(edited by Bunda.2691)
Staff clones, elasticity, & feature fixes
Oh my god. HYPE!
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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.
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.
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?
Other 80s: Any but Warrior
Enjoy broken TC forever :/
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.
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)
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.
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.
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.
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.
any suggested runes for the staff after the fix?
any suggested runes for the staff after the fix?
Depends on the build.
I wouldn’t run it, but how about elementalist runes..
^nice. haha i am sorry. I meant sigils.
@Ross.
Why not get just condition duration runes in general?
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.
Other 80s: Any but Warrior
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.