(edited by Fiesbert.9816)
Game Mechanics you need to know as a Necromancer
Very nice, thx!
Effects that increase all damage like http://wiki.guildwars2.com/wiki/Sigil_of_Force also increase condition damage
You sure about that? Reason I’m asking is that everywhere I read people are saying that +% damage effects (such as our Closer To Death trait) doesn’t affect condition damage. That’s one of the main reasons why I don’t play a condition build.
That, and it just seems like power builds in general do way more damage, even over a long duration.
Minister of Fear [80 Necromancer] @Far Shiverpeaks EU
Wow… nothing new or interesting at all… not even the fact that for dungeons we are the best blind and weakness appliers, nor that Plague form doubles toughness and last but not least for MMs that minions have 1 attack each that changes their auto attack damage (golems each 4th attack 1.1k damage, bone fiends 10 second cripple attack 740 damage, shadow fiend if his last haunt attack hit but couldnt be applied 490 damage, dont know the wurm one since it seems to be random, but he actually attacks for less and pretty sure that the stupid baby dredge/jaggered horrors/bone minions dont have em), for those who doubt this and dont wanna wait to go trough all of em, just summon golem and wait for the uppercut attack.
I’d argue that minions are best left off during dungeon runs since the AI on them right now tends to aggro WAAAAY more mobs than they should – I try to stick to buff/debuff for dungeon parties.
= 80 Hu Necro | 33 Hu Thief | 26 Nn Ranger =
@SgtSarcasm.1653:
i am really sure that target the weak ( minor trait of curse granmaster trait) doesn’t work on condi and the meaning is the same.. so, the question is just one: ain’t work cause is a bug?? or doesn’t work cause doesn’t work?
At present there is quite a few traits were we are not sure if they work as intended or are bugged, so i give it 50/50.
Updating post. Will add the minion damage as soon as I can confirm it working that way (I know it for the Bone Fiend but don’t have the numbers at this time).
ehi men, just a thing.. do u know how armour influences damage??
There is a formula up on the wiki, seems the total armor acts as a divider on direct damage. note tho that the direct damage shown on weapon skill tooltips are pre-computed using a set armor value (2600 at level 80).
thx, last time i’ve seen there is’t this formula.. now i can see that toughness points are usufull!! XD
so the half-second added from going full power in the traits is useless?
thx, last time i’ve seen there is’t this formula.. now i can see that toughness points are usufull!! XD
Yea, it is highly effective in a mixed build with vitality as it acts something of a health multiplier. But it is worthless against condition damage.
ye.. against condis are worthles, but remember: we have 3 skills to send our conditions ( ye, one is bugged ).. so, we like to be target of condition
necro’s fights are so interesting…
We also have a heal that is actually stronger the more conditions we have on us at the time. And it is the shortest cooldown heal next to popping the floating blood bag.
And also our most powerful one, with the potential of more than 7k healing without any healing power.
Incredible! New content is shiny and new in this thread!
- Condition duration only increases damage if it adds a full second to the duration. Fractions of seconds don’t grant another tick of damage
I did some testing for condition duration, what I found is that if you have the grandmaster trait ‘Lingering curse’, it will rounded up with a fractions of seconds. However if you don’t, it will rounded down.
Tested by counting each tick of damage with single application of scepter 1 on the golem in the mist.
For those who are interested, here is the formula for working out condition duration
T * (1+ AR + WS + SCD + HEMO ) * (1+LC)
T= the # of tick
AR= Armor Rune condition duration
WS= Weapon Sigil of Agony
SCD = Spite trait
HEMO = Curse Adept trait ‘Hemophilia’ +20% to bleed duration
LC = Curse Grandmaster trait ‘Lingering curse’ +33% to Scepter condition
For example, to achieve the highest bleed duration for scepter 1 single application will be
T= 5 ticks or seconds of bleed
AR= 2x Krait, 2x Afflicted, 2x Centaur = 0.45 or 45%
WS = 2x sigil of agoncy, on scepter + offhand weapon = 0.2 or 20%
SCD = 30 points in Spite = 0.3 or 30%
HEMO = Curse adept trait = 0.2 or 20%
LC = Curse grandmaster trait = 0.33 or 33%
5 * (1+ 0.45 + 0.2 + 0.3 + 0.2) * (1 + 0.33) = 14.30
with LC , it will round up = 15 ticks or seconds of bleed.
5* (1+ 0.45 + 0.2 + 0.3 + 0.2) * (1 + 0) = 10.75
without LC it will round down = 10 ticks or seconds of bleed.
Thats useful information, thanks mate!
Effects that increase all damage like http://wiki.guildwars2.com/wiki/Sigil_of_Force also increase condition damage
You sure about that? Reason I’m asking is that everywhere I read people are saying that +% damage effects (such as our Closer To Death trait) doesn’t affect condition damage. That’s one of the main reasons why I don’t play a condition build.
That, and it just seems like power builds in general do way more damage, even over a long duration.
Close to death not increasing our cond damage is only one of our various bugs, or at least that’s what guild wars 2 wikki says.
Need to add the various combos we can apply through our wealth of combo fields and limited finishers (we only have 4, 5 if you count bone fiend auto attacks)
- Condition duration only increases damage if it adds a full second to the duration. Fractions of seconds don’t grant another tick of damage
I did some testing for condition duration, what I found is that if you have the grandmaster trait ‘Lingering curse’, it will rounded up with a fractions of seconds. However if you don’t, it will rounded down.
Tested by counting each tick of damage with single application of scepter 1 on the golem in the mist.
For those who are interested, here is the formula for working out condition duration
T * (1+ AR + WS + SCD + HEMO ) * (1+LC)T= the # of tick
AR= Armor Rune condition duration
WS= Weapon Sigil of Agony
SCD = Spite trait
HEMO = Curse Adept trait ‘Hemophilia’ +20% to bleed duration
LC = Curse Grandmaster trait ‘Lingering curse’ +33% to Scepter conditionFor example, to achieve the highest bleed duration for scepter 1 single application will be
T= 5 ticks or seconds of bleed
AR= 2x Krait, 2x Afflicted, 2x Centaur = 0.45 or 45%
WS = 2x sigil of agoncy, on scepter + offhand weapon = 0.2 or 20%
SCD = 30 points in Spite = 0.3 or 30%
HEMO = Curse adept trait = 0.2 or 20%
LC = Curse grandmaster trait = 0.33 or 33%5 * (1+ 0.45 + 0.2 + 0.3 + 0.2) * (1 + 0.33) = 14.30
with LC , it will round up = 15 ticks or seconds of bleed.5* (1+ 0.45 + 0.2 + 0.3 + 0.2) * (1 + 0) = 10.75
without LC it will round down = 10 ticks or seconds of bleed.
And wouldn’t it be nice if their code was actually professionally done so that the tool tips updated properly so that we didn’t have to experiment? I know, too much to ask=)
We should be able to look at the tool tip as we select a trait and it should update the bleed duration for scepter from 4 to 5 secs for example. Or how about instead of stupid percentages, they simply made Hemophilia increase bleed duration by X secs. Then there would be NO number crunching. Simple, OBVIOUS and it makes the process of picking traits intuitive instead of a guessing game. Seriously, we’re picking traits to make something more powerful by a % of a second, sometimes not even a full second? SERIOUSLY? Again, I know, too much to ask. It was my beef from the get go with how they run their numbers. TINY, TINY increments are just not fun and often don’t mean diddly squat as far as how powerful or effective you are anyway.