Will "Berserker" be viable post patch?
Berserker gear will still be the best set in PvE post patch
If anything all this patch does is further force everyone into full zerker. Now everyone has to be full zerk or the difference between DPS will be huge. No more hybrid DPS/tanky builds, and you won’t be able to carry bads any more
It will not only be viable – it’ll be the way to go!
If anything all this patch does is further force everyone into full zerker. Now everyone has to be full zerk or the difference between DPS will be huge. No more hybrid DPS/tanky builds, and you won’t be able to carry bads any more
I’m curious. Have you done the math? How much dps your hybrid build is doing compared to full damage? What about after patch?
I havent done any math (frankly because i dont know how) but it just seems logical that with the nerf to crit dmg semi tanky/semi dps builds will fall even more short
Yeah it will still be viable. My main is a thief and today it did some maths. Full berserker with ascended jewlery: you will loose 11,5% Critdmg. If you have 80% critchance (with fury) u loose around 9-10% dmg im total.
Even if it is not that bad, the horrible thing is, that they buffed condi-bunker spec indirectly with that -.- great job anet…..really great job….niet
P. S. The less critchance u have, the less ferocity will affect you. So semi-dps builds will not be affacted that hard as berserkers are.
I’m not sure I fully understand. Isn’t the whole point of this patch an attempt to put Berserker builds in line with condition builds? If I’m understanding this correctly the change to Ferocity impacts full Berserker builds the least compared to semi-dps/tanky builds. If this change only makes Berserker builds even more mandatory doesn’t that go against the intended purpose?
I’m not sure I fully understand. Isn’t the whole point of this patch an attempt to put Berserker builds in line with condition builds? If I’m understanding this correctly the change to Ferocity impacts full Berserker builds the least compared to semi-dps/tanky builds. If this change only makes Berserker builds even more mandatory doesn’t that go against the intended purpose?
Exactly. But Anet doesn’t get that. PVE still has the same problems its always had, skippable trash, poor mechanics for encounters, bad ai, and bosses with the only mechanic being massive health pools and 1 hit KOs. Until at least some of these changed zerker will be the top dog for PVE
I havent done any math (frankly because i dont know how) but it just seems logical that with the nerf to crit dmg semi tanky/semi dps builds will fall even more short
You can for example use http://gw2buildcraft.com/calculator/warrior/.
Exotic gear with ruby orbs / jewels: 3225.32 effective power
With pvt gear, sapphire orbs?? and berserker trinkets: 2472.27
Full berserker deals about 30 % more damage.
To calculate after patch situation I need to get the new ferocity stat. In my case every source of precision also gives critical damage so I assume that ferocity = precision – 916 (base value). Every 15 ferocity gives one critical damage so new critical damage is (precision – 916)/15. Then I use manual section to give negative buff.
Berserker: 3040
Mix: 2416.31
Berserker deals 26% more damage.
I know it’s very simplified (no traits nor buffs) and probably isn’t using your hybrid build but you should be able to repeat it on your own.
Ok. The EP on a 30/25///15 is 7989 with full zerker/scholar. The EP on my 0/0/30/10/30 hammer/GS roaming build is 4901.3 with cavalier armor and lyssa runes, rest zerker. Its worth noting that site thinks the dmg multiplier from merciless hammer is permanent, and it also doesn’t include DotE
Until we know how ferocity will be divided between trinkets and armor we won’t be able to say how much our hybrid builds will be affected.
“…let us eat and drink, for tomorrow we shall die;.”
Until we know how ferocity will be divided between trinkets and armor we won’t be able to say how much our hybrid builds will be affected.
We actually know already!
Since Ferocity will assimilate the old +Crit Damage stats to all the other stats, you can exactly see how much Ferocity each item will give you.
For example, a Draconic Helmet will always give you +45 points of it’s primary stat and +32 points of both of it’s secondary stats.
So if Berserker’s Draconic Helmet gives you +45 Power, +32 Precision and +2% Crit Damage right now, it will give you +45 Power, +32 Precision and +32 Ferocity after the patch.
Until we know how ferocity will be divided between trinkets and armor we won’t be able to say how much our hybrid builds will be affected.
We actually know already!
Since Ferocity will assimilate the old +Crit Damage stats to all the other stats, you can exactly see how much Ferocity each item will give you.
For example, a Draconic Helmet will always give you +45 points of it’s primary stat and +32 points of both of it’s secondary stats.
So if Berserker’s Draconic Helmet gives you +45 Power, +32 Precision and +2% Crit Damage right now, it will give you +45 Power, +32 Precision and +32 Ferocity after the patch.
“…….As a bonus, you’ll notice that using ferocity as a stat is going to normalize critical damage across items so there isn’t a single item that’s clearly the best to equip for a critical damage boost. Areas such as trait lines, traits, and skills which provide critical damage have been rebalanced individually.”
This is the part that I was referring too which also confuses me. If they are just converting the crit damage % into a Ferocity stat then trinkets would still give you a better bang for your buck in terms of crit DPS and clearly be the best to equip for a critical damage boost. It almost sounds like they will be modifying the amount of ferocity across all your gear.
“…let us eat and drink, for tomorrow we shall die;.”
(edited by Julie Yann.5379)
Until we know how ferocity will be divided between trinkets and armor we won’t be able to say how much our hybrid builds will be affected.
We actually know already!
Since Ferocity will assimilate the old +Crit Damage stats to all the other stats, you can exactly see how much Ferocity each item will give you.
For example, a Draconic Helmet will always give you +45 points of it’s primary stat and +32 points of both of it’s secondary stats.
So if Berserker’s Draconic Helmet gives you +45 Power, +32 Precision and +2% Crit Damage right now, it will give you +45 Power, +32 Precision and +32 Ferocity after the patch.“…….As a bonus, you’ll notice that using ferocity as a stat is going to normalize critical damage across items so there isn’t a single item that’s clearly the best to equip for a critical damage boost. Areas such as trait lines, traits, and skills which provide critical damage have been rebalanced individually.”
This is the part that I was referring too which also confuses me. If they are just converting the crit damage % into a Ferocity stat then trinkets would still give you a better bang for your buck in terms of crit DPS and clearly be the best to equip for a critical damage boost. It almost sounds like they will be modifying the amount of ferocity across all your gear.
Exactly. Thats the whole point of ferocity. Currently ascended trinkets, and shoulders/gloves/boots give you the most crit dmg per stat. If they change crit dmg into ferocity, a regular stat and not a %, then its normalized. Whereas a berserker helmet now gives 45 power power, 32 precision and 2 crit dmg and a berserker shoulder gives 32 power, 24 precision, and 2% crit dmg. Clearly if you want to mix and match changing the helmet to soldier would give much better bang for your buck then changing the shoulder since youre getting more stats for the same loss of crit dmg. Thats what theyre normalizing. Now itll just be like another set where there are more trade offs. There won’t be a most effective %crit dmg per stat slot anymore because itll be normalized to be the same amount as pices without crit dmg
Ok. The EP on a 30/25///15 is 7989 with full zerker/scholar. The EP on my 0/0/30/10/30 hammer/GS roaming build is 4901.3 with cavalier armor and lyssa runes, rest zerker. Its worth noting that site thinks the dmg multiplier from merciless hammer is permanent, and it also doesn’t include DotE
Ascended Berserker with Force/Scholar (no infusions) and 30/25//15 with Fury and 10 Might: 9932.9
With Ferocity (manually calculated, had to estimate Scholar): 8953.92
Ascended Cavalier with Lyssa, rest Berserker with and //30/10/30 (no idea about traits) with Fury and 10 Might: 6479.86
With Ferocity (manually calculated): 5869.52
First build: 8953.92/9932.9: 9.9% less damage after patch.
Second build: 5869.52/6479.86: 9.4% less damage after patch.
At least with these parameters both builds get hurt equally.
(edited by Wethospu.6437)
Until we know how ferocity will be divided between trinkets and armor we won’t be able to say how much our hybrid builds will be affected.
We actually know already!
Since Ferocity will assimilate the old +Crit Damage stats to all the other stats, you can exactly see how much Ferocity each item will give you.
For example, a Draconic Helmet will always give you +45 points of it’s primary stat and +32 points of both of it’s secondary stats.
So if Berserker’s Draconic Helmet gives you +45 Power, +32 Precision and +2% Crit Damage right now, it will give you +45 Power, +32 Precision and +32 Ferocity after the patch.“…….As a bonus, you’ll notice that using ferocity as a stat is going to normalize critical damage across items so there isn’t a single item that’s clearly the best to equip for a critical damage boost. Areas such as trait lines, traits, and skills which provide critical damage have been rebalanced individually.”
This is the part that I was referring too which also confuses me. If they are just converting the crit damage % into a Ferocity stat then trinkets would still give you a better bang for your buck in terms of crit DPS and clearly be the best to equip for a critical damage boost. It almost sounds like they will be modifying the amount of ferocity across all your gear.
Exactly. Thats the whole point of ferocity. Currently ascended trinkets, and shoulders/gloves/boots give you the most crit dmg per stat. If they change crit dmg into ferocity, a regular stat and not a %, then its normalized. Whereas a berserker helmet now gives 45 power power, 32 precision and 2 crit dmg and a berserker shoulder gives 32 power, 24 precision, and 2% crit dmg. Clearly if you want to mix and match changing the helmet to soldier would give much better bang for your buck then changing the shoulder since youre getting more stats for the same loss of crit dmg. Thats what theyre normalizing. Now itll just be like another set where there are more trade offs. There won’t be a most effective %crit dmg per stat slot anymore because itll be normalized to be the same amount as pices without crit dmg
Now I get it, thanks for clearing that up for me. So a berserker ring which has 8% crit damage will now have a 68 ferocity stat which is equal too a 4.5% crit damage. This is going to suck. It’s going to make it difficult (next to impossible) to get my nice tanky high burst mix.
edit: How come condition damage gets to be a primary stat on some gear but not ferocity?
“…let us eat and drink, for tomorrow we shall die;.”
(edited by Julie Yann.5379)
Ok. The EP on a 30/25///15 is 7989 with full zerker/scholar. The EP on my 0/0/30/10/30 hammer/GS roaming build is 4901.3 with cavalier armor and lyssa runes, rest zerker. Its worth noting that site thinks the dmg multiplier from merciless hammer is permanent, and it also doesn’t include DotE
Ascended Berserker with Force/Scholar (no infusions) and 30/25//15 with Fury and 10 Might: 9932.9
With Ferocity (manually calculated, had to estimate Scholar): 8953.92Ascended Cavalier with Lyssa, rest Berserker with and //30/10/30 (no idea about traits) with Fury and 10 Might: 6479.86
With Ferocity (manually calculated): 5869.52First build: 8953.92/9932.9: 9.9% less damage after patch.
Second build: 5869.52/6479.86: 9.4% less damage after patch.At least with these parameters both builds get hurt equally.
Thats actually very interesting. Before the patch i wasnt running impact on my hammer, i was using perception. However with the changes to stacking sigils and now that 2handeds get 2 sigils i think ill run either impact/air or impact/leeching. Either way it seems my overall DPS will be higher than before the patch. Which is good
Until we know how ferocity will be divided between trinkets and armor we won’t be able to say how much our hybrid builds will be affected.
We actually know already!
Since Ferocity will assimilate the old +Crit Damage stats to all the other stats, you can exactly see how much Ferocity each item will give you.
For example, a Draconic Helmet will always give you +45 points of it’s primary stat and +32 points of both of it’s secondary stats.
So if Berserker’s Draconic Helmet gives you +45 Power, +32 Precision and +2% Crit Damage right now, it will give you +45 Power, +32 Precision and +32 Ferocity after the patch.“…….As a bonus, you’ll notice that using ferocity as a stat is going to normalize critical damage across items so there isn’t a single item that’s clearly the best to equip for a critical damage boost. Areas such as trait lines, traits, and skills which provide critical damage have been rebalanced individually.”
This is the part that I was referring too which also confuses me. If they are just converting the crit damage % into a Ferocity stat then trinkets would still give you a better bang for your buck in terms of crit DPS and clearly be the best to equip for a critical damage boost. It almost sounds like they will be modifying the amount of ferocity across all your gear.
Exactly. Thats the whole point of ferocity. Currently ascended trinkets, and shoulders/gloves/boots give you the most crit dmg per stat. If they change crit dmg into ferocity, a regular stat and not a %, then its normalized. Whereas a berserker helmet now gives 45 power power, 32 precision and 2 crit dmg and a berserker shoulder gives 32 power, 24 precision, and 2% crit dmg. Clearly if you want to mix and match changing the helmet to soldier would give much better bang for your buck then changing the shoulder since youre getting more stats for the same loss of crit dmg. Thats what theyre normalizing. Now itll just be like another set where there are more trade offs. There won’t be a most effective %crit dmg per stat slot anymore because itll be normalized to be the same amount as pices without crit dmg
Now I get it, thanks for clearing that up for me. So a berserker ring which has 8% crit damage will now have a 68 ferocity stat which is equal too a 4.5% crit damage. This is going to suck. It’s going to make it difficult (next to impossible) to get my nice tanky high burst mix.
edit: How come condition damage gets to be a primary stat on some gear but not ferocity?
They did say with crit dmg now being an actual stat and not a % it could very well introduce options for armor with ferocity as the main stat
They did say with crit dmg now being an actual stat and not a % it could very well introduce options for armor with ferocity as the main stat
I won’t hold my breath.
“…let us eat and drink, for tomorrow we shall die;.”
You will need full berserker gear after patch,before you could till do viable damage with just the trinkets(you lose 10% if full zerg other tanky builds is like -40-60% dps)
And imagine without trinkets. like 200% damage loss.
It’ll still be the best damage output all they’re trying to do is bring other builds into viability by nerfing crit damage instead of addressing the issue of conditions being underpowered in PvE.
Ok. The EP on a 30/25///15 is 7989 with full zerker/scholar. The EP on my 0/0/30/10/30 hammer/GS roaming build is 4901.3 with cavalier armor and lyssa runes, rest zerker. Its worth noting that site thinks the dmg multiplier from merciless hammer is permanent, and it also doesn’t include DotE
Go with 0/20/30/0/20 for Ham/GS. You’ll like it, trust me.
Ok. The EP on a 30/25///15 is 7989 with full zerker/scholar. The EP on my 0/0/30/10/30 hammer/GS roaming build is 4901.3 with cavalier armor and lyssa runes, rest zerker. Its worth noting that site thinks the dmg multiplier from merciless hammer is permanent, and it also doesn’t include DotE
Go with 0/20/30/0/20 for Ham/GS. You’ll like it, trust me.
For unsuspecting foe? I already have 46% crit chance before fury and ive also got perception stacks on my hammer so i can get up to 76% crit chance which is plenty good for me
Yes it’ll still be viable as long as the dungeons stay the same; which seems likely. Stacking, skipping, DPSing is the way to go for most, if not all, PVE content and zerker will provide the most DPS. As far as WvW and PVP, you can mix and match with what works for you.
Another person stated it best: Zerker gear isn’t the problem; it’s a symptom. The problem is the PVE content is best beaten by stacking, skipping, and DPSing and that’s not being addressed, and probably won’t for the forseeable future.
I havent done any math (frankly because i dont know how) but it just seems logical that with the nerf to crit dmg semi tanky/semi dps builds will fall even more short
Actually, I dunno if they will (on their own). Like you, I haven’t done the math yet, but since it’s bringing down crit dmg by turning it into Ferocity, Knight hybrids will be staying the same since they never got the bonus crit dmg.
I havent done any math (frankly because i dont know how) but it just seems logical that with the nerf to crit dmg semi tanky/semi dps builds will fall even more short
Actually, I dunno if they will (on their own). Like you, I haven’t done the math yet, but since it’s bringing down crit dmg by turning it into Ferocity, Knight hybrids will be staying the same since they never got the bonus crit dmg.
but knights/pvt builds with zerker trinkets will be losing a lot of dps since trinkets have more crit % than the 15:1 ferocity ratio and will therefore be getting a pretty big nerf.
If you build relies mostly on trinkets for crit damage you will lose a lot more than 10%.
“…let us eat and drink, for tomorrow we shall die;.”
Damage ratio with 100% Critical chance can be calculated with following formula:
ratio = (1.5 + CriticalDamageAfterPatch)/(1.5 + CriticalDamageBeforePatch)
Ascended trinkets give 44 Critical Damage and 376 Ferocity which is 25 Critical Damage.
Using above formula and those values gives a ratio of 0.902 which means 9.8% less damage. And this is with 100% Critical Chance which isn’t easy to get (especially with pvt).
The fact that some people are discussing this issue in a point of pve really drop the credibility of this thread.
zerker changes only effect PVE. WvW is unblanced anyways.
warrior and we’re the best class” Eugene
Yes, like all those trillions hp boss will die faster to conditions that is capped. Smart guy. Zerker changes doesn’t affect pve. Pve is dumb, the ai is stupid, its the same trillion hp boss that 1 shot people, nothing interesting about it. The only reason people farming it is because of gold and loots. Now imagine all the gold and loots from those bosses is dropped by players you kill in wvw.
Yes it’ll still be viable as long as the dungeons stay the same; which seems likely. Stacking, skipping, DPSing is the way to go for most, if not all, PVE content and zerker will provide the most DPS. As far as WvW and PVP, you can mix and match with what works for you.
Another person stated it best: Zerker gear isn’t the problem; it’s a symptom. The problem is the PVE content is best beaten by stacking, skipping, and DPSing and that’s not being addressed, and probably won’t for the forseeable future.
100% agreed. Nerfing zerker’s won’t make the other trash builds more attractive for current content. Condition builds? That condition guardian sure is glad 2 other people in his party also apply burning thus negating his entire build. Bleed build? Good luck getting a single bleed in on a world boss being attacked by 75 other people also applying bleeds that are capped at 25. Until they fix these sorts of things, nerfing zerker will only make zerker builds MORE viable since they’ll be needed more to make up the party dps loss. GG ArenaNet.
In my opinion they should have left zerker alone and either fixed condition stacking or added an alernative stat like haste to compete with crit damage. Nerfing the most popular and only build that works only kittenes off your customer base.
In the short run, fixing broken mechanics like Fiery Great Sword rush ability would make me more confident in their ability to actually address problems.
Everyone will lose a lot of crit damage with the upcoming patch. That means we do not need to stop using Berserker. We can still augment our damage output by adding bleeding through Sword and Dual Wield Agility.
Not until we see the new sigils and runes, we cannot deduce on how to use them to our advantage.
Everyone will lose a lot of crit damage with the upcoming patch. That means we do not need to stop using Berserker. We can still augment our damage output by adding bleeding through Sword and Dual Wield Agility.
Not until we see the new sigils and runes, we cannot deduce on how to use them to our advantage.
Both those things aren’t free damage. Why don’t we use sword now? Because the other weapons are better damage. What trait do we give up for dual wield agility? This is an across the board nerf to everyone with the response being the exact opposite of what Anet intended. A kittened off customer base and even more need to have 5 berserker groups to make up for the dps loss.
I havent done any math (frankly because i dont know how) but it just seems logical that with the nerf to crit dmg semi tanky/semi dps builds will fall even more short
Unless all the DPS came from crit damage then the gap will close. For example, if you were idiotically wearing full soldier’s your DPS would be exactly the same while berserker DPS would drop. Same with knight’s. The only set that gets hit harder than berserker is celestial, but who’s wearing that?
You will need full berserker gear after patch,before you could till do viable damage with just the trinkets(you lose 10% if full zerg other tanky builds is like -40-60% dps)
You have no idea what you’re talking about. If you only wore berserker trinkets pre-patch you will lose less DPS than a berserker build. Meaning the gap between your set and berserker will decrease. LOL -40-60%…
A kittened off customer base and even more need to have 5 berserker groups to make up for the dps loss.
This makes no sense. There is no more need than before. You act as if there’s some kind of magical time limit to a dungeon run where anything faster is pointless and anything less is horrible.
Before patch: “Hey guys we’re running this dungeon with 3 full berserker chars in 15 mins, should we bother getting 2 more berserkers?” “Nah, why bother going faster than 15 mins.”
After patch: “Hey guys we’re running this dungeon with 3 full berserker chars in 16 mins, should we bother getting 2 more berserkers?” “Heck yea, we’re kitten if we don’t do this 1 minute faster!!”
You will need full berserker gear after patch,before you could till do viable damage with just the trinkets(you lose 10% if full zerg other tanky builds is like -40-60% dps)
You have no idea what you’re talking about. If you only wore berserker trinkets pre-patch you will lose less DPS than a berserker build. Meaning the gap between your set and berserker will decrease. LOL -40-60%…
Did you calculate the amount of crit damage loss of trinkets compared to armor? Builds who had zerker trinkets only will lose a greater % of thier crit damage than a full zerk build. Rings get a 45% nerf to crit damage, earrings get a 43% nerf, amulet gets a 38% nerf to crit damage and the back piece gets a 54% nerf to crit damage. If you average it out it is roughly 45% (give or take a couple % since I didn’t calculate the ratio for each trinket individually).
Helm actually gets a 13% increase in crit damage, coat loses 4%, there rest gets a 17% nerf. If you average it out you lose roughly 12.5% from you armor. (Same as above, I didn’t calculate to ratio of each piece individually.)
“…let us eat and drink, for tomorrow we shall die;.”
(edited by Julie Yann.5379)
A kittened off customer base and even more need to have 5 berserker groups to make up for the dps loss.
This makes no sense. There is no more need than before. You act as if there’s some kind of magical time limit to a dungeon run where anything faster is pointless and anything less is horrible.
Before patch: “Hey guys we’re running this dungeon with 3 full berserker chars in 15 mins, should we bother getting 2 more berserkers?” “Nah, why bother going faster than 15 mins.”
After patch: “Hey guys we’re running this dungeon with 3 full berserker chars in 16 mins, should we bother getting 2 more berserkers?” “Heck yea, we’re kitten if we don’t do this 1 minute faster!!”
I never said there was a magic dungeon clear time people shoot for. A lot of high level fractal runs can be avoided by the group dps’ing down trash and elites fast enough (i.e. during protection or reflect times on the group) that the mobs won’t one-shot them. Before this could possibly be done with one or two non-berserkers in the group. If you nerf the berserker meta all you do is make that group want more berserkers in the group.
We can argue all day by how much they want more bersekers, but you can’t deny that they’ll want berserkers less now since the alternative builds are still trash for PvE mechanics and Anet didn’t change that (a few of them get nerfed harder than berserkers by the change like if you only used zerker accessories and survival armor for instance).
(edited by Andar.9107)
You will need full berserker gear after patch,before you could till do viable damage with just the trinkets(you lose 10% if full zerg other tanky builds is like -40-60% dps)
You have no idea what you’re talking about. If you only wore berserker trinkets pre-patch you will lose less DPS than a berserker build. Meaning the gap between your set and berserker will decrease. LOL -40-60%…
Did you calculate the amount of crit damage loss of trinkets compared to armor? Builds who had zerker trinkets only will lose a greater % of thier crit damage than a full zerk build. Rings get a 45% nerf to crit damage, earrings get a 43% nerf, amulet gets a 38% nerf to crit damage and the back piece gets a 54% nerf to crit damage. If you average it out it is roughly 45% (give or take a couple % since I didn’t calculate the ratio for each trinket individually).
Helm actually gets a 13% increase in crit damage, coat loses 4%, there rest gets a 17% nerf. If you average it out you lose roughly 12.5% from you armor. (Same as above, I didn’t calculate to ratio of each piece individually.)
I think i missed this one. Source please.
You will need full berserker gear after patch,before you could till do viable damage with just the trinkets(you lose 10% if full zerg other tanky builds is like -40-60% dps)
You have no idea what you’re talking about. If you only wore berserker trinkets pre-patch you will lose less DPS than a berserker build. Meaning the gap between your set and berserker will decrease. LOL -40-60%…
Did you calculate the amount of crit damage loss of trinkets compared to armor? Builds who had zerker trinkets only will lose a greater % of thier crit damage than a full zerk build. Rings get a 45% nerf to crit damage, earrings get a 43% nerf, amulet gets a 38% nerf to crit damage and the back piece gets a 54% nerf to crit damage. If you average it out it is roughly 45% (give or take a couple % since I didn’t calculate the ratio for each trinket individually).
Helm actually gets a 13% increase in crit damage, coat loses 4%, there rest gets a 17% nerf. If you average it out you lose roughly 12.5% from you armor. (Same as above, I didn’t calculate to ratio of each piece individually.)
I think i missed this one. Source please.
The source is the info they gave us. Ferocity will become a minor stat where 15 feroccity = 1%crit damage. A zerker ring currently has 8% crit damage. After patch it will have 103 power 68 precision and 68 ferocity which is equal to 4.53% crit damage.
1-4.53/8=0.43375or 43.375% loss in crit damage. Now each piece has a different stats and I didn’t calculate the ratio (percentage of crit damage coming from each piece) so the approximations in my first post are not 100% accurate but it gives us a good idea of how much loss trinkets get over armor.
“…let us eat and drink, for tomorrow we shall die;.”
Why are the accessories getting such a massive nerf compared to the rest of the armor pieces?
Why are the accessories getting such a massive nerf compared to the rest of the armor pieces?
Because at the moment trinkets give an abnormally high amount of crit damage compared to minor stats. Since the ratio of ferocity to crit % is 15:1 trinkets will lose a lot.
This all depends on if Anet decides to allot a higher number for a ferocity minor, which I highly doubt.
“…let us eat and drink, for tomorrow we shall die;.”
(edited by Julie Yann.5379)
You will need full berserker gear after patch,before you could till do viable damage with just the trinkets(you lose 10% if full zerg other tanky builds is like -40-60% dps)
You have no idea what you’re talking about. If you only wore berserker trinkets pre-patch you will lose less DPS than a berserker build. Meaning the gap between your set and berserker will decrease. LOL -40-60%…
Did you calculate the amount of crit damage loss of trinkets compared to armor? Builds who had zerker trinkets only will lose a greater % of thier crit damage than a full zerk build. Rings get a 45% nerf to crit damage, earrings get a 43% nerf, amulet gets a 38% nerf to crit damage and the back piece gets a 54% nerf to crit damage. If you average it out it is roughly 45% (give or take a couple % since I didn’t calculate the ratio for each trinket individually).
Helm actually gets a 13% increase in crit damage, coat loses 4%, there rest gets a 17% nerf. If you average it out you lose roughly 12.5% from you armor. (Same as above, I didn’t calculate to ratio of each piece individually.)
Except you if you have no crit damage on your armor in the first place, you lose no crit damage from those pieces. You can’t only average the trinkets and say that’s your crit damage loss. Not only that, what I quoted said 40-50% dps loss. Not 40-50% crit damage stat loss (which isn’t even 40-50% crit damage loss).
Before this could possibly be done with one or two non-berserkers in the group. If you nerf the berserker meta all you do is make that group want more berserkers in the group.
They always wanted more berserkers in the group. Always. The same people who you think are going to demand all berserker gear were demanding all berserker gear before, because it made the dungeon runs faster and that’s all that matters to them. Again, there is not some magical amount of DPS that is “enough” and after that you can have sub-standard DPS builds.
You will need full berserker gear after patch,before you could till do viable damage with just the trinkets(you lose 10% if full zerg other tanky builds is like -40-60% dps)
You have no idea what you’re talking about. If you only wore berserker trinkets pre-patch you will lose less DPS than a berserker build. Meaning the gap between your set and berserker will decrease. LOL -40-60%…
Did you calculate the amount of crit damage loss of trinkets compared to armor? Builds who had zerker trinkets only will lose a greater % of thier crit damage than a full zerk build. Rings get a 45% nerf to crit damage, earrings get a 43% nerf, amulet gets a 38% nerf to crit damage and the back piece gets a 54% nerf to crit damage. If you average it out it is roughly 45% (give or take a couple % since I didn’t calculate the ratio for each trinket individually).
Helm actually gets a 13% increase in crit damage, coat loses 4%, there rest gets a 17% nerf. If you average it out you lose roughly 12.5% from you armor. (Same as above, I didn’t calculate to ratio of each piece individually.)
Except you if you have no crit damage on your armor in the first place, you lose no crit damage from those pieces. You can’t only average the trinkets and say that’s your crit damage loss. Not only that, what I quoted said 40-50% dps loss. Not 40-50% crit damage stat loss (which isn’t even 40-50% crit damage loss).
Let me explain it fully. Zerk Ascended gear and trinkets gives 61% crit damage. 17 comes from your armor and 44 from trinkets. (this is just from armor and trinkets, no weapons or traits)
After patch you will get 15.6 from your armor and 25.06 from trinkets for a total of 40.66.
(1-40.66/61)x100=33.34% loss in crit damage for that build.
A knights armor and Zerk trinket build before patch has 44 coming from trinkets and 0 from armor for a total of 44.
After patch it will have 25.06 from trinkets and 0 from armor for a total of 25.06.
(1-25.06/44)x100=43.04% loss in crit damage for that build
Edit:
Recalculated this to include zerk weapons on both builds.
A full zerk set including weapons will lose 21.4crit damage (49.59 crit from 71) which is an 18.7% nerf to that build.
A soldier/knights with zerk trinkets and weapon will lose 20% crit damage (33.9 crit from 54) which is a 37.1% nerf to that build.
“…let us eat and drink, for tomorrow we shall die;.”
(edited by Julie Yann.5379)