Showing Posts For DGraves.3720:

Med Kit Suggestions Here

in Engineer

Posted by: DGraves.3720

DGraves.3720

22+ .06*condi damage, include might in that, and multiply by 1.25 for vuln. That’s what I was using. So at about 2775 condi damage (i forget exact number but it’s something like that with max might and full condi builds) you do 235.6 damage per stack. At 25 stacks that’s 5890 damage per tick, which means 5890dps.

Guard torch doesn’t do more on boon unless it’s a trait I don’t know about? It does have an awesome condi clear, and a nice bit of burst damage though.

That’s not accurate. You’re going to both average more than 25 bleeds and you’re going to hit much, much higher DPS. 15 applications total in 1.25s (the length of med blaster) if you were to double the extension time to 4s you would be able to stack at least a consistent 30 if not closer to 35~40.

It looks like time is really tripping people up. I highly doubt whether you aim high or low you’re going to have a real average of 25.

No, I was referring to Guardian Torch having a healing element alongside a damage element not that it healed based on boons or did more based on boons for that matter. Sorry for that confusion.

Shrapnel Revisited

in Engineer

Posted by: DGraves.3720

DGraves.3720

Better hold on to that IP

Man what a pun. Doesn’t that make this all seem worth it.

sometimes i dont feel like its worth it to engage him, but then again i fear people might believe in Math™ by DGraves.

Yet you yourself make terrible math errors. Very, very often. You know, like suggesting Poisson distribution as an option? Which of course doesn’t even make sense and would never work because of the requirements not being met.

its not an error to suggest to you a broad swath of material so you can better understand the things you are messing around with. i couldve also said gaussian and chi^2 distributions, and theyre no more relevant to this specific problem, yet are core to statistics as a whole.

Part of me wonders what your background with statistics is. You seem to have a lot of theoretical knowledge but also seem young in it (hence mixing up methods like Bernoulli and Binomial Distribution, suggesting something that doesn’t apply like Poisson, suggesting something that was already being done in the case of Bernoulli and being unable to explain your suggestion, excusing yourself for getting your terms backwards and throwing around new terms, etc.) as if you yourself are just learning it.

Even with that said it’s nice that you are tutoring. I myself do this though for a group slightly higher than high school. It’s a good way to keep your brain fresh and ensure mastery over both theory and application.

Just be careful about claiming you understand things. While I may not necessarily be confused a lot of people are afraid of math and analysis so they’ll buy into anything even if it’s completely wrong. I’m not popular (we’re both thankful for that actually) so the burden isn’t mine to bear.

Med Kit Suggestions Here

in Engineer

Posted by: DGraves.3720

DGraves.3720

  • 1 skill is given a damage coefficient.

No thanks. That would be way too annoying in wvw thanks to retaliation.
As suggested before it should inflict a condition (blindess, weakness or slow) or remove certain boon (retaliation, fury or might).

Removing boons is pretty big. A condition is something I toyed around with as well. It sounds crazy, but I was thinking apply 1 bleed to the target for every ally healed, sounds crazy but in full condition damage gear it’d only yield something like 5k DPS with a 4s bleed IIRC (I may have to double check my math though >.<). Anyways, yes conditions would work as well, but with the other skills I just don’t see a good reason for us to be med blasting through the clash. Anyways, I’ll take either/or. But, I would want a new gear stat option if we had condi. Healing+Condition Damage with Precision and Expertise minors

Is there a cap or CD on that?

The attack hits three times up to 5 people so that’s 15 bleeds in under 2 seconds.

Yeah I did all the math on it a while back when I was going to make a med kit post of my own, then the forums ate it and I said screw it. I can’t remember if I had it as 2s base or 4s base bleeds, but in either case it was more fun and wonky than overly effective, which meant outside ideal situations it wasn’t very worthwhile.

With current stat options though it’s hard to make a condi healer, you’ll either lack duration, or lack healing power to make a true healing build. So that’s why I’m a bit skeptical about it.

An unmodified bleed wouldn’t even be correct to call a tickle, it’s almost nothing. Even fully buffed bleeds only become good when you’re stacking 20+. In that weird 1 stack per ally healed thing I figured in full Viper gear you could max out at around 25+ stacks or something like that and it came out to 5.8k dps, again nothing to write home about. To be fair though that could go up another 15% with GoTL but still. And, that’s full DPS gear, swap to healing and you’re getting half the stacks for a fraction of the damage, it’d just be pretty pathetic, but at least something.

Also about the retal, perhaps just the addition of a power attack on the final pulse, if that’s possible?


I think it is more powerful than you are giving credit for. If you did manage to get the 15 bleeds even at base that’s quite a bit of damage.

15 × 22 × 2 = 660. Keep in mind a for a fully decked out single stack of burning to match that you need 3,409 ((660 – 131.5)/.155) effective condition damage. And that’s with zero condition damage. I’m pretty sure even at two seconds it’s going to hit more than 5.8k dps. Of course there is a gimmick cap where if everyone is at full health then it has no effect (I presume).

I always wonder how you guys come up with your DPS calculations. None of them are very transparent. Interesting stuff.

I think if you really wanted to get something going for a dual attack you would need to deal damage based on the number of boons the opposite player has. So basically it punishes boon builds and also promotes boons in your party; this way it’s a really versatile option that just does base damage or healing. It’s not unheard of since Guardian has something similar with a torch. Maybe. It’s been a while since I guardian’d.

How Much is Your Account Worth?

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Posted by: DGraves.3720

DGraves.3720

As far as I know nothing at all. All of my current assets are not salable.

Med Kit Suggestions Here

in Engineer

Posted by: DGraves.3720

DGraves.3720

  • 1 skill is given a damage coefficient.

No thanks. That would be way too annoying in wvw thanks to retaliation.
As suggested before it should inflict a condition (blindess, weakness or slow) or remove certain boon (retaliation, fury or might).

Removing boons is pretty big. A condition is something I toyed around with as well. It sounds crazy, but I was thinking apply 1 bleed to the target for every ally healed, sounds crazy but in full condition damage gear it’d only yield something like 5k DPS with a 4s bleed IIRC (I may have to double check my math though >.<). Anyways, yes conditions would work as well, but with the other skills I just don’t see a good reason for us to be med blasting through the clash. Anyways, I’ll take either/or. But, I would want a new gear stat option if we had condi. Healing+Condition Damage with Precision and Expertise minors

Is there a cap or CD on that?

The attack hits three times up to 5 people so that’s 15 bleeds in under 2 seconds.

This Game Is Too Easy

in Guild Wars 2 Discussion

Posted by: DGraves.3720

DGraves.3720

While what you’re saying is absolutely true, and a direct result of a “No Trinity” game, it is still a choice to go for that. If inefficient builds and gear give people more challenge and challenge is what they want, it clearly is an option to go for those builds. “The game forces me” is not really a good argument, because it doesn’t.

I feel like this is the wrong way to think of this. The reason why is because this returns to “make it harder for yourself!” which defeats the purpose of playing the game to begin with. If I have to make a game harder, but cannot modify it in any way, then I must do so within the parameters offered. What this means to me is that in order to increase difficulty I have to play worse on purpose.

This goes back to my analogy of the testing; instead of the test being reduced down to the student’s level now we have the class grade being upscaled by the student. The student purposefully fails a test so it is harder to pass? That makes no sense. Doing that does not make for genuine difficulty. As a matter of fact that’s outright self-sabotage.

It isn’t that the game forces me not to sabotage myself but instead that we must, at some point, admit that self-sabotage is not the logical course of action and therefore not an rational and acceptable course of action as an option. As far as I’m concerned that’s equivalent to being upset that you type at 90 wpm with two hands so you cut off your arm to see if you can get there one-handed.

A Trinity game will invariably have more options for build diversity, because you have several roles that need to be performed. In GW2, these roles are largely redundant. It’s the nature of the game and has been since launch. Taking it from there, the only real challenge in GW2, once you are intimately familiar with your class and the enemies, comes from new encounters, new traits, new enemies, figuring out the new best build/gear/rotation after a “balance” patch, etc. (I put “balance” between quotation marks, because I find the balance part sometimes lacks from these balance patches).

The developers however constantly reduce the number of traits, merging them, and completely obliterating the original choice set because it was “too complex”. The developers reduced the enemy difficulty across all difficulties because it was “too hard”. The developers have greatly increased the ease of which one acquires things in the game because it was “too rare”. Am I angry with the developer? No. However the players demanded this, the developer gave it, the business thrives (sorta) but at the cost of the integrity of the game.

GW2 when launched is an entirely different game from it’s current state. A large complex set of maps with a gliding mechanic built in doesn’t change the fact that the game is rendered easier and easier every single patch and honestly it continues to drop in ease. That’s not a bad thing, for everyone’s sake, but over time what this does is it reduces the game to a very … primitive state.

“Destroy the red bar.”

Once you make it steamlined enough there’s no other option; you realize that a number of traits, kits, weapons, pets, etc. are all … worthless. It’s junk. And that is how the slippery slope begins. You build in more junk, you change up the base stats so you can implement “tougher to earn” armor for no reason whatsoever changing the game from casual to mild gear grind solely so that the “psychological feeling of accomplishment” is present but honestly is that not just the playerbase asking for WoW all over again?

And what happens when Ascended becomes the norm? Raids. Cookie-cutter raids at that. Same old “learn the encounter, play the encounter”. I do feel for developers though, they have to contend with YouTube basically telling people how to play their game and exploration is really a player choice but still.

I ran around with a full Clerics guardian for a while (full ascended as well, because he was my main Fractals character). Taking things out on my own took a hell of a long time and was boring as hell to me, so I changed it to berserker stats and adjusted the build to do more damage. The point is that most people, after having done everything many times, just want it to go smooth and be efficient. Almost no one wants to wipe over and over again in AC after having done it a thousand times, especially not when you’re used to fast and efficient runs (which I am). That was fun in the beginning of the game, but not anymore.

So yes, damage builds rule in GW2. A bit less so in Raids, but even there the tanks and healers don’t need to be full tanks and healers to perform those roles and can still focus mainly on dps gear. It also makes this game easier to solo. In a Trinity game, try wandering around the world solo as a healer and then take down your enemies. In GW2 every class stands an equal chance of defeating everything in a fairly equal amount of time (well, in principle, that is, but that’s the “balance” in this game). This is just one of the things in which GW2 tries to be different from the old MMO standard, and in that regard they definitely succeeded. The effects of that, however, are not everyone’s cup of tea.

This is where I disagree. Open World Mesmer is not Open World Warrior. The difference in heartiness is ridiculous. You cannot say “I am as effective against Champion X with my Mesmer as I am with my Warrior!” because it just isn’t true. The game has classes, it has armor classes (never could figure out why that was), it has lots of differentiation but both in leveling and end-game there’s a tangible difference between classes and their principle capabilities.

This is why player choice is not there. If you built a Mesmer in Nomad’s gear you’d still die faster than a Warrior in Berzerker’s gear. For the light classes other than active defense it’s all damage or bust; you will get murdered if you go otherwise. You cannot, and will not, succeed in any capacity trying to take a hit.

So no, running around as a healer with excellent HoT (Heal over Time not Heart of Thorns) and an inherent aura saving your life in some other games is significantly easier than trying to outpace even a champion skelk with a Mesmer in full defensive gear. And the cost analysis is so bad! You lose all the damage which only increases risk which only increases player error. You take all the damage which only increases impact which only makes the inevitable hit that much harder.

It’s an internal design lose/lose.

(edited by DGraves.3720)

Med Kit Suggestions Here

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Posted by: DGraves.3720

DGraves.3720

The easiest fix is just to make a med-kit leech and be done with it. Healing another players heals you for 50% of the amount.

This Game Is Too Easy

in Guild Wars 2 Discussion

Posted by: DGraves.3720

DGraves.3720

The problem is that once you do something enough times it gets easier and easier. HoT mobs were difficult in the beginning, but once you get accustomed to what they do and adjust your playstyle they become quite easy, even for glass cannons. Lowering your stats doesn’t change that. The only thing it changes is that it takes longer to take your enemy down, but you’ll still be using the same skills

The most efficient form of challenge comes from things you haven’t done before, or have rarely done before. New encounters, new enemies, new mechanics, new skills.

You’ll find best builds in every game. I have yet to come across a game where every single build you can come up with is as effective as the one before. And those best builds are only a problem if you actually take heed of them. Ignore the zerker meta and make your own builds, choose your own stat combination instead of the standard zerk or viper stats. Choose your own weapons and rotations instead of the ones prescribed on metabattle.com. There are still plenty of options besides the builds on display there.

I don’t see how “thinking about builds” is no longer possible here, unless you do want the best builds, just not the ones that the meta prescribes. And to be honest, I have changed gear on several characters throughout the years, especially since HoT came out. It’s just that, when I am working on my own best builds, they are often similar or almost similar to the meta builds. Figuring out these builds isn’t difficult.

There are actual “best builds” and it’s very 1 size fits all. People haven’t changed gear in years. It’s the exact progression that was to be avoided, you just sit and wait until something better gets released, swap to that, then wait.

If this description fits you, then the problem is not the game. This implies you get the best gear and builds, and when something better comes along you go for that. It’s only logical that the best builds and gear make the game easier (provided you also have the skills for it, which I assume you do or you wouldn’t be complaining the game is too easy). Abandon the whole best build principle. Don’t go for the best gear stats. And don’t do the same thing over and over and over again. There will be no surprises when you’re hammering down on an enemy for the umpteenth time and you’ll anticipate everything in advance. Often having to stay alive for a longer time because it takes longer to kill an enemy takes the faceroll out of the game already. Solo content that’s scaled for multiple players. Duo T4 Fractals, low-man Raids, that kind of stuff. That’s where you find the challenge in this game, in my honest opinion.

I want to talk about this piece for a second. So while I agree with everything you said but this I do think that this is the main problem. The reality is that the game really doesn’t support deviation; while I do not use “metabattle” at all I do find that over time there is alignment and a natural kinship specifically because other builds do not work. Much like killing things in longer periods being meaningless running around as a “healer” or “tank” or even “bruiser” is ineffectual at best and ultimately the games design deigns that DPS really is king. Deviations from these facts are somewhat difficult to justify.

It isn’t a matter of super-rotations so much as it is a matter of the action component. Defense is active, not stat based, so taking stats that enforce defense doesn’t really bolster defense since they play such a minor role in your survival. The same is true of healing in the sense of “over-time” effects; sustain is in and of itself worthless.

That leaves you with the offensive stats of power, ferocity, condition damage, expertise and precision. Those have a distinct order based on what you’re fighting and what you build / have access to and it changes by class and scenario but most of the game will succumb to power based builds easier than condition based.

So ultimately you wind up, after all is said and done, if playing the game correctly and well … in Berzerker/Assassin’s. It becomes the only rational conclusion. Even for “fun” exploration is limited because of the ineffectual nature of just about all the other options.

Colorblind Support for Enemy AoE Circles

in Guild Wars 2 Discussion

Posted by: DGraves.3720

DGraves.3720

Though I do not have vision problems myself I completely support this.

Unique class party wide buffs

in Engineer

Posted by: DGraves.3720

DGraves.3720

I am confused what the different between icon and venom effect means to you. Venom sharing is baseline now, so whenever you use a venom an icon appears on everyone’s bar that counts the uses left.

Range of Effect / Persistent Effects. Vampiric Aura for instance produces an icon specifically for Vampiric Aura. Venom Share never will produce a range of effect icon saying “you’re in a venom share area” or “you’ve been effected by venom share” or anything like that.

It’s a technical activation thing. The point is that Venom Share is the class buff for thieves. There is a field, it’s just invisible, and only appears upon activation of a skill.

(edited by DGraves.3720)

can we make turrets mobile?

in Engineer

Posted by: DGraves.3720

DGraves.3720

I think that turrets should have a recall (not necessarily self-destruct) function. This is especially true with the fact that they now only work within a certain range of the Engineer iirc. I don’t think you can be across the map and leave one anymore.

This Game Is Too Easy

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Posted by: DGraves.3720

DGraves.3720

I got a laugh out of the replies to lower his standards to try and artificially create a challenge for himself. Give up your drive to be good at this game, but only to a degree in which the other occupants deem worthy, but don’t get all ambitious and do good beyond that you degenerate.

I got a laugh out of his suggestion of making the game harder, something clearly not supported by the wider population. You only have to look at the nerf of the HoT maps after the general outcry of it’s difficulty.

You can demand the game to change, which seems unlikely, or you can attempt to make your own challenge.

I want to take note of that. Rather than the players rising to the challenge the game constantly lowers to the players. This is the primary reason why the game is too easy. If I went into a class and said “The test is too hard.” and the teacher just crossed off all but one question and made sure I knew the answer how exactly is that a challenge?

Guild Wars 2 is nothing but a collection of player-centric nerfs.

ew

I laugh at the idea that he’d somehow be ‘lowering his standards.’

Considering options that you have available to you is more mature than doing nothing in a sulk. The OP posted a thread detailing his problem, and it’s to be expected that some people would try to help by pointing out options he might not have considered.

Finding ways to challenge yourself is quite the opposite of giving up one’s drive to be good at a game.

~EW

I think that there is a difference between self-inflicted difficulty and developer intended in difficulty. For instance if you play this game naked you’re not making the game harder in the “mechanical” sense but the “numerical” sense. That is to say having lower stats doesn’t make the game depend on player skill but instead actually is (literally) choosing to play the game in a way never intended. That’s a form of artificial difficulty.

Also, I’ve played in 1st person. It’s okay.

(edited by DGraves.3720)

Med Kit Suggestions Here

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Posted by: DGraves.3720

DGraves.3720

Wearable AoE constant pulse with boon effects attached. Replaces backpack regenerator.

Unique class party wide buffs

in Engineer

Posted by: DGraves.3720

DGraves.3720

1. Thief has Venom share which is actually a unique pay buff without an icon. No other class has anything close.

2. The concept behind engineer being a jack of all trades diminishes “unique buffs”. Technically all the throw elixer options are unique buffs depending in the effect. But it’s random which makes it so poor.

1. Venom share produces an icon.

2. He meant party buffs, but you are correct in that engineer has a tendency to use technology to copy the effects of others classes (water fields or moa even).

I didn’t know there was an icon for venom share. I thought it was only for the venom effect itself. Won’t check. Will just agree.

I’m aware. But that’s the niche design.

This Game Is Too Easy

in Guild Wars 2 Discussion

Posted by: DGraves.3720

DGraves.3720

Wear lesser quality gear, and stop looking at ‘best builds.’ Problems solved.

~EW

Playing in Nomad’s whites (is that even possible?) just makes for longer encounters not more challenging ones.

This Game Is Too Easy

in Guild Wars 2 Discussion

Posted by: DGraves.3720

DGraves.3720

I like easy games but this game is too easy. This dampens everything else, building the strongest gear feels like a chore simply because it just doesn’t matter and the marriage between action and rpg was okay but diversity just isn’t there.

There are actual “best builds” and it’s very 1 size fits all. People haven’t changed gear in years. It’s the exact progression that was to be avoided, you just sit and wait until something better gets released, swap to that, then wait.

Make a tougher game not new timers or just pile hp and damage into stuff. I miss “thinking” about builds.

Condi Engi Sigils

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Posted by: DGraves.3720

DGraves.3720

I’m not Obsessive Compulsive when it comes to Runes or Sigils. On my P/P Dire Engi, I use Agony and Smoldering. They are both cheap. And for armor, I use Runes of the Undead.. I can easily get 75% Condi duration for both Bleeding and Burning (EG, Rocket Boots, Tool Kit) used in WvW.

2000 Condi and 2000 Toughness can both take-it and dish-it-out. It’s a good balance, imho.

What armor stat set do you use?

I’m curious.

shion

Oh I like earth too… so in my burn baby burn build I run earth and smoldering.

I suppose it might sorta depend on the build. Let me see my condi build for burn looks something like this….

http://gw2skills.net/editor/?vdAQFASlcThatY7WwqKQ7FLsFFYIWiBgYHVFPBdzP8JPA-TJhAwAkLDM5CAAb/BAPAAA

I do PvP and can survive with this one because of hammer active defence.

So if I compare with earth….

With Smoldering I get… Each tick worth 374, can be applied to an area, and rotating through little cooldown.

I get an extra 2 ticks on IA,
I get an extra 2 ticks on IP,
an extra tick on throw napalm to area, an extra tick on the pulse.
an extra tick on flame thrower,
An extra tick on napalm
An extra tick on flame jet.

I can generate excellent might on myself through fire field and blasts, plus alchemy. So not sure how adding all my might in changes things but even against earth migth it hold its value ? Obviously PvP your not maxed out for condition duration.

So conventional wisdom states that the longer a duration the better. It’s half true. Extending a duration is almost never going to outperform a new application, which means that even at max duration you’re rarely if ever going to simply outdo a new stack of anything.

In PvP I think you’re doing it right capitalizing on the highest output which is great against players due to their smaller and more limited pools of health plus the concurrence of effects.

(edited by DGraves.3720)

Unique class party wide buffs

in Engineer

Posted by: DGraves.3720

DGraves.3720

1. Thief has Venom share which is actually a unique pay buff without an icon. No other class has anything close.

2. The concept behind engineer being a jack of all trades diminishes “unique buffs”. Technically all the throw elixer options are unique buffs depending in the effect. But it’s random which makes it so poor.

What did you do when you were new?

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Posted by: DGraves.3720

DGraves.3720

I actually played the game and explored ideas instead of doing random analyses all day trying to solve myths. I created new builds and concepts but I was so naive…

what does engi -need-?

in Engineer

Posted by: DGraves.3720

DGraves.3720

I don’t think you’re wrong about a new element and don’t even disagree it could be damage based but I’m having a hard time trying to put it together. Do you use marks and tag an enemy? If so how does it work and does it require a gimmick?

Lots to it. Very complicated.

I was thinking about something very simple, a trait similar to Applied Force like “Apply Cracked Armor for every stack of Vulnerability above the threshold”, numbers are up to you, it’s just a proof of concept.

I don’t do numbers. :p

Condi Engi Sigils

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Posted by: DGraves.3720

DGraves.3720

What about duration extending Sigil? IN the case that it gets you an extra burn tick or something?

It’s Very rare that An extended duration will outpace a new application.

Take FTs burn.

2s base + 33% base from firearms grandmaster trait, + 37% duration from vipers.

3.6443s so, 3.75 iirc.

Adding 20% to that only adds .5319s or in damage at base 69.94485.

Even at base sigil of Earth does 110.

With 2000 condition damage:

.5319s of burning is worth 234.8339

The 5s bleed is worth 710.

Shrapnel Revisited

in Engineer

Posted by: DGraves.3720

DGraves.3720

I solved it!

So that’s that. Sorry for offending anyone along the way.

Also, you’re absolutely right. Have a good one.

Legendary Armor basically useless

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Posted by: DGraves.3720

DGraves.3720

In all honesty they should just scrap building armor altogether from the sounds of it and use the PvP model for the whole game. Pay to unlock a tune or sigil.

But that requires a new economy.

what does engi -need-?

in Engineer

Posted by: DGraves.3720

DGraves.3720

I don’t think you’re wrong about a new element and don’t even disagree it could be damage based but I’m having a hard time trying to put it together. Do you use marks and tag an enemy? If so how does it work and does it require a gimmick?

Lots to it. Very complicated.

what does engi -need-?

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Posted by: DGraves.3720

DGraves.3720

Engis were the masters of vuln stacking before HoT, I’d like a way to push that concept further in raids.
Just like there’s a trait in Scrapper that gives quickness when you stack too much might, there should be a trait that adds another layer of vuln-like debuff when the vuln stack is past a certain threshold.

But Engineer, Explosives already gives you 7% damage for just dealing damage to an enemy with vulnerability. Engineers gain 32% more damage at full stacks. A new layer won’t do much though perhaps maybe some form of defensive debuff overall that could effect others would.

Sigil Cooldown Icons?

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DGraves.3720

Hmm on the other hand how many sigils would actually require this? None of the on swap needs it except maybe for an engineer and elementalist since the weapon swap timer has that covered. Even if it was there, what are you going to do? Just sit there waiting for the cooldown even though you need skills from the other weapon set/kit/attunement?

The on hit/on crit sigils are unpredictable and uncontrollable so what purpose would it serve for those?

That seems to eliminate all the sigils with cooldowns.

Two points:

1. For on swaps you actually can gauge when a swap is best. For instance in perhaps a more complex system (like Engineer) your entire strategy may revolve around cooldowns that are not congruent with your sigils so you effectively waste time between because you’re not actually always constantly switching and there is a four to five second window sometimes depending on what you’re facing and how reliably close you can get to it. Same with ele, there may be times when it really isn’t best to constantly flop around on your keyboard.

2. Actually it makes them more predictable for data collection reasons. Too many assumptions and not enough evidence and half the time it’s incredibly difficult (or outright impossible) to tell when something does go off if it is a generic effect like bleed or might depending on the situation.

It all makes for better planning.

Why do you play GW2?

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DGraves.3720

Something but to pass the time. The action elements give me more to think about when thinking of this or that. I definitely don’t play it for the content or loot however. The base game itself isn’t very fun to me.

Legendary Armor basically useless

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DGraves.3720

Actually this is false. With Bloodstone Ascended Trinkets and a Capacitor you can change your ascended set in entirety on the fly. That’s why they are so good. They go perfectly with Ascended armor.

Let me re-iterate. It’s much, much cheaper to buy a few sigils and some trinkets than you build an entire second set of something.

Condition Rounding Question

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DGraves.3720

I wonder if anyone knows. I’m sure it’s been tested. Hopefully.

Obtaining Gift of Battle

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DGraves.3720

And the best way to reinvigorate a dead game mode is to try and fill it with players who absolutely hate being there.

I’m NOT ok with this and my spending habits make that clear. If they don’t deal with this soon, their shot at my money will be gone.

But you have to understand that throwing a tantrum only makes the game more boring if they give in. I’d rather see you go than give you a legendary because you just want to avoid something you don’t want to do.

Because where does that end?

Sigil Cooldown Icons?

in Guild Wars 2 Discussion

Posted by: DGraves.3720

DGraves.3720

Just for player knowledge. Please? UI position would be the same as sigil stack info.

what does engi -need-?

in Engineer

Posted by: DGraves.3720

DGraves.3720

One handed power weapon to go with shield. Shield also needs some love.

i wouldn’t mind this, but i’d prefer it to be ranged, at least in my preferences. that being said…what the kitten would it be.
i think, still, engineer is one of those professions that needs new (as in do not exist yet) weapons to come into the game for it to go anywhere.

One handed CQC would be mace.

I don’t think there are any one handed “power” weapons that are long range. Design choice.

and no sensible engineer would take it over hammer unless it offered a leap, and shield was re-done to be useful.

I support both though.

Condi Engi Sigils

in Engineer

Posted by: DGraves.3720

DGraves.3720

Depends on the enemy.

Fire and Air are actually good options to capitalize on the fact that 90% of the game is weak to physical damage, Fire is aoe and Air single target.

Torment and Earth are next. Torment is AoE and permanent on crit and Earth is single target. Geomancy is TERRIBLE. It’s one stack every 9s and it has a proximity limit, Torment will last 10s, have no range issue, doesn’t require anything but a hit, and of you’re facing a single target does better damage if kiting.

Bursting requires a massive pool and 4 stat stuff can’t provide enough condition damage. Engineer’s conversion is too weak fit the precision piece to make it capitalize well.

Geomancy is 3 stacks every 9s that last for 20s each. So you end up with over 6 stacks on Engi considering we can take advantage of that 9s vs 10s where other professions can’t. When all decked out right it’s something like 1300dps, earth like 800dps.

I got that totally backwards. Good catch!

In actuality it’s still not very good because of the range restriction and the fact that you can’t control targets in mass minion battles. You’re the center where with torment your primary target is.

As for the dps numbers that depends on stuff that isn’t really transparent. I’ll have to take your word on it since it probably includes an entire build with buffs etc.

I could do it at base though.

60 / 2 = 30

60 / 9 = 6.7

30 × 5 × 1= 150s

6.7 × 9 × 3 = 180.9s

22 × 150 = 3300

180.9 × 22 = 3979.8

So those are the damage values with no alterations and no condition damage.

3979.8 / 3300 = 20.6% more damage overall.

And that’s that!

Torment while kiting will be 31.8 but the coefficient becomes 9% versus 6% let’s just add 1000 condition damage. So at base duration you’ll get targeted 90 + 31.8 versus 66 + 180. That’s 121.8 / 246 which is 49.51% more!

So there we have it!

I made a mistake. Geomancy is superior to Torment.

Thanks for catching my error!

Obtaining Gift of Battle

in Guild Wars 2 Discussion

Posted by: DGraves.3720

DGraves.3720

GW2 started as a game in which you could choose how to play. Anet should stop gating content behind play modes and offer alternate means of receiving / accomplishing things for different modes of play.

As Legendaries are cosmetic items I’m thinking they should be given at least this to enjoy. Not everything in the game should be watered down to match player laziness and stupidity. They alreasy hosed traits, money, combat and gear.

Leave them their Legendaries. Leave them some dignity.

what does engi -need-?

in Engineer

Posted by: DGraves.3720

DGraves.3720

One handed power weapon to go with shield. Shield also needs some love.

i wouldn’t mind this, but i’d prefer it to be ranged, at least in my preferences. that being said…what the kitten would it be.
i think, still, engineer is one of those professions that needs new (as in do not exist yet) weapons to come into the game for it to go anywhere.

One handed CQC would be mace.

I don’t think there are any one handed “power” weapons that are long range. Design choice.

Condi Engi Sigils

in Engineer

Posted by: DGraves.3720

DGraves.3720

Depends on the enemy.

Fire and Air are actually good options to capitalize on the fact that 90% of the game is weak to physical damage, Fire is aoe and Air single target.

Torment and Earth are next. Torment is AoE and permanent on crit and Earth is single target. Geomancy is TERRIBLE. It’s one stack every 9s and it has a proximity limit, Torment will last 10s, have no range issue, doesn’t require anything but a hit, and of you’re facing a single target does better damage if kiting.

Bursting requires a massive pool and 4 stat stuff can’t provide enough condition damage. Engineer’s conversion is too weak fit the precision piece to make it capitalize well.

Do healing turrets stack?

in Engineer

Posted by: DGraves.3720

DGraves.3720

If 2 engineers drop healing turrets next to each other do you get twice the healing?

No.

Also as above but both also drop supply crates is it 4 times the healing.

No.

Cant find anything definitive on this and from tests Ive done seems that there is some differance, but hard to tell exactly what.

The difference would be in who is using the highest healing power value. They overwrite. What will happen is that the duration will overlap though which creates Ann illusion of difference.

Regen 1: 50hp @ 10s
Regen 2: 60hp @ 6s

If the reapplication time is 10s for 6s you’ll see the higher rate them it’ll drop then it’ll rise again when reapplied.

What the other person said about burst healing is true and that’s uncapped so the water field effects attack though waterfields themselves do not.

Suggestion: Rune of the Engineer

in Engineer

Posted by: DGraves.3720

DGraves.3720

Of the series ( Elementalist, Engineer, Ranger, Mesmer, Guardian, Warrior, Necromancer & Thief ) tell me which is particularly powerful.

I’ve tried to use Guardian in multiples builds, and in my opinion it’s almost good. It would just need a tiny bit more duration on the burn.

Which is my point. They’re okay. And they need to stay that way. Just okay. As runes get added you have your quiet vertical progression so the New runes for specialities have to get stronger and stronger. If basic runes get too good then there’s no point to new ones.

Obtaining Gift of Battle

in Guild Wars 2 Discussion

Posted by: DGraves.3720

DGraves.3720

No. End of answer.

Computer to make this game run smoothly?

in Players Helping Players

Posted by: DGraves.3720

DGraves.3720

Well gw2 runs on two cores so you want the highest clock speed there and your gfx card just needs to be modern mid-range to be playable. A basic anything out of the box will do.

Silver-fed salvaging kit, worth the buy?

in Players Helping Players

Posted by: DGraves.3720

DGraves.3720

Why’s the sigil return problematic? You’d get the sigils with the Mystic kits anyway

It’s actually the greens and blues that give the worthless sigils. You can’t keep your inventory clear (which is the point of salvaging end-game) of the stuff when you can’t sell the green or blue for anything meaningful on the TP.

Just put inspect player option in the game!

in Guild Wars 2 Discussion

Posted by: DGraves.3720

DGraves.3720

The game has bigger issues at the moment. Maybe in three more years or something.

Silver-fed salvaging kit, worth the buy?

in Players Helping Players

Posted by: DGraves.3720

DGraves.3720

No. It is more trouble than its worth because of the sigil return. Your inventory fills up too fast. Bought it when it was on sale 2 years ago.

Condition Rounding Question

in Players Helping Players

Posted by: DGraves.3720

DGraves.3720

I know the tooltips read as every quarter second and presume they round to every quarter second but does it round up or down? Such as having a confusion duration of 2.4. Or does the game round at all and only the tool tips round?

The Predator Effects.

in Engineer

Posted by: DGraves.3720

DGraves.3720

I do not believe they’ve added that. I might be wrong, it’s been months since I checked.

Suggestion: Rune of the Engineer

in Engineer

Posted by: DGraves.3720

DGraves.3720

I agree that there are many runes that aren’t universally accessible. None are particularly powerful for that reason.

You assume that.

Of the series ( Elementalist, Engineer, Ranger, Mesmer, Guardian, Warrior, Necromancer & Thief ) tell me which is particularly powerful.

Suggestion: Rune of the Engineer

in Engineer

Posted by: DGraves.3720

DGraves.3720

I’m referring to the old class runes not the elite specialization ones.

SUGGESTION: Customizable Character Posture

in Guild Wars 2 Discussion

Posted by: DGraves.3720

DGraves.3720

I want a handstand.

returning player engineer or mesmer...

in Players Helping Players

Posted by: DGraves.3720

DGraves.3720

Mesmer. You’ll get far if you like playing with others. Scrapper is more solo.

Suggestion: Rune of the Engineer

in Engineer

Posted by: DGraves.3720

DGraves.3720

I agree that there are many runes that aren’t universally accessible. None are particularly powerful for that reason.