Showing Posts For Wallace MacBix.2089:

anyone preparing for...

in Crafting

Posted by: Wallace MacBix.2089

Wallace MacBix.2089

I should have enough of kittens for my needs, my main goal when they come out is to get to 450 asap, and then bide my time for the other crafting to get me most of the way to 475 (I think for weapons I did the daily refinement for a month until I was satisfied to craft from 473 to 500).

Bleh, as much as ascended gear were suppose to be a bridge. They eat up too much t6 mats/ectos(/dust) to max crafting.

Also, I did some calcs last week on the supposed stats of ascended armor. If the numbers I used were correct the gain is pitiful (like +20-30 for the main stat, and even only +~1% DR max from the extra armor) compared to the amount of ectos and t6 mats needed to get there, not to mention the lesser mats/time gated stuff.

I’m both happy (that it isn’t necessary) and depressed (that it’s such a waste to even bother). Assuming the values I saw were correct.

GW2 Livestream: Edge of the Mists

in WvW

Posted by: Wallace MacBix.2089

Wallace MacBix.2089

I don’t WvW much (and am on a lower ranked server) so I think at most I’ve had 20 min que times 1-2 a month. But I wonder how they plan to address your questions Fafnir. (I almost want to guess that server doesn’t matter for the map, and you’ll randomly get assigned a color, it’s the only way I can see over population not win over)

And not only that, but other than getting to play (instead of waiting for a que), what benefit do people get in the new map? I guess that means, how does this map (and any overflows created) help get points for your server? Or is it just a “playground” for something to do while waiting to get into one of the 4 maps.

New Warrior Grand Master Arms trait

in Suggestions

Posted by: Wallace MacBix.2089

Wallace MacBix.2089

Only because I can’t resist

Scepter
#1.1: Royal Bash: <small damage>
#1.2: Royal Smash: <medium damage> grant protection for 1 sec
#1.3: Royal Proclamation: <small damage> grant regen for 1 sec
#2: Warrior’s Heroics: <ranged medium damage> Daze target for X seconds
#3: Eye poke: <medium damage> Blind target for X seconds

Focus
#4: “That didn’t work”: <shout> <small damage> self 2 sec cripple, target 5sec confusion
#5: “What do I do!”: <shout> <ranged medium damage> target gets 1sec daze then 2 sec cripple (throws the focus like a rock)

As for the OP, sorry to poke fun. But I’d rather we get more weapons without having to trait for them. If we did have to trait for them, they’d have to be powerful enough to make it worth it (which could easily make them too powerful) or fit in with a high condi or crit build, and we already have some good options there.

Pls increase exotics drop and t6 mats

in Crafting

Posted by: Wallace MacBix.2089

Wallace MacBix.2089

Hmm that’s odd. I normally don’t WvW but a couple weeks back I played for 4-5 hours on a weekend running with a zerg. I got ~4-6 exotics, maybe half a dozen rares, and more t6 mats than I get in a week or two of my normal pve world boss playing.

Even just fighting world bosses, I usually get an exotic drop every 2-5 days. I mean I’m usually okay with getting more of something, but you only need that many t6 mats for a legendary.

Ascended weapons & globs of dark matter

in Crafting

Posted by: Wallace MacBix.2089

Wallace MacBix.2089

I think I’ve only salvaged 25-35 exotics since the ascended weapons hit (all with a BLSK) and I have about 20-25 dark matter sitting in my bank extra after making an ascended weapon.

New player, need things answered.

in Guild Wars 2 Discussion

Posted by: Wallace MacBix.2089

Wallace MacBix.2089

Any skin items are usable once. After that it is bound to the item. You can, though, transfer the skin onward using either a transmutation stone (gear lvl 1-79) or a transmutation crystal (lvl 80 gear). Those let you take 2 of the same items, and pick the stats, the skin, and the rune from either item.

A slight addition for completion on skins, Hall of Monument skins (from playing gw1) and Zanshin/Radiant/Hellfire skins (from getting enough AP in gw2) are also 1 time use, but you can get as many copies of the skin as you like.

For costumes (town clothes), those are permanent (but you only get 1 copy of them). You can turn them off/on at will, but you can not fight in them, and combat will put you back into your normal armor. Most town clothes are to either look different when not in combat or to play costume brawl (and let others play as well).

Account bound bags in the gemstore

in Suggestions

Posted by: Wallace MacBix.2089

Wallace MacBix.2089

Not going to say I like or dislike the idea, but it would need to be in its own separate bag slot. I wouldn’t trade a 20-slot bag (across all of my characters) for a even a 10-slot account bound one.

Looking ahead GW2 in 2013 again

in Guild Wars 2 Discussion

Posted by: Wallace MacBix.2089

Wallace MacBix.2089

Well based on another dev post, they said that they do not wish to upset the balance during WvW Season 1 (thus why the next balance patch is Dec 10th). I’d assume that on Dec 10th (or later in Dec) is when we will gain:

New skills/traits, ascended armor, and the new fractals

Ascended armor could come sooner, but I think they would have previewed it and/or they think it will upset some builds. Another possibility is that they have taken the harsh feedback from ascended weapons are are rethinking any number of things. (Should they have higher stats? the amount of mats required to make them? time gated mats for them? should we even introduce them? etc.)

While they said all crafting to 500, I wonder if they will include jeweler and chef this year, or if it will be pushed back to early next year.

As for new legendaries, I believe the same post that said precursor crafting was the most likely to be delayed into next year also said the same thing for new legendaries. And I’ve seen people post about the first new legendary item is going to be one of the trinkets (I don’t have a source for that, and I can’t remember which item, maybe the amulet?).

Also just as a reminder, they did say that anything can be subject to change. I agree that an update would be nice, but I don’t expect one until the end of this year/start of next year (a big blog post every 6 months or so is what I expect).

Best way to earn to Karma

in Players Helping Players

Posted by: Wallace MacBix.2089

Wallace MacBix.2089

Eh just running around the world (world bosses, the LS, events, and a couple of hours in wvw) I think I gained about 600k-700k karma since the nerf. And that’s usually only playing maybe 2-3 hours a night max, more on weekends.

It’s funny that if you don’t need it (I already have all my oby shards) it builds up pretty quick, but if you do need it, it takes forever to gain.

Edit: Oh and having a karma infusion helps.

Rank the Boons in Order from Best to Worst

in Guild Wars 2 Discussion

Posted by: Wallace MacBix.2089

Wallace MacBix.2089

I’ll throw my vote in

1. Protection
2. Swiftness
3. Might
4. Fury
5. Stability
6. Regeneration
7. Vigor
8. Aegis
9. Retaliation

Essence of Luck - Recipes?

in Crafting

Posted by: Wallace MacBix.2089

Wallace MacBix.2089

Luck was added fairly recently compared to other things that require a lot of clicking, and it’s a great QoL feature. With the karma nerf there are a lot less karma jugs to click, so that was somewhat sorted out. Really, the main “click-a-thon” that’s left is from champ bags, and I have to say, I don’t have any gripes with giving intensives to not champ farm.

And honestly be happy that it doesn’t cost more luck to promote to a higher tier. The fact that we can promote for “free” is amazing. I’d much rather use ~12, 200 luck essences instead of 250, 10 luck essences.

And I agree with Wanze that they may have a use by next year. A few people have already reached the 300 MF cap, so I assume they’ll be useful for something else eventually.

What to do with Silk?

in Crafting

Posted by: Wallace MacBix.2089

Wallace MacBix.2089

If you are going to promote it in the forge, make sure to use silk bolts, not scraps. It will save you on skill points and dust (at least if you are making it for yourself). I don’t know the current rates on gossamer scraps vs. bolts, if you wanted to sell (but I doubt it’s worth 5 extra dust).

Currently you can merch/tp them or you can save your bolts for when ascended armor. If it’s anything like weapons you’ll need 50 bolts/day for the time gated mats.

Ascended Gear Stats=up 5% (condition damage)

in Guild Wars 2 Discussion

Posted by: Wallace MacBix.2089

Wallace MacBix.2089

I did not read the full discussion because I do not have time for that at this moment. I noticed however allot of people forget this: direct damage is affected by toughness and condition damage is not. This might seems insignificant but it is not since guild wars 2 does not know demising returns. This means for every point of toughness opponents get more due to ascended equipment, people who are damage by using direct damage will do less damage. In my fast screening I did see no-one who did actually take this into consideration. So most of this theory crafting only counts towards people who are using no equipment pieces with toughness. And especial in wvwvw and spvp the amount of people who are using full zerker are not that big, especially when you hit the organized guild playing.

That is true, but sadly the difference in toughness won’t reduce the extra damage gains by that much.

Just doing something very, very quick (I don’t have that kind of time to write another novel…man I hope I didn’t make a silly/stupid mistake somewhere in there).

Warrior, full exotic knights gear (no runes or jewels in the trinkets or armor) with +300 toughness. 2166 toughness [3377 armor] or 45.63% damage reduction (compared to a scholar in exotic armor w/ no toughness)

Upgrading the trinkets (and weapon) to ascended knights gives, 2389 toughness [3600 armor], or 49% damage reduction. So a ~10.3% increase in toughness [only a 6.6% increase in armor] only increased the DR by ~4%.

And assuming that the stats I found for ascended armor are correct (I still have my doubts, it seems too small) they gives an extra +21 for the main stat, but I have no clue about the defense ratings. Just to take a guess: rare heavy armor has a defense of 1071, exotic heavy armor has a defense of 1211. A 13% increase in defense. I’m going to assume that, that’s going to be a greater increase than going from exotics to ascended. Using a 5% (10%) defense increase we get 1272 (1332.1) armor. Add in the extra +21 toughness from the major stat in ascended armor and we get: 2410 toughness [3682 (3742) armor]. A 11.26% increase in toughness compared to exotics (0.9% increase over ascended trinkets/weapon), which is a 9.03% (10.81%) increase in armor over exotics, or a 2.2% (3.94%) incraese over ascedned trinkets/weapons. This leads to a 50.14% (50.94%) DR.

So from full exotics with a 45.63% DR, to ascended weapon/trinkets with a 49% DR, to full ascended with a ~50-51% DR. It sadly doesn’t compete with the damage gains.

Ascended Gear Stats=up 5% (condition damage)

in Guild Wars 2 Discussion

Posted by: Wallace MacBix.2089

Wallace MacBix.2089

2- Weapon Damage of Ascended is 5% more than Exotic, so mathematically it would still be 5% more.

<snip>

You are assuming a critical hit on every hit, which doesn’t happen. Take into consideration all the hits the player will do, and it will be closer to 5% overall more damage then it would be 10% overall more damage.

If you go back to all mind numbing arithmetic I did on the previous page, I did take that into consideration. The 5% increase from weapon damage will boost all direct damage. If you are a crit build, it will boost more than 5% to in the range of ~13%. If you are a condi build, you see almost no real gain in your total dps (not in my math, but others have already made that case).

Any power (or precision or crit damage) that you stack in both cases (ascended vs. exotic) will have more weight in ascended (they each scale linearly, but your direct damage will not because its “roughly” a product of those three things) compared to condition damage.

Ascended Gear Stats=up 5% (condition damage)

in Guild Wars 2 Discussion

Posted by: Wallace MacBix.2089

Wallace MacBix.2089

Oh and, I am making no assertions about getting extra defense/hp/survivability which let you stay in the fight longer. Or looing at the survivability between the four different cases I showed. I was just looking at basic direct damage (again with no traits and the stipulations that I used).

Ascended Gear Stats=up 5% (condition damage)

in Guild Wars 2 Discussion

Posted by: Wallace MacBix.2089

Wallace MacBix.2089

Summary/ % gain’s

Raw numbers
<Zerk> <Knight> <Soldier> <Dire>
Full Ascended 2823.28 2049.86 1836.25 1065.57
Asc w/ Exotics 2725.00 2034.16 1820.33 1064.44
Full Exotics 2367.18 1787.81 1605.62 956.74
Full Rares 1791.28 1413.38 1288.02 839.63

%‘s Compared to Dire (shows the direct damage gain over condition users) It will be greater considering condition users wouldn’t be using +power/precision sigils/food/nourishments/etc.
<Zerk> <Knight> <Soldier> <Dire>
Full Ascended x2.65 x1.92 x1.72 x1
Asc w/ Exotics x2.56 x1.91 x1.71 x1
Full Exotics x2.47 x1.87 x1.68 x1
Full Rares x2.13 x1.68 x1.53 x1

%’s Compared to rares
<Zerk> <Knight> <Soldier> <Dire>
Full Ascended x1.57 x1.45 x1.43 x1.27
Asc w/ Exotics x1.52 x1.43 x1.41 x1.27
Full Exotics x1.32 x1.26 x1.25 x1.14
Full Rares x1 x1 x1 x1

%’s Comparing Exotic to rares, and both ascended to exotics (this may be the one everyone cares about)
<Zerk> <Knight> <Soldier> <Dire>
Full Ascended x1.19 x1.15 x1.14 x1.113
Asc w/ Exotics x1.15 x1.14 x1.13 x1.112
Full Exotics x1 x1 x1 x1

Full Exotics x1.32 x1.26 x1.25 x1.14
Full Rares x1 x1 x1 x1

Please check my math (or do your own to compare), as I’ve been staring at this for far to long, and I could have messed something up along the way.

So, for full zerker gear going from rares to exotics gives you a ~30% increase in direct damage to ~14% increase in direct damage for dire gear (again that increase in direct damage would be less for a “real” case, but then again you’ll also gain damage from conditions).

Going from exotics to ascended trinkets and weapon gives you a ~15% increase for zerker or a ~13% increase for soldier.

So, I do need to tell you OP, that the increase is more than 5% (especially since you get just a base 5% increase from weapon damage alone). It’s just that for other builds (ones that focus on none main attributes) only see a ~7% increase in any secondary stats (full ascended vs. full exotics) or ~5.4% increase in secondary stats (ascended w/ exotic armor).

Also to my knowledge condition damage only goes by whole numbers (I don’t believe it rounds up), so that means if you get less than a +20 condition damage from something, you end up actually doing 0 extra damage per bleed.

Also these numbers will change a lot, if you can’t crit your target, and you guys can find those numbers labeled as “base damage” in my math summaries (but for ascended w/ exotic armor vs. full exotic its ~13% increase in damage for soldiers gear).

TLDR: OP, you are wrong (while secondary attribute will only see a ~7% increase in stats), for direct damage builds, you can gain up to a ~15% increase in damage.

Ascended Gear Stats=up 5% (condition damage)

in Guild Wars 2 Discussion

Posted by: Wallace MacBix.2089

Wallace MacBix.2089

Scenario 4 (Full Rare)
Case 1: Full Zerker (Sigil = Force, nourish=Toxic Sharpening Stone, food=Bowl of Sweet and Spicy Butternut Squash Soup, here full power wins by a bit ~30 dps, if you had jewels in the armor precision would win over by ~4 dps).
Toughness=916
Vit=916
Power: 1998 + 100 +100 = 2198
Base Damage: 1110.37*1.05 = 1165.89
Precision: 1583
Critical Chance: 36
Critical Damage: 89 +10 = 99

Average Damage = 1791.28

Case 2: Full Knights (Sigil = Force, nourish=Superior Sharpening Stone, food=Bowl of Sweet and Spicy Butternut Squash Soup).
Toughness=1548
Vit=916
Power: 1783 + 100 +129.52 = 2012.52
Base Damage: 1016.67 * 1.05 = 1067.51
Precision: 1583
Critical Chance: 36
Critical Damage: 40

Average Damage = 1413.38

Case 3: Full Soldiers (Sigil = Force, nourish=Superior Sharpening Stone, food=Bowl of Sweet and Spicy Butternut Squash Soup).
Toughness=1483
Vit=1483
Power: 1998 + 100 148.3 = 2246.3
Base Damage: 1134.77*1.05 = 1191.51
Precision: 1016
Critical Chance: 9
Critical Damage: 30
10= 40

Average Damage = 1288.02

Case 4: Full Dire (Sigil = Force, nourish=Superior Sharpening Stone, food=Bowl of Sweet and Spicy Butternut Squash Soup).
Toughness=1483
Vit=1483
Power: 1216 + 100 148.3 = 1464.3
Base Damage: 739.73 * 1.05 = 776.71
Precision: 1016
Critical Chance: 9
Critical Damage: 30
10= 40

Average Damage = 839.63
——————————————-

Final Results Avg Damage

Full Ascended
Case 1 (full zerker) 2823.28
Case 2 (full knights) 2049.86
Case 3 (full soldiers) 1836.25
Case 4 (full dire) 1065.57

Ascended w/ Exotic Armor
Case 1 (full zerker) 2725
Case 2 (full knights) 2034.16
Case 3 (full soldiers) 1820.33
Case 4 (full dire) 1064.44

Exotic Armor
Case 1 (full zerker) 2241.68
Case 2 (full knights) 1787.81
Case 3 (full soldiers) 1605.62
Case 4 (full dire) 956.74

Rare Armor
Case 1 (full zerker) 1791.28
Case 2 (full knights) 1413.38
Case 3 (full soldiers) 1288.02
Case 4 (full dire) 839.63
—-—————————————————————

Ascended Gear Stats=up 5% (condition damage)

in Guild Wars 2 Discussion

Posted by: Wallace MacBix.2089

Wallace MacBix.2089

Scenario 2 (Ascended w/ Exotic armor)

Case 1: Full Zerker (Sigil = Force, nourish=Toxic Sharpening Stone, food=Bowl of Sweet and Spicy Butternut Squash Soup, here full power wins by a lot ~102 dps). And +30 power from infusions.

Toughness=916
Vit=916
Power: 2289+ 200 +30 = 2519
Base Damage: 1563.40*1.05 = 1641.57
Precision: 1750
Critical Chance: 44
Critical Damage: 30 + 10 = 40 %

Average Damage = 2725

Case 2: Full Knights (Sigil = Force, nourish=Superior Sharpening Stone, food=Bowl of Sweet and Spicy Butternut Squash Soup). And +30 power from infusions.

Toughness=1989
Vit=916
Power: 1950+100+155.98+30= 2235.98
Base Damage: 1387.74*1.05 = 1457.13
Precision: 1750
Critical Chance: 44
Critical Damage: 30 +10 = 40

Average Damage = 2034.16

Case 3: Full Soldiers (Sigil = Force, nourish=Superior Sharpening Stone, food=Bowl of Sweet and Spicy Butternut Squash Soup.) Again 30 power from infusions.

Toughness=1650
Vit=1650
Power: 2289 + 100 + 165 +30 = 2584
Base Damage: 1603.74*1.05 = 1683.93
Precision: 1016
Critical Chance: 9
Critical Damage: 40

Average Damage = 1820.33

Case 4: Full Dire (Sigil = Force, nourish=Superior Sharpening Stone, food=Bowl of Sweet and Spicy Butternut Squash Soup.) Again 30 power from infusions.
Toughness=1650
Vit=1650
Power: 1216 + 100+ 165 +30 = 1511
Base Damage: 937.79*1.05 = 984.68
Precision: 1016
Critical Chance: 9
Critical Damage: 30 +10 = 40

Average Damage = 1064.44
——————————————-

Scenario 3 (Full Exotic) (Sigil = Force, nourish=Toxic Sharpening Stone, food=Bowl of Sweet and Spicy Butternut Squash Soup, here full power wins by a bit ~13.7 dps, if you had jewels in the armor precision would win over by ~10 dps).
Case 1: Full Zerker
Toughness=916
Vit=916
Power: 2218+100+100= 2418
Base Damage: 1379.55*1.05 = 1448.53
Precision: 1714
Critical Chance: 42
Critical Damage: 91 +10 = 101

Average Damage = 2306.35

Case 2: Full Knights (Sigil = Force, nourish= Superior Sharpening Stone, food=Bowl of Sweet and Spicy Butternut Squash Soup).
Toughness=1918
Vit=916
Power: 1914 + 100 151.72 = 2165.72
Base Damage: 1235.62*1.05 = 1297.40
Precision: 1714
Critical Chance: 42
Critical Damage: 30
10= 40

Average Damage = 1787.81

Case 3: Full Soldiers (Sigil = Force, nourish= Superior Sharpening Stone, food=Bowl of Sweet and Spicy Butternut Squash Soup).
Toughness=1614
Vit=1614
Power: 2218 +100 +161.4 = 2479.4
Base Damage: 1414.58*1.05 = 1485.31
Precision: 1016
Critical Chance: 9
Critical Damage: 30 +10 = 40

Average Damage = 1605.62

Case 4: Full Dire (Sigil = Force, nourish= Superior Sharpening Stone, food=Bowl of Sweet and Spicy Butternut Squash Soup).
Toughness=1614
Vit=1614
Power: 1216+100+161.4 = 1477.4
Base Damage: 842.91 *1.05 = 885.05
Precision: 1016
Critical Chance: 9
Critical Damage: 30 +10 = 40

Average Damage = 956.74
——————————————-

Ascended Gear Stats=up 5% (condition damage)

in Guild Wars 2 Discussion

Posted by: Wallace MacBix.2089

Wallace MacBix.2089

Time for some totals from gear only

Full ascended Totals: 1094 (main), 750 (minor), 70% (crit dam)
Asc. w/ Exotic armor: 1073 (main), 734 (minor), 70% (crit dam)
Full Exotic Totals: 1002 (main), 698 (minor), 61% (crit dam)
Full Rare Totals: 782 (main), 567 (minor), 59% (crit dam)

And remember we can add +30 power or precision from infusions to the first 2

For all cases
Base Attribute: 916
Traits: +300 power, +100 precision, +30% crit damage

Variables
For Sigils
I’m going to be using either Sigil of Accuracy (5% crit chance) or Sigil of Force (5% damage), depending which increases the dps of each build more, I’ll note which one I use in each case.

For nourishment
Superior Sharpening Stone (Gain power equal to 6% of your toughness & Gain power equal to 4% of your vitality) or
Toxic Sharpening Stone (100 Power) or
Potent Master Maintenance Oil (Gain precision equal to 6% of your toughness & Gain precision equal to 4% of your vitality) or
Toxic Maintenance Oil (
100 Precision). Depending which gives the highest bonus

For food
Bowl of Curry Butternut Squash Soup (100 Precision & +10% Critical damage) or
Bowl of Sweet and Spicy Butternut Squash Soup (
100 Power & +10% Critical damage)Again, whatever gives the highest bonuses.
——————————

Okay we can do something besides addition now. To get our damage:

Damage done = (Weapon Strength) * Power * (skill-specific coefficient) / (target’s Armor)
Average damage = Base damage * ( 1 + Critical Chance * ( Critical Damage + 0.5) )
Critical Chance = round down ( (precision -822) / 21)

For ease of calculations:
Weapon Strength = (max-min)/2+min [to get an average]
Skill coefficient = 1
Target’s Armor = 1836 (the min toughness a scholar can have in exotic armor)
———————————————-

Scenario 1 (Full ascended)
Case 1: Full Zerk (Sigil = accuracy , nourish= Toxic Maintenance Oil , food= Bowl of Curry Butternut Squash Soup, the dps difference between full precision and full power is 0.156 in powers favor, but if you threw ruby jewels into the armor then precision would win over by a small amount. Also 30 power from infusions (if you go back and look at infusions/sigils/nourishments/food combos you may be able to find a better one, but this is taking way longer than I expected as it is).
Toughness=916
Vit=916
Power: 2310
30 = 2340
Base Damage: 1452.30
Precision: 1766 + 200 = 1966
Critical Chance: 54% + 5% = 59%
Critical Damage: +100% +10% = 110%

Average Damage = 2823.28

Case 2: Full Knights (Sigil = Force , nourish=Superior Sharpening Stone, food=Bowl of Sweet and Spicy Butternut Squash Soup, here full power wins by a lot ~121 dps (going full ruby drops the increase to ~73). Also +30 power from infusions.
Toughness=2010
Vit=916
Power: 1966 +100 +157.24 +30 = 2253.24
Base Damage: 1398.45*1.05 = 1468.37
Precision: 1766
Critical Chance: 44%
Critical Damage: +30% +10 = 40%

Average Damage = 2049.85

Case 3: Full Soldiers (Sigil = Force, nourish=Superior Sharpening Stone, food=Bowl of Sweet and Spicy Butternut Squash Soup, here full power wins by a bit ~46 dps (going full ruby drops the increase to ~20). Again 30 power from infusions.
Toughness=1666
Vit=1666
Power: 2310
100+166.6+30= 2606.6
Base Damage: 1617.77*1.05 = 1698.66
Precision: 1016
Critical Chance: 9
Critical Damage: 30% + 10 = 40 %

Average Damage = 1836.25

Case 4: Full Dire (Sigil = Force, nourish=Superior Sharpening Stone, food=Bowl of Sweet and Spicy Butternut Squash Soup, here full power wins by a lot ~113 dps (going full ruby drops the increase to ~99).
Toughness=1666
Vit=1666
Power:1216 +100 + 166.6 +30 = 1512.6
Base Damage: 938.78*1.05 = 985.72
Precision: 1016
Critical Chance: 9:
Critical Damage: 30% +10 = 40%

Average Damage = 1065.57


Ascended Gear Stats=up 5% (condition damage)

in Guild Wars 2 Discussion

Posted by: Wallace MacBix.2089

Wallace MacBix.2089

Okay lets do some math: (prepare for very long wall of text, if someone can check my numbers I’d appreciate it. Also the numbers for ascended armor can easily be wrong, so take those results with a grain of salt)

I’m going to do some number crunching on 4 scenarios (Full ascended, Ascended w/ exotic armor, Full Exotic, Full Rare) with 4 cases (full zerker, full knights, full soldiers, full dire). The cases were chosen to show max power/precision/crit dam, having both power/precision without crit dam, max power, no extra power/precision/crit dam. This means that case 4 will do low damage inherently as I’m not going to include condition damage (and even if I did the traits aren’t spec’ed for conditions).

Stipulations: I am going to do the math with a warrior, but not using any traits to give extra damage. I am going 30/10/0/0/30 (+300 power, +100 precision, +30% crit dam). A ranger, ele, mesmer, or thief can actually do more damage (just with trait line stat boosts) because they have power/precision/crit damage spread out over only 2 trait lines, so they can max all 3. I am also using a great sword for weapon damage (this means that for ascended I am loosing 1 sigil, for exotic I am losing 1 main stat, 1 crit dam, and 1 sigil, and for rare I am losing 1 minor stat and 1 sigil). The “biggest” difference may be from the 1% crit damage for exotic, but meh. I will not be including runes into the calculation, but I will consider food/nourishments/sigils. I will choose power/precision based on which gives a bigger dps boost.

Okay here are the numbers I’m using (I wish I could just copy/paste a table). Also I got the ascended armor stats from online, so I have no clue if they are right, and no crit dam was listed, so I’m going to assume that they are the same as exotic.


Ascended
<item> < major > <minor> <crit dam>
Amulet 126 85 9
Ring 103 68 8
accessories 91 60 7
back 56 35 5
2hand 188 134 10

chest 108 77 5
legs 72 51 3
head 48 34 2
shoulder 36 26 2
gloves 36 26 2
boots 36 26 2

Weapon Strength: 1139.5

6 Offensive infusion slots

2 Defensive infusion slots (no clue what armor adds so I’m ignoring them)
So we have +30 power/precision to play around with later on
—————————

Exotic
<item> < major > <minor> <crit dam>
Amulet 90 64 5
Ring 67 48 3
accessories 56 40 3
back 22 16 1
2hand 179 128 9

chest 101 72 5
legs 67 48 3
head 45 32 2
shoulder 34 24 2
gloves 34 24 2
boots 34 24 2

Jewels 25 15 3

Weapon Strength: 1047.5


Rare
<item> < major > <minor> <crit dam>
Amulet 79 56 4
Ring 59 42 3
accessories 49 35 3
back 20 14 1
2hand 79 56 8

chest 49 64 5
legs 59 42 3
head 40 28 2
shoulder 30 21 2
gloves 30 21 2
boots 30 21 2

Jewels 25 15 3
(yes I’m being lazy and using exotic jewels here)

Weapon Strength: 927.5

If you are going to check my math, don’t forget to count rings and accessories twice, and jewels six times. And remember I’m not going to bother with runes, because of the variation you can have (if I recall, going all ruby can give you the best consistent dps, but I could be wrong there). I know some of the items don’t exist yet (like an ascended knights back item, but I’m using the stats as if it did exist to make my life easy).
—————————————-

Future World Events. Need your input.

in Living World

Posted by: Wallace MacBix.2089

Wallace MacBix.2089

So now you want to spread a 1 time event over several days (each day being a new 1 time event). You still don’t address any issues about how people hate 1 time events (if they can make it or not). They will get thrown into an overflow, not being able to play with their friends/guild mates. There will be massive skill lag. This type of play makes a lot of builds useless, etc.

You answer yourself right here:

Yes we cannot please everyone. But that’s the point.

The amount of people that would backlash against another 1 time, zergfest, laggy event would far outweigh people who want it (and so far you are the only one I’ve seen who wants it). Not to mention you’d want to add a permanent change to all servers based on what a % of players did. At least the election went to the time majority.

Also, I only speak for myself here, but I never want another “stupid” event that requires 80-120+ people (coordinated on teamspeak) to have a chance to beat it. Aside from 2-3 guilds dedicated to killing Teq (and maybe 1-2 servers daily) kill him, versus the millions that own this game. That is a horrible waste.

Precision to Crit Chance

in Players Helping Players

Posted by: Wallace MacBix.2089

Wallace MacBix.2089

http://wiki.guildwars2.com/wiki/Precision

At level 80, the base precision is 916, with a critical hit chance of 4%
At lvl 80, 21 points of Precision for 1% crit chance.
Critical Chance = round down((precision – 822) / 21)

So 1662 precision.

Not recieving my well deserved rewards

in Players Helping Players

Posted by: Wallace MacBix.2089

Wallace MacBix.2089

I don’t know if this will effect it. But two new POIs were added to Kessick Hills (sp?) with the latest LS patch.

Even if you already have that maps completion, I don’t know if it will effect world completion, but if you haven’t gotten them, it’s worth checking.

Just noticed that you said you have max SP, POIs, etc. So there went my idea.

Edit: If I remember, I did get my world completion chest at the same time as the last map completion chest.

119 gold for 25 keys "on sale"

in Guild Wars 2 Discussion

Posted by: Wallace MacBix.2089

Wallace MacBix.2089

The gold to gem conversion will continue to cost more gold as more gold gets put into the economy. They’ve increased rewards significantly over the last year but haven’t changed the gold sinks.

Don’t forget crafting to 500, ascended weapons, and the karma nerf. But you are right, people (mostly hardcore people) grind for gold too fast compared to the current sinks.

Trait lines

in Suggestions

Posted by: Wallace MacBix.2089

Wallace MacBix.2089

Based on your wording,

We’d lose all minor traits.
Only get to chose 3 traits.

And how is 30/0/0 any different than 10/10/10 (and just choosing 3 adapt traits)?

Unless you mean at 30/0/0 you’d just have 1 adapt level trait that would be boosted, but that isn’t that clear.

And to answer your first question

1) You wouldn’t have to pump points into a trait line just to get the ‘stat boosting’ bonus. (I know you choose traits as well, but honestly don’t you feel forced, just a bit, to put points in a trait line just to get the ‘stat boosting’?)

I’ve never felt “forced” to put points into a trait line. I’ve always chosen what weapons I like and see what traits effect them, the extra stats are just a bonus. And while some minor traits are not very good compared to their peers, some builds rely on certain minor traits (or at least only become a lot more effective because of those minor traits and the major ones that they take).

Condition Damage Rumor I heard

in Guild Wars 2 Discussion

Posted by: Wallace MacBix.2089

Wallace MacBix.2089

If weapons skills were going to do that too, they would need to let us pick our 2-5 skills from a pool.

…would that be bad to make that change?
Personally I would say, no.

Oh, sorry, I meant that as a positive (it’s been a long tiring week). I’ve been hoping that the new skills mentioned will let us choose our 2-5 weapon skills from a pool for months now.

As for more skill synergy, I wouldn’t mind more of it. But I’d rather it be introduced a bit slowly, just so they can see how it effects the balance.

Condition Damage Rumor I heard

in Guild Wars 2 Discussion

Posted by: Wallace MacBix.2089

Wallace MacBix.2089

I wish they would make synergy skills, like in GW1.
example: If enemy is bleeding,
certain skills do more damage,
but in exchange those skills do
somewhat less damage overall.

Skills and traits like that like that already exist.

Final thrust (sword 3 on warrior) does more damage when the enemy is below 50% hp.
Ranger shortbow can daze or stun depending on the enemy orientation.

And plenty of traits give +% damage under certain conditions or +% crit chance under conditions.

If weapons skills were going to do that too, they would need to let us pick our 2-5 skills from a pool.

Warrior Mythbuster

in Warrior

Posted by: Wallace MacBix.2089

Wallace MacBix.2089

if you are talking about warriors speced to run then that would be the greatsword, sword/horn or sword/shield.

if you are talking about warriors speced to fight then that would be hammer, axe/shield or mace shield.

no warrior that actually intends to fight and do damage runs with both greatsword and sword. and the build that uses the hammer is a completely different build.

it looks to me like you are arguing how over powered the warrior is by comparing two or three different warrior builds to be the same build.

Don’t you know warriors can do everything without losing anything? (the amazing 30/30/30/30/30 GS/S&W/LB/Ham/axe&shield build) /s

At least that’s what you’d think if you believed even half of the posts on these forums now-a-days.

I don’t know how good/bad other professions meta builds are right now, but there are counters to every single warrior build out there.

Salvaging for luck

in Suggestions

Posted by: Wallace MacBix.2089

Wallace MacBix.2089

I hate salvaging now. It’s a huge chore. I don’t enjoy salvaging items for luck… and to max my luck, I will have to salvage everything… forever. It’s tedious and I don’t find anything fun or interesting about it. I don’t have any solutions for this. Maybe some members of the community have better ideas to go about salvaging and getting luck.

You either salvage blues and greens or you salvage ectos. That’s the only way to get luck (besides the 50/day from the daily).

Will People Play Content They Don't Enjoy?

in Guild Wars 2 Discussion

Posted by: Wallace MacBix.2089

Wallace MacBix.2089

I really don’t like dungeons, but I’ve done most of them once (still have 5 paths to go), just to experience the content.

I didn’t think I’d like WvW at all, but putting in more than ~0.5-3hours/month (or however long it took to get 50 kills) for Season 1 has gotten me to appreciate it more, and it’s now on my list of things to do if I’ve done my daily boss runs/LS content.

Same goes for PvP, I still only do it for the monthly, but it helps you to play your profession better, so even if I don’t like it that much, it’s at least beneficial.

Edit: Plus to do a little bit of the things I normally wouldn’t do helps keep the content I like to do more fresh for me,

(edited by Wallace MacBix.2089)

How do you play your alts?

in Guild Wars 2 Discussion

Posted by: Wallace MacBix.2089

Wallace MacBix.2089

My main War: everything (World bosses, fractals, WvW, PvP, dungeons)

As for the rest of my alts, I treat them like I treat any non-main MC in an rpg. They get the scraps and anything good gets funneled to my War

Necro: After I leveled her (daily/map completion) she’s been sitting in a dank cave next to a ghost pirate
Ranger: Lvl 74 (leveling through daily/LS/map completion) once get gets to 80, he can join my necro in the cave
Ele: Lvl 74 (leveling through daily/PS/LS/map completion) again, once he gets to 80 he’s getting sent to the cave
(alt) Guard: Lvl 5. he’s banished to my home instance to mine candy corn and quartz for me daily.

If character slots ever go on sale again, I’ll get a mes, a guard (that I plan on playing), engi, and thief (in that order). And do the same leveling of them with the daily/LS/PS. And when they’re done they get to go in the hole.

For the little I play PvP (just enough to get the monthly), when I get my 200 warrior wins, I’ll switch to a different class.

To be fair I do have some random exotic gear sitting around for most of them, and I do have different builds planned for them, so I’ll have access to different things if necessary. I don’t care how viable they are, I just choose a build/skills that I find fun on them.

War: sword/shield & lb (knights & rabid gear)
Ele: staff (water & arcane, haven’t decided on a stat set yet)
ranger: sb & axe (or sword)/warhorn (maybe pure condition, haven’t fully decided yet)
Necro: staff & focus/warhorn (MM or maybe wells, haven’t finalized gear yet but she will have a princess scepter to guide her reanimated corpses)

Condition Damage Rumor I heard

in Guild Wars 2 Discussion

Posted by: Wallace MacBix.2089

Wallace MacBix.2089

Yeah, it would kinda make condition duration worthless unless they also made every condition last 1/5 as long and increased the damage another 5 times making it x25 per tick XD

Doesnt that make it… direct damage?

Well you still couldn’t burn a tent down, heh. But I did not hear this rumor, and unless you (the OP) have a dev quote, I don’t see this ever happening without a very drastic change to the way conditions work.

This what they mean by new skills?

in Guild Wars 2 Discussion

Posted by: Wallace MacBix.2089

Wallace MacBix.2089

They’ve also stated that they don’t want to upset WvW balance during season 1. I assume that means that new skills/traits will come out in either December patch. Ascended armor may also come out then, if they deem that it would “upset the balance.”

o_O
When did they ever mention a time frame? I’ve only remember seeing something like “we will be adding more skills” but never a mention of when.

https://www.guildwars2.com/en/news/looking-ahead-guild-wars-2-in-2013/

Everything mentioned in there was scheduled for “by the end of the year.” And of the things missing, only precursor crafting, new legendaries and new legendary types have have been stated that if something isn’t going to make it this year, it will most likely be those things.

Dec, is just my guess/estimate from a different dev post about not wanting to effect balance during WvW Season 1.

Ah forgot about that bit. Well this new skill certainly doesn’t fit the description. Reading that again I am actually a bit annoyed. New traits would be nice but how about fixing/updating some the crappier existing ones?!

Well right before WvW Season 1 they did buff some support trait/skills. Like I said, I assume the next “big” balance patch to come in Dec (and thats when I guess more skills/traits will land) because of WvW Season 1.

Will we ever have this armor?

in Norn

Posted by: Wallace MacBix.2089

Wallace MacBix.2089

Oh man, that is nice really close up. I think I’d change some pieces to that if it ever became available. Too bad that would most likely be light armor. I’d also love raven wings for a back item at some point for my war.

How to nerf warrior PROPERLY.

in Warrior

Posted by: Wallace MacBix.2089

Wallace MacBix.2089

Unsuspecting foe: 10% crit. That is decent enough and comparable to other classes traits, like thieves extra crit from behind which is actually 7%. And the passive in signet of healing needs to be about half, buff the active to compensate.

I won’t comment on Unsuspecting Foe (because I don’t use it or any stun lock build), but nerfing the signet by half?

Do you realize it currently heals competitively with (not greater than) a 3 bar Healing Surge?
<25 sec battle, healing surge heals more
30 sec battle, you need 15 sec of poison to have healing signet and healing surge heal the same amount
40 sec battle, healing surge heals more

Edit: I will agree that the active needs to be changed. As it stands, unless you need that (small) burst heal, it is pointless to ever activate it.

This what they mean by new skills?

in Guild Wars 2 Discussion

Posted by: Wallace MacBix.2089

Wallace MacBix.2089

They’ve also stated that they don’t want to upset WvW balance during season 1. I assume that means that new skills/traits will come out in either December patch. Ascended armor may also come out then, if they deem that it would “upset the balance.”

o_O
When did they ever mention a time frame? I’ve only remember seeing something like “we will be adding more skills” but never a mention of when.

https://www.guildwars2.com/en/news/looking-ahead-guild-wars-2-in-2013/

Everything mentioned in there was scheduled for “by the end of the year.” And of the things missing, only precursor crafting, new legendaries and new legendary types have have been stated that if something isn’t going to make it this year, it will most likely be those things.

Dec, is just my guess/estimate from a different dev post about not wanting to effect balance during WvW Season 1.

It may someday minimum price the gems?

in Black Lion Trading Co

Posted by: Wallace MacBix.2089

Wallace MacBix.2089

I did note in another thread before this latest step up in exchange rate that compared to a year ago, the cost of Dusk is dollars has dropped 70% due to the change in the rate. So if you do have the money to burn, buying gems and converting into gold, it’s becoming quite attractive.

$25 gem card at this moment will get you 100 gold vs 12.6 gold a year ago.

While that may be true, if you want to buy a legendary right off the tp it will still cost $500-$600 right now.

Not really, the “still” part that is. Legendary prices are relatively flat compared to the increase in $ for gold via gems. Let’s look at one that isn’t a great sword, The Bifrost.

Nine months ago it was 2435g, now it’s 2490g. Nine months ago it was 1.1g per dollar/euro and now it’s 3.9g. So nine months ago it would have cost $2210 to buy with cash and now it’s $640. Yes outrageous and rarely acquired that way but it’s 30% of what it was with cash.

Ah very true, my mistake on wording. I never bothered to check the history, either way that’s way too rich for my blood. I’m happy plodding along towards a leg at my own pace. I do wish that back in the day I spent all of my gold on gems, when the conversion rate was in their favor.

This what they mean by new skills?

in Guild Wars 2 Discussion

Posted by: Wallace MacBix.2089

Wallace MacBix.2089

They’ve also stated that they don’t want to upset WvW balance during season 1. I assume that means that new skills/traits will come out in either December patch. Ascended armor may also come out then, if they deem that it would “upset the balance.”

Future World Events. Need your input.

in Living World

Posted by: Wallace MacBix.2089

Wallace MacBix.2089

1 time events are bad no matter how you look at them (based on your text I assume you mean this to be a 1 time event). The 1 time karka event had (deserved) backlash because of that. (Heck even weekend long events over a holiday, dragon bash fire works and Father’s day, had backlash).

So what about the 50-90%+ of the population that can’t be on at that one specific time? What happens if 1 server wins the event and every other server doesn’t? What about overflows?

On top of that, after having to suffer through the new Teq. I never want to have another world event to be like that again. I don’t find it fun to require 80+ people on a voice service with lots of prep time just to do one event.

I just can’t see anything good coming of what you suggest.

Warrior Mythbuster

in Warrior

Posted by: Wallace MacBix.2089

Wallace MacBix.2089

Good post, thanks for this. Regarding Healing Signet, I’ve noticed recently how wildly useful it is against pesky classes who try to tickle and run forever, and to be honest it has been a breath of fresh air. On the flip side, I’m concerned that this is just my relief at not feeling insanely pressured in attrition fights. Perhaps I should feel more pressured, or it shouldn’t be as effective? Or maybe the people I’ve fought have gotten so used to doing so little and spending so much time running that they just aren’t playing up to snuff and I’m deserving more 1on1 encounter wins against classes like Thieves and Mesmers that I didn’t used to get as easily?

And on the other hand, having to sit and wait around outside of a Zerg because I took myself down to half health is very detrimental. I can really see the pros and cons, and I have a hard time justifying the cries of people who have built evasive condition attrition and used to win against a class that used to have minimal sustain. Though I also wonder if I can still dish out too much pressure based on the 1on1 sustain.

Having felt on the back foot for so long, it’s weird considering the possibility that something is too strong. I’ll be curious to see what changes ANet has in store for the Warrior. That being said, all of this post is true.

Well the thing is, warrior concept was originally a class that “became more powerful as the fight went on”. It was supposed to be the class of attrition. Instead, for many months that role was filled by bunker guards, rangers, eles and the dreaded condi bunker mes.

War had such terrible sustain for such a long time that most war players had to adopt the “full zerker all-or-nothing” mindset to try and burst a target down before they died themselves, as that was the only way to have a chance at winning any type of fight. Furthermore, any warrior player who stuck with the class for the 8 or so months it was relatively weak learned every trick about pretty much everything in the game to be able to win fights because, if you didn’t outplay your opponent, you were guaranteed to lose against almost any other class or build.

When healing sig was buffed, we now once again became a class of attrition, and people who have mastered the class through the period of time the class was weak now seem unstoppable. Was the class overcompensated a bit? Perhaps a tiny bit, but not to the degree that everyone who doesn’t play war would have you believe.

The War now is an all-around threat. It doesn’t have the burst that a pure glass engie has, it doesn’t have the pure survivability that a bunker guard has, it doesn’t have the utility that a mesmer or guard or thief or ele or engie has, but what it does bring is an un-ignorable, high-damage yet durable option to the fight.

And I think that’s why we’re seeing so much frustration with people playing against warriors. Wars are doing enough damage to the point where they cannot be ignored in a fight, yet they are durable enough where hard-focusing them over, say, a glass engie or staff ele usually isn’t a sound decision.

And that’s why I think they’re in a pretty perfect place right. They are fulfilling the role they were intended to fill.

A very nice summary. Also to Cogbyrn, I did some quick and dirty math a while ago comparing healing signet and healing surge.

https://forum-en.gw2archive.eu/forum/game/gw2/Regen-heals-should-be-removed-from-the-game/page/3#post3093020

The short of it is that the effectiveness of healing signet (vs. healing surge, which was the one that most warriors used back in the day) comes down to battle length and poison. In a 30 sec fight, you need 50% uptime of poison for healing signet to equal healing surge in hp/sec. In a 45 sec fight, healing surge already will heal more than healing signet (and poison just makes the gap bigger). In a 25 sec fight (or shorter) healing signet will always be worse than healing surge. And yes, there are pros and cons to active vs. passive healing to consider as well. I don’t think a lot of people think of that when they shout that healing signet is too strong.

I was using healing signet back in the day, when it wasn’t very good, and I was still able to kill people (even though I’m not that great). deathTouch is right, that it forced a lot of us to getting used to other classes.

Bloodstone Dust

in Crafting

Posted by: Wallace MacBix.2089

Wallace MacBix.2089

Anyone want to bet that we’ll be able to farm a toxic spore in the home instance?

Of course, we’ll have to kill 10 rats to get that node.

What’s wrong with getting a way to get limited time materials?

I look forward to a wintersday tree/block of ice to gather snowflakes. A random machine to bash to get sprockets. A pet mini karka who gives me his old shell. Etc.

Especially if that is all leading towards more stuff in the home instance like a (skin) weapon/armor rack. A place for all of our backpack items, and all of the other holiday/LS things we’ve gotten.

Legendaries: Sigilswapping

in Crafting

Posted by: Wallace MacBix.2089

Wallace MacBix.2089

i spent so much time and gold on it, its ridiculous i have to make another ascended or so for alternative builds.

And the named exotics that cost 100 lodestones don’t cost a lot?

The people that are still trying to scrape together enough money for their first ascended, isn’t that a lot to them?

Be happy that you can even change your stats, otherwise (like in the past) you’d have to get more transmutation stones and a level 80 exotic each time you wanted to change play styles.


My point is, if they include that, it should be on all weapons (or just account bound). But, that (and even your suggestion) would make the sigil market be worthless.

As it stands at least some sigils have some value. If you want to constantly change then it’s better for the market that you have to keep buying more sigils.

A little tip for anet

in Black Lion Trading Co

Posted by: Wallace MacBix.2089

Wallace MacBix.2089

i dont think so, me and alot of ppl (already spoken with friends and guild mates) will buy more stuff if will cost less then now, 1 euro a skin another 2 euro for other stuff etc etc u will open more the tp and u will buy more stuff, now if u wanna buy something u have to spend alot and this will discourage to buy anything

Yet, a lot of people have bought extra character slots, bank expansions, costumes, etc. (either with real money or with gold). Besides, if you made it cost that cheap (gem wise), people would have even less of a reason to spend real money. They could just run a quick dungeon for 1 gold to get some gems.

Also, sad to say, “me and alot of ppl (already spoken with friends and guild mates)” is a very, very, very small sample size to the millions that own gw2.

A little tip for anet

in Black Lion Trading Co

Posted by: Wallace MacBix.2089

Wallace MacBix.2089

Plus, it’s just a cosmetic skin (or town clothes with costume brawl), it doesn’t effect game play at all (besides a slight advantage in costume brawl). I bought one of the town clothes last year with real money because I didn’t have time to make the gold, and using it for a year I think it was a worthwhile purchase.

It may someday minimum price the gems?

in Black Lion Trading Co

Posted by: Wallace MacBix.2089

Wallace MacBix.2089

If we get to 1 gem = 1 gold, we can get from 400 to 500 in a craft on less than $3!

That’s assuming that the price of ectos and t6 mats don’t constantly rise. Which they do whenever a big new farm is added, and also whenever demand spikes (ascended weapons and armor).

It takes roughly 8-12 400 lvl discoveries per 25 crafting levels (amusing you’re using boosters). I think the number being thrown around now is ~200g per crafting discipline (which can be reduced with farmed mats and time). We’ll have to see how high it climbs (and what it settles to) when ascended armors come out.

It may someday minimum price the gems?

in Black Lion Trading Co

Posted by: Wallace MacBix.2089

Wallace MacBix.2089

I did note in another thread before this latest step up in exchange rate that compared to a year ago, the cost of Dusk is dollars has dropped 70% due to the change in the rate. So if you do have the money to burn, buying gems and converting into gold, it’s becoming quite attractive.

$25 gem card at this moment will get you 100 gold vs 12.6 gold a year ago.

While that may be true, if you want to buy a legendary right off the tp it will still cost $500-$600 right now.

Please remove/increase collection limit.

in Suggestions

Posted by: Wallace MacBix.2089

Wallace MacBix.2089

It’s because of server limitations. 1 byte can have 256 ‘items’ stored in it, meaning that every stack you have only takes up 1 byte of server space. Were they to increase it, it would put a lot more pressure on their servers.

In fact, if you break the 256 limit, you’ll break the game. Fun story: there was a bug in GW1 where you could use heroes and disconnects to get a bigger party than normal. The highest I ever went with it was making a 20/8 party, but someone I know actually tried to go higher and higher. When he reached a 255/8 party, his game crashed.

TL;DR: it’s never going to happen due to server limitations.

Except when you consider our dungeon tokens in the wallet are unlimited, not 250, then that theory breaks. There has to be a different reason why we’re capped at 250. Especially when you need 250 or more for some crafting or mystic forge things.

pretty sure items have more properties than tokens
tokens are always on account while bank and bags are their own tables basically

Also remember tokens and badges both used to stack like normal items, until they finally did the Wallet. So, they may have had the previous limitation and it took some time/coding to make them account bound, and limitless like gold.

Legendaries: Sigilswapping

in Crafting

Posted by: Wallace MacBix.2089

Wallace MacBix.2089

You could make this argument for any any weapon (ascended, normal exotic, named exotic, MF named exotic, even rare when the sigil is worth more than the weapon). Legendaries already have special treatment that they can change stats out of combat, I don’t think they don’t need another “edge” to them.

Too much time wasted on PvE on gathering

in Suggestions

Posted by: Wallace MacBix.2089

Wallace MacBix.2089

. It was advertised before launch that gw2 was going to be casual friendly, and that you could leave and come back and not be behind in best in stats gear.

It was also said that exotics were going to take a moderate amount of time to get and that they expected it to be a medium term goal. Since they utterly failed at that (exos are WAY too easy to get), they inserted Ascended to fill the gap they had originally planned for exotics.

EVERYTHING, including legendaries, is way too easy to get because you can just buy gems, convert them to gold and buy what you want. GW2 fails in this regard and creates a pay to win scenario and a sort of aristocracy. If this gem to gold conversion were not there, then people would actually have to work and we would not be seeing nearly so many legendaries. Christ, I ran some temples last week and I bet 1/4 of the zerg had legendaries. Sure some probably put in the time and earned them completely in game, but I bet a majority used gems to pay for for at least some, or all of the weapon.

If people were using the gems —> gold as much as you think they are the rates on gold —> gems would be much better.

Before last October the rate was 1g = ~240 gems. After October it was 1g = ~120 gems, and since then it just kept dropping to the current 1g = ~12 gems.

And I do know players who have >1000g just because they spend their time tp fliping while watching tv. Plenty of people say they can make over 200g a night doing just flipping (others even say that they specifically flip legendaries). So there are ways to make way too much money easily.

Heck, even if you look at “playing” the game, with champ farming. Someone today just said that you can easily make 30-50s (getting the worst possible drops) on one rotation of champ farming (which takes what, 10min?). Others say you can make ~4g per lvl 80 character just doing ore and wood runs in ~20 min. And don’t forget the insane inflation that happened during the two months of QP, QG, and scarlet invasions.

For the hardcore player it is very, very easy to make money. Then combine that with the fact that (outside of buying a precursor or a legendary on the tp) you don’t need that much money in this game. I don’t think that many people guy gems —> gold (if I recall someone did the math and placed a legendary ~$500-$600 to buy outright on the tp)

Warrior Mythbuster

in Warrior

Posted by: Wallace MacBix.2089

Wallace MacBix.2089

Yeah, and it is harder than most people think to keep constant adrenaline for burst skills, especially in 1v1.

Even with furious (especially after the potential stealth nerf), signet of fury, and only 10 points in discipline (only 10% burst recharge rate), I get only 2 maybe 3 bursts in a row. And that is using a sword and bow, both of which are faster at getting adrenaline than a hammer.

And even if a hammer bursts misses (sorry just focusing on this because that’s where most of the hate is on now) and it goes on cool down. That’s ~7.5 seconds for it to recharge vs. 10 sec for a unmodified endurance gain dodge. I mean how is this any different than the old bull rush/100blades “uber combo that always kills”.