Warrior Opinion Share Area
It depends how the skill coefficients change. They may saturate in which your power would get less of a return for each point.
Btw a gs build without points in precision is scary.
It depends how the skill coefficients change. They may saturate in which your power would get less of a return for each point.
Btw a gs build without points in precision is scary.
Damage formula is
Power * Weapon strength * Skill coeffcient / (Thoughness + Defense)
So output damage scales linearly with Power.
It depends how the skill coefficients change. They may saturate in which your power would get less of a return for each point.
Btw a gs build without points in precision is scary.
Damage formula is
Power * Weapon strength * Skill coeffcient / (Thoughness + Defense)
So output damage scales linearly with Power.
Mathed.
Awaiting K Pop response.
The whole point of precision line is gs traits. If you just want power may as well run one hand axe and drop gs if your not going to run forceful gs. That is my point.
Going 0 points into arms is like not grabbing mobile strikes when you have 4 movement skills.
As far as the math thing goes, if you add 10% more power, you get 10% more damage approximately because skill coefficient goes up as well. There is no argument against this because critical damage will not balance power scaling.
However, my original statement was about skill coefficients saturating. not anything about power not being linear
Is a extra 2% to crit damage really worth losing power over? I’d like to see some maths on that.
I don’t know exactly what you are talking about but Power wins over Critical Damage, always, in any build, doesn’t matter what or how. This is always true because Power affects normal hits and critical hits, while Critical Damage is critical-only.
And even if you have base Power (916) and 100 critical rate, 2% of it is 18. So increasing Power by more than 18 points will be better than increasing Critical Damage by 2%.
This is not exactly right if I remember correctly (I invested a ton of time in understanding the min/max of all things GW2 before I left about 1.5 months after release). While yes its a linear increase of 10% more, its in relation to the original weapon damage the skill does, so if the original skill does say 400 damage and you have approx. 2000 power invested (200% increase, although I believe its every 900ish power does 100% more damage) your doing 1200 damage with the skill. Another 100 power will yield 40 damage while 10% crit damage will yield 120 damage if you had 100% crit chance, or 60 if you had 50% crit chance.
So yes there is a time when you want to invest more into something other than power.
The whole point of precision line is gs traits. If you just want power may as well run one hand axe and drop gs if your not going to run forceful gs. That is my point.
Going 0 points into arms is like not grabbing mobile strikes when you have 4 movement skills.As far as the math thing goes, if you add 10% more power, you get 10% more damage approximately because skill coefficient goes up as well. There is no argument against this because critical damage will not balance power scaling.
However, my original statement was about skill coefficients saturating. not anything about power not being linear
This is not exactly right if I remember correctly (I invested a ton of time in understanding the min/max of all things GW2 before I left about 1.5 months after release). While yes its a linear increase of 10% more, its in relation to the original weapon damage the skill does, so if the original skill does say 400 damage and you have approx. 2000 power invested (200% increase, although I believe its every 900ish power does 100% more damage) your doing 1200 damage with the skill. Another 100 power will yield 40 damage while 10% crit damage will yield 120 damage if you had 100% crit chance, or 60 if you had 50% crit chance.
So yes there is a time when you want to invest more into something other than power.
You are interpreting it wrong. You do NOT have to compare 100 Power and 10% Critical Damage.
The correct comparison is 10% Power increase and 10% Critical Damage. In this case Power is always better, except when critical rate is 100%, in that case doesn’t matter.
So Power is always better if you compare things in “same percentage of increase”.
The whole point of precision line is gs traits. If you just want power may as well run one hand axe and drop gs if your not going to run forceful gs. That is my point.
Going 0 points into arms is like not grabbing mobile strikes when you have 4 movement skills.As far as the math thing goes, if you add 10% more power, you get 10% more damage approximately because skill coefficient goes up as well. There is no argument against this because critical damage will not balance power scaling.
However, my original statement was about skill coefficients saturating. not anything about power not being linear
This is not exactly right if I remember correctly (I invested a ton of time in understanding the min/max of all things GW2 before I left about 1.5 months after release). While yes its a linear increase of 10% more, its in relation to the original weapon damage the skill does, so if the original skill does say 400 damage and you have approx. 2000 power invested (200% increase, although I believe its every 900ish power does 100% more damage) your doing 1200 damage with the skill. Another 100 power will yield 40 damage while 10% crit damage will yield 120 damage if you had 100% crit chance, or 60 if you had 50% crit chance.
So yes there is a time when you want to invest more into something other than power.
You are interpreting it wrong. You do NOT have to compare 100 Power and 10% Critical Damage.
The correct comparison is 10% Power increase and 10% Critical Damage. In this case Power is always better, except when critical rate is 100%, in that case doesn’t matter.
So Power is always better if you compare things in “same percentage of increase”.
The problem is not about which stats is greater, the problem is the trait. Discipline 30 traits > Strength 30 traits. Arms 30 traits > Strength 30 traits. So no matter how power effect the overall dps, warriors do not care because we only care about the damage bonus %, not the power. with enough power + high damage bonus % is greater than everything.
The whole point of precision line is gs traits. If you just want power may as well run one hand axe and drop gs if your not going to run forceful gs. That is my point.
Going 0 points into arms is like not grabbing mobile strikes when you have 4 movement skills.As far as the math thing goes, if you add 10% more power, you get 10% more damage approximately because skill coefficient goes up as well. There is no argument against this because critical damage will not balance power scaling.
However, my original statement was about skill coefficients saturating. not anything about power not being linear
This is not exactly right if I remember correctly (I invested a ton of time in understanding the min/max of all things GW2 before I left about 1.5 months after release). While yes its a linear increase of 10% more, its in relation to the original weapon damage the skill does, so if the original skill does say 400 damage and you have approx. 2000 power invested (200% increase, although I believe its every 900ish power does 100% more damage) your doing 1200 damage with the skill. Another 100 power will yield 40 damage while 10% crit damage will yield 120 damage if you had 100% crit chance, or 60 if you had 50% crit chance.
So yes there is a time when you want to invest more into something other than power.
You are interpreting it wrong. You do NOT have to compare 100 Power and 10% Critical Damage.
The correct comparison is 10% Power increase and 10% Critical Damage. In this case Power is always better, except when critical rate is 100%, in that case doesn’t matter.
So Power is always better if you compare things in “same percentage of increase”.
That’s not how it works.
Crit and power both affect each other.
Also critdamage and power gain via traitline is 1% : 10 power
If you add 10% crit damage you cannot just add 10% power if you are at 2000 power already. That would be 200 power, which surpasses the 10%.
The short answer is that you basically multiply all 3 values. Since none of them can be 0 that special case doesn’t have to be covered.
If you have 2 (basically 3 variables as precision is also one factor in the equotation) and you can distribute actual value towards each of the attributes, so lets say A = 1 and B = 1 and you can add 10 points in total, then you should not just add 10 to A, because you are multiplying:
It would be : (1+10)* 1 = 11
If you evenly distribute the points on A and be you would get:
(1+5)* (1+5) = 36.
With the 3 attributes, power, precision and crit damage you would have to split it like:
(1+3)* (1+3)* (1+4) = 80
So the more power you already have, the better bonus crit damage and precision becomes. If you just stack power, you will just have a linear damage increase.
If you distribute your stats more evenly, your actual damage will increase exponentially.
Wiki article about crit damage: http://wiki.guildwars2.com/wiki/Critical
It’s really simple to calculate the difference between Power, Crit Chance, and Critical Damage.
Example:
Use 1000 as a base damage with your current 2000 power. Use 50% crit chance as your current base crit chance. Use 40% Crit Damage as your current base crit damage.
If the choice is between 100 power and 10% crit damage you can calculate it this way…
((1000/2000) * 2100) + ((1000*.5)*.9) = 1500 or a 5% damage increase with power.
1000 + ((1000 * .5) * 1.0) = 1500 or a 5% damage increase with crit damage.
The formula is…
Base Damage * ((Base Damage x Crit Chance) x ((Critical Damage/100)+0.5)) = Total Average Damage
To calculate base damage you simply divide your current auto attack’s damage and divide by your total amount of power. You then multiply this base by your new power value with the theoretical gear change.
Using this you can find that with most glass cannon setups 5 Scholar + 1 Divinity provides the highest damage possible while 6 Ogre provides nearly the same damage but with an RNG proc Rock Dog that will usually end up doing enough damage to give 6 Ogre the edge. The exception to using Ogre runes is powerful bounce attacks like Trick Shot and especially Pre-Nerf Dancing Dagger, which could annihilate you by bouncing off the Rock Dog.
Idiot Savants[iQ] | Anvil Rock
(edited by Tumri.7892)
Guys, I was NOT debating about trait lines.
I was just comparing RAW stats. So please don’t say “you can’t rise that without that” or “this trait line is better than that one”.
I was talking ONLY about raw stats. And in that case, no traits involved, Power is obviously better than Critical Power. I hope that everyone get this.
And by the way we are going off topic XD
Guys, I was NOT debating about trait lines.
I was just comparing RAW stats. So please don’t say “you can’t rise that without that” or “this trait line is better than that one”.
I was talking ONLY about raw stats. And in that case, no traits involved, Power is obviously better than Critical Power. I hope that everyone get this.And by the way we are going off topic XD
And that just isn’t true. Power isn’t always better. Even distribution is. It is mathematically better because you multiply both numbers.
Just thing of it in extremes if the actual possible ingame values aren’t clear enough. If your statement would be true, and you would have the possibility to give up crit damage for even more power, and you could give up like 150% crit damage for additional 1500 power, than your attacks would hit harder, yes.
Your overall DPS would still suffer from this, and you want to know why, don’t you? If you have up 150% crit damage your crits would not only not add damage, they would reduce the damage to 0. That’s what multiplication does to your damage numbers.
And keep in mind, 10% crit damage does not mean 10% power. 1% crit damage equals X power. In case of traits:
1% crit damage = 10 power.
10 power != 10% power, it just stays 10 power.
Your statement would be true if 1% crit damage would actually equal 1% power. But that is not the case. Don’t see 1% crit damage like 1% but more like a stat: 1 crit damage (as it was called Prowess once). You are adding X power, not X% power, and X power is just x/currentPower %. The higher your power already is, the less relative additional damage does it add.
That is also the case why zerger amulet adds such a high amount of damage (you add 3 stats which all three affect each other multiplicative).
Your statement would be true if 1% crit damage would actually equal 1% power. But that is not the case.
Oh god. I was talking about RAW STATS, not traits, neither stats from traits.
I was talking generally, were you can compare 1% critical damage and 1% more Power based on current Power. Have I to repeat again?
I was NOT discussing any build, my first post was about raw values and values only. You guys started talking about traits but I’ve never mentioned them.
My post reason was that if you have to chose between adding X% critical damage or Y Power equal to X% of your current Power, then Power is better.
I hope that everyone now got it, I repeated it 5 times.
Your statement would be true if 1% crit damage would actually equal 1% power. But that is not the case.
Oh god. I was talking about RAW STATS, not traits, neither stats from traits.
I was talking generally, were you can compare 1% critical damage and 1% more Power based on current Power. Have I to repeat again?
I was NOT discussing any build, my first post was about raw values and values only. You guys started talking about traits but I’ve never mentioned them.
My post reason was that if you have to chose between adding X% critical damage or Y Power equal to X% of your current Power, then Power is better.I hope that everyone now got it, I repeated it 5 times.
We’re telling you that you’re wrong. Just take a look at my previous post. There are breakpoints where each stat overtakes the others in terms of effectiveness. Just stacking power does not mean maximum DPS.
Idiot Savants[iQ] | Anvil Rock
Your statement would be true if 1% crit damage would actually equal 1% power. But that is not the case.
Oh god. I was talking about RAW STATS, not traits, neither stats from traits.
I was talking generally, were you can compare 1% critical damage and 1% more Power based on current Power. Have I to repeat again?
I was NOT discussing any build, my first post was about raw values and values only. You guys started talking about traits but I’ve never mentioned them.
My post reason was that if you have to chose between adding X% critical damage or Y Power equal to X% of your current Power, then Power is better.I hope that everyone now got it, I repeated it 5 times.
We’re telling you that you’re wrong. Just take a look at my previous post. There are breakpoints where each stat overtakes the others in terms of effectiveness. Just stacking power does not mean maximum DPS.
And to add to this point, this goes for traitslines (not traits) and runes.
Amulets not so much because the high crit damage amulets automatically come with high power (both of them, as celestial is kinda lol).
We’re telling you that you’re wrong. Just take a look at my previous post. There are breakpoints where each stat overtakes the others in terms of effectiveness. Just stacking power does not mean maximum DPS.
In your post you’re taking a normal value for Power, not a percentage.
Let me explain it again:
Let’s suppose you have 2000 Power, 50% critical chance and 0% critical damage (so a critical is 150% of a normal hit in this case).
Let’s add 50% critical damage: a normal hit will be (example) 2000 damage, a critical 4000.
Let’s add a value of Power equal to 50% of your current Power, so you reach 3000 Power: a normal hit will be 3000, a critical 4500.
I hope you get it now. Otherwise I’m out.
PS: We can also do the same but with 100% critical rate. In this case there will NOT be any difference between rising Power or Critical Damage (except for skills that can not crit like Mug), but in most cases you won’t have 100% critical rate.
We’re telling you that you’re wrong. Just take a look at my previous post. There are breakpoints where each stat overtakes the others in terms of effectiveness. Just stacking power does not mean maximum DPS.
In your post you’re taking a normal value for Power, not a percentage.
Let me explain it again:
Let’s suppose you have 2000 Power, 50% critical chance and 0% critical damage (so a critical is 150% of a normal hit in this case).Let’s add 50% critical damage: a normal hit will be (example) 2000 damage, a critical 4000.
Let’s add a value of Power equal to 50% of your current Power, so you reach 3000 Power: a normal hit will be 3000, a critical 4500.
I hope you get it now. Otherwise I’m out.
PS: We can also do the same but with 100% critical rate. In this case there will NOT be any difference between rising Power or Critical Damage (except for skills that can not crit like Mug), but in most cases you won’t have 100% critical rate.
But that is not how the stat system works.
You cannot just add 1000 power instead of 50% crit.
1000 power is ~100% crit damage.
If you have 4000 power, and instead of adding 50% crit damage, you should add 50% power, so just 2000, and then you will deal more damage.
If you have 10000, and stead of adding 50% crit damage, you should add 50% power, so just 5000…
A rune does not come with you gain 25% power. They come with +25 power.
That is why I suggested to use prowess instead. You gain 50 prowess instead of 50% crit damage.
You are mixing up relative with absolute numbers here, while 1% crit damage is on paper a relative number, it is absolute when you add them, because you actually do exactly that. You add them to your current critmodifier. You don’t multiply your current critmodifier with it.
And then such statement as “power is always better” gets posted.
I’m not mixing anything because I never talked about possible scenarios.
Mine was a pure theoretical consideration with the purpose of clarification for a player who was wondering about a possible “power saturation” on skills.
I repeated a lot of time that mine was NOT a real scenario but everyone kept saying “no here, no there”. It is obvious that very rarely you’ll find a situation like this (where you have to decide between X crit damage and Y power which is equal to X of your current power) but no one here seems to be able to read what I write.
Seriously, last 14 posts (this included) are absolutely useless and off-topic.
And statement “power is always better” was about the theory, not practice. But again, people prefer to answer rather than reading.
Sorry guys I need to stop you before my thread get any trouble. The statements might be right, but please try to focus on the topic and give some spaces for other theorycrafting warriors! Anyways good discssions on there guys!
Theoretical situation are aslong theoretical as they are either proven right or wrong.
You are admitting yourself that this is not a real scenario. And it cannot become a real scenario. It is an actually impossible scenario.
Impossible scenarios can include all sorts of states like:
If you equip 3 or more different weaponssets on the warrior it becomes better.
Also why do you throw in an impossible scenario into the discussion in the first place.
Mine was a pure theoretical consideration with the purpose of clarification for a player who was wondering about a possible “power saturation” on skills.
@Varonth I have to quote myself… I wrote exactly the reason but again, you answered without reading carefully.
Enough of this, Anstasis is right.
Longbow warrior plays sample videos updated 6/15/2013.
Currently going for a s/s/longbow build. 30/30/10/0/0. III-II-VIII. VI-III-IX. I-0-0. Pretty fun just to play about with not too bad survival actually
Its sad because Warriors have to spent all their time doing maths, like in this thread, in order to do something in PvP, whereas other classes just roll away :P
Yeap, warrior actually is the hardest class to play. If you want to be good, it’s 100x harder compare to other professions.
New fun video added 6/19/2013
5 Warriors Trolling around beat a No Name ??? Premade Team.
http://www.twitch.tv/tarcisanastasis/c/2450032
(edited by Anastasis.7258)
Pro tip for the engineer:
When there are two warriors in vengeance and your lord si dying
use supply crate. Please. XD
Or at least use it in the whole match.
However, I was thinking about your might stacking builds…
Have you ever tried using it in a power build?
because he doesn’t know it himself
It’s really simple to calculate the difference between Power, Crit Chance, and Critical Damage.
Example:
Use 1000 as a base damage with your current 2000 power. Use 50% crit chance as your current base crit chance. Use 40% Crit Damage as your current base crit damage.
If the choice is between 100 power and 10% crit damage you can calculate it this way…
((1000/2000) * 2100) + ((1000*.5)*.9) = 1500 or a 5% damage increase with power.
1000 + ((1000 * .5) * 1.0) = 1500 or a 5% damage increase with crit damage.
The formula is…
Base Damage * ((Base Damage x Crit Chance) x ((Critical Damage/100)+0.5)) = Total Average Damage
To calculate base damage you simply divide your current auto attack’s damage and divide by your total amount of power. You then multiply this base by your new power value with the theoretical gear change.
Using this you can find that with most glass cannon setups 5 Scholar + 1 Divinity provides the highest damage possible while 6 Ogre provides nearly the same damage but with an RNG proc Rock Dog that will usually end up doing enough damage to give 6 Ogre the edge. The exception to using Ogre runes is powerful bounce attacks like Trick Shot and especially Pre-Nerf Dancing Dagger, which could annihilate you by bouncing off the Rock Dog.
Well, you could also consider this way:
The bonus damage +x power gives is equal to the percentage of x compared to your total power.
+200 power is a 20% damage increase if your total power is 1000 without adding the bonus.
It’s a 10% damage increase if your total power is 2000.
Precision and crit damage, on the other hand, should have the same issue. If you have 50% critical chance, adding +10% gives a lesser effect than adding it to a base of 0%.
It probably goes something like this: it is best to add damage until a certain threshold, then it’s best to add precision until a certain threshold, then it’s best to add crit damage.
About crit damage…
it has a different “value” compared to the other stats.
Let’s see Berseker’s amulet:
if we assume all amulets give a fixed amount of stat bonuses, then +15% crit is equal to 284 stat points.
In traits, +10% crit is equal to 200 stat points (yeah, to me Brawn is worth 0.XD)
+15% crit damage is equal to 300 stat points.
For warriors, the value of crit damage is similar between amulets and traits. For other classes thi isn’t true: paired with +crit damage they have useful stats, which halves the value: +15% crit damage is equal to 150 stat points instead of 284.
If you want to tweak stats with traits too, you have to keep in mind the “value” problem, too. Not so importan if you are a warrior: stat value is almost the same in amulets and traits.
because he doesn’t know it himself
Please advertise your stream and builds more. :P I forgot what the topic was when I read your double-advertised stream. Just sayn’
Pro tip for the engineer:
When there are two warriors in vengeance and your lord si dying
use supply crate. Please. XD
Or at least use it in the whole match.
However, I was thinking about your might stacking builds…
Have you ever tried using it in a power build?
Yeap, I did tried my might stacking build before (different spec and weapon sets before the patch). I tested between 5 stacks of might + fury hundred-bladed, and 25 stacks of might + fury hundred-bladed; the result came out the same. I don’t know if it’s bugged or A-net just set some maximum dps cap on hundred-bladed, the result really disappointed me. So to conclude this, 25 stacks of might only make condition damage big difference on warrior.
Btw, there is a leak patch notes that just came out today, and I already made up some new builds according to these changes. I will update my new builds after I tested it when the patch day arrive.
Peace.
^ You might want to double check your testing, I saw a significant difference in dps. Make sure to check individual hit damage so you can rule out the variation from crits.
From my testing (@3114 base might):
25 might: 1501 damage per 100b crit
0 might: 1160 damage per 100b crit
=29% damage increase
Greatsword has overall a low power scaling, exept for 100 blades (5.5).
Good overall power scaling weapons are axes and hammer.
because he doesn’t know it himself
The %increase in damage through additional power is still the same, no matter what the coefficient is.
Too lazy to make new builds until the changes are finally published, but I will be playing hammer that is like 75% certain now
Too lazy to make new builds until the changes are finally published, but I will be playing hammer that is like 75% certain now
Not attracted by sword?
Sword changes are cool, but until I see coefficients it will still be a secondary mobility option to me. GS evasion is still most attractive for movement, so unless sword can offer me advances over my gs or axe, I cannot phase it in.
I’ve always found the synergy between GS and hammer to be rather poor… I think mostly because of the distance between useful traits for both weapons. Axe functions very well with no ‘axe’ traits as does longbow, sword, shield and the horn.
To me you have to build for either greatsword or hammer, and if you use them together one becomes relegated to a more narrow role than it is capable of. Then again if the new ‘leaked’ changes are true I’m not sure what will have synergy anymore.
Jangeol – WvW Warrior
Sword changes are cool, but until I see coefficients it will still be a secondary mobility option to me. GS evasion is still most attractive for movement, so unless sword can offer me advances over my gs or axe, I cannot phase it in.
The problem is that GS 4th skill was awesome with Leg Specialist, but with the next nerf to Leg Specialist, using skill 4 won’t be as effective as before. And DPS speaking, Sword auto-attacks deal more damage and sword F1 is way more usefull than GS F1.
We’ll see
It’s hard to say anything before the patch release. We need to test a lot of things such as new skill on sword, new traits, new builds, weapon skill buffs. The mace F1 skill might be a big buff if you play well with it. The 4 seconds stun with the sigil will kill everyone that already spent their stun-break.
And the 25 might stacking change your dps number on your skill description, but when you hit it on the golem the number appear almost the same, even sometimes are lower.
(edited by Anastasis.7258)
It’s hard to say anything before the patch release. We need to test a lot of things such as new skill on sword, new traits, new builds, weapon skill buffs. The mace F1 skill might be a big buff if you play well with it. The 4 seconds stun with the sigil will kill everyone that already spent their stun-break. In my opinion, I will stay at longbow if there is no other weapons that become a huge difference.
The cc lock warrior build is already strong with the right team comp, it’s going to be WAY over the top with that buff to mace f1.
Not that sure, there are a lot of stun breakers around and a lot of players keep an utility with stun break+Stability. I wonder what is going to be more effective after the patch: stun lock or constant Immobilize (sword and Leg Specialist)? Very curious
Not that sure, there are a lot of stun breakers around and a lot of players keep an utility with stun break+Stability. I wonder what is going to be more effective after the patch: stun lock or constant Immobilize (sword and Leg Specialist)? Very curious
1 sec of immo every 5 seconds is nothing and you might or might not have the skills ready for it, not to mention that last hit of the autoattack chain is a pain in the kitten to land as of right now.
“berserker stance clears all CC on you and you’re still immune to CC for 8 seconds”
-Excalibur.9748
But 4s of Immobilize from Sword F1, charge up adrenaline, 1s from Leg Specialist, one attack for a bit more adrenaline, and then another Sword F1. Repeat XD
But 4s of Immobilize from Sword F1, charge up adrenaline, 1s from Leg Specialist, one attack for a bit more adrenaline, and then another Sword F1. Repeat XD
But minimum 8s cooldown on Flurry that only applies immob on the FIRST hit of the entire chain that is also a long-duration condition and thus easy to cleanse
It’s just not going to be that effective trying to perma-immob someone.
you should just totally reroll an engineer if you want to perma immob someone, like a warrior especially.
“berserker stance clears all CC on you and you’re still immune to CC for 8 seconds”
-Excalibur.9748
Mine was just an idea guys, don’t rage XD Anyway: yes, Immobilize can be cleansed up, but if the enemy has Stability, then your whole stun lock idea is useless :/
New build updated 6/25/2013.
Has anyone checked the DPS on whirling axe? Might it approach 100b now?
Nope, it still terrible, they buff the damage, but nerfed the attack chances.
;(, guess I’ll use the last 2 of my 5 tickets on sword and mace skins then — double jade axe would have looked so nice.
I’m dying to get my warrior to 80 so outside spvp I can try the GS/Longbow zerker build in WvW for mass aoe damage.
Whirling Axe might be useful in a mace/hammer build, IMHO:
you use mace burst, then whirling axe (with traited axes in discipline).
In the end, you dealt damage, and you have your Adrenaline bar full again.
I know, it’s not much, but we have to be optimistic.XD
because he doesn’t know it himself