Can we change Adrenal Health's function?
How can you use berserker’s power without getting heightened focus and the 30% critical damage? It makes absolutely no sense to me to go that far into power. You would gain more damage from just going 0 into power and 30 into discipline.
I realize this thread isn’t focused on this, but I have serious issue with this statement. First and foremost it is a blanket statement and blanket statements too often have too many exceptions.
Second, and more importantly, is that I believe the statement to be wrong in most cases. Here are a couple reasons for my thinking:
- Critical damage is a diminishing return stat; the more you have the less effective additional amounts become
- Critical damage only affects critical hits
- Base damage percentage bonus are not affected by diminishing returns; in this case, Berserker’s Power will always give a 15% (at max adrenaline) damage bonus
- While Power is a diminishing return stat, 300 Power (from going 30 points into Strength) is still a very significant amount of power. Even if you had a base of 4000 Power, 300 Power would represent a 7.5% increase in across the board damage which is very significant
Really though, the comparison of 30 Points in Strength and Berserker’s Power versus 30 Points in Discipline and 30% critical damage boils down almost solely to the effect of the 30% critical damage. When looking at the increase in damage that 30% critical damage will provide, the current critical damage must be taken into account. If 30% critical damage is added to a build that otherwise has no additional critical damage (i.e., just the base 150%) then the damage bonus, only on critical hits, would be 30% / 150% = 20%. Since this will only affect critical hits, to determine where the break even point is between 20% damage bonus on critical hits and 15% base damage on all hits, simply divide 15% / 20% = 75%. In other words, at a critical chance higher than 75%, a 30% critical damage bonus should out damage (over time) a 15% base damage bonus.
However, if we’re talking about maximum damage, it is a fairly safe assumption that the build will be utilizing all Berserker’s gear and perhaps even Ruby Orbs on the armor. If we assume all exotic Berserker’s weapons, armor, and trinkets with Ruby Orbs, the build would have a critical damage bonus of 74% for a total 224%. Now, that same 30% critical damage bonus (from 30 points in Dicipline) represents only a 13.3% damage increase on critical hits. As you continue to add more critical damage (from traits, Ascended gear, consumables, and/or banners), the 30% critical damage from the Discipline continues to loose effectiveness relative to the 15% base damage provided by Berserker’s Power. If you work the math backwards, you find that at a bonus of 50% critical damage or higher (i.e., total of 200%) it is impossible for 30% critical damage to out perform (on average, over time of course) Berserker’s Power 15% base damage bonus.
TLDR: 30 Points in Strength and taking Berserker’s Power almost always trumps 30 points in Discipline and the 30% critical damage bonus.
http://wiki.guildwars2.com/wiki/Critical_Damage
Critical Damage has no diminishing returns.
Please don’t talk about other things besides AH, Stay on Topic <3.
@Yes of course, however your not taking account the 15% Critical Chance the tree applies, or the -5 Weapon Swap and the -30% Burst Skill Reduction. If you compare it like that why not just compare the base tree, in any case the Discipline Tree wins for sustained damage.
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(edited by Daecollo.9578)
http://wiki.guildwars2.com/wiki/Critical_Damage
Critical Damage has no diminishing returns.Please don’t talk about other things besides AH, Stay on Topic <3.
@Yes of course, however your not taking account the 15% Critical Chance the tree applies, or the -5 Weapon Swap and the -30% Burst Skill Reduction. If you compare it like that why not just compare the base tree, in any case the Discipline Tree wins for sustained damage.
He just proved mathematically that isn’t always true. I disagree with aspects of both arguments, but I’m not going to get into the fray.
Aside from that, you can say what you want, Daecollo but just talking doesn’t make things true. You ultimately have to convince the devs you’re right, not the community, and the devs are not idiots. Statements with analytic support are strong. Sweeping, generalized statements are not.
Beyond that, you assert that everyone stay on topic when someone challenges your inconsistencies. Some of us are here to enrich the knowledge of the warrior community. Attacking posts, whatever their context, bearing incorrect information is part of achieving that goal. Kudos to phantom for taking the time to put together a nice post and clarify some wrong information.
Power>prec>crit. Anyways this thread is about some trait not what gives highter dps.
^: What Scoob said:
Not in the best moods right now and don’t care, just would like to see more about AH and not about other stuff.
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Ranged Warrior doesn’t need it, Melee warrior does.
From sustain point of view, I agree with you. But in PvE ranged warrior would make less DPS. Also if far (max range) warrior won’t get aoe heals / condition removal / boons from others in party. In PvE warrior’s melee weapons are superior to ranged weapons.
Right now, the only thing melee warriors lack (sometime) is sustain, which would get from this new Adrenal Healing and other things. If a warrior is ranged then someone else has to take the aggro, right? You can play safely, but your party will suffer.
What I have written above this post would work in PvE. I’m sure.
But I can’t speak about PvP, because I lack experience in that department. ANet already split some things in PvP and PvE, why not do it for this trait too?
Yes, melee warriors lack a lot of sustain where ranged warriors really don’t. Longbow warrior in wvwvw is actually pretty scary. Then you see one try and melee without a guardian holding his hand and gets bent over. Lol.
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In my opinion, Warrior wasn’t made for melee combat. Not in this game! PvP shows this.
- All classes can bunker a point, except warrior.
- All classes can bunker and deal damage at same time, except warrior.
Warrior are very easy to kill, and go melee just increase easiness.
For warrior be able to go melee he need be able to tank or regen.
Daecolo’s sugestion could be good if replacing Inspiring Batle Standard. In this case the heal could affect nearby allies.
Boost Morale: Heal youself and nearby allies when gain or burst adrenaline.
Heal per stack gained or spent = 50
If people dont want to spend adrenaline they should roll a guardian.
I dare you to spam F1 on a GS or try to land a Kill Shot w/o getting interrupted or the target not getting into cover. Not to mention under water bursts. Some F1 abilities just suck and you simply make use of your adrenaline passivly.
Adrenal Health is fine as it is. Heal on burst would only force you to spam F1 and having it on cooldown when you need it most.
Who said spam?, i love when people put words in my mouth, if you dont know how to use adrenaline wisely then how is that my problem?.
Alright… you don’t spam it. So what’s the problem? You get healed until you hit F1. On top of that you can take burst mastery and still benefit from AH even after hitting F1. It’d be actually a lot worse with the modifications if you don’t spam F1. I’m not even sure what your point is anymore. You constantly contradict yourself.
This skill is perfect the way it is.
Spirit of Faith [HOPE] – RIP
If people dont want to spend adrenaline they should roll a guardian.
I dare you to spam F1 on a GS or try to land a Kill Shot w/o getting interrupted or the target not getting into cover. Not to mention under water bursts. Some F1 abilities just suck and you simply make use of your adrenaline passivly.
Adrenal Health is fine as it is. Heal on burst would only force you to spam F1 and having it on cooldown when you need it most.
Who said spam?, i love when people put words in my mouth, if you dont know how to use adrenaline wisely then how is that my problem?.
Alright… you don’t spam it. So what’s the problem? You get healed until you hit F1. On top of that you can take burst mastery and still benefit from AH even after hitting F1. It’d be actually a lot worse with the modifications if you don’t spam F1. I’m not even sure what your point is anymore. You constantly contradict yourself.
Im not contradicting, you are just too kitten to understand my point.
The warrior’s base mechanic is based around spam, unlekittenanges skills have to be made around it.
https://twitter.com/TalathionEQ2
The warrior’s base mechanic is based around spam, unlekittenanges skills have to be made around it.
Warrior really dont spam, for spaming things, thief.
The warrior’s base mechanic is based around spam, unlekittenanges skills have to be made around it.
Warrior really dont spam, for spaming things, thief.
We do spam our adrenaline skills, because we only have 1 of them.
Would love Adrenal Health to be meshed better with our current traits.
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