[(Skill Coefficient)*( Average Weapon Strength * Power )]/2600 = ( Tooltip Damage)
IOkay got it. I don’t see why taking off all traits and armor is necessary though.
And Is there a way to hit consistent damage without Steady weapons in pve?
(edited by Phira.3970)
Or how can I test this..
Is there a way to hit consistent damage in PvE w/o steady weapons?
Seems kind of hopeless to test w/o extreme sampling.
What about for a skill that doesn’t factor in weapon damage, such as Lich Form?
Superior Sigil of Smothering: +10% dmg vs flame legion
Potent Potion of FLame Legion Slaying: +9% dmg vs flame legion.
Question:
-Does the sigil and potion stack?
-Does Superior sigil of smothering and major superior sigil of smothering stack?
-Does superior sigil of smothering and superior sigil of force stack?
Now that can’t be right.
http://wiki.guildwars2.com/wiki/Hundred_Blades
My character doesn’t wait 3.5 second before actually doing Hundred Blades.
So if it has no activation time, then the whole combo:
http://wiki.guildwars2.com/wiki/Necrotic_Slash
http://wiki.guildwars2.com/wiki/Necrotic_Stab
http://wiki.guildwars2.com/wiki/Necrotic_Bite
takes 1/4 second to trigger?
CoF p1 is the easiest as you can complete it in 6 minutes with a good damage group.
What is the 2600? And base power, you mentioned w/o gear equipped. What about traits? Should I un-trait completely also?
The necromancer dagger 1 combo is:
http://wiki.guildwars2.com/wiki/Necrotic_Slash
http://wiki.guildwars2.com/wiki/Necrotic_Stab
http://wiki.guildwars2.com/wiki/Necrotic_Bite
The first one mentions 1/4 second activation time.
The second and third has no mention of activation time.
Then is it safe to assume they all take 1/4 of a second to activate?
Thus, the entire combo takes 3/4 of a second to complete not factoring in aftercast.
And does anybody know about the aftercast (delay after using a skill) delay? How long is it?
—
Let me clarify that though 20s sounds like a lot, look at change #2:
“2) NPC adjusts reward by NUMBER of players. The MORE, the LESS award. The LESS, the BETTER the reward.”
Therefore, even if it is a 20 second event that awards 20s, it scales down based on the number of players. So this way, people wouldn’t just be farming this one area 24/7.
Also, considering events, such as Jormag, event should be awarded better. One way is that award scales to the amount of time it approximately takes to complete. Thus, Jormag might award, for example, 30g. But remember, this is scaled down based on the number of players so that in reality, players may only be getting 60s or so.
Yeah I see what you mean by that though this is more realistic, it may deter players from helping each other in open world events. Another way of doing this is that there is a base reward for completing heart and events. The base can be the current reward system which is about 2s, a couple of karma, and whatnot. However, based on the time invested to complete the event and the popularity of the event, the event award scales up. So say that champion shark in orr that just about nobody does. Its reward builds up over time to a higher and higher amount. Thus, when it reaches a certain point, players would get a better incentive to complete the event. And players will know when it is time to do it because of the event HUD that should:
-tell the reward being offered for an event
-a recommended # of players to complete this event
-a button to click to mark yourself as willing to participate
-and a party making function so that players can group together before tackling the event.
(edited by Phira.3970)
Is there a list of these skill coefficients?
From Wiki:
Damage done = (weapon damage) * Power * (skill-specific coefficient) / (target’s Armor)
Question on skill-specific coefficient
-For chop, which says 252 damage
http://wiki.guildwars2.com/wiki/Chop
this would be the skill coefficient right?
-Well, my chop does around 800 or so damage in my in-game tool description since I have a lot of power. Would this 800ish be my coefficient? Or would 252 be my coefficient?
I’m looking for spells similar to Warriors strength banner or discipline that:
-Offers stat buffs, such as +power from banner of strength or
-I am not looking for spells that give boons, such as might, fury, etc…
-No condition, such as vulnerability
The only ones I can think of off the top of my head is Empower Ally in warrior’s trait: +70 power to each ally, banner of strength, and banner of discipline.
Forgot to add gear.
Obviously Berserker Gear.
Runes: Ruby Orb
Don’t get the +20% crit dmg rune set. It’s the least damaging of all the offensive runes. Yes, we’ve actually mathematically calculated them all. Highest is actually scholar runes, but ruby orb is cheaper and reliable.
I’ll upload a video when I get the c hance.
(edited by Phira.3970)
There are generally two “best” warrior builds for this if you want a five minute run.
For both:
-Get +10% dmg vs flame legion pot
-Skale Venom (vulnerability per crit). Run across Bloodfin Lake’s bridge and look to the right where there should be a fire camp. Start event, takes about 10-15 minutes. Skale Fin = 16 copper each.
-For Great Justice. Use for 3 Might to everyone. Combos with mesmer’s signet of inspiration which bounces back every might you give to the mesmer.
-Battle Standard/Warbanner. Everyone gets this. The might stacks from battle standard. This way, everyone is hitting 25 might stack.
Build 1: Pure dmg.
Utilities: Healing signet, power signet, precision signet, For Great Justice, Battle Standard
30/25/0/0/15
Get GS with sigil +10% vs flame legion
Dual axe with sigil +10% vs flame legion and superior air sigil
First trait tree:
+dmg% for adrenaline
+10% dmg for GS
+10% for axe
2nd trait tree:
+40 precision per signet
+vulnerability 66% per crit
Last tree:
+crit chance for adrenaline
How to play:
Use Hundred Blade -> Swap to Axe and spam 1 -> Swap back to GS asap and HB again. Repeat.
Build 2: Support DPS
Healing = Optional, Banner of Strength, Banner of Discipline, For Great Justice,
20/30/0/10/10
First trait tree:
+dmg% for adrenaline
+10%dmg GS
2nd trait tree:
+might per crit with GS
optional
4th trait tree:
empower ally: +70 power to each ally including yourself in combat
Last tree:
+crit chance for adrenaline
How to play: drop banners and spam HB.
Are you sure its not just because sPvP is just plain dull with the same game mode 24/7 which forces the meta of guardian bunkers and mesmers?
What I want to see is:
-New skills. Hundred Blading 24/7 on Great Sword warrior gets rather dull.
-More epic animation for skills. The animation for elites are rather underwhelming.
-More traits and more complicated branching traits present in many other MMORPGS.
-New armor/weapon skins. Currently, I have nothing to work for in the game besides the Laurel items.
-Guild vs. Guild. We should’ve already had this since release. After all, its Guild Wars.
Share what you are hoping for in the next patch
With CoF p1 farm (people making 50-100g in a day), currency is being a bit inflated thats why the price is going up.
So Anet wants people going back to open world and does this by very inefficient means of readjusting every monster and award and difficulty and blah blah blah. Well, there’s a more efficient way that requires less coding and makes much more sense:
1) Increase award of completing events by about 10x meaning 20ish silver for completing events.
And do this for hearts too. The point is to make it rewarding enough to match dungeons.
2) NPC adjusts reward by NUMBER of players. The MORE, the LESS award. The LESS, the BETTER the reward.
This only makes sense. It is more realistic, and it reflects supply (NPC’s amount of cash) and demand (the number of players). Also, this means that people won’t just hog Cursed Shore because award scales down with more players. People will go to the least popular places in Tyria because it is the most rewarding. This system is a natural way and EFFICIENT way of distributing things, in this case – players.
3) Make a HUD for finding open world event
The HUD should show the amount of pay the NPC is willing to give. Thus, players know where to go and to distribute themselves properly in Tyria.
4) Voila! every player is in every part of tyria based on a system of award and demand for players.
In PvE:
In an open world event, instead of the standard game requiring the tank, the healer, the support, etc… to take down a boss or event or whatever, here in GW2, random people just run in with their random build and random gear and almost always manage to be successful.
Most stick with PvE until they hit 80 where they’ll find a shift from an individualistic game type concept to a teamwork orientated game found in dungeons, such as FotM. One example of this can be the swamp fractal. New players to FotM absolutely DESPISE it. I’ve seen many teams disband just from this fractal. Well, it comes to no surprise to me because it requires teamwork. However, around higher fotm levels, it is the most beloved fractal because it is by far the fastest fractal if the team has some degree of teamwork.
And what about the recent patch? CoF P2 has become more difficult. Not only can we not respawn if we die, but they added a ridiculous spawn rate of charrs and on top of that.. Assassins.. Now, we cannot just gather random classes of pugs from gw2lfg.com. We need to have a specific set up, such as guardians who can tank and kite the charrs to beat the 2nd to the last part. Of course, this has made it more “team orientated” and less individualistic.
In sPvP:
And if you go from PvE to sPvP, you’ll see there is also a sharp contrast between these two contradictory philosophical ideas. In sPvP, in order to compete competitively, a team needs guardian bunkers and a portal mesmer leaving little room for creativity much less for individualism. It comes to no surprise that most PvE’ers find sPvP distasteful and that sPvP isn’t that popular. It also is no surprise that many players are asking for 1 vs. 1 duels since that’s what players are expecting, an individualistic game mode.
I could go on forever, but what am I getting at? Obviously, the two concepts of team work and individualism don’t mix. Furthermore, the early aspects of the game spoils the players into expecting this concept of being able to solo everything and to be able to play their build in any way they want to be reflected in all aspects of the game when it is not. This is seen in the end game. In the more difficult dungeons, players are starting to see they cannot just run whatever they want. And it doesn’t matter how much Anet balances classes and skills. It doesn’t even matter how good the build is. Players have to adapt their build. Just as in natural selection, it isn’t about which dinosaur bites the hardest. It doesn’t even matter how fast a dinosaur is if it cannot climb a tree to get food. Its about which adapts better to certain situations.
Of course, I’m not saying all dungeons require any form of teamwork. Some are so easy that teams cannot possibly fail them, such as CoF P1. But that’s how you have individualism and teamwork. You dumb down the level of skills and the difficulty so much that teamwork isn’t even needed. This reflects much of the open world PvE. Because the events (at least most of them) are so easy, players can be as individualistic as they want and still get the sense of teamwork because every player is coming together for a common cause. Whether dumbing down the system is good or not is of question but that’s how you get individualism and teamwork. The primary concern I have is that they said they were going to reexamine and adjust the difficulty of just about everything. If I look to CoF P2, it has become more difficult, but less individualistically orientated. Yet, there is no better reward. I’m assuming CoF P1, one of the most beloved dungeon for its easiness, is going to be its next victim. And I assume this pattern of making the game harder is what their pushing the game to be in order to have team work.As for whether this is what the players want, it is open to discussion.
I’m talking about where they say:
1) Play how you want to play. We don’t want to “force” anything
2) Team game, especially with the recent no-spawning-during-combat-system-thing.
The first one implies individualistic ideas (and I’ll just use individualistic to describe philosophy #1 for a lack of better terms). Simply put, we can play how we want. We can solo open-world PvE, do WvW, sPvP, and whatnot. They try to make a game where an individual feels that he or she is making a difference in the open world. To this effect, individuals will feel as if they matter. It also implies we can build the build the way we want. To do this, they try to balance the game to avoid the general elitist hierarchy system found in so many games. No longer are we forced into needing a healer, tank, support class, etc… And no longer are players forced to play that OP or rigged build. And this is a good system (I think).
But then they are also expecting a teamwork element in the game, and more of it in the recent patch. A team work game implies non-individualistic ideas. Builds need to complement one another. And there are certain builds needed for more especially difficult dungeons, such as the need for a guardian in the lava map fractal in high fotm levels or guardian bunkers needed for sPvP. So let’s see some examples of these two elements contradicting one another:
I didn’t get 10 Laurel tokens for my monthly I finished this month before the patch. I understand why this may be so; however, other players have an opportunity at a 10 laurel tokens headstart for not having done monthly it in advance. Unfair.
Also, I didn’t get 1 Laurel token because of the daily combo killer bug.
I’m sure lots of others players have been caught in the same situation. Will there be any sort of compensation?
Why nerf when you can buff?
Buffs make people happy. So why not
First question – Has the bug for when Legend weapons turning into exotic after transmutating it with a exotic weapon been fixed yet?
Second question – Will legend weapons that have turned exotic be reverted back to legendary stats?
Third question – With the release of ascended weapons, will legendary weapons that have turned to exotic gain ascended stats?
I just got twilight and I must say……… It doesn’t look too good with light armor. It’s a bit too “masculine looking” (rough, sharp, etc..) for light armor.
Also, My character is female and the hilt on the twilight is so large that it covers almost the entire back view of my characters head.
Nonetheless, the animation with mesmer spells look very good during combat .
But I recommend peacemaker. It looks better than Twilight when not in combat (imo).
^ I meant lvl 69 vendor
And I found that lvl 69 axes were converting to lvl 76 axes.
So maybe I need just to just find lvl 61 sometjhing and itll convert to lvl 68 rares when forged. Any clue ?
Apparently you can forge 4 soulbound karma items into a sellable item.
I’m looking for the cheapest lvl 68 karma item that is green, mastercraft, to forge into rares and salvage for ectos.
So far, cheapest i found is a green lvl 69 axe for 812 karma at the lvl 79 heart npc in Mount Maelstrom.
Anyone have any clue what the cheapest lvl 68 karma item is thats green?
Working on my Legendary and found that I need max weaponsmithing and armorsmithing.
Anyone have good guides that tell me exactly what I need to buy and craft to level to 400 in the most efficient way?
If anybody has volcanus or foefire’s essence, can you post a picture or video of it with 1 spam? I want to see how beam looks with those 2
Yes. My mesmer almost hit 2000 condition damage.
Byut condition duration is better most of the time in terms of pure damage.
Found video of mesmer and vision of the mists
Anybody calculate deathshroud 1 spam ?
I can upload video of mesmer and fractal greatsword if there is a request.
Which great sword looks best with the purple beam?
I think Twilight looks best
But its too expensive.
Foefire’s Essence
[&AgFleQAA]
Light blue + Bright Purple? Hmm
Vision of the Mists
[&AgFMeQAA]
I think Vision of the Mists, already being purple, might be boring since it doesn’t add anything new however.
Volcanus
[&AgFNeQAA]
Not sure if the orange fire looks good with bright purple.
Fractal greatsword ( I have )
It looks good but its too fat imo.
Your weapon damage (hover over “attack” after clicking h) is averaged.
For example, just by holding axe + sword/shield/mace, your weapon damage average actually drops.
This is because sword/shield/mace weapon damage range is lower than axe.
Looking at my Mesmer with sword + focus (941) vs. sword + sword (1000), there is about a 6.1% damage difference. In fact, just holding a sword and nothing else vs. sword + focus gives me more weapon damage.
So now I have to think about whether I want more dmg (dual sword) or more utility, sword + focus.
Who here actually noticed this?
Obviously, the game mode in gw2 needs to be made more interesting as it creates a boring meta of tanks and split builds and mesmer portaling.
Players cannot play what they want to be competitive.
Also, the pvp music is some of the worse I’ve heard.
Maybe Warrior axe :Chop- Chop Chop – Chop chop chop
I heard Necro’s dagger 1 spam were pretty high and even higher than thieves dagger 1 spam.
And prob. the weakest 1 spam is mesmer scepter 1 spam.
but Anyone know what the highest damaging 1 spam in the game?
In the SPVP department, yes. Probably 99%+ are disappointed. I have not met a single person who is maybe rank 20+ that says he or she truly likes spvp at its current state. The pve is well developed but pvp, which was gw1 forte, is not here in gw2.
The changes I suggest are more for making fotm more ‘rewarding’. I don’t mind cliffside nor shaman map for its difficulty. But its aggravating that the difficulty does not necessarily yield better rewards. For example:
Cliffside map:
-Reduce first boss hp and make him drop a chest or loot at least. We spend 3 minutes + hitting him and for what? A cultist hammer?
-The respawned waves of mob during the first three hammering phase should yield loot even after the first wave. Currently, only the first wave gives loot. This is one of the longer fractals but because its time consuming, hard, and not rewarding, its one of the most despised and avoided fractals.
And some other things that need to change:
Harpy Map:
-Reduce champion ettin and champion charr HP. Their not necessarily hard. They just take a long time to kill. And they don’t even give very good loot. However, I wouldn’t mind the incredibly unnessarily high hp of the champions if they dropped chests.
Winter Map:
-First phase: Give us loot from svanir archers. People are just soloing it with invis. because its not rewarding at all. If the svanir archers actually gave loot, people might stop soloing it.
Dredge map, water map, swamp, and ascalon are good as is imo. They have their good points. Dredge is long but lots of loot. Swamp is fast but nearly no loot. Water and ascalon are kind of in the middle. But I do think they need to tone down the difficulty on shaman map. There is loot.. but we don’t get better loot for how hard it is and how many times it sends teams back to Lions Arch.
(edited by Phira.3970)
I’m in fotm 37.
Posted on gw2lfg.com but 2 hours and still can’t get a group going.
I can’t imagine how hard it is to get groups in the 40s or 50s.
Any fotm guild out there that can help me with 37+ levels?
I would use scepter in this build if every 1 spam spawned a clone. So each hit would be generating aoe conditions which is kind of unique.
Spam distortion stuff. There’s a trait where each signet gives you distortion. There’s a trait that also gives your distortion reflection.
Sword 2 spam will also give 2 seconds of distortion.
F4 can give you up to 4 seconds of distortion depending on if you have a certain trait.
If you do it all together you can get 9 seconds of invinciblity and reflection.
Cond. mesmers good for PvP and 1 on 1 but it lacks aoe power.
Sure there’s +bounce trait, but it only affects your staff. Not your clones however.
Compared with my Necro that can quickly stack 20+ stacks of bleed and use epidemic to spread it in a large radius, mesmer condition damagers are lacking.
And compared to my crit. mesmer, I can do 10k+ aoe damage in less than 3 seconds which I am currently using.
Currently, I’m In fotm level 37 and condition mesmer is extremely weak in being helpful to a dungeon group. I guess it could work if you are super tanky and just use condition because there’s nothing else to do.
I don’t mind difficulty as long as rewards scale with difficulty, but it doesn.‘t Shaman won’t give better reward even though its harder to kill nor does cliffside first boss give anything for a 3+ min. fight.
With fotm patch and people being able to reconnect, groups of people can easily kick out a pug they invited and post n gw2lfg.com selling his spot for 10g for daily. Such people exist. Just wait, you’ll be a victim if you pug.
Some fotm bosses could use some bonus in what they drop. Cliffside first boss is insanely dumb. Takes maybe 3+ min to kill and you don’t get any loot at all. At least give us 10s drop from his corspe
I beat simin first try
TW and burst down.
I’m just sticking with Fotm now because you cannot kick someone to invite someone else to replace. That’s why they want to keep you in group. But in next update, fotm is going to change, and I’ll have to be careful with fotm too.
People can kick pug people and invite a 2nd account they have and get double reward. Seems likely to me.
Is this going to be taken out?
Had bad experiences grouping with other groups of people. For example, my client crashes in ARAH and I reconnect in 2 minute to find I’ve been booted from a dungeon I’ve spent 2 hours on. Ridiculous compared to another person in the team who afk’ed for 10 minutes and didn’t get booted because they probably know each other.
Also been booted for other ridiculous reasons such as waiting at NPC in AC to turn in the 5 items you have to pick up. This guild team thought I wasn’t helping. Doesn’t help they foul language me and then kick me for actually doing the right thing.
I don’t really want to dungeon for awhile now.