“Please stop complaining about stuff you don’t even know about.” ~Nocta
New Vigor and Endless Stamina
“Please stop complaining about stuff you don’t even know about.” ~Nocta
vigor unchanged
vigor + other regen buffs caps at 100%
vigor unchanged
vigor + other regen buffs caps at 100%
^this unfortunately, unless they change the rule about vigor. The whole reason why they nerfed vigor by 50% back in June if because this can go over 100%.
Whatever, ArenaNet is as shortsighted as ever.
Full set of 5 unique skills for both dual-wield weapon sets: P/P and D/D – Make it happen
PvE – DD/CS/AC – If that didn’t work, roll a Reaper or Revenant.
Endless Stamina has no endurance regeneration increase to stack with anything. It is a buff to vigor, not endurance regeneration independent of vigor, therefore it cannot stack with vigor.
http://www.twitch.tv/impact2780
Endless Stamina has no endurance regeneration increase to stack with anything. It is a buff to vigor, not endurance regeneration independent of vigor, therefore it cannot stack with vigor.
From wiki:
Vigor
Vigor is a boon that increases the endurance regeneration rate, allowing affected targets to dodge more frequently. Vigor does not stack with other effects which increase endurance regeneration rate (such as from certain traits and signets). The endurance regeneration rate is capped at twice the normal rate.
Endless Stamina
The effects of vigor on you are enhanced.
Effectiveness Increased: 50%
Patch note:
Vigor and other endurance-regeneration effects (such as traits) now stack up to a maximum of 100% bonus regeneration rate.
So I’m not entirely sure what you’re talking about when the patch note specifically states that Vigor and other endurance-regen effect (like Endless Stamina) can stack up to a max of 100%. So even if you trigger Hard to Catch while under Vigor, it’s still 100%.
Full set of 5 unique skills for both dual-wield weapon sets: P/P and D/D – Make it happen
PvE – DD/CS/AC – If that didn’t work, roll a Reaper or Revenant.
They were not clear as to what “stacking” was.
“Please stop complaining about stuff you don’t even know about.” ~Nocta
From the wiki for endless stamina.
“This effects vigor multiplicatively, rather than additively. This means that rather than getting double effect out of vigor, only a 25% increase in endurance recovery is seen. At this rate, vigor increases the rate of regeneration by 3.75% per second, compared to the base 2.5%. This is a difference of 1.25% endurance per second, or an extra dodge attributed to the effects of this trait every 40 seconds while under the effects of vigor. In total, vigor under the effects of this trait will generate an extra dodge every 13.33 seconds, compared to the base vigor rate of one extra dodge per 20 seconds. When combined with the base regeneration rate, this is a total of a full dodge every ~5.75seconds, compared to 6.66seconds for base vigor.”
Hope this fixes confusion. For the record; previously, thieves were the only profession able to boost their endurance regen over the 50% marker due to vigor not stacking with class based endurance regeneration sources.
From the wiki for endless stamina.
“This effects vigor multiplicatively, rather than additively. This means that rather than getting double effect out of vigor, only a 25% increase in endurance recovery is seen. At this rate, vigor increases the rate of regeneration by 3.75% per second, compared to the base 2.5%. This is a difference of 1.25% endurance per second, or an extra dodge attributed to the effects of this trait every 40 seconds while under the effects of vigor. In total, vigor under the effects of this trait will generate an extra dodge every 13.33 seconds, compared to the base vigor rate of one extra dodge per 20 seconds. When combined with the base regeneration rate, this is a total of a full dodge every ~5.75seconds, compared to 6.66seconds for base vigor.”
Hope this fixes confusion. For the record; previously, thieves were the only profession able to boost their endurance regen over the 50% marker due to vigor not stacking with class based endurance regeneration sources.
Dealing with percentage is very vague because the endurance rate is 5% per second and the value of 5% differ between a Thief with (5% = 7.5 endu) and without DD (5% = 5 endu) spec, however this is not the case. The rate of endurance regen is 5 endurance per second, rather than 5% per second, regardless of the maximum endurance.
If the regen is by percentage, 8.75% of 150 endurance is 13.125 per second , which is way over the max rate of 100%.
So yeah, I’m still confused.
EDIT: typo
Full set of 5 unique skills for both dual-wield weapon sets: P/P and D/D – Make it happen
PvE – DD/CS/AC – If that didn’t work, roll a Reaper or Revenant.
So I’m not entirely sure what you’re talking about when the patch note specifically states that Vigor and other endurance-regen effect (like Endless Stamina) can stack up to a max of 100%. So even if you trigger Hard to Catch while under Vigor, it’s still 100%.
Interpret it in context with the OP. It implies he thinks effects stack onto vigor to make it up to 100%, allowing endless stamina to enhance it by the equivalent of 50% endurance regeneration. This is false. Endless stamina cannot relatively increase the effectiveness of other endurance enhancing buffs by way of them being stacked onto vigor because they do not stack onto – i.e. enhance – vigor; only endless stamina can enhance vigor. Endless stamina does not stack with vigor or any other endurance enhancing buff. Vigor stacks with them, and endless stamina merely improves vigor.
…..
http://www.twitch.tv/impact2780
So I’m not entirely sure what you’re talking about when the patch note specifically states that Vigor and other endurance-regen effect (like Endless Stamina) can stack up to a max of 100%. So even if you trigger Hard to Catch while under Vigor, it’s still 100%.
Interpret it in context with the OP. It implies he thinks effects stack onto vigor to make it up to 100%, allowing endless stamina to enhance it by the equivalent of 50% endurance regeneration. This is false. Endless stamina cannot relatively increase the effectiveness of other endurance enhancing buffs by way of them being stacked onto vigor because they do not stack onto – i.e. enhance – vigor; only endless stamina can enhance vigor. Endless stamina does not stack with vigor or any other endurance enhancing buff. Vigor stacks with them, and endless stamina merely improves vigor.
…..
Yes I get that, but let’s assume that I’m under the effect of Hard to Catch where I already have +100% endurance regen. Does Vigor makes it +150% regen? Does Vigor + ES makes it +175% regen?
Full set of 5 unique skills for both dual-wield weapon sets: P/P and D/D – Make it happen
PvE – DD/CS/AC – If that didn’t work, roll a Reaper or Revenant.
Yes I get that, but let’s assume that I’m under the effect of Hard to Catch where I already have +100% endurance regen. Does Vigor makes it +150% regen? Does Vigor + ES makes it +175% regen?
I just tested Hard to Catch vs Svanir, it works exactly as Signet of Agility: when you suffer a Hard-CC, you get +100 endurance (not 100% end regen).
It doesn’t matter if you have Vigor or not active.
Yes I get that, but let’s assume that I’m under the effect of Hard to Catch where I already have +100% endurance regen. Does Vigor makes it +150% regen? Does Vigor + ES makes it +175% regen?
I’d forgotten about that change to hard to catch. In this case it can’t be known because it would depend on whether the game engine combines the modifiers with addition or multiplication, with or before applying them to, the base rate.
Either way, how much the final modifier exceeds the base regeneration rate (or how much the final value exceeds 2*Base of the base regeneration rate) is of little importance if it gets chopped down to a modifier of 100% (or a value increase of 2*Base) before being applied.
http://www.twitch.tv/impact2780
I’d forgotten about that change to hard to catch. In this case it can’t be known because it would depend on whether the game engine combines the modifiers with addition or multiplication, with or before applying them to, the base rate.
Either way, how much the final modifier exceeds the base regeneration rate (or how much the final value exceeds 2*Base of the base regeneration rate) is of little importance if it gets chopped down to a modifier of 100% (or a value increase of 2*Base) before being applied.
Read my post before yours. :P
Yes I get that, but let’s assume that I’m under the effect of Hard to Catch where I already have +100% endurance regen. Does Vigor makes it +150% regen? Does Vigor + ES makes it +175% regen?
I just tested Hard to Catch vs Svanir, it works exactly as Signet of Agility: when you suffer a Hard-CC, you get +100 endurance (not 100% end regen).
It doesn’t matter if you have Vigor or not active.
Huh.
This proves true. I’ve not used hard to catch since briefly between the vigor change forcing me into acro, and before HoT, when I still ran S/D. Yet the tooltip changed… Another missed change like our 10% healing increase on Withdraw perhaps?
http://www.twitch.tv/impact2780
Yes I get that, but let’s assume that I’m under the effect of Hard to Catch where I already have +100% endurance regen. Does Vigor makes it +150% regen? Does Vigor + ES makes it +175% regen?
I just tested Hard to Catch vs Svanir, it works exactly as Signet of Agility: when you suffer a Hard-CC, you get +100 endurance (not 100% end regen).
It doesn’t matter if you have Vigor or not active.
Now that’s interesting to know. Thanks.
Full set of 5 unique skills for both dual-wield weapon sets: P/P and D/D – Make it happen
PvE – DD/CS/AC – If that didn’t work, roll a Reaper or Revenant.
Yes I get that, but let’s assume that I’m under the effect of Hard to Catch where I already have +100% endurance regen. Does Vigor makes it +150% regen? Does Vigor + ES makes it +175% regen?
I just tested Hard to Catch vs Svanir, it works exactly as Signet of Agility: when you suffer a Hard-CC, you get +100 endurance (not 100% end regen).
It doesn’t matter if you have Vigor or not active.
Huh.
This proves true. I’ve not used hard to catch since briefly between the vigor change forcing me into acro, and before HoT, when I still ran S/D. Yet the tooltip changed… Another missed change like our 10% healing increase on Withdraw perhaps?
I am pretty sure HTC always worked this way.