Stat increasing Sigils ignored by Phantasms
Illusions have stats based on the base stats of the mesmer: Power, Presicion, Toughness, VItality. Increasing Presicion for example increases the crit ratio of the phantasm, but if you use a +5% crit sigill it wont.
It’s not a bug, neither is it very smart to be programmed like this.
“Mentoring engineers / mesmers and showing you what you can do with your fantastic class!
Just pm me for my advice! Always eager to help!”
Illusions directly inherit:
- Power
- Precision
- Malice/ Condition Damage
- Toughness
- Healing Power
- Critical Damage
- Condition Duration
- Boon Duration
- “On hit”- effects from pre cursed armors
They do not inherit:
- Vitality
- + x% damage
- + x% critical chance
- “normal” “on hit”- effects from runes, sigils or traits
Inheritance means they have the same value as yourself. Even if they get might, they’re stuck with your power (/ malice). Even if you get Fury, illusions only inherit precision.
Very nice post Nretep, thx. So I made a mistake with Vitality I see :s … Just one question: They copy your power, so if you get might they will get power aswell. However what happens if they get might too? Does it increase their power or just ignore it? Never tested it for sure, so – do you know this too?
“Mentoring engineers / mesmers and showing you what you can do with your fantastic class!
Just pm me for my advice! Always eager to help!”
As I said in the last statements.
Illusions directly inherit/ copy your power. If they get might, nothing happens, since they strictly copy your power. If you get might (+ 25 power/ malice per stack) your stats change and they immediately inherit the new value (live).
Just remember
- Might on you → affects both
- Might on illusion → nothing
- Fury on you → affects you
- Fury on illusion → affects illusion
I’m pretty sure they’re balanced this way so that additional phantasm damage is solely based on investing in traits.
The only thing noone here could tell me definitly, is: How are they affected by weapon damage? :/
“Mentoring engineers / mesmers and showing you what you can do with your fantastic class!
Just pm me for my advice! Always eager to help!”
I’m pretty sure they’re balanced this way so that additional phantasm damage is solely based on investing in traits.
Unlikely. Illusions didn’t inherit condition duration at first, but it’s been implemented by now. I expect this to be rather a technical (coding) issue, than a design choice. I don’t see a reason why phantasms shouldn’t benefit from + 5% damage (sigil of force), + 3% dmg per illusion (trait), runes of the scholar or race slaying potions.
The only thing noone here could tell me definitly, is: How are they affected by weapon damage? :/
I’m pretty sure they are affected by weapon attack. Just go into the mists and test normal vs steady weapon.
Exact formulas are under investigation.
A warrior gets 100% the benefit of Sigil of Force while a mesmer who’s damage dealing is split 50/50 between him and phantasms Sigil of Force is wasted since the other half of damage dealing doesn’t benefit from the bonus.
In my opinion, this behavior is unfair toward classes that rely on companions/phantasms and is definitely a bug.