Faster than my first!
Spider Queen no damage, no dodge, melee thingy: http://youtu.be/VdA9xfLsF2Y
14480 health in 40 seconds. Defiant Stance gives up to 18k health (+ damage you tanked) in 35 – 45 seconds.
Which one to use depends on the encounter.
I have been trying Spider Queen “true” melee (no ranged skills, must hit at least every ~5 seconds), no dodging. Extra points for no damage taken.
Are skills with evades exempt from this?
Evades are fine.
No dodging weth? Doesn’t sound like you :O
Have to stop exploiting some day…
I have been trying Spider Queen “true” melee (no ranged skills, must hit at least every ~5 seconds), no dodging. Extra points for no damage taken.
And if people use tank specs / conditions on zerg / ranged / autoattack that’s who knows how many seconds of bad damage.
It’s ok if you do it right. That’s all what I’m saying.
It’s good to keep in mind that it was just a one attack with Malrona. Only reason it feels big is that she only has two of them…
Reflects are still useful in lots of places so I wouldn’t worry about it too much.
Interesting thing with blitz is that it doesn’t matter how fast a boss dies. It matters how fast the last boss dies. When roaming I can easily see if any boss needs help and then stick there.
And most people aren’t giving their best. They just play how they want.
Let’s assume I do 50% more damage than they do on average (probably more).
Why on earth would we assume that?
True, it would probably be closer to 100%-200% more damage. Not to mention the fact that my banners will help even when I’m out of range.
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Upscaling range is about 1800. I need max 5 seconds to get in and out. With 9 players at boss I give it 10% more health which goes away when I leave. However, that means other players have to do 10% more damage to make boss lose same amount of %-health (which means 1/11 of their DPS gets wasted).
Let’s assume I do 50% more damage than they do on average (probably more). So their total DPS is 9 * X = 9 X while mine is 1.5 X. Every second 9/11 X DPS is wasted but I bring 1.5X DPS.
With 5 second of idle that becomes T*(1.5X-9/11X) – 5*9/11 X = T*0.68X – 4.09X. Question is, when that becomes over zero.
T*0.68X – 4.09X > 0
T*0.68 > 4.09
T > 6.01
So after 6 seconds, I actually start helping with the kill. With average DPS that would be 23 seconds.
I would like to ask how is it fair that people use tank specs while DPS specs actually get the gold times.
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Not saying going around and tagging each boss is ok. That’s just being selfish.
—Why not? As long as you move fast bosses won’t stay upscaled long.
As long as you burst hard while there you still do more than most people.
This is selfish and also disturbs the attempt to bring doen the boss in time. Mostly people like you pull every mob on the way to the boss and also pull the boss that far away that he resets.
So my damage disturbs the attempt now. Interesting.
And yes, I usually have every mob in the zone after me because I can’t look at the screen and go around them.
And yes, of course I wait until the boss aggroes on me so I can pull it away. I always do this on Shurakk.
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Not saying going around and tagging each boss is ok. That’s just being selfish.
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Why not? As long as you move fast bosses won’t stay upscaled long.
As long as you burst hard while there you still do more than most people.
Eventually FGS gets tweaked too.
There is a quite big difference between being useful and being able to trivialize an encounter without much effort.
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If you aggro golems they behave badly. Sit at far range and just zap a nearby golem.
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You actually get more useful skills for an encounter when it lasts more than 5 seconds.
If you defend reflects and think you are good at this game… please think again.
So you feel that they should render some skills pointless because it promotes a higher skill requirement? Quick question, but have you tried Wildstar yet? That’s what it is.
Just annoys me to make skills not as useful, it takes the flavor out fo the game. Should we all be running full ele + war groups and stuff like that because utility skills are just crutches? Just doesn’t sound fun to me /shrug.
It does push more of a reliance on dodging which requires more skill, there’s no argument there.
No, I feel that something must be done to nerf overpowered mechanics. Of course their easy “solution” won’t fix anything but at least they seem to be aware of the issue.
I personally believe each encounter should take AT LEAST 1 minute to finish so that there is a possibility to fail it (5+ minutes would be preferable though). Reflects clearly violate this in some cases.
Best way to fix would be balanced encounter design with multiple enemies, mobility, pressure and so on. Alternatively/additionally adding “reflect cap” and/or significantly reducing reflect duration would help the issue.
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If you defend reflects and think you are good at this game… please think again.
Pugging AC today was horrible. Joined a pug which was asking for “exp. fast run”.
Path 1, we wiped at the queen 4 times, I suggested doing it the normal way after our first wipe, because it was obvious that, even with 2 FGS, we couldn’t get the queen down in time. No response, still trying to stack. After the 3rd wipe, I got sick of it and changed skills (took endure pain and defiant stance). Was last man standing and barely got her down so we proceeded and finished.
P2, same group. We wiped at the queen again, but only 2 times (they thought it was a good idea to start the fight with just 3 people), then after Kholer it happend…
Someone in the group said, before the fight, that traps don’t work on the champ anylonger, but we should let our (definetly not a DPS) Guardian handle it, while we get rid of the small critters with the traps. Didn’t mind that at first, but then I was staring at the Guardian running circles, barely doing any damage with his staff and it took ages…
When I saw that it was at 80%, after approx. 2 minutes, and that we have killed enough gravelings (bar was full) I decided to jump down and help the guardian to get rid of the champ, since it has low HP anyways.
After finishing the Event in ~30 seconds (stupids knockdowns!! :c), they decided to kick me… for I was not doing what has been said before the fight. Leave it to the Guardian.They told me I should’ve been sorry and stuff. I don’t know… I was infuriated and told them that they asked for experienced players and a “fast” run. I asked them if they really wanted to wait for 10 minutes untill the guard was done doing his dance. They told me I was a kittenbag, I called them scrubs and blocked them.
I understand getting booted for messing up a pull, or wasting time… like it happend to me when I started running dungeons, inexperienced as I was.
Getting kicked for speeding things up is definetly something I don’t want to experience again and it makes me wonder what the hell is wrong with some people.This was the worst experience I had pugging AC for at least the past 10 month.
Wow, just joined P2 pug run. Exactly same thing. “Tank guard down, Wet use traps”.
Luckily my armor dazzled them so they didn’t see me killing it. That, or the Wall of Reflection the guard was using…
It’s a step to right direction. Enemies need more usable skills. Melee solo combat is much more better. Ranged is still stupid but hopefully they make her come on melee range on her own and add more skills.
How do you know how it was intended? I don’t recall any comments from devs. Why would enemies need ranged counters when melee is the dominant tactic?
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Its a stupid change which makes no sense.
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Nope.
I would link you the two reddit topics about “unreleased game data”. But, you know… I’m being watched.
Oh, obviously not related but here is link to my reddit user: http://www.reddit.com/user/Wethospu_/submitted/
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Just fyi, scaling makes barely any difference in boss blitz. It’s the players.
0.75 s animation. Needs decent connection and reflexes.
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And for the original topic, I’d add Sparcus Fire Walls to the list of bad design. The fact that they can form while you’re mid air just seems wrong. UNless I guess there is a memorization to that, but it seemed random to me… anyone have that one memorized and care to share if it is always set? Just frustrating jumping across when there is nothing only to have a wall form underneath you and kill you.
Haven’t really looked but I would say walls spawn between his start and end point. But could be random too.
Do staff guards have an use other than mowing the toxic plants in TA?
I just walk over them on my Warrior.
Tickles.
Considering might stacks gives flat power instead of a % modifier, theoretically if they’re non-zerk they would get a bigger % of damage. So I’d assume this would definitely be better for casual pugs.
Problem with % -damage is that it’s not directly comparable. If you do 10 DPS and pugs 1 DPS each it’s better to give yourself 10% boost than 20% boost to every one of them.
Damage gained from Power depends on “critical multiplier” (number based on Precision and Ferocity). Tank pugs have low multipliers which means less actual damage per Power.
They do, entirely range based (at least on blitz).
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Did anyone wonder if there was wonky scaling due to people in the upper level increasing the number over the boss? Does altitude influence events?
The range is about 1800 so people up shouldn’t affect it.
I believe that if the event text for a specific boss is visible on your screen, you scale that bossfight up.
Scaling happens in about half of that range.
The problem is that apparently, in the Pavilion once the group is larger than a certain size, the bosses durability scales up substantially faster than the expected damage output of a single additional player.
As I said before, I could be wrong, but this is probably a myth.
I’ve seen huge blobs defeating a boss on gold reward time right after activation, which shouldn’t happen if the events oversclaed that much.…
It’s not a myth.
Yes, you can see a blob beat a boss within the gold timer. A good small group can kill most of the bosses in 2 minutes. You can still take 3 times as long and make the gold timer.
Here’s the reason it isn’t a myth; boss leveling. As the number of players increase past certain thresholds, the level of the boss increases as well. This means an increase in glancing hits. If a player comes and causes a 2% decrease in damage to everyone while scaling the boss, there is no way they’ll make it up.
Boom-boom makes this really obvious. If you see that turret hit level 84, you know it’s going to take forever. By then, the boss has scaled up enough to reduce everyone’s damage by 6% in addition to the normal scaling. That hurts. It’s not a myth. The scaling is such that an additional player can hurt more than help.
Are you sure that bosses level up? Because I haven’t seen that happening, even with 20+ players.
bosses health increase, something like 5% for every player after 5 players
I’m not entirely sure, a dev commented on upscaling (post seems to be gone ). but it was somethiing like that.Booms turret is the easiest one to notice upscaling as you’ll see the level of the turret increase .
Yes, it was my topic and it was removed for "posting of unreleased game data ".
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Just go hit one of the bosses for a minute and go afk in the center.
Mobs upscale very fast, but they downscale much slower. If few people go there, tag and leave, the event might not downscale back until it’s after gold reward timeout.
Bosses downscale instantly when you move out of ~1800 range.
Just don’t do this on Boom-Boom or you risk causing an upscaled turret (which won’t scale down!).
The problem is that apparently, in the Pavilion once the group is larger than a certain size, the bosses durability scales up substantially faster than the expected damage output of a single additional player.
As I said before, I could be wrong, but this is probably a myth.
I’ve seen huge blobs defeating a boss on gold reward time right after activation, which shouldn’t happen if the events oversclaed that much.…
It’s not a myth.
Yes, you can see a blob beat a boss within the gold timer. A good small group can kill most of the bosses in 2 minutes. You can still take 3 times as long and make the gold timer.
Here’s the reason it isn’t a myth; boss leveling. As the number of players increase past certain thresholds, the level of the boss increases as well. This means an increase in glancing hits. If a player comes and causes a 2% decrease in damage to everyone while scaling the boss, there is no way they’ll make it up.
Boom-boom makes this really obvious. If you see that turret hit level 84, you know it’s going to take forever. By then, the boss has scaled up enough to reduce everyone’s damage by 6% in addition to the normal scaling. That hurts. It’s not a myth. The scaling is such that an additional player can hurt more than help.
Are you sure that bosses level up? Because I haven’t seen that happening, even with 20+ players.
Enemies need more effective and high-impact skills instead of better AI.
Didn’t read the thread. Don’t need to read the thread. Just no.
No to damage meters and especially to player inspection.
Excellent and well-thought arguments.
It’s 66% increase in cooldowns. 1/1.66 = 0.6. 1-0.6 = 0.4 → 40% reduction.
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You can even take it a step further and apply chills to reduce the attack rate by 66% as well. That adds up to less attacks done which hit for about half their damage while your party, with protection up, receives 33% less of that damage.
It’s actually 40% less attacks. However it has much smaller effect on autoattacks (depends on their cooldown and how often AI attacks).
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Yes, something is strange but it’s not the damage.
There are two kind of Arrow Carts. Normal ones in front of the gate and in courtyard do decent damage but then there are also “offcourse” Carts in the wall which do barely any damage.
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You even said yourself that Warriors do 6k on their auto. Scaling 5.2k from heavy to light armor is 5.2k * 1.16 = 6k.
Mages also have an autoattack.
Healing Area is only that high because of Might stacks. But I think that one should be toned down (fast animation & big area).
Mages hit more with their auto.
Might stacking can t be interrupted since as the skill starts they already have 25 so doesn t matter.Here you go: 3.7k Fireball and 2.8k Firestorm tick.
And 73 damage from volley?
Too low.
Maybe where you are there are some offcourse mobs that hit lower, but even volley hits me for way more.
Try mobs you are supposed to kill.
It’s the first group after the gate. But I guess it’s up to debate whether they are supposed to be killed or not.
Mages also have an autoattack.
Healing Area is only that high because of Might stacks. But I think that one should be toned down (fast animation & big area).
Mages hit more with their auto.
Might stacking can t be interrupted since as the skill starts they already have 25 so doesn t matter.
Here you go: 3.7k Fireball and 2.8k Firestorm tick.
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I would like to see a build check system where:
- You can request to view a player in your party’s gear (stats, skins, upgrades, dyes) and traits, in a window similar to PvP’s build window, by right clicking their name/faceplate.
- You can set to show this info to either: everyone, guild members and friends, friends only, or no one. If a player you are not set to show this info to automatically requests it, you will receive a chat message, and can choose to allow or deny it.
And also a private DPS/stats meter that can be similarly shared. It would be nice to see detailed statistics like damage dealt, damage received, self healing, ally healing, condition damage vs direct damage dealt, attacks interrupted, damage prevented (blinds, blocks, dodges, invulns, etc), number of downs/deaths, revives, etc, but ANet would have to do a lot in terms of server architecture for such a nice tool.
Unfortunately, while it would seem nice to have these be optional, it leads to “Show or Kick” demands – Refusal to show means you have something to hide.
Like current ping or kick?
Mages also have an autoattack.
Healing Area is only that high because of Might stacks. But I think that one should be toned down (fast animation & big area).
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because at higher level any trash mob will have legendary HP and will onehsot you with every attack
Healing area for 12.000 damage, rish for 18.000, lava font for 11.000 per tick before the aoe appears and so on.
That under the fire of sieges that perma knockback and while in minority.
Also mobs will hit you without LoS.
Its pure annoyance that makes no sense.
Its not hard but will probably cause 1-3 wipes making the fractal long and unfun despite everyone in the end will succeed.
Is 150k legendary HP? Or 4k a oneshot?
Sure, their Flame Burst hits like a truck but it’s a PBAoE with a distinctive sound.
Firestorm is only a problem if you tank all hits.
I’m not sure how great we can value tests being done in pvp, but one thing makes me curious nevertheless. How did you get lower dps on gs than on axe? That goes contrary to all my tests. And less than 4k dps seems weird anyway, considering I get about 8-10k in solo pve (depending on encounters armor and behaviour). We are getting about 6k dps against lupicus, a boss with 33% (?) damage reduction by armor.
Lupicus has like 3450 armor. Normal enemies usually have 2300-2600 so 25%-33% reduction for Lupicus.
Berserker burst works completely fine too (assuming you already have a decent gear) but I would say it needs bit more skill.
PS: I would have loved to see most of you try last year at the last gauntlet, when AOE were barely visible, when there was camera issues with the ceiling, when it cost gold to repair the armor and when changing your traits/builds also cost money. You’re in no position to complain this year after all these change. Not at all.
I did it last year no problem! Just Frenzy + 100b = gg.
Anyways, just like last year, I’m willing to help people by ANY means necessary.
You’re saying you did it with a greatsword warrior?
I’m all ears, how did you do it? Surely it wasn’t that simple?
Not exactly but I burst her down in less than 10 seconds (http://youtu.be/KYAjo4ZZXLo?t=55s). Bull’s Charge, Fear Me! right before hit, then Frenzy, 100b, Whirlwind, Tremor (Mace knock) and Axe Chops.
Also works perfectly fine even this year (Defiant Stance and Strength runes).
Oh, and did 8-orb too, just Warhorn instead of Mace. I threw 9 orbs (to be safe) and then burst her down.
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For people asking, yes, Chill affects enemy cooldowns . Every second of Chill adds 0.4 s to the cooldown, up to 166% of original cooldown. For example 5 s of Chill would make a skill with 4 seconds to recharge in 4+2= 6 seconds (caps at 6.64 s).
Also, it may be a myth but when you chill Lupi, he kicks more and spawn less locusts. I cant vouch for the claim though.
I can ensure you that claim is made of kitten.
This is actually pretty interesting situation.
We know the usually phase 1 rotation but we also know the possibility of double kick. I suspect AI has a very slow clock time. Basically it thinks once/twice every second (haven’t actually tested!). So if AI idles at the right spot, the kick has time to cooldown and Lupicus may double kick (skills are probably used randomly).
Based on this, the cooldowns match pretty well. Feel free to correct me if I’m wrong but skills go on cooldown after they have been used. So a skill can be used every “animation + cooldown” seconds. Kick, Infection, etc have different animations and cooldowns so Chill affects them bit differently.
This small change might make double Kick more possible which would delay Roar few seconds leading to less Locusts (on top of being affected by Chill). But I have no idea how it actually works, just saying that it might be possible.
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If some of you get really desperate you can always try to find a trustable friend/guy to do it for you.
That’s what some people did last year.
CoE 2 was pretty easy to solo (need to get people to shut off the lazers though). A lot of fractals is easy too. I do suggest trying to solo Lupi first though since that’ll get you into a solid soloing mindset and clean up your timing quite a bit.
Easy is pretty…. subjective.
I kind of agree with Bart.
While the fix is great we got non-combat puzzles to replace them.
It’s official. gw2dungeons doesn’t have enough content.
Reason for adsense rejection: “Not enough content.”
Except the 6/4/0/4/0 build