Showing Posts For craygz.6143:

This is the greatest event ever!

in The Lost Shores

Posted by: craygz.6143

craygz.6143

believe me, even walking you wouldn’t be there doing the event.
i did walk (as i was expecting unending loading times if i try to port), waited for 3 minutes for the first mob to pop up (yay, culling!) activated my #1 skill… laaaaggg …. 5 minutes later server crash and now in the loading screen too.

(edited by craygz.6143)

Wiki. Jumping Puzzles. YouTube Videos.

in Guild Wars 2 Discussion

Posted by: craygz.6143

craygz.6143

the links were there.
not potentially giving the impression to some nutjobs of “endorsing” a specific youtube-users jumping puzzle video is apparently considerably more important than providing the readers of the wiki with some solid information.

Logan Thackeray Lookalike

in Guardian

Posted by: craygz.6143

craygz.6143

what does it matter how his face looks, you can only see him from behind – running away – anyway!
/charr

LFM, level 80 only

in Guild Wars 2 Discussion

Posted by: craygz.6143

craygz.6143

anyone that thinks downscaling is linear and only a matter of a few more traitpoints needs to go to a low level zone with a lvl70+ char and obliterate some mobs.

while i personally don’t care, i certainly see the appeal for people looking for lvl80 only groups.
lvl80 comes with a number of assumptions:
a) contrary to low level characters you tend to have items equipped that match your level. i just leveled up another 80, and once 80 i replaced for example lvl35 jewelery with exotic lvl80 stuff.
b) the chance for you to be at least partially exotic equipped is quite high, considering that you make enough gold in the leveling process to buy yourself a full craftable armorset.
c) all armor in the sub 60 range have only two stats on them, which usually means players pick those with the damage stats (power/precision or condition damage/precision), thus tend to have no defensive stats whatsoever. this coupled with probably not much experience with their character in dungeon environments means they tend to die more. with a lvl80 char there is at least some chance he/she considered dying a nuisance somewhere in the leveling process, so he got him/herself some defensive stats, or enough skill to avoid the damage.

obviously skill is more important, but how can one possibly vet skill before going into a dungeon? so if you have the choice between raw power deficit + possible skill deficit and possible skill deficit you take the one with less unknown variables.

(edited by craygz.6143)

Changeable/Swappable Hotkeys 0-9 please

in Guild Wars 2 Discussion

Posted by: craygz.6143

craygz.6143

considering the code to swap skills with each other is already there (utility skills) and you would “only” have to replicate the code to act for the two weapon slots i’m near certain the issue is just with ANet riding on their principles, even if they don’t work.

i mean the issue could already be easily solves by separate keybindings per weaponset (+bundle) and character.
that way they wouldn’t even have to code a fancy skill switch thingy. just 10 more keybindings in the settings and you are good to go.

there is really no proper reason why for example a guardian should be forced to hit 2 for his symbol on the mace, 3 for the symbol on the staff and 4 for the symbol on the greatsword. the profession is only missing a symbol on 5 to have a symbol creating skill on every button.

(edited by craygz.6143)

Vitality or Toughness

in Guardian

Posted by: craygz.6143

craygz.6143

if you stack vit, you won’t have same mitigation as ppl stacking toughness. you can’t use 10k vs 10×1k example.

you seem to misunderstand my question.
your argument seems to be that somehow for single big hits vitality is superior to toughness while it is the other way around for a high number of small hits.

in my example i was comparing a person stacking toughness and receiving a big hit vs. the same person stacking toughness receiving multiple small hits.
in both cases the damage reduction is to my understanding the same – which in turn means the number of hits and/or whether they are high or low damage is irrelevant.
that’s why i asked you to clarify what you mean with your statement.

as far as i can see the only interesting metrics in that calculation are whether a) you have or have not enough HP (and/or mitigation) to survive an initial burst b) the scenario features a lot of conditions and/or condition removal and c) the scenario is a short or prolonged battle, which influences the effect of health regenerating abilities.

you are right but also wrong.
This would only be true if you would recieve 10 hits all at once. We can assume that 10 hits are applied in some timeframe that lets you react to the source of the damage like avoiding it, healing it, pumping defense whatever.

that is not an issue with single big hits vs. multiple small hits then, but burst vs. pressure.
big hits are generally telegraphed, so nearly all avoidance tools apply to them just as much as they apply to multiple smaller hits.

(edited by craygz.6143)

Vitality or Toughness

in Guardian

Posted by: craygz.6143

craygz.6143

i’m of opinion if you want to take multiple hits, go tough. if you want to take big dmg, go vit

would you mind elaborating on that? i could never grasp the concept of that differentiation.
under the assumption that one has enough HP to initially survive the big hit and armor lowers the damage by a specific percentage it should make no difference whatsoever if you for example mitigate 10% from a 10k hit (1k damage) or from 10x 1k hits (10×100 = 1k damage).

25 Bleed Stack limit

in Necromancer

Posted by: craygz.6143

craygz.6143

Unless you have specifically done the damage comparisons with various elements taken into consideration, what you’re saying is merely speculation. I backed my statement by saying that I didn’t know what ArenaNet hoped to accomplish with the bleed cap- A “Gut Feeling” isn’t going to change the way bleeds currently stack, and if ArenaNet didn’t have a reason, the system would not have been implemented in the first place (Of course, I would personally like to see a dev response to justify it).

i did, and you can read my conclusion in the post above. it’s not a gut-feeling on my part but the test i did with my chars – i specifically stated that, so i don’t understand why you are pulling the speculation card now – especially considering your whole argument is based on the speculation that condition damage delivers considerably more dps.
feel free to test it out yourself if you don’t want to believe me.

This was an edited addition to my post, a one liner reminding players that if the cap is removed and your condition removal is on cool-down, you’re as good as dead without even having been in direct contact with the player(s) who applied it. I’d like to think that this game won’t turn into a “fire-and-forget” game where you DoT the target up, hit tab, and repeat. Most condition removals have longer cool-downs than the duration of the bleeds anyway, and without a cap a group of condition based characters would arguably be more dangerous than a power based one.

You’re not going to fear, kite, knockdown, knock-back, or daze that 10k condition damage. You make it out to sound like condition damage is easier to counter than power/crit. Unless you’re running 2+ condition removals with relatively short cool-downs, this isn’t the case. Making condition damage even more effective would turn this into Condition Wars 2. Although playing a necromancer, I could understand why you want this to happen.

this does not make any sense. removing the cap would not magically allow condition specced players to deal huge amounts of damage in comparison to direct damage.
you can’t apply a decent stack of conditions without being in direct contact with a player. if he can hit you with his condition applying skill you can hit him with your direct damage applying skill.
i just don’t understand why you are supposed to die if you wasted your block and now can’t escape a (few) hundred blades, but are not supposed to die if you wasted your condition removal and let the other player(s) put 10+ stacks of bleeding on you.
you are reasserting that a group of players doing condition damage would be more dangerous than a group a players doing direct damage – do you have any evidence for that? because logic and experience clearly dictates that if condition damage and direct damage are within a comparable dps range (which my tests showed: they are) then in any group scenario focused direct damage is considerably more effective as it does not require any ramp-up (thus takes a number of opponents out of the equation before they can do considerable damage) and can not be cut in half by abundant condition removal.
the functionality of conditions itself – applying damage over a considerably amount of time – denies the possibility of a group of people instagibbing another player via conditions in a way that would not be significantly more easy with a group of direct damage dealers.

condition damage IS easier to counter than direct damage. to apply conditions a player needs to cast skills. those skills can be dodged, blocked, dazed, stunned, etc. pp. just like direct damage skills.
blocking a Grasping Dead negates the damage just as good as blocking a hundred blades.
in addition to those elements that work for both damage types, condition damage can also be countered by condition removal, which is in my experience more than abundant in group settings (which might be due to my main being a guardian – <3 light fields) while direct damage can be mitigated but not negated via armor (which you have depending on your class a relatively small wiggle room) and the protection boon (which is hard to keep up and does not scale with higher numbers of players).

25 Bleed Stack limit

in Necromancer

Posted by: craygz.6143

craygz.6143

@XXVI Red.5718
i understand your argument. looking at a single individual character there is in fact a sustained dmg (dps) gap between direct damage and condition damage. your gut feeling is considerably over-exaggerated though.
my tests with my full exotic equipped guardian and necro and my warrior show that on your own conditions roughly have a 30% damage advantage over direct damage. that is under the assumption that whatever opponent you have does not remove any conditions and has enough hp to allow you to maintain your max stacks (which are roughly 19 if you go for duration at ~110/tick – buff food/potions and insane might stacks applied by someone else excluded) for a considerable amount of time.

in a group scenario where the 25 stack limit actually mattered that advantage is nearly completely eaten up by the 25 vulnerability stacks on the mob, which increases all direct damage (but not condition damage) by 25% (vulnerability is btw. a condition that imo requires a stack limit, as multiplicative effect that apply to every player are highly dangerous) and boons like quickness and fury.
so allowing unlimited bleed stacks on a world boss would in fact not make him melt away in any shape or form – other than that condition speccs would finally be able to do their fair share of the damage.
even if there would be a damage gap even after calculating in vulnerability, quickness and fury the developers need to consider if it is acceptable to lower the damage of condition speccs by up to 80% just for the sake of preventing the boss to be downed maybe 10% faster. at least to me that doesn’t sound at all reasonable.

@Kayotik.5790
1)+2) independent of the bleed stack limit there already is a very powerful element in place that keeps condition damage in a PvP scenario in check. it’s condition removal. using a condition removal skill once your opponent has reached his max sustainable stack halfs his dps.
as i’ve already outlined there is no such thing as overbearing superiority of condition damage when sustained dps is considered. so those encounters would not require any change (aside from calculating in that condition speccs now do equal damage to direct damage speccs)

3) is indeed an issue. but already broken skills can’t be the justification for a bad system. adds in any encounter epidemic could be abused on with >25 stacks are already insta-wasted by (mostly direct damage) aoe effects placed on the boss.

4) what the hell is condition focused supposed to be? and why shouldn’t you die when you are focused by a big group of people?
assuming i understand your concept of “condition focused” correctly you envision giving 5 players 5 seconds to stack 10 conditions each (i’m really generous here) on you and you would consider it unfair if you die from it even though you “manage to escape”. imagine what would happen if 5 warriors hundred blade you for 5 seconds – each for 10k damage – do you think you would even have the remote chance of “escape”? you can’t magically stack 10 conditions on someone without a considerable ramp-up time – if the opponent is a guardian there is a good chance he would even be able to survive that 5 second encounter without actively using a condition removal ability!

@brickforlife.1364
there is no exponential increase in bleeding damage with higher stacks – the increase is strictly linear.
either the person making that claim was horribly misinformed or you misunderstood him.

(edited by craygz.6143)

25 Bleed Stack limit

in Necromancer

Posted by: craygz.6143

craygz.6143

one being the reason for 25 limit would most likely be if there were no limit then most people would use conditions. at the moment of 100 stack it is basically ticking 10k a second… assuming you are any kind of decently condition geared, that would instantly drain any big boss forget little veterans or mobs. I make stuff melt with my necro when I focus purely on bleeds in a group. My ticks with food buffs are at about 125… easily can be made more if I get some of the exotic gear and fit the slots with plus bleed duration and extra condition damage.

that’s not really a decent argument though – quite the contrary it outlines why there shouldn’t be a stack limit.
obviously no single person can achieve or maintain a 100 stack of bleeding
why should there be a difference in treatment between ten players doing 2k dps of direct damage and ten players applying conditions – each maintaining 20 stacks of bleeding doing 2k dps – on a big boss?
at the moment if you bring 4 more direct damage dealers to a fight you are doing over 500% damage (in comparison to 100% being alone) if you bring 4 more condition damage dealers your are doing less than 200% dmg.
does that seem right?

(edited by craygz.6143)

Traits missing vital informations in tooltips to make informed decisions.

in Suggestions

Posted by: craygz.6143

craygz.6143

it is my impression that the trait descriptions are intentionally left unclear to obfuscate the fact that most of them are utter garbage.
there would be a huge outcry if players would know that their supposedly game changing decisions in the trait lines matter so little.

to give two examples from the necromancer traits:
Barbed Precision (“Critical hits have a 66% chance to cause bleeding”)
the trait in the curses line makes a lot of players believe precision can be a worthwhile stat for necromancers focusing on conditions. it turns out though that the trait only applies a 1 second bleed, thus a single damage tick and even with 50% crit and maxed condition damage only roughly 40 damage per attack at lvl80
Vampiric (“Siphon health whenever you hit a foe”)
the trait in the blood line makes a lot of players believe healing power can make a decent impact for necromancers and speccing into blood will considerably improve your durability. it turns out though that the trait is not affected by healing power at all and always returns 25HP @ lvl80. considering healthpools in the 25000 range a more than pathetic value. you would have to land 20-30 attacks to mitigate a single #1 hit of any profession.

Communication about skipping trash mobs

in Fractals, Dungeons & Raids

Posted by: craygz.6143

craygz.6143

What you saw is just a speedrun. The purpose is to be as fast as possible, every minute makes the difference, at the end of the day, if you’re planning 30+runs.
This kind of idiocity will end next hours when finally DR will be patched.
It should work with a timer, so completing a dungeon too much fast will reward less tokens than 60 as expected.
So, finally, you will kill all adds, not running half dungeon anymore, no more reasons to do it.

yea right, because a punishment system instead of a reward system will surely make those people do the trash instead of just idling for x minutes in front of the endboss…