Showing Posts For Fekth.7839:
Something like this may have been covered before, but here is a suggestion for more challenging dungeons with greater rewards:
A lot of players need a challenge to maintain their interest; they have completed all the dungeons and are bored with Fractals after getting everything the need out of it.
I don’t know whether ascended armor sets and weapons are on the way, but I think they are what the game needs, people want some kind of tangible gain for their characters aside from the cosmetic skins.
I would suggest that you release ‘ascended’ versions of the current dungeons with buffed mobs and altered boss mechanics. You could tie it in with some story, perhaps Asura technology creating portals into ‘ascended’ realities where rewards and challenges are much greater.
You could have an Asura NPC next to a gate out the front of each dungeon ready to transport players to the ascended dungeon version.
Entry into the ascended dungeons could require some item, perhaps the reality alteration portal needs some kind of special fuel to operate? You could even use something from Fractals, vials of mist essence or something. That would also provide a reason for a lot of people to head back into fractals.
You could also sell whatever currency required to open ascended dungeons on the Black Lion.
As far as difficulty goes, I would suggest that the dungeons be made challenging for good players. To enable less skilled players to experience the new content and get their ascended gear you could perhaps have craftable/purchasable buffs that only work in the ascended dimensions. Gathering materials for the buffs could be another goal for players to work towards, you could also sell them on Black Lion.
Anyway, just some ideas! Cheers.
The way I understand it is that on a critical hit the chance of your main hand proccing is checked first, followed by the offhand if that fails.
So, for example, my war has 70% crit chance, so with Sup Earth in main and Sup purity in offhand chances would look like this on any hit.
Bleed from Superior earth (MH) = 70%(crit)60%(MH proc)= 42%
Condition removal (OH) = 70%(crit)40%(MH proc fail)*60%(OH proc)= 16.8%
Of course you need to factor into that the ICD of a sigil proccing, which will alter the frequency of procs depending on attack speed.