Axe/Warhorn Build - Useful in sPvP, WvW, and PvE
It’s reeeaaally easy to stack 25 might in combat.
To be fair, this is because each critical strike with a GS produces a stack of might which lasts 5 seconds (with Forceful Greatsword trait). In game, that means it is very easy to gain 25 stacks of might against 3+ targets (one use of Hundred Blades that all crits produces 24 stacks). If you add FGJ! and Signet of Rage, 25 might stacks is easy to achieve with just 2 targets being hit at the same time.
GS base autoattack also adds vulnerability stacks to a target.
I think this concept is lost in your commentary.
(edited by Artaz.3819)
/facepalm
If you crit more often, your average damage per hit increases and in actual combat that means that the enemy will die quicker. Each hit is mutually exclusive but assuming the target doesn’t die from one hit (a critter), the more hits required to kill a target means the greater impact critical chance is for time-to-kill (TTK) and reduction of deviation from TTK.
You average damage per hit only increases THEORETICALLY it doesnt show bigger numbers ingame, thats my point with all that bullkitten. Ofc the enemy will die quicker, but if the enemy dies in 5 Seconds compared to 6 seconds…the difference is questionable and you get alot more defensive stats when you don’t shoot for over 50% crit, which is exactly my point.
Crit sigils are either 10%, 30% or 60% proc rate per hit AFTER a critical. You would be correct if crit sigils were 100% and weapon attack rate was not interrupted by other actual combat mechanics (ie. affected by fear or CC)/movement or positioning/dodging.
This is not just theory. It’s math.
I am not talking about chance after crit rate, I am talking about the internal cooldown, every sigil has. Dunno if we misunderstand each other, but I am under the assumption you are talking about procc chance which has nothing to do with the internal cd, afaik.
Edit:
To be clear http://www.gw2db.com/items/28035-sigil-of-rage , has an internal cd of 45 seconds, which means the Sigil doesn’t care if you have 100% crit, it can only procc every 45 seconds. (when we assume you crit with every hit)
@getting 25 might stacks
I don’t care if this possible with any GS build, my statement was just that it isn’t possible with the specc we are talking about in this thread.
(edited by Samurro.1463)
^The person you were replying to never claimed that.
I run an axe/warhorn + greatsword build and in combat my stacks of might rarely go under 20. There is some room for improvement but for now 20-25k dmg from Hundred blades every 6.5s is enough.
if the enemy dies in 5 Seconds compared to 6 seconds…the difference is questionable
It’s not questionable. Again, it’s simply math. In your exact example, you just gained a ~17% increase in TTK from increasing your critical chance. What you are probably trying to argue and not able to do so because you are not able to express mathematically is that the value of item allotment in offensive stats is outweighed by defensive stats because critical chance hits a threshold whereby TTK decrease becomes insignificant (decreases kill time by less than one attack or .25-.5 seconds).
So what you are missing is actual mathematics as to why defense > offense after “x %” critical chance. I don’t necessarily disagree that it is true in extensive TTK scenarios where combat mechanics prevents damaging an opponent but TTK offensive damage increase gained by increased critical chance is highly misunderstood (and ultimately, highly undervalued mathematically versus an onscreen perception of “big damage number”).
I am not talking about chance after crit rate, I am talking about the internal cooldown, every sigil has.
Yes, but in order to talk about the internal cooldown timer (in order for it to begin the timer), you need the ability to proc. In order for it to proc, you need to pass at least these two important milestones. The attack must be a critical hit AND it must randomly proc on a flat percentage basis of 10%, 30% or 60%. The Sigil proc rate can then no longer be applied for “x” seconds afterwards which is what you are speaking to.
However, you can’t mathematically sidestep the conversation about internal cooldown on Sigils without also talking about the likelihood of its flat percentage proc rate which is tied to a mutual exclusive event correlated to your character’s critical chance hit rate.
if the enemy dies in 5 Seconds compared to 6 seconds…the difference is questionable
It’s not questionable. Again, it’s simply math. In your exact example, you just gained a ~17% increase in TTK from increasing your critical chance. What you are probably trying to argue and not able to do so because you are not able to express mathematically is that the value of item allotment in offensive stats is outweighed by defensive stats because critical chance hits a threshold whereby TTK decrease becomes insignificant (decreases kill time by less than one attack or .25-.5 seconds).
So what you are missing is actual mathematics as to why defense > offense after “x %” critical chance. I don’t necessarily disagree that it is true in extensive TTK scenarios where combat mechanics prevents damaging an opponent but TTK offensive damage increase gained by increased critical chance is highly misunderstood (and ultimately, highly undervalued mathematically versus an onscreen perception of “big damage number”).
I am not talking about chance after crit rate, I am talking about the internal cooldown, every sigil has.
Yes, but in order to talk about the internal cooldown timer (in order for it to begin the timer), you need the ability to proc. In order for it to proc, you need to pass at least these two important milestones. The attack must be a critical hit AND it must randomly proc on a flat percentage basis of 10%, 30% or 60%. The Sigil proc rate can then no longer be applied for “x” seconds afterwards which is what you are speaking to.
However, you can’t mathematically sidestep the conversation about internal cooldown on Sigils without also talking about the likelihood of its flat percentage proc rate which is tied to a mutual exclusive event correlated to your character’s critical chance hit rate.
Now we get to the point it seems, dunno why you are so in love with mathematics, as you pointed out.. Iam not. Your 17%ttk-whatever is still 1 second faster killspeed, which is irrelevant for me, when I trade this 1 second for more defensive stats.
You don’t need to be an ace in mathematics to see damage gains by high amounts of crit chance become less valuable.
For the sigils ofc you cannot neglect the influence of critical chance, still you don’t need such a high crit chance to maximize the potential of crit chance proccs, because you are going to hit the internal cd more often.
Hey guys!
I was involved in this whole Hurricane Sandy mess. I just recently got power and internet back at my job but I am still having issues with it at home. If there are any specific questions for me regarding the build, I will try to give some feedback soon once this is all cleared up.
Have fun out there!
Leader of Eastern Wind [EW]
Yak’s Bend Server
dunno why you are so in love with mathematics, as you pointed out.. Iam not.
Math doesn’t lie. Perception does.
This conversation all started with your quote:
And I hardly doubt you do much more damage with 80% crit compared to 34%, it is way more efficient to improve other stats
… which is completely false because your perception is lying to you. 34% critical rate is no where near the mathematical ideal critical rate for a level 80 with the exception of two talents that breaks the mold, Warrior’s Unsuspecting Foe and Thief’s Hidden Killer traits (Sigil of Intelligence as well) but that is for a different discussion/thread.
^^^ G’luck with the Sandy clean up
dunno why you are so in love with mathematics, as you pointed out.. Iam not.
Math doesn’t lie. Perception does.
This conversation all started with your quote:
And I hardly doubt you do much more damage with 80% crit compared to 34%, it is way more efficient to improve other stats
… which is completely false because your perception is lying to you. 34% critical rate is no where near the mathematical ideal critical rate for a level 80 with the exception of two talents that breaks the mold, Warrior’s Unsuspecting Foe and Thief’s Hidden Killer traits (Sigil of Intelligence as well) but that is for a different discussion/thread.
^^^ G’luck with the Sandy clean up
Well, with 34% being too low, and 80% being “too high”, I end up with 55% using this build. Seems to be close to the middle of the two extremes. So is this “ideal”? If not, what crit chance would be, exactly?
dunno why you are so in love with mathematics, as you pointed out.. Iam not.
Math doesn’t lie. Perception does.
This conversation all started with your quote:
And I hardly doubt you do much more damage with 80% crit compared to 34%, it is way more efficient to improve other stats
… which is completely false because your perception is lying to you. 34% critical rate is no where near the mathematical ideal critical rate for a level 80 with the exception of two talents that breaks the mold, Warrior’s Unsuspecting Foe and Thief’s Hidden Killer traits (Sigil of Intelligence as well) but that is for a different discussion/thread.
^^^ G’luck with the Sandy clean up
Well, with 34% being too low, and 80% being “too high”, I end up with 55% using this build. Seems to be close to the middle of the two extremes. So is this “ideal”? If not, what crit chance would be, exactly?
Nearing 100% ofc, because your average hit does higher damage. Well you will never see the difference ingame, but heck who cares.
On a more serious note, it is hard to calculate the most efficient crit rate, because there are many variables. I’d rather look to get maximum crit damage, pump defensive stats until you feel comfortable in the specific enviroment your playing and trying to accomplish the highest crit rate at after that.
tl,dr:
Crit-Dmg=max>enough Survivability>Crit-Chance
Edit:
But I would suggest getting at LEAST 30% crit-chance.
How2get 100% critical chance: Unsuspecting Foe
Signets with the precision mastery is a waste. There is NO viable build in PvP that can make use of that mastery.
At least to me it seems like its 100% with my builds regarding Unsuspecting Foe.
I have very fun moment with axe warhorn type warrior, my equipment is berserker to the core and weapon too. And i decided to give it a try and off course my trait and playstyle is diffrent depend on situation.
in WvW
this warrior is my second 80 char so i level it up in WvW 80% of time, and learn to do WvW correctly when iam alone as simple as follow command, after i get this insight here is how i chop people face
Weapon
Axe warhorn
Longbow
Trait
Strengh 10 Berserker power
Arm 15 : Deep Cut, and Critical Burst
Defence :0
Tactic20 Empowered, and quick breathing
Discipline 25 Signet Mastery ,Heightened focus and versatile power
Utility :
Great justice
Dolyak signet
Shake it off
Signet of rage
Playstyle and utility is diffrent depending on what scenario i calculate will happend
Scenario 1 Zerg support
Commander sometime rally people to take objective and there will be a stream of people but it is very usntable unless majority is guild organized, my role here is as Quarter master, i blow horn to the people that have condition and give them shout that is use full and with my axe i have no problem attacking people.
“Combusive shot deliverer”, my role is in the middle but that doesnt mean i am kitten too, there will be time when some deterence and aoe support must be made and combusive shot is the nastiest, the idea is to land it at the right time and the right moment , as in zerg mentality very few who gonna sacrifice themself. so i use every boon that i have
Vigor, swiftnees.fury,might,stability (maybe some bonus regen from friendly) due to empowered it is impacting the damage of my full burst combusive and just today the timing is perfect and when the shot land perfectly everyone is wasted the burning almost 3 k and the critical is around 1k in a sec every one in the aoe is down especially those glass cannon that have so much fun damagiing couldnt dodge good enough neither down or simply scatter.The trick is to land it on the right time and it is depend on your skill
Scenario 2 Defend and attacking
i change my dolyak to fury so i can use my combusive more often to the wall or wwhen iam on top of it, and also by doing some of my warhorn skill to convert the condition. my role is to support defender and deter nemey with my longbow and pray reinforcement arrive.
in Dungeon
i run on same berserker armor with warhorn /axe and longbow but have hammer, riffle,GS in my inventory,, and switch depend on situation
in COF for instance the burning can be covered by warhorn but do to the nature of dungeon i retrait for hammer while not changing my berserker archtype, maybe iam not that tank-y but the precious time can be bought by the CC
So Warrior is master of all weapon and iam trying almost every weapon set than i realize the good warrior is the one who use weapon as best as it could deliver
How2get 100% critical chance: Unsuspecting Foe
Signets with the precision mastery is a waste. There is NO viable build in PvP that can make use of that mastery.
At least to me it seems like its 100% with my builds regarding Unsuspecting Foe.
i have 97% crit chance (full rampager exotic , 5% sigil of accuracy in offhand ,10% for sword trait + 100% uptime on fury for another +20%) and am glad i do. most people don’t relize when you crit it is always with the highest weapon damage of your current weapon, if you don’t crit you get random number between you weapon damage with min:max the power added in. if you crit you get crit damage multiplier + auto highest weapon damage + power.
this is why i prefer crit chance > crit damage. people can be fine with 55% crit chance but i still think i do more damage with near 100% crit chance simply because my hits average much higher damage over fights than lower crit chance and a roll with random number generator minus all the useful crit procs from traits/sigils.
people seam to be happy with doing slightly more crit damage % (minimum 150% base + critical damage % tops 80+ extra precent isn’t anywhere near what you get just minimum) but criting 40% less and random weapon damage associated with noncrits. A critical hit is always based on max weapon strength (thus max attack power pretty much negating weapon damage min:max).
(edited by ImmortalZodd.6871)
Ah I was playing around with you build and found a decent pve/dungeon style “In theory”
I was just wondering if you could look over it and maybe add on to it if you see or know something that could make it better