Did you read your own calculator?
Yes. I did read the premise too. You know:
For instance, Shrapnel, if you throw one volley of grenades what is the probably that two of those grenades will proc Shrapnel? Simple probability:
.15^2 = .0225
All three? .15^3 = .003375.
The odds of getting two procs are in the normal tab. They clearly states “exactly 2 procs : 5.7%”. Not 2.25%.
Because part of me wonders if you understand why your own source says the mean probability is 45% under the summary tab.
The summery tab indicate a mean value of 0,45 success in three rolls.
With the repartition of 61/33/5.7/0.3 (so 39% of at least one success) you have a mean value of (61*0 + 33*1 + 5.7*2 + 0.3 * 3) / (61 + 33 + 5.7 + 0.3) = 0.453 success (again, rounding error). It does add up, it is the very basic “computing a mean” mathematic operation, which as nothing to do with computing odds.
You can’t equate that to 45% chance of at least one success since those values are weighted, so some outcomes result in more than one success, shifting the mean value.
Take the coin toss with head set as “success”. The mean value for the double coin toss is one success. But the odds of getting at least one head is 75%. You can’t just swap those values, they don’t have the same meaning.
Let’s just say you’re right. It’s easier than continuing this strange and petty back and forth that I can’t bring myself to read half of. Which is true; I know I’m skipping over it on purpose and that’s not fair to you.
Good luck with your 39%.
Look, you don’t get to say
I do math all day and can see errors
Then resume making the very same, basic error people are pointing to you, then call them strange and petty for it. Then pile up more basic, dumbfounding error on it.
Now, if you wan’t a simple and crystal clear proof, compare the odds over 99 throws.
How many proc should you expect? 15% of them, right? So 99 * 0.15 = 14,85 total.
Now make the throw by batches of three (an in-game grenade throw). You’ll do 33 throws. You get statistically:
- 33*61.41% = 20.27 throws with 0 proc
- 33*32.51% = 10.73 throws with 1 proc
- 33*5.74% = 1.89 throw with 2 procs
- 33*0.34% = 0.11 throws with 3 procs
Total: 20.27 * 0 + 10.73 * 1 + 1.89 * 2 + 0.11 * 3 = 14.84 procs. The expected result (with a rounding error, because I’m lazy).
I don’t need any luck with “my” 39%. It is probability 101, really.
You do not double attribute behavior.
A coins chance is 50/50 no matter how many coins you flip. Double attribution specifically ruins outcomes by adding unnecessary data.
I might simply be misunderstanding what you mean by “double attribute”, don’t hesitate to clarify
To me, it was the fact he added the probability of having the proc on only grenade 1, 2 and 3 to get the probability of getting only one proc on a given throw. Which is the right way to do it, it just is a matter of case enumeration. You want cumulative probability, not single grenade probability. By the way, “cumulative” doesn’t mean “dependent”.
My point, Ging result concerning odds of proc is correct.
It’s as simple as asking “what are the odds of getting heads on a fair coin if I flip it 900 times on any given throw?”
A: 50/50
This is NOT “what are the odds of getting at least one heads if I flip 900 fair coins?”
A: (.5^900)-1= A very, very small number.
Well, the odd of a given throw is not contested here. I don’t see what you want to say :/
And I have to note that the odds of getting at least one head in 900 throw are anything but a very small number. In fact, it is almost 100% (the correct equation being: 1 – (0.5^900)).
Now, you might feel old, but I think you might also be very tired, when saying:
It should be just 45% since they are independent events for “at least one”.
Basically it runs like any other form of basic dice game; if you have two twenty sided dice the odds are additive for rolling a twenty on either and multiplicative for rolling a twenty on both, I.E.
5% + 5% = 10%
Which is, let say, slightly less than accurate ^^‘. You get 9.5%.
Replace your 20-sided dice with coins. You obvioulsy won’t have 100% chance of getting head when throwing both. Nor 100/200 (going from another of your answers). The odds for the coin are 75%.
The event “getting at least a 20 on two independent throws of a dice” is an event distinct from “getting a 20 on a unique die throw”, and have different odds. The fact that the two throws are independant doesn’t change that.
Now, I’m not sure you still have in mind what Ging (and I) was answering to. In your own words, that are the very subject of our answers:
For instance, Shrapnel, if you throw one volley of grenades what is the probably that two of those grenades will proc Shrapnel?
This probability is 5.71% for strictly 2 proc, and 6.08% to get at least 2. Independent verification, with a very simple function. Nothing “overly complicated”.
At this point I wonder if, instead of math, it is another point you made you are trying to prove:
E_But_ what makes this possible is simply reputation. We will believe anyone not based on the merit of their claim but based on the warmth of their ideas. An easy to read spreadsheet, even if wrong, is the best way to win fans. Show a video of you doing something people consider difficult or some crazy large numbers and you’ve got people hooked. After that you can go the way of L. Pauling (the source Vitamin C myth) and just say whatever the heck you want and people will hang on your every word.
You should be happy people aren’t falling for a nice equation and are actually doing independant verification to make their own opinion :P
By the way, I share the feeling. Just not the math.
Well the chance of all three grenades failing to proc would be 0.85^3. 1 minus that number is the chance that no failure occurs, meaning that at least one succeeds. I did it in excel and am writing from my phone right now, but the chance for a complete failure was 61% and change.
That isn’t true.
Let’s take two six sided dice. We know that the probability of getting two sixes (or two of any number really) is 1/36. We know it’s 1/6 × 1/6 right?
So if that’s the case using your logic 5/6 × 5/6 or 5/6^2 would be the direct opposite, right? Well, let’s do it: 5/6^2 = .69444 or 69.44%. So using your logic if we take 100% and subtract 69.4% there’s a 30.56% of getting two sixes?
No. The direct opposite of “having two 6” is “not having two 6”.
5*6^2 describe the probability of “not having any 6 at all”, which doesn’t encompass “having only one 6”.
Take your head/tail matrix :
H | H
H | T
T | T
T | H
The odds of getting exactly two heads equate to the first case among the four, so 1/4. The odds of not having exactly two heads are all of the other repartitions, which are 3/4.
1-(1/4) does indeed result in 3/4.
This makes sense if you think about it. Again with six sided dice:
If I roll 1 the odds are 1/6 that I’ll get (number)
If I roll 2 the odds are 1/6 × 1/6 that I’ll get (number combination)
If I roll 3 the odds are 1/6 × 1/6 × 1/6 that I’ll get (number combination)But note that 1/6th doesn’t change. I guarantee you the result does:
1/6
1/36
1/216Now if you took 5/6 and tried to apply it to this you would get:
5/6
25/36
125/216That gap is worsening by the way.
Of course, it doesn’t works, since you aren’t applying the discussed formula. As you rightfully explain, the odds of getting a specific combination on three dice is 1/216. The event considered is “having the combination”, not “having a certain result on a certain dice”. So the odd of “not having the combination” is 1-(the odds of the combination) = 1-(1/216) = 215/216, which is totally reasonnable.
In the case of the grenades, not having any grenade procing is your case of throwing three dice and expecting the combination (1,1,1), with 1 having a probability of 85% instead of 1/6. Which gives a probability for the combination of: 0.85^3 = 61% (according to your own math).
The odds of having at least one proc is then everything not in those 61%, so: 1-0.61 = 39% (as Ging stated, correctly).
The odds of having exactly one proc for each position is: 0.15*0.85^2 = 11%, hence the odds of two or three procs are 39% – (11% * 3 position for the proc) = 6%.
In the same way, the odds of exactly two procs is: 0.15*0.15*0.85 = 1.9%. Each means a certain grenade didn’t proc, so for three grenade you have a total chance of: 1.9*3 = 5.7% for exactly two procs in three grenades.
That leaves 0.3% for the odds of having three procs, and indeed: 0.15^3 = .3% (which you did calculate yourself earlier).
The math adds up. There is no repartition that would gives you the 2% of getting the two proc you determined.
The chance for exactly two to proc shrapnel is 0.15*0.15*0.85, the chance of 2 successes and one failure. There are three ways that could happen. 12 23 13. that number comes out to 0.05735 or something close to that.
Alongside the above this is wrong for two distinct reasons; first you never ever double-attribute a behavior. This means that if you need only to find the probability of an event the size of the pool of events doesn’t matter.
First, you totally do double attribute a behaviour (if I understand that the same way as you do, as in taking 12/13/23 instead of just 12). That’s why in your head/tail table you have an entry for H|T and one for T|H. It does matter, otherwise the repartition of two coin throws would be 1/3, which is provably wrong.
And for the second point, that would be true only if you forget he said “exactly” two procs. When you search for a set number of occurence, the size of the pool does matter. More on that later.
Let’s say that instead of throwing 3 grenades we throw 4 at the time. Does that mean it becomes .15 × .15 × .85 x .85
Indeed.
If so, how does that look?
Well combining those four numbers produces the value 1.6% but if it were 5 grenades looking for the same thing …
That value becomes 1.4% ( .15 × .15 × .85 x .85 x.85 ).
It’s going the wrong way. Your odds should increase not decrease so what is happening?
It is happening that math works. The more you throw a coin, the less the chances of having only two heads in the result. With two throws, the odds are 1/4. With ten thousands of throw, the odds of having two heads are astonomically low.
You are computing the odds of exactly two occurences in a variable set, and trying to conclude of the odds of having at least two occurences on the same set. Unsurprisingly, the result is wrong.
15% chance on Shrapnel is an individual event occuring 3 times. If you throw 100 times a grenade auto attack (3 nades each), it would be the same as if you’d throw 100 times a solo grenade with 45% chance to proc Shrapnel.
Easy way to see it is wrong, is that while improbable, we can get up to 300 procs with nades, and your case would prevent getting more than 100. The bell curves would be wildly different in both cases.
I won’t say anything about DPS and rotation, but as probabilities are concerned, Ging is right. You have a 61/33/5.7/0.3 repartition.
… What the eff are concentration and expertise?
Actually, those names were used during GW2 core game beta, alongside with benevolence (iirc) for healing power. Players deemed the names a bit too obscure, with good reasons.
The torment application is surprising, but I can attest Illusionnary Counter does not block unblockable attack. Not without an external factor I never encountered at least.
@ me ma
First off, most of the time in a dungeon is not spent actually stacked against a wall or behind a corner. The only reason this was done was because on fiery great sword the 4 ability would make you move forward leaving patches of fire behind.
FGS 4 (or norn Bear Form charge) was only one reason among other (and I’m pretty sure Me Games Ma knows about it anyway).
Others reasons are:
- breaking LoS force enemy shooter into melee, allowing to cleave them ;
- no push back on the boss when you attack him, allowing better consistancies for lasting AoE (lava font, anyone ?) and easier time for some techniques (like guardian WW into ennemy hitbox, or dodge with warrior Whirlwind without stopping DPS) ;
- some pull are more efficient when done against a wall (especially with Temporal Curtain, for ex. the first fight of CoF p1) ;
- minor, but allow to cc with knockback without breaking the stack (can be useful with some pugs) ;
- can trigger some useful bug, mainly on lupicus (not saying it is good or bad, but it is definitely a thing) ;
So I’d say stacking against a wall/corner still is a thing, even without FGS.
When running in wvw sometimes I would use the curtain, but 5 other allies pass through it first. Does it save a stack for me, now?
Temporal curtain isn’t (and never was) capped to 5 persons.
(edited by Elidath.5679)
You should seriously ask yourself why not a single person in here agree with you on any point, ever.
Apparently, the whole mesmer community is just a big troll out to get you. That, or you are plainly wrong, and it is blindingly obvious to anyone but you.
What math?
This math. The alacrity support build (jetlag) is mathematically proven efficient.
The math that shows that sword has a better auto attack while scepter 3 has nice damage? That in no way shape or form tells us 1 scepter 1 sword>2swords.
A swing aaaand a miss.
No one told “scepter is superior to sword”. It was said “scepter as a second main hand is superior to sword as a second main hand in the described build”. Sword is still the go to first main hand.
The math in this thread showed that CI is a great damage skill, almost putting scepter DPS on par to sword. While rotating from sword to scepter, you benefit from sword AA and CI and alacrity (since CI has a CD), while not suffering too much from the scepter AA (since you still camp sword most of the time, and scepter AA improve your ubiquitous shatters).
“As for the comparison with the guardian staff: no one is telling you to use a scepter right now. This option is only considered in the scope of the build discussed in this thread.”
No, the one guy said: Switch a Sword for a Sceptre, it does nearly as much autoattack DPS at close range and Confusing Images does more damage than Blurred Frenzy; plus since you’re Shattering Ether Clone is a benefit rather than a hindrance. That’s already past the consideration phase and moved into the you should take it phase.
Embolism was commenting your version of the build, where you did put two sword main hand. He adviced to take a different main hand since you gain CI (synergy with alacrity, better burst) instead of nothing by swapping. Staff isn’t considered because you made a build with two main hand. He wasn’t commenting on the current state of the scepter. Then this happened:
Remember, this is for pve dungeons not pvp. This is the first time I’v had someone tell me scepter was even close to useful in dungeons.
So, you rejected it because scepter is bad in the current meta, totally ignoring the fact that scepter makes perfect sense in the proposed build, which is different on a conceptual level from the current meta. Of course no one would find the scepter close to useful now. Because as of now, phantasm are the be-all-end-all of dungeon mesmers. Scepter is bad because it is a shatter weapon, and shatters are bad in pve. If shatters are good, why shouldn’t the scepter be considered?
And I’m just trying to show why I don’t think it’s a good idea to take scepter. It would seem I’ve at least the staff out of the way ( hopefully, because that’s what I thought about the scepter and then people are like its already proven you should take a scepter its just your ego getting into your way )
Problem is, you show only why the scepter is bad right now, and right now the jetlag build doesn’t exist. The whole reason this thread was created was because the meta will change. Discuss those change, not the current state.
See, that’s the thing. I’m not the guy that has to show math.
Except, you are.
The math has been done (in this thread and other before). The test run has been done.
Then you come in, saying “nah, doesn’t work. Haven’t tried it, or done the math, but you’re wrong”.
I’m actually puzzled at what you did expect :/
As for the comparison with the guardian staff: no one is telling you to use a scepter right now. This option is only considered in the scope of the build discussed in this thread.
Guardians don’t have a total shift in their meta with the extension. Mesmers do. It goes from phantasm mesmer to shatter mesmer, polar opposites in gameplay. Scepter is a very, very bad phantasm weapon, but a decent to good shatter weapon. Hence, it makes for a valid swap choice for this build.
As far as male armor go, you do have some decent, robeless options.
If you have GW1 and EotN, the legacy armor is very good for a noble look, as long as you leave the headpiece off. I personnaly go with a monocle with that, but it doesn’t come cheap.
You can also get a nice dueling vibe for a moderate price with the following:
- human t1 (“researcher”) shoulder armor;
- ascalonian catacombs chestpiece;
- human t2 (“aristocrat”) pants;
- vigil boots;
Glove and headpiece as you see fit
Why are we arguing? These people are playing the legendary 6/6/6/6/6/6 build. Able to spawn phantasms capable of constantly attacking with no cooldown. Clones that override your targeting, making you have to reclick on that pesky mesmer. Every shatter gains mind wrack in addition to their other effects, like applying Confusion, Torment, Might, and Vulnerability. Distortion is always readily available, despite being on a 40s cooldown. Able to use both MI and TW in a single fight. Uses Decoy and Desperate Decoy to bypass Revealed. 100% Slow uptime on enemies with permanent AoE pulsing Alacrity to all allies. Able to both (yes, both) stealth with Torch while spawning Duelist, Berserker, and Swordsman with a single weapon swap (or two). PU for infinite stealth whether or not you’re slotting Mimic… and more, duhhhhhh.
That’s fine and all, talking about those baseline mesmer capabilities, but what traits would you take with that?
I think the one that make you automatically win on join is decent, but the one that reset the opponents to rank 1 could help a buff. Not troll enough.
Some classes getting more beta's than others
in Guild Wars 2: Heart of Thorns
Posted by: Elidath.5679
It’s pretty obvious Anet prefers warrior/ele/guardian (and recently mesmer too) above the other classes. That’s why i’m surprised to see necro this time instead of warrior.
By having less beta testing for engineer/ranger/thief, Arenanet basically admits that they do not care much for these classes.
Also I’m tired of people justifying this mistreatment by saying: “It’s still unfinished”. If all that stuff is still unfinished Arenanet and everybody else can forget about that 2015 release.
Saying ANet has “favourite class(es)” is like saying a particular raindrop fell on you during a rainstorm because it hates you personnally.
ANet is a company with a lot of people doing a lot of different task. It having a preference as a whole toward a class is beyond ridiculous.
A class getting something good isn’t “preference”, it is basic game developpement. Get over it.
And about this 2015 release: no release date, or even window, was ever mentionned. For the exact reason they where too far from release to get any prediction on it. Some specialization being unfinished is exactly what we should expect at this point.
We Germans got “Sturmbote” which translates to “Harbinger/Envoy of the Storm” so not as bad as the Spanish Guys, im interested what went wrong with the French Translation :-D
In french, they first went for “Tourmenteur” (Tormentor in english), which made no sense. Now, they settled for “Cataclyste” (neologism, meaning more or less Cataclysm-maker), which, as far as I’m concerned, is an ok name.
Example:
http://wiki.guildwars2.com/wiki/Well_of_RecallIf I understand it correctly, 66% faster recharge means for every 1 sec of alacrity, 3 seconds of recharge pass. Well of Recall applies 3 seconds of Alacrity, which means once those 3 seconds pass, 9 seconds of recharge will be removed, so a net benefit 6 seconds of recharge per skill.
However Alacrity applies to all your skills, so if all your weapon, heal, utility and elite skills are on cd, you will get a massive 6*9=45 second cd reduction, multiply by the amount of players affected (5), and you get 225s cd reduction total. Of course there are also other things affected by Alacrity, second weapon set, profession mechanic recharge, kit, conjure etc recharge, so the benefits of Alacrity will go way up.
Well of Recall also does damage, applies chill on foes and has a 45 sec CD (39s overall if you count the 3s of Alacrity)
If the Elementalist elite has about 20s recharge (or less) it might be worth it otherwise it won’t even be worth the elite slot
… and all the math teacher over the world facepalmed in sync :p
66% recharge means x1.66 (well, more exactly x5/3) on recharge speed, not x3. Meaning 3s of alacrity gives you 5s of recharge, not 9. Not bad, but net benefit is 2s, only 1/3 of what you thought. With all your skills on CD, it makes for a total reduction of 18s instead of 54s (because 6×9 makes 54, not 45 ). For 5 players, 90s. Far from the 270s you should have computed, and still far from the 225s you got. And if you take weapon swap, profession mechanics and co. into account, you also have to realize that not every skill will be on CD for 5 players during a 3s window in a definite space on the field, so the real benefit is way less.
Not to say Rebound is better (I do think alacrity wins), but you have to keep things in perspective.
Rebound gives a better reduction on all skills that have 10s or more of CD. Not to forget that this reduction is instant, not spread on multiple seconds, standing in place (which suck), and wouldn’t be strippable/corruptable/stealable.
On Time Warp (highest skill CD in the game iirc), it gives a whopping 45 second of reduction. You need almost 70s of continuous alacrity to go even. Ideal case for rebound would be 4 mesmers, plus an untraited glyph of renewal: it gives a total 221.25s of CD. Way better than the punny 90s of alacrity!
Such a case would obviously never happen, but it shows how much the math don’t lead us anywhere without more info. Rebound has potential, numerically . What will make or sink it will be things like CD (on a 20s CD it would be OP as all hells for example), duration of the effect (next attack in what window? 2s? 10s ?), if it affects autoattack or not (probably not, but who knows?)…
In short, it might be bad, it might be good, we need more info
(fixing dat forum bug)
Reaper in French is moissonneuse..
Its a Farming Machine..
I am a Farming Machine!!.. I dont see what the problem is.
I think its a compliment!
Reaper in french is “faucheur”. It means exactly the same, has exactly the same connotation toward death (the Grim Reaper is “La Faucheuse”, ie a female reaper (1)), and is what they’ll use if M. Lo Presti is to be believed (and I see no reason not to).
“Moissonneuse” would translate as “harvester”. Which still makes some sense, both in french and english, in the context of soul harvest (“moisson des âmes”, again a 1:1 traduction for both litteral and conceptual meaning).
Sooo, basically, nothing to see here, everything is fine for the frog eaters
After reading through the thread multiple times, I realized that it is about: there is no word for reaper in french or spanish. That’s … interesting.
As stated above, there is a word for it in french. It is a nonexistent problem we’re discussing.
Except for the whole spanish hair dryer thing, that is
(1) yes, Death is female in french. It makes the reminders in Discworld all the more necessary :p
Still comes down to a choice between using something or not using something.
Choosing the new Stronghold PvP mode means playing it (obviously :P ), but choosing Conquest doesn’t mean “not doing any PvP”. Why should it be any different for the new profession specializations?
They are the same: we get a new option where we only had one, and you can’t use both at the same time. Using one over the other sounds very like the definition of “choice” to me.
It would only seems that way if they made the decision of adding skills/traits/weapons instead of replacing them. But after all the time they took to talk about the absence of vertical progression, it seems like a very, very far fetched hypothesis.
Definitely a ranged AoE. With butterflies
So, the whole thing that points against the (clearly true) theory was that it didn’t work the same way as everything else? There is nothing in any of those points that PROVE anything at all.
Sylvari are clearly completely different from Glint, so assuming they would need to be freed in the same way as Glint is a bit far-fetched and so on.
The Dragons clearly are different, with different methods and such, so why assume that freeing minions from their influence works the exact same way?
All it comes down to people disagreeing with things, nothing about any actual proof.
Problem is, the “sylvari = dragon minion” theory was basically “sylvari are bicycles, because they are the same color”. It made no sense and nothing was supporting it. But now, what a twist ([insert a Shyamalan picture here]), sylvari are bicycles! Except they still lack wheels, handlebar and brakes. Nothing came to explain the glaring problems of this statement. It is on all aspects an a**-pull.
Plus, there was the delivery. I feel like there was a lot of buildup, only to see the curtain rise on a five years-old telling me that santa is real. Don’t expect me to roll with it.
the boss tends to pull me back into the aoe after I just get outside the aoe when my shield goes down, both pulling me in knocking me down as well and killing me and resetting his health by the time I get back to him.
Some claim the boss doesn’t have his ability but I know for a fact that all of have the the ability to pull you to them, I think it has a limited range seem the edge of the aoe is still within its range to pull you back in.
He indeed doesn’t have this ability. Two things can make it looks like he does, though.
1) your shield run out before you get out of the AoE. Its borders are akin to Ring of Warding, and will push you back (toward the boss).
2) you get near a color area while getting out of the AoE. Those push you back if you don’t have the color buff (which you probably won’t have anymore by the time your shield is running out) and have a deceptively large (and invisible) area of effect.
Ideally, get out of the AoE as soon as your shield buff icon start blinking, and pass midway between two colored areas, never getting close to any. It should ensure a safe extraction.
Good luck
Healing Surge at maximum efficiency heals for about 316 HPS, then 263, 210 and 189. All of these values are significantly lower than Healing Signet. Healing Signet heals for 362.
Significantly lower, yes, like most heals in the game. No particular problem here, since HS has no side effect unlike the two other. But like you say, it is only a part of the equation.
On Healing Surge: the worst problems of this heal are the over reliance on Cleansing Ire, and the recent change on adrenaline. This heal makes total sense for the warrior, when CI sin’t in the equation: as you said, a big portion of adrenaline come from getting hit. So chances are, when you need to heal, you’ll have full adre, and there Surge is a beast. And if you don’t need to heal, Surge can provide some adre for a burst and push the advantage. On the other hand, why does the warrior have to expand his (offensive) class mechanic to obtain a basic defensive function (cleasing, via CI)? That makes no sense to me, not Healing Surge.
On Mending: why not use CI + HS instead? Well, for starter, that makes you less reliant on CI. You can cleanse without risk of a simple dodge wasting it and all of you adre at the same time, or having to switch to longbow. Yes, it underperform compared to HS + CI, but considering howstrong those two are, it doesn’t tell much.
Technically any heal isn’t “unusable” if we want to go there. Hell I’ve used the healing venom in tPvP once. But when a “balanced” healing skill is what is keeping us in the tPvP scene, that is a hint that the other heals need to be buffed.
The main problem of balance between heal, for me, doesn’t come from individual heals themselves. Context, has you said
Healing Surge, more than a tweak, would really help a change on the adrenaline decay position. Less decay, more grace period out of combat, would go a long way.
Mending could be boosted as for heal/s, but more than anything, a rethink of Warrior condi cleanse would be needed. Conditions are supposed to be a class weakness, but as of now cleanses are either too weak or too strong. So it gives the idea that either you don’t take CI and get wrecked, or you take it and make Mending redundant and Healing Surge useless.
Again, I’m not saying those heals are perfect and shouldn’t be buffed. But saying they are complete unusable trash is sadly something a lot of people repeat without asking themselves how and why. Obviously you thought about the question, and even if I don’t totally agree with your conclusions, well, ok, that’s fine.
That pretty much means “not a viable option for competitive play”. If HS is so much better and the sustain from HS is considered to be balanced, how can the other 2 be considered viable options? You are in an environment where the goal is to be the best, how is that possible with options that offer so much less?
The skills still work, they aren’t bugged, you can still use them but you are gimping yourself and your team if you choose to use them.
The thing is, gimping yourself and your team doesn’t equal “being not viable”.
Like in a fighting game, you can play a top tier character and win easily, or pick a weaker character and have an harder time. Middle tier characters are viable, and win competitions too. But if you play only to win, you won’t have a reason to pick them.
What I think, is that HS is powerful enough to make it suboptimal not to pick it when you aim for the top. But the other heals are not bad enough to make you lose automatically when you pick them.
Basically, the difference between “notably less powerful than option B” and “utterly broken in all shape and form”.
It really is the only viable heal that the Warrior has. If you compare it to many of the top heals in the game (Consume Conditions, Healing Turret, Ether Feast, Troll Unguent, etc) they have comparable HPS. And if they don’t they have extra effects to make up for that.
Huh, well… I did just that: just a few post before, you can see said comparison. And the only heals that get close to HS in a believable situation are Troll Unguent (same as HS, but worse since interruptable), Mantra of Recovery and Med Kit (if you want to spend 100% of your time healing), Signet of the Ether (with the condition of 3 illusion up, good luck) and Healing Surge, stage 3. The other have 100 HP/s less or worse.
As for the rest of your post, while interesting, it either agree whith what I already said (importance of context, not OPness of HS…) in a more developped way ; or state opinion as fact (“the other heal are bad” without any metric). You might very well be right, but you don’t bring anything that prove your point
Roll a warrior and tPvP with it over the next month using only mending and healing surge and then come back and tells us those aren’t weak. They can’t provide the level of sustain needed. I would love to get rid of the stupid signet and have a more active heal but the other options just don’t make the grade.
You assume two things :
- that I didn’t already do that ;
- that because you can’t do something, nobody else can ;
My opinion still is that while weaker than HS and not terribly good, they aren’t totally unusable either. They just isn’t a single reason to pick them in a competitive environment since HS is so much better.
The Op suggested bull’s rush operated as a teleport with a animation similiar to the old mesmer illusionary leap. In other words it left a trailing affect. Upon usage a translucent image of the warrior overlaps towards the target. Upon arrival the warrior themselves connects causing the knockdown. The movement itself is a teleport in terms of how it operates under the hood, however in real time game play it still broadcasts a more than reasonable animation. What makes this idea appropriate is that 1) It resolves the on going issues with bull’s rush 2) Its animation is intuitive and form follows function so targeted players can can still evade like they were able to with illusionary leap.
I do get what the OP was saying, I was trying to explain what people understand when you talk about teleport, since all TP in the game are instant movement.
By the way, the old illusionary leap wasn’t a teleport, and it was truly awful.
Swap (iLeap followup) was (and still is) a teleport, but it is instant.
The problem with bull’s rush is that it is a gap closer and knock down. It being able to to do that with certainity would be a bad thing. Make it work as it should?
…you do understand that asking for it to work properly would allow it to be used as a gap closer that causes knock down with complete certainty…which you just said is a bad thing?
The difference between “working as currently intended” and “working as a TP” is that in both case, connecting would indeed lead to a certain KD, but in the second case, connecting too would be certain. Which is not how it seems to be actually intended. Even without pathing and hit-registering bug, one can dodge or get out of the way by reading the animation. It would be extremely harder with a teleport. By definition, you can’t see a teleport coming.
I guess we have a different opinion of what acceptably well is. The way I see is is that the sustain from HS is just right. If every other heal is inferior to it that they are weak and unacceptable (Except zerging with defiant stance, that’s just OP). I am also speaking of PvP/WvW. PvE is a completely different requirement where other heals could be considered acceptable.
If the heal from mending were increased by 15% it would probably be a viable option and I would probably use it. Healing Surge as stated is just counter intuitive to our class mechanic and only works well in PvE where you sit on your adrenaline throughout the entire fight.
Well, since most class can make do with heals inferior (and by a lot for some classes) to Healing Signet, I am inclined to say that yes, our opinion on what is “acceptable” differ (and be it known that I don’t mean it in a demeaning or offensive way, I don’t consider “not agreeing with me” as a problem in any way ^^)
Btw, I am speaking about s/tPvP. PvE doesn’t require much in the way of healing anyway, and WvW is an entirely different beast due to its scale.
The thing with healing surge and mending, is that they force you to do what HS explicitely allow you not to do. That is, to make a choice. Indeed, they aren’t exactly powerful, but not extremely weak either. And in any case, they make (for me at least) for a more interesting gameplay than a slot-and-forget signet. I think they could get a buff without getting OP, but I don’t think they need it. Same that I think HS could take a nerf without getting UP, but don’t need it either.
Best thing HS could get imo is an actually usefull active., forcing you to let go of his powerful healing to get some other, equally needed effect.
(edited by Elidath.5679)
If pathing of charge skills (or rather, pathing in general is an issue), pathing needs to be fixed. Yes, this is a monumental task as it requires rewriting major parts of the engine most likely but I’d prefer that over wasting dev time to change skills to work around the main issue.
While it is ideally better, the fact they did fix “just the symptoms” on iLeap after more than 2 years of it having pathing issues is telling.
Since it is the exact same problem for BC, I wouldn’t rule out entirely such a fix (not that I would like it better, mind you).
Although what I would say what could be done is to make it a pseudo-teleport. That is, for all technical purposes you are teleported. Only, animation-wise your char runs there, being allowed to clip through terrain to a certain degree to find a fast route (though then again, that “clip through it” would allow the actual charge to work fine, too).
Allowing clipping in the current state of the game would be the opposite of “allowing it to work fine”, I think xD
Cue warriors stuck in the ground or walls as a new festival decoration (not that I wouldn’t like it, mind you 0:) ).
Even Shelter can be interrupted, though it is much harder than most. Necro warhorn daze does it, as does traited Reaper’s Mark
You are right, I fogot there are some unblockable cc than can interrupt shelter: Magnet, Earth Shield’s Magnetic Shield, “Fear Me!”, Static Shield, Static Aura, Static Field, Line of Warding, Ring of Warding, Unsteady Ground, Sanctuary, Pull (Binding Blade follow up), Throw Mine, Slick Shoes, Tripwire, Corrupt Boon. I think we got them all here.
Notably, those either are niche (who uses Slick Shoes or Magnetic Shield in sPvP? :P ), or require something specific to happen to interrupt. The static aura/shield need a dot of some form to be applied on the ennemy/on the ground beforehand ; the KB lines (warding, sanctuary, etc) are nullified by basic situation awareness ; Corrupt Boon require stability to be corrupted ; Magnet’s cast time makes it unpractical. In those, Throw Mines, Binding Blades and traited Reaper Mark seems the most usable.
Enough for Shelter to be considered “uninterruptable, with exceptions” more than “interruptable”, like you said
I think Mesmer has some unblockable dazes as well.
Not that I know of.
Conclusion, Healing Signet is the best and only viable option warriors have. Why use anything else when you know you are only gimping yourself?
You did prove the first part (“best heal”) but not the second (“only viable”).
Since the first part is true for about every heal in the game, not only the warrior one, it obviously makes the two other look weak in comparison.
As an example, you stated that mending is “quite inferior” to HS. True. But it heals about the same as Healing Spring or Healing Surge with 2 bars, while cleansing conditions, and it’s cooldown is quite short. So it doesn’t suck, it is just HS being better.
You stated Mending/Healing Surge can be interrupted. Yet again, true, but misleading, since almost every heal in the game can be. Only one that can’t are Shelter, Withdraw, HS and Signet of the Ether. Medkit, Defiant Stance and Healing Spring can be hard to interrupt, though. So again, it isn’t a matter of the warrior’s heal being bad, but of HS being good.
Basically, the signet has anything a warrior need, so why not take it? You can take another heal and do acceptably well, but it is not an optimal choice.
Sadly (and it s a personnal opinion, not a fact), what makes it good makes it also boring.
Just a reminder, Elidath; Signet of Vampirism can only have a maximum of 6 specific triggers per person due to the ICD on the active. On top of that, it’s incredibly difficult to get that 6 triggers, 5 being more likely.
Silly me, I indeed forgot that ^^’
With this correction, the signet suck in all situations for self healing. Instead of being good in a totally improbable situation and sucking in all the others.
I know it is supposed to be a group heal, but WoB is, too. I can’t see any applicable situation where SoV is better.
I am all for something such as healing on actions, perhaps even similar to ele’s healing signet. The fact that it heals, with poison applied, as strong as many professions heals with a 25s, that do not have poison applied, in a passive manner, is problematic.
I’m still waiting for your math. I never claimed at Healing Signet under poison healed for more than any other heal skill under poison, so go ahead, please.
I’m not that interested by the argument, but because I was bored, I did the math :p
Special heals (Signet of Vampirism, Defiant Stance…) don’t bring much datas to the table, obviously.
The entrys on the left of each graph (Shelter to Signet of Vampirism) are the instant (or close enough) one. The middle one (Healing Breeze to Well of Blood) the castable HoT one. Those on the left (Healing Signet to Signet of the Ether (3)) are the passive one.
Number in parenthesis (on healing surge and SotE) are the corresponding amount of resource (adrenaline/illusions).
The “specific triggers mentioned” in the titles are triggers like “number of hit”, “condition on self” or “illusions alive” that give a bonus without modifying the base (unlike Healing surge, for example). Those triggers are capped at the real value, meaning the graphs for “10 triggers” is in fact “up to 10, if applicable” (like Consume Conditions).
In all cases, the heal is only the self one. AoE is not taken into account. Since it matters mainly for sPvP, it shouldn’t alter the values too much. If someone can heal all his teammates with a single Healing Spring, the team is doing something very, very wrong xD
In addition, all castable heals are considered as casted immediately on cooldown, without special tricks (like Healing Turret water blast, which makes it look underrated).
The orange line is the mean Heal per Second. Nt very accurate since some heal are kitten in the graph by their mechanic.
I forgot to put the Blood Fiend drain, which is quite good (a bit over 300) provided you can keep him alive. Can’t bother to redo the screencaps though :P
What can we learn, then?
- Healing Signet passive indeed heals for a lot. Like, really. It can be beaten on certain circumstances, but the fact it is passive is a definite plus. At 0 healing power, only Mantra of recovery beat it, and it means a highly interruptable heal and a self daze of 2.75s every 14s.
- Consume condition is a beast whith a lot of conditions involved. No surprise, but still fun to see.
- Water Spirit can be quite nice, even for simple self heal (povided you ahve some Healing Power), if you can trigger it enough.
- While not awesome-tastic, Healing Surge and mending aren’t that bad numerically.
- Glyph of Elemental Harmony gain a nice boost from its regen in Water Attunement.
- Skelk Venom is 100% as bad as previously thought.
- Signet of Vampirism can get acceptable if you tick enough. If you get all the 24 ticks, at 1000 Healing Power, it is one of the best heals (only 12 condis Consume, and 24 triggers Water Spirit beat it). But, yeah… context, and probability tell us it won’t happen.
- Obviously again, never use A.E.D when you aren’t about to die, and never activate the healing signet at all.
I can send the spreadsheet and explain the math used if someone is interested, just PM me.
Edit: forgot the conclusion.
Healing signet indeed is better than 80% of the heals. But while poisoned, it is just a bit above the average of the other, unpoisoned, heals. Not above 80% of them, but still better than half of them (including the approximations on specific heals). Overall not OP as numbers go, but really good in all situation, and uninterruptible.
(edited by Elidath.5679)
So, here we go:
- Clones no longer have offhand weapons
Is it just missing art, or do we know if they’re not ‘using’ those weapons? how could we test?
Clones never use anything but the #1 skill, so it is just art. But it makes it dead easy (as if it wasn’t already) to tell the real mesmer from the clones.
Testing is simple: use a set with an offhand weapon. Spawn a clone. Does the clone have the offhand? If no, then it is a bug.
Oh boy, they broke it again -_-.
At this point, what surprise me the most is that some people still get surprised by new bugs xD (btw, very nice and appropriate gif)
Guess what? We can add another bug to the list. Yay.
I already reported it ingame, but I thought fellow mesmer should know about it.
Harmonious Mantra (Dueling XI, the trait that gives a third charge to mantras) sometime lose it function. You charge your mantras, and randomly (as far as I can tell), you get to two charges instead of three. No cooldown triggered, no effect, exactly like if you where unslotting the trait.
Test situation :
4 mantra slotted, standing idle, out of combat, no interaction whatsoever, just looking at the status bar. After half a minute after the charge, all mantra charges went from 3 to 2, on tooltip and in reality (2 charges used before reload).
3 mantra slotted, in combat, one charge mantra, one aprtially charged (one charge left), and on discharged. Just after charging the discharged mantra, it and the other fully charged mantra both went to 2 charges. The other one was unaffected.
Another test, 4 mantras charged, idle, couldn’t reproduce after ten minutes (gave up afterward). It either has a non obvious trigger, or it is random with a not too high chance.
I am quite sure it happened multiple other time before I noticed, but I blamed inattention or error of manipulation before observing it directly in an unambiguous environment.
I believe it is related to the new behaviour of HM, that remove excess charges when you unslot the trait.
There is a difference in algorithms that have to generate a “unique number” (for which the RTC is a acceptable source) and ones that have to generate a “random number” (for which the RTC is not a acceptable source).
As for the first part, it is true only in a single thread/single processing unit environment. On a multithread and/or clustered environment, multiple process can access the same clock value and generate the same output. In fact, I’ve seen this problem only two weeks ago : a (bad) production system used the clock to determine the session ID of connected users. Two users connected at the same time. Wasn’t pretty, you can imagine ^^’
As for the randmoness, you can use part of the clock value in certain conditions: sure, the date/hours component are easily predictable, but the millisecond value usually is totally random from a human perception. If you know your calls will be few and far between, it is a perfectly valid method. Now, in a MMORPG, with a huge amount of rolls/second, it would indeed be too weak.
(…)
If I understand you right, you (rightfully) think that people should ask for a “real” fix instead of a revert of a bug correction. But the “real fix” has been asked, in form of a direct fix or a rework, many times over, since release. All the proposition you made aren’t knew, and many a mesmer wishes for them.
The wanted revert is more of a short term solution for the immediate problem. Asking for pain killers while waiting for the already asked cure.
Would the actual bug of anything following the ground (blink, shadowstep, iLeap, ground-based projectiles) be fixed, it would be the best solution. Would a workaround be implemented, great too, that works. Sadly nothing will comme soon, or else the fix would have been here a year ago. So the best short term solution would be a simple revert. Nothing huge, nothing definitive, but a definitive QoL improvement.
TL;DR: I think what you ask for is right, but isn’t incompatible with the revert. They are solution for different time scales, and asking for both seems legitimate to me.
I’ve enjoyed the Blix event farming simply because I suck at making any sort of gold in this game. I can’t join dungeons because I get removed because I don’t know the paths, and everyone always tells me “Do dungeons, it’s the best” they just forget to add that I need to know every path completely because no one will bother explaining it to me.
Fear not, for some nice people (not me :P) provided a solution to your plight.
Every path explained with its tricks, glitches and skips here. All you need to know in one convenient and documented place!
My point is this skill was complained about before they “fixed” it. So when people are saying to revert the change as opposed to actually making the skill function without second guessing pressing the swap button it annoys me.
The skill was complained about, so they made it worse. Now, mesmers still complain, go figures.
Making it function without second guessing would need a revert, since the function being dependant on the continued existence of the clone makes it highly inconsistent.
It was a bugfix ? Ok. Now, make a functionnality change, that do the same the bug did. Wouldn’t be a bug anymore, and would actually makes the skill usable.
And as was stated, the passing is an overarching problem not specific to the mesmer. Everyone would like it fixed, ANet included, but they openly stated it would be very hard to do. So mesmers make do and ask for something actually doable.
I may be not well-informed or wrong (…)
I think (…)
I think I see your problem here
That, plus even “just 3 or 4 hours” are a lot in a dev day, even more when people keep asking “fix that NAO”, “do you even play the game” and “why don’t you read/answer the forums??!!1”. Devs are humans, and days have a limited number of hours.
In fact, if my boss told me “do 4 more hours of work today because a client doesn’t like the schedule we announced weeks ago”, I would feel rightfully kittened.
That aside, and not targeted to someone in particular: the schedule isn’t new, why complaining know that the news is the final order of classes? Any classes beeing last would have posed the same problem of short feedback time, wouldn’kitten
Because time and time again bug fixes for other professions go in with Ls updates. Mesmer always gets shafted hard.
Hum, no. Gameplay fixes in LS updates since april : 7 for the engineer, 4 for the gardian, 4 for the mesmer, 5 for necro, 2 for ranger, 5 for thief, 1 for warrior, 6 for elementalist. Almost all of them ranging from minor to meaningless (bugs with very specific triggers, or inconsistencies between under/over water). The mesmer wasn’t specifically ignored, and the warrior was the least corrected (only got one correction, resulting in a slight nerf).
For example, the golden child, warrior, had this fixed yesterday.
Reckless Dodge:
Fixed a bug that prevented the damage from this trait from being attributed to Reckless Dodge in the combat log.
You’ll notice it is a minor change to a log value, not a gameplay change in any way. It is a “tooltip” kind of change.
No one is expecting all the mesmer fixes to happen over night. iWarden has been broken since November. Its inexcusable. It should have been fixed many months ago. :[
True, but still has no bearing on the LS updates. We should have got a hotfix for that, not a LS update fix. And even then, other profession have bad bugs that need attention and aren’t fixed. Just ask a warrior about the rush bug to understand even them aren’t that much of a “golden child”.
We need bug fixes, but we won’t get it by screaming bloody murder at each story update not including gameplay fixes. Now, if we aren’t getting anything at the next feature pack, all bets are off, because this is when we are supposed to get them.
I don’t get all this “nothing/tooltip fixes again in the LS update” negativity. LS update are not meant to carry significant bug/balance fixes, only story progression. Why should there be anything other than some random easy fix like the tooltip ones? It is like people are complaining they didn’t get a burger when they fill their car’s gas tank :/
Now, complaining bug/balance fixes are too far from each other is legitimate, mind you. But I don’t see how it relate in any way with LS updates.
Well, wether or not illusions count for ranger rune, I don’t know. What I’m sure of, it’s that you can have a minipet out 100% of the time with 100% certainty, so basically, the question is moot :P
Regarding the blueprint: while the left image really does look like Rata-Sum, minus the council chamber, the right one make makes me think of the Conundrum Cubed jumping puzzle (the one north-west of Mount Maelstrom).
Just my guess, but this puzzle would make an acceptable candidate for the Omadd device, being in an inquest-infested area, but obviously destroyed and invaded by vines and roots. Do we have any backstory provided on this puzzle?
Anyway, I find it strange to have a description that doesn’t match in the slightest. I don’t see any coffin-like device, nor tentacles, on the blueprint. Maybe it is just reused visual, this wouldn’t be the first of its kind. Would be strange to put it in a hint-heavy area though, and I don’t remember seeing it anywhere before.
/random rant
Or the thorn was nothing more then a thorn… :P
Well, the line was delivered the same as every horror movie say “What was this sound? Nah, probably nothing.” It really did left me with the impression of a chekov’s gun at the time.
So if you are telling me that Kasmeer got something from the tower… that would be my p( r)ick :p
But once again, “bugs” which mesmers can benefit from should be rapidly “fixed”, while those who let 15 warden’s stop attacking, should not.
Well, to ANet “defense”, they didn’t fix it quickly. Unless 2 years count as quickly.
Not that it wasn’t a really really bad move anyway…
A high skill cap? It was a BUGGED SKILL. What high skill cap are you referring to. It was a skill literally designed to immobilize your target into place to apply burst onto it. It was NEVER, EVER meant to be a consistent way to teleport away from damage and avoid burst, but since it was bugged it was used as such hence the fix.
Good to know you work at ANet and have an insider’s insight on what’s working as intended, what’s bugged, and what the skill are intended to do.
For all of us normal folks, the tooltip described pretty well the function, and after two years it definitely looked like a feature.
While you are at it, could you take a look at the iMage? Its intended functionnality is obviously to “look stupid”, but it apparently bug and sometime inflict some confusion/retaliation xD
(edited by Elidath.5679)
After I picked up items, a large green star showed up at the right edge of the screen, indicating that the episode was now available. It’s now unlocked in my journal. I still haven’t received any mail about it.
Without any TP queue problem, I didn’t receive the mail at first either. I had to change zone for it to appear.
Always found that annoying, the 250 cap..why? and the non-stop clicking of the luck things? please add a feature to use them all.
Just so you know, you can combine essence of luck as an artificer to reduce the amount of clicking.
See, this is the thing, i was fighting outnumbered (although not at first), but i was actually winning that fight, until i got morphed, which completely turned everything around. Had i not gotten moa’d, i would have killed the elementalist that i was initially doing 1v1 against, and then either ran away from the mesmer, or killed him too if he was a baddie. So you have to understand that in the situation that i was in, it really felt to me like an i-win button.
Turns out he wasn’t that bad if he successfully killed you after a moa. Try it, it really is hard to pull of against someone semi-decent.
Losing a 1vs2 shouldn’t warrant any balance change ever.
Yeah if only Mesmers could root/cripple from range and teleport…
The “flee” skill evade attacks, and you can dodge in moa form. If you get cripple/rooted (and the “root” is so unreliable it might as well not exist) after getting moa’d, it is because you didn’t use flee. Your fault.
If you where crippled/rooted before… those last 2s in best case scenario. Moa takes 1s to cast, and has aftercast. So the mesmer has about half a second to kill you. Hence, you were already losing if you die then.
He doesn’t have too. Shatters/phantasms can do that for him. Not to mention increased GS damage with range.
Neither clones nor phantasms are quicker than the mesmer itself. A moa should leave them in the dust without breaking a sweat, as it does with the mesmer.
Damage from GS is quite pitiful, if you get killed by it before getting either out of range, out of sight, or out of moa… you had no health to begin with. You died as you should, moa nonwithstanding.
Outnumbered 2v1 does not mean you lose. I can fight 2v1 and win actually. And when I run bunker, I can certainly hold out until the team arrives.
This skills messes that up, suddenly I have no more heals, no more support, knockback anything. I never die in moa but that’s only because I run away from the fight. And as a bunker, losing your point because an elite completely ruined your gameplay is really garbage
If you can win against 2 opponents of the same skill level, it is your spec that is op, not moa. If the opponents aren’t at your level, does moa really makes them win automatically? With all its flaws, you really should fare better.
And even then, moa is bad because it counters bunkers? For 10s each 180s? It isn’t the definition of OP, it is the definition of counterplay. And the counterplay to moa for bunkers are obvious: block, blind, LoS, invulnerability. The kind of things a bunker should be able to do.
There are problems with moa (in my eyes at least): ending other transforms, killing all necro minions, and the inconsistency between stability and blind (one prevent moa, not the other, should be none or both), being unfun (you flee it for 10s, yay for gameplay). But being generaly OP isn’t in the list.
everyone almost knows that mesmers are overpowered except mesmers that think they need buffs
When no high level team picks a class, it is rarely a sign of this class being OP. I know mesmers can be a pain to fight (PU should really die a horrible death), but “being a pain” isn’t equal to “being OP”.