Face it, the naga razer is the only thing that makes this class bareable
in Engineer
Posted by: TimeBomb.3427
I love my G600.
The name makes me ask: Is that adding to the directory, as in side-by-side, or is it injecting into the game code? We’re not going to vet, research, approve, or support a third-party program, but I’m curious about how this works.
I think the readme will cover this:
injectSMAA v1.2
Description
- adds “Subpixel Morphological Antialiasing” to an application
- is based on “injectFXAA” (written by “some dude”)
- is supposed to work only with directx 9, directx 10, directx 11, x86 applications
- may be incompatible with any other form of antialiasing
- may be incompatible with overlays (Steam Overlay, MSI Afterburner, Fraps, …)More information at http://mrhaandi.blogspot.com/.
SMAA is a very efficient GPU-based MLAA implementation, capable of handling subpixel features seamlessly, and featuring an advanced pattern detection & handling mechanism.
http://www.iryoku.com/smaa/Install
If the game uses DirectX 9, put all files from the d3d9 directory into the directory containing the game executable.
If the game uses DirectX 10/11, put all files from the d3d10 directory into the directory containing the game executable.Uninstall
Remove the files.Configure
The “injector.ini” allows to change the keymapping, the smaa preset as well as enable some experimental hacks.
The “injector.ini” is supposed to be self-descriptive, though you have to look up keycodes somewhere else (VK_PAUSE = 19,VK_SNAPSHOT = 44, …).Notes
You may need to run your applications as administrator (required to write the logfile).
Do not use this tool while playing on anti cheat enabled servers (may be detected as a cheating measure).
Do not mix d3d9 and d3d10 the files.
Install the latest DirectX runtime.
A “log.log” file is created to log behaviour/ bugs. Look inside to get additional information.
Sometimes the shader files (.fx, *.h) are supposed to be put in a different directory.
If the “log.log” file is not created then you use the wrong ".dll" or you put it into the wrong directory or your game doesn’t use d3d9/d3d10 at all.
Try to put the files into different directories before saying it doesn’t work.Default Keys
PAUSE : Enable/Disable FXAA
PRINT SCREEN : ScreenshotChangelog
v1.2
-Add: Configuration file
-Change: Internal modularisation
-Change: (d3d9) Improved state handling
-Fix: (d3d10) Possible memory leak
-Fix: (d3d9) Steam overlay incompatibility via “weird_steam_hack”v1.1
-Fix: (d3d9) GTA4 AlphaTest issue
-Fix: (d3d9) GTA4 DepthStencil issuev1.0
-Add: SMAA 1x
A few things:
- As said before, this isn’t possible due to the same hitboxes between races. Their may be different animations between the races due to size differences, but I HIGHLY doubt the actual technical projectiles are different between races.
- As said before, check the combat log for per-projectile damage, not overall damage.
- Use steady weapons in the mists to test, not normal PvP weapons. Steady weapons have the same min and max damage, and thus the damage of your attacks will never change.
Dagger/Focus ele; primarily SPvP, but it works nicely in PvE too.
I see very, very few people running focus. That is sensible. It is the least offensive and, in some ways, least mobile weapon that elementalists have in their arsenal.
I made this build right before the game launched, and thus had little time to test it. The more I played it, the more I loved it.
This build is very defensive. Both for yourself and for your allies, although moreso for yourself.
That being said, it still deals “acceptable” DPS via bleeding and burning.
I originally designed it as a SPvP-only build, although I used it in PvE without any issues. I would not recommend it for dungeons or WvW though, although I’ve personally done so-so with it in both.http://www.gw2build.com/builds/d-f-ele-dagger-focus-5010.html
Your main DPS is going to come from burning and bleeding. The most consistent way to spread these conditions is via Fire #2 – Dragon’s Breath and Earth #1 and #2 – Impale and Ring of Earth.
Focus is chock full of very useful defensive abilities.
Fire’s #4 and #5 are both very lackluster. A combo field and a fire aura that deals minor burning damage when you are on top of enemy’s.
Water’s #4 and #5 abilities are also lackluster. A chill and a daze+damage – if it hits. Water’s #5 ability is similar to Scepter’s Dragon’s Tooth in that it spawns above the enemy’s head and falls to the ground for a small AoE, although it casts faster than Dragon’s Tooth.
Air’s #4 and #5 are quite nice. A projectile deflector(destroys, doesn’t reflect) and a knockdown.
Earth’s #4 and #5 abilities are my favorites. #4 is an earth aura that removes three conditions and briefly reflects projectiles. #5 is a 4s invuln that is on a 50s cooldown. One of the best invulns in the game, in my opinion. You can still move and use abilities while invulnerable.
Using focus well takes a lot of practice. You need to remember to save the abilities but you also need to remember to use the correct one[s] when it is necessary. The focus will drastically increase your survivability.
The build relies on self healing. Although it’s HP is lower than many other builds, it more than makes up for it by being able to self heal with any and all attacks (thanks to the signet). The build also has about 3k armor. Once you take into account the defensive capabilities of the focus, it’s a very sturdy build.
Despite this build’s lower-than-average health, I’ve never had a problem with spike damage in PvE or SPvP.
As I’ve said numerous times, this build is not oriented around and thus does lack DPS. It’s important to constantly keep bleeding and burning on your enemy’s, although I don’t usually ever have any issues with that.
Thanks to the focus and certain utilities, you can, if necessary, become virtually invulnerable for several seconds. This can allow you to get through a huge mob of enemy’s, or revive an ally, hold a control point, distract your enemy’s, etc.
I enjoy using this build a lot, and while it certainly has its downsides, it’s still my favorite ele build, and I just wanted to share with you all a D/F build that I feel, based on my experiences, is quite viable for what it is.
GL and HF.
I see very, very few people running focus. That is sensible. It is the least offensive and, in some ways, least mobile weapon that elementalists have in their arsenal.
I made this build right before the game launched, and thus had little time to test it. The more I played it, the more I loved it.
This build is very defensive. Both for yourself and for your allies, although moreso for yourself.
That being said, it still deals “acceptable” DPS via bleeding and burning.
I originally designed it as a SPvP-only build, although I used it in PvE without any issues. I would not recommend it for dungeons or WvW though, although I’ve personally done so-so with it in both.
http://www.gw2build.com/builds/d-f-ele-dagger-focus-5010.html
Your main DPS is going to come from burning and bleeding. The most consistent way to spread these conditions is via Fire #2 – Dragon’s Breath and Earth #1 and #2 – Impale and Ring of Earth.
Focus is chock full of very useful defensive abilities.
Fire’s #4 and #5 are both very lackluster. A combo field and a fire aura that deals minor burning damage when you are on top of enemy’s.
Water’s #4 and #5 abilities are also lackluster. A chill and a daze+damage – if it hits. Water’s #5 ability is similar to Scepter’s Dragon’s Tooth in that it spawns above the enemy’s head and falls to the ground for a small AoE, although it casts faster than Dragon’s Tooth.
Air’s #4 and #5 are quite nice. A projectile deflector(destroys, doesn’t reflect) and a knockdown.
Earth’s #4 and #5 abilities are my favorites. #4 is an earth aura that removes three conditions and briefly reflects projectiles. #5 is a 4s invuln that is on a 50s cooldown. One of the best invulns in the game, in my opinion. You can still move and use abilities while invulnerable.
Using focus well takes a lot of practice. You need to remember to save the abilities but you also need to remember to use the correct one[s] when it is necessary. The focus will drastically increase your survivability.
The build relies on self healing. Although it’s HP is lower than many other builds, it more than makes up for it by being able to self heal with any and all attacks (thanks to the signet). The build also has about 3k armor. Once you take into account the defensive capabilities of the focus, it’s a very sturdy build.
Despite this build’s lower-than-average health, I’ve never had a problem with spike damage in PvE or SPvP.
As I’ve said numerous times, this build is not oriented around and thus does lack DPS. It’s important to constantly keep bleeding and burning on your enemy’s, although I don’t usually ever have any issues with that.
Thanks to the focus and certain utilities, you can, if necessary, become virtually invulnerable for several seconds. This can allow you to get through a huge mob of enemy’s, or revive an ally, hold a control point, distract your enemy’s, etc.
I enjoy using this build a lot, and while it certainly has its downsides, it’s still my favorite ele build, and I just wanted to share with you all a D/F build that I feel, based on my experiences, is quite viable for what it is.
GL and HF.
Judging by the actual rankings, which I was unaware of when parsing through the data in this thread, there is definitely some weight – i.e. a specific algorithm – given to brackets and how servers rank up to each other.
There appears to be a specific algorithm that we have not yet been told that goes into how servers are ranked against each other.
I would imagine this algorithm has to do with what places the servers you have been matched up against have gotten in prior matches.
So, once we know what servers your competition has been matched up with prior to the current match, we are able to use this as a moderately solid ranking weight.
Example:
Server A beat Server B and Server C. Assuming everyone has only played one match prior to this, and Server A, B, and C all got first place, then server A would now be higher ranked then B and C.
But Server C would probably still be higher ranked then anyone in the match up of Server D vs E vs F, as those all got third place in the first match.
That’s how I would probably create the ranking algorithm – based on how many wins/loses against how many winners/losers they had prior to their current match.
The rankings are by how many wins they have in all of the matches, Xonal. I just happened to also put the score of that server there as well.
If you’d like a ranking sorted purely by score rather than wins, then here you go:
Note that the win score is calculated as follows:
1st place in a match = 3 points
2nd place in a match = 2 points
3rd place in a match = 1 point
North America:
#Position Server Name: Overall Score – Win Points
- Henge of Denravi: 1147004 – 30
- Eredon Terrace: 1116489 – 23
- Dragonbrand: 887722 – 20
- Fort Aspenwood: 880229 – 20
- Stormbluff Isle: 859446 – 21
- Sorrow’s Furnace: 854589 – 18
- Tarnished Coast: 839959 – 22
- Sea of Sorrows: 824823 – 22
- Jade Quarry: 819587 – 24
- Maguuma: 812495 – 21
- Gate of Madness: 810349 – 23
- Ehmry Bay: 808505 – 19
- Crystal Desert: 774556 – 24
- Darkhaven: 768321 – 19
- Sanctum of Rall: 710265 – 20
- Borlis Pass: 683682 – 19
- Isle of Janthir: 653388 – 20
- Yak’s Bend: 634147 – 20
- Ferguson’s Crossing: 604516 – 21
- Blackgate: 518484 – 18
- Devona’s Rest: 503058 – 16
- Northern Shiverpeaks: 500050 – 13
- Anvil Rock: 469213 – 17
- Kaineng: 170577 – 10
Europe:
#Position Server Name: Overall Score – Win Points
- Vizunah Square: 1047117 – 29
- Riverside: 851117 – 22
- Arborstone: 840047 – 23
- Kodash: 826239 – 19
- Augury Rock: 821430 – 24
- Fort Ranik: 795677 – 20
- Aurora Glade: 792951 – 19
- Gunnar’s Hold: 790290 – 22
- Abaddon’s Mouth: 772295 – 22
- Gandara: 768309 – 24
- Ring of Fire: 760025 – 21
- Desolation: 756489 – 18
- Underworld: 750169 – 17
- Vabbi: 749731 – 19
- Blacktide: 749717 – 22
- Jade Sea: 734332 – 18
- Elona Reach: 727542 – 17
- Drakkar Lake: 727083 – 18
- Fissure of Woe: 718217 – 19
- Seafarer’s Rest: 712685 – 17
- Piken Square: 701333 – 20
- Whiteside Ridge: 671981 – 20
- Baruch Bay: 662832 – 20
- Ruins of Surmia: 662046 – 18
- Far Shiverpeaks: 654032 – 22
- Miller’s Sound: 469223 – 17
- Dzagonur: 368229 – 13
There was also a minor bug with the win score calculation in my aforementioned initial results, so below is the data sorted by wins correctly, with the win score data displayed as well (same data as above).
Note: It’s important to note that ties of win points are not currently handled by comparing the server score, as they should be.
North America:
#Position Server Name: Overall Score – Win Points
- Henge of Denravi: 1147004 – 30
- Crystal Desert: 774556 – 24
- Jade Quarry: 819587 – 24
- Gate of Madness: 810349 – 23
- Eredon Terrace: 1116489 – 23
- Tarnished Coast: 839959 – 22
- Sea of Sorrows: 824823 – 22
- Ferguson’s Crossing: 604516 – 21
- Stormbluff Isle: 859446 – 21
- Maguuma: 812495 – 21
- Yak’s Bend: 634147 – 20
- Isle of Janthir: 653388 – 20
- Dragonbrand: 887722 – 20
- Fort Aspenwood: 880229 – 20
- Sanctum of Rall: 710265 – 20
- Ehmry Bay: 808505 – 19
- Borlis Pass: 683682 – 19
- Darkhaven: 768321 – 19
- Blackgate: 518484 – 18
- Sorrow’s Furnace: 854589 – 18
- Anvil Rock: 469213 – 17
- Devona’s Rest: 503058 – 16
- Northern Shiverpeaks: 500050 – 13
- Kaineng: 170577 – 10
Europe:
#Position Server Name: Overall Score – Win Points
- Vizunah Square: 1047117 – 29
- Gandara: 768309 – 24
- Augury Rock: 821430 – 24
- Arborstone: 840047 – 23
- Far Shiverpeaks: 654032 – 22
- Gunnar’s Hold: 790290 – 22
- Blacktide: 749717 – 22
- Abaddon’s Mouth: 772295 – 22
- Riverside: 851117 – 22
- Ring of Fire: 760025 – 21
- Baruch Bay: 662832 – 20
- Fort Ranik: 795677 – 20
- Whiteside Ridge: 671981 – 20
- Piken Square: 701333 – 20
- Kodash: 826239 – 19
- Aurora Glade: 792951 – 19
- Vabbi: 749731 – 19
- Fissure of Woe: 718217 – 19
- Jade Sea: 734332 – 18
- Desolation: 756489 – 18
- Drakkar Lake: 727083 – 18
- Ruins of Surmia: 662046 – 18
- Elona Reach: 727542 – 17
- Miller’s Sound: 469223 – 17
- Seafarer’s Rest: 712685 – 17
- Underworld: 750169 – 17
- Dzagonur: 368229 – 13
(edited by TimeBomb.3427)
I’ve just finished translating this into readable data.
Technical Babble:
I loaded the EU and NA data into two separate SQL tables, and used my preferred language (PHP) to grab the data and organize it into a per-server per-match array, which contained the server name, the score the server got in the match, and the position (one through three), based on score, that server got in the match.
I iterated over that data to figure out which server had the most/best wins using a simple point system – 1st place = 3 points, 2nd place = 2 points, 3rd place = 1 point, as well as what was the overall score of that server.
And thus we have the data below.
Edit: See my post two posts below; it has updated data.
(edited by TimeBomb.3427)
While I’ll disagree that we NEED arenas, I know I and many others really, really want dueling. Team deathmatch SPvP maps would be welcome as well.