Showing Posts For Pixels.6532:

Today, Tomorrow & Down the Road

in PvP

Posted by: Pixels.6532

Pixels.6532

FYP…

Today
snip…

ty, edited the op to reflect all egregiously plagiarized material…

Sanctum of Rall

Today, Tomorrow & Down the Road

in PvP

Posted by: Pixels.6532

Pixels.6532

If they could pull this off, it sounds awesome! Nice suggestion!

They did pull this off… its called GW1…

shhhh, we don’t want to get sued by that other game which has no apparent affiliation with this one! :o)

Sanctum of Rall

Today, Tomorrow & Down the Road

in PvP

Posted by: Pixels.6532

Pixels.6532

EDIT: some of you may find this familiar…

Today
Random Arenas:
1. Solo queue only: if you’re in a team when you talk to the RA NPC, it warns you that you’ll be kicked from party before going in where you are teamed up with 4 other solo queuers to fight against 5 other solo queuers…

2. Win and stay in: if your team wins, you’re not sent back to the mists but into a new map (each round of RA has a randomly assigned map) with your existing team, win a second time and get a 10% glory/rank bonus. You can win up to 5 times as a team this way and on the fifth win you get a a 50% glory/rank bonus as well as a gladiator’s chest with a guaranteed 2x dyes OR 2x Salvage OR 2x glory boosts and 4x random weapon/armor skins with a much higher chance at the rarer types. After 5 wins, you go back to the mists to re-queue should you so choose but you are partied up with your 4 RA winners (time for TA?).

3. Lose and you’re out: lose at any time, and you’re kicked back out to solo queue again.

Team Arenas
1. Works like the RA, but you have to be in a 5-man team to queue, consecutive wins increase glory reward, 5 wins in a row nets you a Cohort’s chest with similar rewards to the gladiator’s chest.

2. Lose at anytime and you’re out.

Dishonor
1. DQ (leave a match) without rejoining and you get a straight 30 minute dishonor condition that does not allow you to PvP for 30 minutes.

2. Get reported by 4 unique players over the course of an hour and get 2 hours of dishonor

3. Dishonor is in-game time and would work like a glory booster with an icon showing you’re dishonored and a count down (punishment times would need to be fleshed out a bit).
————————————————————————————————————

Tomorrow
Qualification & Hero’s Ascent:
1. At the beginning of each month, you and four other players have 48hrs to register with the HA NPC as a team for that month’s tourney.

2. Team Arena wins now net you qualification points over the next 21 days of the month, these points and the points of your fellow, registered team members are added together and ranked on an HA rank board by team name. edit: qualification points reset to 0 at the end of each final’s match.

3. At the end of the 21 day Qualification period, the top 8 teams for NA and top 8 teams for EU servers face each other in a round-robin tourney (1x match, winner takes all) with a NA and EU winner. The NA and EU winner then play each other in a 3-round matchup.

4. In addition to a lot more glory and rare skins rewarded for wins and the final wins, the winner of the NA and EU tourney each receive: A Silver medal graphic next to their guild tag and their guild tag font is now bold and the same color as ascended gear. The winner of the EU/NA final match gets a gold medal graphic and legendary tag font. They keep these until a new HA winner the following month. At some point, entirely unique skins should be added to the reward chests for the NA, EU and NA/EU finals.
————————————————————————————————————

Down the road
Guild v Guild:
1. Guild Halls and guild v. guild match ups with both an 8 v 8 and 12 v 12 option. Wins for GvG similar to TA and RA rewards but wins in GvG contribute to guild ranking.

2. Unlike the other PvP modes, G v. G has its own unique maps (guild halls) and wins here contribute to a new guild ranking (do not effect the current spvp ranking) and a new GvG title track set.

*Solo Arena:" Mano a mano, 1v1, no-holds barred solo fights. Enough said.
————————————————————————————————————

Those are my thoughts, would definitely need to be fleshed out and tweaked, but I think that would satisfy just about everybody…

Sanctum of Rall

(edited by Pixels.6532)

Assassin's Signet

in Thief

Posted by: Pixels.6532

Pixels.6532

If you’re interested, I put this together using buildcraft’s coefficients (still has the old flanking strike in it). I think it’s accurate, shows that even at fairly high power, the active benefit is fairly small.

I wasn’t 100% sure of how the active boost works in formula, I assumed it applies before the armor is taken into account. Check for errors, I did this very quickly…

Edit: I didn’t calculate critical hits in this data set, just base damage

Attachments:

Sanctum of Rall

(edited by Pixels.6532)

Nobody cares about ranged viability anymore?

in Guardian

Posted by: Pixels.6532

Pixels.6532

I think scepter needs a look, but I prefer the front page being filled with threads discussing builds, playstyle and people giving feedback to complaints that Anet knows about and will change if they want to.

Sanctum of Rall

New player after for feedback on a build

in Guardian

Posted by: Pixels.6532

Pixels.6532

Hey, a lot of advice is dependent on what you want to use the build for. Is this WvW, sPvP or PvE?

Regardless of your answer to the above, I’d get rid of the mercy sig as the recharge is absurd for what you get out of it, and I don’t care for unscathed contender in a purely melee focused build like you’ve got there.

If you are going sPvP, look at traiting vengeful instead, and you may have problems with kiters on nodes so scepter/sword vs mace is something to consider. And if you’re going the structured route, add Stand your Ground. SyG is a must, imo, for clean stomps.

Sanctum of Rall

Point Defender / Support Build - Criticize

in Guardian

Posted by: Pixels.6532

Pixels.6532

I would:

1. Try indomitable courage instead of Ret Sub. The 30 v 40s Aegis is great and the 3 sec stability helps with stomps if SYG is on CD.

2. Switch out Res. Healer for Two Handed mastery for your hammer

3. You can run with the sig heal, but because you have a lot of condi removal w/ PoV (and 3x shouts) and Ab Res, you may want to try shelter and Defender’s flame to get some burning and extra blocking.

4. With all the shouts and boons you apply to allies, consider experimenting with 3x Water and Monk runes to boost your boon duration to 50%. Nothing wrong with the 6x Soldier runes you’ve got though, imo.

All-in-all, I like the build. After you’re comfortable with it, you can try a staff to see how that synergizes with your team (more healing, lot’s of might and speed between cap points vs node control, blast finisher, etc. w/ the hammer).

What you’ve put together is a variant of the healway build w/ less focus on Healing Power. I run something similar in tourney atm.

Sanctum of Rall

Desperate attempt of a PvPer to make money

in PvP

Posted by: Pixels.6532

Pixels.6532

Oh man, I don’t follow my own advice anyway, gambler’s fallacy and all… had no idea you couldn’t sell them!

How did you do?

Sanctum of Rall

Desperate attempt of a PvPer to make money

in PvP

Posted by: Pixels.6532

Pixels.6532

Honestly, you’re probably better off selling them unid for the guaranteed 15/16 silver, vs risking an abyss, celestial, midnight ice, etc…

Sanctum of Rall

Armor Stat Proposal

in PvP

Posted by: Pixels.6532

Pixels.6532

You can min/max which means you can allocate more away from unnecessary healing power toughness and vitality. In over your can run ~500 with the same effect so you can again allocate that healing power elsewhere.

  • it was a bonus 18%
  • you don’t need more to defend against slightly more damage
    If you want more explanation to how this won’t work you’ll have to wait because I’m on my tablet and takes ages to typeanything.

Understand about the tablet, and yeah, I would like more detail because I’m not following you. Could you put this build together using one of the online editors like gw2skills.net with current pvp spec and then show how, using the table above you could turn it into spvp bunker/dps spec like it can be in PvE/WvW.

Again, you can only use the stat combos (with the exception of pure zerk) currently available in spvp.

thanks.

Sanctum of Rall

Armor Stat Proposal

in PvP

Posted by: Pixels.6532

Pixels.6532

In PvE you can build a bunker Guardian spec’d into AH and Dodgeroll heals (not possible in pvp) and you get 18% more critchance and extra damage. Effectively you would be a Bunker-DPS Guard with no negatives.
There’s an extremely important reason why you can’t have that extra stat allocation in pvp.

IMO, the limiting factor on that bunker spec has more to do with the 50% reduction in Selfless Daring HP scaling in sPvP than stat combos, coupled with the fact that you can run consumables to further boost your stats.

And yes, adding 6 options for stat pieces that still total to the same overall stats numbers provided by the 2 piece system now would create more variability, but always at a sacrifice. You couldn’t build the Bunk/DPS you mention above with the 18% crit chance w/out sacrificing some Healing Power (And possibly toughness) making the bunking aspect less potent at the gain of some additional damage.

And given that these combo options would be available to all classes, lowering your bunker based stats in an arena where players can spec higher crit damage with the true Zerk gear in the proposal might not work out too well for you.

As for ascended level stats, I don’t care either way.

Sanctum of Rall

Armor Stat Proposal

in PvP

Posted by: Pixels.6532

Pixels.6532

I think the meta would be well served with having more stat options for armor in sPvP. The current Amulet and Jewel feels very rigid, and I suspect you’d have more viable builds by opening up the player base to more gear options.

This is lunch-break analysis, so I’m not 100% sure about the stat distribution between all the pieces (and I’m proposing a true Zerker set with just the Pwr, Pre & Crit damage in addition to the +Vit set currently available, and I’m not quite sure the %s are right there).

You don’t get as much diversification here as you do in PvE/WvW, but I think its a start and wouldn’t require a complete break with the current system, just an expansion of it by getting rid of the current 2x piece system and making it a 6x piece system.

So here’s the table:

Attachments:

Sanctum of Rall

Tournament PVP rank bug.

in Bugs: Game, Forum, Website

Posted by: Pixels.6532

Pixels.6532

/bump (and 15 characters)

Sanctum of Rall

Rate the Norn Name Above You

in Norn

Posted by: Pixels.6532

Pixels.6532

Hidesplitter. Norn Guardian though he’s really only a half-norn.

His mother was a corrupted Kodan named Runs Backward and his father, a Son of Svanir, was merely called Bob. They met at a corrupted ale moot and fell instantly in love. Though he was a son of Svanir, Bob was a loyal father and stood by his decaying, man-bear partner.

Sadly, their love would not last as Runs Backward was eaten by Jormag during one of his all night benders. But Hidesplitter survived. Nestled and nurtered in the belly of Jormag he grew earning his distinctive scars and acerbic wit in the bowels of the great beast.

And after some twenty years (Svanir histories are notoriously poor on dates but this period is commonly referred to as “The great gastrointestinal anguish of the powerful and ornery Jormag”), the dragon finally passed Hidesplitter in so foul and painful a manner the Northern Shiverspeaks have seen neither hide nor scale of the great dragon since.

Lore has it the winged monster fled to the far North to nurse—but hopefully not lick—his wounds leaving behind his Lieutenant, The Claw, in charge. And The Claw, having witnessed the entire proceeding, dubbed the object of Jormag’s discomfort: Hidesplitter. He then banned Hidesplitter to the hinterlands where legend has it a pair of kindly old Norn took him in as their own… though only after bathing him no less than fourteen times.

Edit: I forgot to rate the name above me. 2pts for creativity, 5pts for nornishness and 1pts for length: 8/10.

Sanctum of Rall

(edited by Pixels.6532)

4/5 JQ - BG - SoR

in WvW

Posted by: Pixels.6532

Pixels.6532

It appears most of the posters here have forgotten the laws of the T1 matchup which has resulted in a large number of posts discussing said laws. Allow me to reproduce them here, so that we can all look them over and move on to simply discussing score, tactics, battles, etc.

1. Jade Quarry has full coverage 24/7/365. The time zone does not matter, they have more people than you. Despite the fact that JQ always out-numbers their opponents, they still run away from any and all fights where they don’t out-number their opponents at least 10 to 1.

2. Jade Quarry only plays PPT. They have no skill, they form massive zergs and bind the 1 key to their foreheads which they then smash repeatedly against the nearest hard object until you and all your friends are dead.

3. Blackgate pays guilds from other servers to join them. They have 3 contracts for guilds considering a transfer and all are non-negotiable. The rate for a small guild is 250g and a Quaggan back-pack, a medium guild can expect 500g and 2 superior arrow carts, and a large guild will receive 999g, 10 omega golems and a partridge in a pear tree.

4. Only bandwagon guilds transferred to Blackgate. Blackgate is always double-teamed by SoR and JQ. If they were not double-teamed they would be winning T1 because none of the members of Blackgate actually sleep. Everyone knows that bandwagoners never sleep because they are so excited about being on the bandwagon. Occasionally, Map Chat on the Blackgate BL completely breaks down into a raucous discussion about the bandwagon and its many wondrous and delightful traits.

5. Blackgate commanders are the best commanders. SoR and JQ commanders typically score between 800 – 1,100 while all Blackgate commanders score 1,337.

6. Any guilds that transferred to SoR are not bandwagon guilds. They transferred in due to SoR’s amazing community which includes (but is not limited to) the following amenities: Community pool with diving board, natural area and public park, three separate tennis courts with lights and 24hr restrooms.

7. SoR does not care about PPT unless they care about PPT, and they will let you know when they care about PPT. It is not your place to comment about when SoR is caring about the PPT. It is a riddle, wrapped in a mystery, inside an enigma.

Now you know and knowing is half the battle.

Sanctum of Rall

Sexiest/best looking armour for thief?

in Thief

Posted by: Pixels.6532

Pixels.6532

my thief… (Message Body length must at least be 15)

Attachments:

Sanctum of Rall

3/29 JQ - BG - SoR

in WvW

Posted by: Pixels.6532

Pixels.6532

Hope your happy JQ and BG, SoR’s NA now makes your breakout events into a game.

Hoots, I was in EB a few months ago and a naked engineer ran past named Howard Mooon. Was it you?

Also, thanks for the crimp vid, now I may need to watch a few episodes tonight.

Sanctum of Rall

3/22 JQ-BG-SoR

in WvW

Posted by: Pixels.6532

Pixels.6532

Score update brought to you by the world’s most cuddly Norn.

Attachments:

Sanctum of Rall

3/15 - JQ/SoR/BG

in WvW

Posted by: Pixels.6532

Pixels.6532

This is my keyboard. There are many like it, but this one is mine.

My keyboard is my best friend. It is my life. I must master it as I must master my life.
My keyboard, without me, is useless. Without my keyboard, I am useless. I must flame true with my keyboard. I must troll longer than my enemy who is trying to flame me. I must flame him before he trolls me. I will…

My keyboard and I know that what counts in this war is not the skills we use, the strength of our burst damage, or our smoke field combos. We know that it is the forum posts that count. We will post…

My keyboard is human, even as I, because it is my life. Thus, I will learn it as a brother. I will learn its weaknesses, its strength, its parts, its accessories, its bindings and its macros. I will keep my keyboard clean and ready, even as I am clean and ready. We will become part of each other. We will…

Before the forum gods, I swear this creed. My keyboard and I are the defenders of my server. We are the masters of our enemy. We are the saviors of my life.

So be it, until the tick is my server’s and the march patch is complete!

Sanctum of Rall

3/15 - JQ/SoR/BG

in WvW

Posted by: Pixels.6532

Pixels.6532

Stop trying to stir up drama, we love our NA and they love us

Had the honor of running around with our Asia/Oceanic folks this am before heading out to work. Always love when I get an extra hour in the morning and can hop into WvW with you guys. Class acts, all of ya!

Sanctum of Rall

3/15 - JQ/SoR/BG

in WvW

Posted by: Pixels.6532

Pixels.6532

Score Update

Chest Thumpers: 245,000
NA Tier 2: 14,000
People looking for pictures of Asurans: 45

Sanctum of Rall

3/15 - JQ/SoR/BG

in WvW

Posted by: Pixels.6532

Pixels.6532

I don’t wonder if ANET shouldn’t just add another WvW map called the “Arenas.”

This should have 2 different arena types and run on a timer much like the world bosses do in PvE.

You could have the Duelist Arena which would run a round-robin type tourney of 8 reps from each server leading up to an eventual 1st, 2nd and 3rd place finish.

Here individuals would battle each other (and yes, with 8v8v8 you would end up fighting people from your server) leading up to an eventual first and third place match with individual prizes for 1st, 2nd & 3rd place, but to keep within the WvW aspect, every win in the arena would add 5pts to your score and the first place winner would add 30, 2nd 20 and 3rd 10 additional points to the server’s score for that “event.”

You could also have a Guild Arena that functions on the same timer as the duels and did a similar tourney but instead of 8v8v8 went with a 1v1 match style of up to 12 players on a side. Each win would add 100 pts to the tick.

Idea here is to give all the GvG and 1v1 folks an avenue to fight and adding a reward system to make these endeavors still benefit the servers as a whole but use the event timer on them to keep them from becoming the ONLY thing people did in wvw.

You could even rehash the existing spvp maps, use Forests for the the GvG stuff and use an adjusted version of the graveyard for the arena… would be nice to let people spectate in them as well.

Would need some fleshing out, but I think it would be cool.

Sanctum of Rall

3/1 - JQ/SoR/BG

in WvW

Posted by: Pixels.6532

Pixels.6532

Consortium Analysts Downgrade Blackgate over Debt Concerns

(Toonberg Press – LA, 13:45) In a surprise move this morning, Consortium Analysts (CA) announced a downgrade on Blackgate sending the Black Lion Trading Co into a torrent of activity. As of this posting, Blackgate shares are down nearly 25% (BGSOS) on the year. CA analysts cited Blackgate’s recent spike in debt as the reason after the server took out an extensive loan from Zomorros Holdings to sign several key free agent guilds.

Adding to the intrigue, Citadel Investments (CI) refused to follow suit citing Blackgate’s strong Tier 1 performance and increased loot drops in WvW. “Yes, they’re leveraged, but we aren’t worried. If anything, we expect a strong earnings forecast next quarter based on what we’re seeing,” said Marcus Soul-Ripper, chief investment analyst at CI.

Blackgate CEO Jorga Steamburner, an ash legion charr, is not concerned. “Our performance speaks for itself. We are aware of the situation and are monitoring it. Both Icoa and LotD have 5 man teams running CoF 24/7, our gold reserves are fine, and we’ll have no solvency issues once we liquidate those Molten Cores.”

The announcement went mostly unnoticed on the server itself. Blackgate members are too busy maintaining their week one lead of Tier1 and arguing with their competition about who is better at mashing buttons. Or as Norn BG member Charleson of Sheen put it, “Winning!”

If you liked this article, see also:
Choo commanders considering move to non-coal powered, energy efficient engines

Jade Quarry members stage candle light vigil for Captain Cantankerous—beloved Yak senselessly slaughtered by SoR invaders

What’s up with Sylvari Pop Sensation Miley Fungus’ wardrobe these days

Sanctum of Rall

(edited by Pixels.6532)

Badges

in WvW

Posted by: Pixels.6532

Pixels.6532

I wonder how many precursors have been left on the battle field in WvW?

Not to rabbit trail this thread though, seems like they’re thinking about it with the grayed out “Deposit” on badges when you right-click them. They may not though, you get so many that you’d fill up the 250 slot pretty quick and only save yourself 1x bag/bank slot.

Sanctum of Rall

3/1 - JQ/SoR/BG

in WvW

Posted by: Pixels.6532

Pixels.6532

3/1 – JQ/SoR/BG – Headlines! Headlines! Read all about it!

Recent spike in heart-related ER visits due to “Chest Thumping” say doctors

Scientists find key binding leads to higher K/D ratio; however, community expresses some concern over key binders’ inability to turn left, walk backward or stop “and smell the roses.”

Researchers correlate performance anxiety with Stonemist Castle, but concede “It could just be lag.”

Covenn still grumpy, study finds

Icoa commander Joker loses key confidence vote in forums, vows to review campaign and improve skill clicking.

Mist invaders generally happy with new raises, still finding other things to complain about.

SoR leaders express concern after fellow commander allegedly spent 15 minutes attempting to fire what turned out to be an enemy catapult.

Study finds recent claims of Blackgate having 45% posers to be highly inflated, numbers have held steady at 5% once Blackgate Invaders learned /pose was not an actual emote. /shrug

Mist Invaders generally confident their hopes will be dashed with March update

Sanctum of Rall

Orange Swords (The recent change)

in WvW

Posted by: Pixels.6532

Pixels.6532

I like it, you do feel like nothing is safe anymore which makes for a frenetic hour or six.

I agree with what VOLKON said about scouting and camping though.

I wonder what it would be like if in the upcoming WvW changes they gave each class a unique mechanic for WvW…

thieves and rangers could “tag” opponents for a limited time and have them show up on the map

engineers and guards could buff keep and tower defenses for a short time

warriors and mesmers could buff NPC offense for a short period of time

Put some kind of reward mechanic around that to give scouts and campers some kind of reward beyond server appreciation for their contribution.

Sanctum of Rall

3/1 - JQ/SoR/BG

in WvW

Posted by: Pixels.6532

Pixels.6532

Taugrim’s keybinding thoughts

On an unrelated note, anyone know the story of what happened to EPIC?

Sanctum of Rall

GW 1 had vertical progression.

in Guild Wars 2 Discussion

Posted by: Pixels.6532

Pixels.6532

Not saying this is an exhaustive list (but I think it makes the point), but if you changed all the “no” answers under ascended to “yes” and then declared that ascended gear will be the highest level (stat wise) you will ever be able to get, I think you’d see a fairly sharp decline in threads complaining about ascended gear.

Especially if the increased cost of getting ascended gear fell in line with the jump from rare – exotic.

IMO, ascended gear and its implementation in GW2 is an attempt by Anet to have their cake and eat it to. How can we add gear creep for those giving the hew and cry for it while making it appear small and insignificant enough to keep the folks who thought they were buying into a minimal-grind-unless-vanity game from taking their balls and going home?

Not sure how well they’re doing. If this forum is representative of the whole playerbase (perish the thought… :o), not to well, imo.

Attachments:

Sanctum of Rall

EDIT: Is the legendary transmute bug fixed?

in Guild Wars 2 Discussion

Posted by: Pixels.6532

Pixels.6532

Make this a petition. /signed.

Here’s an idea:
New Miyani Mystic Items:
Gift of the Soldier
Gift of the Cleric
Gift of the Berserker
Gift of the Shaman
Gift of the Traveler
Gift of the Celestial
Gift of the Knight
Gift of the Rampager…

Each gift costs 1g and here is the new Mystic Transmutation recipe
1x Legendary
1x Gift of the *
1x Pile of Crystaline Dust
1x Bottle of Elonian Wine (Zommoros likes to drink while he works, it is known)

Output: Your legendary with the stat combos of the gift you selected. All. Nice. And Purple.

Sanctum of Rall

about the "insignificance" of ascended stats

in Guild Wars 2 Discussion

Posted by: Pixels.6532

Pixels.6532

@Fortuna

Nothing about my statement was incorrect. I don’t think you understood what I was saying. I wanted clarification on the formula as it made no sense to me and the outputs it generated by turning .37 and .39 into 137 and 139 looked strange.

Additionally, the formula for dmg ratio doesn’t contradict the formula for base dmg. They are calculating two different things.

edit: not sure what happened to the quoted part…

Sanctum of Rall

about the "insignificance" of ascended stats

in Guild Wars 2 Discussion

Posted by: Pixels.6532

Pixels.6532

Silver,

Help me understand your DPS formulas. Why are you taking a 3X% crit chance and making it 13X%?

Also, to calculate your base damage, you need several things you don’t have in your formulas:

1. Target’s Armor
2. Weapon Dmg (average of low and high is fine, so about 950 for an exo dagger)
3. Weapon Coef

Base Damage = Weapon Dmg * Weapon Coef * Power/Target Armor
Wiki

Once you have your base damage, you can multiply that by your crit damage (As a percentage, not as 219) to get your damage WHEN you crit which will occur 37% of the time or 39% of the time (average) based on your two gear choices.

To see how that averages out over time, you can use this formula:
Expected damage = Base damage * ((0.50 + (Critical Damage / 100)) * (Critical Chance / 100) + 1)
Wiki

Not saying your math is wrong, I just don’t understand what your total dps formula is calculating as it generates the following result:

64,455,826/54,918,094

Sanctum of Rall

This Is A Joke!

in Guild Wars 2 Discussion

Posted by: Pixels.6532

Pixels.6532

I love these:

-Fixed bug where Ranger skills were useable outside of costume brawl

-Fixed bug where Rangers could rename their pets, all pet names changed to “Snuggles.”

-Fixed all Necro skill and trait descriptions to encompass their bugs so that they are all now working as intended.

-Fixed Logan Thackery’s movement speed, he now moves 15% faster.

-Fixed bug where Thieves were not able to instantly down an opponent by pressing space-bar (that fix was so esey!).

-Cut all Guardian skills in half and then doubled them.

-Adjusted clover drop rate to include 3 leaf clovers, 3 leaf clovers cannot be used to craft anything.

-Added sound of Zommoros laughing at you when you get 3 leaf clovers.

-Adjusted summoned pets’ walk volume to 11

-Added feature to character creation screen: players will now be asked confirm they want to roll an engineer by answering a series of tensile strength and partial pressure questions.

Sanctum of Rall

Ascended v. Exotic Trinket Set

in Guild Wars 2 Discussion

Posted by: Pixels.6532

Pixels.6532

Sorry for the delayed response(s):

Ision: Yes, basically, depending on your defensive stats (just vit & armor), the zerker is going to get an additional .3% – 1.15% of your health bar per hit (on average).

As for the ascended armor, who knows if the stat increases will follow the same parterns as the trinkets!

VOLKON: I get what you’re saying, but I’m calculating the percentage increase, even if it is of a percentage. It may not be helpful, but it isn’t incorrect. Multiply 36% by 22.2% and add that to 36% to double-check it (or just multiply by 1.222 if ya trust me!). :o)

And I agree on your point about being in exotics, going into a dungeon, I’ll take a skilled player in full exotics over an ascended dude who can’t time his dodges! :o) Same w/ WvW.

Thibash: I’d have to double-check it, but just going by logic, the all stat increases would mean smaller real world increases spread over more stats, not sure it is better…

Leo Paul: Calculations are average damage per attack over time and are not class specific intentionally, once we start getting into scenarios there is too much variability. Yes, a thief can chain some nasty damage… if it isn’t blocked or dodged, etc.

Also, removing food and such will lower the effect of the ascended gear because of the way power and precision scale. When I first did the calcs, I just used 916, 916, 0 & 4 for my base stats and the highest “real world” increase then was .48% additional health taken and the lowest was .15%.

everybody: thanks for the responses and feedback.

Sanctum of Rall

Ascended v. Exotic Trinket Set

in Guild Wars 2 Discussion

Posted by: Pixels.6532

Pixels.6532

Here’s a comparison of someone switching from a full Exotic Zerk set to a full Ascended Zerk set (Not even sure you can get a true Zerk backpiece, but I threw it in anyway).

Calculations are for all 6 pieces and only take into account your stat changes from switching out your exotic trinkets to ascended. It is assumed your armor, weapons, consumables, etc. stay the same.

I’ve assumed an average over time for my damage (dmg) calculations, so the avg dmg is taking into consideration not only your crit dmg but your crit chance to get to the increase in your base dmg.

I’ve also made assumptions in the weapon coef and average weapon dmg, I feel they are fairly reasonable.

Ultimately, your goal is to reduce your opponent’s health to 0, so the “real world” increase for zerks, imo, is how much more Health you take on average from your opponent. Calculations are based on 4x Health pools and 3x armor pools to give a decent range. The results are fairly interesting and highlight how little benefit you actually get from ascended gear, again, my opinion based on the maths.

Calculations based on the wiki:
Damage
Average Damage

I’ve assumed complete glass canon (breath on them, and they’ll die) for the base stats:
+300 pwr, +300 pre, +30 crit dmg
all Zerk armor with rubies and zerk weapons
Master Main Oil
Bowl of Curry BSS

here’s how it turns out…

edit: please point out any calc errors if you find them, thx!

Attachments:

Sanctum of Rall

Healing Number Crunching

in Guardian

Posted by: Pixels.6532

Pixels.6532

This is based on the wiki skill descriptions. I’ve exclude all regeneration applying utility skills and just included regeneration as its own group.

I’ve left merciful intervention and sanctuary off because I couldn’t find data on how they scaled with healing power. Growth calc is simple (end/beg-1).

I did this quickly on my lunch break, so check for errors…

edit: assumed no trait bonuses, just HP increase.

Attachments:

Sanctum of Rall

(edited by Pixels.6532)

Forced to play with a Greatsword

in Guardian

Posted by: Pixels.6532

Pixels.6532

For me, the GS is Anet getting it right. It has great synergy within it’s own skill set, but also works well with others.

CC to pull enemies close for team aoe spikes
Light Field & two combo finishers
Leap for mobility

Sanctum of Rall

Scepter Update I'd like to see

in Guardian

Posted by: Pixels.6532

Pixels.6532

Would this be “OP?”

Scepter 1 (reduce range to 900):
Orbs of Wrath: fire two, slow-moving orbs at target (damage 250x 2 if they hit), becomes…
Focused Wrath: mark your target, orbs accelerate to target and explode on contact (damage 300x 2)

Sanctum of Rall

Its that time again folks (patch day)

in Guardian

Posted by: Pixels.6532

Pixels.6532

My biggest concern is whether or not they will nerf selfless daring in someway. (our heal on dodge)

Selfless daring – No longer heals on dodge, instead, apply 25 stacks of vulnerability on yourself and force all enemies to instantly target you while you shout “Look at me! Look at me!” Selfless daring last for 5 seconds and you are immobilized for its duration.

Sanctum of Rall

More Sandbox Elements in WvW?

in WvW

Posted by: Pixels.6532

Pixels.6532

Would love to see a “Fortification” option for camps that puts wooden walls around the camp with areas that defenders can stand to shoot over them.

The walls would need to be relatively weak so that you could knock the wall out w/out seige, but strong enough to give a decent defensive advantage, essentially give the option to defend supply against a larger force with a smaller one.

Sanctum of Rall

Scepter Update I'd like to see

in Guardian

Posted by: Pixels.6532

Pixels.6532

I meant that the first and second skill need it more. The third skill actually works well and is worth using. The problems with the Scepter isn’t the third skill. It’s everything else.

I get what you’re saying… so after all the posts, here’s an updated version:

#1: Arc of Wrath: Cast an arc of wrath at your foe (Stage 1 – 30dmg , Stage 2 – 60dmg, Stage 3 – 60dmg + Burning)
#2: Symbol of Might: Cast a symbol of might in target area, granting might to allies and damaging foes (combo field: light), hits 5 times for 555 (total dmg) but functions like standard AoE (can hit 5x targets 5x for 555).
#3: Chains of Light: Unchanged, QQ

Sanctum of Rall

Scepter Update I'd like to see

in Guardian

Posted by: Pixels.6532

Pixels.6532

I would take any Elementalist scepter skills from any one attunement over Guardian scepter as it stands now. Even with the 900 range. At least I know I’d be able to hit my target…
This is also probably the first time I’ve seen someone say that Guardian scepter #1 doesn’t need changing!

I agree that scepter #3 is the only scepter skill we have that is actually decent.

I’m not a fan of highly powerful #1 skills on weapons which is why i’ve left it alone. It’s not great, but I think #1 is fine. It’s slow, but it works. I’m coming from a Necro main, so maybe that’s why I’m not keen to change it.

Again, I agree that #3 is fine, however, I would like the scepter to get a small buff without putting it in the #1 skill, so I’m looking at 2 & 3 synergy.

With my suggestion, you can create a nice light field combo with #2 and even blast finish it with #3, but it will take some timing and/or luck to get it off. So Because of the improvements to 2 & 3, I’ve left #1 alone.

If you want to leave #3 alone, then I’d still suggest a #2 light field, but switch #1 to 900 range and give it the same #1 as the Ele Arc Ligthtening but with a cool looking blue ray instead. Additionally, instead of increased direct dmg on the Stage 3, keep the dmg at stage 2 but add burning.

Sanctum of Rall

Scepter Update I'd like to see

in Guardian

Posted by: Pixels.6532

Pixels.6532

Skill 3 is the only skill on the Scepter that doesn’t actually needs changing.

I don’t know that it NEEDs a change, but given the gameplay of the scepter, I’d like to see it changed to give the scepter more options than just hit people from range (sometimes) or switch to scepter to immobilize and… wait to switch back to your other weapon.

Adding a light field to 2 and a blast finisher to 3 makes it interesting, imo.

Sanctum of Rall

2/15 JQ/SoR/SoS

in WvW

Posted by: Pixels.6532

Pixels.6532

Score Update for those of you at work…

WvW: JQ v SoS v SoR Forum Score Update:

Keyboard Warriors: 351,001 (550+)
TC&BG Posters: 51,333 (100+)
People looking for Uncontested Balth Thread: 1,045 (45+)

Sanctum of Rall

Scepter Update I'd like to see

in Guardian

Posted by: Pixels.6532

Pixels.6532

Seeing CJ talk a bit about some potential weapon changes, I’d like to see scepter changed to the following (range stays the same):

Skill 1: no change
Skill 2: keep it the same but make it a Light Combo Field
Skill 3a: Chains of Light – Immobilize Foe (2s), becomes…
Skill 3b: Chains of Judgement (for 2s) – remove immobilize, chains squeeze together causing vulnerability on target (3x for 6s) before exploding for 252 dmg (AoE, blast finisher)

Adds more dmg and team play to the scepter and some variability on Chains as you can either do direct dmg and vulnerability or leave them immobilized and try to time it, so you can still fire off CoJ before CoL’s duration runs out and get the best of both.

Sanctum of Rall

Why are Dungeons ok, but Raids not?

in Guild Wars 2 Discussion

Posted by: Pixels.6532

Pixels.6532

I like dungeons, but I would like to see them change to the following:

Dungeon Options:
Solo
2 Man
5 Man
8 Man
12 Man

Scale difficulty with population entering, but that would probably take a ton of work to implement, esp. with all the complaints that would probably crop up about certain pops being easier than others (Arah 5-man 10x harder than 12man, QQ!).

Sanctum of Rall

Choosing crafting for thief

in Crafting

Posted by: Pixels.6532

Pixels.6532

You can get to lvl 80 w/o bothering with a single crafting profession and easily get max gear. Might even be cheaper.

But if you take some pride in wearing the gear you made, I’d go with Leatherworker for your armor and weapon smith, the jeweler can no longer craft best-in-slot rings & amulets, guessing the ears are next…

Sanctum of Rall

Choosing crafting for thief

in Crafting

Posted by: Pixels.6532

Pixels.6532

If you only have 1x Chars you intend to play, why not do all 8 professions?

Sanctum of Rall

Chef Starter Kit from Laurel Vendor

in Crafting

Posted by: Pixels.6532

Pixels.6532

How many did you open, wonder if it’s always the same.

Sanctum of Rall

Dhuum Ban

in Suggestions

Posted by: Pixels.6532

Pixels.6532

Evidence

I support this idea.

Sanctum of Rall

Ok big boys, let's brainstorm

in Crafting

Posted by: Pixels.6532

Pixels.6532

I like legendary weapons as they are, but I would have done it differently. Upon hitting level 80, you get a mail notification from a forge master or some NPC telling you he’s seen what you do and would like to craft a great weapon for you.

You follow a fairly simple story line where you pick your weapon type and go on a few quests to get the materials he needs to craft it for you. Not hard, can be done in a few hours of gameplay. You can even do it for additional weapons… limit 4x per customer.

What?

Any of these precursors you choose has the plainest, simplest skin design and starts with the same stats as a lvl 80 White, but you get to choose the stat config (Cleric’s, Soldier’s, Zerks, etc.).

Equipping a precursor opens up a new accomplishment tree regarding your precursor and that is how you get it to legendary status. This tree only advances if you have the precursor equipped.

For example, to get the weapon from white to blue, you have to kill 5 unique monsters, salvage 5 items, dodge 5 attacks and complete 1 event. When the weapon advances to blue, the skin improves a bit and of course get’s lvl 80 blue stats.

To get it to green, 50 kills, 25 unique monsters, 50 dodges, 50 salvages and 10 events completed. Skin improves.

To get all the way from rare to exotic, 1,000 kills, 500 dodges, 1,000 salvages, etc.

Then you can start working on your legendary which has similar time frame reqs to the current system, but isn’t based on mats. Instead of needing 500 tokens, each weapon type has a specific dungeon associated with it, you need to complete all 4 paths and accomplish certain tasks w/in the dungeon to complete that portion of your legendary progress.

Lot’s of other things to do like complete a certain set of jumping puzzles, 100% map completion, etc. I think legendary completion should have both an in-game hour target (a long one) to complete, but should also have some sort of skill portion. Run 4 unique dungeon paths without being downed, Kill 10 different vets w/o being hit… that one might not be possible.

You could even make the legendary weapon have stages where effects are unlocked the further you progress, but any route you go people are going to be unhappy because video games, MMOs especially, set you up to feel like a hero, so it isn’t surprising that every hero feels like he/she should have a legendary… But then if everyone has one, is it really that legendary?

Sanctum of Rall