Just FYI, ascended gear is a big joke in this game. With downscaling and stat caps you pretty much lose most advantage of ascended gear in sub 80 content. So it’s not that bad to use exotic gear.
It’s not the main issue.
Main issue is that we don’t need to interrupt anything ever and that interrupts are very underpowered.
In other words, interrupts should put skills on full cooldown against monsters and monsters should have powerful offensive and defensive abilities.
Then Defiance can be made more beginner friendly, if even needed.
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Thanks for testing, I didn’t pump my power high enough. To recap:
Affected:
- gear
- runes
- trait points
- food
- sigils
- Revealed Training
- Rampage
Not affected:
- boons
- banners
- signets (Might and Assassin)
- Empower Allies
AC story (level 32): 2706 attributes.
AC exp (level 35): 2390 attributes.
CM story (level 42): 2468 attributes.
CM exp (level 45): 2706 attributes.
TA story (level 52): 2343 attributes.
TA exp (level 56): 2619 attributes.
SE story (level 62): 2641 attributes.
SE exp (level 65): 2496 attributes.
CoF story (level 72): 2619 attributes.
CoF exp (level 75): 2805 attributes.
HotW story (level 78): 2674 attributes.
Rest (level 80): No effect.
With ascended gear, proper runes and traits you get about 2500 to your mainstat. So any additional food, trait or sigil may easily get affected.
Could people test profession specific stuff? Just go for example AC and look at the attribute panel. With proper gear you got some stat capped at 720. Then use various ways (utilities or traits) and try to increase it.
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Attributes from skills are excluded (at least signets and might works). I didn’t test consumables.
2390 precision is about 70% critical chance. Add base 4.5% and fury 20% and you get to 94.5%.
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-.-
i just tested it again. in ac banner of discipline gives 14% crit chance. so depending on your build and group comp it will me too much i guess. idk if crit chance gets capped tho.
It gets, at 100%.
If critical change gets capped too then I guess your only option is condition damage or defensive stats. However that won’t really make any difference then.
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Frifox noticed that lower levels dungeons (like AC) have attribute caps so it was time to investigate. This only affects attributes from gear and traits. So mix some Assassin pieces if you have when doing AC exp or TA story.
AC story (level 32): No effect.
AC exp (level 35): 2390 attributes -> full berserker about 2.5% damage loss (with 1000 extra power from might, etc.).
CM story (level 42): 2468 attributes -> full berserker about 0.2% damage loss (with 1000 extra power from might, etc.).
CM exp (level 45): No effect.
TA story (level 52): 2343 attributes -> full berserker about 3.8% damage loss (with 1000 extra power from might, etc.).
TA exp (level 56): No effect.
SE story (level 62): No effect.
SE exp (level 65): No effect.
CoF story (level 72): No effect.
CoF exp (level 75): No effect.
HotW story (level 78): No effect.
Rest (level 80): No effect.
I believe this is related to attribute gain change. You get attributes at levels 1, 4, 10, 16, 22, 28, 34, 40, 46, 52, 58, 64, 70, 76, 80. AC exp and TA story are very close to attribute gain levels so naturally at those levels you have bit more attributes than usually.
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That last story instance…definitely designed better than I’m used to
Could have used more combat IMO, but things seem to be moving in a good direction. Gives me some hope for raids
Yeah, better than usual. Just lots of idle time.
2600 armor is pretty standard for enemies.
Thanks for testing Kuru!
What is this TOS bro? I have only heard about COC.
Actually nevermind, I’m just here to make bro Lindbur look like an illegal vedio.
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Bumpy! Still missing lots of stuff.
Unfortunately it’s not 100% verified. Check https://forum-en.gw2archive.eu/forum/game/dungeons/gw2dungeons-Help-verifying-enemy-types for more info.
Illegal vedio bro.
Not only that, but today in the ascalon fractal I was messin around with abe, nova and stoya and the ritual began before we were done clearing the middle of siege/mobs.
We had captain ashym in the middle with all the kitten ballistas and arrow carts etc. -.-
We didn’t even do the ritual. It did it on its own.
Ballistas will knock Shaman away from middle so Ascalonians can’t find him!
Lich has unavoidable Torment and you need perfect timing for Horror’s basic attack, which gets pretty tiresome after 5 mins.
Rune of Zerg
1. 10% bigger commander tag
2. 25% chance to change color of tag when hit
3. 20% bigger commander tag
4. +2 to all stats for each player in 1500 range
5. 30% bigger commander tag
6. Disables other commander tags in 5000 range
You have to dodge the attack that summons skeletons (the animation is the same of the human male casting meteor shower, the exact same but faster). That, and the fear thingy (magecrusher exploding marks). There’s also the attack that supposedly knocks you down, but I didn’t dodge it and sometimes it does nothing. Satan knows why :/
Hi!
You get knocked when nearby skeletons get consumed.
Best regards, Satan
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You have to be really careful when playing. Once my finger accidentally slipped and landed between two keys and I accidentally pressed two keys with one finger.
I immediately closed GW2, shutdown computer and cut the power cord. After a week I had enough courage to log in again. Luckily I didn’t get caught and can still keep playing.
^ best post
I’m pretty sure facerolling would result in an instant ban.
You have to be really careful when playing. Once my finger accidentally slipped and landed between two keys and I accidentally pressed two keys with one finger.
I immediately closed GW2, shutdown computer and cut the power cord. After a week I had enough courage to log in again. Luckily I didn’t get caught and can still keep playing.
It would be interesting to have a open world area which would either have no waypoints or kick you out after dying.
If no effort is spend on dungeons how can they expect them to be popular?
Wouldn’t that be impossible then?
Games and especially gambling in them is still quite a new thing so it will take a while until older people catch up. I would expect to see laws in a few years.
I’m as useless as I have always been.
Highest damage of rifle is 22% higher than lowest damage. To be 100% sure, you have to track both minimum and maximum damage with and without potion and keep calculating maximum/minimum possible values.
Just saves you a lot of work if you drink the potion mid-cast.
The idea was that you activate the potion during the channel to remove RNG from weapon range. So you don’t have to test a dozen of times until a sufficient weapon range is reached.
Personally I think it should have been a melee solo. But good job anyway!
I’m curious if that’s even possible. I’ve been duo-ing with a warrior, but still both warriors had to be on healing spec to survive.
I have got Sparki to about 30% but haven’t tried it very much (so far I have needed to wait 30-60 mins to get past ooze puzzle). Just can’t do too many mistakes.
Personally I think it should have been a melee solo. But good job anyway!
Actually based on wiki, weapons have a worth of 1g and armors have a worth of 2.4 silvers.
That’s expected value of 5.24 silvers per run.
DEKeys did some tests and base critical chance is probably 4.5%. Also slightly different chance gave slightly different result so critical chance probably doesn’t round.
Based on my own tests, 100% on hero screen means 100% chance so critical chance is floored on hero screen.
Source: http://dtguilds.com/forum/m/6563292/viewthread/12997907-advanced-mechanics
What is this? Is this real?
It’s someones wishlist… and no, it’s not real
But those images… ugh epic Photoshop?
Not that epic when you can clearly see the copypaste.
About the idea, people would just choose/farm easiest gambits.
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99% sure it’s about world bosses.
As crazy as this may sound, proper party controls could be the way to go. Like you could manually choose how many kicks are needed, whether you are immune, etc.
But this would require work.
With dps meters, two guys could play same dungeon and whoever deals more damage to bosses wins.
Either way, dungeons could be much better. They could have more mechanics and elements to encourage using not so often used skills / tactics. Just a matter of encounter design.
Seems so. Good catch.
I’m pretty sure in next OPE (old player experience) patch they just cap it at F30.
—
10 sec basic recharge vs. 10 sec basic recharge
8 sec traited recharge vs. 7 sec traited
—
First of all, burst skills have minimum cooldown of 7.75 seconds.
Also cooldown starts after the skill has fully finished (casting time + aftercast).
Tested in game. Rapid Fire can be used every 11.66 seconds (8 s cooldown, 2.5s cast, ~1s after cast). Kill Shot can be used every 10.3 seconds (7.75s cooldown. 1.75s cast, ~0.75s aftercast).
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I’m so done here can any mod kittening ban me from this god forsaken forum already.
I feel the same. Waiting for the sweet, sweet release of a forum ban. But I don’t want to just ask for it — I want to earn it :-P
So much hostility from people who can’t stay out of other’s business.
Skady, if you don’t like selling, don’t buy or sell. Easy as that. You’ve said yourself that you “make your own group” and don’t have trouble filling when you do. People who want to run the dungeon may still do so, and the sellers can just sit in their instances, waiting for buyers. No harm, no foul.
So what’s the problem?
The problem is that dungeon sellers behave like a typical vocal minority demanding features just for themselves, ignoring everyone else.
This very thread is the quintessence of what “dungeon selling community” truly is.
- we cannot sell dungeons safely anymore! Waaaaaaa
- give me party leader so i can kick everyone! Waaaaa
- or I rage quit! Waaaaaaa
Point is that strong leadership would solve problems for everyone.
- your instance can’t get hijacked (people kicking you at end)
- your group, your rules (for example if you start “all clear” or “beginner” group you won’t get kicked by elitists)
- leader going afk could be simply solved by requiring 4 votes to kick the leader
- while also supporting selling
What about the dungeon selling community?
People complain because devs could have implemented a system which would both reduce griefing and support selling.
Instead of the current system which just seems to promote griefing.
Why on earth would developers support sellers? Sellers make no good for community. Part of the reason why it is so hard to find a group for Arah, especially for a new/semi-experienced player, is because all ‘veterans’ are too busy selling instead of helping other people. Frankly, you can make more money in Dry Top or whatever the best open world faming spot is right now. Hell yeah, I even make more gold in EOTM!
p.s. I agree on the grieving part thou
Arah sellers are the true grievers
Why would veterans need to help other people? Do they owe something to you?
Could someone explain the logic why a condition removal needs be counterable by opponent’s active defense?
What counterplay for example Brawler’s Recovery has? Or pretty much any other condition removal…
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I’m probably going to get hanged but… I never liked the gameplay of DA or ME.
What’s wrong with ME? Just play it like a FPS.
People complain because devs could have implemented a system which would both reduce griefing and support selling.
Instead of the current system which just seems to promote griefing.
It’s now also on the real page.
Everything should work now and I have improved it visually a bit. If anything is missing, please let me know.
Yea, it’s a new thing. Doesn’t really make any sense but I guess that’s what we can expect at this point.
