Standard grenade or sd rifle work fine.
Community manager, not dev.
You people should really get on this…. For your newer (relatively) content to have a persisting bug for over three months that denies people from finishing said content is insane.
worse. while SIMILAR bugs, there is nothing to suggest the recently broken “meeting the asura” is the same bug as the merged bug of “sometimes challange motes don’t show up”. which at least had workarounds.
This has none, and if the dev team thinks its the same problem it may not have the same priority, nor may the even be looking at it from the right direction.
Traits are stacked.
This is “balanced?” compromised by elixirs themselves having annoyingly long cast times. SD on throw elixirs not hitting anything. And the +vit gained as a stat.
…
OP is level 20. grenades are op with the now level 80 grandmaster unlock, grenadier.
They are NOT so, when you only throw 2 grenades, and they do not even put up stacks of vul.
LEVELING, pistols are fine. As condition damage automatically scales with level, while weapon damage does not. (actually, they gated stat gains too didn’t they?)
still relatively true, as the trinity of stats does not multiple into each other as much at lower stat levels. Zerker trinity relies on 70% crit chance, and 200%+ crit damage. something you won’t have at level 20.
Level what you want. be aware pistols are bad at 80 though.
yes. this has been an issue since day one. Turrets do not reflect your race, and its really dumb. Asura using such “low” tech turrets is very strange. the actual design is more human, but you could argue Charr using them too. Sylvari being full on plant based like “seed turret” or root ult, might be a bit much, contradictory to the engineer profession itself.. but, at the same time, would be logical for the race. And plenty of plant rifles, pistols…
This has been asked for since release for Necros and Mesmers too. And honestly, even GEM store purchases to reskin these things would be great.
Consider.
its also dead center of all the dragons. Dead center between Lions arch, southshore cove, and the Tower of Nightmares.
Super destructive, super militaristic society. Logically speaking, it wouldn’t work. and its pretty antithetical to us in modern western society.
The Charr consume. There are no Charr naturalists. No Charr ecologists. etc.
they can only work as a Nomadic society. Like the Huns or Mongols in reality. but again, this requires more or less unlimited resources.
Realistically speaking, the Charr would not have enough farmland, hunting grounds, etc to actually feed themselves.
Little to no art or culture.
yeah. hgh itself is pretty mediocre. alot of wasted time chugging elixirs. 409 is the real powerhouse.
then its a question, 2 more points for hgh, or 2 more elsewhere? will those 2 points elsewhere give me as much relative power as hgh?
same. googled and came up with threads months old, saying you just had to keep reloging. that it being missing was common.
But 30+ attempts and its never shown up.
I agree with most of what was said, but I feel like I need to comment on the 5% thing.
It gets thrown around alot… but it feel its wrong. Its possible people understand the implications, but are just ignoring real math. but if they did.. I feel they wouldn’t be using the 5% figure at all…
the stat trinity of zerker meta exists for a reason. power, crit, and ferocity multiply into each other.
A 5% increase in power, would be an actual 5% dps increase by itself.
5% precision is harder to measure, as it would increase crit rate, an unknown%, and the same applies to crit damage.
but, they would multiply into each other, so a 5% overall stat increase would be more like and 7-9% dps increase.
Now, ascended armor is not actually a 5% stat increase overall, which is important to this.
that 5% power on the armor, is much less then 5% of your power with might, traits, food, runes, weapon, and accessories of course. Granted how much exactly it is of your total power, is again, releative to how much might stacks you can get, food eaten, etc.
http://wiki.guildwars2.com/wiki/Equipment#Attribute_bonuses
ascended armor is 329 power, (+5x6 infusions), 235prec/ferocity
vs 315power, 224 prec on exotic.
A 14 power, 9prec, ferocity variance. (44 power, 9prec/ferocity with infusions.)
a 4.4% increase in power. (14% with the infusions)
So, it should be noted if you spend a TON of cash on 6 versatile might infusions, you do get, what is at this point a notable increase.
But the problem as noted is, armor is not in a vacuum.
Using that same table we can see, “1087/745/745” as the ascended totals,
“1003/698/698” as the exotic.
Lets amend those. Ascended weapon is unquestioned due to the raw weapon damage increase. And Ascended trinkets are fairly easy to attain.
So the reality is you should have those. only the armor itself is up for question. Then again, runes. lets use runes of str. +175 power. food, +100power, 70 prec. what is your build? for the sake of arguement, going to give 6 explosive, for +300 power.
And how many might stacks? lets use an average of 10. +300 more power. And lets not forget base character stats. 926 power.
so, lets look at what a more realistic comparison would be.
Full ascended,
1087+30+300+300+100+175+926=2918 power.
Exotic armor, with ascended everything else.
1073+300+300+100+175+926=2874power.
a 14power without infusions vs 44 with infusions, into 2874…
14 power is a .5%increase in power. 44 power is a 1.5% power increase.
And this scenario is even worse, when you consider 25 stacks of might, bloodlust rune, or that I didnt add in +5 power infusions on weapon/trinkets/back.
The raw stat value on celestial seems pretty great to me. again, only came back fairly recently in Feb… but was celestial buffed? I don’t remember its raw stats being so high in relation.
Celestial would certainly give you alot more world pve, and wvw power, achievement hunting, take a teragriph hit or two, etc… while raw dps in a 5 man stacking offense with zerker or assassins, might still be best for speed runs.
Maybe even consider mixing/matching.
(edited by Casia.4281)
Just going to leave this little link here. Oh, and this one (forgive their typo).
If Mordremoth starts whispering to only Sylvari players, that no one else can hear, Cthun style, that would be amazing.
Allied players, occasionally turn red, allowing friendly fire when playing a Sylvari.
I’m a Sylvari Engineer.
I kindof wish the game would recognize that fact a bit in relation to both Scarlet and Aerin being Sylvari Engineers..
As an engineer I am well aware the stone is just a stone.
Game even does have the Pale tree mention that you don’t talk to her much anymore, after you see the vision in the machine. meaning, you as the player are nearly soundless yourself. as really, we don’t go talk to her, or have visions, etc with her in 99% of our play time.
But really, would never betray the Quaggan to Mordremoth.
I think we made a wrong assumption.
The Sylvari are “of mordremoth” but the Pale Tree is not.
not going to pretend to know how it works.
But the tree being a dragon champion does not seem to mesh with Scarlets drawing of Tyria, and her vision, or yours with the Pale tree being the center of Tyria, and the dragons rotating around her. All of them.
Nor does the Trees connections to the mists.
The actual dragon champion that attacks the tree. Was in the Dream, and the player character fights it.
Maybe the Tree simply captured the dragon champion, years ago, and had been birthing free Sylvari from it since. so the question is not, how did she get free?
She was always free. And is freeing YOU, the player. Giving you guidelines to follow, and treating you like children, who might turn evil.
While rifle is way better then pistols at max level, the leveling process is a bit different.
the key factor. Condition damage not scaling to exotic or ascended levels, nor stacking in parties. is not really a factor when solo leveling.
your conditions do get applied, they do not get overwritten. And your condition damage scales with LEVEL. not weapon damage. So it will always be up to date, as you level.
While your weapon, may lag behind. who hasn’t be level 60 with a level 49 weapon?
Static discharge/pistols probably works just fine for leveling.
Some of your skills game me ideas for my set
All 1200 range
Skill 1: Sniper Shot – 1/2 second cast
Shoot a bullet that deal more damage the further away you are Inflicts one stack of vulnerability.
Skill 2: Shadows Retreat – 3 Initiative –
Shadow step away from your foe and blast them with a crippling shot
Skill 3: Furious Shot – 4 Initiative – ½ cast
Fire a piercing shot that grants fury for 5 seconds.
Skill 4: Shot from Shadows – 5 initiative – ½ cast
Stun you foe with a powerful shot – stun duration 1 second
Skill 5: Meld with Shadows – 6 initiative
Gain an active camouflage for 3 seconds that is broken when movement occurs. Gain 2 stacks of might for 5 seconds. Your next attack deals +20% damage.
Skill 6: Stealth Skill – 1-2 second channel
- Headshot – 1500 range
Fire a brutal shot that deals high damage. Also dazes your foe for 2 seconds.That is my old set. If I changed it up a bit, added some shadow steps and similar, it could become the powerful long range weapon as well as have molbility and some combo fields.
for rifle to have mobility it needs to be done in the shadows, not evading becuase you can’t evade with a kitten rifle
given engineers have been complaining since day one that their rifle was used in melee exclusively(like the other 90% of their skills), and not as a sniper rifle. I find it both hilarious and 100% likely thief rifle will be a sniper rifle.
Faolain looks no different than her TA appearance, which is wearing TA light armor. Which does have a thorny look.
In fact, none of the Nightmare Courtiers looked corrupted. Nor would they need to be corrupted to be fighting in a battle with the races. I think it’d be a nice twist – and a play on the pre-release lore that the Nightmare Court also seeks to kill all Elder Dragons just like the Dreamers (but disagree on the how) – if the Nightmare Court become begrudged allies (rather than the Mursaat). I was kind of hoping for such with the release, tbh.
The Nightmare Court preaches freedom. Changing the shackles of the Ventari Tablet for that of the Dragon would not really fit with their preaching.
hes right, Faolain does look differant.
you are right in she is wearing the TA light armor. but she DOES have a thorny backpeice on.
the corrupted char, and other red eye humans or sylvari have even more vines and thorny appearances.
Nope. Nope, nope, nope, nope. For Engineers – a class in contest for arguably the lowest base DPS that has to really push it to keep up with everybody else, that ~73% crit chance from a set of full Assassin’s gear makes the best difference possible.
Rather than doing a piddly ~1.6k in full Zerker with my rifle auto attack, in Assassin’s gear I grant that my auto attack drops to ~1.45k… but not really. I’ll get chains of 8 criticals in a row that each slug for 2.2-2.7k. In Zerker, you won’t get chains that go for long – you’ll get chains, but it’ll only be one or two crits then a dryspell.
Only for my Mesmer friend to tell me over Skype that she’kittenting for 2.9k+ with her Greatsword’s auto-attack without even knowing what food, buffs or build she’s using (Zerker). Sigh.
I don’t think anyone corrected you on this.
they noted engi dps is good, but not directly countering your incorrect mesmer greatsword vs engi rifle claim.
The problem is mesmer greatsword 1 is a listed 1.5s channel. The actual time might be closer to 2s, as most channel skills do have cooldowns longer then the list.
1200 range, 3 target max. and does max damage at 900+, but much less damage closer.
Engineer rifle 1 is .8 attack speed. 5 targets, 1000 range.
Untraited. there are also more rifle traits then gs traits.
your engi is dealing significantly more damage with the rifle then mesmer gs.
mindrack, shatter, and pzerker are great though.
for referance, engi rifle does more dps then war rifle too.
Those saying Engie has no range abilities/weapons seem to miss out that the Rifle is a 1200 weapon, the pistols can be traited to about the same range, Elixer gun is 1200, Grenades can be up to about 1500 range. You can (and I have) make a very successful range Engie., especially if you like turrets.
The rifle’s basic attack is worthless, the real dps come from 3 and 5 which are both melee range. Rifle also has only 1000 range on the basic attack, not 1200.
Pistols cant be used properly in groups because of the condi caps.
Flame Thrower has ~400 range which is a little bit more than some GS aoes.There are certainly better auto attacks in terms of both damage an utility found in kits, but even 1000 range, the only other engi weapon that meets or exceeds that trait-less is grenades at a whopping 1500 (E-Gun and Pistol are both 900)… though good luck actually hitting anything with more than one ‘nade at that range (note that 1 hip shot is roughly 2 basic ’nades in direct damage), and Dwayna help you if they’re moving.
Also, IMO the real weakness of Pistol is it’s AA; the situation where it’s actually desirable is just so convoluted and rare… if you have Coated Bullets and if you fight no fewer than 3 baddies at once and if you can bunch them up in such a way that the actual shot pierces all 3+ baddies while they are all close enough together so that the AoE of each impact hits the others… Then you’ll have something almost as good as a fully traited Grenade #1.
pistol 1 needs a faster attack speed.
And of course condition caps all around being addressed.
Those saying Engie has no range abilities/weapons seem to miss out that the Rifle is a 1200 weapon, the pistols can be traited to about the same range, Elixer gun is 1200, Grenades can be up to about 1500 range. You can (and I have) make a very successful range Engie., especially if you like turrets.
While rifle aa is long range. its 3, 4, 5 are all melee. (yes even the jump)
Same with elixir gun. 1 is long range. everything else is melee.
Grenades are mid range. they CAN be long range, but accuracy takes a huge dive at long range.
you aren’t capping vul and bleed without assassins?
hrm. strange.
seem to remember mathing out zerker vs assassins before quiting and finding zerker still better.
Also could have sworn I was maintaining 20-21 stacks of vul without vul on crit, alone.
pretty much any profession can make a pure defensive build. you tend to be a big useless rock though. has its place in spvp, for point holding. WvW just a pug distraction. no remotely competent force will be slowed down by you at all.
you literally get an item from this event which gives you a free skill point every day.
Also, scrolls of knowledge drop from the champions, which you may have to farm/kill for the event meta.
I’m at 11/25 from that achieve, and have 6 skill points from scrolls. Nevermind exp gain.
I fail to see the point of modified ammo since the only kits that could effectively use a that kind of damage increase are bombs and greandes, which also require 20 to 30 traits in explosive to be “viable”.
Do we have to use 60 trait points to even notice this change? that’s just… stupid.
Move it to adept tier, or just revert the change because except for a few FT lovers that will love this change it just makes no sense in both pve and pvp.
Elixir gun, bleed, vul, weakness ,cripple, poison. 10% damage buff alone. nevermind in party.
flamethrower. bleed, burn. 4% damage buff alone. nevermind in party. (+blind periodically)
toolkit. vul, confuse, cripple, 6% damage buff sol.
It was already a HUGE buff to pistols. moderate for rifles at best. who had rifle mod.
however rifle mod does not effect toolbelt skills. modified ammunition does.
Fireshield is actually a neat kit refinement skill.
it would play in more if FT were actually a “tank” kit. Although the might stacking might be redundant.
Maybe its traits should be in the inventions line. in which no one in the history of this game has put any points int.
FT is great if you run around with blinders on, and pretend no one else exist.
‘oh, that phantasm is out dpsing me? nope can’t see him. im awesome!!!!"
Desertrose, Im not entirely sure I follow your math there. Are you taking into consideration flame jet is a 2.57 cast? and the tooltip basically flat out lies to you?
yeah. I love hgh builds. but there are somethings people need to remember. skills have casting times. Elixirs are not instant. hgh builds will largely be about team cleansing with 409. its a DEFENSIVE build. not offensive one. you will spend alot of time using elixirs, that wont be spend damaging. I didn’t/dont run alch for hgh. I do it for 409.
And again, yeah. throw wrench is like a 15s cd. surprise shot is a 7s cd. rocket kick 15s.
Even if 1 SD gets dodged or blocked. you are not dead in the water for 40s.
A key component of SD is that its NOT a huge cooldown. That it IS constantly there, and you can spam it all day.
(edited by Casia.4281)
yeah. it was changed/buffed.
http://wiki.guildwars2.com/wiki/Elixir_U
It now gives quickness for 6s., breaks stun. (it used to be 5) potent elixirs now works on it, as well iirc.
And gives you haste(reduce endurance regen by 50%) or frenzy.(take25% more damage)
The throw elixir U was also changed to be just one of 2 skills as well.
Smoke screen (thief. BLOCKS projectiles. and blinds foes. combo field smoke.)
or wall of reflection. (guardian. reflects projectiles. combo field light. this is the one you want.)
Mesmer Veil used to be an option as well.
mesmer. grants stealth to you and allies. light combo. No effect on projectiles.
this was something I complained about long ago. 3 skills. 2 create walls that block/reflect projectiles. one just stealths you. It made it completely unreliable.
I asked for veil to be removed, and they did it. now, its while the two walls it drops do not do the exact same thing, both do block/reflect projectiles making it very reliable for that. Great in wvw. Making situational use of the smoke or light fields as needed.
What a ridiculous thing to complain about. Of all the flaws that need fixing this doesn’t even make the top 200 and it’s debatable if it needs changing at all.
UI people are a totally different group of people from bug fixing, or class design etc.
I have no idea why this horrible number system is in the game. it really does make no sense.
traits should also be color coded for t1, 2 and 3.
I have never in the history of this game, seen anyone actually refer to a trait as its number. That is completely backwards.
Ok, Ill admit I expected that to come out better for Assassins then 1 point..
But of note, its very easy to get more then 4 stacks of might. free power essentially.
100% uptime on FURY however, is not easy to get.
There is scope however, which would devalue stating crit a bit, as well as target the weak in firearms.Interesting, I didn’t expected them to be this close; when I did the math a few weeks ago Assassin was only better than Berserker with ~15 stacks of Might and no Fury or close to 25 stacks of Might and Bloodlust with Fury.
Regarding Fury, a Ranger or Ele can provide permanent Fury, a Warrior as well if his allies are smart enough to pick up Discipline and use the Fury shout, and a Mesmer can double the duration of Fury.
yeah, with the amount of crit damage on exotic gear, and even more on ascended, and the amount of might stacking easily available, I expected assassins to beat zerkers by a good margin.
that its that close, does make it hard to judge. 1. if you dont eat food, or don’t go 30 tools for that extra crit damage, then the crit is probably clearly not worth it.
2. conversely, as stated might stacking is pretty easy to attain, and 4 stacks is pretty low by an account.
So might be good to review for ascended level. thats like 6-7% more crit damage right?
those figures were all or nothings more or less, as well.
maybe crit gear, but power food and power on kill buff will be better?
Certainly I would not suggest anyone go through the trouble of swapping without a clear advantage. I expected those extreme levels of crit damage to present one though.
yeah. Charr at the moment pretty clearly have the upper hand in terms of presence, and power. Their culture is spreading.
Their technology is top notch. It should be noted that even Asuran is not really above it. its an entirely different direction. magitech vs technology. the implications of that is hard to say. do Asurans actually understand physics and chemistry, or does alchemy cloud their understandings? is that even important in this magical world?
Regardless, tanks, submarines, motorcycles… Charr tech is pretty clearly more then a step above most other races. to the point its almost silly that any others are even a slight threat. including dragons and krait…
human wild cards. kryta is in bad shape. as the last human kingdom, even it is under major attack from krait and centaurs, and not doing so well.
But yeah. there are almost certainly human populations elsewhere. in general, the bazaar of the 4 winds, certainly has to be spending time SOMEWHERE.
Norn. Nomadic nature means they will almost never really be wiped out. they can just move someplace else. Same with their strong individualist nature. you can’t just wipe out a single Norn city, and think you ended them as a people. Their very nature is to spread out and mingle.
Asura are their own worst enemy as others noted. Heads in the clouds , too busy thinking of their own personal genius, to even consider some as simple as Skritt getting in the way.
Sylvari are kindof mary sueish a bit atm. Born with innate knowledge of the future, and full skillset. own worst enemy are other Sylvari that refuse to follow that determined destiny.
so either in the future, the tree is going to die, so that Sylvari do not have this magical upper hand with knowing the future, as well as having all the skills needed to fulfill it. Or the Sylvari themselves will just stop being born as the they have fulfilled their purpose of stopping the dragons.
Quaggan’s will obviously be the future kings.
Koda will probably survive the Jormag assault, and migrate to tropical areas. And build a new tropical polar bear island city. which will be pretty awesome.
Classic 30/0/0/10/30. exotic assassins. with opals. prec food. no oil.
2075 power +140 4 stacks of might.
2012 prec for 56% crit chance.
101% crit damage. (crits will deal 151% more damage then normal.)
This setup allows for 4stacks of might with 100% uptime self. without aide from party members. with 5 or 6 stacks limited possible.
grenade 1 scales at .33 per grenade. .8s cast time. 927 average weapon kit damage.
2215p*.33*927/2600 heavy armor= 261 average hit. 654 average crit. 481 average damage
We’ll ignore proc on crit favorably with some sigils, or getting sharpshooter, etc.
Many flat % bonuses effect each the same. 5% force, 5% bonus on might uptime.
http://gw2skills.net/editor/?fcAQFAUl0piYnuSeF17IyoHd2EuZiKkffe8WPIEC-jwxAYLAqAQyrIasVuioxqWwUlER1ejioVHFQEB-e
Same with zerkers, ruby and power food.
2473 power +140 from 4 might.
1614 prec for 37% crit chance.
101% crit damage.
2613p*.33*927/2600= 307/hit 772/crit. 480 average damage.
Ok, Ill admit I expected that to come out better for Assassins then 1 point..
But of note, its very easy to get more then 4 stacks of might. free power essentially.
100% uptime on FURY however, is not easy to get.
There is scope however, which would devalue stating crit a bit, as well as target the weak in firearms.
Damage done = (Weapon Strength) * Power * (skill-specific coefficient) / (target’s Armor(defense+toughness)
1000 weapon damage, 1000power, 1.5skill coeff. 1800 armor.
base.
1000*1000*1.5/1800=833.3
+100power and 100 toughness.
1000*1100*1.5/1900=868.4 4.2% increase in damage.
+1000power and 1000 toughness
1000*2000*1.5/2800=1071.4 28.6% increase in damage.Power out scales toughness. the reason for this is toughness ADDS into armor. Power multiplies into weapon damage.
Bleh, of course the simple numbers I pick in my head are just a special case to make my point easy. But then again, I am biasing my numbers to be the same, you are biasing them to be different.
weapon damage =1, skill coeff = 1 (for ease of numbers)
1000 power vs. 1000 toughness
1*1000*1/1000 = 1 damage
1100 power vs. 1100 toughness
1*1100*1/1100 = 1 damage
2000 power vs. 200 toughness
1*2000*1/2000 = 1 damageSee? I am increasing my power and toughness both by the same number and the same percentage. It has nothing to do with “Power out scales toughness.” That is wrong. Of course 2/5 will not be the same number as 3/6, but 1/1 is the same as 2/2. But 2/5 is the same as 2.4/6 (a 20% increase in both stats).
So yes, technically I am still correct that toughness and power scale linearly, but you are right about weapon power*power vs. toughness + armor, which effects damage.
you are ignoring a key factor of the damage equation to make your statement true.
Defense stat exists, and adding into toughness means power will outscale toughness, since power is NOT 1/1 with toughness.
Power is 1/(1+1) with defense+toughness.
Why this is, I can not say. A design change? a design oversight?
The fact that your charactersheet STILL lists “attack” as weapon damage+power is rather confusing. how many UI changes and this WRONG, and meaningless stat is still listed?
Is it SUPPOSED to be, coeff*((power+weapondamage)/(toughness+defense))?
(edited by Casia.4281)
Also you are wrong.
Toughness gets weaker the more you get it.
That is not true. In the damage formula toughness plays the same role as power (or is as equally true as saying “power gets weaker the more you get it”).
If you ignore critical hits.
Damage done = (Weapon Strength) * Power * (skill-specific coefficient) / (target’s Armor)Here an attack with 100 power vs. 100 toughness, will do the same damage as 1000 power vs 1000 toughness.
Toughness itself scales linearly, like power. It’s when you add in crits, that you end up taking more damage/toughness can’t keep up because there are 3 stats that contribute to damage and only 1 that contributes to mitigating damage.
Damage done = (Weapon Strength) * Power * (skill-specific coefficient) / (target’s Armor(defense+toughness)
1000 weapon damage, 1000power, 1.5skill coeff. 1800 armor.
base.
1000*1000*1.5/1800=833.3
+100power and 100 toughness.
1000*1100*1.5/1900=868.4 4.2% increase in damage.
+1000power and 1000 toughness
1000*2000*1.5/2800=1071.4 28.6% increase in damage.
Power out scales toughness. the reason for this is toughness ADDS into armor. Power multiplies into weapon damage.
Remember the “attack” stat listed on your character sheet is completely meaningless.
I am shocked people are still on about Berserkers.
Assassins ought to be the new hotness for all direct damage builds. (save spvp, where it is not an option)
honestly not really. The game needs MORE unique profession power. Akin to mesmer portals.
Warriors deal +50% damage to doors.
Engineer either can repair/build better, or Mortar actually does something.
mesmers have portals.
Thieves can scale walls and steal supplies from enemy supply camps/towers/keeps. (have a debuff or something, where they can not deal damage to a lord/suprivisor after having use the scale wall ability.)
Would you mind summarizing what the issues are with Modified Ammunition?
Skills that apply a condition do not seem to gain damage from that condition type.
Meaning, blowtorch lists 142 as damage, deals 141. If it was gaining from its own burn, then it should be 144. but it does 141. If you use flamethrower, rocketboots, etc, to apply a burn to the target, THEN use blowtorch. blowtorch STILL does 141. this seems to work with all skills. Static shot does this with blind/confuse. ES with bleed.
Blowtorch was getting 2% more damage then throw wrench for some reason, despite having the same list damage. When Blowtorch did have a condition applied, it jumped up an extra 2%. (granted, the damage it should be doing with the burn. however, the other skills do not behave this way.)
Static shots blind and confuse seems to only count as 1 condition.
Blind and confuse from other sources combined did seem to work. however, when testing poison, blind, and confuse from 3 sources, it also only was counting as 2 it seems.
Pros:
glue shot DOES count as 2 conditions for 4%.
Toolbelt skills do gain the extra damage, as well as static discharge.
not tested. Vul. Or conditions from other professions.
In a party or group environment. in party play constant 8-10(12 total possible) conditions on target is the norm. A 16-20% damage buff.
Note that 30 in firearms will get you the Target the Maimed minor grandmaster trait, which does +5% damage to bleeding foes. That may be why you think bleed is boosting the damage too much.
oh right of course. ok, that explains that. Thanks.
77 static discharge discharge base.
79 with burn.
83 with bleed.
Testing blind on grenades and flamethrower.
144 throw wrench. Blind is working on TW.
now I notice bt has the same base damage as TW… but ITS doing 147 with 1 conditions.
147 Blowtorch. this is expected from 2 conditions.
(150 with PDV and SS, which SHOULD be 3 conditions, but counts as 2.)
150 also with smokevent and pdv for blind/poison for example..
hrm. 150 for pvd, smokevent,and prybar as well… same 3 conditions. not stacking.
I dont know..
More.
Grenade Barrage testing. 70 base.
72 vs burning.
75 with bleed.
77 with bleed and cripple. (note box of nails DOES seem to apply both cripple and bleed conditions.)
Glue shot as well.
Glue shot>BT
147. as expected of 2 conditions.
So its probably blind not working. while bleed does too much. need to test these next.
Pistol damage has in the past been woeful.
I was pleased to see an interesting trait like this added.
However, my testing of the mechanics is leaving me a bit dumbfounded atm.
testing in the mists.
30 firearms and thats it. steady pvp pistols. no gear or sigils.
explosive shot lists kitten.
does 53.
it does not increase with second shot.
Throw wrench lists 142. deals 141 vs heavy golem.
Static shot.
lists. 57 vs heavy.
does 56.
Blowtorch lists 142. deals 144
So, questions already.
Explosive shot getting 2% would be 50×1.02=51 not 53. or if 53 is its base. then 53 should be getting 1% after the first shot. and increase to 54 or 55.
blowtorch142x1.02=144.8. should be 145.
Static shot applies TWO conditions with one shot, and its dealing LESS the its stated damage.
PDV THEN explosive shot.
pdv lists 57. deals 57 every shot. even with conditions applied.
ES now deals 54.
static shot>pdv>ES.
56 static>58 pdv>55 ES.
ES>PDV>SS
53ES>61pdv>61SS
^ES applies just 1 bleed. makes pdv deal 61.
SS apples blind AND confuse, pdv deals 58. I can’t explain this.
Blowtorch
142 list
es>bt=154.
pdv>bt=147
ss>bt=147
Throw wrench:
141 base.
ES>tw=151
ES>PDV>TW=154
(pdv procing shrapnel bleed also=154)
pdv>tw=144
ss>tw=144
bt>tw=144
bt>ss>tw=147
pdv>bt>tw=147
BT>SS>ES=157
It would seem this trait DOES effect toolbelt skills.
however, the damage per condition isn’t working right.
throw wrench.
1 condition
141+2%= 143.8 or 144. ok that works for PDV and BT. But SS should be 2 conditions.
141+4%=146.6 or 147. That works if SS is just one condition, and bt+ss=4% then. and works for pdv+bt two conditions.
6% of 3 conditions would be 149.46, down to 149 up to 150.
8% of 4 conditions would be 152.
ES appears to be applying 7% by itself. (But not TO itself)
To test a theory.
Shrapnel to apply a bleed, ES.
ES deals 53 damage.
Prybar confusion. Swap to static shot. SS deals 56 damage, of 57 listed. SS gained no damage from prybar confuse. Prybar confuse, to blowtorch. Blowtorch 141 increased to 144.
So this is bizarre.
Skills do not gain damage from the condition of the type they apply it seems.
in hindsight, I think Armin is right, he did mean battering ram. not the magnet>prybar combo.
pabst blue ribbon?
(he means prybar.)
Don’t find a problem with it personally. People spammed it last year and yet villagers still managed to win decently often.
Back then, half the villager team wasn’t achieve farming and didn’t trot up to the hill to await death.
That, and ghosts used that ‘4’ key on their keyboard much more skillfully, and made use of teamwork and radar on a regular basis. Ghosts laid traps because they had to under some circumstances to stop a mob of roving torch villagers with skeleton backup. This year, the ghosts don’t have to. They can just spam 6-0 keys until the target keels over and dies or they catch up with said target. It’s pretty much the only way for the vast majority of disorganized ghost teams to get kills now, and there’s also a point reward for it to boot.
They also fixed some of the invisible walls and exploits that villagers could use to hide.
And in general players knowing all the hiding spots, and how all the skills work now.
I will say that after doing the PvE instances for the Bloody Prince the candy puddles make much more sense, but not everyone participates in the Living World.
From what I recall, this mechanism isn’t introduced until the second Bloody Prince dungeon, which can’t be accessed until after the meta achievement has been obtained. Most people will be going into the labyrinth and fighting the candy corn to do this.
Perhaps a more obvious graphic would help. I tend to stay away from fields like that since they are often not beneficial, so I didn’t know until I read the forums. I have been sharing it in game and most people are quite surprised (and thankful) to learn about it.
yeah, did not do the instances.
I didn’t notice the candy pools until the 3rd time I killed him.
was too busy dodging instant kill candy artillery.
Even when I DID notice them. I had no idea what they did, till reading these forums. I thought they gave run speed or something. It is not very clear at all in game.
you know you don’t HAVE to fire it off all at once..
Also net shot works through stability.
Also, using overcharge shot, and possibly magnet to juggle is an option vs those not stable.. that is why the op build has ram. although, I dont recommend it over the alternatives.
Calling it a one trick pony when it is high constant dps, strong burst potential, highly mobile, and has several CC options is kindof silly.
(edited by Casia.4281)
Conditions, crit and crit damage are probably my biggest complaint with this game.
It was a giant oversight right in the base of the game. I have NO idea how it got into a game that wanted competitive pvp.
Crit is bad enough. rng. Crit damage breaks competative pvp entirely.
conditions in pve and wvw are terrible. just terrible.
the issues with stacking in team play is just ONE of the problems.
Its lack of scaling is also a giant problem.
direct damage scales with crit, power, crit damage, vulnerability, weapon damage and % damage modifiers.
condition damage scales with duration at whole number intervals, levels,and condition damage.
The only pro is condition damage is not effected by armor/toughness. however, it needs to be noted power scales faster then toughness.
6 effective scaling factors, vs 2 for conditions.
And 25% damage increase with vul, and % modifiers that go from 5%-40% just makes direct damage obliterate conditions.
% modifiers are multiplicative. Things like sigil of force with 5% damage buff? that only effects direct damage. and its 5% after all other modifiers.
So lets say you have a bow trait that increases your bow damage 10%. and you had 1000 damage prior to either. 1000×10%=1100, then 1100×5% for 1155. 1155 is not 15% more then 1000 its 15.5%. Look at your professions traits, and gear options. and add them all up. This adds up fast in many cases, and leaves conditions far behind.
spvp.
conditions work better here, only because min/max gear is limited.
Zerkers is honestly old news. Assassins should be the dps king. people haven’t jumped onto that train yet for some reason. but its also not an spvp option.
In pve/wvw, you can get 60% crit, 70% crit damage. Between gear, runes, food, oils, etc.
Add fury on top of that…
No amount of condition gear can compete with that kind of dps.
Those are NOT figures you can achieve in spvp however.
no food, no oils, no ascended gear, no min/maxed zerker/assassins.
Mathematically conditions are still inferior, but human error, and just in general playing by feel and not actually testing optimum strategies lets conditions work out well enough.