Showing Posts For Wallace MacBix.2089:

Account Wide Magic Find - what % are you at?

in Black Lion Trading Co

Posted by: Wallace MacBix.2089

Wallace MacBix.2089

~100% luck, but I only average 1-2k luck a night, so it’s slow climbing from here. At least I’m going to get more from salvaging ectos soon, as I still need to save up ~500 dust for my legendary.

Shield skills

in Warrior

Posted by: Wallace MacBix.2089

Wallace MacBix.2089

I love my shield block. Something always feels good when I see 10+ blocks shoot up on screen. The cool downs are a bit long (even with the trait), but are reasonable for what they give us. I’d rather maybe give the trait a buff.

It’d be great if either they combined the Shield Master with Missile Deflection.

Or, if they up’ed the +90 toughness. 90 toughness doesn’t really do anything (like our defense minor adapt trait), I’d much prefer if those traits were %’s

Nostalgia; the old warrior

in Warrior

Posted by: Wallace MacBix.2089

Wallace MacBix.2089

I think I’m also one of the few (or many) who really haven’t changed their build at all since launch. The most I’ve done is trade out dodge march for cleansing ire (yes, I had an adept trait at master level) and switch out my magic find trinkets for rabid ones. In the range of 1.2-1.4k hours, with 50-100 hours on my necro, ele, ranger alts each, warrior is by far my most favorite. I love my sword and board.

Q: has anyone grinded out enough candy corn?

in Blood and Madness

Posted by: Wallace MacBix.2089

Wallace MacBix.2089

Plus, technically we have no clue if the items will be removed, say, 2 weeks before next Halloween (they did remove the gift recipes from the MF), and introduce a new different mini.

Also don’t forget they can easily introduce other sinks in the mean time. I remember I spent the 2-4k candy corn/zhaitaffy I had sitting in my bank at the bazaar. What makes it worse, is that on a lot of servers the Labyrinth is empty, making it a lot harder to grab the little candy corn nodes that there are.

Does Warrior need a nerf?

in Warrior

Posted by: Wallace MacBix.2089

Wallace MacBix.2089

Oh man, I was using healing signet before it was cool (and back when it was only marginally useful). I personally play how I want to play and usually ignore any meta, so my build hasn’t changed since launch (besides adding cleansing ire for dodge march — yes, I didn’t like any of the master defense traits before).

That aside, I mostly PvE (not dungeons), and recently do a little bit of WvW or PvP when I’m bored or done with world bosses/daily. I’m not saying I’m that good, maybe just average. That being said:

Yes, we have multiple build options, that seems like a good thing doesn’kitten

Pure Condi
Pure damage
Shout/healer healer
Control
A hybrid of the above

Other classes can do most of the same (just about every class can go either pure damage or condi) and other classes are better than we are at things. A theif can be a better burster, a guard or an ele can be a better group buffer, etc.

We don’t have one build that makes us unbeatable. How many of you guys remember at launch when everyone said warriors were broken just because we had 100blades? You know what happened, people realized, “oh that is really easy to dodge/stun break out of.” And while I didn’t WvW or PvP at all at the time, I did feel bad considering everyone said that warriors were a free kill, and that they couldn’t do anything to be useful.

Heck, before cleansing ire, we had almost no cleanse (and maybe the worst of the classes) and that was considered balanced. And remember how many warriors cried foul when their favorite damage traits went both to grandmaster? It basically comes down to, no matter what happens (including nothing) at least some people will complain. If anything I’d say at least we’re competitive now (especially after they fixed the bug with the stun sigil making it too strong).

A reason to kill mobs in dungeons

in Suggestions

Posted by: Wallace MacBix.2089

Wallace MacBix.2089

Or they could just makes the mobs mostly unskipable (like fractals), I’m sure speed dungeon runners would love that.

hall of monuments

in Guild Wars 2 Discussion

Posted by: Wallace MacBix.2089

Wallace MacBix.2089

Yep, hearing about it actually got me to play gw1 again after putting it down a good long time ago. In a couple of months I was able to grind from 13 or so points to 31 (I just wanted the skins/pets). It brought back a lot of good memories, and I love my firey sword for my warrior and the white raven pet for my ranger.

Also, gw1 is not a “beginner version” of gw2. They are very different games, and I think some things in gw1 better and some things better in gw2.

Crafting level 500 using Ori

in Crafting

Posted by: Wallace MacBix.2089

Wallace MacBix.2089

Yeah, I decided (after I already crafted my ascended weapon, doh) that I should stock up again on some of the lower level woods, so I just started slowly leveling up so alts for the past month or so.

So I opened 100 Trick or Treat Bags.

in Blood and Madness

Posted by: Wallace MacBix.2089

Wallace MacBix.2089

I was hoping for more toilet paper I could throw at my friends….

I’m still “angry” that it’s soul bound. So far I’ve gotten 2 on my alts, but none on my main.

Regen/heals should be removed from the game

in Guild Wars 2 Discussion

Posted by: Wallace MacBix.2089

Wallace MacBix.2089

Gonna guess OP plays a thief.

As someone mentioned, you usually have to give up in some areas in order to have a solid regen.

The only exception being healing signet warriors.

Healing signet warriors give up the ability to do burst heals, and are countered more by poison than any other heal (With a big heal you only need 1s without poison, with healing signet the poison is always reducing your healing).

Thank you. Also

Over 30 seconds, with no poison (healing sig gives 392/sec, and I’m multiplying the healing by 1.5 because that’s how much it’d technically do over 30 sec)

Healing Signet heals: 11760*1.5*hp
Healing Surge heals: 9820*1.5*hp
Mending heals: 7860*1.5*hp (and cures 3 conditions)

Now lets see, when does Healing Signet “break even” so to speak, with Healing Surge. I’m going to drop the 1.5*hp considering each have the same factor.

392*(30-t)+392*(0.67)*(t) = 9820
11760-392t +262.64t = 9820
1940= 129.36t
t = 14.997 seconds

So Healing Surge will heal more as soon as you have 50%+ uptime of poison (as long as you cleanse before you use it, of course). Mind you that is for a battle that lasts exactly 30 seconds.

For shorter battles you will still get the full effect of any active healing skill, but lose out on any passive healing. As soon as a battle lasts 25 seconds or less, Healing Surge will heal more per sec than Healing Signet (and will do even better as soon as poison is thrown in).

For slightly longer battles (and battles that don’t involve multiples of the cd), say 45 sec. (to realistically allow healing surge to be used twice)
Healing Signet heals: 17640
The “avg” healing of HS heals: 14730 (over 45 sec)
2 uses of Healing Surge heals:19640 (the actual healing you’ll get with 2 uses)


Also remember the other stipulations,

Cons of Healing Sig
1) Healing Signet can not grant you a burst heal, you need to actually survive.
2) Poison
3) Will be far worse in any “short”/“not certain length” fights
4) Verses small amounts of damage (1-3 bleeds) you will stay at full hp, but “lose” potential healing

Pros of Healing Signet
1) Can’t be interrupted
2) Constant healing/does not need to be used every time it’s off cd to keep the above healing numbers
3) Can be used while blocking/evading/invulnerable/dodging (and of course attacking)

So really, it’s easy to construct cases where active healing will heal for more or where passive healing will heal more.

It all comes down to battle length, spike damage, and poison, and that’s the balance between active vs. passive.

And while the numbers will be different for each case, these points are valid for any argument of active vs. passive heals.

looking for certain armor stats

in Players Helping Players

Posted by: Wallace MacBix.2089

Wallace MacBix.2089

Did you look at the links already provided?

That tells you very easily what stats are obtainable where/how. Also if you want to buy things via karma, check here:

http://wiki.guildwars2.com/wiki/List_of_karma_merchant_items#Armor

Also, for the most part (ie PvE exploring) you can make do with whatever stats you find. I force my alts to live off of drops and they can still pretty easily kill things with a lvl 20 karma axe while in a lvl ~70 zone (though it does just take a bit longer)

storage tip

in Suggestions

Posted by: Wallace MacBix.2089

Wallace MacBix.2089

It works fine for any trade-able item, but you need to pay listing fees. The higher the price you put (to make sure no one buys it) the more listing fees you have. Plus, if for whatever reason, there is a big market shift you could potentially lose your items (but at least you’d have money).

There are other (potentially cheaper) storage options (not in any particular order).

1) Invest in 20 slot bags (if you like fractals, or 18 slot ones if you want to save money).
2) Invest in more bag slots (and fill them with 20/18 slot bags)
3) Invest in more bank tabs
4) Make alts (or buy additional character slots if you play your alts), and use them to store things (again with 20/18 slot bags)
5) Make a personal “storage” guild and then just buy (or gain) enough influence to get as many of the guild storage options as you want.

The last one doesn’t hold account bound items, but you can store stacks of mats/other items in there and put any account bound items in your bank.

Terrible Times Trying To Tame The Temple

in Suggestions

Posted by: Wallace MacBix.2089

Wallace MacBix.2089

I just like the thread title.

Is it that sad that I tried to find a hidden message in the post somewhere?

No one just makes sure that every word in the title starts with a T and makes sure to capitalize them all!

Alarming Alliteration At An Amount Approaching Anarchy………….aardvark

How much candy corn have you acquired?

in Blood and Madness

Posted by: Wallace MacBix.2089

Wallace MacBix.2089

I think I’m in the range of ~1-1.5k. But most of that was from the first week, not really that much lately. Most times when I go to the labyrinth now it’s empty, and I’m lucky if I can get two or three nodes before the labyrinth horror decides to murder my alt. Though I am holding onto a stack of ToT bags in case I ever need them. down the line.

Also I wonder how many people are getting all of the achivements for eating candy corn. So far we’ve had 4 dailies of eating 50 candy corn, and we may have it a 5th time before the new LS dailies kick in.

New skill in next LW update

in Living World

Posted by: Wallace MacBix.2089

Wallace MacBix.2089

Also, just because this healing skills specifically states that it removes Toxin, why does everyone assume that all of the other cleanses in the game will not also cleanse Toxin? I just assumed this is just another way to do so. And to give classes that have poor access to cleanses the ability to remove certain conditions (poison, torment, confusion, and toxin) while still maintaining the balance of needing a proper cleanse to remove the main damaging conditions (bleed and burning) and all of the other “status effect” ones (weakness, cripple, etc.)

Crafting level 500 using Ori

in Crafting

Posted by: Wallace MacBix.2089

Wallace MacBix.2089

While not ideal, I’ve been getting a constant trickle of Ori/ancient/gossimer from salvaging every item I pick up (….yay… salvage-o-matic and luck).

The only other way is to go on ore/wood runs with your main and/or alts daily. And just start saving up. Since it hasn’t been announced when yet, we have maybe another month or two until it comes out (maybe early Dec). Or, they could be reconsidering how to handle ascended armor after the blacklash from the weapons.

Powerlevel crafting

in Crafting

Posted by: Wallace MacBix.2089

Wallace MacBix.2089

@Bartas,

Can you tell me how switching disciplines are working? still 40/50 silver to switch back to maxed?

Yes, the cost/crafting level is the same.

430 Weaponsmith, how to proceed further

in Crafting

Posted by: Wallace MacBix.2089

Wallace MacBix.2089

A tip, if you’re in no rush for an ascended weapon or you just want to save as much money as possible.

If you have a crafting booster pop it today/tonight before server reset and you’ll have a good crafting boost (+50% from the booster, +X% from your WvW bonus, and some more if you’re guild has the crafting bonus active). It’ll take ~8-11 discoveries (so 40-55 ectos and however much ore, wood, t6 mats) to get to 450, that is your goal.

Then just craft the daily time gated mats (the two Ecto refinement options). That will eat up 150 elder logs and 100 mithral ore a day. Then just sit on that for as long as you want (I think I waited 3-4 weeks). The refinement will give exp up to 475, so you want to get as close as you can. If you don’t have any obi shards, you’ll also need to grab some for that refinement option, but unless you are really hurting for space I’d suggest holding off on refining these at first. I waited till I got to ~470 or so from daily ecto refinement, then on the nearest Friday night (before server reset), I poped another crafting booster, refined all of my dragonite/dust/fragments to give me another level or two, then discovered my way from ~475 to 500.

If you have the money/mats and are impatient you can just discover craft all the way from 425 to 500, but it will cost more.

Pile of Bloodstone Dust. Help!

in Players Helping Players

Posted by: Wallace MacBix.2089

Wallace MacBix.2089

I’m personally hoping an update will accidentally include giving a coin value to bloodstone (preferably in the vicinity of 2s each), allowing them to be sold to merchants at 5g / stack.

This would include nerfing the drop infinitely. People have already saved up stacks upon stacks. If they did this, the people with loads of stacks would know that the price will eventually rise as everyone sells theirs. This would cause some people to become incredibly rich.

Think about what would happen.

The price won’t eventually rise, as he’s talking about a merchant price. He wants to be able to mech them for some gold, instead of destroying them for nothing. They would still remain account bound, and thus untradeable on the tp.

There are 2 down sides to this though.

1) It makes champ farming even more profitable (which is already is too much so, in my opinion), and if you look at the the games patch history you have southsun (big zerg fest), QJ (big zerg fest, and solo farming), scarlet invasions (big zerg fest). And more recently, Ascended weapons and luck, both of which eat large amount of money/mats from the economy. I think they rewarded us too much, and are now trying to bring things back down.

2) Many players will outcry. For every person that has stacks upon stacks of dust in their inventory/bank there are more that just delete it. Many people would want to be compensated for all of the dust that they deleted over the past ~2 months.

Aquabreathers

in Guild Wars 2 Discussion

Posted by: Wallace MacBix.2089

Wallace MacBix.2089

Data miners also found an item that would be able to remove a rune without destroying the item, but who knows if that will ever make it into the game.

My advice, for the limited amount of underwater combat that we do, don’t worry about it right now. You can add one later if you have the spare gold to dump in it. Or if you want to get the bonus now, throw the rune in there, and then just use a transmutation crystal if you need to move the rune to a better stat item.

Rehash: Tequatl... staying where he is

in Living World

Posted by: Wallace MacBix.2089

Wallace MacBix.2089

It would be apt to say that I’m “necroing” this topic. Whether a developer sees it or not, I want to express my disappointment in this past content.

Tequatl is completely untouched and I agree to the sentiment that the area is a “ghost town.” ArenaNet, I appreciate you developing more challenging content, but you went overboard with Tequatl.

Folks complained when you took away F/U path in Twilight Arbor. Well, you effectively took away content by over-tuning a world boss. I hope plans are being considered to revisit this encounter.

But, you can just join a certain guild, play a set time on a set day (or days) of a week, and then kill him. Oh and it helps if you use a certain stat, seeing as almost all of the other ones are useless against him. Oh and most professions have mandatory skills that they should be using to ensure that you can kill him. And don’t forget to grab some random PvE summoning items that can help increase dps, and spam them every 5-10s. Easy as that! /s


I miss the old Teq too. The only difficulty of this fight is to get 100-120+ people coordinated, and I hope you don’t have too many condition users (who will do no damage), or too many zerkers (who will die easily with no added benefit). I think in general that entire patch just detracted a ton, without giving anything back.

World bosses never gave as much as champ farming (in terms of reward/time), yet they got nerfed pretty hard. x2-x4 hp to maybe get 2 champ bags….yay? And lets not forget the pointless timer. I love some of the extra skills/damage/mechanics that they can do now, but the hp increase with the timer just makes me see world bosses fail (or come close to it).

Some of the best fun I’ve had is fighting world bosses with small numbers. Killing the new golem with 4 people total faster than a zerg, for example. Heck, I don’t know how it is on other servers, and it could just be the off hours I’ve been playing lately, but I’ve seen kitten fail more often than not on my server since the patch.

Anet must have the numbers of how many times Teq is killed vs. how many times he spawns. Was it really worth it to take away a boss, to add something that only a very small percentage of players bother with/have a chance to kill anymore?

If they reduced the scaling to something reasonable (maybe 20?), and just had it upscale I think more people would fight him.

New condition: Toxin!

in Tower of Nightmares

Posted by: Wallace MacBix.2089

Wallace MacBix.2089

no more conditions for players please…

+1 Conditions are excessively annoying as it is, we don’t need more of them.

That’s only in PvP (and most likely smaller WvW fights) in PvE (including dungeons and fractals) they’re very lackluster and need some buffs.

Game Mechanics v2.0 ?

in Guild Wars 2 Discussion

Posted by: Wallace MacBix.2089

Wallace MacBix.2089

I agree on how awesome combos are, and I think they should be emphasized, wouldn’t it be neat if there were mobs that could only be defeated by certain combos? maybe icebrood that require fire combos, spirits that require light combos. I think it would be a neat and fairly easy way to increase the importance of combos, and it would (to a degree) prevent mindless 1 spamming in some fights. A lot of folks have complained about the lack of cooperation (which seems to be blamed on the lack of trinity) so this could add a layer of cooperation among players.

The problem with using combo fields for anything other than their current purpose is that every profession doesn’t have every combo field (also that would be a bit unbalanced).

If you rely on combo fields for anything in combat, that strongly favors only the classes that can use those combo fields. If a new fight has spirits that can only be hurt with light fields, why bother using any class that can’t create a light field. If you need a fire field to light up a room, again you are biasing your content towards specific professions with specific weapons/utilities. That’s not really fun.

As much as people seem to hate environmental weapons. They provide the kind of thing you’re talking about, for example having to use a torch in the ice fractal to light the fires. If an ele could light them up with any fire field or a warrior with a lb, you’d never need to bother with those items again. And if had to rely on an ele or war to light them you’re getting close to the Teq fight counting heavily on only 6 people.

Antitoxin Spray

in Guild Wars 2 Discussion

Posted by: Wallace MacBix.2089

Wallace MacBix.2089

I had thought that the skill progression Colin was describing was the traditional one that would contribute to class uniqueness and diversity. Universal skills are not that and not a method of character progression. After GW1, is it possible they actually don’t get horizontal progression? Or, is this new skill not a part of what Colin was addressing in his blog post?

It is doubtful that this is the only new skill that will be introduced this year. Some have already speculated (myself included) that they may not want to introduce a bunch of new skills/traits that will need multiple patches to fix any bugs/nerfs/buffs that we find when they are released during Season 1 of WvW. As they’ve stated they don’t want to effect the current builds in the middle of it.

That means any new skills will either:
1) not be usable in WvW
2) be of this nature (open to all classes/not very good compared to current options) and not really effect any balance
3) Come out in either December patch after Season 1 ends

Ascended rings

in Guild Wars 2 Discussion

Posted by: Wallace MacBix.2089

Wallace MacBix.2089

I don’t have the problem with the accessories, thanks to my guilds. But indeed, had I not been in a guild big enough for missions, I would struggle really hard to equip all my characters. Luckily I don’t really struggle, but honestly, they need to add alternatives for Amulets at least, because not having alternatives to attain certain BiS items is pretty bad design.

Yeah, I grabbed one MF one a while back with laurels, but never bothered with a second because I heard that they were changing the system, and with no knowledge I didn’t want to blow 50 ectos (3-6 days worth of world bosses) on something that may have become worthless.

Even more so now that luck and ascended crafting was a big drain on ectos, and with ascended armor looming in the next 2 months, yay. It’d be good if they were craftable (if jewlery came with ascended armor), but that’d mainly help with alts as you are going to spend ~80-120 ectos crating up to 500.

Who knows, maybe when the new fractals launch at the end of the year they will either,

1) give pristine fractal relics an additional use
2) let us salvage rings for something worthwhile
3) allow us to use the MF to convert rings into something worthwhile (ie the other ascended trinkets)

Regen/heals should be removed from the game

in Guild Wars 2 Discussion

Posted by: Wallace MacBix.2089

Wallace MacBix.2089

this cleric troll build crap has to be nerfed somehow.

No it shouldn’t, this ‘troll crap’ is strategy. Just because it’s a strategy you can’t counter on your own doesn’t make it overpowered.

And again, if you cap the point first in pvp, and a bunker tries to take it from you, will they? No, they won’t. If you are playing ~5vs5, bring someone else with you. If you have more than that it shouldn’t be a problem, if you have less, move to a different point.

I don’t find a 10-20 sec skirmish that fun. As other people have hinted at above; running a dps build takes as much “skill” as a bunker build. Honestly, with what little knowledge I have (ie none) of LoL, that sounds like a game much more up your alley.

Ascended rings

in Guild Wars 2 Discussion

Posted by: Wallace MacBix.2089

Wallace MacBix.2089

The thing that really frustrates me is how readily you can get rings from fractals and what a total pain it is to get them any other way. I never have the time to dedicate to a fractal (I play a lot but with frequent interruption).

I wish they would make them tradeable.

As someone who is swimming in Fractal rings and Pristine relics, it frustrates me that the only way to get Amulets is by doing dailies.

I don’t like doing dailies, at least you have an alternative through WvW or dailies to get the rings. To get my amulets, I have to do boring, repetitive content that is about as exciting to me as watching old people fart.

And if you’re not in a big guild, then hello pretty expensive accessories.

But also to counter your argument, they do at least give some value to laurels. Once you have your ascended trinkets, what do you do with them, either hoard them hoping for something better to come out, or try to make money selling mats/dye.

Power > Condition > Defense [PvE]

in Guild Wars 2 Discussion

Posted by: Wallace MacBix.2089

Wallace MacBix.2089

this may not be a popular opinion, but i think stacking toughness should have a noticeable effect on the amount of threat you generate on a mob.

So, if you build tanky you should be able to play tanky, as well. Aggro is seemingly random now, so you have nothing to lose by going all damage and dodging a few times when it’s your turn to be aggroed by the mob.

While I only have empirical data. I swear some mobs do target higher toughness people (or at least target them a greater % of the time).

I’ve two maned fire shamman before, me, a knights/rabid war and a zerker ele, and in every phase, the fs would just follow in a circle, while the ele pounded him with x3-x5 the damage.

In AC path 1/3, I’ve had the final boss just run after me in a circle while the rest of the group pound him with damage.

In the aetherblade dungeon, when there were just 2 of us left. She’s run directly to me every time to attack me, even if she had to run across the entire area and ignore the thief standing next to her (didn’t know she tele’d to the farthest person at the time).

I even got pulled into one of the TA paths to help “tank” the vet oak harts. And I kept 3-4 of them on me running in a circle 75%+ of the time.

Then again, I’ve seen other enemies ignore me completely. In the new TA path, sparki never attacks me. I’ve mainly only see her attack thieves and eles first.

But I don’t think every enemy should target high armor people. As it stands, there are times when I see my hp is the only one going below 80% from mob attacks, while mine is ~40% (including using block, and dodge skills). Toughness would need a big buff if it actually drew all the agro, and then we’d be at a tank.

Ascended rings

in Guild Wars 2 Discussion

Posted by: Wallace MacBix.2089

Wallace MacBix.2089

The thing that really frustrates me is how readily you can get rings from fractals and what a total pain it is to get them any other way. I never have the time to dedicate to a fractal (I play a lot but with frequent interruption).

I wish they would make them tradeable.

Well that’s why they were introduced into the laurel merchant/dailys for 35 laurels, or for 25 laurels and 250 badges of honor.

Ascended rings

in Guild Wars 2 Discussion

Posted by: Wallace MacBix.2089

Wallace MacBix.2089

I’ve done 74 fractals. 64 of those fractals were a mix of 10+ and 20+. I have never, I repeat NEVER gotten one ascended ring.i would love to get a ring. I ended up having to get my rings with laurels because they never drop for me. On the same note, my friend who does fractals with me ALWAYS gets an ascended ring at the end of our run. Sometimes he gets infused ones too. I guess I am just one unlucky ducky.

Quick question. Are you using “Fractal Frequenter” as your counter? Because I’m pretty sure that counts each individual fractal as 1. (So going from Personal Reward level from 1 to 10 would be 35 fractals, to 20 would be 70. And that’s assuming you never do a higher even level). And also what is your personal reward level (as you can’t get a ring until you are 10+, and an infused ring until you are 20+)

If that isn’t the case and you mean 74 runs, ignore that. But then how many of those 64 runs were on even levels to fight Maw, and did you ever do 2 even runs on the same day (you only have a chance to get a ring 1/day).

I have about 200-250 on my Fractal Frequenter, maybe ~14-17 pristine relics (pretty sure I had to buy at least one of my MF rings back in the day), and I still have 6-8 ascended rings and a fractal weapon just sitting in my bank. But dang, if I was wrong about my interpretation you have some bad luck.

Power > Condition > Defense [PvE]

in Guild Wars 2 Discussion

Posted by: Wallace MacBix.2089

Wallace MacBix.2089

you are ignoring a key factor of the damage equation to make your statement true.

Defense stat exists, and adding into toughness means power will outscale toughness, since power is NOT 1/1 with toughness.
Power is 1/(1+1) with defense+toughness.

Eh, yes you are right, that effects damage. I wish it was a Monday so I could blame my simple math error on that, but you’re right.

Power > Condition > Defense [PvE]

in Guild Wars 2 Discussion

Posted by: Wallace MacBix.2089

Wallace MacBix.2089

Damage done = (Weapon Strength) * Power * (skill-specific coefficient) / (target’s Armor(defense+toughness)

1000 weapon damage, 1000power, 1.5skill coeff. 1800 armor.

base.
1000*1000*1.5/1800=833.3
+100power and 100 toughness.
1000*1100*1.5/1900=868.4 4.2% increase in damage.
+1000power and 1000 toughness
1000*2000*1.5/2800=1071.4 28.6% increase in damage.

Power out scales toughness. the reason for this is toughness ADDS into armor. Power multiplies into weapon damage.

Bleh, of course the simple numbers I pick in my head are just a special case to make my point easy. But then again, I am biasing my numbers to be the same, you are biasing them to be different.

weapon damage =1, skill coeff = 1 (for ease of numbers)

1000 power vs. 1000 toughness
1*1000*1/1000 = 1 damage
1100 power vs. 1100 toughness
1*1100*1/1100 = 1 damage
2000 power vs. 200 toughness
1*2000*1/2000 = 1 damage

See? I am increasing my power and toughness both by the same number and the same percentage. It has nothing to do with “Power out scales toughness.” That is wrong. Of course 2/5 will not be the same number as 3/6, but 1/1 is the same as 2/2. But 2/5 is the same as 2.4/6 (a 20% increase in both stats).

So yes, technically I am still correct that toughness and power scale linearly, but you are right about weapon power*power vs. toughness + armor, which effects damage.

Regen/heals should be removed from the game

in Guild Wars 2 Discussion

Posted by: Wallace MacBix.2089

Wallace MacBix.2089

Funny thing is that if you need so many heals to survive who’s the baddie? In wvw the crit dmg can be 100%+ which is great because you can stomp them baddies no matter what crap they use. But the dmg in pvp is capped and holding a point with a burst build nearly impossible.

Ummm….how does someone playing a bunker build correctly make them a “baddie”. If this isn’t the spam fueled, twitch fest, die in 10 second game that you want to play, please go find one that is. And you don’t see bunker builds complaining that they can’t cap a point from a zerker in 10 seconds, so why would you expect any different.

As for the aside conversation of the warrior healing sig. I’ve used the same build since launch (tank/condi with healing sig) and before it was sub-average (even when combined with adrenaline health). Now, I’m happy that a skill I use is more viable, but it isn’t some grand creation compared to the other healing skills.

healing sig only heals for 65 hp/sec more than healing surge (which restores full adrenaline)
healing sig only heals for 130 hp/sec more for than mending (which removes 3 conditions, and will ignore poison if it was one of the 3 removed)

Any passive hp build can be wrecked by poison because it effects our heals a lot more than burst healers (who can always cleanse before hand). The trade off is that those heals can be interrupted. That sounds like a decent balance to me.

OP, you do realize that there are other ways to play this game other than go zerk or go home right?

Power > Condition > Defense [PvE]

in Guild Wars 2 Discussion

Posted by: Wallace MacBix.2089

Wallace MacBix.2089

Fast suggestion:

  • Bleeding stacks increase
  • Conditions need to get buffed their scalings
  • Toughtness should become stronger (passive buff to Con.Dmg. compared to Power)
  • Vitality should grant more HP
  • Healing Power should be SO MUCH STRONGER

Keep in mind -> PvE

1) I agree about the stack increase. I understand that there is some technical limitation, but can someone explain to me what that is? All I understand is having to send the condition damage/sec info to everyone in the area (which to my knowledge is not much more than sending an updated hp to everyone in the area every X sec). Plus they have added torment. What is the technical difference between sending 25 bleed stacks and 25 torment stacks worth of info, vs. 50 bleed stacks info? (My point being that they are either working on fixing that bottleneck or it isn’t as extreme as advertised). Though there are already some lag issues during some world boss fights/big zergs in WvW, so if increasing the stacks will make that worse, I understand them not doing anything about it.

2) I agree about increased scaling in general (though if the cap was fixed it’d be less of an issue). Also don’t forget that power/precision/toughness/vit all get a “free” 916 points compared to all of the secondary attributes. Now I’m not saying all of them need a boost, but condition damage most likely does.

3) While I won’t complain to that, as I run knights/rabid gear. But you need to be careful. If you make it too strong, then you have a “tank”, but right now being 3 hit in knights gear instead of 2 hit in zerker gives you very little reason to use knights, unless you like to.

4) Maybe, not sure how I feel about that one.

5) Also you need to be careful here, or you’ll start making “healers.” Also some people are already complaining about certain builds already being able to heal too much, buffing healing power would make them complain even more. Plus if you end up increasing toughness and healing power at the same time, you can create the same problem that already exists with power/precision/crit damage.

Power > Condition > Defense [PvE]

in Guild Wars 2 Discussion

Posted by: Wallace MacBix.2089

Wallace MacBix.2089

  1. Vulnerability
  2. Condition cap has technical reasons, not set by design
  3. Condition damage should get increased more by malice than it does now. Power scales directly, condition damage only x + y * malice. Furthermore, all weapon skills get bonus damage from weapon power and player power (multiplied), malice ignored weapon power.
  4. Toughness, Vitality and Healing Power (and boon duration) are weak stats, indeed. Vitality and Healing power follow similar formuals as condition damage, but toughness would be hard to change. Toughness gets weaker the more you get it. I still prefer reduction formulas with toughness as exponent ( dmg * 0.994^toughness ; instead of dmg/toughness )
  5. PvE ? This game does not support such puny things.

1) A quick fix is to either have vulnerability also increase condition damage or introduce a new condition (maybe toxin?) that increases condi damage on a target. (Though there’s still a bit of a problem, doing 25% more damage of a 3K direct damage attack is 750 extra damage. 25% more of a 100 damage bleed, is only 25 more damage (even at max stacks it’s only 625 extra damage).

There are also many +x% damage traits, but those don’t do anything currently for conditions.

2) for PvE (excluding WvW) conditions do need to do more damage. The pros of condition are they they go around armor, and can do damage while you aren’t attacking. But the cons are that they take longer to do that damage. But currently condition damage still has the ramp up time and the smaller DoT but doesn’t do more damage in the long run.

Also you are wrong.

Toughness gets weaker the more you get it.

That is not true. In the damage formula toughness plays the same role as power (or is as equally true as saying “power gets weaker the more you get it”).

If you ignore critical hits.
Damage done = (Weapon Strength) * Power * (skill-specific coefficient) / (target’s Armor)

Here an attack with 100 power vs. 100 toughness, will do the same damage as 1000 power vs 1000 toughness.

Toughness itself scales linearly, like power. It’s when you add in crits, that you end up taking more damage/toughness can’t keep up because there are 3 stats that contribute to damage and only 1 that contributes to mitigating damage.

Any chance on Carrion ascended items?

in Guild Wars 2 Discussion

Posted by: Wallace MacBix.2089

Wallace MacBix.2089

Hopefully, when 500 jewel crafting is added they will be craftable (considering you can get Carrion ascended weapons).

anyone preparing for...

in Crafting

Posted by: Wallace MacBix.2089

Wallace MacBix.2089

It also comes down to how expensive these things are gonna be (and if they add something to discover at 425 and 475 besides exotics).

Will each item cost as much as a weapon?
Will we just craft a box of armor for as much as a weapon?
Are any new time gated mats going to be introduced?
And if jewelry comes out with armor, will they be able to craft infusions and will ascended trinkets cost less than the laurel merchant?

I think I have enough for myself lying around. I also wonder if they’ll change the cost or if the speculators will make out big when the patch drops.

Ascended rings

in Guild Wars 2 Discussion

Posted by: Wallace MacBix.2089

Wallace MacBix.2089

That would be nice, maybe throw a chance for a mist essence in there too. Heck, back in the day I would have even taken pristine fractal relics.

And if I can really go out on a limb of wishful thinking, Offensive Ring + Defensive Ring (of same stats) + 2 other things = earring(offensive/defensive) or amulet(offensive/defensive/utility) of those stats.

A call to remove Hammer from Warrior

in Suggestions

Posted by: Wallace MacBix.2089

Wallace MacBix.2089

Now you might want to sit down for this as it can be a bit of a shock,

Stun Breaker/Stability/Dodge

Don’t forget blind, block/aegis, evade, and invulnerable skills. And also ranged kiting.

Now steady on there, he may pass out after reading all these solutions.

Heh.

And to be less sarcastic and give a more serious response. It really comes down to different builds and how they counter each other.

From a 1v1 perspective:
If your build doesn’t have much cleanse, a condition person will have a greater chance to beat you.

If you don’t have stability/stun breaker, a CC person will have a greater chance to beat you.

If you don’t have extra health/toughness/healing, a high damag person will have a greater chance to beat you.

Sure, some builds on certain classes are “easier” than others, but no 1 build is “perfect.”

I’ve been beaten by condi spikes before, or by burst spikes, or by heavy CC people. But I’ve also beaten all of those using my same build. When you see X class with Y weapon you basically know what to expect (which is why I’d love changeable 2-5 skills). Oh, that warrior has a hammer, that means I should get ready to dodge because he’s most likely going to try bursting me. Most of the time, that works. Other times, I’ve laughed off the damage a heavy CC person (or laugh as they try to get out of the fire field I put down before I got CC’ed).

Now this isn’t a perfect comparison, but what’s the big difference between being stunned and not being able to attack and not being able to attack because the enemy is stealthed or you waste an attack on a clone instead?

A call to remove Hammer from Warrior

in Suggestions

Posted by: Wallace MacBix.2089

Wallace MacBix.2089

Now you might want to sit down for this as it can be a bit of a shock,

Stun Breaker/Stability/Dodge

Don’t forget blind, block/aegis, evade, and invulnerable skills. And also ranged kiting.

What Happened to New Skills and Traits?

in Guild Wars 2 Discussion

Posted by: Wallace MacBix.2089

Wallace MacBix.2089

I’m honestly not very thrilled in getting a new race. It doesn’t add much to the gameplay and it’s mostly a lore and aesthetics upgrade.

A new race involves new story missions (which means new voice actors), a new city, new racial skills, new cultural armor/weapons, and most likely at least another starter zone (and maybe another 15-25 lvl area too). So that is quite a lot of work (and voice actors are expensive). Also to quote Colin from July,

http://dulfy.net/2013/07/16/gw2-colin-johanson-livestream-transcript/

Q: We are approaching the first year, when will you bring dragons back into the world?
A: It is part of a big question. People ask what is going on with expansions. Storyline and dragon would be part of an expansion in the traditional model. We havn’t decided if we are going with a tradition expansion or we will do something unique to Guild Wars. New areas, races, dragons, are not off the table. We need to figure out if we want to do it with Living World or traditional boxed expansion. You won’t see a new giant dragon this year but we will add it in the future.
——————-

Q: What are your plans for future professions/races.
A: Races, no promises of which race to do first. New profession is a lot harder, a lot of the core archtype is covered. We might do additional weapons/skills for current professions before putting in new professions. We have 8 now so if we want to do a new profession is it is probably a 3rd heavy armor to balance it out. New profession is probably the furthest thing out.

So it’s still on the table, but I don’t think we’ll see any new race/class for at least 6 months.

We’re gonna need either a new class, new traits, or new skills very soon. The gameplay is getting stale after 1 year.

To be fair, I am looking forward to new skills/traits; that was the most exciting thing for me from the June blog post, but I don’t think the game is getting stale. How is a new class going to make the other 8 more “fresh” for you? If anything at least the 2 week LS updates can potentially give you something that you like, compared to having to wait 1-2 years for a new class/race (which you may have no interest in at all).

Dolyak runes

in Players Helping Players

Posted by: Wallace MacBix.2089

Wallace MacBix.2089

They heal for 30 hp a sec if you have all 6. While that does seem small, it does add up to a sizable amount of healing power (to get the same amount of healing/sec from either passive or active heals).

I use them on my war with knights/rabid gear, and they’re nice/have served me well.

I think it depends what you want to use them for. If you do want toughness runes, (in my opinion) in general the best two are either Dolyak (PvE) or Melandru (WvW), though with good cleanse and stun breakers you can make do without Melandru.

Unbalanced Heal Skill

in Tower of Nightmares

Posted by: Wallace MacBix.2089

Wallace MacBix.2089

OMG! This new heal skill I know NOTHING about beyond a catchy advertising blurb, and isn’t even in-game yet, is clearly O-kittenING-P!
This will be the DOWNFALL of GW2 foreverz!
/overreact

Ooor….. we could all, ya know, settle down and wait a week? Lord.

And this is the reason I think Anet has been making their previews smaller and smaller.

They surely can’t be angry if we give them access to more cleansing across the board, right?

Bloodstone Dust/Empy Fragment to 10% ratio

in Suggestions

Posted by: Wallace MacBix.2089

Wallace MacBix.2089

It would have been fine if it was introduced like that. But right now if they changed it wouldn’t be fair to any new/non-80 player. I have a couple thousand dragonite ore lying around, if they reduced the requirement to 10 instead of 100 then I’d be able to make enough ascended weapons for all of my alts for the rest of the game. The same thing goes for dust for most people, and emperial fragments for dungeon runners.

I’m not saying that something shouldn’t be done, but I think a 90% decrease is a bit too much. Also a lot of things don’t even give 10 of X (looking at most jumping puzzles and any non dragon/golem world boss). Maybe start with a 50% (or 75%) cut instead.

It would be better if they introduced new sinks for them (and not like what they did for zhaitaffy and candy corn).

1) Have a mystic forge recipe that lets you convert 1 material to another. 250 X, 1 Y, <2 other things that are used in mystic forge recipes> to get some number of Y.

2) Have a straight up vendor, 1k ore/fragments to get 50-100 of the opposite. 1K dust to get 10-50 ore/fragments.

3) Give them some value so you can sell them to a merchant (very unlikely since most of the recent patches are about sucking money/mats out of the economy)

4) Heck just make them trade-able for other valuable things (5k? for lodestone, 1k? for an oby shard), at least that help make “ascended the bridge towards a legendary” as we could use those mats to help reduce the costs.

Sadly, I fear that anet might go with a fifth option when ascended armor comes out, and just have the prices for ascended armor be very, very high. I hope this isn’t the case, especially since all of the mats are account bound, but we’ll see.

Left WoW for GW2, end up disappointed

in Guild Wars 2 Discussion

Posted by: Wallace MacBix.2089

Wallace MacBix.2089

Only noob groups wouldn’t accept a thief. In a warrior party, thief does more damage than a warrior. Warriors are still needed for banners though.

Plus considering people love to skip 75% of the mobs in dungeons having a thief is pretty handy for stealth running. And while I don’t WvW that much, thief roamers are a pain because they can almost always just stealth and disengage.

I say just play what you think is fun, who cares what other people think. If people are going to kick you from a party just because you are X class, then I don’t think running with them would have been fun to start with.

Burst CD 20 sec, 15 sec with 30 in Discipline

in Warrior

Posted by: Wallace MacBix.2089

Wallace MacBix.2089

The only way this would work is if you gave us additional burst skills (2-3 total) each with their own separate cooldowns.

As people have already stated:
The Axe AA would do most of the dps making evi pointless to use

For the LB wave goodbye to our only field (and the only “support” weapon besides warhorn). Couple that with sword and forget having any kind of condition warrior. Sure the aa provides long lasting bleeds, but that isn’t where most of our bleed damage comes from.

We’d also loose most of our control build options too. Plus other traits, like cleansing ire would become pretty point less (every 15-20 sec to cure 3 conditions, when it only takes 1-3 seconds to reapply them)

I don’t see how any of that is a good idea. This is the same thing as saying, oh increase the reveal debuff on theives to 10sec each stealth. Double or triple the attunement recharge times for all ele weapons. Reduce the max life force for necromancers by a factor of 3 (and/or increase the cd). Etc.

Adrenaline is our class mechanic. It should be powerful (but balanced with respect to other classes). Plus 30 trait points for only a 5sec cd? I’d almost take +0.1% damage per point again.

I mean look at the other profession mechanics trait lines:

Necros: +30% life force
Ele: +60% recharge rate
Ranger: +300 pet main attributes
Mes: +30% cd
Theif: +30% cd
Engi: +30% cd
Guard: +30% cd
Warrior: +30% cd

Look at that 5 of 8 reduces the cd of their profession mechanic by 30%, and one by 60%. How can you say that increasing the base cd by a factor of two, and reduce the cd to 25% would do nothing but hurt this class, and make most builds useless.

Krait Obelisk Shard

in Tower of Nightmares

Posted by: Wallace MacBix.2089

Wallace MacBix.2089

What if it’s a skill point that can be used once a day by a single character on your account? That would be fun. Recharge the SP every reset. Then you get a free SP as currency for your main or an easy SP for an alt each day.

While I won’t complain about this for my alts, and it would still be a nice addition, I don’t think I need it. 600+ skill points on my main and over 100-150 skill point items sitting in my inventory. Unless the potential new skills before the end of the year cost lots of skill points I’d argue most people who have been playing for a while won’t really need an extra +1 sp a day.

a) not everyone is like you and has 600 skill points banked
2) not everyone farms champions and has a stack of SP scrolls
d) in the future, Anet might decide to use SP as the currency for new skills

/home alone reference

I know that, but even on my alts, by the time they hit 80 (from exploring the world/map completion) they only need ~30-60 more skill points to unlock the last of their skills, and those are the ones I don’t care about/never planed on using. Plus the longer you play the more skill points you’ll get. Between world completion and leveling to 80 you don’t need many more skill points to learn all of your skills, or you already have extra. Unless you are heavily focused on uping and fliping mats they do just stockpile. So I don’t see why there is a need for 1 sp a day.

I don’t farm champs, those are all that dropped from scarlets invasions 2 months ago, I just don’t have a reason to use them yet. Champ farmers most likely have a crap ton more than I do.

And I hope that’s the case. Other than the 200-300 I need for a legendary/upgrading t5 mats, they don’t have much of a use right now. I’m honestly really looking forward to new skills.

Is crafting necessary?

in Crafting

Posted by: Wallace MacBix.2089

Wallace MacBix.2089

There is currently only 1 thing exclusive to crafting right now: ascended weapons

Not true. Crafting is the only reliable way of getting them, but it’s not exclusive. Ascended weapons also drop from Fractals, Tequatl and champion loot bags.

Okay….technically you can get ascended weapons from any world boss, champ bag, dungeon, jumping puzzle, etc. (anything that drops ascended mats). But this is no where near reliable.

I got an ascended weapon drop on day 1 of that patch from killing the old Teq (I was very lucky), but doing ~80-90% of the world bosses every day and ~5 jps a day since then I haven’t received another. And there are plenty of other people who have never even gotten one. Plus if one drops, it may not have the stats that you like (that may matter to some).

So to rephrase, ascended weapons are only reliably obtained from crafting.

Crafting lvling

in Crafting

Posted by: Wallace MacBix.2089

Wallace MacBix.2089

It should, and you should get a level roughly every 57 crafting levels.

Character levels per crafting levels are non-linear.

Woops, my bad. Thanks for correcting me. I checked the wiki and I think it may not have had the info updated since 0-400 gives only 7 levels.

http://wiki.guildwars2.com/wiki/Crafting
Crafting Level Experience per Level
0-100 1%
101-200 2%
201-300 3%
301-400 4%

That adds up to 10, not 7 (unless I’m doing something very stupid).

Edit: Either way, Pogromca, that’s the reason why you didn’t get a character level up only going up to 75 in crafting.

Pile of Bloodstone Dust. Help!

in Players Helping Players

Posted by: Wallace MacBix.2089

Wallace MacBix.2089

It can be a lot less (at least in terms of gold) if you have the mats (and no other use for those mats).

You can go from 400 to 425 from refining ore and wood / discovering sigils (or potions if artificer)

Then from 425 to 450 you’ll need to discover exotics. About 7-10 if I recall.

So it all comes down to if you have a roughly a stack of ori orr and/or ancient logs and if you have 50 ectos sitting in your bank. Oh and make sure you pop a crafting booster, and it’d be better to wait till Thursday night or Friday before server reset to get as much of a WvW crafting bonus as you can.

(edited by Wallace MacBix.2089)