You know I spent a long time going through that as well. Hell I’m STILL slightly unsure which prof is my ultimate favorite.
I think it just has to do with the tiny pool of skills and how simple they are on top of Traits not doing nearly a good enough job at diversifying them or really changing your playstyle and making things more complex/interesting.
In the end I think I’m enjoying Necro the most. I do like attrition playstyles and necro has that as well as a bunch of control which I also like. But it’s still quite shallow overall. I would actually say condition build on necro is one of the most boring, just rotate cooldowns that stack bleeds in chunks then auto attack.
I was sure Mesmer was going to be my proffession of choice, but I don’t think the control aspect of it is nearly as fun as it is with Necro, and as you said, the lack of aoe for PvE was a turn off, I think it will be my 2nd to level up after Necro. The thing I love about Mesmer is how much it reminds me of Theurgists, the fire and forget pets I just LOVE it.
I would probably say give Mesmers another shot, they can play the sneaky/deception game with clones/stealth, especially in pvp and you actually get your “clone acting” down it can be quite funny. They actually take a bit of set up for a kill, greatsword burst sniping is incredibly satifsying, and again, Theurgists ’nuff said.
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Just did that large event in Mount Maelstrom, boss fight with FANTASTIC FoV and Camera Distance. God it was 20 minutes of heaven. My eyes could breath! And I could see the huge beautiful volcano I was in.
Then of course afterwards, stuffed back down into my Asura Clown Car point of view… why Anet?
Here’s a solution. If you’re tired of focusing on the ground then try focusing on the sky. Hopefully they’ll be working on a fix while your head is in the clouds. Glad I could help.
Trying to look at the sky usually involves me giving my char a colonoscopy.
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Hey, the fact that they’re still trying to optimize makes me happy. =D
Would make sense. There’s really no reason to ever sell things direct.
What about 100 blades? lol
Vas"ho"den?
Just guessing. /shrug
Knote,u gotta be freaking kidding me…
The formula generally accepted (wich was leaked in reddit a loooong time ago), states this: dmg is equal to ur power multiplied by ur weapon dmg (wich has a variation between highest dmg and lowest) times the skill multiplier associated with every skill, after uve found this number, divide that by the targets sum of defense + tufness,in other words => dmg=P*W*SC/A.Lets use one of the sc’s for one of the auto attacks, and consider that u have 2000 power, 50% crit rate, and + 50% more crit dmg (wich turns ur crits in double hits);
In order to find how this precision+prowess influences the final DPS, first we must know what this means first;
at 50% crit rate, this means that half of ur attacks will crit, since crits with 100% more dmg are equal to a double hit, this leaves us, in a sample of 100 hits with that skill, with 50 normal hits plus 50 crits that are the same as double hits; this translates into this formula:
Average dmg = 50 + (50*2)/100
Now, lets use vital shot, wich has a SC of 0.416, apply the dmg formula on a target with 1980 armor, and the above mentioned power of 2K, and consider the average dmg for pistol ( wich has an interval of 876-1029,with average being 952.5);Dmg= 2000*952.5*0.416/2000 = 400.242 dmg to a thief with no tufness, for every hit, non critical; with my premiss of a 50% crit rate + 50% more crit dmg, ull get this:
(50*400.242))/100 = 600.364… this is the average dmg done to a thief applying the rules ive set above; since vital shot has a hit rate of 0.75 secs, this leaves us with a DPS for vital shot of 800.484; now lets use the dps galandil has set there initially, 0.555:
Dmg=2000*952.5*0.555/1980 = 533.977;
(50*533.977)(50*(533.977*2))/100 =; 800.966… as you can see, the very minimal discrepancy is not enough to invalidate my previous calculations,as this discrepancy is due to slight differences in decimals, i use a spreadsheet, with only 3 decimals rounding, but the spreadsheet still uses the left over decimals in its calculations.The formula Dmg=P*W*SC/A also allows prediction on dmg reduction by armor, its actually a direct switch between Dmg and A, wich is: A=P*W*SC/Dmg; to find SC, its a bit more complicated, but we get there: SC=A*Dmg/(P*W).
An easy way to find how much ur armor will reduce incoming direct dmg, without having to call steven hawking to assist us, is this method, wich anyone can do in secs: consider your default armor, lets say 1980 coz ur a thief, now add some armor, lets say u added a soldier amulet, wich adds 569 armor; now, ull have a grand total of 2549 armor, now that you have this, to find out how much reduction this has given to you, all you need is divide the added armor (wich is 569) by the grand total armor (2549, as we’ve seen before), this will give us a result of 0.223, or 22.3% dmg reduction;lets plug this figures in the example above:
Dmg=2000*952.5*0.555/1980 <=> 533.977 => Dmg=2000*952.5*0.555/2549 <=> 414.780 =>> 414.780/533.977=0.777, wich means,, 414.780 is 77.77% of 533.977, or, in dmg reduction language, ur dmg was reduced by 22.23%!!
As you can see, maths are easy in GW!!
Point is this is still just over complicating it. You can leave crit/armor to the side since they’re both a % modifier anyway. If someone wants to find out how much dmg each point of power gives them running this formula for each and every skill for each armor type is just a waste of time rather than just knowing : Each additional 100 Power = 11% base dmg increase.
Oh, i forgot to add knote, if things were as you say, and since a pistol is a pistol, wheter used by a thief or a engie, all skills by pistols would do the same dmg, as long as this thief and this engie had the same specs in power, crit chance, crit dmg, etc.
I didn’t do a good enough job making myself clear, but I didn’t mean there are no coefficients, just that power scales the same for every skill, and it is simple.
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Absolute best defense against Risen?
Aoe Chill/Cripple.
Do you mean making the game F2P only for Spvp? But WvW/PvE off limits?
If so, that sounds sort of interesting. Not sure how that would sit well with people, especially those that bought the game intending to ONLY play Spvp.
Also to play LoL competitively you still have to level up and grind out your runes and unlock a small array of champions, so it’s not as instantly accessible as this game.
Well you CAN. You just gotta make sure if someone notices you and wants your body, you run, and keep running until they’re gone, then go back to trying to blow something up, and repeat.
“-Added an ELO-based ranking system.”
Please, NO. The ELO system is for Chess. In a game when other people is necessary for win is an error put the elo system. Other pople can troll you ( afk, for example ) and you lose games. I saw too many ppl spaming their heal skill and standing afk in the waypoint.
What’s to stop them from doing that now?
ELO is still good for matchmaking and just giving you a general idea of where you’re skill level is at after a period of time. If you are good enough you WILL climb.
It already does that, doesn’t it?
If you’re talking to me. I’m PRETTY sure it doesn’t.
I’m reacting against a background level of game geek chauvinism that simply needs to end. The arguments for sexy armour in games amounts to nothing more than “Women in video games are fine, as long as they’re hot”.
Town clothes, fine, do as you please.
Armour?
Yeah, stop pandering to the tastes of little boys, no matter how old they are.As for arguing against paedophilic appearances, that face posted by Device is famously the only face that even attempts to render a realistic older woman, and even then, it’s little more than caricature.
This default face is far more representative of the human female faces, and who can honestly stand up and say that they’re not a little disturbed by it?
I want sexy male armor. =[
I agree with the CONCEPT for high level loot for lower level areas.
I think it needs to be adjusted based on risk/reward however.
Something like, Queensdale 10% of the loot you get is scaled to your level, 90% is based on the zone’s level, just as an example.
As for the Vulnerability stack change I think it should stay at 25, but instead adjust that Champion buff that cuts the duration in half to scale with how many people there are. 30 people = 80% reduced vulnerability duration for example. Allowing people to maintain 50 stacks as opposed to 25 would just be silly as it’s too easy to maintain.
Removing Bleed stacks I like, and the increased dmg can easily be adjusted by just increasing mob hp slightly. Although it still sort of creates an imbalance versus Poison/Burn, but it’s ok I think.
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When people stop flaming you for having an opinion, I’ll stop putting “IMO” as a disclaimers in any of my posts lol.
As an honest answer. Wait til they add new stuff that’s purely fun to do, wait for them to add any new carrots that actually interest you, like more skins. Or try and get your legendary.
Either that or re-explore and do the same old DE’s from past zones unless that’s just absolutely not fun for you. Otherwise maybe try to get involved in your guild and learn to like WvW or try doing a dungeon a difficult way.
Or of course, just temporarily quit and come back later and maybe you’ll find the inspiration to do something or any of the above.
That is my thought process for when I reach lvl 80 and run out of things to do. I know it’s dissapointing, because it’s like you WANT to keep playing and have things that keep you interested like other MMO’s because you love the game. The game, atleast PvE wise wasn’t designed that way, in the future it may be with a plethora of carrots and stuff, who knows.
Personally I’m banking on Legendary being enough of a carrot to keep me going. Hopefully.
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Yes but my point was the coefficient only has to do with Weapon Dmg and determining a skill’s “base dmg”.
Nothing to do with Power, except that Power increases that base dmg. I’m just trying to clear up any confusion, since alot of people still think skills scale differently with Power when they don’t.
It just looked like you were over-complicating it, and there’s not much use for knowing a skill’s coefficient, except seeing a skill’s dmg relative to one another.
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Never.
1. It’s a pain in the kitten I don’t want to be at a disadvantage because I don’t feel like micromanaging crap in my bags.
2. It devalues certain weapons.
Same goes for swapping utilities/traits.
I would love to see that as well.
Some of things I’m dying to see get improved I’m not even sure if Anet considers them an issue or is even working on them.
For example : DE complexity/difficulty and lack of skill/build variety. 2 of my biggest complaints.
If Anet just showed that they see those are lacking and PLAN on working on them I’d be extremely happy. =p
I can see why they probably wouldn’t, just so they don’t give anyone’s hopes up or people start demanding deadlines and whatever lol.
Underwater feels awful on my Necro for sure. Just absolutely awful lol.
And melee is a pain underwater, a problem with depth perception.
I agree about Aion armor looks, now that I look back on it. I’m usually not a fan of the exaggerated asian-style of armor but Aion’s was quite classy and had some nice variety.
Speaking of Aion, something I would LOVE LOVE LOVE to see in this game, would be having armor skins that are completely unique to each and every zone. Kind of like how in Aion, that lvl 37 solo-dungeon that had those really bad kitten looking skins unique to that dungeon that you could farm or re-skin and sell to other.
But anyway, you could make it so it so if you wanted some armor skins from a zone, you’d have to go back to that zone, do some jumping puzzles, or boss fights, or buy from heart vendors, reagents needed to create the skins in the Mystic Forge. It would be fantastic for replayability in those zones, and give some more variety in skins.
The skins could sort of reflect the zone, for example Queensdale skins could be more humbled, definately not epic or flashy or exotic, but something like a nice classy looking Squire-esque look for heavy armor, maybe a bandit/hunter look for medium armor and a Student/Study look for light armor. But again unique to QUEENSDALE.
I think it would be quite awesome.
Lol I’m just glad most people know the difference between optional and mandatory carrots. I remember at release how there was this crusade against ANY carrots, peoples’ hate and ignorance of gear treadmill got the best of them.
Really it’s the lack of teamwork that’s required and lack of difficulty with events that’s part of the problem, along with competition in terms of tagging.
If you didn’t have to fight over loot and the events were hard enough that you really needed to work with people, and even your server in general to push event chains the community aspect would definately be a lot better.
Weapon Dmg just determines your base dmg. The only coefficient there is, is what determines your base dmg. Like Heartseeker base dmg = 110% Weapon Dmg, Backstab base dmg = 160% Weapon Dmg.
Power still is just a multiplier off said base dmg.
Go in the mists and test it, equip a steady weapon, 50 dmg, +918 doubles it to 100 dmg. Get a regular weapon, 450 dmg, +918 power = 900 dmg.
Your “attack” stat, which is just Weapon Dmg average + Power means absolutely nothing.
Some things also don’t use weapon dmg whatsoever, dmg from Utilities, such as Wells on Necro, have their own base dmg based on level, and engineer kits, only increased by power, not weapon dmg.
You can test it just with trait stats as well, add 100 power = About 11% dmg increase.
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Yeah I’ve done a hybrid build with 25 in Shadow Arts and Might on Dodge from acro. Much better survivability and the might stacking makes up for the lack of Power. Works fine.
I was doing this sort of hybrid build when I was running Dancing Dagger builds.
Here’s an alternative suggestion.
Leave backstab alone and nerf dmg on CnD and Mug.
Mug is just stupid honestly, for a 10 point trait, I’m surprised it’s not a 30 pointer. CnD is already useful enough as it is, but it packs a huge punch. Mug and CnD together actually do more than backstab that’s not signet-boosted lol.
Just to let you know, there aren’t any seperate"coefficients" for skills. Power is just a % dmg modifier based on a skill’s base dmg.
At lvl 80 918 power = 100% Dmg.
Your base Power (918) means = 100% base dmg. Adding +918 power makes it 200% base dmg (double).
I’ve tested this multiple times myself, it’s really that simple.
Say Heartseeker does 500 base dmg and Backstab 800. Using Zerker Amulet giving +923 power (101% increase), your Heartseeker goes to 1005 dmg, and Backstab to 1608 dmg. Then add any dmg from % dmg mod’s from traits/sigils such as (10% more dmg on targets conditions) making them 1105.5 Heartseeker, and 1768.8 Backstab, then throw in Crit modifier.
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I really wish they never added stats to trait’s honestly. The traits themselves should be enough really.
Spvp is enough of an FPS as it is.
Keep K/D out.
For me its a combination of a few things.
Difficulty : There’s hardly anything that really challenges you as you’re leveling.
Events/Hearts : They, for the most part, feel all the same, not really complex enough.
Skills : With the small build variety and small pool of skills, you’re doing the same thing over and over with not enough to really change up your playstyle.
I’ve been playing since headstart, and my highest level is only 67 lol. I’m trying my hardest to log in and get some more progress done, but I can only enjoy pve for a short amount of time before it just get’s boring again :
Run to/explore Waypoints/POI’s/Vista’s, slowly grind out the stupid hearts (I really despise hearts lol, and still 11 of them in a 60-70 zone….), find an event that yet again involves spamming waves of weak mobs, escort some dude that slowly walks to some destination with waves of weak mobs that spawn. Gather some things off the ground and bring to the collector npc. Kill a tank and spank Champion mob. Most DE’s just feel the same, and each zone ends up feeling the same, the hearts/DE’s are just too simple, and similar.
I did manage to get myself up to 67 by just getting into the lore/exploring the zones previously, going to have to try to get myself to do that again, although I’m not feeling Mount Maelstrom so far.
The game truly does have ALOT of content, whether or not that content is really good or not is debatable (Events that is). Regardless, Anet has their giant world set up and can work on sprucing it up which sounds promising.
I’m guessing something like a bundle that can do some fun things or be mini-games and whatever.
Whats the point of going back to a completly random server and saying im back? i dont get it…
Exactly my point. if you’re not going to invest time trying to make friends here, then you have no room to say that no one would welcome you back when they don’t even know you. It would be the equivalent of going to a random server and asking for the same.
Also, I’m tiring of this already. Since when is it the game’s responsibility to hold people’s hands to help them make friends? I see a lot of people daily who chat it up, hang out, party together etc. Maybe you’re stuck on a crappy server? Idk.
This argument gets thrown out there way too often. In the end it’s about poor game design, games aren’t supposed to “hold your hand”, but encouraging social behavior is a good thing and it’s a huge part of MMO’s (or any social game for that matter). Hell Anet WANTS good server communities, look at WvW.
I’ve been playing and experimenting/theorycrafting with traits/builds since BWE2. I’ve done it all, and there just isn’t much you can really do to mix things up. Necro is just one of the worst in that regard, on top of limited weapon choices. Warriors definately have an edge there, they have quite a bit more weapon choices to play around with.
Another part of that is just how alot of things are just useless or situational in PvE compared to PvP, that affects utility choice alot, for every class. The game just needs a boost in skill/trait/build variety overall. I think they were banking on the Action part of the game to make up for it, but it doesn’t. =p
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You guys are in denial if you don’t believe that this games social aspect is horrific.
This game actually discourages teamwork and social behavior when you look at it. Tagging is a huge example. Rezzing/saving people not mattering, the fact that there isn’t multiple objectives and really difficult events that DEMANDS actual teamwork with strangers, communicating in map or w/e if you actually want to push an event chain.
And it is dissapointing, was hoping with how DE’s work I would have those moments of finding friends by doing some challenging stuff with random people and just “clicking” like in past MMO’s. One of my favorite ways of making friends.
I think one of the small things that really shocked even though it’s so trivial was how your char actually adjusts their legs when standing differently elevated terrain.
Like your char could have his right leg bent standing on a table while your left leg is on the ground.
This is one of the main reasons I AM bored. There are just far too few “builds” or skill variety to keep me interested.
Maybe I’m just hard to please but it’s one of the biggest things I look for in an MMO.
It’s not the lack of content for me, I just get bored before I can do it all because it’s the same thing over and over. Necro for example, rotate skills stack bleed, spread bleed, repeat. Or, rotate weapon skills, life blast x5, rotate weapon skills, drop wells, repeat. Blargh.
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Playing an Asura is a nightmare. Feels like the game is shoving my head into the dirt.
I believe its 1 boon 1 condition per tic. Not a full dump.
Yeah that’s another huge point lol.
Actually null field pulses like our wells. 1 strip per tic.
So yeah, it’s basically our 2 wells combined on a 45 second cooldown.
Thing is it doesn’t convert like ours does, but that’s not that amazing imo, it’s a cute little effect.
Was thinking about this earlier.
I would prefer The Prestige to no longer be channeled, just a regular stealth like Decoy, but have the burn trigger when the stealth falls off. So either wait the stealth out and burn, or pop Prestige and attack to immediately burn. Or keep the channel and atleast have the burn happen once interrupted.
As for Mage I think it would be nice if they made his attack an aoe explosion, basically like throwing a fireball, but then apply confusion/retaliation in the area and making it a blast finisher. Maybe give it a little more direct dmg, idk.
Would help alot for tagging and stuff for sure, and would finally have a phantasm doing a blast finisher.
It would help alot if Retaliation showed dmg for whoever applied it, so atleast you can see just how much your iMage is actually doing, it’s hard to tell it’s actual effectiveness.
Well I really hope you know the difference between optional carrots and mandatory ones.
Carrots are great and this game needs more of them.
Legendaries are a carrot.
I wouldn’t use Focus if you’re running a condition dmg, unless of course you’re going to be using Minions. The vulnerability won’t help you much otherwise, and the regen from Mark of Blood is much better.
So…is there a definitve answer to this or does it depend on player/subjective to situation?
Bascially I’m running a full Power/Vit/Con Dmg build but also read this is a bad, bad idea. Should I blend in some Precision/Toughness/Con Dmg?
(Clearly I am Condition build and def need the Con Dmg stat in my gear)
Thanks!
Toughness definately has more pros than Vitality. And if you use Undead Runes works really nice with condition dmg.
If you go precision make sure you take sigil of earth or you’re just hurting yourself.
It’s really not that big of a deal though. Toughness is just going to be better combined with sustain and vitality will give you more time to react to conditions. Both are even in terms of reducing burst dmg.
Sigh.
The minor trait is a 66% chance on crit for a 1 second bleed. The only thing that is useful for is Life Transfer, it will add a bit of extra dmg to it. (50% crit chance that is roughly a 33% Chance per hit to do 100-117 dmg.)
And as I said, if you’re NOT using Sigil of Earth, crit won’t really do anything for you. Power will add alot more dmg overall to the rest of your abilities. Crit w/o any power is pretty crappy.
If they actually added more/better On Crit procs in our trait tree I would agree that crit is good for condition specs.
But hey if you’re really want to use Sigil of Earth and precision, go for it. But it’s not the only way to go.
That doesn’t make any sense lol.
And yeah, crit doesn’t really do all that much for a condition build unless you use Sigil of Earth.
Running On kill sigil or Bleed/Might on swap and using power instead would be better. Especially since you already get some crit from Curses you’ll be very well rounded.
Crafting your own armor is a waste of money.
I just buy all my sets of armor/weapons every 10 levels or so for stupid cheap, sell all my mats, etc.
Would love to see hardmode style of these meant for duo’s that would be sick. =D
Hardmode for a duo, people would just bring a full group or even more, since it’s all open-world. I think that’s why they’re more puzzley, so the challenge is there regardless of scaling.
I meant instanced stuff.
Short but really challenging duo stuff.
AFAIK, it’ll only work with weapon skills, and only with the weapons skills that you have it equipped on.
I don’t know where you people get your information lol.
Sigils aren’t tied to the weapon skills of the weapon they’re on.
And the paralyze sigils works on anything as long as you have your weapon set out that’s using them.