Bundles not scaling
Can confirm this (and many others, as you can see on the engineer forums). Haven’t tested actual damage, but at least on the stats panel, power and attack go down when I switch from my pistols to my flamethrower.
There’s definitely a lot of confusion over this patch and how it is supposed to affect bundles. Clarification would be greatly appreciated.
Founding member of [NERF] Fort Engineer and driver for [TLC] The Legion of Charrs
RIP [SIC] Strident Iconoclast
From what I understand…
*Utility skill damage is/was based on player level (according to the wiki)
*The patch (supposedly) changes bundle weapon damage to be based on the highest rarity weapon damage available to your level. Apparently basing it on player level alone was not producing results consistent with actual weapons.
Honestly, I didn’t pay attention to the attack statistic prior to this patch and I too see the attack statistic going down when switching to a kit. Yet I also see that the weapon damage is roughly double what it was before the patch and prybar is really messing faces up good.
Founding member of [NERF] Fort Engineer and driver for [TLC] The Legion of Charrs
RIP [SIC] Strident Iconoclast
From what I understand…
*Utility skill damage is/was based on player level (according to the wiki)
*The patch (supposedly) changes bundle weapon damage to be based on the highest rarity weapon damage available to your level. Apparently basing it on player level alone was not producing results consistent with actual weapons.Honestly, I didn’t pay attention to the attack statistic prior to this patch and I too see the attack statistic going down when switching to a kit. Yet I also see that the weapon damage is roughly double what it was before the patch and prybar is really messing faces up good.
Yes, that’s how I understand it too. I’ll do a simple test when I get home. If I can reproduce what you say consistently, then maybe is just the UI or something that is not showing the correct values of power and attack.
Or maybe it is how it’s supposed to work and we got it all wrong O.o
(edited by ChackO.2346)
OK so I made a simple test: First, I stripped naked my engineer and reset her traits to get as few variables as possible and set her to base damage at level 80. I tested the Flamethrower and used 1 exotic pistol without +power or +precision to execute the test. Tested against a training dummy in Lion’s Arch using only auto attacks.
Base FT Damage at lvl 80: 969
(You get this by equipping the FT and subtracting the Power value from the Attack value).
Base lvl 80 Exotic Pistol Damage: 1029
(Actual pistol damage is 876 – 1029, but the game adds the max damage to the calculation of the Attack value. Or at least, that’s what the hero panel shows)
TESTS:
FT and No weapons:
Attack: 1885 (Power+Weapon Damage)
Power: 916
Damage on Dummy: 560 – 610 auto attack damage
FT and Exotic lvl 80 pistol:
Attack: 1885 (Power+Weapon Damage)
Power: 916
Damage on Dummy: 560 – 610 auto attack damage
Same test as above, but with a Pistol with the following damage stats:
Weapon Damage 876 – 1029
64 Power
90 Precision
64 Condition Damage
Damage on Dummy: 630 – 690 (Only Because of the stats on the weapon)
Conclusion: Weapon damage is not being added when equipping the FT (and I assume, any other bundle). Base bundle damage is not even an average of the equipped weapon damage. Well, that is if we are understanding the patch notes correctly.
However, weapon stats are being correctly included into the bundle stats, as per patch notes.
It does work as intended.
Some bundles used base-stats which exceeded any weapon a player could ever have. Now the damage output is much more consistent and scales with the type of weapon the bundle is based on.
Works great for regular bundles and enviromental weapons, but sadly they also appeared to have touch elite skills like the conjured fiery greatsword which sufferd heavy loss in damage output, making it not exactly worthy to be called an elite skill any more. (Just joking, that sword was OP. If used right, 15k every 5 seconds (whirlwind against wall) + burning + piercing 3-shot projectile autoattack + mid range jump move and you could keep it up for 120 of 180 seconds cooldown. Given to a ranger with the right traits even worse…)
(edited by Exterminans.9723)