“…let us eat and drink, for tomorrow we shall die;.”
(edited by Julie Yann.5379)
Depending on how much it gimps you, it could easily be worth it to roam with your favored weapons because it’s more fun. Enjoyment trumps efficiency for me as long as I can still have entertaining fights with my build.
Also, I need to have a moment with you: when people started foaming about how imba the Hammer was, did you also go “…it hasn’t changed since everyone called it trash”? I remember seeing my first “Hammer is OP” thread and literally laughing out loud. Defektive had made multiple Hambow videos way back in the day (I believe it was Hambow, in sPvP), and everyone was always “Mmmm, nope, your opponents were bad, weapon is trash”.
I think Cleansing Ire hit the scene, and that’s really when the complaint rubber hit the road.
Anyway, I digress. I’m also not sure why your empirical number aren’t matching what the calcs are showing. Do you run Unsuspecting Foe? Is the stun on ES still being applied before the damage? If not, you might be missing Merciless Hammer damage on the ES which is bringing it down more than you’d expect.
I’m trying trading UF for sigil of intelligence, that way I can pick up burst mastery to make up for some the lost damage. I am also wondering if the Merciless Hammer trait is working properly with ES, it would account for the numbers I am seeing.
I ran Hambow in WvW for quite a while before the hammer train meta settled in, it was amazing for tower defense and holding chokes and lord rooms. I basically got laughed at for using a Hammer cause it was supposedly a horrible weapon. The lack of mobility is what made me switch to sword n board which worked really well for my play style and still people thought its was terrible even though I was getting good kills. It was all about the frenzied bullcharged100b back then. That’s what the self proclaimed pros used . So yes, when people cried OP Hammer I basically answered “It hasn’t changed since people called it bad.”
(edited by Julie Yann.5379)
We’re up to every Power build losing +50% critical damage. This is getting delicious. At this rate, in a week all Power builds will have lost 100% critical damage and the player’s pointer finger, while Conditions gained two arms, were donated computers, and are now able to multibox.
@Julie: With Merciless hammer and 100% character sheet critical damage, you were doing 1.25x*(1 + 1.5) = 3.125 times your base damage with each crit while the enemy was disabled. With a 30% critical damage reduction and the Merciless Hammer nerf, you’ll be at 1.2x*(1 + 1.2) = 2.64 times your base damage. 2.64 / 3.125 = .8448, so you are now doing 84.5% of the damage you used to be doing for every crit. That’s a 15.5% damage loss. Not 30%.
I played Hammer/GS for months in WvW back when everyone laughed at how terrible Hammer was as a weapon. I don’t know what you were baiting blocks/evades out with, other than the opponent’s general lack of knowledge/panicking at auto-attacks, but the only thing to really worry about against a Hammer Warrior is Earthshaker. Dodge that, and their everything is ruined. Now if you’re also using something like Bull’s Charge + 100B as part of your combo to get them to be nervous before transitioning, that’s something else. In that case though, you should have the tools you need to continue to apply pressure.
Regardless, you should be able to kill people post-Ferocity unless you were crutching kitten Hammer doing way more damage in an easy CC chain than it probably rightfully should. It STILL can do a load of damage, just ~16% less.
If you want more opportunities to land more damage with Earthshaker, maybe sacrifice the 50% crit on stun and go with Leg Specialist. In either case, try adapting, because it really shouldn’t be a very big deal.
I did the math and you are right, my loss is 15% on those crits. It’s weird cause I use to hit 5k ES pre patch against quishies and the highest ES burst I saw last night was 3.5k vs those same quishies in WvW. With the amount of people I kill in a night I should have seen 4K+ at least once. It’s was common for me to hit 3 to 4k auto attacks in a combo, the highest I saw last night was 2.2k. Something is not jiving, what I see on paper is not what I am seeing on screen.
I know I will be able to still get kills with my hammer but my build has lost so much damage over the last few patches. I’ve been playing Hammer/SwSh in WvW for a little over a year. It was never considered OP until Hambow made it’s way to PvP. Since then it’s be nerf after nerf for my favorite weapon. I will adapt it for zerging and GvG but why would I still use it for roaming when a tanky condi build would be so much more effective. I’d be intentionally gimping myself by taking it.
Anet doesn’t hate warriors, the community does. They flooded the forums full of QQ for months. Anet listened and nerfed the kitten out of our best builds
Rejoice, Anet has finally nerfed the Hammer into the ground. At least now, when I pound someones face in they have no reason to come crying on the forums.
I keep saying this: the ferocity change isn’t as big as many people are making it out to be.
Pre-ferocity WvW build (zerker trinkets, soldiers everything else) has a 20% crit chance and 186% crit damage, before traits. Post ferocity builds will have 173% crit damage running the same stats. So, the overall drop in power comes to
(1.73 × 0.2 + 0.8) / (1.86 × 0.2 + 0.8) = 1.146 / 1.172 = 0.9778, or a 2.2% reduction in damage.
Excuse me if I am unsympathetic. Now, lets throw on 300 crit damage and 300 ferocity/crit damage from traits, just for kicks.
(1.93 × 0.35 + 0.65) / (2.16 × 0.35 + 0.65) = 1.326 / 1.406 = 0.9431, or a 5.7% reduction in damage.
Which amounts to barely anything at all.
My hammer build relied on a perfectly timed high crit damage burst to get my enemy down after baiting out their blocks and evades. Now that burst hits for 30% less, it’s not barely anything at all.
The new sigil of intelligence received a buff, but the a duration was added to it.
Before as long as you swap to the weapon, the next hit will crit.The new version gives 3 charges but on a 9s duration. This makes the sigil extremely clunky and unsatisfying to use.
Remove the 9s time limit for use?
I believe that everyone but Warriors and Eles has a 10 seconds swap and I believe it was always 9s CD (like every other on swap sigil), they just never told us.. Eles would have a 100% crit all the time if it would proc every time they changes attunements. warriors with fast hands could get about 40% crit without any points in precision
I also mind, Anets attempts to nerf the kitten out of hambow to balance a broken PvP and their brilliant Ferocity changes to balance a broken PvE have pretty much killed every WvW roaming hammer build I can think of (nearly any power build for that matter). Time to roll conditions for roaming.
Zerk is only important to dungeon speed farmers and they will still be demanding it cause god forbid a run takes a few extra minutes out of their busy schedules. Anet narrowed the gap between Zerker and everything else so technically it is making Zerk less important cause having a non Zerk in your party is a smaller loss in DPS than it used to be.
I’m playing around with intelligence/fire one of my WvW hammer builds. With the 3 crits from intelligence I can forgo Unsuspecting Foe and pick up Burst Mastery instead to make up for the horrendous nerf to crit damage. It’s still not enough to make up for the lost crit.
Time to send this back to the front page. Was one of the first few to get WET. It’s just amazing what this guild has become. If you love a good fight and a good laugh, you will find them here. Come see for yourself!
Builds below are almost identical; the slight difference with armor runes and 2nd buff – runes of melandru vs resistance and 2nd buff (precision vs power).
Axe/warhorn & Hammer, 0/0/30/20/20
Melandru (precision buff):
http://gw2skills.net/editor/?vIAQNBiODbkpjCPLDxxD6QDIoHaYVwFKF2xGmUIGsBA-z0yAYLBZKUgoCwJwioxWBLiGreBTVCoMTs+MquDhafiiGZAWWAA-wResistance (power buff)
http://gw2skills.net/editor/?vIAQNBiODbkpjCPLDxxD6QDIoHaYVwFKF2xGmUIGsBA-z0CBYLCyUIBiKAOBqIasF4FRjVvATVCQZKx6TR1dQo2nQRjUALpMC-wBring along a longbow for castle seige.
I would dump SoS and replace it with FGJ. In your Traits I would drop both Quick Breathing and Leg Specialist and pick up Empower Allies and Lung Capacity and increase your DPS and the DPS of your group.
(edited by Julie Yann.5379)
Have you even thought about what making bs cost 3-4 init would do to a thief that does play well? CnD, backstab, be left with 2 init for your troubles. Have fun auto attacking.
People always suggest such incredible overnerfs.
How is that different than any other class that has actual cool downs on their skills and have to auto attack while they wait for them come of CD? True that 3 or 4 might be too much, but there should be a cost to spamming your skills. At the moment ther isn’t.
it is different because the other class can use their skills without having to spend initiative.. ANY class other then thief has at least 10 skills available to them, weapon only. Whereas with this suggestion, if the thief uses cnd for instance, then backstabs, he would have two autoattacks and maybe one more low init cost skill available. The other class would still have eight.
thief has a weapon swap too, duh. But every attack other then auto and stealth attacks costs initiative.
I get that, I have a thief. I know how the initiative works and it is incredibly easy to get kills with (even easier than with my OP warrior). When people ask for anti-stealth it really is anti-thief measures they are looking for. Stealth problems aside, what is terribly broken, and is a source of a lot the QQ, is how initiative works. It allows spamming of some pretty high damaging skills. No other class has anything remotely like it in the game. It encourages the type of play which everyone hates and we all see in WvW (stealth in, spam kitten, stealth out, rinse repeat until enemy is dead).
So a thief sneaks up on you, spam BS or pulls a PW (Iknow this one isn’t technically spamming but the frequency at which you can pull off PW is too short), before you realize what happened and gtfo of the way you lost 20 to 80% percent of you health. If you are lucky (cause that what it takes to catch a stealthy thief, guessing his location is not skill) and manage to lock him down and burst you might stand a chance at killing him There should be a cost for spamming the same skill over and over again. Maybe if the amount of initiative needed increased with every consecutive use. it would still allow you a full range of skills, you just need to manage you initiative better. In the case of PW, an ICD should occur if it hits.
Warriors demanding thief nerf is too funny.
I don’t even teef and have zero problems.
It’s not just warriors, people from every profession have said it. Even thieves have said that their class is utterly broken and has been since beta.
Have you even thought about what making bs cost 3-4 init would do to a thief that does play well? CnD, backstab, be left with 2 init for your troubles. Have fun auto attacking.
People always suggest such incredible overnerfs.
How is that different than any other class that has actual cool downs on their skills and have to auto attack while they wait for them come of CD? True that 3 or 4 might be too much, but there should be a cost to spamming your skills. At the moment ther isn’t.
(edited by Julie Yann.5379)
Funny that the first kill in that video is against a D/P thief when he’s just got D/. Actually, rewatching the video, most of his kills are against thieves.
What this tells me is that this player outdoes his opponents via the merits of the player, moreso than his class. The video isn’t very useful for showcasing balance, unless you’re trying to argue that no-offhand thief is better than other thief builds.
Actually the video showcases how strong stealth is and how initiative just doesn’t work. It allows for far to much spamming of high damage abilities.
It’s hard to convince people that their favorite profession mechanics are utterly broken and OP. Nobody likes being told that all their wins are not due to their skill but to an imbalance in the game. However, I agree with Rotten Owen, it probably wasn’t the best video to prove your point. If you would have had the same thief killing every other profession and facerolling 1v4 (which happens a lot in WvW) it would have been a much better example.
I run it on my roaming build 0-25-30-0-15. I like to follow ES by 2 hammer AA. If I manage to chain staggering blow, ES, I’ll follow up with a back breaker for a total of 10 to 15k damage.
I personally like to have a Thief for their ability to easily focus down single targets quickly and of course their stealth.
A mesmer is good too for their mass invis and their ability to immobilize quite often.
Necros are a personal favourite because they can completely shut people down with the conditions that they throw and they easily change the tide of a fight.
That’s the thing about warriors, they play well in any team.
Thief, Guardian, and Ele are all good professions to play along side warrior.
Anyone can kill a bad thief. In PvP thieves aren’t that OP. In WvW however, some thief builds are insanely OP, especially in the hands of a good player. I’ve seen some solo groups of 5 (and not uplevels either) on many occasions. Keep believing that thieves are fine and that you are winning cause of your great skillz if it makes you feel better (speaking to thief defenders in general). The truth is that stealth and initiative are incredibly broken.
(edited by Julie Yann.5379)
I have accumulated nearly 1000g worth of yellows in the forge since launch and no pre. Got lucky a few times and had some exos with good runes drop which I salvaged and sold. Isn’t RNG great? A former guild mate dropped 3 precursors with less than half that investment.
I don’t even bother fighting thieves anymore. Most of them run some cheesy troll build and all they really do is make you waste your time. The same goes for PU mesmers. Some days I’ll even go as far as a /sleep (and die) and even Alt F4 cause it is faster to just reload the game than to fight one of these kittenes. I don’t believe these builds deserve to get good encounters and I will not give them the honor of a decent fight.
for almost a year i use a macro for that, no issues.
It wouldn’t be a good idea for them to punish a paying customer that buys gems and supports the game for a trivial autoloot when bots, hacks, and gold sellers are running rampant in the game.
Have stuns work like Revealed. If you get stunned and get hit/stunlocked while stunned, you gain Grounded (or w/e) for 3-4 seconds (like Stability sept it can’t be removed) instead.
[/problem]
So basically, you want the hammer train to give you a non-removable stability.? Just make it so you can’t apply a stun over top of another stun. No need for extras.
@Wethospu
Thanks for the testing. I had never really paid any attention to the level of the mobs I was hitting when I tested months ago and my tested were no where near as extensive as yours. Now we know.
Put an “endless” WvW autoloot bag into the Gem Store. All loot that falls in WvW automatically lands there whether dead or alive.
I can dream, right?
Understand there are issues with having the game actually auto-loot deposit, bags get full and loot gets left behind and the players aren’t aware it is happening, which would have players unhappy with the developer. With dropped bags, it’s the customers’ responsibility to pick up bags. If the loot gets missed, they have no one to blame but themselves. (see: my previous post), ….. And players are still unhappy with the developer.
Can’t win on this one guys.
It’s also the customer’s responsibility to manage his/her kittening inventory. I think they are just taking a hard stance and forbidding macros (their idea of a macro is a key bind) so that it doesn’t get out of control.
Why not just keybind AoE loot to a different key then set up a macro on your keyboard to spam it continuously?
Because with Anet’s insane definition of a ‘macro’ you’re only allowed to use macros when they aren’t actually macros. And yes, this is the Anet which licenses an official macro keyboard.
How what they know if it’s a macro,? You could just be spamming the autoloot key like everyone else. Set it to toggle on and off. Turn it on in the fight, turn it off when you are done. After seeing the amount of bots and hacks and gold sellers and buyers in this game I don’t see why anyone would be worried about an auto loot macro.
EDIT
Just dug this up
“Gaile Gray.6028:
Macros
Guild Wars 2 players are permitted to use macros as long as the macros are programmed with a 1 key for 1 function protocol.
This means that if you program a macro, it must require one keystroke per action. You may not program a single key to perform multiple functions.
For example, if you Press A and it results in the casting of a single skill, you’re ok. If you Press A and it casts multiple spells, you’re not ok."
So having a macro that autoloots for you is in accordance with the rules since it is only casting 1 skill, which is too loot. I think I will program my keyboard now, after suggesting it I realize how useful it will be. No more missed bags, cause even after getting into the habit of spamming the loot key I still miss some and it sucks to see them disappear just as you are about to pick them up.
(edited by Julie Yann.5379)
Why not just keybind AoE loot to a different key then set up a macro on your keyboard to spam it continuously?
Anet just needs to realize that we don’t want to play their low level game cause it sucks. The Trahearne"s sidekick story isn’t interesting enough to warrant another revisit The dynamic events are really meh,for the most part and the leveling process is nothing but a chore to get done. It will be even less interesting after the feature patch. where you get nothing during to first 30 levels. Just let us buy our way to 80 using an item from the gemstore and enjoy the extra revenue.
I have seen this couple of times and would like to see a proof. Just few days ago I tested 500 hits with 100% Critical Chance and they were all criticals.
I tested this as well about 6 months ago and found that even at 100%+ there was the odd hit that wouldn’t crit and I have seen more than a few people claim the same thing. I don’t know if it was a bug back then that is fixed now or what but that’s where the 99% cap theory comes from. Personally, the difference in DPS between 99% and 100% is not something I will lose any sleep over.
At the moment I would use this for zerging.
http://gw2buildcraft.com/calculator/warrior/?8.0|2.5g.h2.0.0.0|c.5g.h8.g.1g.h1l.0.0.0|5c.7r.5c.7r.5c.7r.5c.7r.5c.7r.5c.7r.0.0.0.0.0.0|2s.0.2s.0.3s.0.2v.0.3v.0.2v.0|0.0.u29a.k28.k58|16.1|6u.69.6g.6c.6k|e
and something like this for roaming
When Anet rolls out Ferocity on the 15th it will change a lot of things so I wouldn’t spend any money on gear and stuff.
Here are some calculations I made in a Warrior thread concerning the loss of crit damage after patch for s full zerk gear setup and a hybrid gear set up. Though it might be relevant info the share here as well.
Let me explain it fully. Zerk Ascended gear and trinkets gives 61% crit damage. 17 comes from your armor and 44 from trinkets. (this is just from armor and trinkets, no weapons or traits)
After patch you will get 15.6 from your armor and 25.06 from trinkets for a total of 40.66.
(1-40.66/61)x100=33.34% loss in crit damage for that build.
A knights armor and Zerk trinket build before patch has 44 coming from trinkets and 0 from armor for a total of 44.
After patch it will have 25.06 from trinkets and 0 from armor for a total of 25.06.
(1-25.06/44)x100=43.04% loss in crit damage for that build
Edit:
Recalculated this to include zerk weapons on both builds.
A full zerk set including weapons will lose 21.4crit damage (49.59 crit from 71) which is an 18.7% nerf to that build.
A soldier/knights with zerk trinkets and weapon will lose 20% crit damage (33.9 crit from 54) which is a 37.1% nerf to that build.
So on a full zerk setup (no runes or orbs) with traits maxed out at 300 the loss in crit damage would be 31.41% (69.59 crit from 101) which translates to a 31.09% nerf.
(1-69.59/101)x100=31.09%
These numbers are just losses in crit damage. Keep in mind that your total DPS loss will depend on what your crit chance is.
If we use a 1000 damage hit. Pre patch it would crit for 2510, post patch it will hit for 2190 which is 12.7% nerf in DPS. So 12.7% loss if you ran at 100% crit chance. At 50% crit chance your loss in DPS is 9.11%
I think zerker builds will still be very viable and in high demand for PvE . This change is going to severely hurt my WvW roaming hammer build since it relies on short high crit bursts to get the enemy down instead on continuous high DPS.
(edited by Julie Yann.5379)
based on the swiss style tournament, and ranking system, you’ll see only SoS and TC switching groups week in week out. BG will always be stuck with JQ, while Mags will always be stuck with DB.
My Prediction :
1. BG – 45 pts
2. SoS – 29pts
3. JQ – 27pts
4. Mags -27pts
5. TC – 25pts
6. DB – 9ptsassumption : winner 5pts, 2nd place 3pts, 3rd place 1 pts in every match up
Yup, you’re exactly right. Here’s the schedule:
Week 1:
BG vs JQ vs TC
SoS vs Mag vs DBWeek 2:
BG vs JQ vs SoS
TC vs Mag vs DBWeek 3:
BG vs JQ vs TC
SoS vs Mag vs DBWeek 4:
BG vs JQ vs SoS
TC vs Mag vs DBWeek 5:
BG vs JQ vs TC
SoS vs Mag vs DBWeek 6:
BG vs JQ vs SoS
TC vs Mag vs DBWeek 7:
BG vs JQ vs TC
SoS vs Mag vs DBWeek 8:
BG vs JQ vs SoS
TC vs Mag vs DBWeek 9:
BG vs JQ vs TC
SoS vs Mag vs DBResults:
1. Blackgate (45)
2. Sea of Sorrows (29)
3. Jade Quarry (27)
4. Maguuma (27)
5. Tarnished Coast (25)
6. Dragonbrand (9)
If this turns out to be true, AWESOME!!! I can go the whole 9 weeks without the JB BG blobfest. Even better, I get to kill Mags the whole time.
exotics are super cheap and don’t require weeks and months of time gating to craft. No real point in account bounding them.
They should just remove the thief from the game. No more spammable cheese builds, everyone gets to fight on a level playing field and Anet doesn’t have to waste resources trying to balance an incredibly broken mechanic. It’s a win fro everyone.
While they’re at it, remove every class except warrior. That way the skill level will be minimal and those who spent months perfecting their builds even after constant nerfs can feel like it lead somewhere.
No, just thieves will do.
I can’t beat thiefs remove them! Initiative is no different than mana. Quit kittening it’s annoying.
It’s not that I can’t beat them, I leveled 1 of my own to learn how to kill them. They are just annoying as kitten. All they ever do is sneak in spam all their kitten, then run if that didn’t work and come back try it over and over again. They are the most unpleasant class to fight, there nothing fun in fighting a thief. You can’t just run from them to avoid the fight and wasting your time cause running from a thief = death so you just have to hold your ground and put up with their bullkitten. If you get lucky and guess correctly on where they are while in stealth you can kill them but it has nothing to do with skill or reading their movements, it’s pure kittening luck. A good thief will use that to make you waste your AoE, block, evades before coming in to spam all his kitten.
What I find annoying is how the majority of people that main thief can’t see what is wrong with their class and how utterly broken their profession is. Keep thinking you are winning cause of your great skills if it makes you feel better.
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Why is this thread still open?
I’ve said it once and I’ll say it again: if this thread was proclaiming the superiority of Wildstar over Guild Wars 2, this thread would be closed in a heartbeat. However, because it’s in favor of GW2, the mods have allowed it to stay open.
This thread is off-topic. Close it. Double standards OP.
If you owned a product and had a website associated with it would you leave good publicity for your competition on it? It’s not a double standard, it’s business.
I haven’t tried Wildstar but I have played ESO. While I prefer the art style, terrain design, customizable UI and character progression of ESO the controls gameplay of GW2 are just too good to even compare (speaking of PvP, WvW). I won’’t be moving on any time soon.
Traveler runes only have 3 stages committed to all-stat bonuses and they jumped from 30 points to 36 (20% gain). I think its reasonable to anticipate Divnity runes will also gain 20% (72) and possibly a smidgeon more (75).
Oh so they do get a buff?
But is that buff worth the loss in crit damage and will those runes stills be worth the price you paid for them. My guess is no.
You will need full berserker gear after patch,before you could till do viable damage with just the trinkets(you lose 10% if full zerg other tanky builds is like -40-60% dps)
You have no idea what you’re talking about. If you only wore berserker trinkets pre-patch you will lose less DPS than a berserker build. Meaning the gap between your set and berserker will decrease. LOL -40-60%…
Did you calculate the amount of crit damage loss of trinkets compared to armor? Builds who had zerker trinkets only will lose a greater % of thier crit damage than a full zerk build. Rings get a 45% nerf to crit damage, earrings get a 43% nerf, amulet gets a 38% nerf to crit damage and the back piece gets a 54% nerf to crit damage. If you average it out it is roughly 45% (give or take a couple % since I didn’t calculate the ratio for each trinket individually).
Helm actually gets a 13% increase in crit damage, coat loses 4%, there rest gets a 17% nerf. If you average it out you lose roughly 12.5% from you armor. (Same as above, I didn’t calculate to ratio of each piece individually.)
Except you if you have no crit damage on your armor in the first place, you lose no crit damage from those pieces. You can’t only average the trinkets and say that’s your crit damage loss. Not only that, what I quoted said 40-50% dps loss. Not 40-50% crit damage stat loss (which isn’t even 40-50% crit damage loss).
Let me explain it fully. Zerk Ascended gear and trinkets gives 61% crit damage. 17 comes from your armor and 44 from trinkets. (this is just from armor and trinkets, no weapons or traits)
After patch you will get 15.6 from your armor and 25.06 from trinkets for a total of 40.66.
(1-40.66/61)x100=33.34% loss in crit damage for that build.
A knights armor and Zerk trinket build before patch has 44 coming from trinkets and 0 from armor for a total of 44.
After patch it will have 25.06 from trinkets and 0 from armor for a total of 25.06.
(1-25.06/44)x100=43.04% loss in crit damage for that build
Edit:
Recalculated this to include zerk weapons on both builds.
A full zerk set including weapons will lose 21.4crit damage (49.59 crit from 71) which is an 18.7% nerf to that build.
A soldier/knights with zerk trinkets and weapon will lose 20% crit damage (33.9 crit from 54) which is a 37.1% nerf to that build.
(edited by Julie Yann.5379)
Traveler runes only have 3 stages committed to all-stat bonuses and they jumped from 30 points to 36 (20% gain). I think its reasonable to anticipate Divnity runes will also gain 20% (72) and possibly a smidgeon more (75).
I sure hope you are right cause 6% really is a kick in the junk.
Whit 30 of nerf you reduce your total damage by…10-12%? it can be noticed, but if you inflict 2000 x hit and after the patch you inflict 1900 is all that bad?
That don’t make you lose your damage power in a really noticiable way. And if you use sigils and runes that give you fury or power you don’t see the difference.Your damage can be reduced a little but that don’t make the berserker build lose all it’s power!
30% of crit damage = to 20% of direct damage with crits, not 10-12%
It all depends on your crit chance. Some running 50%+ with permna fury will lose more that someone running with just 30% crit chance.
Wow, I didn’t think about how this will affect traveler runes. I understand the increase is currently only 6%, but I hope it’s scaled up so it translates into the same percentage
That would be 63.6 to all stats for divinity (hopefully they round up to 64). I am ever glad I didn’t waste my money buying those.
Why are the accessories getting such a massive nerf compared to the rest of the armor pieces?
Because at the moment trinkets give an abnormally high amount of crit damage compared to minor stats. Since the ratio of ferocity to crit % is 15:1 trinkets will lose a lot.
This all depends on if Anet decides to allot a higher number for a ferocity minor, which I highly doubt.
(edited by Julie Yann.5379)
You should have a lot of fun with that build. My guess is that you hit 5-6k ES fairly consistently and I am guessing that your final thrust can crit for 10k+. Personally, I would trait Mobile Strikes instead of Signet Mastery that way ES and Savage Leap can get you out of a sticky situation.
EDIT
If you are still using this after April 15 could you post the change in damage of your bursts? You will lose a lot of crit damage from you trinkets and runes.
(edited by Julie Yann.5379)
Yea but this guys using a power build with a sword which is just not good enough damage…
So are we, I’ve never heard of a condi hammer build worth using. Sword has a good mix of damage vs mobility to match with the hammer.
They should just remove the thief from the game. No more spammable cheese builds, everyone gets to fight on a level playing field and Anet doesn’t have to waste resources trying to balance an incredibly broken mechanic. It’s a win fro everyone.
While they’re at it, remove every class except warrior. That way the skill level will be minimal and those who spent months perfecting their builds even after constant nerfs can feel like it lead somewhere.
No, just thieves will do.
Crit Damage takes more than a 10% hit. Trinkets alone will lose 30 to 45% of their crit damage. They say 10% over all damage, that is probably at a 50% crit chance. The more crit chance you have the greater your overall loss will be. It’s really going to hurt builds that rely on high burst damage to spike an enemy down.
(edited by Julie Yann.5379)
They should just remove the thief from the game. No more spammable cheese builds, everyone gets to fight on a level playing field and Anet doesn’t have to waste resources trying to balance an incredibly broken mechanic. It’s a win fro everyone.
You will need full berserker gear after patch,before you could till do viable damage with just the trinkets(you lose 10% if full zerg other tanky builds is like -40-60% dps)
You have no idea what you’re talking about. If you only wore berserker trinkets pre-patch you will lose less DPS than a berserker build. Meaning the gap between your set and berserker will decrease. LOL -40-60%…
Did you calculate the amount of crit damage loss of trinkets compared to armor? Builds who had zerker trinkets only will lose a greater % of thier crit damage than a full zerk build. Rings get a 45% nerf to crit damage, earrings get a 43% nerf, amulet gets a 38% nerf to crit damage and the back piece gets a 54% nerf to crit damage. If you average it out it is roughly 45% (give or take a couple % since I didn’t calculate the ratio for each trinket individually).
Helm actually gets a 13% increase in crit damage, coat loses 4%, there rest gets a 17% nerf. If you average it out you lose roughly 12.5% from you armor. (Same as above, I didn’t calculate to ratio of each piece individually.)
I think i missed this one. Source please.
The source is the info they gave us. Ferocity will become a minor stat where 15 feroccity = 1%crit damage. A zerker ring currently has 8% crit damage. After patch it will have 103 power 68 precision and 68 ferocity which is equal to 4.53% crit damage.
1-4.53/8=0.43375or 43.375% loss in crit damage. Now each piece has a different stats and I didn’t calculate the ratio (percentage of crit damage coming from each piece) so the approximations in my first post are not 100% accurate but it gives us a good idea of how much loss trinkets get over armor.
Not all transfers are bandwagoners. I know several guilds transfer from FA (top silver) to Dragonbrand (bottom gold) cause they have zero interest in PvDing for the next 9 weeks.
nevilledevil,
appreciate what you’re trying to do here,but two other whole servers are dedicated to stopping you from doing what you want to do in this zone.
you will get spawncamped by thieves.
you will get killed in the JP,
you will have a bad time if you are only coming to do one thing and get the achievements because none of the WvW players will want to help you to do that, because they’re trying to WIN the tournament, not just get the meta completed.You don’t win anything by camping the JP. You don’t earn your server anything by camping the JP. WvW players don’t go to the JP, they are too busy WvWing.
We do win things. Loot bags and a good laugh
I earn way more bags and laughs raiding with my guild on the BL and actually contribute something to my server while doing it. JP camping is for trolls.
nevilledevil,
appreciate what you’re trying to do here,but two other whole servers are dedicated to stopping you from doing what you want to do in this zone.
you will get spawncamped by thieves.
you will get killed in the JP,
you will have a bad time if you are only coming to do one thing and get the achievements because none of the WvW players will want to help you to do that, because they’re trying to WIN the tournament, not just get the meta completed.
You don’t win anything by camping the JP. You don’t earn your server anything by camping the JP. WvW players don’t go to the JP, they are too busy WvWing.
Anet said that this is just the first step to make other types of build viable and purge the “GO FULL ZERK OR GTFO” movement that has been plaguing the game since launch. I hope it works, getting sick of these PvE meta builds.
These “PvE meta builds” come from how Anets set up the mechanics of the game. Look up a few threads, it’s really a vicious circle.
Dodging needs to be relevant leads to mobs with big attacks leads to tank builds still getting 1-2 shot leads to zerk and dodge being the best course of action, put simply.
Correct, as long as _______ is best damage, then current boss AI dictates that will be the way to go. Nerfing it just makes groups need it more to respond to the loss of damage. The way to go is fixing the condition stacking to actually make those builds attractive for group play, adding a new stat like haste to compete with crit damage, and fixing broken mechanics like Fiery Great Sword’s OP Fiery Rush into a corner with the boss.
That is kind of what I meant by this is just the first step. Revamp the boss fight mechanics, make a few tweaks to how condition damage works and you have pretty much leveled the playing field to where many builds which are considered useless at the moment become useful and even desired.
You can do all those steps you mentioned and also not kitten off your player base at the same time by nerfing the only build that currently works until you do all those other things (which I’m still skeptical they will).
The thing is that it isn’t only build that currently works. It is just the build that can get it done insanely fast. If people weren’t so obsessed about running at peak efficiency and doing 15 min Arah runs we probably wouldn’t be as big a deal. It is a bigger deal for WvW roaming power builds which will be facing condi tanks but they will adapt and I am sure we will find a good setup that will give us the power we need since most don’t run full zerker spec anyway..
If you have one build that can get it done insanely fast and another build that gets the same content done incredibly slowly then you shouldn’t be surprised when everyone goes to the fast build. Until you change the mechanics to make another insanely fast build to compete with it (berserker versus condi versus anything else isn’t even close in comparison for most classes), then nerfing the one everyone is using just makes people mad and changes nothing. The player base responds by tolerating non-meta builds even LESS now and requiring full berserker groups to maintain the same quality of life in the dungeon as before, gg Anet.
An extra couple of minutes is not what I would call extremely slow and it surely isn’t game breaking. Yet these “go zerk or GTFO” seem to think it is.
(edited by Julie Yann.5379)
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