Stacking Armor Runes with Build Preferences.
Percentages don’t add up.
I couldn’t find it on the wiki but I suppose you put skill modifiers on top of rune modifiers. If your weapon has a power of 100 you would have :
eagle
100 + 6% = 106 damages
Executioner
106 + 20% = 127.6 damages
Modifiers are multiplicative… meaning you actually get more than 26% as they stack. The more multipliers the more they start to add up. Example:
- (3000 power * 1100 staff * 2.25 vault) / 3000 enemy armor
So non crit you end up with a Vault of 2475.
- (3000 power * 1100 staff * 2.25 vault * 1.2 Executioner) / 3000 enemy armor
So non crit you end up with a Vault of 2970 which is 20%. Now comes the “magic”:
- (3000 power * 1100 staff * 2.25 vault * 1.2 Executioner * 1.06 Eagle) / 3000 enemy armor
6% of the base damage is 148.5. However with Executioner factored in that Eagle damage is actually 178.2. It starts getting more obnoxious when you factor food, traits and skills in:
- (3000 power * 1100 staff * 2.25 vault * 1.2 Executioner * 1.06 Eagle * 1.1 Bound * 1.1 Staff Master * 1.07 Havoc * 1.06 Lead Attacks * 1.1 Exposed * 1.05 Forced * 1.1 Seaweed) / 3000 enemy armor
Now we are at 5489…. crit that with a strong magnitude and on a hardened opponent a thief is landing a Vault at north of 12k.
P.S. This multiplicative nature of damage bonuses is why Vault and in some cases Backstab get an OP label by a lot of players. Thieves have very strong multiplier access.
“Youre lips are movin and youre complaining about something thats wingeing.”
(edited by Straegen.2938)
Correct, and subsequently very low static stat gains, which creates a big disparity in performance between WvW and sPvP since the stat allocations in sPvP are lower and thus there is less to multiply while static gains have a bigger relative impact on builds.
https://forum-en.gw2archive.eu/forum/professions/thief/ES-Suggestion-The-Deadeye-FORMAL/