Showing Posts For Tolore.6138:
So my blowtorch is definitely not updating with all of that, but it is working correctly. I have 95% duration, which should nearly doubl(almost 4 seconds per burn from 2). It lists 2 and a half, but when I do the point blank burn it nearly gives 12, so that seems to be working as intended, just not displaying.
Did it show in the UI?
oooohhh wow good find Visionary. I’ll test that tonight to see if the number match up with the ui, unless someone else can test before then.
edit: actually thinking on it, my mesmer friend ran into the same thing with cooldown and it was UI only, still warrents testing on our end though.
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yeah I’m almost certain hair trigger DOESN’T effects pistol 1, pretty sute only quickness buff does, a solid call I didn’t think about the cast time on the poison!
edit: sorry mispoke the first time, pretty sure it does NOT
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“Blowtorch and venom shot have 100% uptimes with 20% cdr trait already. +duration on either is kindof pointless then. Granted if application is not steady, a 12s burn gains another full hit from even 10%.”
an interesting statistic I actually use pistol/shield and don’t take the 20% CDR on pistol(I got 10 explosives, 10 fire arms, 20 inventions, 30 alchemy), so it may actually be worth it to grab a poison duration sigil. Dual pistols should almost certainly be at least 20 fire arms and have that talent though.
edit: err looking at both skills, th epoison is already perma if you land all 5 bullets, and the flame thrower is 6 seconds of burn on a 15 second cool down and only i fyou’re close.
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Added 2b to describe where duration WOULD be good.
I edited that little blurb for clarity now.
solid points, do we know what an easily achievable condition reduction is, it may be worth to be(ah with food and runes you can easily achieve X so it might be worth X duration increase to counteract that).
I’ll add in confusion.
The fire explosion on crit skill does not apply burn.
edit: I believe the only ways to get precision/toughness/condamage gear is from dungeons, or buying exotics of the AH(or wherrver they come from, probably drops).
Yeah, it’s pretty weird. Mesmer clones are similar in that % damage increases and weapon damage don’t affect them. IMO the % damage increase/vulnerability are just kinda borked for anything that’s not a straight up damage.
Sure. Also my friend just tested vulnerability for me, he stacked 12 vulnerabilites and his bleeds ticked the same.
Ah yes, probably a good thing to mention. I’ll toss up the condition damage to actual damage ratios too.
Thanks for the catches! I wasn’t sure on vulnerability since % raising damage doesn’t work at all. I’ll test that for reals whenever I can get home.
Slight update on that. Off hand rune defintiely works for the main hand, BUT two 60% bleed chances NEVER stacks two bleeds from one attack. I’m not sure if an extra sigil does nothing, or you get two seperate 60%‘s that don’t stack.
Care to elaborate? Condition duration is one of the things I understand the least, as it’s pretty hard to test. I basically just threw it out since it doesn’t seem to do squat for our base bleed without a crap ton of it.
ERr also I had those reversed the 60% is the awesome 5 second bleed, 30% is the 3 second one.
The problem is there’s only a few choices for condition damage primary items. I like precision because your choices are essentially precision and power, and there’s no way to convert power to condition damage. If you run everything the has those chance on crits, you’ll have a 100% chance for the crappy 2 second built in bleed, a 60% chance for a superior 3 second bleed, 30% chance for an awesome 5 second bleed, and 33% chance for a 2 second burn(burn is crazy strong). Even with just 50% crit chance you are basically applying a much better bleed or a burn every other attack, and getting multiple of those procs on a single crit is not at all uncommon.
edit: My personal build goes solidly into the toughness and vitality trees, and uses the rune of the undead and vit tree trait to convert a bit of my defense into offense. Then I use as much condition on crit as I can, and build precision/toughness/con damage gear.
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interesting on the sigil of fire, I’ll test that again tonight, I did it stupidly last time and had 60% chance ot bleed on pistol and shield, and 30% on the mastery. I’ll just be traitless with the sigil only on the shield. It’s also not imposisble that the bleed chance just doesn’t stack, so two 60% chance to bleeds don’ot work together.
I’d like to talk about condition damage a bit, and a few things that I’ve tried to test and wanted sanity checks on. Other things are just stuff that I think people may or may not know. I’ll probably go through all the tunes that affect conditions tonight and post ‘em up, and make sure I have all the condition damage stat combinations on gear. Feel free to point out anything I’m missing, and especially point out anything I’ve mentioned that is wrong!
1. The only thing that affects damage from conditions is condition damage, my specific test/ramification from this is the 5% extra damage to bleeding opponents and the 5% bonus damage sigil do not seem to affect the damage from conditions. I also don’t believe vulnerability affects it either.
2A. Duration seems to do nothing unless it actually gives a full second increase. This one was less well tested, as we don’t have damage meters yet to my knowledge(I may go test this more thoroughly tonight unless someone else already has). Increasing the bleed duration of my pistol shot to 2 and 3/4 of a second did not seem to yield any bigger or smaller ticks(I would asusme if it did anything you’d either get a tick, and then 1 and 3/4 of a tick of damage, or 2 1 ticks, and then 3/4 tick). The important thing here is that you want to make sure all your moves are exactly on the second marks or else the condition duration is worthless(this is true only for poison/burn/bleed). This is very bad for our pistol skill 1 bleed as you need a full 50% increase in bleed duration to get it to another second.
2B. Sometimes it may be more effecient to build duration though, especially the higher the base/lower the scaling/higher the base duration. IE for a burn of 5 seconds assuming you have 0 condition damage, a 20% duration increase will give it 328 more damage, you’d need a lot of condition damage to get that much(262 to be exact).
3. Sigils stack oddly for the %chance on crit, this is mainly important for %chance for bleed on crit. Both are counted in, but cannot both proc on a single attack, so it simply raises the chance that you’ll see a single proc
4. condition damage ignores armor/toughness, nothing that I’ve seen mitigates the ticks other than condition removal and condition duration reduction.
5. Probably better known, condition damage is unnafected by crit chance/damage.
6. Make sure to check the dungeon vendors for condition damage gear. crafting will only net you power/vit/con damage and power/precision/con damage. Dungeon gear has the (in my opinion) mighty Precision/Toughness/ConDamage. I’ll edit this later with all the con damage gear options.
7. Gems of the undead in armor let you convert toughness into condition damage, and a trait in the vit/healing line lets you turn vitality into condition damage.
8. The explosion from the pistol does not, to my knowledge, apply bleed, nor is it an explosion so the % chance for explosions to bleed does nothing for it.
9. Might gives bonus to power and condition damage stat
10. damage ratios!
Burn: 4.1 * Level + 0.25 * Condition Damage per second
Poison : Level + 0.1 * Condition Damage per second
Bleed: 2.5 + (0.5 * Level) + (0.05 * Condition Damage)= per stack per second
Confusion: 25 + 0.5 * Level + 0.075 * Condition Damage per stack per skill use
at 80:
Burn: 328 + 0.25 * Condition Damage per second
Poison : 80 + 0.1 * Condition Damage per second
Bleed: 42.5 + (0.05 * Condition Damage) per stack per second
Confusion: 25 +40 + 0.075 * Condition Damage per stack per skill use
important parts for condition damage stat.
Burn = +1dps per 4 Con damage.
Poison = +1dps per 10 Con Damage
Bleed = +1dps per 20 con damage
Confusion = +1 dps per 13.33333333333
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The pbaoe is just damage, at leas t it was in BWE3, and I saw some other people mention that it still was, I was actually going to test this tonight also.
A note, the pistol shot does not bleed in an AOE, only the actual thing hit by the bullet will bleed.
For more fun compare it to the thief pistol 1 as well, it also completely blows explosive shot away.
Do things like the engineer “5% bonus damage on bleeding foes” and sigils of force make condition damage hit harder?