Jara Ariasdottir (Soon all classes proper!)
Jara Ariasdottir (Soon all classes proper!)
Hmm, might be smart on the Poison before shrapnel, boost up shrapnel by 2% at the cost of 1s delayed which will just push it back a slot in the second iteration of the nade portion.
As for Barrage at the start, I’d just be slipping it in before the Flame Blast, but then I’d lose the timing to get the second blast in the fire field, worth it when I have outside might, not so sure when I don’t. The whole IA/Orbital/Napalm part is typically done as I wait for the boss to turn green in that scenario(ideally landing the Orbital the split second it turns red), when I have to run up yeah I can slip Barrage in before the orbital NP typically unless I’m traveling further than the range , then it’s the same situation, do I catch my blasts for might or do I go for the bigger damage?
So yeah, like I said so many on the fly decisions for Engi that tweak the rotation. Good point on the Poison Grenade though, I think I’ll have to make that change.
Nonono. You first do the grenade barrage, THEN you put down your fire field, THEN you do the orbital strike (You could also do strike first but with the skill queue bug that’s terribly tedious to do) and THEN you do the flame blast immediately. If you do it right, you get both flame blasts off in the fire field, and at the end of your big dps rotation, you have grenade barrage available again.
Jara Ariasdottir (Soon all classes proper!)
Control-click your upcoming field skill so people are ready. I do it on smoke and fire fields often, and people generally understand.
The ones that don’t never learned how fields work in the first place.
Jara Ariasdottir (Soon all classes proper!)
You can even face completly at nowhere and hit the target if you just hug it stong enough :P
I tought Brazil is only the guy who makes the vids and tells everyone what the true class players in DNT tell him what the best “is”? I know he plays too ofc, but not all guides he has on his channel have been made all by himself, have they?
As I understand it Dekeys does Ele and is the holder of the Great Spreadsheet they all run their maths through. Obal does Guard, Nike Warrior and Brazil and Nike dabble with the rest. I don’t think he claims to have things perfect, but it’s certainly a solid option.
I’m sure everyone here agrees you start with Shrapnel grenade not end with it in that cycle. Also should be starting with an Orbital more often than not regardless of the in combat damage because so many fights either activate or require running towards. I’m sure loving my 2 free blasts with like what 20k+ damage? Yeah not bad.
Either way I think he puts out guides not to say “this is the best option” but “here’s what you can do and here’s some math to back up why it’s solid” and there’s certainly enough little details where you change your approach on Engi that summing it up in a quick guide is impossible.
Personally I’ve been doing:
Incendiary Ammo -> Orbital -> Napalm -> Flame Blast -> Acid Bomb -> Grenade Barrage -> Jump Shot -> Blunderbuss -> Shrapnel Grenade -> Poison Grenade -> Flame Blast -> Freeze Grenade -> Grenade -> Grenade -> Grenade -> Shrapnel Grenade -> Grenade -> Flame Blast -> Acid BombThat’s about my standard start. Quick 15 might about 6-7s in, 12 right off the bat.
Curious if anyone has found something better?
I -definitely- suggest starting with the Grenade Barrage. Most engineers are used to not spamming it right off the bat because the cooldown used to be pretty huge, but the Tools line and baseline stuff changed that nowadays.
Then I of course suggest using the poison grenade before the shrapnel or Chill one, simply because you A) get a condi damage that has some time to tick, B ) proc another condi for your +2% damage per condi trait and C) You will have procced your bleed damage improvement from grenade barrage that way.
Really, Brazil’s optimal DPS rotation works entirely even if you Do Napalm + Grenade Barrage, then FT #4, then Orbital strike, and then the rest of his rotation. The timing will be a bit close but you can get both flame blasts off in the fire field and do 15 might in an optimal dps rotation that way.
So yeah, the guy isn’t perfect and does not always say things perfectly, but who in the world does? No point being elitist and ridiculously perfectionist about anything. Getting off the -entire- dps rotation without being interrupted, having to heal, block, dodge or anything takes a while.
A -possible- reason he suggests orbital strike to not be in the “ideal optimum dps” rotation is simply that if you use it from the start, you get -another- thing on cooldown and your down time is more limited in skills you can throw out. Whether that excuses him claiming it’s weaker than #1 is another story though.
Jara Ariasdottir (Soon all classes proper!)
(edited by Sold Out.7625)
So while on paper Static Discharge is a better option, in practice everyone makes mistakes with it, and no one is going to want to spend hours in a dungeon train playing with their camera. It’s not as easy as just tilting your camera like s/d elementalists do for the OOC Dragon’s Tooth, or d/d eles do for a shorter fiery rush (or whatever it’s called), so he’s going to go with what’s the path of least resistance.
To be fair it’s hard to miss in a stack and burn melee with an ice bow stun. Can’t wait for breakbars as a very minimum.
Jara Ariasdottir (Soon all classes proper!)
Yes. It’s a bug.
By the by, I can do that rotation with the bug too, but it just requires a lot more tense button spamming. That might be why my hand hurts regularly recently as if I had developed a new type of arthritis.
Jara Ariasdottir (Soon all classes proper!)
Yay weapon swap cancels. It’s decent.
But yeah! Fixes be needed. Bumpety to the top, right here, right now.
Jara Ariasdottir (Soon all classes proper!)
It has less vuln potential, less crit chances, has a very long aftercast that is not on the skill animation itself and generally is hard to combine with dodges. And yes, it has less damage than triple nade hits. There’s a reason the based entirely on pure and straight up maths with giant Spreadsheets formulas from DNT’s Brazil conclude that Orbital Strike is always a dps loss and should only be cast in downtimes if you want to do the most insane 20 seconds 17k dps combo possible in full upkeep. Nades have the advantage of enjoying the sweet sweet explosion trait line.
Edit: Here ya go.
https://www.youtube.com/watch?v=X-k-BLJiBbAAlso, I still use orbital strike lots. I luv my might and other combo finishers and still decent damage. I could snuggle that laser lots and lots. And I find SD kinda reliable on the ground targets, as long as you have an enemy chosen during the cast.
DNT – another reason to not fall victim to the authority bias.
Orbital Strike has not less damage than triple nade hits. The whole animation of OS takes as long as 1.5~ grenade auto attacks, NOT MORE. OS deals pretty much exatly the double raw dps as grenades autos do in this time. So in the part of brazil using 6 grenade autos (wich btw could have been optimized if he’d start with nade 254 instead of 542 so sharpnel is rdy faster again), you can easily fill in an OS.
OS has less vuln potential, can’t argue with that but if his argument is the vuln stacks, he’d also not use blunderbuss or flame blast, because those two attacks are less of a dps increase compared to nades autos compared to OS. So the whole story of brazil doesn’t add up.
greez Ziggy
Yeah, have been thinking about it a lot recently too, and looked at the numbers. My rotation involves orbital strike right after the fire field to get 15 stacks of might out before the field is gone while doing the full dps rotation. I don’t even lose out anything to it, I still do 6 grenade throws and whatever.
Thing is, Brazil tries to make his maths for a realistic combo that everyone can do, I guess. Or he wants us to wait with using the orbital strike so we have less dps downtime after that insane starting 20 seconds.
But Brazil made some other errors. And I disagree on several spots.
- He thinks that the Static Discharge trait has a normal aftercast, even though it’s a skill queue-ing bug. So he writes the trait off as “worthless”, in particular because he’s unable to hit it, which I only have trouble with on the Flamethrower and elixir gun toolbelt, and only at range. You can screen-center bosses just fine.
- He claims that putting out more than double the vuln you usually do and keeping insane stacks of said condi on your enemy is a loss in dps with pugs (instead of just having 10% more crit chance in a melee), and…
- claims that your other pugs would not benefit from vulnerability due to their build. Even though there is literally no dungeon build that does not. Especially since the condi changes. This is in the same video where he suggests a vuln duration sigil. Wat? (For reference, check his comments on the engineer guide.)
- His maths just has some general issues. I doubt he’s factoring in aftercasts properly, because those are a huge thing on engies.
Not to forget having 2 minutes of swiftness to spare and not needing to kit swap and waste your kit refinement to get more swiftness in.
I’d very much like to do a metabattle build that slightly goes against his suggestions, but I dare say that his authority would have me overruled in no time. That ‘slightly’ being the vuln on crit trait instead of the 10% personal crit chance trait. And kinetic battery. And a connotation on how to use medkit if it really just serves you as a fury upkeep machine or kinetic battery heal.
Jara Ariasdottir (Soon all classes proper!)
(edited by Sold Out.7625)
We’ll see. If it should be affected like that, it’s definitely in the google docs thing at the very least.
Jara Ariasdottir (Soon all classes proper!)
There is a distinct possibility for Halloween white wings due to them showing them together with a dyed-white Raiment of the Lich outfit last time they were in the store.
Jara Ariasdottir (Soon all classes proper!)
Aaaand still none of the finishers or traits fixed. But you know, at least it’s nice and nerfed.
Jara Ariasdottir (Soon all classes proper!)
I’m mainly just sad that they had to do the rush-fix of making it overly wide, ruining the aesthetic of it on females entirely.
Next time, give us the male version on that, eh?
Edit: Try to bring the issue to the thread in the bug section, too! And make personal refund tickets.
Jara Ariasdottir (Soon all classes proper!)
(edited by Sold Out.7625)
And it no longer has the legendary effect.
…
Ugh.
Jara Ariasdottir (Soon all classes proper!)
https://forum-en.gw2archive.eu/forum/support/bugs/Engineer-Bugs-Updated-Consolidated/first
Do try and bump this thread to the top every day, will ya? It has the most visibility and has a full list of all the issues. The things that were patched just now will be updated soonly.
Jara Ariasdottir (Soon all classes proper!)
Grenadier works in PvE currently. Presuming it will be activated in WvW soon.
Jara Ariasdottir (Soon all classes proper!)
It just showed the wrong tooltip before. Two seconds are a lot less than you think. It wasn’t legitimately 1 second pulses from what I can tell of the past.
It’s like sigil of air, the cooldown is 5 seconds, and it’s not getting changed even if everyone knows the tooltip is a mess.
Now calm down and drink a coffee.
Edit: Nano, that is a 240 circle at least in pve. That skill fact is still -wrong-. Lots of unfixed bugs in the engineer bug thread, just give Anet time.
Jara Ariasdottir (Soon all classes proper!)
He’s just looking through your disguise. He knows the truth.
(Also, wrong subforum for the joke thread!)
Jara Ariasdottir (Soon all classes proper!)
Taking out siege is good fun too! 1500 range with a large area, and solid power damage means a couple of engi’s can drop ACs fast.
The regular mortar shots are good too, sometimes tough to get the angle but pretty similar to the old nades.
Taking out siege makes it a blast finisher for might stacking, but not worth using in our rotation due the long cast time and missing vuln stacks you could have generated via nades in this time.
The regular mortar shots have the same dps as the grenade auto attack, wich is fairly low, but those at least stack tons of vuln, mokittenoesnt (only about 40% as much).
Mortar is used as a last resort 1500 range weapon and for it’s field + toolbelt. So traiting it or ignoring it is the deal. Sadly … I tought they’ve learned from the grenadier trait changes …
As far as the “Perfect and maximized dps rotation at 25 stacks of might” goes, the traited orbital strike with static discharge does slightly less damage than the two grenade #1 throws you could do in the time of firing it off.
Uhm .. no? Traited orbital strike deals 52% more damage than 2 grenade autos. You might have done some math mistakes there. It deals the same damage as throwing freeze and poison grenade though. But even without static discharge, since that’s a very unreliable source of dmg.
It has less vuln potential, less crit chances, has a very long aftercast that is not on the skill animation itself and generally is hard to combine with dodges. And yes, it has less damage than triple nade hits. There’s a reason the based entirely on pure and straight up maths with giant Spreadsheets formulas from DNT’s Brazil conclude that Orbital Strike is always a dps loss and should only be cast in downtimes if you want to do the most insane 20 seconds 17k dps combo possible in full upkeep. Nades have the advantage of enjoying the sweet sweet explosion trait line.
Edit: Here ya go.
https://www.youtube.com/watch?v=X-k-BLJiBbA
Also, I still use orbital strike lots. I luv my might and other combo finishers and still decent damage. I could snuggle that laser lots and lots. And I find SD kinda reliable on the ground targets, as long as you have an enemy chosen during the cast.
Jara Ariasdottir (Soon all classes proper!)
(edited by Sold Out.7625)
10.672 hours. With speedrunning and champ training and all the goodies.
No precursor.
cough
Jara Ariasdottir (Soon all classes proper!)
Let’s keep skin colors in the area of what’s physically possible, shall we?
There’s already a near black skin option. If you want any darker you will have to make a Sylvari. Humans and Norn on Tyria aren’t Shrek, or Smurfs, or Castanics.
Jara Ariasdottir (Soon all classes proper!)
As far as the “Perfect and maximized dps rotation at 25 stacks of might” goes, the traited orbital strike with static discharge does slightly less damage than the two grenade #1 throws you could do in the time of firing it off.
On the upside…
- It’s 1500 range and a good fight opener while running in.
- It’s unblockable (skill fact missing on tooltip, may be unintended).
- It’s two blast finishers.
It’s a nice might stack tool and decent damage in a dps rotation that does stacking in the midst of it. Orbital strike generally needs a 10% damage buff or so. Untraited it’s a woeful joke with no damage for an extensive cast time. Maybe have it be affected by explosion traits? Could be an option.
Jara Ariasdottir (Soon all classes proper!)
Eh. As long as healing turret recharges, it’s fine, afaik.
The real problem I’m recently facing, luckily only occasionally is that GRENADES AND MORTAR SHOTS THAT I FIRE SINK INTO THE GROUND AND DISAPPEAR DOING 0 DAMAGE.
This comes with the visual tell of no explosions happening at all. It happens on uneven ground the most.
Jara Ariasdottir (Soon all classes proper!)
Medkit #4 does not remove a full stack of chill if several long duration stacks were applied in a row. Meaning the only medkit cleanse that works properly right now is #5.
Jara Ariasdottir (Soon all classes proper!)
I’m very much for a damage increase on orbital strike. Even on the PvE DPS side of things the orbital strike is actually a loss in dps (presuming 25 might stacks and fury are a given!). And that is compared to autoattacking with grenades! Big shame! I guess it’s for the blast finishers and high range. But it’s definitely a bit weak.
Alternatively could have it be classes as an explosion! That would solve that issue easily. It would be in line with the rest of mortar.
Jara Ariasdottir (Soon all classes proper!)
(edited by Sold Out.7625)
I just figured I’d report this one in here because it’s kinda hilarious.
- Female Lionguard (Norn) speaking in the voice of her male counterpart.
- Male Lionguard (human) having a human female voice.
And probably a bunch more of those around Fort Marriner.
And you thought it was only ONE of them that used Mesmery…
Jara Ariasdottir (Soon all classes proper!)
Just keep in mind that Explosives Powder is currently still bugged and doesn’t proc most of the time, and that the projectile finisher will get buffed (if it will go as promised, at least) to always proc as soon as you hit someone with the aoe rather than a direct hit.
Jara Ariasdottir (Soon all classes proper!)
I do think the density of Risen in Orr may be quite intentional – and while it was quite scary the first time around, I consider it one of the main reasons Orr is fun in the first place nowadays.
Planting some green foliage around the Source of Orr could be pretty though, point taken. Especially with them having proven to do phasing for stuff like Lion’s Arch.
But consider: Someone goes in to try and do the Source of Orr quest, and walks through some luscious greens, only to THEN cause the source of those greens in the first place as a story. It might feel odd.
Another problem is that if all the changes we caused were staying, the world of Tyria would lose a lot of threats. The majority of the centaur wars would be over. Krait castles would be destroyed! The Crucible of Eternity would be a ruin Ć” la Thaumanova! And much more.
On the upside: Anet probably have some smart plans for the expansion in place, to give the world that smidge of extra permanence in its changes.
Jara Ariasdottir (Soon all classes proper!)
Look! Another armor skin butchered to the outfit level.
The gem store will keep having outfits while ingame rewards will focus more on armors. Would you prefer to have it the other way around? : >
I think we’ve had 3 outfits and no armor pieces since they announced this. I’m not sure if you compare 1 outfit to 6 gear pieces or a single cross-weight helm but at this point I’d take a gem store sandles over another outfit.
I dare say it’s safe to presume they are heavily making armors for the expansion currently, and outfits mean a third of the production to drop in while they work on the good HoT stuff. But That_Shaman rendered some BEAUTIFUL upcoming armors. I can drop some youtube links here so you all have something to look forward to.
- https://www.youtube.com/watch?v=IqkcBy8JpSI
- https://www.youtube.com/watch?v=05mxIx_50d4
- https://www.youtube.com/watch?v=rtf6OlVOA7U
There’s a lot more up and coming and rendered by him but I hope this is a good start.
And as far as the Monk’s outfit goes: I’m sad it has so much clipping on female characters. If that goes away I’ll consider getting it.
Jara Ariasdottir (Soon all classes proper!)
The problem with that is that it would be taking content away for new content and-or if it’s just a visual change, that would mean that first timers see a land that is all too healed to be the orr that happens in the personal story.
Maybe think of it as “Orr will need years to heal from Zhaitan’s corruption and over 250 years under the sea” instead!
Jara Ariasdottir (Soon all classes proper!)
Look! Another armor skin butchered to the outfit level.
The gem store will keep having outfits while ingame rewards will focus more on armors. Would you prefer to have it the other way around? : >
Jara Ariasdottir (Soon all classes proper!)
963355_0912 Ambient Occlusion
963365_0672 Increase contrast and detail by applying ambient occlusion.
963312_0530 Light Adaptation
963382_0971 Simulate the way your eye adjusts to light levels.
Throws something from previous datamines that happened last tuesday in, and bounces off.
And whoever believes that turning supersample on means the game will have somehow have 5k resolution textures for every wall prepared for you in advance is just a silly nilly.
Jara Ariasdottir (Soon all classes proper!)
You really underestimate the current mortar. It’s not quite as strong as grenades, but…
More specifically.. “It’s not quite as strong as grenades, as a melee aoe pve dps machine.”
but why the heck should it be?
Yarr. Edited that post, then proceeded to refresh my page, but saw you already replied! And it’s true! Plus, 900 range is the only area where grenades were ever efficient in wvw, and that can still be used just fine. : >
Jara Ariasdottir (Soon all classes proper!)
But then what am I supposed to use as my Elite slot if everything sucks? At least Supply Drop had a tiny stun so I felt like I could actually help in some way. That elixir is stupid as I can’t count on RNG effects. So that left Supply Drop or Mortar.
And I agree that Mortar Turret was pretty pathetic as an elite and the damage output was beyond useless, but it made me feel special as I had my own little siege weapon. But the arc of the projectiles chewing into my range was the problem and I could never hit beyond 900 range when standing on a wall.
Don’t get me wrong, the Mortar Kit feels like it may have potential; if only ANet wasn’t constantly doing these knee-jerk nerfs.
Guess I’ll just go and troll enemies with grenades because they are bugged and deal twice the damage! :P
You really underestimate the current mortar. It’s not quite as strong as grenades in pure damage, but…
- You get a cheap blind field, and can trait its duration
- You get a cheap water field, and can trait its duration
- You get a cheap poison field, and can trait its duration
- You get a cheap chill field, and can trait its duration
- You get a blast finisher and can trait it into being a double blast finisher
- You don’t instantly melt to retaliation unlike the old grenades would have you do. Especially with many warriors now having spiked armor as a minor.
- You get a projectile finisher on every #1 use.
For defensive purposes, that 2 seconds stun is amazing against a single person, but the supply crate with its huge cooldown is lost on zerg fights. Just throwing down an aoe chill that pulses, throwing a poison field where the zerg is and orbitally lasering into it for an aoe weakness, and having your aoe blind pulse is pretty useful! And should things get scary, throw the water field at your feet, do some autos for regen all over, and-or blast / leap away to heal, gain regen -and- get out of combat faster. It’s a matter of management rather than direct dps. Same way full zerk is not recommended wvw gear even though it would be highest dps.
And don’t use the bugged grenadier trait. That’s just unfair.
Jara Ariasdottir (Soon all classes proper!)
(edited by Sold Out.7625)
Testing mortar again right now. I am NOT getting explosive powder bonus currently. I do not know why yet.
vs dummies in SW.
1517 power.base 545-600
+Excessive energy. 602-660
+glass cannon. 633-690
+shaped charge. 632-685. (immune to vul/cond.)
+thermobaric det. 631-688Firearms changed to alch with no traits selected.
632-690. Not a firearm or alch trait effecting it.Tools changed to inventions.
- excessive energy. 574-628. (545-600 base x1.05% glass cannon= 572-630)grenadier, aim assisted, seige.
544-599
explosive, aim seige.
543-591
glass cannon, aim, seige
571-629explosive, shaped, seige
546-597
explosive,short fuse, seige
etc, etc.nope to all explostive traits.
Tried several means of zoning and relogging in an attempt to see if that had some kind of effect.
No success. zoning with or without Explosive powder. nothing made it work.So, this so far has been unreproducable in a consistent manor. first test Explosive powder was not working. days later, it was. Third test today, it was not working.
Ily for all that hard work. <3
Yay more metrics and statistics for Anet to work with!
Jara Ariasdottir (Soon all classes proper!)
I’d have loved to have a different icon color for kinetic battery and streamlined kits. At this moment I find it hard to see whether I got a free Toolbelt skill or not!
Jara Ariasdottir (Soon all classes proper!)
Testing mortar again right now. I am NOT getting explosive powder bonus currently. I do not know why yet.
‘tis a buggy mess! Make sure that during earlier tests you didn’t get an effect like Glass cannon instead! It’s an easy mistake to make. I did some testing in the past, and I have not yet seen a ninja-fix. But hey, it’s on the bugs megathread. Best hopes!
Jara Ariasdottir (Soon all classes proper!)
I would have preferred the old Mortar Turret. At least then I still had my own little deployable siege weapon in WvW when everyone was hogging the available ACs.
Now it was pretty useless with the range being all screwed up when standing on a tower and not giving the 1500 range so for an Elite it would have been nice to have a 2500 range or something, but it still gave me something to do.
With the new Mortar Kit it seems I’m better off keeping Supply Drop and using a rifle. I’d rather have my stationary Mortar Turret back.
The old Mortar was unusably bad. It rooted you, it did no damage, it had a minimum range, and you’d be lucky if you did as much as a tick of damage on a zerg. 2500 range is asking for way too much, just because it’s in an “Elite” slot. That’s like requesting that the guardian invuln elite should be bumped up to 10 seconds of nothing affecting you because it’s in an elite slot!
And no, you’re not better off keeping supply drop. ESPECIALLY in wvw. Your 1000 range rifle won’t help you much there alone, and 900 range greandes are high risk / high reward.
Once Explosives Powder actually works, there will be some damage potential to the kit. But currently, oh boy. Another 5% base buff could not hurt.
Jara Ariasdottir (Soon all classes proper!)
That and for Explosives Powder to actually work (outside of the tooltip)!
Jara Ariasdottir (Soon all classes proper!)
The current Bomb kit iteration has gotten unanimously negative feedback (and so did partially the Mortar for looking cheap), partially due to the broken animation, partially due to the size and model of the bomb. Especially when it scales with people’s races / character sizes. There have been hints that it will get updated, so at least your animations might become a lot more bearable soon – not sure about the model yet! Let’s hope for the best that bombs and mortar will look a lot better in the coming weeks or months.
That said, the backpack is going to stay gone, which most engineers are very happy with, due to that issue having been one of the most requested things in the history of the gw2 forums, for years and years.
Jara Ariasdottir (Soon all classes proper!)
Well. I don’t want Horrik’s cannon, but the Mortar Kit could really use some visual upgrades. The model is low poly, the barrel is far too short, the textures are cheap and the colors don’t work with anything.
Guess I’m mostly grumpy because Pact and Scarlet drove technology soooo far, and the mortar is going backwards all the way to pre launch tech standards. The FT seems technologically a lot more complex.
Better model plz. Not becessarily a silly nilly cannon!
Jara Ariasdottir (Soon all classes proper!)
The mortar kit’s Mortar Shot (#1) doesn’t cleanse conditions when shot through a light field. I’m not sure if it functions with other field projectile finishers.
The finisher currently only works when passing through an enemy before the mortar shot hits the ground. Known issue, but thank you!
Jara Ariasdottir (Soon all classes proper!)
I got one more! The Mortar Kit cannot be equipped while in midair unlike all other kits! So no weapon swap to it while jumping, and more importantly, while hanggliding in heart of thorns!
And the “1-4 nades go through the enemy, 5 explodes on enemy contact” always was part of them. Would not classify that as a bug.
Jara Ariasdottir (Soon all classes proper!)
Will check if it was stealth fixed tomorrow then! Too tired for that tonight. But there definitely wasn’t a patch recently so I would not know how it was fixied.
Jara Ariasdottir (Soon all classes proper!)
Just a sidenote, Mortar’s damage IS being increased by explosive powder, and is in fact being classed as an explosion. This is easy enough to tell when you run the trait Steel-packed powder, or simply look at Mortar’s skill damage and see that it’s damage is blue, not white when you’re traited with explosive powder.
Also, I’m just going to go ahead and say it because we’re thinking it: Mortar Shot’s damage decreased by too much with the latest kneejerk patch. It now only exceeds the Rifle’s damage by virtue of the explosion’s damage trait.
Well, it does by ~5% base, and additionally has the 100% projectile finisher. Was the nerf a bit overdone? Without a doubt. Engie lacks any other ranged option. But if the trait -and- the finisher are both fixed, it should be a decent skill. Now to quickly check if steel packed powder was fixed!
Edit: After some testing, I do -not- think it is actually applied. On the tooltip, yes. I only really quickly hit some dummies though, so that’s hardly maths. Lemme check s’more.
Double edit: All numbers taken without gear in the Silverwastes.
30 shots of Mortar #1 without the Explosives line:
- 5297 damage total
30 shots of mortar #1 WITH the Explosives line (no Glass cannon traited, and no vuln applied on dummies, but Explosives Powder as a minor.)
- 5323 damage total
Short Maths of 10 Mortar #1 shots x 3 WITH glasscannon:
- 5589 damage total
Explosives packed powder is only applied in the tooltip!
agreed. tested. and 10% explosive damage is not being applied.
tested again, and DOES seem to be getting explosive damage. not sure if fixed, or there is some other odd trait interaction making it sometimes get it, sometimes not. (wouldnt be the first time one trait, breaks a different one.)
Still doesn’t work on the dummies!
Jara Ariasdottir (Soon all classes proper!)
Actually the only limit to their damage is the number of targets you can stack in their path.
Well, yeah. The pierce damage is currently unlimited. It’s broken. We’ll get it fixed eventually. The limit is 5 on flash grenades though! Can be tested by throwing them at your feeties.
Jara Ariasdottir (Soon all classes proper!)
(edited by Sold Out.7625)
Flash Grenade does hit on pierce even without Grenadier
That and you can throw them at the ground. So yes, testing is really easy and safe. Just chuck them at your feet while testing.
The bug is another story entirely and needs to go.
Jara Ariasdottir (Soon all classes proper!)
(edited by Sold Out.7625)
It’s also kind of really a necessity for medkit users (which is more of a pve thing, to be fair!)
Actually, I don’t think this trait is working with Bandage Self, because this skill counts as a healing skill like the ones on 6. It even get recharged by AMR, another recharge for it would be too strong maybe. Not sure about that, can someone test it?
I use it on a regular basis! Yes, Kinetic Battery recharges the F1 heal. I double cast it in worrisome situations or when I need my glass cannon trait to stay active! Keep in mind a single F1 heal still is less than a healing turret so it’s kinda in balance. That and you can really quickly lose that heal by using any other toolbelt.
Thx for the clarification, I’m glad to read that. So Bandage Self is supposed to trigger effects for both, healing skill and toolbelt skill?
Seemingly so! AMR was bugged for Bandage Self on patch day, but has by now been fixed. I did not yet try using both in tandem, but I know that Kinetic Battery and AMR work separately. So I don’t doubt it’s fine for both of them to be together.
Jara Ariasdottir (Soon all classes proper!)
Huh! Maybe SD just worsens the effect then because it’s an additional cast in the broken queue system!
Jara Ariasdottir (Soon all classes proper!)
It’s also kind of really a necessity for medkit users (which is more of a pve thing, to be fair!)
Actually, I don’t think this trait is working with Bandage Self, because this skill counts as a healing skill like the ones on 6. It even get recharged by AMR, another recharge for it would be too strong maybe. Not sure about that, can someone test it?
I use it on a regular basis! Yes, Kinetic Battery recharges the F1 heal. I double cast it in worrisome situations or when I need my glass cannon trait to stay active! Keep in mind a single F1 heal still is less than a healing turret so it’s kinda in balance. That and you can really quickly lose that heal by using any other toolbelt.
Jara Ariasdottir (Soon all classes proper!)
(edited by Sold Out.7625)
Shrapnel and Poison grenade had their maximum target limit at 3 for months. It was on the Wiki in April.
Meanwhile, the Flash grenade and the Chill grenade both still hit 15 targets. The tooltip on the Flash Grenade is currently wrong. This can be tested in the Heart of the Mists easily.
Jara Ariasdottir (Soon all classes proper!)