It’s pretty obvious, and nobody’s impressed.
It’s pretty obvious, and nobody’s impressed.
Yes thats a great idea! Lets give the necromancer burning. Screw flavor of the profession and the past abilities that made the necromancer great! Ha ha ha… The guild wars 1 necromancer is rolling in her grave…
Great Trait name!
Rolling in their Graves
Applies burning after you kill your foe
kittenmit Daecollo you’re not allowed to write posts that make me laugh
It’s pretty obvious, and nobody’s impressed.
OP said signet, not sigils.
I don’t know if signets used to carry their passives over to DS, and if they did I don’t know when they changed. The most I can say it was at least a month ago.
It’s pretty obvious, and nobody’s impressed.
Reversing a pulsing blind field to stack up fury is fun, too.
It’s pretty obvious, and nobody’s impressed.
- The spider queen will not use her most dangerous attack (Poison pools) if you are all in melee. (If she did use it, stacking would probably kill you all nigh instantly)
Are you sure about this one ?
We never stack on that spot, but we all fight in melee, and she likes to throw her poison pools at us. Even if there’s only one survivor in melee, she might do it sometime >.>
I’m talking extreme melee, as in everyone is directly on top and in front of her. It may not be the melee restriction that does it, (Sneaky LoS issue maybe?) but I know that stacking there for some reason prevents the usage of poison pool. I say this because if she did / could use it there, it would wipe every group that tried to stack, every time.
Edit: I’ve had her use the poison attack once out of about eight clears, and that time people spread out and she may have gotten knockback / pulled away from the group further into that back-alley, giving her enough distance to use it. (I can’t see much of anything when we stack, cramped angles and the camera being what they are, so I’m not entirely certain) The group wiped nigh-instantly, as you might expect. We cleared her on the second try just fine.
All in all I am more in favour of clearing the room of spiderlings as quickly as possible, then fighting her openly, since I don’t find her that threatening in a large, open room either. The fight is also more engaging that way, in my opinion. But I mostly PUG, and generally insisting that you fight a boss the normal way in a PUG hasn’t gone over well for me.
It’s pretty obvious, and nobody’s impressed.
(edited by Softspoken.2410)
It’s important to realize that the thief’s Last Refuge trait existed and was implemented long before they introduced revealed. At the time, even if you wasted the stealth opportunity, it was just that: a lost opportunity. Currently, attacking from stealth grants you 3 seconds of revealed, so ‘missing’ that Last Refuge opportunity (which is rather easy to do) will actually make a thief more vulnerable for those 3 seconds than if they didn’t have the trait.
As for reanimator, I seriously don’t buy the ‘soaking AoE damage for allies by hitting the 5 target cap’. That requires you to have 5 people + JH in one AoE, something that seems only plausible if you’re going zerg-on-zerg. Which seems a sort of limited argument for a minor trait.
I can get behind the idea of it blocking a few (single target) attacks meant for a player, but really it doesn’t feel like that was the design of the jagged horror. They could have given it a phantasmal defender style of effect, so that it explicitly took the damage for you and allies, rather than having to try and set up a body block with a tiny hitbox. As it is, it just feels like a +1 to your minion counter that you aren’t supposed to keep up indefinitely, but can use nicely with other minion traits.
It’s pretty obvious, and nobody’s impressed.
Just so you guy are aware, this has been the case with every other class weapon skill that works like your bounce for quite sometime. The Mesmer’s were an exception to the rule, and speaking from the rest of the community welcome to our world. It’s not a big deal, as every other class has been working under the assumption that this was normal.
Hate to disagree with you Bas, but I know that Reaper’s Touch changed very recently so that it will bounce towards a Necromancer’s minions: before it would never choose them as targets, although you could occasionally get them to intercept the particle. I suspect bouncing behavior game-wide was changed, and mesmers noticed it first (and most loudly) because it hurt how some of their skills work so drastically.
Edit: Regarding a full, game-wide reversion of this change: I’m not so sure. For mesmer clones, certainly- but for a necromancer, healing minions with Reaper’s Touch could be a fully intentional tactic, and if a necro doesn’t want them to get the bounces, they have more options to try and use the skill in a brief window where minions aren’t crowding their target.
It’s pretty obvious, and nobody’s impressed.
(edited by Softspoken.2410)
I’m having a heck of a time figuring out how I like to play my Mesmer. Right now I’m running a direct-damage Mantra build (but not full berserker, I’m not fast enough on evasions and blocks to survive that way) without Restorative Mantras.
I fell out of love with condition mesmers before the bounce change bungled up winds of chaos, and support style just wasn’t cutting it. Turns out I really like mantras though: instant skills are always fun, and they all feel so useful. (Mantra of Concentration / Power Break is love) and I can often afford to take a 3 second break to charge one before I get back to burstin’.
Problem is, I don’t feel too hugely effective in dungeons because I’m pretty nervous to burn my uses of Mantra of Distraction on anything with defiant, and my timing’s still iffy on the others. But running around open world PvE solo I love that prepared “I have a response to ANYTHING” feeling.
It’s pretty obvious, and nobody’s impressed.
(edited by Softspoken.2410)
Perhaps it could proc on the application of another condition, similar to how Lotus Poison works for thieves. And, of course, chilling darkness for necromancers.
Edit: Heh, perhaps it will be added to Life Blast.
Edit2: No, I have a more insane proposition.
Spectral Attunement: All spectral skills apply burning.
And then it would actually belong in the Curses line yaaaay
It’s pretty obvious, and nobody’s impressed.
(edited by Softspoken.2410)
It cracks me up that in a video specifically complaining about animations, they can’t see the difference between ring of fire and ring of earth.
It’s pretty obvious, and nobody’s impressed.
I think you’re seriously overstating the capabilities of Reanimator to block for a player. It borders more on coincidence than tactics.
It’s pretty obvious, and nobody’s impressed.
(edited by Softspoken.2410)
From what I recall hearing, they thought they had fixed the issue, then discovered the current fix only applies to newly created characters, so they’re working on a fix to apply it to pre-existing characters.
It’s pretty obvious, and nobody’s impressed.
- Zeal’s minor traits only take effect if your targets stand still.
- Zeal’s minor traits only work with 4 of the weapons.
- Zeal’s master and grandmaster trait selections offer very little in the way of increased damage.
- You always need some survivability, and Valor and Honor traits are great for that. You can make up the extra power with gear.All of the above. Zeal also focuses on symbols….neither 1h sword, scepter, torch, nor focus has a symbol. This makes the zeal line a huge waste versus what you can get from other trait lines.
This. Symbols are right on the edge of ‘applicable to every guardian’ and ‘too niche for minor traits’.
But the really frustrating thing about Zeal and symbols is that the weapons that are probably the best for use of symbols are Hammer (on the auto attack chain), Mace (8 second recharge, can use it on the run) and Staff (15 second recharge, but can be applied at a 1200 range). None of those weapons have traits in Zeal. The closest is binding jeopardy for the Hammer, all else is basically applicable to any guardian in general. The greatsword does have a symbol, but it’s on a 20 second recharge and (briefly) roots you while casting.
It’s pretty obvious, and nobody’s impressed.
Tell people why you stack at certain points. For example, in AC, it’s become fashionable to stack in that tiny little space between the stairs and a wall before the Spider Queen. You stack there for two reasons:
- It pulls all of the spiderlings directly to you in melee range, instead of letting them bombard your group at range from all directions.
- The spider queen will not use her most dangerous attack (Poison pools) if you are all in melee. (If she did use it, stacking would probably kill you all nigh instantly)
As well, for Colossus Rumblus, one of the more popular stack-tactics is because it’s a blind spot in its most dangerous attack (the collapsing roof) and prevents the knockback on his melee cleaving attack from throwing you into greater danger.
As it is, I just see people yelling ‘stack here’ and for a new player it makes no sense, and screws up your camera so you can’t see what’s going on very well.
It’s pretty obvious, and nobody’s impressed.
What are people’s thoughts on Smite Condition? I know it’s not the best for condition removal, but it seems to still deal pretty hefty damage and it does have a short recharge.
(Personally I like it a lot, but I’m not too experienced on building for direct damage on Guardians.)
It’s pretty obvious, and nobody’s impressed.
Yes. Yesyesyesyes.
Silas Clacher.
It’s pretty obvious, and nobody’s impressed.
Personally I had problems with the Greatsword at early levels because if your opponent runs gets close to you, your damage is shot. And at early levels, especially without experience, it’s harder to generate the clones and phantasms you really want to keep the attention off of you.
I think main-hand sword is probably the most beginner friendly, with the offhand of your choice. Staff is kind of nice too, but I always found it to clear events and such much more slowly than the sword.
It’s pretty obvious, and nobody’s impressed.
If you’re staying in stealth, you’re not attacking, right? Which means that if you’re frequently in stealth for 3 seconds at a time, you’re losing a lot of attacking time. And while it’s a good defense/misdirection, technically a thief can still be grievously injured while in stealth, unlike invulnerability or long blocking periods.
So the usage of stealth would seriously hurt a the thief’s damage, except that due to the initiative system, a thief’s damage potential can be put into ‘bursts’. They can effectively use up all of their power in a few seconds, at the cost of not being able to do much of anything while they wait for initiative to recharge. So the idea is that a Thief makes their contribution to the fight all at once, then is forced to withdraw or otherwise get out of the danger zone, due to their frailty. The high presence of shadowsteps and stealth is probably intended to allow that periodic retreat & sneak in gameplay.
That’s my theory anyways, on why thieves have burst, mobility, and stealth.
It’s pretty obvious, and nobody’s impressed.
If you weren’t aware—The Jagged Horror doesn’t even contribute to “Protection of the Horde” trait. Why is this minor even in the game? I mean 20 Toughness is nothing but it doesn’t even do that. Why?
The trait interaction is functioning for me in both PvP and PvE. Where are you seeing this bug?
It’s pretty obvious, and nobody’s impressed.
Perfect Inscriptions
Increase the passive effects of signets and maintain their effects even when they’re in cooldown. (I still wouldn’t use it because there are better traits, but it’s still something)Would love to see that though it might be OP for the healing signet.
Also, I don’t want to disappoint you guys but this thread is useless : changes coming have been almost ready for months probably, around 3 months old as everything takes so long.
So your suggestions might only apply in other patches.
Haha, probably true, but it is fun to try and predict the future!
It’s pretty obvious, and nobody’s impressed.
I wonder if Last Refuge will get changed? There’s been some serious complaint about it, after all. Its original design is pretty solid, but that originates from before revealed. Once revealed entered the game, the way the trait played changed pretty drastically and gave us the “Last Refuge keeps killing me” threads of today.
Other than that, Improvisation might be up for alteration. Like Auesis said, it’s RNG akittens finest. It can do nothing, or you could get to use an entire set of venoms again, including your elite.
Hopefully we’ll see Ricochet altered. I just can’t quite like it, personally.
It’s pretty obvious, and nobody’s impressed.
Conditions, how do they work?
Oh, here’s how:
When a condition is applied, it stays active for its exact duration (6.4 seconds or whatever) even if the tooltip rounds it to 6.5 or 6.25. One second after the first damaging condition is applied, the game checks all conditions currently active on the target. For every bleed, and any poison / burning, it applies that damage. Then it waits for another full second before checking once more.
In this way, an applied bleed that is 6.8 seconds long will never get 7 ticks of damage if it is the first attack used, but if it is applied say, 0.5 seconds after the game makes its ‘check’ for conditions, it will be checked seven times. (at 6.3, 5.3, 4.3, 3.3, 2.3, 1.3, and 0.3 seconds remaining.)
The exact timing for when conditions are checked is reset whenever the game checks for conditions and finds none.
tl;dr – For any attack other than the first, a 6.9s bleed applied at a random timing has a 90% chance of ticking 7 bleeds instead of 6. A 6.2s bleed has a 20% chance of doing the same. But with sufficient micromanagement and godly timing, a player can ensure 7 ticks of damage from a 6.2s bleed by applying the bleed immediately before (within 0.2 seconds) the game runs its condition check.
It’s pretty obvious, and nobody’s impressed.
The problem with allowing ‘gain life force on being hit’ abilities to last through Death Shroud is that each hit against you is effectively healing for around 1.8% of your maximum health (or more, depending on your investment in Soul Reaping), so any hit that does less damage than that would actually ‘heal’ the Necromancer. That may seem like a rather low bar, but consider the possibility of a vitality stacking necro with moderate toughness standing in a guardian symbol, or tanking a Locust Swarm, or fighting an engineer with a flamethrower.
It’s pretty obvious, and nobody’s impressed.
Oh, and I want to add that my description of deathly swarm might be outdated as I am not sure as to how it performs in the latest patch. It may act very diffferently from spvp and wvw.
I’m rather certain that Deathly Swarm always applies three of your conditions to the target, while curing one of yours.
Or, to say the same thing in a different way: it transfers one of your conditions to each target, while also copying two other conditions to each target. Which conditions are transferred / copied are determined at the time of each bounce, so they will be different for each enemy.
It’s pretty obvious, and nobody’s impressed.
Yeah. I’m pretty certain that’s because originally marks were on most weapon sets, so those traits would be fairly applicable to many builds. Since all the marks (Besides for Lich Form and a couple traits) got put on Staff though, it ended up with a disproportionate trait representation.
Utility skill categories with four traits is less unheard of. Glamours and mantras match that for mesmers, just off the top of my head. The 9 or so minion traits (You can only get 5 majors at once though) are more exceptional.
Whenever they talk about ‘trait compression’ though, I get excited because minions and marks are rather good candidates for that.
It’s pretty obvious, and nobody’s impressed.
Dark Armor (Death I Major) observation: trait description says “Gain 400 toughness while channeling”. So isn’t reviving someone considered to be a channel as it performs the action over time? If so shouldn’t it be affected by the trait? It isn’t. Unless it’s only meant to increase when channeling skills, but that is not part of the description of the trait. And I hope it’s changed to include reviving for the toughness bonus, instead of just changing the tooltip to include skills only.
Also Death Into Life (Spite 15 minor) is unaffected by Might boons (already noted in page 1) but Signet of Spite’s power bonus also does nothing to increase our healing power. PvP and PvE.
I put in a note about Dark Armor and the revive channel, although I’m betting its current functionality is intentional. I’m not going to put in the Signet of Spite thing because I know that it doesn’t work on other professions either. (Thief, Practiced Tolerance, Signet of Precision grants no extra vitality) So not only am I iffy on if that’s the intended functionality or not, but it’s also game-wide, rather than Necro specific.
It’s pretty obvious, and nobody’s impressed.
It doesn’t alter profession-generic abilities like upgrade components and nourishment buffs.
So you can get a bonus from life siphon (dagger 2), life leech (downed 1), vampiric, vampiric precision, vampiric rituals, vampiric master. But nothing from runes of vampirism or the others you listed.
Edit: Drarnor below me is correct, Signet of the Locust is boosted by bloodthirst. (Possibly more than a 50% boost too, it doesn’t seem to scale properly, but it’s a bug in our favour for now)
Deathly Swarm (Spear 3) isn’t boosted in the heart of the mists (And probably not in PvE either), but it should be based on Dagger 2, and I am adding it to the bug list right now.
It’s pretty obvious, and nobody’s impressed.
(edited by Softspoken.2410)
This was a bug before with runes, hopefully its not back. I’ll do a test on my setup.
They are working for me. Both in my normal setup, 10% Lyssa, 40% Food, 50% Master of Terror, and then I switched out my Lyssa runes for Necromancer x6 in the Mists and still working there. 2 seconds Fear, 2 Terror ticks.
Are all of these bonuses showing up in the tooltips? I know that some runes don’t update tooltip durations, but still increase the applied effects. I think most condition-specific (Increase bleed by 15%, for example) ones are like this, but I’m really not sure.
It’s pretty obvious, and nobody’s impressed.
When will this “big” update hit?
Odds are the 25th of June, I think? I’ve heard it said major patches are usually on Tuesdays, and I know they usually come out at the end of the month.
The only predictions I’d make about what’s in said patch is which traits will be changed / removed. I’m hoping the changes are pretty drastic, with many of them being complete alterations to what game play certain traits imply, rather than numeric buffs & nerfs. And if so, predicting that is sort of like a dartboard covered with darts: just keep throwing/guessing until you get lucky.
It’s pretty obvious, and nobody’s impressed.
why do you keep reporting my posts?
if you cant move on with the conversation dont post here?
try to absorb the advice I am giving you.
when I say go see for yourself we dont need a diatribe on how accurate the info is statistically because………
your just going to go see for yourself…..
While I can’t speak for the rest of the readers of this thread, I’ve been reporting your last few posts because they’ve been contentless and abusive. I’d assume they’re getting removed because a moderator thinks something similar.
Unfortunately, population demographics at large are nigh impossible to “go see for yourself”. As much as I advocate testing things yourself in regards to skill and trait details, especially bugs, the sample size that you’d need to make sure that the population trends that you’re seeing are accurate is prohibitively large for a player to acquire single-handedly. Even the larger-scale surveys on forums and the like are prone to sample bias.
Personally, I would love to know the general proportions of professions in various modes of the game. I’m very certain ANet tracks such statistics, but I’m equally sure that they don’t release that kind of data to the public because if the general player base could see it, it could seriously alter which professions they play and reduce the accuracy of that data in determining which classes don’t feel fun / powerful / interesting.
And as a general note? Making sure that information is accurate and statistically relevant is very important if you’re using it to fuel major decisions, such as the design direction of a profession.
It’s pretty obvious, and nobody’s impressed.
@ Softspoken: I have never had an issue with this before the patch…and now all of a sudden it is a huge issue. I tend to run solo and so my fights aren’t lagged up by all the special effects that one would experience in running with a zerg. I used to be able to hit my two key just as the enemy was jumping into the air and it would fear them instantly, or darn near instantly. Now, I can mash the hell out of it as soon as I hit the ground and I still get finished without it even going off.
wat
The behavior you’re describing is bizarre and foreign to me. As far as I know, Downed 2 has had a long (at least one second) cast time attached to it since the game released.
Edit: Yet the wiki has never noted the activation time. Hmmmmmmmm
It’s pretty obvious, and nobody’s impressed.
(edited by Softspoken.2410)
While I was looking at that list…I realized we are the only class that doesn’t have either a “I’m gonna move” or “EVERYONE get away from me” move…
Every other class has something that either knocks everyone away or allows them to move to an easier to rez location…
\/\/TF!?
- Edit – The ranger gets the blunt end of the deal too…
Engineer also has to wait a while for their “Everyone back off” skill. Warrior also needs to burn Vengeance for their ‘movement’ skill, which if they don’t have the trait to guarantee a rally if they kill can leave them defeated instead of downed.
It’s pretty obvious, and nobody’s impressed.
The downed state skill fear isn’t instant. It has a one second casting time.
The OP said it is taking him/her several seconds to cast Fear, not one second.
On that note, I never use fear, so I hope this isn’t an additional bug to our downed state.
In my experience, people are notoriously innacurate at describing the length of short periods of time.
Also, I was wrong. Going off the in-game tooltip, Fear has the same activation time as Spinal Shivers: 1.25 seconds. In my experience, both of them tend to cast at the same speed.
To the OP: Do you tend to have significant visual lag when you enter downed state? (particle spam from attacks, too many characters overwhelming you and your graphics card?) I know that that makes a lot of animations glitch out on the player’s end in these circumstances, so they appear to take longer.
It’s pretty obvious, and nobody’s impressed.
The downed state skill fear isn’t instant. It has a one second casting time.
It’s pretty obvious, and nobody’s impressed.
A new condition won’t dent cantrip eles with cleansing water. It just won’t. It won’t dent a ranger with signet of renewal, empathic bond, and healing spring. It won’t dent a guardian with purity, signer, and shout condi removal+purging flames or contemplation of purity.
‘Devalues’, not ‘invalidates’.
It’s pretty obvious, and nobody’s impressed.
Food Buffs + This = Immune to most CC+Fear. No joke.
It also makes you immune to our BLEED proc, because it makes it less then a second, therefore 0.
That isn’t how conditions work.
It is.
If I have 98% Cripple Reduction, and I have a 2 second cripple. It will lower it down to 0.04, which would round down to 0, basicly no cripple.
For cripple, yes. But not for a bleed, which was the condition you specifically pointed out the first time.
Conditions work kind of unintuitively. The first damaging condition applied to a target sets when the damage ‘tick’ is checked. Every second after that moment in time, it will check what conditions are active on that target. Every stack of bleed, even if its total duration is less than a second, will trigger if it’s still active when that once-a-second moment passes.
People have been obsessing over this behavior since shortly after Terror was introduced, if not sooner, since it allows you to squeeze two procs of that damage without having the full +100% duration. That’s Fear, of course, but it works on bleeds too.
As a note, you’ll never get ‘extra’ procs on the damaging condition you apply, since it will be the one to set the timer (akittens exact start). Also: the exact timing for the damage proc within each second appears to reset if a target passes that proc moment without having any damaging conditions active on it.
Edit: And it may seem obvious, but this proc timing is not synchronized between targets.
It’s pretty obvious, and nobody’s impressed.
(edited by Softspoken.2410)
A lot of the skills in the game have been altered drastically between their first inception and the current live version. See: Grasping Dead. Plus, didn’t GW2 have a mana system at one point, rather than just being cooldown-based? Doom might not have had an additional cooldown attached, but a high mana cost or something. Just to put it in perspective.
Looking at the Doom in the linked video, I’d say it’s since been recycled as the necro’s second downed skill, from the lich graphic to the cast time and fear duration.
What I want to know is, why does that corrosive poison cloud look so much better? Is it just my low graphics settings?
It’s pretty obvious, and nobody’s impressed.
Re: Environmental weapons are useless
Broken bottles exist solely to troll you by sharing the general interact command. On the flipside, take a necromancer Terror build then pick up a skull lying on the ground.
It’s pretty obvious, and nobody’s impressed.
Like what MLieBennett said, this is very an intentional behavior. You can see something similar with Spectral Wall from Necromancers: it applies about 6 seconds of protection, as long as you don’t already have protection.
I’m pretty sure that any skill that applies a long-duration (>2s) boon in an persistent area acts like this, and I’m betting it’s because they haven’t found a good way to code “Apply this boon to any given ally only once” and had to choose between “Apply every time someone approaches the area” or “Apply only if they don’t already have this boon.”
It’s pretty obvious, and nobody’s impressed.
So we went to Twilight Arbor, and ended up going F/U (We couldn’t remember which path was which)
All in all it was going pretty well, very few actual deaths and we were rolling most everything, then we got to the end boss. (Nightmare tree, endless spider mode)
After a few failed kiting attempts, we managed to range it down, because somehow that doesn’t aggro 50 spiders.
It’s pretty obvious, and nobody’s impressed.
Monday at 5 PM PST, right?
It’s pretty obvious, and nobody’s impressed.
Once upon a time a clever guy over at guildwars2guru created this survey, i do not remember his name. Hope it helps.
This chart seems outdated, or something. If I’m reading it right, it’s implying that flesh wurm attacks at about the same rate as shadow fiend which I’m pretty sure is not only false, but very false.
It’s pretty obvious, and nobody’s impressed.
I find healing power to be good if you’re either expecting a lot of long fights, or are more focused on healing others than your own health pool. If you are solely concerned about your own health, the total healing power ratio across a fight (add up all the bonus ratios applied, say two uses of shelter for 1.7, 4 uses of selfless daring for 4.0, 30 seconds of Virtue of Resolve for 1.8, total of 7.5) needs to total to more than 10. Otherwise getting Vitality would have been at least as effective as healing power, without the risks of getting reduced by poison or over-healing yourself.
It’s pretty obvious, and nobody’s impressed.
(edited by Softspoken.2410)
Mod jon_peters: every single trait line is seeing at least 1 change
Yes.
There are a lot of traits everywhere that have just been pretty much agreed upon as Bad. I’d bet at least half of those actually are bad, on top of that. Even if this is a product of the ‘shotgun’ approach, I’ve felt for a while now that gameplay changes have just been too slowly paced. I’m excited that they’re trying something a bit more daring.
I’m probably reading way too much into this, but still excited.
It’s pretty obvious, and nobody’s impressed.
(edited by Softspoken.2410)
If anyone does a thorough comparison of minion DPS to other (necromancer) builds, just make sure you take Training of the Master into account. I don’t know if it makes the difference or not or anything, but a 30% boost seems pretty important.
It’s pretty obvious, and nobody’s impressed.
You definitely can run dungeons with a condition build. I’m not entirely certain if power builds have better maximum speeds, but I’m tempted to say they do.
Besides that, the best reason I can think of for your friend to insist you don’t run conditions is that either they (or multiple people in your group?) are already building conditions. If you have too many people (2 can usually get away with it fine, 3 tend to hit snags) running full condition builds, you tend to slow down the damage since you hit the 25 bleed limit wasting bleeds entirely, and the poison / burning starts overstacking on bosses and just doesn’t go through quickly.
In any case, if they’ve got their reasons, might as well just give a power build a try.
It’s pretty obvious, and nobody’s impressed.
A 33% increase in power is a 33% increase in damage. Check the damage formula, everything is multiplicative.
And precision has more benefits than just increased damage. Pretty much every class has on-crit traits, and many of the best ones are minors, so they’re somewhat universal. Then there’s on-crit runes and sigils. To make precision be about increased damage, you have to / can invest in prowess (crit damage).
I realize this is in the Necro forum, so commenting about other classes may seem off-topic, but precision, critical hits, and stat sets are game-wide, so understanding them may require more than just necro-specific information.
the link you gave me includes a weapon skill coefficient so no 33% more power does not equal 33% more damage unless every skill specific coefficient for direct damage in the game is the same
Everything is multiplicative, including the skill-specific coefficient. So doubling your power? Doubles the damage, regardless of what the coefficient is.
It’s pretty obvious, and nobody’s impressed.
(edited by Softspoken.2410)
A 33% increase in power is a 33% increase in damage. Check the damage formula, everything is multiplicative.
And precision has more benefits than just increased damage. Pretty much every class has on-crit traits, and many of the best ones are minors, so they’re somewhat universal. Then there’s on-crit runes and sigils. To make precision be about increased damage, you have to / can invest in prowess (crit damage).
I realize this is in the Necro forum, so commenting about other classes may seem off-topic, but precision, critical hits, and stat sets are game-wide, so understanding them may require more than just necro-specific information.
It’s pretty obvious, and nobody’s impressed.
(edited by Softspoken.2410)
It’s pretty straightforward. These are mathematical principles. They aren’t something you can vote on or say must be wrong because “so and so does things such and such way” or hope that other people agree with you. You can sit there and type until you get carpal tunnel, but the math won’t change.
then can you explain why my time to kill is so much lower on my knights set? mathematically of course….
Screenshot / summary of your stat spread in each set of gear? (At 80, of course.) I’m interested in what totals you’re getting between these two sets.
Edit: Oh and if you could point out where you’ve got your trait points allocated as well, that would be excellent.
It’s pretty obvious, and nobody’s impressed.
(edited by Softspoken.2410)
They want the Necromancer to not be highly mobile, but to be a class that uses conditions to prevent any mobile class from escaping.
There is too much condition cleanse in this game for this ever to become a reality. All it takes is one condition wipe and then most classes can use their disengage and are gone. Even if our cooldowns were cut in half I don’t see how this would be solved.
What if they introduce more pull skills? I realize that as is we have Spectral Grasp, but it seems to me putting more pulls on, say, weapon skills would give Necros an affordable way to negate a disengage. It also increases the “If I go in against this Necro, they can try to keep me here” factor.
It’s pretty obvious, and nobody’s impressed.