Showing Posts For MagoBuono.6548:

API char. stats differs from in-game info

in API Development

Posted by: MagoBuono.6548

MagoBuono.6548

I see a bunch of ascended gear. Did any of those have infusions that gave stats? Those were recently altered.

No infusions with stats – AR only.

Healing power – no healing power)) Condition duration maybe. I can’t delete traits completely right? So i choose some line and it still gives me some bonuses with predefined traits. Guess one of them gave me condition duration bonus.

Link to char. https://gw2efficiency.com/c/Backpackmancer

API char. stats differs from in-game info

in API Development

Posted by: MagoBuono.6548

MagoBuono.6548

Some time ago (like year or so) when i played game i’m sure i had some stats bigger than i have now.

As example: i remember i had crit. chance 53%.
Now when i’m back in game hero windows says i have 49%.
I decided reason is that some mechanic changed since i’ve played last time so it’s not a big deal.

Right now i linked game account API in 3rd-party service (gw2efficiency.com) and suddenly this service shows my stats bigger than in-game. Including 53% crit. chance that i remember for sure.

So question is: WHERE IS THE TRUTH?!
No, really, where are right numbers? I mean it’s API not some 3rd party calculator – it takes data from Anet, so there shouldn’t be any differences.

Attached screens made with same gear and traits (’cause some traits increase stats).
Also screen without gear (and with empty trait line) included.

Attachments:

In-game stats differs from one from API

in Bugs: Game, Forum, Website

Posted by: MagoBuono.6548

MagoBuono.6548

Btw checked this stuff on another account – same thing. All stats slightly bigger for API then in game info.

In-game stats differs from one from API

in Bugs: Game, Forum, Website

Posted by: MagoBuono.6548

MagoBuono.6548

The wiki says the hero panel displays a slightly wrong %. Maybe gw2efficiency accounts for this.
https://wiki.guildwars2.com/wiki/Precision

Maybe. But you can see also differences in raw stats not only ones that depends on others like crit.chance.

All of this looks bit weird

In-game stats differs from one from API

in Bugs: Game, Forum, Website

Posted by: MagoBuono.6548

MagoBuono.6548

17khp could come from WvW bonuses for your server. the rest I’m not sure, but the hp difference sounds like the WvW bonus. if you open the WvW panel you can see the bonuses your server has earned.

Thanks, one mystery is solved. +8% hp WvW bonus.

In-game stats differs from one from API

in Bugs: Game, Forum, Website

Posted by: MagoBuono.6548

MagoBuono.6548

I’m not sure if this is a bug or some knows issue from game mechanic or whatever. But i didn’t find other forums fits my question. Tested it many times in different locations/ with and without gear.

Some time ago (like year or so) when i played game i’m sure i had some stats bigger than i have now.

As example: i remember i had crit. chance >53%.
Now when i’m back in game hero windows says i have 49%.
I decided reason is that some mechanic changed since i played last time so it’s not a big deal.

But one thing was funy: i have 17khp on skillbar and 16k in stats. That was weird.

Right now i linked game account API in 3rd-party service (gw2efficiency.com) and suddenly this service shows my stats bigger than in-game. Including 53% crit. chance that i remember for sure.

But again it shows 16k hp.

So question is: WHERE IS THE TRUTH?!
No, really, where are right numbers? And why hp bubble shows 17khp while both stats shows only 16k? I mean it’s API not some 3rd party calculator – it takes data from Anet, so there shouldn’t be any differences.

Attached screens made with same gear and traits (’cause some traits increase stats).
Also screen without gear (and with empty trait line) included.

Attachments:

DirectX dll injectors

in Account & Technical Support

Posted by: MagoBuono.6548

MagoBuono.6548

Many players seem to use SweetFX will no ill consequences. Your mileage may vary, of course.

Good luck.

Well technically reshade based on sweetfx so no wonder that it’s allowed

Thanks for answer.

DirectX dll injectors

in Account & Technical Support

Posted by: MagoBuono.6548

MagoBuono.6548

Hi. hven’t found info at this forum: are directx dll injectors allowed for game? Like SweetFX?

Bring back hobosacks!...

in Engineer

Posted by: MagoBuono.6548

MagoBuono.6548

I can’t even imagein why the hell Anet removed skins completely. Right decision was to make skins optional.

You can show you back piece or not. Right now. Only things need to do is to make hobosacks displaying with same mechanic. If you want it – check the tick. Don’t want to – don’t check.

Random bits and Build tips?

in Engineer

Posted by: MagoBuono.6548

MagoBuono.6548

Mnemesis.8257

If you happen to find that more than 1 kit is too much too handle…

Wrong quote. Wasn’t my words :)

Flamethrower..

in Engineer

Posted by: MagoBuono.6548

MagoBuono.6548

Yeah. i’d suggest to make them optional but Anet removed backpack complately. Sad story

Whats the new dungeon meta?

in Engineer

Posted by: MagoBuono.6548

MagoBuono.6548

Watching 10-15K burn ticks on boss

10-15k? But… how? o_O

Suggestion for Incendiary Powder

in Engineer

Posted by: MagoBuono.6548

MagoBuono.6548

Oh, and designing the burning trait IP and the flamethrower trait Juggernaut to be mutually exclusive borders on mental cruelty.

Nonsense.

Perfectly logically: either you have power based spec and have stability+might from FT, or you have condi dmg spec and choose more burning. As main lines – of course you can choos might for condi also but choice is there.

Condi or power. That’s all. And it’s logically that you shouldn’t have all pros in one trait.

(edited by MagoBuono.6548)

Whats the new dungeon meta?

in Engineer

Posted by: MagoBuono.6548

MagoBuono.6548

One missing key skill and you’re way behind the zerker.

That’s exactly why i am doubting of using condi build on my engi ) But yeah, condi engi now is pretty cool and interesting.

Suggestion for Incendiary Powder

in Engineer

Posted by: MagoBuono.6548

MagoBuono.6548

Weak trait Do you realise that it is synergy? Not standalone core trait. Greatly increases burning from ft/bomb/pistols also adding to this burning a little bit more burning.

We really can debate about decreasing cooldown for inflicted burning but main thing that this trait should do – increase burning duration. And it works well. No needs of changing.

Suggestion for Incendiary Powder

in Engineer

Posted by: MagoBuono.6548

MagoBuono.6548

And button with feature “Do x2 damage to anyone anywhere”?

Whats the new dungeon meta?

in Engineer

Posted by: MagoBuono.6548

MagoBuono.6548

Basically all builds still the same with little changes. No revolution here.

Random bits and Build tips?

in Engineer

Posted by: MagoBuono.6548

MagoBuono.6548

I’d really like a 1 kit build so as not to do too much switching or memorizing complex rotations.

Then i have bad news for you dude :) Engineer is about switching kits. The only way when you can use only 1 kit – it’s FT Juggernaut with elixirs spec for might stacking. Then you’ll have only FT kit and other slots for elixirs. And even then it’s recommened not to forget about jump shot and blunderbuss.

Yeah OK it isn’t the only way with 1 kit :) But any of them isn’t about mortar.

I want a primary damage build with some side support or utility.

Then you should change mortar for something. As main kit i mean. Mortar IS about side support and utility.

I’ve returned in game a couple of weeks ago and first thing that i’ve tested – mortar kit. Just because it was new for me. And now i cal tell you that mortar can’t be compared to any other kit in terms of pure damage.

Mortar can be very helpful for supporting your party in PvE, really, but it can’t compete with anything as main kit.

If some day Anet gives us some trait to increase shells flying speed then we can recosider using mortar as main kit. Really. Right now it’s just… it isn’t “bad”. It’s just worse than other kits, that’s all.

At this moment as main kit mortar can be used only in WvW for long range damaging and supporting zergs. In PvE it just don’t work well.

(edited by MagoBuono.6548)

Random bits and Build tips?

in Engineer

Posted by: MagoBuono.6548

MagoBuono.6548

For what reason are you using rifle turret? Damage?

Jump shot, blunderbuss and mortar attack is enough to deal decent amount of damage. I’d definitely change turret for elixir gun – you’re trying to be support after all.

Also elixir C for B. More might stacking for you and allies and mass stability. You have tons of condi removing with Elixirs spec AND mortar kit – with Flash Shell you have 4 sec light field and default mortar attack is guaranteed projectile finisher.

Q about weapons with infusions

in Players Helping Players

Posted by: MagoBuono.6548

MagoBuono.6548

1) yes. Only if weapon active.
2) It depends. If you never change trinkets then yes it’s reasonable to start with it.