Showing Posts For Da Poolp.6809:
Very much so. It’s quite a significant boost.
Not really, the mao heal will heal for 1398×3 instead of 1340×3, and it will add 25 on each tick of regeneration.
P.S.: The healing power bonus of that trait is 290.
Warrior longbow got 20% like the ranger longbow, not 100%
Back to that longbow; 20% chance, yes. If you’ve got a devourer next to you, that’s 3 projectiles with a 20% chance each, so you’ve got a 60% chance for something
Probability doesn’t work like that :p
In some regards, it does work like that.
In this example, 3 projectiles fired, each with 20% chance to proc.
First one, 20% chance proc. 80% chance no proc.
Same with the second… and the third. But, what combination of possibilities does that leave us with, and what are the chances of those outcomes? because they could all proc, or none..or one, two… stuff can happen here, and we need to calculate it by god!
.2 × .2 = .04 (2)
.2 × .8 = .16 (1)
.8 × .2 = .16 (1)
.8 × .8 = .64 (0).04 × .2 = .008 (3)
.04 × .8 = .032 (2)
.16 × .2 = .032 (2)
.16 × .8 = .128 (1)
.16 × .2 = .032 (2)
.16 × .8 = .128 (1)
.64 × .2 = .128 (1)
.64 × .8 = .512 (0)Oh noes Rav! Why the wall of numberz?
Those represent the rate the different combinations of possible proc/noproc would occur. We have a 0.8% chance to proc all three shots, for example. While we have a 51.2% chance to not proc any of the three shots. Which means we have a 48.8% chance to proc at least one in those three shots.
But the tricky part, is that knowing the rate we proc at least one isn’t very helpful, not really. What we’re after is a little different. We are looking for the effective proc rate over time, of having fired 3 shots at 20% compared to just one. (That was the original point, if you remember)
To do that, we need to weight our probabilities based on the number of procs it results in.
So, that 0.8% chance to give us 3 procs becomes 2.4% rate to give us 1 proc (on average, over time ofc)
If we do that, for every probability or potential outcome, we end up with… whoa 60%.
There is no “tricky part”, the probability is like you said 48.8%. If you add the “0.8%”, you count the same probability more than 1 time. And like Lediath said, if you want to do that, you need to take care about the attack rate, and the devourer attack rate is low.
Warrior longbow got 20% like the ranger longbow, not 100%
Back to that longbow; 20% chance, yes. If you’ve got a devourer next to you, that’s 3 projectiles with a 20% chance each, so you’ve got a 60% chance for something
Probability doesn’t work like that :p
I hope bugs fixing isn’t a part of those “16 bullet”, but real changes.
I wanna be able to tame the WvW cat ! He’s like my Charr
I’m using this one for dungeons: http://gw2skills.net/editor/?fMIQJARVjEVR2JWGWs2Bg1DCDcQmiDR0pAVPvYlSkA;TkAg0CnoqxUjoGbNuak1MoA
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GS/LB for PvE and WvW, GS/SB for sPvP.
Maybe I’ll use Sword/Axe if they fix the #1 of 1H sword.
Pets are mobs, it’s exactly the same problem.
There is this video too: http://www.youtube.com/watch?v=77D8fI2Ow4E
We can see pet, against a moving player, will never hit him….
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1: It will work only against direct damage, DoT will still hurt you.
With greatsword, if you use Swoop on a target who is on a lower level than you, the attack will miss.
It was a fix from a previous patch, Hyena was nerfed because the F2 skill.
The stat Power doesn’t boost cond dmg, but the boon Might do.
At the beginning, Ranger could get 3 pets instead of 2, and there was an elite skill granting you the possibility to summon all of them at the same time for a short duration. But they removed it before the first BWE.
“- Greatsword: in my humble opinion, the worst weapon in the game. Easily. Only the the leap is done right, everything else needs to be changed, abilities themselves, otherwise this weapon will not work. Why? It’s very slow, no quick burst potential”
I’m not totally agree with that. The GS is the only one giving us a quick burst without quickening zephyr, Swoop+Maul do a good amount of damage compared to others weapons, Counter attack/Crippling throw too. Of course, it’s still lower than others classes. But i agree skills need to be change (bleed on Maul is useless, vulnerabitily or snare could be better for example)
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I don’t like that trait for one reason, the duration. The bleed effect just last for 1-2sec, so you will see just 2 ticks, pretty useless…
Maybe with the release, or before
It was 33% I think, but tooltip doesn’t say how many % exactly for a while.
Yes, Power is really important, with sPvP gear, I’m not happy when I get less than 3k power.
But we need the same knight gear in PvE as sPvP ! (Power/Precision/Vitality)
For me, ranger just need a lil buff (+30% or 20% and 10% with trait on GS skill, and an up of LB speed), but many others classes need a big nerf. I don’t want to be able to do a 11k with my ranger, but I want no class could be able to do more than 5k with a single attack with sPvP gear.
GS need buff we agree, but you can do a “burst” with Swoop+Maul, Crippling Throw can do good damage too. Even after all our nerf, GS stay the better weapon to burst (with direct damage), without Quickening Zephyr. So no, it’s not a “tank weapon”
Attack of opportunity give you an attack at 150% damage, like said before.
The trait works when you interrupt someone, not when you are interrupted. You can see an icon on your buff bar like when you use the Signet of the Hunt with Signet of Beastmaster trait.
For now, Opening Strike has a maximum range of 900 and works only with the auto attack.
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I’m using a build near this one for now, but with few differences:
0 in Nature Magic but 30 in Wilderness Survival with Empathic bond. Rejuvenation is pretty useless, and Empathic bond remove ALL yours conditions every 10sec, it’s really awesome. In pair with that, I could take Heal as One instead of Healing Spring, heal more with a shorter CD (but longer cast time)
I prefer shortbow to longbow for sPvP too (poison, snare and daze/stun).
I understand why you take Signet of stone, I thought about it often but 2 skills for just one goal… I don’t like that. I think it’s really better to take Lightning Reflexes because Ranger survivability is more with dodges than other things.
EDIT: I prefer Rampage as One, Stability is a must have in PvP against some classes.
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Rune of divinity give you 12% and 60 to ALL stats, include healing power, condition damage, etc AND critical damage for a total of 18% (12+6).
Precision is important, even before you reach 100% critical damage (critical damage bonus is useless if you get 0% to do a critical).
Nothing for us. But maybe they are focusing on necro for now, and our turn will be after…
Runes of divinity give you 18% crit damage and 60 all stats.
I dream about DW swords for Ranger…. :p
Ranger has always been the master of DW !
since engineers had a similar trait with equipping kits that previously worked both inside and outside of combat and Arenanet patched it to be inside combat only and gave the above as their reasoning.
They can do it out of combat, but there is a internal cooldown that doesn’t allow them to stack it. It can be the same for us ^^
Ranger____________Guardian__________Warrior
1- 1100-1100-1700*_____2500-2500-3500*______2100-2100-3000*
2- 1900*_____________1700x5(8.5k) aoe______~15.000*
3- 2000*_____________7000 aoe whirl________~7000 aoe whirl
4- 1900______________3500*_______________~5000k line aoe
5- 700_______________1600 aoe-pull_________~2000*
Even if they buff our GS damage by 2, it willl still be lesser than war and guardian….
I really don’t understand Anet, why they nerfed our GS damage by 2 if there are others classes with greater damage…
I want strategic fight back, like GW1, no class should be able to do more than 4k damage with an attack…
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Engies can get perma swiftness with just one trait, so no, we don’t “have faster, and more reliable ways of applying swiftness then thieves or engies do…”
You do know the passive speed boosts and swiftness don’t stack?
Yes I know, and ?
Thieves should be the only class with better mobility than us, but war and engineer have a better one, even necro can get a perma swiftness….
+15 or 20% speed bonus on the signet or a utility skill with swiftness would be great
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Pets do good damage (my jaguar do better crit than me) but they need to be able to hit while moving to be really efficient
They said they are focusing on fix bugs first, before attempting to balance classes (we can see they fixed part of necro bugs in the last patch). It’s frustrating but logical.
We need to be patient, it’s hard but what can we do other.
Only the warrior frenzy penalty is penalizing. The rogue aren’t either.
But for the ranger, it’s our only way to get a burst for few sec unlike wars and thieves who have weapons skills to do it.
I found a new bug I guess.
When under the effect of Signet of the wild with Signet of the Beastmaster trait, you’re not able to finish a downed foe anymore.
Pretty annoying when you think it’s our only one non elite skill that grant Stability…
All I want for now is an information from Dev, I just wanna know if I must wait for more beautiful days or f I must leave my ranger right now because they think “Ranger is fine”….
Nothing for us inthe patchnote today, I wish it’s because they are working on major changes for the ranger…
I already tried a template like that. You will get kitteny damage (more than usually) and nothing against CC or root. Sharpened Edges is useless because of duration (1 or 2sec) and no damage condition.
Evasive purity is useless, and I wonder if Bark skin work at 25% of our “base life” instead of our maximum life pool
And you can’t change your pet when pet swap is on CD
My Ranger whishlist:
- +30% damage for GS, 3k damage with Swoop (3374 attack, 58% crit damage, TH training, +5% damage sigil) on weakest dummy with 20 stacks of vulnerability is a sad joke.
- Remove bleed condition on GS 2, add vulnerability (5 or 10 stacks) or snare condition
- Change Counterattack to be used on movement
- Move traps traits from Skirmishing tree to Wilderness Survival tree
- Move Remorseless to second tier of the line
- Move pets traits to BM tree
- Increase bonus damage of TH training to 10% and move it to skirmishing tree
- Decrease pets damages but increase survivability (more hp/toughness, dodge with the ranger, etc)
- Improve pets AI (like going in the foe’s back when the pet is not the target)
- Give % of Ranger stats to pets stats
- Make F2 pet skill quicker to launch
- Decrease signets cooldown to 60/90sec
- Decrease RaO cooldown to 90sec
- Fix traits bugs like Opening strike
- Make birds’ speed boon on F2 skill
- Make Whirling Defense to be used on movement
- Allow Path of Scars to pull the foe on return, like Chieftain skill
- Increase LB attack rate slightly
- Allow Lightning Reflexes to break root
- Make a special bar for pet control (attack, etc) and another (F1 to F4 skills) for pets skills
- Tell us something on your concern about the Ranger….
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