Showing Posts For Prodicus.6149:

Having trouble with heals

in Warrior

Posted by: Prodicus.6149

Prodicus.6149

Just use the Signet for leveling. To be honest, the passive regen is enough to keep you up in almost any leveling situation, and you don’t have to waste DPS time casting a heal. Just out-DPS your enemies and you’ll be fine.

That’s not necessarily the best option for end game, but I found it was most effective for leveling.

Death Blossom should scale better with power

in Thief

Posted by: Prodicus.6149

Prodicus.6149

It’s useless on noncond builds, so yes I wish it scaled better with power. The lack of weapon variety causes them to cram too much diff stuff into one weapon w/o making it universal for all builds so every build ends up with a few useless weapon skills.

Personally, I think the best way to address this would be to offer something in the Power (preferably) or Precision line that turns X% of power into condition damage. It would need to be pretty far down the line so that you can’t easily spec into it with a full condition damage spec, but this would help the scaling issues. And it would make you feel like you weren’t wasting your D/D 3 slot if you were specced for direct damage.

Thief damage compared to warrior

in Thief

Posted by: Prodicus.6149

Prodicus.6149

The critical damage modifier is 1 + critdamage x critchanche.

I dont think this is correct, or I’m misunderstanding what you’re saying. It shoud be:
(1 * none-critchance) + ((1.5 + critdamage) * crit chance)
With the crit chances simply being looking at you crit chance and putting a decimal in front of it. Like 44% crit chance would be .44 and then none-crit chance would be .56 Crit damage would be converted to a decimal in the same way, 50 crit damage would be .5 112 crit damage would be 1.12, etc. So 81% crit damage and 44% crit chance would look like this:
(1 * .56) + ((1.5 + .81) * .44) = 1.5764
Using your equation it looks like this:
1 + .81 * .44 = 1.3564
or this maybe?
1 + (1.5+.81) * .44 = 2.0164
But ya, theyre all different numbers.

Since executioner kicks in at 50% hp, we treat it as a 10% damage boost.

Since I laugh at thief PVE how about we think about PVP, and how people have heals they use at 50% Hp and count executioner as like 6.6% damage instead. Or realize that the warrior is going to be hitting multiple targets a lot since it’s PVE and it auto-wins.

Not a major problem, but executioner is only worth a 9% damage boost, assuming you’re the only person who has a damage increase sub-50%.

For half of the health of the boss, he will lose health at a rate of the character’s DPS, the final half will be 1.2x that DPS. You then need to calculate the total time necessary to take the boss from 100% to 0% at these two rates, and divide the health of the boss by that time. This will give you an accurate percentage. This is due to the fact that you will spend more time dealing damage at the lower rate of DPS than you will at the higher rate.

Here’s how the math works out:
b = Boss HP
d = Character DPS
t1 = Time for first 50%
t2 = Time for last 50%

.5b / d = t1
.5b / 1.2d = t2
b / (t1 + t2) = Average DPS

Plug any values in there and you’ll see that you get a 9.09% DPS increase from executioner.

On the contrary, this calculation is true, if you are the only player/if your whole team has + 20% sub 50%. If you are the only one in a team, b is not the boss HP, but the part of the boss hp you bring down, and this part is bigger in the second half of the fight since you will do more damage, but the rest of your team won’t.

.5b_1 / d = t1
.5b_2 / 1.2d = t2
(b_1 + b_2) / (t1 + t2) = Average DPS

b_1<b_2

tbh I’m not 100% sure about that, let me think for a moment…
… that would mean, that your damage increase depends on your teams dps. If they don’t do damage, we’re back to your calculation, and when they do infinite amount of damage, the game gets boring really really fast.

Haha, yeah. The damage gained by mob hp% based skills are directly proportional to the overall damage dealt by your group below that thresh hold. I.E. If your group deals a greater proportion of the total damage sub 50%, your personal damage increase will be closer to 10%. What we see here is that your DPS increase on a reasonably long fight will be between 9% and 10%. The only time it should drop below the 9% mark is if you leapfrog the 50% mark by a significant margin.

That’s why I like flat damage skills rather than % execution style ones. I’ve disliked the math necessary to be accurate since they started being talented in WoW.

Thief damage compared to warrior

in Thief

Posted by: Prodicus.6149

Prodicus.6149

The critical damage modifier is 1 + critdamage x critchanche.

I dont think this is correct, or I’m misunderstanding what you’re saying. It shoud be:
(1 * none-critchance) + ((1.5 + critdamage) * crit chance)
With the crit chances simply being looking at you crit chance and putting a decimal in front of it. Like 44% crit chance would be .44 and then none-crit chance would be .56 Crit damage would be converted to a decimal in the same way, 50 crit damage would be .5 112 crit damage would be 1.12, etc. So 81% crit damage and 44% crit chance would look like this:
(1 * .56) + ((1.5 + .81) * .44) = 1.5764
Using your equation it looks like this:
1 + .81 * .44 = 1.3564
or this maybe?
1 + (1.5+.81) * .44 = 2.0164
But ya, theyre all different numbers.

Since executioner kicks in at 50% hp, we treat it as a 10% damage boost.

Since I laugh at thief PVE how about we think about PVP, and how people have heals they use at 50% Hp and count executioner as like 6.6% damage instead. Or realize that the warrior is going to be hitting multiple targets a lot since it’s PVE and it auto-wins.

Not a major problem, but executioner is only worth a 9% damage boost, assuming you’re the only person who has a damage increase sub-50%.

For half of the health of the boss, he will lose health at a rate of the character’s DPS, the final half will be 1.2x that DPS. You then need to calculate the total time necessary to take the boss from 100% to 0% at these two rates, and divide the health of the boss by that time. This will give you an accurate percentage. This is due to the fact that you will spend more time dealing damage at the lower rate of DPS than you will at the higher rate.

Here’s how the math works out:
b = Boss HP
d = Character DPS
t1 = Time for first 50%
t2 = Time for last 50%

.5b / d = t1
.5b / 1.2d = t2
b / (t1 + t2) = Average DPS

Plug any values in there and you’ll see that you get a 9.09% DPS increase from executioner.

Tips for fighting groups at low level

in Mesmer

Posted by: Prodicus.6149

Prodicus.6149

The biggest advantage if you’re fighting melee is your iZerker. Try to initiate combat with GS2 to get the enemies focused on the illusion it spawns. Then cast iZerker and start kiting, continuing to channel your GS1 and spamming GS2 on cooldown. If they get close, try to use GS5 to knock them back, then use GS4 to re-cripple them and kite some more.

Also, try Sword/Pistol as your offhand. You’ll have an extra Disable in case you get into trouble with the Pistol 5 ability, and the Duelist on Pistol 4 is solid single target DPS. Other than that, just learn to evade, and if you’re dealing with a lot of ranged attackers, use the Healing ability that reflects projectiles to keep you alive while popping those heals.

Levelling a Mesmer

in Mesmer

Posted by: Prodicus.6149

Prodicus.6149

To be honest, I just leveled a mesmer from 1-80 in the last few weeks and I didn’t feel like leveling was sluggish at all. Once I hit like 25-30, as long as I kited well and used my iZerker, I could pretty much solo any content I needed to. I actually enjoyed leveling her more than I did my warrior. FWIW, I pretty much leveled using GS exclusively. Though, once I got 20 points in Duelist and started spawning Illusions on dodge, things got way easier, considering I could usually burst mobs down from 40% with a 4xShatter.

Didn’t have any trouble with Vets either — they rarely hit me, so long as I timed my dodges/decoys well. My experience certainly doesn’t match up with the “First 40-60 levels are rough” mentality that I’ve heard about.