(edited by Anastasia.8697)
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Confirmed, this is what’s happening on my Mesmer as well.
On topic -
Have you tried manually altering all the levels to max? Are you sure you’re checking high res character textures and best texture filtering option – and then tried to change map to see if there’s any effect?
Some of the settings require a map change to take effect.
It’s also worth asking if you’re having the problem in any other games. My cutscenes didn’t look that bad even with the lowest graphics settings.
It is known that 32 bit operating systems do not technically have the option for high graphics. You can (please don’t be mad Jeffrey) trick the game into going for high settings by adjusting things on the character selection screen. This may be going around anets intent or it could honestly be a bug. I don’t know, but pweeeeeeese anet don’t take high graphics away from me and my 32 bit system. My necro is so pretty with them.
Aha, it would be kind of hilarious if they decided that allowing 32 bit windows users nice graphics was an exploit.
How dare you want nice graphics without a 64 bit OS! You deviant you!
Hearts and messages from in-game NPCs etc don’t count towards the total, so it is confusing.
You can delete a ticket by logging into the NC Soft support website and finding them and deleting them (can’t be done via in-game or this site). You can edit your top post here to say solved if you like.
Try deleting some mail in your inbox. Your inbox can be full even when it’s only 9/10 and not allow anything new to show up.
Lol, it is pretty funny. They announced they fixed half of the problem, the half no one cared about, and instead they didn’t fix any of it at all.
Please to be fixing (3)’s missing 50 power when you eventually actually fix (4)!
It also still gives 50 healing bonus on (3) and not 50 power.
Jeroen,
It’s not a bug, the bags you have equipped are ALL Invisible bags. The feature of these bags is that the goods in them do not show up in vendor windows to be sold and cannot be automatically sorted. The purpose of them is to use for equipment you don’t want to sell to prevent accidental sale.
You simply need to replace your bags with regular bags, not Invisible bags. Make sure you read the bag description carefully.
Superior Rune of the Pack is still not awarding 50 power for its (3) bonus. It’s awarding 50 healing power instead.
The full set awards 115 power, not 165.
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Pay, no I did them with regular PvP weapons since they don’t have stats aside from weapon damage anyway.
Ocellaris – Thank you for explaining! I did do it without sharper images (since conditions buff warlock damage anyway) but I will do it again and try to make a note of all the hits.
Maybe I’ll have to record it, because the combat log doesn’t show phantasm damage so that could get tricky.
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Fingers crossed for mainhand pistol!
Scepter in PvE is used when you can’t melee with a mainhand sword and you want to use pistol or focus in an encounter.
That’s pretty much it.
It’s not optimal but it’s the only ranged mainhand Mesmer has. Your scepter #1 will override your phantasms so it’s best not to put it on auto-attack. The block/blind is nice and confusing images has nice DPS, but the long cast time on the auto-attack really hurts it.
I have a shatter spec and with the create clone on dodge trait, I never use my scepter for creating clones, it’s incredibly slow.
It’s worth mentioning that your Warden does a whirl finisher, so if you’re able to keep a couple of them alive and drop a light field (Temporal Curtain or Veil) on them when null field is on cooldown and you need more condition removal, they’ll send out cleansing bolts. Warriors and thieves using their spinnyfuntimes attack will do it too if you drop it on melee.
I wouldn’t equip the Disenchanter, as it will die when the mob dies, and is much slower at removing conditions than null field.
Temporal Curtain is a completely ridiculously amazing skill but pretty lame for getting around. Mesmer is pretty bad at getting around out of combat, but has a whackload of mobility in combat.
I agree though, it not stacking is really bad. I’ve died a few times to running through my curtain right as some other swift is wearing off (3s from Chaos Storm, thanks a lot) and my runeset gives me every boon for 5s when I use an elite skill, meaning everyone in my group but me gets the benefit from curtain whenever I mass invis.
It’d be great if instead of kittening the only swift mesmer has they fixed their exploits in other ways.
I posted the details about the test over on Guru so I’ll quote it all.
I don’t have a head for numbers so I would be glad I hear if there was a better way to test. Please keep in mind that when I checked level 80 gear I was unable to find anything suitable to test vs zerker gear, as zerker has power as the first stat and the only other set I could find which did that was valkyrie, which also has crit damage.
For this reason I went with level 50 gear honed vs vigorous as it had the same power stat.
I just tested this out in the Mists on a Heavy dummy, using the Warlock phantasm (since it only hits once). No buffs, conditions, etc.
I changed the crit damage stat by having 10 Dueling the first time (crit chance and 10% crit damage increase) and refunding it the second time.There was a clear and noticable difference. Every warlock crit with 10 dueling did more damage than the crits when I removed 10 dueling. I didn’t do the exact math, but the hits were:
With 10% Crit Damage: 2228, 2136, 2166. 2228
Without 10% Crit Damage: 1990, 2002, 2026, 1913Was the test the previous poster did only checking crit damage stats on gear, or on runes, not traits? It seems like it would be much harder to test on gear/runes without altering the power stat so I’m interested to hear more from people who say that crit damage doesn’t transfer.
UPDATE:
I tested this again, with 10 dueling (for the crit chance so it didn’t take forever) and with swapping out rune stats. The first test had 33% crit damage, and the second test had 38% crit damage after swapping out a 25 healing rune stat for 5% critical damage. I chose healing so it wouldn’t interfere with the damage.
Used warlock again, since it attacks only once, and made sure the target had no conditions, and my phantasm and I no buffs.
33% Crit Damage : 2132, 2019, 2250, 2013, 2019
38% Crit Damage: 2314, 2143, 2266, 2153, 2254, 2167Once again I see a noticeable increase. All I have left to test is the crit damage on armour, but I can’t do that in the Mists so it will take a while.
UPDATE:
10 Dueling for crit chance and Fury (20% crit chance) on Phantasms. 20 Chaos (staff skill cd reduction and damage reduction) and Signet of Illusions to help me and my phantasms survive the test.
Wearing green level 50 Honed (Power and crit damage) armour/staff, and then with level 50 green Vigorous (power and vitality) armour/staff. No runes, same accessories for both tests.Using the Warlock on level 45 Blue Moas in Bloodtide Coast.
17% Crit Damage: 689, 760, 773, 717, 695, 716, 741, 725, 738, 724, 753, 701, 612, 614, 639, 615
12% Crit Damage: 682, 750, 716, 751, 718, 692, 724, 717, 692, 738, 695, 697, 686, 678, 740, 724The highest crits were on the 17% crit damage set (760, 753 vs 751 and 750 on 12%) but the 17% crit damage set also had the lowest crits by far. I’ll need someone better at maths than I am to work out the significance, but it doesn’t look like 5% extra crit damage to me whereas the 5% increase on the runes was very noticeable. Of course for the previous two tests the crit damage overall was higher since it was in PvP on dummies and my level wasn’t scaling, so differences would be larger and more obvious.
I also don’t know how crit damage is calculated, but to me it looks like the crit damage stat on armour perhaps isn’t working. I’m fairly confident that the crit damage stats on runes and from traits is being applied to phantasms.
I did consider that:
A) Crit damage scaling by level would hugely reduce the amount my Warlock crit for in a level 45 map as opposed to being in the Mists on the dummy.
B) It would be harder to spot a 5% increase when the total crit damage was much lower, since 5% of less damage is a smaller and easily missed number.
C) I’m not particularly good at maths so I can’t tell what’s going on beyond ‘this doesn’t look any higher’.
That said, the armour/weapon test was ambiguous at best having the highest but also the significantly lowest crits. If someone who understands crit damage better can explain that, that would be great.
I posted this here hoping that others would have tested too or could spot flaws or suggestions in how to test the transfer on equipment better. It’s difficult trying to make the power the same, the crit damage vastly different and the crit chance high enough to test, and keep phantasms alive for the test!
Can anyone confirm if power effects crits at all? It would be a lot easier to test in full 80 gear if I didn’t have to keep the power equal.
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Bump, this is a pretty big problem for mesmers and it would be great to hear if this is working as intended and I wasted 20g on zerker gear and need to get something else.
No, Wads. Considering the whole thread was about crit damage specifically transferring to phantasms I assumed you were on topic.
Rune effects definitely do transfer. Base stats on armor/weapons appear not to.
I always see mesmers complaining about phantasms dying when summoned. Please en-light me.
Summon Phantasmal Warden (untraited) on a boss in an explorable dungeon 10 times and observe how long it generally lives for.
If you’re very very lucky it might spawn behind the boss and get two entire attacks off, but most of the time it’s half of one attack or it dies as soon as it spawns.
Since the Warden is stationary, if it does live longer, chances are it’s because the mob wandered off and your warden is now attacking thin air.
Either retalliation or fury does it. But they should work this way, anyway. Half the time if you summon a phantasm (iWarden hihi) which spawns in melee it dies literally before it even finishes appearing, let alone attacking.
When they attack immediately, at least you can usually get one hit of damage off before it’s destroyed and on a 16s cooldown.
Thanks for all the mesmer love Anet!
I heard someone over on guru saying that crit damage doesn’t effect phantasms, so I spent a few hours testing this.
From my tests, it looks like crit damage from traits and runes is very obviously applied to phantasms, however crit damage stats from equipment (I tested armour/weapons, not accessories) is ambiguous and may not be transferred at all. The higher crit damage set had both the highest (by a couple of points of damage) and the lowest (by hundreds of points of damage) critical hits compared to an armour set with 5% lower critical damage.
I made sure to only alter crit damage (and crit chance often unavoidably) and not power, condition damage or any other DPS stat. The only traits were defensive (toughness to help not die while testing) and granting fury to phantasms (crit chance, not damage) to make them faster. No buffs or conditions were used.
I tested using the Warlock phantasm as it only attacks once which made it easier to keep track since the combat log doesn’t log phantasm damage.
My methods weren’t exactly scientific being hampered by my resources and also my poor understanding of maths, so I’m eager to hear if anyone else has tested this, how, and their findings. I’ve posted this issue as a bug since the Wiki says the crit damage stat transfers and it seems very odd that it would only not transfer from armour/weapons and not anything else.
I’ve been testing this for a couple of hours, and it appears as if the critical damage stat on armour isn’t transferred to Phantasms.
Crit damage from traits and from rune sets appears to effect them just fine, but I could see no noticeable difference in my phantasms’ crit damage when I switched from gear with crit damage to gear without it, with the same power and other stats.
In fact, the armour/weapon set with higher crit damage actually had significantly the lowest crits than the set with no critical damage, as well as crits with only 1 or 2 damage higher than the no crit damage set.
The Mesmer portal skill has some issues:
a) The tooltip says that the final portal once Exeunt is used lasts for 20 seconds. The duration is actually closer to 10 seconds. Either the duration or tooltip needs updating.
b) The skill has a range which is not described or shown in any way. After using Portal Entre, if you go too far to use Portal Exeunt, even within the 60s time limit, you can cast Portal Exeunt, the portal appears but the option to use it will not and the portal will not be usable. The skill has no visual aid or description to tell you how far is too far, and when this skill will stop working.
c) Using the Entre or Exeunt portal on an area with many ground AOE effects will cause the portal to not be functional, as in b).
d) Using the Entre of Exeunt portal on an area of uneven/slanted ground can also sometimes cause the portal not to be functional, as in b).
e) While not technically a bug, because the Portal Entre skill does not go on cooldown until Exeunt is used, you have no visual countdown or timer to display the 60 second time limit you have to use Exeunt before it times out and the skill is unavailable.
Coupled with the unwritten range, this means using this skill is largely guess work – you use Entre, run and simply hope you get there in time and that the exit portal will actually work.
I think this is likely an oversight due to the fact that the cooldown isn’t triggered by Entre which leaves players with no visual aid for their 60 second countdown. It would be wonderful if this skill was updated to show players the 60 seconds counting down, and also to give us an indication of the range after which the skill won’t function.
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Yeah, same here. I tested this out and had the same issues as reported above.
I like both of those. I continually forget which segment of the 4 I’m supposed to be dying, and have to undo and redo everything.
Seras, I don’t think the OP was suggesting taking away the ability to have a heal on that key, simply opening up the option of replacing it with something else if you want.
I’d support this in theory. It might be a lot of work to figure out if some builds would suddenly become insanely OP, but giving up a heal is a pretty big deal. I think the major benefit would be farming or, like you say, a class like Guardian with a ton of self-support. As a Mesmer, I don’t need my heal that often but I probably wouldn’t want to be without it either.
This would be nice, but since the gem shop sells dyes I don’t see it happening.
I would have liked not to have had to buy Celestial dye four times for four different characters, but eh.
This is probably more of a problem levelling than it is later.
When I’m making a dungeon pug as a level 80, my primary concerns are:
-Are the people joining level 80 or lower? Due to the level scaling, you can enter explorable mode dungeons with people who have had no experience of group play at all in the game so far, or haven’t yet unlocked many skills or learned what their class can do.
-Are the people joining capable of dodging and staying alive? Their familiarity with mechanics, dungeon mechanics, with their own survival skills is more of a concern than their gear. If they’re terrible and die constantly, you find out pretty quickly.
-Are the people joining familiar with group play or just going to solo? For instance, rangers who will attack immediately and send a pet to run to a mob we are trying to move, mucking up the pull. Using support skills when necessary, etc.
In any other game, I’d miss not having an inspect feature, but here it’s really the least of your worries with pugs.
However, it would be nice to be able to preview the skin someone is using without seeing its rarity or stats as suggested above.
GW is all about vanity items. This is a great idea.
Oh my god yes please. I’d pay a lot to change my hideous sylvari town clothes.
What were you thinking? Leg warmers?
Additional hotkey bars (out of combat weapon swap, consumables)
in Suggestions
Posted by: Anastasia.8697
It’d be great to be able to have additional hotkey bars we could choose to display on the screen. Not for skills, of course, but for consumables, for changing weapons quickly out of combat (mostly for speed buffs) etc.
At the moment we have to stop and open up bags, obscuring part of the screen while we try to change things. I understand why the weapon sets are limited, since you can change them in-combat, but a less clunky way to switch weapons out of combat and re-apply consumable items would be appreciated.
Totally agree with the OP. I was dismayed and surprised to find this wasn’t already the case in GW2 from the get-go.
I hope this happens, preferably before any PvE-breaking nerfs.
Mesmer already has off-hand pistol. I’d like to see mainhand pistol added for it, so we can match our duelists.
I also believe they disabled it due to bugs. It would be nice to hear from a Dev if this is something they are still working on fixing, or if the idea has been scrapped entirely.
The screenshot quality seems pretty low.
Condition damage! Condition duration! Boon duration!
Agreed.
Although this workaround may only work for light armour users, a few of my characters wear a very simplistic glove (Country glove skin for example) dyed Citrus Ice, which looks pretty close to Pale 1 skintone. In daylight it looks like no gloves.
Although I’m sure this and any other “don’t force us to PvP to get X” posts will be a massive flamefest, I agree with the OP and I wish that the game’s big goals like 100% map completion and legendary weapons didn’t require PvP. It feels like the PvE-only players don’t have anything big to work towards or anything to show for their time spent in-game and their commitment to completing the game’s PvE.
As the OP pointed out, it’s NOT about difficulty or time taken. Some people don’t like PvP – they just don’t like the idea of fighting real people – and only want to play the game’s PvE – that’s why games offer both and usually don’t force you to do both in order to progress. GW2 is great for not requiring PvP to complete its story or level cap, but unfortunately the game’s big end-game goals all require PvP.
It is just a shame for us carebears that there are no equivalent PvE-only goals or rewards for people who would be willing to spend JUST AS MUCH time & effort – if not more, to achieve the same things in a PvE way. It is a shame that there is nothing to mark or reward players for their dedication and time to the game unless they ALSO PvP, as if the PvE doesn’t matter.
It is a pity that this is not catered to, and it would be lovely if these end-game goals had PvE alternatives, hopefully ones just as time-consuming and challenging as the current PvP ones.
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When you use Portal Entre, you have 60 seconds to use Portal Exeunt before your entry portal disappears. During this time, the icon for Portal Exeunt is visible, but there is unfortunately no timer or visible countdown to help you keep track of your 60 seconds, as the skill isn’t on cooldown until you cast Portal Exeunt.
Often you may be trying to get as far as you can, and as the in-game clock (and most computer clocks) also don’t display seconds, it makes it guesswork trying to use Portal Exeunt in time.
It would be fantastic if these skills had some kind of visual timer or countdown on the skill icon for the 60 seconds that Portal Entre is activated and Portal Exeunt is usable. Even a buff icon that showed Portal Entre was active and the duration left would be an improvement.
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I hope if it’s nerfed in PvP it won’t also be nerfed in PvE, because it has very few practical applications there, and it doesn’t even work properly.
It already doesn’t work if you use it on a ground area where there’s AOE ground effects, and the exit portal lasts for about half the duration the tooltip says it does. Also, you can’t use it instantly (as someone above says), when you use the portal and appear, there is a short waiting period before you can use it again. A person can usually only go back and forth maybe 3-4 times if they are quick.
NPCs standing on it, or people dead on top of it giving you the revive option on F, also prevents its use, because you can’t get to the F option you want.
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Beetletun skill point is bugged on Seafarer’s Rest and Aurora Glade as well.
Atlas, the point is they shouldn’t work that way. The longbow and the shortbow both correctly switch over even if you enter a map which is already night, or relog into a map which is night. All the others are bugged.
The above recipe probably makes the Abyssal Scepter, which is the illusionary mesmer-y version (like Phantasmal Warlocks carry).
Got my staff tonight, it worked for about 4 minutes until I map changed and now won’t glow anymore even though it’s night.
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I agree that these seem a little ridiculous, and could use a bit of a tweak. Personally I’d just like it if all weapons could hit burrows, volatile blossoms etc, without missing or saying obstructed. It would boost the DPS time on those burrows a lot if people could actually hit them.
Something you might try in the mean time is having someone interrupt the breeders and kite rather than trying to kill them all. That worked for us.
….
I appreciate all your clarification. My concern is the 30 minute mark that’s currently in place. I see 30 minutes mentioned there and 10 minute runs mentioned elsewhere both by devs.
I ran TA exp yesterday with 3 friends and one random pug, and we completed it in 24 minutes with nothing skipped and one brief afk. Some people died occasionally, we didn’t all crit at once, etc.
I do hope that they consider as you’ve written the 10-15 minute mark and revise their idea of speed clears quickly, because it certainly doesn’t take the best team in the game to complete a dungeon in under 30 minutes, let alone exploits.
I’m on board with the “why is this a thing?” people.
Even if the system did work correctly, which of course it isn’t, and instead of being disabled until it’s fixed, we have people running only 1 path in 1 dungeon a day, getting a very small amount of tokens, I don’t see the point of it at all.
It is to discourage people from farming dungeons quickly and efficiently all day without doing anything else in-between?
…Why?
Why do you care if they do that? The rewards are account-bound, and they don’t give any stat advantages over any other exotic gear, they just look different. If someone loves dungeons and only wants to run all the dungeons, all day long, with their friends, why is that bad? Why do we need to make them go and do something else in-between?
Why is this a goal worth making players put up with a bugged system screwing up their rewards for while it’s being fixed? Why is this taking up the GM’s time, when since the last patch certain dungeons have been completely broken to everyone on specific servers?
Feels like it’s a solution to a problem no one had, which is only creating problems and taking time from others.
If it is such a colossal problem which required a buggy and controversial fix, why not make it transparent like others have suggested? Put a visible reward cooldown timer on it or something so people can see when their time is up, if you’re set on making them wait an arbitrary period for your own mysterious purposes.
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Hi there,
Ascalonian Catacombs in story and exp mode has been broken for everyone on my EU server Seafarer’s Crossing since the path. I’ve spent the last 4 days thinking this would be fixed quickly, and since it hasn’t (and other servers have whole dungeons broken for them, too) I’d like to transfer to a server where it works.
Can anyone confirm an EU server where AC dungeon (explore mode) currently works?
Thanks.
Ascalonian Catacombs – EU Seafarer’s Rest
Ascalonian Catacombs is broken in both story and explore mode on the EU server Seafarer’s Rest. It has been so since the patch 3 days ago.
When groups try to zone into the instance, the invitation pops up to invite them but clicking on it does nothing at all. When they run manually into the instance, they are all sent separately into individual versions alone.
It’s working on some other servers, but it’s still broken on Seafarer’s days later.