Showing Posts For Usagi.5627:
Lets clear something up that seems to be confusing everyone.
they said
“base damage that is consistent with the highest rarity weapons available at the level of the player”They did not say
“base damage that will now be equal with the highest weapon equipped by the player”Thus they adjusted certain skill coefficients on certain kits to get them to that point.
Anyone assuming the weapons damage stat was intended to roll over from your equipped weapon, made a false assumption and lacked in reading comprehension when reading the patch notes.
Assuming what you say is true.. then I’d say they lack in writing comprehension.
It does not say ‘adjusted certain skill coefficients’ and past patch notes have in fact said when they’ve done that. It says ‘adjusted base damage’ which is the component your weapon adds into attack power.. no?
But it didn’t. Only a dev can really answer if this is working as intended or not.. but all I know is I’m very familiar with the numbers on my specific character (not anybody elses!) and they didn’t change from this patch to the that one. I am running 2 precision/toughness/condd pistols.. and while I do see a crit rate increase and my bleeds don’t drop when I switch kits (for which I’m very thankful don’t get me wrong!)… the actual raw damage components of the attacks are the same as they were pre patch. This is across grenades, flamethrower, elixir gun, and toolkit.. of which I use all situationally.
Now, when I switch in my rifle, I do see increased damage thanks to it being a berserkers and having a nice helping of power on it. And I see a smaller increase on pistol/shield since my shield is PTV. But on my pistol/pistol build with no power to skew damage numbers, it’s unchanged.
So the only conclusion I can draw is that base damage or coefficients can not be changed. If anybody has some math to disprove that, awesome, I will promptly shut up. Otherwise, it seems broke to me.
Numbers involved: With level 1 Rifle, my attack was 2,122; upon equipping a Kit, my attack rose to 2,933. With level 1 Pistol/Shield set, my attack was 2090, and rose to 2,932. Discrepancy is likely due to Rifle having 1 point more Power bonus than the Pistol/Shield set. Using my usual set, no change was noticed except for the expected drop of Toughness.
That’s interesting.. I wonder if there was a ninja patch overnight.. because when I went to bed my usual gear gave me 2900ish attack with rifle and 2700ish with FT/grenades (sorry can’t be more precise at work). …but it definitely wasn’t working as intended. But seeing several threads now that imply it IS working… if so.. yay!
I have runes of the Grove on every piece of my Armor and Healing turret Regen is 62 nothing is fixed its still a broken class…wake up people.
What level are you? I have +18 healing power (silly rings) and my turret does 140 regens at level 80. Which is up from 138.. so…
Not disagreeing that we aren’t broke.. but give us some more details on your ‘62’ because that doesn’t seem possible at 80. (Or were you possibly downscaled?)
Sylvari look great in dull grey industrial plate metal skirts~ (i.e. Dredge armor)
But everytime I go into fractals and get the Old Ascalon one.. I’m like “Wow charr have SO MUCH BETTER dual pistol animations”.
If only the Iron Legion had a foreign exchange program for Sylvari’s~
Like… cĀ“mon we all know Anet is tempted to make us trees
But but I already AM a tree……
We exist! Honest!
Healing seed gives you a self heal that removes bleed, burn, and poison on a longish (40s) cooldown.
Grasping vines gives you a 2s block that’s pretty nice.. 40ish cooldown too I think.
And seed turret gives you a whip that’s a 1s knockdown.