Tactical Strike - Possible to extend daze?

Tactical Strike - Possible to extend daze?

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Posted by: Loopy Larry.9486

Loopy Larry.9486

Does anyone know if its still possible to extend the duration on tactical strikes daze? I used to play S/D very frequently before they gave the daze duration a 0.5 second nerf, which doesn’t seem like much, but I also heard rumors about them also making the runes of the mesmer (33% daze duration) and the sigil of paralyzation (15% stun duration which also affected daze) not effecting the duration anymore. I tried it out on the armor dummies but seeing a difference is pretty hard for me due to it being over such a short period of time.

Does any1 know for sure if either of these methods work?

Tactical Strike - Possible to extend daze?

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Posted by: Adaneshade.2409

Adaneshade.2409

I’ve heard rumors that the change to the mesmer runes was reversed…..still think paralyzation won’t, though as it’s a “stun” sigil while mesmer is specifically “daze”

~Shadowkat

Tactical Strike - Possible to extend daze?

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Posted by: Jinkuro.5163

Jinkuro.5163

Guild Wars 2 tends to round down for things, if you don’t have condition duration enough to add a full second you get nothing, if you don’t have enough precision to add 1% crit chance its dead stats. I would guess it prolly does a whole lot of nothing.

Tactical Strike - Possible to extend daze?

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Posted by: Loopy Larry.9486

Loopy Larry.9486

I’ve heard rumors that the change to the mesmer runes was reversed…..still think paralyzation won’t, though as it’s a “stun” sigil while mesmer is specifically “daze”

Well after a short while testing, I can personally see no difference using mesmer runes or the sigil, the sigil I’m not too bothered about (was most likely a bug when it did used to work) but the mesmer rune 33% to me seems bugged and is not applied.

Would be quite helpful to have a dev could perhaps explain the mechanics and whether it does work or not

Tactical Strike - Possible to extend daze?

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Posted by: Jinkuro.5163

Jinkuro.5163

IIRC before the nerf the sigils etc. were used to extend the duration of daze from 2 seconds to 3. To extend 1.5 seconds to 2.5 seconds would require +66% duration, you need to be a full second or you get nothing.

(edited by Jinkuro.5163)

Tactical Strike - Possible to extend daze?

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Posted by: rchu.8945

rchu.8945

I’ve heard rumors that the change to the mesmer runes was reversed…..still think paralyzation won’t, though as it’s a “stun” sigil while mesmer is specifically “daze”

Well after a short while testing, I can personally see no difference using mesmer runes or the sigil, the sigil I’m not too bothered about (was most likely a bug when it did used to work) but the mesmer rune 33% to me seems bugged and is not applied.

Would be quite helpful to have a dev could perhaps explain the mechanics and whether it does work or not

I asked similar question on guildwars2guru.com last week, few people confirmed that Rune of Mesmer does increase the duration. I am not sure I can post a link here, but if you go to the pvp thief section of the forum, you will find the 2 threads about it…

Sanctum of Rall
Pain Train Choo [Choo]
Mind Smack – Mesmer

Tactical Strike - Possible to extend daze?

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Posted by: Tulisin.6945

Tulisin.6945

To extend 1.5 seconds to 2.5 seconds would require +66% duration, you need to be a full second or you get nothing.

Are you sure? I was under the impression that control-based boons/conditions ran the full duration even with fractional seconds, while damage-based boons/conditions only took effect on a per-second basis. PW’s stun is 0.5 seconds, for instance, and 3.5 seconds of swiftness will indeed give swiftness for that last half-second.

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Posted by: Aso.9624

Aso.9624

To extend 1.5 seconds to 2.5 seconds would require +66% duration, you need to be a full second or you get nothing.

Are you sure? I was under the impression that control-based boons/conditions ran the full duration even with fractional seconds, while damage-based boons/conditions only took effect on a per-second basis. PW’s stun is 0.5 seconds, for instance, and 3.5 seconds of swiftness will indeed give swiftness for that last half-second.

Correct. All effects actually last the full duration, but damage only occurs per second tick.

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