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Showing Posts For JUG.3562:
[YARR][Gandara]
Since the patch I notice that each burning tick does less damage, I recorded the 9 burn ticks displayed on a pvp golem.
556,500,445,389,333,278,222,166,111 = 3000 damage
In my case in PvP lobby, I have 914 Condi Damage:
According to wiki burning formula: (0.25 * Condi Dmg) + 328
So in my case: (0.25 * 914) = 228.5 + 328 = 556.5 damage per second (I’m guessing ANET rounds down)
So in this case, if someone stands in my bonfire field it is meant to apply 9 1 second ticks of burning. 9 * 556 = 5004 burn damage in total.
This means a loss of 2k damage from burn ticks on the fire field.
The throw torch (skill 4), does constantly tick at 556 and is doing the correct damage.
Original Forum post: https://forum-en.gw2archive.eu/forum/professions/ranger/Ranger-Torch-5-skill-Bonfire/first#post4887772
[YARR][Gandara]
Thanks for the confirmation. Yeah it’s big difference in damage especially when point holding in PvP. I have swapped my Torch out until it gets fixed.
Logged a bug posting in the support forums:
https://forum-en.gw2archive.eu/forum/support/bugs/Ranger-Torch-5-Skill-Bonfire-bugged/first#post4888090
[YARR][Gandara]
(edited by JUG.3562)
Not sure if this skill (Torch 5 Bonfire) has always been like this, but since the patch I notice, that each burning tick does less damage, I recorded the burn 9 burn ticks displayed on a pvp golem.
556,500,445,389,333,278,222,166,111 = 3000 damage
In my case in PvP lobby, I have 914 Condi Damage:
According to wiki burning formula: (0.25 * Condi Dmg) + 328
So in my case: (0.25 * 914) = 228.5 + 328 = 556.5 damage per second (I’m guessing ANET round down)
So in this case, if someone stands in my bonfire field it is meant to apply 9 1 second ticks of burning. 9 * 556 = 5004 burn damage in total.
This means a loss of 2k damage from burn ticks on the fire field
The throw torch (skill 4), does constantly tick at 556 and is doing the correct damage.
Is this a bug, or a stealth nerf to fire fields? Does anyone know if it is happening on other fire fields?
[YARR][Gandara]
(edited by JUG.3562)
+1 I also think ranger torch 5 skills bugged. The burn damage isn’t consistent it ticks for less each time.
[YARR][Gandara]
I have this as well. Tried signing in again didn’t change anything. So I have logged of for the night waiting for the bug fix patch.
[YARR][Gandara]
This made me laugh as well. I tried to log a bug with ranger bonfire skill not burning consisten damge only to find I the report a bug options bugged. I then tried guild chat and got a message saying I’m not in a guild so couldn’t talk to any guildies either.
[YARR][Gandara]
Hi All,
I’ve been trying to play GW2 on my desktop and every now and then it causes my PC to restart. I play Skyrim and Portal 2 regularly and never had this happen while playing those games.
I’ve monitored the temperatures of the processor and graphics card and it doesn’t go over 65C on either while playing GW2. I’ve run the Windows Memory check and that reported no errors.
System Specs below
Windows 8.1 64bit
Intel Core i5 4670k (3.4Ghz) overclocked to 4.0Ghz
16.0GB Dual-Channel DDR3 @ 1199MHz (11-13-13-31)
2047MB NVIDIA GeForce GTX 770 (Palit Microsystems)
Corsair CX 750W 80 PLUS Bronze Certified PSU
The one issue I have noticed in Guild Wars 2 is that randomly the frame limiter does not work correctly. For example when it’s on unlimited it goes to 120 fps, yet when I set it to limit the frames to 60, it drops all the way down to 33 fps.
Any help would be appreciated
[YARR][Gandara]
Yes please +1…..
[YARR][Gandara]
Good Post Talley. The main issue for me at the moment is there is no risk running in a large Zerg. You can send 95% of all your maps forces into a ball and charge around the map without the fear of much happening. For example, a Zerg could go to a T3 tower, and start to melee the door down, they get a shout from a scout at their keep saying there is a 5/10 man group ramming their gates. They drop what they are doing and charge across the map (with pretty much perma swiftness) and demolish the small group. They then charge back across the map to finish off the reinforce door, no problems. (No reinforced door should be able to brought down without rams in my opinion)
This should not be possible, if you commit all your forces to one area of the map, the risk you are taking is leaving your keeps/towers lightly defended so small groups if well organised can take them.
I like Talleys idea about bridges to be destroyed, and more terrain obstacles & choke points. Having choke points and destroyable bridges brings siege back into the mix, as an attacking team will need to defend a bridge to ensure they have direct routes to their objectives, and chokepoints can be defended by small teams to slow Zerg progress, or make them go the long way around.
[YARR][Gandara]