Showing Posts For Lord Kelvin.8217:
Before creating the emblem for my guild, I’d like to know if there is the possibility to edit/modify it after the first creation.
Thanks!!
Only one comment… condition removal?
With soldier rune and all berserker trinkets I’ve very similar stat, but I’ve also a mass condition removing system with shouts.
I use this tread to put in evidence the absence of page navigation in a generated results of a search that exceed the capacity of a single page.
As already stated in a couple of treads, I was also affected by the problem. Disconnected about 5 min before the end of the event and never reconnected until 30 minutes, when the chest was disappeared.
I appreciate your efforts trying to solve this unpleasant inconvenience.
I’m waiting for good news.
We were disconnected just five minutes before the karka was defeated. Couldn’t get the loot.
The problem was not the loot but the problem to have not take it for connection issue. I was kicked out 5 min before the end and I have had the chance to enter again in game after 30 min for login issue!!!
The event was quite fun, probably too long… but I’ve waste 2.5h for an issue at the end of the event… and I see that I was not alone.
Terrible way to finish an epic event. Epic fail.
NoNoNoNoNo and No again!! Please no gear grind… I loved GW for the lack of grind… I love GW2 for the gear cap… The idea to enhance the cap for gear to improve the end game is not original at all and will make the game too boring!!
Totally agree with you for the both problems mentioned!! Anet give us an answer
Great job!
Could you give me an idea of the effectiveness of healing level scaling the healing power value? I mean, if you use only weapons and trinkets healing oriented, how much do you lose?
Thx
Great job and great post! Sticky and Sticky again!
Nice work. And nice considerations about the critical chance limit (see also the tread about Crit Dam vs Crit Chance).
I’m curious to know your equipment (armor and runes… are you still using Berserker armor and divinity runes?), in particular your weapons stats and your trinkets Have you increase healing power in such a way?
Thanks!
P.S.
I still love the combo between Empowering Might and Altruistic Healing in any case :P
All the calculations are well confirmed by the table (that I’ve never seen before ), in the wiki (http://wiki.guildwars2.com/wiki/Critical_chance).
By the way, if we consider the max difference between the Rampager and Berserker setup (Trinkets+Armor+Weapon), we obtain an interesting result:
Berserker → 29% crit chance; 72% crit damage → 1.35*base damage
Rampager → 40% crit chance; 30% crit damage → 1.32*base damage
So this means that I make 35% and 32% more damage with Berserker and Rampager setup respectively. The conclusion is that the power makes the difference!
From this analysis the other conclusion is that I can stabilize my build introducing some Valkyrie equipment, that will help in power and vitality (and crit damage) loosing noto so much in precision and so in critical chance.
@kowolo
Good point. Now put together all these informations and what we obtain is:
Trinkets
Berserker -> 1604*0.65 + 1604*1.96*0.35 = 2143
Rampager -> 1508*0.6 + 1508*1.80*0.40 = 1991
Diff = +7.5% for Berserker
Trinkets+Armor
Berserker -> 1704*0.69 + 1704*2.12*0.31 = 2296
Rampager -> 1508*0.6 + 1508*1.80*0.40 = 1991
Diff = +15% for Berserker
Trinkets+Armor+Weapon
Berserker -> 1746*0.71 + 1746*2.22*0.29 = 2364
Rampager -> 1508*0.6 + 1508*1.80*0.40 = 1991
Diff = +19% for Berserker
Now the picture is much more clear and probably near to what append in the game.
For my point of view these number says that with the only use of trinkets we do not obtain a great vantage. To obtain the best from a Berserker setup we have to consider the fact that is necessary to have at least trinkets+armor, and the consequent decrease of survivability.
I’ve only to put in evidence what stated by Carlos about Condition Damage:
“Rampager has 592 condition damage that brings up our burning from 328 damage per tick to 476.”
This means that the Rampager set can produce 45% more Condition Damage than the Berserker set…
Now it’s not trivial to put the Condition Damage inside the model produced, but in any case seems that with both setup we can perform a huge amount of damages and probably the Rampager setup gives a more flexible situation because offer two different possibilities to produce damage.
Looking at this numbers, what is your preferences and what is the best environment where use Rampager and Berserker?? :P
Great job guys!
(edited by Lord Kelvin.8217)
@Carlos
Good point. I’ve forgotten to consider the power increase!
The increase of damage is connected to power changes considering it in its totality. In particular I calculate the values of power due to the equip plus 916 (the base power value), so:
Trinkets
Berserker 336+224+128+916=1604
Rampager 240+224+128+916=1508
Diff=96 -> Berserker has 6% more damage
Damage is 68.6*1.06=73 vs 72
Trinkets+Armor
Berserker 336+315+128+916=1704
Rampager 240+224+128+916=1508
Diff=196 -> Berserker has 13% more damage
Damage is 65.72*1.13=74 vs 72
Trinkets+Armor+Weapon
Berserker 336+315+179+916=1746
Rampager 240+224+128+916=1508
Diff=238 -> Berserker has 16% more damage
Damage is 64.38*1.16=75 vs 72
So this is the real situation. If we can’t to increase the critical chance using runes, sigil or consumables we can’t improve so much the damage output.
Sorry for the oversight in the first post.
Gimme your opinions!! Please!!
(edited by Lord Kelvin.8217)
@Fabsm
Sorry but probably I expressed myself badly, but as I already wrote:
“CritChance*CriticDam (you can see this model as a convolution of the probability to perform a critical shot and the correlated damage)”
So this value is something proportional to the final real damage, and in particular is a quantification of the chance to do a critical hit and the increase of damage due to the critical damage. For example:
I make 100 hits with 40% crit chance and 30% crit damage, on average I’ll do 40 critical hits and my damage is base*1.80 -> for all the 100 hits the total critical damages are 40*base*1.80 -> (removing the base damage) 40*1.80.
About your hypothesis of 0% in crit chance is equivalent to 0 simply because you do not perform a critical hit.
Few seconds less in the boon duration of a shout make a so huge disaster??!! Really?
Naaaaa… impossible!
WoW??? Ahahahahah… no jokes please…
… and please stop with posts filled of nothing… try to describe better your point, otherwise the discussion is totally useless!
The point of this tread is to put in evidence the difference in the Rampager and Berserker equipment, with the target in maximize the damage output.
So the idea is that with Berserker I make more damage than in other cases because I pump up the critical damage, but there is a downside in this approach, the Precision values with a Berserker equipment with respect a Rampager one.
We know that the critical damage is (1.5+bonus)*base, so now I’ll illustrate some example considering the fact that if I’ve an higher value of critical damage then I’ve a lower value of critical chance.
The base is a general guardian with:
- Full Valor Trait => Crit Dam 1.8
- 40% Crit Chance with a Rampager “generic” configuration" (reasonable, I’ve not performed the precise calculation, but this value is reasonable and used only to make a comparison)
- All the equip is exotic
Remove my Rampager Trinkets in favor to Berserker
Total Rampager Precision = 336
Total Berserker Precision = 240
Total Berserker Critical Damage = 16%
Ramp-Ber Precison = 96 about 5% less in Critical Chance; Berserker has 35% Critical Chance
Total Critical Damage = 1.8+0.16 = 1.96
The damage output is:
CritChance*CriticDam (you can see this model as a convolution of the probability to perform a critical shot and the correlated damage)
In this situation:
Rampager -> 40*1.8=72
Berserker -> 35*1.96=68.6
In this situation the improvement of the overall damage output is not what expected. In particular we lose about 5% of damage output.
Go on and…
Remove my Rampager Armor in favor to Berserker
Total Rampager Precision = 315
Total Berserker Precision = 224
Total Berserker Critical Damage = 16%
Ramp-Ber Precison = 91 about 4% less in Critical Chance; Berserker has 31% Critical Chance
Total Critical Damage = 1.96+0.16 = 2.12
In this situation:
Rampager -> 40*1.8=72
Berserker -> 31*2.12=65.72
In this situation the overall damage output is less than in the previous situation because we lose another amount of critical chance and with respect of Rampager configuration we lose about 9%.
The last thing to do is the weapon…
Remove my Rampager Weapon Set in favor to Berserker
Total Rampager Precision = 179
Total Berserker Precision = 128
Total Berserker Critical Damage = 10%
Ramp-Ber Precison = 21 about 2% less in Critical Chance; Berserker has 29% Critical Chance
Total Critical Damage = 2.12+0.10 = 2.22
In this situation:
Rampager -> 40*1.8=72
Berserker -> 29*2.22=64.38
In this situation the overall damage output is again less and with respect of Rampager configuration we lose an overall 11%.
This discussion is clearly partial, because I would like only to point out that the Berserker doesn’t mean directly “more damage”, but we have to probably choose the right Runes and Sigils and consumables to improve the critical damage to balance the loss of critical chance. In any case the improvement of critical damage grants single spikes but in the long period the critical chance wins (in other words you can do great damage with one shot but in the same time I make two critical shots and in this way I make more damage than you).
So we have to increase so much the critical damage to have an effective vantage in the damage output (e. g. the only trinkets do not assolve at this aim).
The other positive thing to have a Rampager tendency in the equipment is the high Condition Damage value that gives us the possibility to have another way to produce damage (I know that burn is not an efficient condition…).
We have also to not forget that high Critical Chance means high boon spamming in the Altruistic Healing build point of view.
The common thing of the both configuration is in any case the low survivability, but this view is also useful in choosing in which way we can make our “stable” build (Knight armor for example) more “aggressive”.
So am I doing wrong?
I am very curious to know your thoughts about it.
(edited by Lord Kelvin.8217)
I didn’t say to lower the price… the point is at that price the armor should be exotic! Otherwise I buy it only to show how cool I am, and when I’ve to fight I change to an exotic set… sad so sad…
The real point is that 120g for a rare armor are senseless if compared with the price of an exotic one. Prestige ok (buying the gemstone where is the prestige), but you have to obtain an exotic armor for that price… then you say, ok I buy/craft an exotic and then I trasmute it with the cultural, but why? Only to spend some golds more?? Where is the prestige again? A cultural top tier armor has to be exotic, nothing more nothing less.
Interesting point about using the Orb. I’m also so curious to see your trait distribution and the armor you chosen. I don’t understand why you don’t want to share your experience to the community… I hope to see here you contribution and discuss constructively with you about your choices.
:)
Same problem… I’m waiting for news!
The point is that “Healing Power” seems to have no significance and no weight in the economy of pg… or better if I want to spend points on this attribute “only” to improve my self-healing, this is not the way. In some cases this attribute can increase significantly the weight of support healing skills…
In conclusion “Healing Power” is well balanced or not? With the present situation seems that also for support build is quite usefulness invest points on this attribute.
I suggest to put this thread in the Suggestion forum group.
:)
Good! Very good! Together with the possibility to traits respec is the perfect upgrade for GW2!
I’m with you! Should be very useful!
Big quote for you!
In the first period GW had the same mechanics, and the change of that approach makes GW great! The possibility to change/test different builds was winning under all points of view!
In GW2 we have a less quantity of skills (the absence of secondary professions reduces drastically this number), so the depth of the pg flexibility is connected directly to the traits, that can deeply influences the use of our avatars and our fun! So the possibility to respec the traits easily and save the build is essential to totally appreciate this awesome game and live the experience of “build” our PGs in the most diverse ways!
I can’t understand why they have chosen to follow this idea and de facto limit the possibility to use the class selected! The trinity? The trinity is far far away from GW2 and the traits respec doesn’t affect this at all!!
Please change the traits use!
I’m agree with you! In any case, you can choose to sell your things at your own price, so I simply prefer to have the real price in case of successful sale.
I also ask if this forum section is the right place to post suggestion. Thanks!