Equinox [EqnX]
Riverside[DE]
The question is in the title.
Did Anet ever say somthing regarding that topic? Is it just a technical problem or do they think it’d unbalance the game?
Don’t you think that’s not fair? Every of our weapons got one Phantasm. One skill that’s not affected by Sigil of Force/Night/Slaying or Runes like Ranger/Scholar.
Please let me know about your opinion.
Its because they copy your own stats – but I would really really really like to see them copy crit chance instead of presicion for example. The same problem is with the ascended weapons. Everyone gains +5% dmg from exotic to ascended, phantasms just 1.5% thx to the great skill calculations the phantasm uses.
I really think this is a major problem of the mesmer and needs to be fixed. Also – what runes does a mesmer use if not “battle”?
rune of battle? did you mean sigil instead of rune?
If so, I use Energy
sigil i meant – yes xD sry :P
(btw for me i’m talking about PvE)
the following post is mostly speculation. I have not had a chance to verify this
The reason +damage effects don’t work on phantasms is because of how damage calculations work. For normal skills, the calculation does its thing, calculates the damage of a skill based on your stats, applies crit multipliers, then adds any +damage effects you have.
For phantasms, it’s different. The phantasm is a separate entity that uses its own skill. It wields its own weapon, and it has its own stats. Those stats happen to be the same as your own, and so your gear and whatnot do affect its damage. However, +damage effects only change the damage of skills that were used by the entity with those effects. Since they are on you and not the phantasm, the phantasm sees no bonus.
Now, if you have something like the frost spirit aoe effect and get that onto the phantasm, then you will see it doing bonus damage.
So – the reason why they don’t share such sigils is because of the lack of programming skills of arenanet? I don’t think so.
So – the reason why they don’t share such sigils is because of the lack of programming skills of arenanet? I don’t think so.
Not exactly. Well, sorta. Lets go with maybe.
Phantasms use their own special weapons. You can’t put sigils on special phantasm weapons, and so their attacks won’t be affected by sigils.
Now, I suppose Anet could code it so that your sigils are applied to phantasm weapons, but I’m a. Not sure they want to and b. not sure they can.
they can for sure but they seem not to want it to happen – and thats the topic – why? mesmers aren’t really outdamaging anything and they could at least allow our phantasms to use sigills.
what i guess is that they had to programm it difficult by still copy the mesmer bonus stats since other sigills like bloodlust (lol) or bleed on crit shouldnt work. maybe they would even block our sigills to work. but again → takes a bit to programm but it could be done. “it’s to difficult” is no reason to not implement something so essential.
it would be pretty funny if illusions would use the same weapons as we do. would make even legendaries useable as a mesmer.quip
Well, it’s most likely like Pyro said: technical and historical reasons.
At first illusions did not inherit condition duration. Sharper Images did not increase with it. It’s just that Illusions are entities on their own and deal damage on their own – with their own stats. That’s why sigils/ runes/ traits don’t trigger when you phant attacks, while they do for every other classes; and also why their damage isn’t listed in the combat log.
The reason why they didn’t change/ fix it … they see no reason to.
And we see no reasont to not doing it. :/
sigil i meant – yes xD sry :P
(btw for me i’m talking about PvE)
And I’m talking about WvW roaming (and a bit of PvE).^^
Hm phantasms get the marojstats from their mesmers (Strengh, Precision, Toughness, a bit Vitality, …., and Critical Dmg) Even a already summoned Phantasm gains advantage of mightstacks/blooslust so they copy your stats the whole time.
Dmg ist calculated like this: (Power*Weapondmg*Skilldmg/Armor)*Multiplicators.
Why can’t they just get the mesmers multiplicators and put it for the phantasm as well?
i guess then they wouln’t be affected anymore by fury? :O
I only mean the +% dmg multiplicators not the critchangse
sigil i meant – yes xD sry :P
(btw for me i’m talking about PvE)And I’m talking about WvW roaming (and a bit of PvE).^^
Hm phantasms get the marojstats from their mesmers (Strengh, Precision, Toughness, a bit Vitality, …., and Critical Dmg) Even a already summoned Phantasm gains advantage of mightstacks/blooslust so they copy your stats the whole time.
Dmg ist calculated like this: (Power*Weapondmg*Skilldmg/Armor)*Multiplicators.
Why can’t they just get the mesmers multiplicators and put it for the phantasm as well?
I’m going to go out on a limb here and say that in order to do that, they’d need to completely rewrite almost all of the code regarding phantasm interactions with stats. Currently, phantasms ONLY pull primary stats excluding vit. They don’t even pull secondary stats. Transferring damage modifiers to the phantasms could be excessively difficult.
they could do it cheap – if a weapon with +5% dmg sigill is in use they just at a *1.05 at the end of the phantasm dmg calculation. It’s a common “if, then” command.
That’s what I meant
they could do it cheap – if a weapon with +5% dmg sigill is in use they just at a *1.05 at the end of the phantasm dmg calculation. It’s a common “if, then” command.
Not quite that easy. Phantasms are treated as separate entities. That command would be similar to saying something like ‘if I have a +5% damage sigil on my weapon, all my allies in an area also get +5% damage’. You are related to any other random ally around you almost as much as you are related to your phanatsms. The only tie between you and your phantasms is basic stats, and in all other ways you are completely separate. Making this sort of change work could be incredibly time consuming.
maybe they could add an effect for the sigil and everything that increases the dmg with +% that does the same like “Empowering Illusions” or “Phantasmal Strength”
I’m going to go out on a limb here and say that in order to do that, they’d need to completely rewrite almost all of the code regarding phantasm interactions with stats. Currently, phantasms ONLY pull primary stats excluding vit. They don’t even pull secondary stats. Transferring damage modifiers to the phantasms could be excessively difficult.
They inherit basic stats (exc vit), crit damage, boon duration and condition duration. If you consider the last three as “basic stat”, I don’t see why “+ x% dmg” wouldn’t fit in there, too.
I know the technical difficulties. The later three are static values, they don’t change incombat. the basic stats are directly inherited and the “+ x% dmg” is different to both types. The sigil (of force) is special since you could swap your weapon while the phant is out. Empowering Mantras or Compounding Power (+ 3% dmg per illu) are also factors which can change any time.
they could do it cheap – if a weapon with +5% dmg sigill is in use they just at a *1.05 at the end of the phantasm dmg calculation. It’s a common “if, then” command.
As I explained before, there’re multiple reasons it’s not “that easy”. Any effect on the mesmer would cause another “if then”. This makes the code ugly, slow, vulnerable to bugs and hardly to maintain.
Yet, I agree that they could make a workaround and add the mesmers’ + x% dmg to Empowering Illusions and Phantasmal strength. It’s still a non-static value and it wouldn’t fully apply the bonus damage, but I think it’d help alot with a reasonable amount of patching.
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