… For some, its because they are … playing with only 1 hand…
For the record I am always playing with one hand. Just to ram the point home.
actually, every maximization problem lives in a space and there is an associated dual space in which lives an equivalent minimization problem.
the reason that you might want to reformulate the problem is that perhaps the dual space decouples constraint. or perhaps a simple change to your frame of reference would do the same which would not require reformulation (but not always).
Jesus, it’s GW2, not theoretical physics.
you are clueless. please read a textbook. if you would still like to argue about how false my first statement is, take it up with any author of the textbook you read.
You are absolutely right.
(edited by DGraves.3720)
Btw. what’s more exploit: contributin to the kill at a place where the damage is low or dying after a hit and waiting for the reward in dead-state?
The former. At least when you die you die you died because you engaged the enemy. When you continuously are allowed to contribute, and thus further the overall agenda, you’re definitely double-capitalizing on the situation.
1. You still get the reward without the intended risk due to an oversight.
2. You get to call yourself competent when really you’re just standing there auto-attacking and using your second screen for less … fortuitous activities.
I’m fairly confident that in the later maps, they put waypoints into the game that made sense for lore reasons, given that the pact is pushing through Orr trying to kill zhaitan, not be glorified road workers. Not to mention Orr’s a hostile area anyways, where the environment is trying to kill you as well.
If we followed the logic of just points where the Pact settled there would be fewer waypoints. The difference in distances is pretty obvious and the fact that the pact sets up in a specific tactical fashion in one place but not another also is lacking in sense. For instance tactically speaking there’s nothing stopping the pact from creating a strong defense right outside the Cathedral of Verdance since, if they maintain Noose Road, they have a supply line that would be a stronger line than from Gavebeorn’s. Furthermore it would be equivalent to Wren Waypoint which is built right outside the temple of Lyssa using the cliffside because Cathedral of Verdance has steep cliffs on each side.
But it’s just a game. There are inconsistencies. The pact does nothing with Shipwreck Rock waypoint afaik. It has no lore value whatsoever and is just a waypoint because it would suck to keep walking/swimming there and back.
Very rarely in any game is any encounter not built around a specific result. In terms of 1v1 regular mobs + veterans your odds of solo death are literally zero no matter what armor/playstyle/tactics you choose. In terms of an elite your odds are slightly higher than zero and you may need some tactics or to dodge. In terms of Champions your odds go way up if you don’t take defensive stats or maneuvers generally speaking. In terms of Legendary enemies your odds are a lot slimmer without a real game plan.
This is just how it was designed. Efficiency of completing a task is specific to the level of difficulty of the enemy not the stats you choose. The fact that it is so heavily dependent on your opponent instead of player choice (which is how they got away with giving everyone the same base stats) is why it “feels” this way.
Then have alternate WPs just outside the main area that activate when the main ones are contested. I have always disliked the number of WPS that are contested most of the time for no good reason. On example is pres like mega destroyer and people asking for help when many are in the cave waiting, peep are just not going to even attempt to get to pre. Many similar events take place where it just isn’t worth the long run.
Another like Thistlereed WP in Timberland Falls—-never has been repaired, no reason not to have that operating again.
The WP system has way more cons than pros.
I think the WP system itself was a good idea but like most good ideas it was a delicate one. Distance between waypoints and map hotspots isn’t equal so on some maps it’s dandy and on other maps it’s atrocious. Should there be some way to get into the Cathedral of Silence, Grenth’s temple, that doesn’t involve swimming across an entire channel? Probably. Alongside that why is it that you can just run up to Lyssa’s temple?
I’m just currently in Orr so those are off the cuff examples but it is truth; the waypoint system, regardless of contested or not scenarios, just wasn’t done with enough care. Its a pain to have the huge variances.
Yes, quite a number actually, including just exploring possibilities. There are times when having more than one dimension rather than being the most optimized whatever it is just simply is more fun. I don’t think any gold I’ve spent on experiments and builds was ever wasted even if it didn’t turn out as I hoped.
But I guess that’s not necessarily how we all play.
any maximization problem can be rewritten as an equivalent minimization problem and vice versa.
That is completely false. Maximization problems generally use known variables and minimization problems use scenarios and hypothetical considerations. Remember that the two terms are used “backwards” in a sense, a maximization problem works with the minimum required to do something maximizing resources that are known while a minimization problem works with the theoretical minimizing the difference between the optimal and the best. Etc. etc. marginal decisions and costs.
now, time is a valuable commodity to most people, so minimizing time spent in an instance is desirable, and for the most part (the way this relates to gw2) minimizing time spent is equivalent to maximizing dps, because instances are completed by killing things. higher dps = thing dies faster = less time spent.
in terms of raiding, the devs are intentionally trying to throw a monkey wrench into this system by introducing mechanics as constraints upon dps: healing, tanking, control, support, and things to do. so that in order to minimize time spent, you can only maximize dps after considering how much healing, tanking, etc you need in order to not fail the instance.
dungeons were prolly originally intended to be this way as well, but personal active defenses and such suffice to fulfill the non-dps requirements without actually requiring the player to sacrifice dps, so its kind of a failure because they are too easy.
Which is indeed a problem of the least, not the greatest, because to find out how much DPS you can do you have to calculate the least amount of healing etc. required to allow the other members to do what they do. The less you spend on other outlets the more damage you can do with other elements. In short it’s the same example you used before with budgeting only now it’s just a giant stat/time pool instead of real money.
Optimization almost always works within scarcity which almost always works within attempts at allocative efficiency which almost always works within solving for the least and capitalizing on the rest. You cannot invert the two since solving for your theoretical maximums and then declaring losses on those maximums doesn’t answer “can we actually do it?”
“Open All Containers” please?
I don’t care what it looks like so long as I never have to change armor again. That’s the only thing I care about.
I would love a warlock looking character in heavy armor.
You have my support.
Honestly it’s to stop you from A, farming events and B. being a brutal victim of the event itself. You are more likely to suffer B than A. Sometimes, like all systems, it doesn’t work out.
because its a maximization problem, not a minimization problem.
the more dps you do, the faster you clear an instance.
as opposed to:
the less money you spend on a budget, the more money you have for other projects.
You inverted it. You want to know the worst case scenario, what the lowest you do, is to know how effectively you can reliably clear an instance. Your question should be “what is the least I need” not “what is the most I can do” if you want to find out how useful something actually is.
Because your example is a perfect example towards my point, the less money you spend on a budget (“what is the least I need to allocate?”) the more money you have for other projects / emergencies / and opportunities.
All of my personal modeling uses the highest toughness I know of, uses the average or even lowest end of the weapon I equip, hero panel stats as they show, and only reliable and readily applicable self-buffs. I know exactly what I bring to the table. If someone gives me a buff and I do better, then I do better, but I know for a fact that what I bring to the table can get the job done regardless of whether I get X, Y or Z. When a teammate dies my shot at success doesn’t necessarily go with him.
… because no one that does the theorycrafting in GW2 is actually interested in checking the correlation between the model and the actual. Their goal is to simply convince everyone that the meta is a specific high DPS build. Doing more than modeling these max DPS builds is against their motives; It’s simply more advantageous and way easier to ‘sell’ a model as being correct than to show it is correct.
What would ACTUALLY make sense is if models were created that MATCH ingame results, then parameters in those models adjusted to see how close they are as predictors of other scenarios. Only THEN can the models be accepted with a known level of confidence. Seems someone thought that only doing half the work backwards was a good idea, and people bought it because ‘lacking science background’.
The sad part is that all those tools are now available to do this in a reasonable way; but people’s reputation and credibility are at risk so they won’t do it. The only value we get from theorycrafting the way it’s done in GW2 is we get ceilings for specific builds; that has a questionable usefulness.
If only the goal of the community was to actually discover how to best invest your time and energy instead of a popularity contest using “math” as a buzzword. I could say “I do 15k dps with my ’zerker Elixir Gun AA!” and I am almost inclined to believe people would buy it.
Well this turned out interesting.
On one hand I understand why game developers don’t want players getting easy kills on mobs by standing somewhere the mob can’t reach.
On the other hand that’s what ranged weapons are all about. It’s like screaming a fight is unfair when you give one guy a knife and another guy a gun, if you want a fair fight, give them both the same weapon.
Maybe it’s just the limitations of MMO AIs, but ideally when a mob gets attacked by a player from an unreachable location, they should respond by switching to ranged weapons or running away if they don’t have a ranged weapon. They shouldn’t just go invulnerable and the terrain shouldn’t be nerfed, that’s not fixing a problem, that’s simply accommodating it (because the real problem isn’t players exploiting terrain, the problem is mob AI is dumb).
Similarly if the Mk. II Golem is being attacked from atop the control tower, it should smash the tower (accompanied by a surprised yell from the Inquest inside), but if nobody’s there it shouldn’t. It would still be scripted, but at least it’ll feel like we’re fighting a mob and not an overly enthusiastic wall.
In a perfect world the MK2 would just be able to move or launch missiles from it’s back every second at the players with the furthest range. Something like that. But this is GW2 and Zhaitain’s world ain’t perfect.
Well, if you ever play on any other character besides your net new then you won’t be able to earn anything towards mastery.
I have a total of 6 trait lines, each with 9 selectable options, for a total of 54 difficult things to remember. I want them to fix other things first, honestly.
it’s amazing how obstinate you are. truly amazing.
No, what is amazing is the 24k dps you don’t do.
finally, he speaks words of truth.
You’re amazed at the damage you do not do …
First for everything.
that number is referring to paper dps and generally one can only get 75-95% of it, especially as engi.
As a genuine math/economics question why would you model high and then deflate your own model? Wouldn’t it make sense to model low and then inflate your own model?
In real life that’s like presuming you’ll get the highest salary in a bracket and then adjusting your budget down slightly against the expectation instead of presuming you’ll get the lowest salary bracket and once confirming your salary adjusting your lifestyle up.
it’s amazing how obstinate you are. truly amazing.
No, what is amazing is the 24k dps you don’t do.
finally, he speaks words of truth.
You’re amazed at the damage you do not do …
First for everything.
it’s amazing how obstinate you are. truly amazing.
No, what is amazing is the 24k dps you don’t do.
Anyone else find it hilarious that anything someone doesn’t like is now an “exploit”?
These players are exploiting the forums by posting things I don’t like! BAN THEM!
There should probably be a difference between “soft” and “hard” exploits explained somewhere, or invented if the terms don’t already exist; this is indeed equivalent to a “soft exploit” in which a person attains victory without risk by utilizing terrain. It’s sort of like stacking as a soft exploit to make the dumb AI do what you want it to do.
Obviously few hard exploits exist and they are bannable. Soft ones are just quirks people know and typically get ignored or just quickfixed and patched up.
here is a build.
several things to note for which this website is inadequate:
- bring a druid who isnt an idiot, and poison or bleed yourself so he can give you regen while in cele avatar but keep yourself above 90% hp.
- bring a ps war who can be an idiot, but does his entire job.
- bring a rev who is an idiot, but stays in combat.
- have enough people around to guarantee 25 vuln.
- dont stop moving.
- dont dodge.
- make sure its night.
- trade sharpening stone for the relevant mob specific 10% potion.
do it yourself. i dont have video recording software and i dont like you enough.
You didn’t even cover the bare minimum. I think your forgot that in order for it to require just 3168 power you have to have a static rifle at the top of the range, 100% quickness uptime so I have no idea where your boon duration is coming from to maintain the quickness you don’t have …
This is why Sheet DPS is so bad for you. Your build would never work. You don’t have even half of what you’d require.
Are you talking about power or effective power? Because those are two very different things.
The real effective power required is 18,232.
(edited by DGraves.3720)
LB ranger can still stay out of range. . . . . . You know.
its like you have no idea that dps is not the numbers you see when hitting things on your screen idk.
Actually … it is. The numbers on your screen represent actual events. I played around with this and gave you a lot of leniency and came to the conclusion that you would, in order for this to work, need a minimum require 3,163 power under 100% quickness with 100% crit rate at the highest critical modifier possible in game (which includes Sigil of Cruelty, abilities from other players, specific runes, and some foodstuffs), a steady weapon fixed at maximum, all boons, and an enemy with 2,600 defense to have a shot at this. Just a shot, it’s not guaranteed.
I don’t know; that’s a lot to set-up.
I’m sure you’ll get on that though.
oh really, only 3200 power?
perfectly doable. my engi has 2686 and a few of my pieces are assassin. with 25 might and a food i already have 3536, nearly 400 more than “needed”.
I’m waiting for the video on you actually doing these 10k crits for a minute straight. Talk is cheap and honestly this is getting boring.
Since legendary armor is going to hit the scene at some point, and likely sooner than later, ascended items will become essentially obsolete. The future is brighter than even I can imagine? As for dungeons as new stuff comes out old stuff can’t be maintained as much. Nerfing them to hell is equivalent to just outright abandoning them as a project and doing basic maintenance on them.
It should be for everyone like the wallet.
It should not cost anything.
All players should receive it since it has use in all of Tyria due to many unintentional and unmentioned key-like items (I.E. Aetherblade).
It should not be an unlock.
The best way to handle this is to just get rid of keys altogether and use a different system to open boxes such as acquiring energy from kills and charging a bar or something since keys and events are inherently tied together doing the same gosh-darn thing.
“Keys” would be tied to activities instead of characters. Charges are just as easy to manage as a currency and have less physical “presence” making them easier to encapsulate without need to worry about their tangibility (and tradeability) between characters.
Call it a “Blessing of Maguuma” or whatever.
I am just curious what you think. Go-go cleric’s gear!
its like you have no idea that dps is not the numbers you see when hitting things on your screen idk.
Actually … it is. The numbers on your screen represent actual events. I played around with this and gave you a lot of leniency and came to the conclusion that you would, in order for this to work, need a minimum require 3,163 power under 100% quickness with 100% crit rate at the highest critical modifier possible in game (which includes Sigil of Cruelty, abilities from other players, specific runes, and some foodstuffs), a steady weapon fixed at maximum, all boons, and an enemy with 2,600 defense to have a shot at this. Just a shot, it’s not guaranteed.
I don’t know; that’s a lot to set-up.
I’m sure you’ll get on that though.
every single one of your paragraphs is based on faulty information.
you are overthinking this, and you are overthinking it really really badly.
If every single one of my paragraphs is based on faulty information then we are all in trouble. A lot of trouble. The reason being that it means that every bit of (math which apparently one cannot argue with) is bunk. The whole system. The reasoning is simple; if, regardless of coefficient, AA truly captured half your DPS that means your DPS randomly fluctates like a wailing monkey.
But that is okay. An elixer gun’s .4 AA is half your DPS. Well, kitten, how do you ever intend to hit 20k now?
I think the problem with all this “math” and modeling is that you guys just think way too hard. Way too hard.
18k dps with bomb auto attack? It’s the easiest one to measure! You take whatever damage you do in the one second you attack and that’s it. If you do 3k with an AA bomb … your DPS with AA bomb … is 3k. How one manages to get 18k dps with bomb is … ludicrous. It’s literally on a 1s even tick schedule.
(edited by DGraves.3720)
think about it for about 10 secs. here:
when you attack with quickness, instead of doing 2 attacks, you do 3 in the same period of time.
Your first error is thinking solely in activations. When you attack while having quickness the activation time is 50% faster, no problem, but the cooldown is the same so your math only works if the activation time is 1s. If it is faster or slower naturally then it doesn’t work and there are attacks that do take more or less time than 1s.
autoattacks are bad and do about half of your average dps.
I would hope not because that would mean that there’s no point to a difficult rotation other than optimizing behavior. If you only, yes, only, double your output through an annoying rotation then you’re not really doing anything astounding. I would expect something a bit more … spectacular. Fortunately that claim is just outright wrong, otherwise we’d be up a creek as gamers.
so quickness will improve your dps, in the worst scenario where you only get extra autos, by 25%. thats a minimum.
Well, again, no, it really isn’t a minimum, because you’re presuming a second on all attacks in the chain. Quickness on say mortar vs. quickness on the toolkit are going to produce different numbers because they have different chains (well, mortars, bombs, and grenades have only 1 in their chain anyway) and thus different execution times. You could find an LCD for time and average them of course but … that seems to be too “easy” for you guys.
since engi rotations arent quite tight any more due to hammer instead of rifle, not all of your extra attacks are autos, so they dont all suck and you can get a bit more than 25% extra dps out of quickness. but its not the near-50% increase that necros, thieves, or guards will see since they heavily depend on autos, and that is because of cooldowns.
But then enter Mr. Opportunity Cost. Bomb kit, bomb AA, normally 1.25 coefficient. On quickness let’s raise it o 1.875 over the same amount of time which in this case is conveniently 1s. Sadly because of this increase it actually has a negative impact on other skills because even though they activate faster they don’t have short cooldowns. So our autoattack bomb at 1.875 p/s can actually outdo our super sweet move X at 2 with a CD of 10s because over the course of that 11s, the one with the activation and then the 10 to wait, you would have easily outpaced the move, and within the capture second the 2 v 1.875 is a meager .025 difference. Quickness has a naturally inverse effect on skills depending on their cooldown.
The longer the cooldown on a skill the less appealing it becomes when compared to skills with very short cooldowns because of how it allows for a higher average based on that CD gap. Quickness is great but not all puppies and rainbows simply because it doesn’t help skills with long cooldowns at all unless they have long channel times. 1s is 1s so then the CD gap is all that’s left to be assessed.
But I’m sure we all stopped listening half an hour ago to this.
i am not referring to any rotation. i am simply thinking about the numbers correctly.
I can dream.
TL;DR: 6th grade math + not overthinking it =/= gw2mathguru
holy kitten. simmer down. i literally said 18k was the old paper dps. that number never included quickness, which is a standard buff now in addition to all the other ones that were already.
that means you can take the old number and approximately multiply by 1.33 to get a new paper dps number that shouldnt be a hell of a long way off of the real paper dps. hence, 20k is not an unreasonable real dps number in a full buffed situation, because its < 24k, which is the number youll likely see quoted by the people doing paper dps calculations.
The problem here is that 18k old sheet DPS is too high a quote. It isn’t average DPS so it likely isn’t true DPS. Since you can actually average a rotation to singular digits the only thing you ever have to do is take the coefficients of each attack adding them all together and dividing them by the number of items (an average coefficient) with average base dmg as applicable for kits or attacks that don’t use weapons as the base and the average between your “resting” power (with no buffs including food and other temporary values, the static values) and your “active” power (which is the maximum you can attain within the build as you use it, not the maximum possible from elements you may not use personally or are not there 100% of the time) and divide it by some armor number and you have your real DPS right there.
This doesn’t require an extensive amount of calculation.
Your real average DPS is likely closer to 2/3s whatever you hear quoted (being generous). Also I have no idea how you gathered that quickness improves your DPS by about 33%. If I remember correctly it doesn’t shorten cooldown so your rotation would just run into it’s natural lull faster. That lull shifts based entirely on what is used at the time in effectiveness and should vary quite a bit more. Maybe you are referring to a specific rotation though.
I don’t think I’ve ever seen the missile ability apply any on-hit skills of any sort. I think that is intentional.
Well Im pretty sure ti does proc Takedown round, just not if the enemy’s health goes below 50% EVEN though the enemy was above 50% when hit
But honestly I need to do mroe testing, I might be completely paranoid
Well that would make sense since the trigger for takedown round would calculate after assessing the damage that would procure it to begin with. So that likely is the case unless the enemy maintains 51%. Just take off all your gear and go punch a golem with it to see what happens a few times.
Report results.
apparently im not the one who doesnt get it.
Actually it isn’t about “getting it” since hopefully everyone knows that the above is ridiculous, and I am not talking about the second calculation, but the first. Spreadsheet DPS is usually retroactively expanded which means that whomever is calculating it takes the peak and declares it as the norm rather than taking the average between the crest and the trough and declaring that as the norm.
DPS measurements quoted are not “you should do at least” but “you will do at most” so when someone says “You don’t do 20k dps? Man you suck.” this is equivalent to “You don’t have a perfect rotation, no dodges, and never go down or have someone on your team make an error etc.? Man you suck.”
Which is too bad because DPS would be a great measurement for things if they incorporated simulations that presumed just a tad more leeway for a strong average. I’d be more than willing to believe, say, 14k dps (which is astounding) than 20k dps because at least the latter assumes to some degree that things do not go perfectly.
Misinformation is to the community as poison is to the veins. The heart pumps it though regardless.
(edited by DGraves.3720)
I don’t think I’ve ever seen the missile ability apply any on-hit skills of any sort. I think that is intentional.
snip
ok good start. now account for quickness, and realize that jump shot is actually a pretty low priority skill. we have 3 hard hitters that do double its dps that are taken in the meta scrapper build.
and then if you want to be even more realistic, assume you have a 25% damage increase from frost spirit and grace of the land, which will further reduce the required power.
Beyond the obvious “whoosh” alright, let’s take quickness and reduce the damage requirement by 25% which is equivalent to doing 25% more damage and even your hypothetical attack which we’ll set to double the real coefficient of jumpshot again with no cooldown and increase the weapon piece by 50% for quickness since it’s the same net effect.
So with a move that has 5.4 coefficient capture, a weapon with a flat 1,897.5 damage all the time, going for 14,400 DPS since we reduced the limit to accommodate you would still need 3,653.93 power and after all our ridiculous and completely impossible additions for ferocity and 100% crit you need a mere 1,461.57 power.
In an equation it looks like so: ((18000/1.25)(2600))/((1265×1.5)(2.7×2))=Power
So, per strike, the only way to achieve this is if the attack in question goes off again every second, so no cooldowns, has 5.4 coefficient (wtf?), 300% critical damage, a stable weapon with 1,898 base power, and a 100% critical rate.
I am absolutely positive that this is doable in game.
No, no it isn’t…
(edited by DGraves.3720)
I decided that if I was going to make the claim that an infinite 18k damage per second was ridiculous I should look up the amount of power it would take to make it sustainable. So I did. Presuming the damage formula is (PWC)/A or Power times Weapon Damage times Skill Coefficient all divided by Armor and using 2600 as armor I would solve for power.
Since we have damage per second set at 18,000 all we need to do is move some variables, so it’s (DA)/(WC)=P, so (18,000 * 2600)/(1265*2.7). The weapon power I used is the highest weapon damage an engineer can wield at 1,265 (rifle) for the weapon and the highest skill coefficient as an instant cast of 2.7 for Jump Shot.
Completely hypothetical and when plugged in you get 13,702.24 power. I’ll make every hit a crit now and give the max crit factor which I will just name as 300, again, unattainable as far as I know, and you still need 4,567.41 power.
So in order to do 18k dps you would need to instantly cast jumpshot at a 1s interval, have a steady rifle with the max rifle range damage, be able to complete a cycle of jumpshot every second, and have 4567.41 power at 300% critical damage with a 100% critical rate against any enemy with 2,600 armor. And nothing less.
I have no idea how people make up these numbers since this is jump shot all-in-one with no cooldown and a 1s activation time using the same formula they posted and go by on the wiki. There’s no way a power build is going to produce enough bleed to make up a loss of 4,568 power when the capture ratio for power’s effectiveness is essentially doubled and then some.
considering the old numbers were ~18k on paper without quickness or alacrity, yes, you could do 20k, because the max paper dps is more like 24k when including those.
Averaged 20,000 damage every second from second zero to sixty is so stupidly high it’s not even believable. The easiest way to think of this is that if your first hit is not 20,000 then the next hits have to compensate by being just that much higher. Let’s be generous and say your first hit is a critical strike and does 10k, so you simply take the 1.2m you expect and subtract 10,000 then average the rest out over 59s since that’s what’s left in your minute. Very simple.
So all of your next hits for the entire minute need to be worth 20,169.49, but your first hit was only worth 10, so is your second hit going to jump twice over in effectiveness? I doubt it.
This brings to bear the next question: how long does it take to actually get to this mythical 20k dps? We know it’s not immediate so where is the answer to that? It’s not accounted for. There is no (unrealistic and likely false) “It takes 36s to achieve the 20k promised by this build.” The next question after that is: “How long can it truly be sustained?” If it were to take say 40s to reach this mythical 20k dps and our enemy uses a move you must dodge every 30s doesn’t that inherently prevent you from ever reaching 20k dps?
In real life if companies did what they said on paper the world would be a much wealthier place. Same thing here, it’s too simple to be reliable enough to bargain off of despite using variables, some of which are not player controlled, as straight guaranteed values.
To be frank I wish the mystic forge just connected to your bank like the crafting stations do so you can access everything from one panel for this. Either that or move it closer to the crafting stations. Yeesh.
Abilities were not changed in their cooldowns/uptime to reflect the stacking DoT effect, though in order to make it a viable DoT, because poison application abilities with substantial duration either have substantial cooldowns, or have very low durations and very high re-application periods. Bleeding is high access with high duration but low damage per tick. It’s meant to be both a bread-and-butter condition for damage and coverage of other conditions. If you really want to talk about replacements for bleed, your argument is better-focused on torment, which for a variety of classes, is more accessible than bleeding and offers strictly better DoT in a majority of cases by a large margin.
By this logic we could remove all DoT conditions from the game since originally there was no condition damage stat and the effects the builds have via synergy with duration bonuses and control conditions is quite high, no? I mean just look at Reaper’s chill durations. It hasn’t been a problem all this time, though, so maybe they could change it just like slow and quickness, is what you’re saying. And I mean that through global changes by cutting chill’s duration on all sources.
Like I said, this was the explicit design of the condition, and durations and application sources were kept in check to make stacking huge amounts of poison not possible unless for very brief periods of time. The effect’s primary use still remains as cutting healing and was designed and is still designed around cutting healing.
Poison wasn’t “designed” that way. Poison probably was fine with just stacking duration like in the past rather than intensity. As for stacking huge amounts of poison you miss the problem; poison stacks intensity just like bleed, it runs concurrent with bleed, but it only requires one stack to maintain the effect of still lowering your healing. So whether it’s 12 stacks of poison or 2 stacks of poison and 10 bleeds the outcome is exactly the same. For at least three classes off the top of my head it’s easy to acquire, easily applied, and easily maintained but instead of just maintaining a modifying effect is now a viable option to add to a condition build as an aggressive source of damage.
Let me restate this:
The more stacks of torment the more punishing moving is. However instead of “poison reduces your healing amount by 2% per stack” it’s a flat 33%, so it really doesn’t matter how long you maintain it, where you get it from, how many stacks, etc. It is a base punishment + now an additional effectiveness.
It’s not a matter of comparing it to other conditions relative to damage. It’s how it works as a mechanic.
(edited by DGraves.3720)
I agree that the toolbelt skill is lackluster.
I disagree that the auto-attack should be upgraded since the hit area is huge, the range is ridiculous, the speed actually does what it says on the tin, it creates fields and is a combo starter weapon, and it is made essentially to keep you either out of the fray or to harass those who want to be outside of the fray in WvW on castle walls.
While it isn’t terribly “deadly” I would say that it wasn’t really meant to be in this sense.
maybe this is off topic but i have question to power players.
really reach 20k dps with power meta? i tried on fractals with dps mater. but about 10k everytime (or more low). or mean just reach 20k During a little?
Prime example.
No, you will never reach 20k dps. You may reach 20k/s for at best (and I am completely unsure if that is possible for an engineer but I know I have never hit anything that ridiculously high with power alone nor have I seen anyone else) 10/15s but this nowhere near 20k dps.
And no, it doesn’t matter how decked out you are, because the bottleneck is the coefficient.
I just need a class that can do it all and do it by themselves. I’m sure all can but honestly some are better than others for certain things.
And if poison wasn’t intended to cut such healing, it wouldn’t have been described as being a useful effect to prevent enemy resurrection and it wouldn’t have been an addition they gave to the condition in 2012; yes, poison used to not cut healing during the BWE’s before launch, so its heal-cutting was an afterthought they gave it despite it not originally having the effect. It’s had it all these years because it was deliberately meant to.
He’s right, though. Poison should no longer damage healing specifically because when it was added as an afternote it stacked duration, not intensity, but that has changed and thus the “afternote” should too. Poison is simply a more powerful, and more difficult to come by for most classes, bleed now.
I think adding it as a roleplaying element would be fine.
I don’t think adding it in any other capacity would be though. You shouldn’t get anything tradeable or anything character advancing through the activity. I can see people afk fishing for passive experience right now in my mind… 2/s adds up quicker than it seems esp. when it’s pre-ordained downtime and you actually aren’t “waiting” for it like when people go to work.
Why though? 10s cooldown already with aoe of 5 targets. If every target in a swarm got a takedown round it would obliterate swarms too quickly.
What’s the deal with you, escaping arguments all the time?
Grenades were never required for max DPS.
In pve? Please explain this one
I’d best not. Let’s presume I said nothing. That’s just a fight waiting to happen.
It is my pesky futuresight. Forgive my unwillingness.
Also, drop rates in mystic from rares seems to have dropped, and having played for 3 and a half years, I notice after every patch it gets worse.
Smart developers do use a formula based on the number of players or participants to determine an outcome. For instance if you want only 20% of whatever to upgrade if only 100 people use it your odds are one in five attempts but if 1,000 people use it your odds are one in fifty. A sliding scale is likely what could be used (for instance, at 100 people, 20%, at 1,000 maybe 18%) to keep the rates from slipping too suddenly too fast.
I need to stop building systems and sets.