Restart WvW: https://forum-en.gw2archive.eu/forum/game/wuv/Clean-The-Slate/first#post6208959
#CleanTheSlate
It seems that Chill has become the easiest condition to cleanse. There are multiple classes that can set themselves to be immune to movement impairing conditions such as Cripple, Immobilize, and Chill. Even we can do this to a degree, and honestly, it is frustrating that running maximum chill duration boosts can be completely canceled out by a -66% trait and food. With this widespead chill immunity becoming slightly worse for us with each new specialization, I’m beginning to wonder if Reaper chill needs to be “special.” What I’m thinking is a trait that upgrades normal chill to a premium chill that is not completely negated by movement impairment reduction traits. This would probably be best added to the Deathly Chill Trait to make it a more reliable damaging condition.
I wouldn’t be suggesting this if Chill Duration Reduction wasn’t so easily accessible on almost everything. Maybe this isn’t actually such a big deal, but it means that one trait on certain builds can completely counteract all of the investment we put into chills. Tell me what you guys think.
The Reaper has a chill duration increase on a minor trait.
This is a big advantage. If you have a 2 second chill, the minor trait will add 0.4, whereas something like dogged march will only subtract 0.66. So, your two second chill will last almost 2 seconds.
The only thing that needs to be done is increase all chill duration on both necromancer and reaper across the board. Staff 3 chilblains isn’t even noticeable, but focus 5 and Death shroud 2 are. Chill is still overrated as a condition by ANET’s balancers.
The Reaper has a chill duration increase on a minor trait.
This is a big advantage. If you have a 2 second chill, the minor trait will add 0.4, whereas something like dogged march will only subtract 0.66. So, your two second chill will last almost 2 seconds.
The only thing that needs to be done is increase all chill duration on both necromancer and reaper across the board. Staff 3 chilblains isn’t even noticeable, but focus 5 and Death shroud 2 are. Chill is still overrated as a condition by ANET’s balancers.
The problem is the % based traits. 66% + 34% from food is STILL 100% reduction. no matter the length of chill.
The problem is the % based traits. 66% + 34% from food is STILL 100% reduction. no matter the length of chill.
Except then you have 20% chill duration, which means it is only 80% reduction. If you have your own condition duration food, or condition duration from runes, the other person needs more than 100% reduction to actually make themselves immune.
Chill will be a troublesome condition for Necromancer. Chill as a CC is weak compared to others. Stun, blind, or weakness all have guaranteed damage reduction and mobility skills are now immune to conditions.
Chill and cripple are very weak, now.
The problem is the % based traits. 66% + 34% from food is STILL 100% reduction. no matter the length of chill.
Except then you have 20% chill duration, which means it is only 80% reduction. If you have your own condition duration food, or condition duration from runes, the other person needs more than 100% reduction to actually make themselves immune.
So basically they make it 100% – 20%? I was sure it would either apply reduction first : 0s + 20% still 0, or apply the increase first : 6s + 20%, then -100%, still 0…
The problem is the % based traits. 66% + 34% from food is STILL 100% reduction. no matter the length of chill.
Except then you have 20% chill duration, which means it is only 80% reduction. If you have your own condition duration food, or condition duration from runes, the other person needs more than 100% reduction to actually make themselves immune.
So basically they make it 100% – 20%? I was sure it would either apply reduction first : 0s + 20% still 0, or apply the increase first : 6s + 20%, then -100%, still 0…
Most traits are -33%, then they can take -40% food and then maybe a rune that gives another -20% so thats like -93%.
Condition durations either + or – only ever work on the base duration. So for instance on a reaper with grenth runes, chilling sigil and +40% food you would end up with 110% condition duration.
Example skill with 10s chill would look like :10s-9.3s +11s =11.7s.
The problem is the % based traits. 66% + 34% from food is STILL 100% reduction. no matter the length of chill.
Except then you have 20% chill duration, which means it is only 80% reduction. If you have your own condition duration food, or condition duration from runes, the other person needs more than 100% reduction to actually make themselves immune.
So basically they make it 100% – 20%? I was sure it would either apply reduction first : 0s + 20% still 0, or apply the increase first : 6s + 20%, then -100%, still 0…
Most traits are -33%, then they can take -40% food and then maybe a rune that gives another -20% so thats like -93%.
Condition durations either + or – only ever work on the base duration. So for instance on a reaper with grenth runes, chilling sigil and +40% food you would end up with 110% condition duration.Example skill with 10s chill would look like :10s-9.3s +11s =11.7s.
Sure, what i meant is i thought if one had 100% duration increase and the other had 100% decrease, that in the end it would equal 0s of that condition; because either the condition duration would be reduced to 0 and increasing 0 by 100% is still 0, or it would be doubled but no matter the damage – 100% is still 0. But the way they apparently handle it is to calculate increase vs decrease FIRST (basically in the above situation 100% increase – 100% decrease = 0 % to/off the condition. So if it was 50 decrease and 100% increase it would and as 100% – 50% = +50% duration, not “double the duration then cut in half” or “cut in half then double”.
correct, they always take the higher % and then subtract the lower % from it and then the number left is applied.
It works both ways(reduction of duration and increase in duration). Another thing to note is that while going over 100%, ex: 120%, will not increase a duration more than double, it will still be taken into account during the calculation. So if you have 120% chill duration increase and your opponent has a -40%, you will end up with a 80%.
and example numbers wise would be a 10sec chill with 100 or 120% is still turned to a 20sec chill. But against an opponent with -40% the 100% would go to 60% and give you a 16sec chill, and the 120% will go to 80% and give you a 18sec.
edit: as i said before always works same way if your opponent has higher -% than you have +%
yes im bored and rambling….
edit edit: the sad thing is also that incase reaper ever becomes a thing with chill, too many classes have access to -% duration traits for it and can take a runeset for another -50% duration to completely nullify our chill application unless we heavily invest into increased duration ourselves.
(edited by Papish.5806)
Not affiliated with ArenaNet or NCSOFT. No support is provided.
All assets, page layout, visual style belong to ArenaNet and are used solely to replicate the original design and preserve the original look and feel.
Contact /u/e-scrape-artist on reddit if you encounter a bug.