that is wrong too, though possibly close. The duelist shows the same coefficient, but I am pretty sure it is actually about 20% higher than that.

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Posted by: Pyroatheist.9031

Pyroatheist.9031

Yeah, I am aware of that, I used it anyway just in case, but like I said, it shouldn’t make any difference. The wiki for warden, for example, lists the damage as 3816, and the coefficient as .275. Clearly, one of those is wrong, as with that coefficent and 12 hits, the damage should be 1162 at 916 power, but, and I would have to test again, as I don’t have the numbers here, I am pretty sure that is wrong too, though possibly close. The duelist shows the same coefficient, but I am pretty sure it is actually about 20% higher than that.

Pay no attention to the damage numbers on the wiki. Those, along with the tooltips ingame, are completely meaningless because your stats are not the only thing that determines damage. Damage varies based on target armor as well.

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Posted by: StickerHappy.8052

StickerHappy.8052

any suggested runes for the staff after the fix?

Champion Illusionist Champion Hunter Champion Phantom Champion Magus

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Posted by: Ross Biddle.2367

Ross Biddle.2367

any suggested runes for the staff after the fix?

Depends on the build.

I wouldn’t run it, but how about elementalist runes..

http://gw2skills.net/editor/?vgAQNAW7dlknpRtFpxGNcrNSYSBxROKFYP7ke0aWvaA-z0CBohBCXEGdBDpBhWQZmuAgABKTtIasVVFRjVJjIqWpEjQALmAA-w

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Posted by: StickerHappy.8052

StickerHappy.8052

^nice. haha i am sorry. I meant sigils.

Champion Illusionist Champion Hunter Champion Phantom Champion Magus

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Posted by: StickerHappy.8052

StickerHappy.8052

@Ross.

Why not get just condition duration runes in general?

Champion Illusionist Champion Hunter Champion Phantom Champion Magus

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Posted by: Advent.6193

Advent.6193

Mine already loads Superior Torment. I was thinking Doom or Hydromancy added to that, post-fix. About time 2-handers’ll finally get 2 Sigils. That shoulda been done a freaking year ago, tbh.

Malegryne (Sylvari Mesmer), Lannka (Asura Thief) – Ferguson’s Crossing: [PRD/BRB/OMFG]
Other 80s: Any but Warrior

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Posted by: Ross Biddle.2367

Ross Biddle.2367

Mine already loads Superior Torment. I was thinking Doom or Hydromancy added to that, post-fix. About time 2-handers’ll finally get 2 Sigils. That shoulda been done a freaking year ago, tbh.

Doom + hydro is a solid, and will probably be a staple across many classes and builds. Those or some combination of them with battle.