torment bug?!
anyone has a clue on it pls?
Torment isn’t capped at 8. 8 stacks is what you were able to achieve until the first one you applied fell off.
How I understand how it works…
Lets say you apply 1 stack of torment every second for a duration of 5 seconds. This means when you apply your second torment stack, the first one has already been on for 1 second, and when you apply your fifth stack of torment, your first stack you applied has been on for 5 seconds, thus falling off. In this situation, all you will be able to achieve is 5 constant torment stacks at a time. You can increase the number of stacks on a target at once with condi duration food (Koi cakes) or how quickly you can apply the torment stacks (haste or quickly switching between attacks that apply torment).
As far as the damage changing in the log, I’m not sure. But i do know that torment is special in the fact that the damage is increased against a moving target vs. one standing still. I also don’t know if the damage in the log reflects the damage increased by condi boosting effects. You use to not be able to see condition damage in the combat log until the last feature patch, and I’m not sure if it has bugs.
And something else to note by being condition based.
Stacking conditions stack to 25 max on a single target. These stacks come from not just you, but any other players as well. It’s a first in first out design, so if you are the first one to apply stacks to a target, and someone else applies stacks after the 25 cap has been reached, yours are automatically pushed out the bottom, regardless if they are more powerful or have a longer duration…. This design sucks against a large boss fight because you are constantly competing with other condi players for a section of those 25 available stacks, thus losing an insane amount of damage. For smaller groups, where you don’t hit the 25 stacks, or just barely hit the 25 stacks, you’re fine. That’s why for PVE, condi builds are generally looked down on.
However, WvW condi builds are very good. Most of the time, even in large group fights, players will not have 25 stacks on them due to cleansing so you won’t lose out on damage by another friendly player. The main benefit of condition builds is that condi damage is only determined by condition damage, which is different than pure damage, which is determined by power, precision and ferocity. This means you can have 2/3 of your stats be defensive while still maintaining high damage output. Dire is a good condi bunker build as it gives Condi / vit / toughness. Rabid is also good (Condi / toughness / precision) for the added crit chance. This helps proc sigils and if your have the minor skill of applying bleeds on crits, this will also help that proc. Don’t be afraid of mixing the two.
Read… https://forum-en.gw2archive.eu/forum/professions/mesmer/Guide-Lyssa-s-Grimoire-The-Mesmer-Handbook/first … as it’s a very good guide.
here is short clip
as you can see the dmg on golem is doubled even in the combat log 91*4
on the npc its fine
https://www.youtube.com/watch?v=SQKZBoFwVo8&feature=youtu.be
Torment damage is increase more by an even mix of condition duration and condition damage. It looks like you are only focusing on condition damage, which means, you’re capped at 8 stacks of torment, because the duration is too short to apply anymore.
Also, each stack of torment’s damage is applied incrementally every few seconds of the duration listed in the tooltip of the skill.
so why on npc its state 91 dmg and on golem 91,91 ?
here is short clip
as you can see the dmg on golem is doubled even in the combat log 91*4
on the npc its fine
https://www.youtube.com/watch?v=SQKZBoFwVo8&feature=youtu.be
Have you tested it on non-golem mobs?
The only thing I can think of is that Anet somehow causes all golems to have the ‘moving’ tag so that you can see maximum damage potential with torment.
I’ve been experimenting with torment off and on for a while. It feels like there is some inconsistency in the combat logs and it’s a pain to track down.
My current guess is that the “is moving” check happens at a different time than the base damage tick.
I’ve never tried testing on golems, since I’m only looking for WvW results. So my tests have even more variability.
I’m really interested in what you figure out – thx for sharing!
combat log issue is probably down to someone either forgetting to add in “takes X damage because of movement” ontop of the base damage tick.
far as i can tell Torment is calculated in two seperate instances that just happen to fall on the same output.
these are.
Torment Base damage – check stacks and source condi Damage – preform maths – Apply damage – wait 1s – step one again
Torment Extra – check stacks and source CD – preform maths – Check if Moving – IF moving apply damage – IF NOT moving apply no damage.
In theory, if your combat log was working correctly and showed your damage output to a T. it should look like:
Target took 500dmg from Torment.
Target took 500dmg while moving from Torment.
“Gw2, It’s still on the Table!” – Anet
so as you say probably anet gave the golems the “move” ability as on other mobs and ppl it was correct