nontheistic is what atheist means.
You’re incorrect. One gives a negative answer to the question of the existence of the supernatural (atheist); the other rejects or ignores the question altogether (nontheist). Think about the difference between amoral and immoral (though here the etymology is reversed). The best evidence of the Buddhist position is given by the parable of the poison arrow.
You (both) are presenting but one of several definitions of the term.
(edited by Aseyhe.2948)
Thanks Aseyhe, you are probably right. Btw what is it called that you are doing there? I never took a statistics class so I’d like to look it up but not sure what to search for.
In that case I used the binomial distribution; specifically, I took the distribution with probability p=.044 and number of trials n=200. To find the probability of attaining 6.5% crit or higher (i.e. 13 crits or more), one computes the cumulative distribution function at the value 12 — this gives the probability of attaining 12 or fewer crits, from which the former quantity is readily found.
Another thing I came across, crit chance. For both characters the character sheet listed 4%, which is the base crit chance for a level 80 with no +crit chance of any kind. The norn did crit about 4.2%, but the human was closer to 6.7%. I really want to just chalk that up to sample size being too small, but I have doubts. Thats from a total of over 200 hits.
I wouldn’t read too much into that. If the crit chance were 4.4% (which would still round to 4%), the probability of getting 6.5% or more crits in 200 trials would be about 11% — not unlikely at all.
I don’t feel it’s the same. Those of us who happen to be atheist don’t believe in the gods that these others worship at all. If I were to admit that the Olympic pantheon actually existed, but simply say “Naw, they weren’t gods. They were just a long-lived and powerful species that died out years ago,” or even “Naw, they weren’t gods, they were just aliens, and we couldn’t tell the difference,” or even (like the charr) “They were just humans who fooled an entire people into believing they were gods,” I’m not saying that I don’t believe they existed. I’m simply denying their status as gods.
There really isn’t a word that describes that, as far as I’m concerned. In a semantic sense, atheism is “inclusive” of this concept, but there’s a difference between denying a being’s existence, and denying a being’s deity status.
There are actual real-world examples though! Just consider a list of people who have been considered deities. We acknowledge that the Egyptian pharaohs actually lived, for example, but simply do not recognize them as gods — and that is perfectly consistent with an atheistic viewpoint.
In Tyria, one might argue that the “gods” actually have supernatural power, unlike the Egyptian pharaohs — but the problem here is that many creatures in Tyria hold supernatural power, so that’s no longer a meaningful criterion.
Gods are clearly different than the rest of living beings.
Different in what way? There are many creatures in the Tyria which hold substantial supernatural power. In what way are the human “gods” special? Why should we regard Grenth as a god when Zhaitan, Baelfire, or even the Mighty Oouo are not?
(edited by Aseyhe.2948)
Statistically speaking, you have nowhere enough samples for accurate data.
That is untrue. As I mentioned earlier, the standard error of the mean for Nismoz’s two data sets are 11 and 31 respectively. The two data sets are discrepant by about (1050-921)/sqrt(11^2+31^2) = 3.9 standard deviations; the probability of this occurring by pure random chance is about 1-in-16000. It’s fair to say that either his conclusions are accurate or there is some other systematic bias in his measurements. Either way, the sample size is not the issue.
Human Average for 30 tries: 1050
Norn Average for 30 tries: 912
Specifically, your human average is 1050±11 while your norn average is 921±31 (standard error of the mean). That’s a discrepancy of 3.9 standard deviations and so if there is no systematic error in your measurements, it’s pretty likely (~99.994%) that the difference is meaningful.
It’s odd that you would find a discrepancy when BAMBOO did not, however. There must be something different between your tests. Also, I’d be more confident if you were counting the number of hits. At least then we’d know for certain whether that’s the source of the issue.
(edited by Aseyhe.2948)
Armor clipping issue-
Character: charr female guardian, default physique (I believe)
Armor: Strong Chestplate (level 57 masterwork), mission reward from Retribution story mission. (Not listing other equipment — this happens even with nothing else equipped.)
See the attached image. The armor clips entirely underneath the skin/fur.
My method now for fighting giants and other must-dodge attacks is to turn my character around before each dodge in order to stop the autoattack. It’s annoying and raises the reaction time but it’s better than dying.
Edit: not going to get caught up in an argument over phrasing. Suffice it to say that when you are throwing around insults in a discussion, you should expect to be attributed a position that actually opposes that of the side you are insulting.
(edited by Aseyhe.2948)
I do feel it’s something that ArenaNet should look into. I’m using naga mouse and clicking abilities on mouse. I find myself also surprised sometimes by sudden change of target, even on friendly target. It’s probably right-click, connected to how we use a mouse, however it’s definitely annoying.
If you’re using the left mouse button to look around, you’re probably encountering the issue where pressing the button targets anything at the cursor, even if you do not release. This means that looking around could cause your target to change, and it’s the only reason I can think of why you’d end up with an ally targeted.
Yeah, if they’re already fighting I’d stop to help. But if it’s two people traveling and one happens to be training things then there’s no real reason for either person to stop.
Well that sounds like a bug to me. A quick search found this:
One is that the item UI displays rune set bonuses as cumulative across both the player’s PvE and PvP equipment (thus why it shows 12/6 instead of 6/6). However, the attribute bonuses themselves are applied based on how many runes are equipped to your currently equipped armor set, so while it may look incorrect, your character should have the correct attribute bonuses from both sets.
Meh, I expect the current lot of MMO gamers to care little about other players so I tend to expect training in games that it matters.
Society promotes a ‘me-first’ attitude so we shouldn’t be surprised that it leaks into the way people play games. If getting you killed will save them then you are out of luck.
Yet you are asking people to stop and fight just because you can’t be bothered to also avoid the creatures they are avoiding. Is that not equally selfish?
I would say that “atheistic” appropriately describes the charr. They acknowledge that the human “gods” exist, but do not recognize them as gods. The charr just recognize them as powerful creatures.
For a real-world example, the ancient Egyptians worshiped their pharaohs as gods. I acknowledge that those pharaohs actually existed, but that does not make me theistic because I do not recognize them as gods.
If you take one off, does it go to 11/6?
So yeah, I’ll train, and I’ll try to avoid people, but if you happen to be on the mob’s path running back and I didn’t see you.. well… not my problem, you can run it off too.
Pretty much agree with this. I’ve never had problems when people trained creatures onto me, so I don’t worry too much about training them into other people when I can’t be bothered to fight. If someone does stop to fight, I’ll usually help them, but more just to save them some time than out of concern for their safety.
Of course, if someone is actually in trouble then I’ll certainly go out of my way to help them.
Well, I don’t really want to play through the tutorial on a test character when anyone is able to test this on an existing character! Just look at the combat log — show chat panel (arrow in the bottom left) and you should see a combat log tab; and if you don’t have it, you can enable it in any tab by clicking the drop-down arrow and checking “combat”.
Instead of adding up total damage, you should use the combat log to count the number of projectile hits. That way you can bypass the variance introduced by crits and weapon damage range. Whirling Wrath hits 7 times with ordinary AoE and also fires 7 projectiles in (seemingly) random directions. The ordinary AoE hits do roughly 2.7 times as much damage as the projectiles, so they should be pretty easy to distinguish.
With a maximum-size female charr, I’m able to consistently land all 7 projectiles on the heavy armor dummy by standing inside it.
Edit: with Melee Attack Assist enabled, I usually land only 1 projectile and never more than 2.
(edited by Aseyhe.2948)
Warrior — greatsword/hammer with Fast Hands trait can cycle evasion, AoE stun, and AoE cripple frequently for very good sustainability against large packs.
Guardian — sword/greatsword with 15 points in radiance has access to a lot of blinds, especially if you’re killing stuff (each kill resets the cooldown on an AoE blind).
Ranger — greatsword with two bears and reduced pet swap cooldown trait. The bears get most of the aggro and you can just swap them when they get low; and for anything that attacks you, the greatsword autoattack automatically evades a lot of incoming attacks.
Probably related to this issue.
I encounter the problem frequently where the dodge roll ends prematurely. There are various visual manifestations — sometimes the animation also ends prematurely, sometimes the dodge ends but still plays the full animation, and sometimes it appears to work but then “rubber-bands” back — but I’m pretty sure it’s always been related to the above autoattack issue.
(edited by Aseyhe.2948)
I see — you’re just pointing out that as a culture they do not value personal self-sufficiency. That is fair.
Right. It’s culturally frowned upon, but that is quite different from the claim that they are psychologically incapable of it.
(edited by Aseyhe.2948)
But I’m not comparing the conditions. I’m comparing how they scale. Burning’s fractional scaling is worse than that of other conditions; this means relative to other conditions, either it’s strong at low values of condition damage or it’s weak at high values of condition damage. This is a conclusion that requires no further assumptions. And either way, that fact diminishes the value of the condition damage stat for guardians.
(edited by Moderator)
Take a Charr and throw him in to the wilderness, alone, and they would most likely die of starvation or revert back in to a beast-like state;
That’s a pretty extraordinary claim. Do you have a source?
There are plenty of charr in the game who are not members of the legions and they don’t seem to be so suffering.
(edited by Aseyhe.2948)
Eh? I thought burning stacked the best, since its multiplier was only .25….
Burning has the largest condition damage multiplier, but as fraction of its base damage, it still scales the worst. Think of it this way: burning does as much base damage as 7.7 stacks of bleeding, but whereas burning scales with 25% of condition damage, 7.7 stacks of bleeding would scale with 38.6% of condition damage. At 1000 condition damage, burning would be worth only 6.2 stacks of bleeding.
I never had this issue, even with my first character that I rushed to 80 in the days after (headstart) release. Group events are usually soloable, but not really worth the time so I generally skipped them — but even skipping them, I did not feel like I was avoiding a significant amount of content. Group events are relatively rare and certainly nowhere near “half the quests in the game”.
Here’s the thing though, those powerful creatures would be considered gods.
By whom? Humans? The ancient Egyptians worshipped their pharaohs as gods. If I acknowledge that those pharaohs actually existed, does that make me theistic? No, because I don’t recognize them as gods. Same deal with the charr. They acknowledge that the human “gods” exist, but this does not make them theistic because they do not recognize those creatures as gods.
(edited by Aseyhe.2948)
It’s worth noting that Burning also scales the worst with the condition damage stat of the three DoT conditions (I haven’t looked at Confusion).
Bleeding: 100 condition damage increases damage by 11.7% of the base
Poison: 11.9%
Burning: 7.6%
(Binding Blade: 12.5%)
Binding Blade: Control and an interrupt. Binding Blade does modest damage and produces a leash on the enemy. Use the Pull ability to interrupt them and immediately drag them on to you. The distance—a medium 600—takes a little getting used to, but this is a useful way to either corrall enemies, punish them for running away from you or create setups for Whirling Wrath. This is a Whirl finisher.
Just noting that if you don’t immediately break it by using the pull, Binding Blade is also a fairly strong DoT, equivalent to roughly 4 stacks of Bleeding for 10 seconds (or until you pull). That’s roughly half of a Burning, but stacks with Burning and scales better with condition damage.
(At level 80, it’s 160+.2*[condition damage] damage per second.)
I’m referring to the “regeneration” boon. It only stacks duration, not intensity. Healing signet grants a different effect that is not a boon.
Regeneration stacks in duration only, not intensity. Since one banner is enough to attain 100% regeneration uptime, there’s not much point in any regeneration beyond that (unless you’re trying to cover more people).
Likewise, I am frequently finding that of the buttons that are ordinarily in the bottom-right of a post — edit, quote, delete, report, permalink — only the permalink button is displayed. The other functions still work, as I have had success utilizing the workaround below. They are just not displayed.
A workaround for now:
Copy the permalink (chain link button) for the post in question, and then add “/quote” to the end of it. For example, the permalink for the above reply is
so if I change it to
then this goes to the reply page with that post quoted.
You can do the same thing with “/report” and “/edit” when those buttons are unavailable.
(edited by Aseyhe.2948)
And Charr are not atheists. An atheist is someone who sais “I see no evidence for any gods, therefore I see no reason to belive in them.”. Charr clearly know that gods exist ( and they provably do so in the GW universe) so they are actually Gnostic Theists, they just don’t worship any of them.
But the charr don’t consider those creatures gods. They are just powerful creatures that other cultures happen to worship. I would say “atheist” is still appropriate — they do not believe in the existence of anything they would consider a god.
(edited by Aseyhe.2948)
Again, this presumes that attacks do the exact damage of the Attack attribute. Has this been confirmed? I don’t see a formula for it on GW2’s wiki. It’s my presumption that attack damage is derived from the Attack attribute, not just attack attribute + modifiers. Otherwise, what explains such varied attack damages as, say, the vast difference between the 2nd and 3rd hits in the Guardian greatsword chain?
Direct damage = (weapon damage)(multiplier)(power)/armor
where
“weapon damage” is just a number picked from the damage range of the weapon you are using;
“multiplier” is a coefficient that depends on the skill in question (usually close to 1);
“power” is your power stat;
“armor” is the armor stat — sum of defense and toughness — of your target.
That gives the noncrit damage before any other modifiers (like vulnerability, sigil effects, trait effects, etc).
(edited by Aseyhe.2948)
I posted this in a different thread, but for warrior, I’d strongly suggest toughness over vitality. Warriors already have the highest base health pool, to the extent that — at least for direct damage, and starting at the base values of 916 toughness and 916 vitality — toughness is almost as good as vitality just in terms of raw effective health, thereby pulling ahead easily when you involve any healing at all.
Specifically, warriors have 18372 base health (with 916 vitality) and 2127 base armor (with exotic gear and 916 toughness). Due to the direct damage formula, effective health can be calculated as simply the product of health and armor. Thus, the first point of vitality (adding 10 health) will raise effective health by 1/1837 (.054%) while the first point of toughness will raise effective health by 1/2127 (.047%). Those values are close enough that with almost any amount of healing (specifically 3k or more), toughness pulls ahead.
Of course, if you already have a lot of toughness, then the comparison may start to favor vitality (depending on how much healing is involved). And as always, toughness does not affect condition damage.
(edited by Aseyhe.2948)
For dungeons (and much of WvW), it will help to have at least some +Vitality for the health points to take a spike damage hit. Also having a bit of +Toughness won’t hurt since it increases your Armor’s effectiveness value, which is useful for when you’re possibly taking multiple hits in a short amount of time.
For warrior, I’d strongly suggest toughness over vitality. Warriors already have the highest base health pool, to the extent that — at least for direct damage, and starting at the base values of 916 toughness and 916 vitality — toughness is almost as good as vitality just in terms of raw effective health, thereby pulling ahead easily when you involve healing.
(Of course, if you already have a lot of toughness, then its value will diminish relative to vitality.)
Direct damage taken is proportional to 1/armor (where armor = defense+toughness). So for example, if you have 2000 armor and add 300 toughness, that reduces direct damage taken by about 13%.
Are you using the left mouse button to look around? You could be encountering the issue where pressing the left mouse button targets anything at the cursor, even when you do not release the button. This means that you could be accidentally changing your target while trying to look around.
so you’re basically talking about mobs in parts of dungeons and not talking about general pve where you can just slaughter and move on. if that’s the case, fleeing from foes that you will most of the time have to go back and finish off causes them to regen health and adds more time to the time consuming killing that you’re already doing. axe/warhorn is still better here since you can run around keeping aggro and laying down fire w/ a longbow switch for them to run through.
Who said anything about fleeing?
that seems like a very slow way to kill normal pve mobs since you have to wait for the burst cooldown that you’re relying so much on. also increasing fight time to take zero damage versus marginal non-lifethreatening damage is seeming very overrated.
…the whole point is to take on opponents that are actually dangerous. If you’re fighting normal enemies one at a time or even 3-5 at a time then do whatever you want.
(edited by Aseyhe.2948)
Axe users aren’t able to get hit less often. Greatsword can double roll in addition to #3.
In PvE, I run greatsword and hammer with the 5-second weapon swap trait. This means I can cycle Whirlwind Attack and Earthshaker, performing one of these attacks every (just over) 5 seconds. Between the evasion and the AoE stun, I can take virtually no damage from entire groups of enemies — especially since between these moves, I can keep them crippled with greatsword 4 and hammer 3, and on top of that I still have all of my endurance available.
(edited by Aseyhe.2948)
Something to keep in mind as you call for reducing Hundred Blades damage:
The axe autoattack does 17.5% less damage than Hundred Blades in the same amount of time. So reducing Hundred Blades damage by more than 17.5% would be kind of silly.
Right, but no offhand compares to Whirlwind Attack for my purposes.
Axe mainhand -DESTROYS- Greatsword. Mobility + Damage, 3000 damage autoattack crits, you will never go back to Greatsword once you go Axe.
Vulnerability? Axe stacks 5 vulnerability on a single attack.
Cripple? Axe 3 >>> Greatsword 4.
Burst? Meet Eviscerate.And don’t forget the offhand. Whether you want knockdowns, defenses, more mobility, bleeds, or just crazy AOE damage, you can equip it all and maintain the flexibility of choice.
Axe Warrior is best Warrior.
- Greatsword does comparable damage to axe if you can use Hundred Blades on cooldown without interruption. Of course, typically that’s not the case, so in a mobile situation axe will do more damage.
- Axe maintains 4.9 stacks of vulnerability using #2 on cooldown. Greatsword maintains 6.7 stacks of vulnerability while only using the autoattack — or roughly 4.6 stacks when using Hundred Blades on cooldown (and autoattacking otherwise).
- Greatsword’s cripple hits multiple targets and lasts twice as long as the axe cripple if it makes a double hit. Assuming a double hit, it’s also a useful damaging skill in its own right (almost as much DPS as Hundred Blades). Has a slightly longer cooldown.
The real advantage to greatsword is survivability (#3), mobility (#3 and #5), and AoE control (#4). I don’t use it for the damage.
(edited by Aseyhe.2948)
If Hundred Blades hit for 30% less damage it wouldn’t be worth using over autoattacks (even if you could use it while moving).
Edit: except for faster adrenaline gain (which would be irrelevant anyway if it were moved to the burst slot)
I don’t know of any workaround, sorry
Are you using the left mouse button to look around? You might be encountering the issue where pressing the left mouse button targets anything at the cursor, even if you do not release the button. This means that when you use it to look around, it can still change your target.
Happens to me a lot; this was the fruit of my investigation: