Showing Posts For kozmo.8760:
@maha
Warrior-esque DPS ahahahaha.
Watch the rT 7.2s Lupicus kill, divide his hp (1,450,000) by the time spent, you’ll get 201,388.889. Divide by the number of party members and you get 40,277. So stick on max buffs and you can output a DPS of 40,277 with fiery greatsword on a heavy armour target. Now do it on medium and light armour targets – you’ll do like 60,000 DPS.
Compare this to a 30/25/0/0/15 warrior which has a DPS of 12,214.
I watched that clip and your analysis is so wrong I find it hard to believe you meant it seriously.
Except they fixed it so stealth doesnt reset aggro. I like the logic of game mechanics only being allowed in PvP btw.
Still removes aggro while being in stealth. Furthermore, we got a new trait in shadow arts iirc which decreases damage by 50% while being in stealth, which sounds like a stealth should be used for a defensive purpose.
Maybe removing aggro from teammates in danger. What’s the point of fgs then? Just mobility?
Logically speaking, it’s the same card anti fgs crowd throw. Stealth trivializes skipping even more than fgs trivializes combat.
And how does that negate the need for change? The exploit still exists…
If you change the content to less trivial (or make new one that will be more popular) FGS “exploit” will lose popularity because of lost effectiveness.
If I may, at that stage we have a different issue. Indeed, fractals are a definitive step towards seeing FGS not quite be as effective as the earlier trivial dungeons.
But the fact that FGS exists as it is now, adds an unnecessarily balancing variable to PvE balance that A-Net cannot ignore. Any instance where an encounter has the boss against the wall for a period of time, will have FGS be optimized and used. Thus, rather than looking at the FGS as a measurement for judging an encounter it becomes an obstacle towards future PvE development.
It is a different issue (reward/risk balance ratio when using certain professions like guardians and warriors) but it actually has even more impact of time completion when the content isn’t trivial.
Well, that’s a big difference because the teams chosed a 2 warrior / 2 guard setup to complete a fast and safe run.
A party with 2 elementalists will be faster,though if everything is going well.
Swamp,Ascalon,Cliffside,Molten,dredge are all fractals were FGS is very powerfull – yes you can FGS Ashym as well.
On average people make mistakes (they are not machines) and safer approach yields better results. Despite that obvious exploit and 4 times as much dps as other professions, teams utilizing FGS the most couldn’t beat teams that went for a safer approach. You can throw numbers all day but it’s practice not theory that matters in the end. If dps is averaged damage over arbitrary amount of time then we should also use averaged time completion which judging by the recent tournament skews into favour of playing safer.
Since you don’t seem to know much about warrior DPS or how FGS works here is some information to consider
http://dtguilds.com/forum/m/6563292/viewthread/13086970-who-picks-up-fgs
Let’s put this into precise perspective.
1. The FGS will produce a coefficient total of 43 over 12.15 seconds. A greatsword warrior with a walled target using perfect rotations produces a coefficient total of 42 every 30 seconds. So at the most basic level, a warrior with FGS will be producing about 2.5x the DPS of a warrior using a normal weapon.
2. There are classes that do significantly more DPS with an FGS than a warrior. A GS warrior with FGS will do roughly 29k dps over that 12.15 second period. A fairly normal 66xxx ele will do nearly 39k dps over that same time frame. So YMMV when carrying an FGS.
3. Based on the ongoing DPS research by Dekeyz published here http://gw2dps.david-reess.de/ we can see that when not using FGS, a well built meta team comp will put out 55-65k dps. Consider that one ele carrying FGS can put out nearly 40k dps by himself, and 2 two eles distrubuting a total of 4x FGSes to the team can make a total team dps of around 150k. A elite skill that is capable of increasing DPS by such a significant factor is clearly imbalanced.
4. If we consider Time Warp the measuring stick for an elite, it makes total team dps go from 65k dps to 97.5k dps for 10 seconds. We can say, very roughly speaking, that Time Warp is worth about 325k total damage. A single cast of FGS (assuming someone reasonable picks up the other FGS) is worth about 550k total damage. Time Warp has a 240 second cool down, FGS 180. I understand internal balance vs external balance but nonetheless the value of FGS is so far above the “next best” elite that it’s quite literally in a league of it’s own.
But my argument against the current state of FGS#4 isn’t that it’s “boring” or that I suck at the game, or I’m worried about losing records to FGS or whatever other excuses have been offered by others or for me. The problem is simply put the skill is so strong that it dominates the PvE meta and makes a minimum of 2 Ele’s obligatory in anything calling itself a “speed run.” If people want more options, more class diversity and, yes, more interesting boss fights FGS as it currently stands has to go. If you don’t care about those things that’s your right, but objectively speaking it is by far the most powerful thing you can do in PvE.
Anet fixed Ursan-way in GW1, and I would argue that there is no dispute that FGS is just as omnipresent and oppressive as Ursanway ever was. If you don’t remember Ursanway, lucky you.
A theory backed by numbers but how would you comment the recent fractal tournament where teams that had 2 eles didn’t even pass the 1st round? Semifinals had 3 eles and at the same time 6 guardians and 6 warriors. Don’t you find that slightly odd? Maybe, just maybe, if the content is a bit less trivial than old dungeons, fgs will become less popular and you can go back to more interesting metas.