Showing Posts For Tintifax.2614:

Personal Quartz node questions

in Guild Wars 2 Discussion

Posted by: Tintifax.2614

Tintifax.2614

Ehm, another question: If you can’t get the meta achievement of this limited time event for whatever reason (no time to play etc.) you permanently lose access to a crafting resource?
If so, second question: Has Arenanet totally lost their minds?

Easiest Jumping Puzzles?

in Guild Wars 2 Discussion

Posted by: Tintifax.2614

Tintifax.2614

If I remember right you can avoid the oozes in the Queensdale JP quite easily by running up the ramp on the left side of the last room. You lose all aggro there and can jump down behind the chest.

Settlers and Consortium Achievements

in Last Stand at Southsun

Posted by: Tintifax.2614

Tintifax.2614

So if this issue is fixed it should still be possible to finish Southsun Stalwart and get the
sklerite backpack, yes? I’m still missing settler support and the sample collection at the jumping puzzle, so I’d like to know if I should still bother trying to finish this.

Attack Rate on Ranged #1 Skills

in Guild Wars 2 Discussion

Posted by: Tintifax.2614

Tintifax.2614

If what you say is true, it would be very likely that we would expect to see similar output from all autoattacks, when in fact we don’t. As I also outlined above, we can predict how weak an autoattack is relative to other autoattacks by looking at the difference between its activation speed and its total recast time due to the animation.

We can, for example, predict that the Longbow’s autoattack is very weak, the Pistols autoattack is somewhat weak, and the Rifle’s autoattack is relatively strong compared to both before even looking closely at the damage values. We make this prediction by looking at the difference that exists between the two metrics, or the delay. The delay for the Rifle is about .1 second, the delay for the Pistol is about .3 seconds, and the delay for the Longbow is about .5 seconds.

This lines up exactly with where the actual damage values are at when you look at them in game. This is why I am very doubtful that it is intentional.

Well, in my point of view it doesn’t depend on the difference between animation time and activation time, but on animation time alone. Because I think activation time has nothing to do with how often you can execute a skill per time unit, but is only about the delay between pressing the button and the skill taking effect. So yes, the longbow is weaker than the rifle because the animation time (effective cooldown) is higher without the damage being higher in an equal amount. If the rifle had an activation time of 0.25s instead, the difference to the animation time would be greater than with the longbow, but still the longbow would be weaker (even more so because the rifle would feel snappier without autoattack).

You expect all autoattacks (#1 skills) to have more or less equal dps and expect a bug since it isn’t so. Now I simply ask the question: why do the #1 skills of all weapons across all professions have to be equally strong? Isn’t it possible that the devs don’t try to balance skill for skill, but rather take all weapon skills into account? As in, maybe they feel that other longbow skills than #1 offer more than the respective rifle skills and so make the longbow autoattack intentionally weaker than the rifle autoattack by having a longer animation time?

Attack Rate on Ranged #1 Skills

in Guild Wars 2 Discussion

Posted by: Tintifax.2614

Tintifax.2614

No, digiowl, I’ve just tested it. You can’t cast faster manually than using autoattack. What Einlanzer means is that you don’t notice the skill activation delay when autoattacking. You don’t care that the skill activates half a second after the computer presses the button for you, as long as the skill fires, say, once a second. Although you notice it when casting manually.

Attack Rate on Ranged #1 Skills

in Guild Wars 2 Discussion

Posted by: Tintifax.2614

Tintifax.2614

You don’t have to “drive something home” with me, I’m just offering a differing perspective and don’t care if I’m wrong :-) Of course a dev clarifying things would be nice…

My gist on it:
The main balancing is done with the cooldown, the activation time ist just another dimension of balancing/altering the feel of a skill. Now while there is no cooldown listed for the #1 skills they still have a base cooldown, namely their animation time. All other skills have a cooldown longer than their animation time. The fact that it’s not listed as a cooldown with the #1 skills is where the misunderstanding comes from.
Of course if you set the #1 skill to autoattack the activation time is irrelevant, but the skills are still balanced via the animation time. However it is possible, that this balancing could (should) be improved…
That activation time is irrelevant with autoattacking #1 skills could very well not mean anything. If I remember right, autoattack was added relatively late in development, when the rest of the skill system was already done.

Attack Rate on Ranged #1 Skills

in Guild Wars 2 Discussion

Posted by: Tintifax.2614

Tintifax.2614

Don’t you think this is intended? I.e. the cast time gives the delay of the skill effect after pushing the button while the total execution time of the skill (until you can cast it again) is determined by the animation?
I don’t think it would be intended to cast a 0.25s skill 4 times per second. I think it’s merely there so that the skill feels nearly instant opposed to a long cast time skill which you have to time carefully.
Not an expert in these things, but that’s what I always thought.