Showing Posts For Rhow.6814:

Account email change

in Account & Technical Support

Posted by: Rhow.6814

Rhow.6814

Hi.

I have an issue managing my Guild Wars 2 account which I bought for a friend. At the time of creation I used my old personal email, then just passed all needed info to a friend. But that person never played the game, nor he activated the account, so I did all that later myself and everything worked fine.

Around a year or not so long ago Google has disabled email address (which is tied to GW2) without an option for recovery (yes, it can be like this is you dot bother to set it up). So I may access this secondary GW2 account at only one location, new IP addresses authentification would not work because I am completely locked out of old email.

I visited help.guildwars2.com. Submitted a ticket which instantly was lost, apparently.

I ask for assistance in changing email address or at least showing me where I can make permanent tickets for the support team.

Thanks in advance to anyone with a good advice.

Light of Dwayna (Infused) is soulbound

in Crafting

Posted by: Rhow.6814

Rhow.6814

And bug report ofc submitted, I presume not by myself alone. Maybe Anet will pay attention to this, who knows. It just sadens me greatly meanwhile that I cannot do such a simple thing as throwing my infused LoD (with agony 20 btw) to anotehr character, if i wish to swap, say, and help my party in a high lvl fractal…
Quality of life… anyway.

PS: Ever since I started playing I am genuinely astonished by overall QoL, and I have played my fair share of other MMOs. It takes effort to keep up a good work, but it ought not to be at the cost of teeny tiny crap that is so annoying on the big picture and shadows all the good stuff we have.

Light of Dwayna (Infused) is soulbound

in Crafting

Posted by: Rhow.6814

Rhow.6814

By “ridiculous” I meant that when normal people do something, they do not rely on circumstances, which were true for times gone. Think about it: if it were so simple to add infusion recipe as writing 1 line of code and flipping a switch, the item, being of ascended type, must abide by changes already made to this category of items, but it doesn’t; if it were so hard to make one single item, logic dictates surely Anet must be crafting each single RNG item by hand, infusing it with souls of little children, which is absolutely dumbfounded. Point here being there is no logical explanation why a single item (well, two) of a particular type would not abide by new rules and be unique for no reason. It is not a rocket science, but I’m not saying there’s a freaking conspiracy here either. It’s just… ridiculous. Pardon my language, by if a man all his life releaves himself after putting pants down, doing those two simple things in another order would seem rather odd, don’t you think?

(edited by Rhow.6814)

Condition dmg stacking with multiple sources

in Guild Wars 2 Discussion

Posted by: Rhow.6814

Rhow.6814

Forgot only one thing. I still cannot figure out how damage reduction is being applied at the end of the condition queue. If anyone got any fresh ideas about condition damage changing the number of digits from 4 to 3, and even to 2, I encourage to tackle up this whole thing in his/her own head and post a reply here.

Condition dmg stacking with multiple sources

in Guild Wars 2 Discussion

Posted by: Rhow.6814

Rhow.6814

DISCLAIMER

I am only reposting the IDEA of the topic, which came in the light about 7 months ago in a very different post. I contacted the author in hopes he will be aware of my information. Some time after I have done that I figured… hey, it’s not an old issue, maybe some other players are being “tormented”, if only mildly, as I was, by a mind-bugging question: “Where the f** is my condition damage in all those stacks?!” or “Why the f** my bleeding ticks for [insert 2-digit number here] instead of [insert 4-digit number here]” oO

Following information is NOT a speculation of any sort. If reader has any IQ, he/she would follow a simple pattern of thoughts, based on a hard logic and originated from KNOWN information available to everyone.

IF YOU ARE HERE ONLY FOR DISCLAIMER, PRESS CTRL+W NOW

http://wiki.guildwars2.com/wiki/Effect_stacking

In the examples section there is an explanation roughly discribing the mechanics. Simply put, all the time 3 rules are met:

1. Total cumulative duration is not exceeded. True for all conditions, including intensity-type (confusion, bleeding) with each having it’s own unique maximum value;

2. Last applied condition, regardless of stacking type, applies to the end of the queue. It would make sense that, if this contradicts the rule above, condition is not applied, however I do not have any confirmation of that except my personal notice (during extreme encounters, such as Karka Queen or Claw of Jormag – doesnt matter how much I’d try to put more bleeding on the target, I sometimes would never even see any damage ticks originated from me);

3. A condition with stronger “power level” takes precedence, BUT DOES NOT OVERRIDE condition stacks applied before. Instead, the stack from the source with most “power level” SPLITS THE QUEUE, moving its duration value to the first place. The duration of previously applied stack (with less “power level”) will move up the queue and will resume its own effect (because it was set “on hold” by a stack from a more stronger source) only after more stronger stack’s duration expires. If that stronger source of the condition re-applies its stack, that will cause “weaker” stacks to move up the queue again and so on.

To clarify, it is all quite right for duration-stacking conditions, however things get more complicated with intensity stacking type. I personally believe that in latter case, if OVERALL duration of the condition queue is exceeding some mysterious value (ON TOP of having capped at 25 stacks), new stacks will not be put into the queue, and as a result (and a matter of logic) – if “weaker” stacks are being repeatedly preceeded by “stronger” ones, which means their durations are put “on hold”, they are completely erased from the queue, once that mysterious inner condition duration value cannot hold the value of this “weakest” stack. It would, at first, be cut as {condition inner duration max value} – {condition duration of stronger stacks}. When the result reaches 0, “weakest” existing stacks are dropped from the queue, at the same time new cannot be applied.

PS: I do assume there might be some wicked troll pointed my way for writing all that, however I AM sure that many experienced players have been in the situations when they were conciously aware of applying certain condition, but never had a glimpse of damage originated FROM THEM. This is a matter of simple experience and keeping your eyes sharp, not mindless speculation nor day-dreaming.

Condition Damage Ticks from Multiple Sources

in Guild Wars 2 Discussion

Posted by: Rhow.6814

Rhow.6814

Not sure if author would read this, but will link info anyway, because the same issue was bugging me once – how conditions with different “power levels” from different sources take priority upon stacking on a single target.

http://wiki.guildwars2.com/wiki/Effect_stacking

In the examples section there is an explanation roughly discribing the mechanics. Simply put, all the time 3 rules are met:

1. Total cumulative duration is not exceeded. True for all conditions, including intensity-type (confusion, bleeding) with each having it’s own unique maximum value;

2. Last applied condition, regardless of stacking type, applies to the end of the queue. It would make sense that, if this contradicts the rule above, condition is not applied, however I do not have any confirmation of that except my personal notice (during extreme encounters, such as Karka Queen or Claw of Jormag – doesnt matter how much I’d try to put more bleeding on the target, I sometimes would never even see any damage ticks originated from me);

3. A condition with stronger “power level” takes precedence, BUT DOES NOT OVERRIDE condition stacks applied before. Instead, the stack from the source with most “power level” SPLITS THE QUEUE, moving its duration value to the first place. The duration of previously applied stack (with less “power level”) will move up the queue and will resume its own effect (because it was set “on hold” by a stack from a more stronger source) only after more stronger stack’s duration expires. If that stronger source of the condition re-applies its stack, that will cause “weaker” stacks to move up the queue again and so on.

To clarify, it all quite right for duration-stacking conditions, however things get more complicated with intensity stacking type. I personally believe that in latter case, if OVERALL duration of the condition queue is exceeding some mysterious value (ON TOP of having capped at 25 stacks), new stacks will not be put into the queue, and as a result (and a matter of logic) – if “weaker” stacks are being repeatedly preceeded by “stronger” ones, which means their durations are put “on hold”, they are completely erased from the queue, once that mysterious inner condition duration value cannot hold the value of this “weakest” stack. It would, at first, be cut as {condition inner duration max value} – {condition duration of stronger stacks}. When the result reaches 0, “weakest” existing stacks are dropped from the queue, at the same time new cannot be applied.

PS: I do assume there might be some wicked troll pointed my way for writing all that, however I AM sure that many experienced players have been in the situations when they were conciously aware of applying certain condition, but never had a glimpse of damage originated FROM THEM. This is a matter of simple experience and keeping your eyes sharp, not mindless speculation nor day-dreaming.

Light of Dwayna (Infused) is soulbound

in Crafting

Posted by: Rhow.6814

Rhow.6814

“This item is soulbound to another character.” So infused LoD/SoG permanently stick to one character. In light of “account bound high-end items” (including legendaries) agenda this issue is really a ridiculous oversight. I wonder if correcting this would take as much time as it took for adding back pieces infusion recipies into the game, or other quality of life improvements (requested by players, mind you), for that matter.

Light of Dwayna (Infused) is soulbound

in Crafting

Posted by: Rhow.6814

Rhow.6814

I’m a huge supporter of the idea of making high-end gear account-bound – all the struggle, time, nerves and resources spent are not limited to a single cahracter. And with that in mind, look at long awaited Light of Dwayna and Shadow of Grenth infusion recipies – soulbound on stat selection. Now, comparing it to the ascended rings infusions all this looks like partly-completed job, Anet. People for a long time requested, first, LoD/SoG infusions, then making our precious shinies account bound, despite this we got… THAT. I am not hurt by the actual fact of my freshly-crafted infused LoD being soulbound, rather by that implying Anet either stupidly “missed a spot”(!) or deliberately left issue untreated, only poorly stating in the release notes the fact of high-end back pieces being added to infusion recipies. So, which is it then, lack of attention or deliberate nerf after a stated promise of improving quality of life?

PS: Make LoD/SoG (infused) account bound, ffs! To think, soulbound status of an item implies uniqueness, item’s worth etc, which in turn means infused LoD is more in that way that, say, Eternity… really? Really?

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