I switched Mace offhand to Warhorn (Sigil of Energy) for mobility, endurance and to remove Crippled. Then just Crippled Liadri with Throw Axe and Bladetrail. After 8 orbs (or 9, wanted to be safe) she is pretty low and easy to burst down.
Oh, also Restorative Strength trait + Defiant Stance to get rid of Weakness before burst. It’s also the best heal as you can heal 100% from the AoEs.
“trolls”? It was easy, Wethospu proved it in the below video.
What was his/her build though? (trait/stats wise)
It’s in the description. Note that this was obviously pre-ferocity though.
Just FYI, did the same again to get the title.
6-5-0-0-3 with Strengh runes and Defiant Stance this time.
Ahh. ok thanks. I though I opened the description yesterday when I watched the video and didn’t see anything in it. Will look again. I assume its straight beserkers armor?
Yep
Full melee burst still works (used 6-5-0-0-3, Defiant Stance and Strength runes instead).
“trolls”? It was easy, Wethospu proved it in the below video.
What was his/her build though? (trait/stats wise)
It’s in the description. Note that this was obviously pre-ferocity though.
Just FYI, did the same again to get the title.
6-5-0-0-3 with Strengh runes and Defiant Stance this time.
Can also be easily ranged. Just have to position yourself properly so gears don’t end up all around the area or use blocks to absorb them.
Stacking is just a symptom. The problem is that most enemies are NOT dangerous so you can “tank” them long enough even with a full glass build.
Either getting hit must be punished more or time to kill has to increase.
I would personally reduce amount of passive buffs, increase stack caps for buffs/conditions and tweak some high-end damage builds. Getting very high damage should require some effort (not just pre-buffing + few skills). This should mainly affect time to kill for high end teams preventing insta-gibs.
I would punish getting hit. Auto attacks should have severe effects either giving strong debuffs (knockdown, immobilize) or/and buffing the boss. Then add extremely strong telegraphed or triggered attacks.
For example make Spider Queen inflict Immobilize on normal hit, then his web attack should spawn Spiders on hit and finally make poison attack work on melee range. You could still stack but must remove Immobilized and move to another spot or use interrupts.
Or a boss which applies bleeding when it hits / gets hit. If anyone reaches X stacks it frenzies and constantly charges the player. You could still stack but would need heavy condition removal.
Or a boss like champion Abomination in CoE but with less telegraphed attacks. You could still stack but would need people able to dodge.
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I doubt I have ever even played with you :O
Does melee users get more trait points or how do they get access to more survivability traits?
Melee weapon skills can be focused on defensive abilities (Parries, condition cleanses, evades, +toughness, etc.) and defensive traitlines (Those that give +Healing, Toughness, Vitality, Boon duration) can favor melee weapons and style. Meanwhile, offensive traitlines (Those that give +Power/precision/condition damage/duration) can favor or synergize with ranged weapons well.
So one melee tank and rest ranged DPS? Or would melee damage still be superior?
Anyways, forcing people to take more defense on already very easy content isn’t in my opinion the right way to go.
Any chance to see combat log?
Nice!
Hook an electrical wire to your body which hurts you ever time you do any damage based on how much you did. It’ll bring an extra dimension of playing zerker, making zerker groups truly hardcore.
If you have figured how to kill enemies by doing less damage than their health, please let me know.
I haven’t done anything so probably nothing has changed. I guess you fixed it on your end.
This is what you are looking for.
It’s like every petrify effect out there. Stability works, stunbreaks won’t.
Unfortunately in this case the attack hits 3 times and each hit removes 2 boons.
sample size far too small, and not enough people participating in thish.
Used this site http://www.danielsoper.com/statcalc3/calc.aspx?id=85 to check numbers (not sure about reliability).
For F31-40: 26 weapons, 355 chests
99% confidence interval: 0.04214 ? p ? 0.11629
For F41-50: 6 weapons, 399 chests
99% confidence interval: 0.00387 ? p ? 0.03877
So probability that something is wrong is > 99%.
Actually the idea was to use those Crystals lying around in the previous room. It’s decent DPS but not sure if it actually makes any difference, especially when they shatter so fast.
Next idea was to test jumping. No idea how hitboxes actually work but who knows, maybe your head gets on the right spot and you reflect everything. Also one wild idea is to test if Rampage increases hit box size.
But haven’t bothered to test.
Most reliable way is to just kick them out of the party.
Conditions are definitely viable as you can get pretty reasonable DPS. However conditions are situational so you really need to know what you are doing and have a backup set for encounters where conditions are useless (and parties with other condi users).
Or you can use direct damage, have one armor set and don’t worry about immunities.
I can’t do the ritual myself so I ask my buyers to help T_T
You don’t need level 80’s for the ritual.
Actually – it’s possible to improve the AI so that it’s more fun, interesting, and engaging to go against without actually increasing the difficulty.
Ye, just change AI = “bad” to AI = “good” in the code.
Anyways, enemies already have sufficient AI. They just don’t have sufficient skills. It doesn’t matter how smartly they use their skills if those skills do nothing.
For example I’m pretty sure if they lowered cooldowns of Subject Alpha’s skills and made him spam them randomly people would consider him more intelligent.
One of Anet’s developers stated himself, in one of the CDIs if I’m not mistaken, that GW2’s AI is insufficient, but that there are other more pressing concerns about mob mechanics that need to be worked on before AI.
They have also said that there is not much they can do because of hardware limitations. Sure, AI can be improved. But >90% of enemies have skillsets which can’t be helped with better AI. Thus, improving their skillset should be the priority.
I had Soldier Runes when I first soloed lupi. Next day I bought Scholars even when certain individual said Ruby Orbs are better.
scratches head while its… strange I’d hardly call it embarassing. Lol soloing Lupi. Pfft. Can’t do that Now, let alone a year ago.
I really tried to think of something. :/ I don’t usually say anything if I’m not 100% positive (or I say that I’m guessing, etc). But if someone has anything on me, feel free to share.
I had Soldier Runes when I first soloed lupi. Next day I bought Scholars even when certain individual said Ruby Orbs are better.
So we should intentionally use a worse way to play this game because of other MMOs?
We already use smoke fields and reflects, an we don’t need retaliation or tanky gear. This is just a case of people wanting THEIR gear to be desired in dungeons and want anet to make completely random changes in the vain hope of making their stats and builds wanted. The fact of the matter is, people keep asking for intelligent mobs with varied attacks. The closest you have to that are dredge, and almost nobody likes fighting them. Be careful what you wish for.
Dredges are not intelligent… they are just immune to blind and have CC to interrupt your Hundred Blades.
BTW you can go in the open world and kill boars, dungeons are meant to be more than berserker-them-before-they-kill-you. Then respawn and try again if not succeeded. … haters gonna hate, but respawn should be also removed from dungeons It worked great in GW1, you couldn’t faceroll dungeons like here.
They apply boons, CC you and have various ranged and melee attacks. And yet most people find then frustrating to fight. You have the risen in Arah and the ghosts in AC p2 who also are mobs with various mechanics that synergies with each other, like one time we got feared by a necro and then fire stormed with no stun breakers. The key thing to note is that pugs don’t like doing either dungeon, funnily enough, despite them having the interesting mob mechanics that people on this forum cry for. And for the record, who are you to determine what dungeons are meant to be like? I agree, remove respawns – but make sure to adjust rewards accordingly. But then we fall into the problem of your average player who just cluelessly stacks and presses 1 (spoiler – organised teams actually know what to do in a stack, most players don’t) won’t be able to complete content, and then the complaining will never end.
It also might have something to do with Underground Facility being the longest fractal with some really annoying encounters.
Just don’t try this in real life.
Just don’t dodge before 10 seconds or you won’t get extra bleed.
Actually – it’s possible to improve the AI so that it’s more fun, interesting, and engaging to go against without actually increasing the difficulty.
Ye, just change AI = “bad” to AI = “good” in the code.
Anyways, enemies already have sufficient AI. They just don’t have sufficient skills. It doesn’t matter how smartly they use their skills if those skills do nothing.
For example I’m pretty sure if they lowered cooldowns of Subject Alpha’s skills and made him spam them randomly people would consider him more intelligent.
Ramp up time.
People overwriting your conditions.
Immunities / condition cleanses.
No benefit from all buffs.
The only problem is that dungeons are way too easy so you don’t have to know how to play, regardless of the gear used.
I can confirm this bug only happens if you have a guy named Gebediah in your group, otherwise mobs dmg is fine.
Confirmed.
Necros are still the best choice for dungeon(forum)s.
My rough estimate is that thrash enemies deal 75% more damage in scale 49 than scale 16.
Scale back to F0, scale up to F49, add 2 enemy levels worth of damage
1 / (1+16 * 0.03) *( 1+49 * 0.03) * 1.03 * 1.03 = 1.77
(edited by Wethospu.6437)
actually you can avoid the projectile without dodging by either standing inside the golem’kittenbox (not that easy) or moving behind some other sucker so they eat the hits instead.
the really annoying part about golem with bad reflect classes or no reflects is the static field/fire field attack which does some damage along with creating the field (then it spins and knocks you into the field and you die)
The hitbox seems pretty big (or was). At least I had no issues when soloing it a year ago.
Unlike Alpha, aaarrrgh!
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Just kill all normal enemies. Stand on plates and do it.
There is plenty of time. You only have to stand there 10 seconds.
Lol, I got like 500% success rate on him. Get on my level.
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We got that DWA doesn’t give you better damage/dps if you get interrupted.
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Actually it does (on average) because you may get interrupted even without the trait
And Wethospu if thats really your name. When you see me cherry picking and you think that I am doing it for my benefit thats a misconception of yours. My cherry picking is to help your argument which quite frankly is a lot weaker if I were to pick 29 or 31. Specific time frames I cherry pick are stricktly based on mechanics of the skill where times savings eqaute into extra hits. If you want me to pick time frames that represent no extra hits that I would be happy to. It will only hurt your case.
Cherrypicking helps no one because it is just a one situation. There is no guarantee that the fight will last exactly 30 seconds.
That extra hit requirement is completely made up by you and is NOT required.
In that case it makes it even worst like I know you love this skill dude. But thats not really how it works. It takes the channel time of which ever skill that is getting casted and reduces it. —
It doesn’t make it worst. It makes it what it is. If you still haven’t figured out how the trait works even when people constantly tell it to you, then you should seriously spend bit more time at the school.
Because that’s how percentiles work. With longer animations you get bigger savings. For example 5% of 2 is more than 5% of 1, not equal.
(edited by Wethospu.6437)
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If we took the 30 seconds..
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Cherry-picking. Why not 29 s, 31 s or 29.431152 s?
So when you make an equation that simple say you do 9% damage that is a very rough estimate based on averages not on actual damage.
DPS, not damage.
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In this case Your 9% damage is based on time savings. Or roughly you save .09 seconds per attack.
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You save 0.09 seconds PER second, not PER attack.
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So in this scenario DWA did in fact not do 9% more damage it did in fact do nothing for you.
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Correct, but that’s just one situation. DWA gives up to Infinite % more damage.
I was always under the impression you can’t catch other objects stats without attacking or receiving hits of them, I mean if it’s possible, why do we all bother with checking enemies stats the “old” way with getting hit or hitting them with a fixed amount of buffs? Wethospu would surely rage so much if there was/is such a tool, lol.
I have been asking around and so far only “no no”. Current and maximum health are the only things which are given to the clients.
But anyways, it’s not very hard to see how hard someone gets hits. There is something fishy when I lose half of my health as a Warrior and some Elementalist loses only 25%.
Just kill all normal enemies. Stand on plates and do it.
Just kill all normal enemies. Stand on plates and do it.
You can’t kill all of them, because that causes respawn. Now depending on your party setup, it tends to be quite difficult at times if you don’t know what to do. Always bring a guard and thief would be a safe alternative. If not, have someone (that did not open) swap out at the beginning of that fractal.
There is plenty of time. You only have to stand there 10 seconds.
(edited by Wethospu.6437)
So you have considered it.
Have you tried just ignoring turrets and sidestepping while killing aboms?
Have you considered Berserker’s Stance?
Nope.
I would still like to see any evidence to support this.
Sadly I can’t give you any actual evidence, but I’ve been hit for 19k+ by ascalonian archer basic attack in fotm 49 after ferocity patch on either warrior or ranger, can’t remember exactly.
I suspect ferocity change also effected crit dmg value of certain (high lvl?) mobs, but haven’t ran any further testing. Possibly something similar to what they broke with npcs in spvp at least, also don’t know if it was fixed when illusions etc. got fixed.
That is still pretty vague. With 25 Might stacks enemies probably hit very hard, especially if they crit.
I’m guessing that the old crit damage was only based on the attacker’s crit damage stat. I’m guessing that ferocity is modified the relative levels of the attacker and the defender, then converted into the critical damage bonus. The result would be bigger crits against lower level targets and lower crits against higher level targets.
Not true. I have tested this and lvl 83 enemies also have 150% criticals.
Edit: After Ferocity patch so enemies have 0 Ferocity.
(edited by Wethospu.6437)
Honestly you can get pretty ridiculous passive defense if your groups specs for it. Perfectly viable for anything. Problem is that it will be slow but I have yet to see any reasonable ideas to fix that.
I would still like to see any evidence to support this.
You mean me? Personally, I always get one-shot it doesn’t matter pre-patch or post-patch. So I only make an assumption if what OP said is true.
Subject doesn’t really matter. I just like evidence.
I would still like to see any evidence to support this.
Na this trait is strictly PVE. Its position in the Tree, and the tree that its in makes it too deep to do anything thing for PVP. Now that we understand the full mechanics of the trait, I can say its fair to say that its not very useful in PVP even if it was in master tier.
Basically because with direct damage I can hit really hard and make mistakes, and still have done DPS based on hitting harder.
If I hit for 1100damage make a mistake I still hit for 1100 Damage.
With this miniscule speed increase Ill hit for 1000 .1s faster make a mistake and still have only hit for 1000 and lost 1.0s of time.
Ty for the tests btw guys it was nice to have some help testing this. It kinda makes me shake my head though I don’t think anyone would say that a ASPD bonus that can give a 9% DPS increase on paper. Would have been better than just flat out giving us a 10% Direct Damage increase like other traits do.
If I had the choice between DWA as it is now. And another trait that gave an additional flat 10% dmg increase I wouldn’t blink and would take the flat increase.
A flat increase will scale. This trait wont scale its fixed and requires you to play perfectly to get the most mileage out of it.
What you are describing is the worst case scenario. If your attack takes 1s and you interrupt it at 1s then yes, DWA gives no boost. But if you interrupt it at 0.95s then you get hit only with DWA which means infinite boost.
So DWA gives 0% – Inf% more DPS depending on the scenario. This averages at ~8%. So longer the fight goes, closer the DPS boost becomes to 8%.
Flat boost also has a worst scenario with 0% boost (you never get a hit) but that’s pretty rate situation. So flat boosts are more reliable.
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According to your comment quoted below, both glasses should be filled with the same amount of water if 0<t<10.
Even thought this is false because the first glass would be filled with 18oz of water in 10s (1.8oz per second), and the second glass would be filled with 17oz (1,7 ounces per second).Carrying on with your logic, it tells us that Only if 10<t<(infinite), the 54oz glass would start to fill quicker than the 51oz glass which equates to the extra hits that you are talking about.
Way this trait works in practice to be a DPS increase in under the circumstances that that Attack speed eventually equates into extra hits in a set time period. It doesn’t start to give you extra hits until about 10s into Auto attacking. Which basically means if you want an extra hit in the same time it would take you to DPS without a trait you have to not stop AA for longer than 10s. At which case if you can AA for 30s uninterrupted you will have 3 extra hits. About an extra hit every 10s with axes.
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No, didn’t you read what he wrote.
If you first fill one glass with 1.8 oozes and then another with 1.7 oozes there is barely any difference so it is just same. Doesn’t matter if you repeat that filling like 100 times because 100 time nothing is still nothing.
Note I only tested this for red oozes but should also work for other colors.
Last boss was done by Wethospu pre patch already, just not the rest.
Had to exploit when defending Detha so didn’t see it worth uploading. Instead, I decided to do compilation of all end bosses.
Anyways, nice to see this done by someone else!
I hope you realize that there is also a thing called weapon strength which randomizes your damage. Did you repeat your tests until all hits were max hits?
Or wait, you could also test long enough so that all this randomness would even out. Or just test how often your attacks hit and then use this magic called math. Nah, too simple and effective.