Other classes have stuff like http://wiki.guildwars2.com/wiki/Vigorous_Precision which even require much smaller investment and are much simpler to use.
The trait which is getting nerfed by half next patch because there’s too much dodging going on?
Half?
A trait which is already weaker and requires more investment loses 70%. If you want them equal it should get 30-60 seconds internal cooldown.
Well…
Assuming you swap weapons to use two burst skill CDs, and hit every burst CD (it doesn’t say anything about actually needing Adrenaline), this trait as it stands would give +100% permanent endurance regen. That’s pretty huge. Even if you only use a burst skill every 10 seconds, that’s still a permanent half-vigor.
You need at least 10 strikes of Adrenaline before you can use a burst skill. Sure, you can get plenty of dodges that way (with good adrenaline source) but you also have hit with your burst skill.
Making it scale with spent adrenaline (as original poster proposed) would be a much better way to nerf it without making it pointless.
Other classes have stuff like http://wiki.guildwars2.com/wiki/Vigorous_Precision which even require much smaller investment and are much simpler to use.
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Sad to see this trait nerfed. It was actually one of the more interesting ones. Now even less reason to use burst in PvE.
Nice, after patch I see if I can get sub 4 min.
I only wish people would give low APs a chance.
If they show up properly geared (berserker exotics), appear communicative (tell they know the dungeon) and seem to know what they are doing (do short dungeon quiz!), then, why not?
Most likely they will contribute more than a staff spamming support Guardian which you seem to get in every run.
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Buff Warrior!
An option for “no restriction”, “only party/squad” and “only me” would do fine.
If I want to be restrictive I just include “only dps, ping gear or kick”.
I say “hi” and wait 10 seconds.
I would like to see Aegis nerfed (along with other things including Warriors). 20 second duration allows using it passively, as a safety network. Reducing it to 5 seconds would be much better.
If non-meta runners just accepted that they don’t care about efficiency then all would be fine.
But instead, we get people telling that we don’t know what we are talking about and their build is also efficient, just in a different way. Or how they carry everyone and res noob zerkers. Or how their build is really good.
Also if people respected party descriptions… But no, instead we get people telling how we are evil and toxic because we want to play our own way. Oh, and how evil we are when we try to force our way on everyone else. Yeah right…
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In my opinion if we get passive defense checks we should also get damage checks. Note: pre-nerf Simin doesn’t count as a damage check.
3595 attack
And there goes any credibility you had…
how so?
Nice, after my immature post didn’t expect a mature reply.
Attack is a fake stat which isn’t actually used in damage calculation. Attack is power + weapon strength but damage calculations use power * weapon strength.
So referring to attack stat kind of implies you don’t really know how damage actually works so it’s bit hard to take you seriously.
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They won’t come if you don’t aggro them
Well, usually ~3 aggro but quick to kill. I stand on left side but have to move at the right moment. Might be better spot somewhere.
After Abomination I wait at one spot until the patrol passes and then just move on. Not sure if it’s any faster though.
Not much to say about Abomination except you should always dodge through him to get damage with Reckless Dodge.
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any class with 0 condition damage:
Bleed = 43
burn = 328
confusion = 65
poison = 80any class with 2000 condition damage
bleed = 143
burn = 828
confusion = 210
poison = 280Now lets take hammer skills from a warrior.
only hammer no rune/armor/ammulets spvp stats
aa = 333/333/444
H2 = 518
H3 = 259
H4 = 370
H5 = 554
F1 = 370now lets add full ascended gear
http://gw2skills.net/editor/?vIAQFACGQQP0wqYLOKAQlQpwOqDA-zUBBofApmFRjtMqIasKbYqXER1kCgJlRA-w
3595 attackaa = 927/927/1,235
H2 = 1,441
H3 = 720
H4 = 1,030
H5 = 1,543
F1 = 1,030Wow looks like power scales way better than conditions.
oh and that passive 407 regen every second is just great
3595 attack
And there goes any credibility you had…
Nothing new. Dungeons have got this treatment for a year already.
White critters are usually very low level so you always get critical against them. However if I take my naked level 80 character to area which downscales me to level 4 I won’t get that many criticals against them (unlike in level 30+ areas). That indicates that downscaling (and probably upscaling) work properly.
So if you get downscaled to 75 you should get reduced criticals against level 77 enemies.
Did 1000 more tests with 101% critical chance which resulted in 97.8%. Also noticed zero glancing blows on all tests so apparently criticals override glancing in this case.
Formula which seems to fit the data ignores base stats (916 Precision you get without any gear). So you always get that base 4% chance and then your extra Precision gets scaled. At level 80 it gets divided by 21. Level 81, 82, 83 and 84 values are 22, 22, 23 and 23.
2523 Precision (81.00%) gets scaled down to 77.50% which rounds to 78% and with Fury it gets to 98% as above.
Also tested 1000 hits with 99.67% critical chance (rounded 100% on UI). All crits so apparently the UI is correct.
I’ll do some attempts with 106% critchance, which should equal enough precision to get 100% crit aagainst level 82 bosses.
Will be interesting to see how this goes and whether it fits my results at all.
I have seen people mention ~99% critical chance cap several times so I decided to research about it. Still work in a progress but hopefully I will be able to figure out something solid.
First of all, there is strong evidence that the cap is at 100%. I tested 1700 hits with 100% critical chance against level 80 target (Ancient Ooze) and all hits were critical.
Using statistics (calculations below), 99.98% chance that the cap is above 99.5% and 81.765% chance that the cap is above 99.9%. Blood Red Arachnid.2493 also did some kind of a test which supports the claim.
Based on http://en.wikipedia.org/wiki/Checking_whether_a_coin_is_fair.
1700 tests, 1700 successes and 0 failures.
Using formula: (tests + 1)! * r^success * (1-r)^fail / (success! * fail!)
I get: 1701 * r^1700.
Integrating that gives r^1701.
Let’s say 99.5% < r < 100% so we get (1^1701 – 0.995^1701) = 0.9998. So 99.98% chance that the cap is between 99.5% and 100%.
Let’s say 99.9% < r < 100% so we get (1^1701 – 0.999^1701) = 0.81765. So 81.765% chance that the cap is between 99.9% and 100%.
—
I don’t immediately recognize the formula you used, so I did a one-sample proportions test on the data you provided. One tailed.Null Hypothesis: the percentage is 99%
Alternate Hypothesis: the percentage is 100%Proportional standard deviation (sigma) = Square root of (p(p-1)/n)
Z-test: Z = (p – P) / 2sigmaN = 1700
p = proposed probability (0.99)
P = sample probability (1.00)
sigma = 0.0024
Z = 2.07
P = 0.9615The Z value is the number of standard deviations away from the null that the sample test obtained. For a one tailed test, this comes to a probability of 96.15%, or some pretty strong evidence to reject the null.
So yeah, I’d say it is pretty safe to throw that “99% cap” theory out the door, and attribute the differences to other factors like enemy level changes.
So what’s going on then? Most of these non-critical observations actually come from Lupicus solos (as Dub showed on his video). Lupicus is above level 80 target which made me think that Precision -> Critical chance would be calculated on fly. Basically against higher level targets your Precision gives less Critical chance than normally.
At this point you probably remember glancing blows but they are very easy to spot because of the huge damage difference.
So I went to Swamp and did almost 600 hits on level 82 Sammoths. With 100% critical chance about 97% of my hits were criticals. I will collect more data and try to figure out how it exactly works.
I used http://en.wikipedia.org/wiki/Checking_whether_a_coin_is_fair
I got quite a few non-crit reflects in my guardian lupicus solos while I had fury. As I’m using assassins gear + ranger runes there, I was at 107% critchance.
Anyway, considering sigil nerf and the ferocity transition on runes, traits and major traits, you get up to a 36% damage loss as elementalist. The 15% (without the sigil nerf) are pretty accurate, but don’t consider everything. 15-25% without sigil nerf is realistic, though.
glancing
While those also happen you can see a difference between a glancing and a non-glancing hit. Glancing blows should have 5 times less damage while non-glancing ones should have 2.5 times less damage.
Some more test data. Almost 600 hits against level 82 target with about 100% chance equals about 97% chance.
Enough of derailing, started new topic here https://forum-en.gw2archive.eu/forum/game/dungeons/Theory-Less-crit-chance-vs-higher-level
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I let her go.
Did 1200 more tests and all were criticals.
So 1700 tests, 1700 successes and 0 failures. Using formula
(tests + 1)! * r^success * (1-r)^fail / (success! * fail!)
I get
1701 * r^1700.
Integrating that gives r^1701.
Let’s say 99.5% < r < 100% so we get (1^1701 – 0.995^1701) = 0.9998. So 99.98% chance that the cap is between 99.5% and 100%.
Let’s say 99.9% < r < 100% so we get (1^1701 – 0.999^1701) = 0.81765. So 81.765% chance that the cap is between 99.9% and 100%.
Looks pretty reasonable to me. If someone actually knows statistics please correct me if I did something wrong.
However, against higher level targets it probably scales your Critical Chance as if you were that level. At level 80 first 4% = 916 Precision and then 1% for every 21. At level 82 first 4% = 954 and then 1% for every 22 (values based on wiki).
So at level 82 to get 100% chance you need 3066 Precision which would mean 106% chance at level 80. But if we assume 100% cap on level 80 (2932 Precision) then max you would get at level 82 target would be 94%. This needs some more testing though.
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I also got similar results but that was when Deep Strikes was bugged and didn’t give Precision correctly in all cases.
I just find it odd that bit over 500 hits and all were criticals when on average I should have got 5 non-criticals. So if someone has something recent and verifiable. Non-recorded run without a permanent 100% Critical Chance isn’t very reliable.
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You got a video?
i would like to see a video of you running trough a dungeon with your guild without any support.
i cant believe people still dont understand that support is not depending on gear in this game. support in gw2 is defined by your weapons, traits and utilities.
You have no idea what you’re talking about do you? Take two seconds to do a youtube search and you can find thousands of videos of people running every single dungeon path in the game not only with no support, but with five zerkers, or even naked.
I have never even once seen a single dungeon run where support was warranted, let alone required. Maybe high level fractals, which have never interested me, but I’ve done speed runs in every path of every single dungeon but Arah and TA and never seen anybody request any type of support. You won’t find people refusing support either, except the full zerker groups, but nobody asks for support.
Granted I still have run support in dungeons, because I have several dungeon support builds that are a blast to play, and I don’t play for efficiency’s sake. But to say it’s required is laughable, you can bring whatever you want in dungeons and live so long as you have enough dodge uptime to avoid all damage, so yes because of that any build can enter a dungeon. But damage and dodge gets it done faster. And to say it is required can frankly only be said by one completely blind or ignorant to all of GW2s largest design flaws.
i run dungeons in one of the best pve guilds in the game and we support each other with:
- reflections
- projectile blocking
- might stacks
- fury
- banner
- regeneration
- protection
- aegis
- blinds
- swiftnessand so on. and all of that happens while using full berserker gear.
support does not depend on your gear. welcome to the game without a trinity and an active combat system.
LOL that’s not support. Just look at the best MMO ever called WOW. PROPER support are
- TAUNTING
- HEALING
- TANKING
- TAUNTING
- TANKING
- HEALING
- TAUNTING
—
crit chance caps out at 99%.
—
I have seen this couple of times and would like to see a proof. Just few days ago I tested 500 hits with 100% Critical Chance and they were all criticals.
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Not sure if mentioned but: Power, Power, Power.
What is a safe run?
Ok boys, girls and the rest, I will go test it out.
Nightmare: Works
Dredge: No effect
Krait: Works
Flame Legion: No effect
Kind of what was expected.
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It works against Nightmare Court.
Are you including non-Cleric shouts? Also after patch you can probably stack regen with banner traits, wait for cooldowns and then switch to shouts.
I actually don’t know what works but you aren’t being very clear what you actually use.
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I hope this isn’t another “Feedback doesn’t work on Lupicus AoE”.
Projectile or the cone?
Aren’t they all?
If you want to be cheap you can pull Ascalonian out of the circle without killing them at all.
how without longbow?
Since the AI of npc is clearly broken, and being ruined more by fractured (that patch did more harm than good) any help would be good.
You can just send your npcs to die then just aggro a group, lure them out of the circle and just die or break aggro. It’s pretty fast if all pull their own group but good luck getting pugs to do that.
If you want to be cheap you can pull Ascalonian out of the circle without killing them at all.
Defiant Stance should help a lot but not sure how much. At least after the trait change it will be easy as you can retrait easily.
—
#4: Anet isn’t improving the AI. This also isn’t true. Scarlets minions are a fine example to the contrary, as they employ more ambient damage and more complex maneuvers than what most players are familiar with. Mobs in the rest of the game get updates on occasion, such as the risen mobs and various boss encounters in dungeons (most recent being HotW path 1 troll). The zerker meta issue is likely one of those issues that will simply fix itself over time.
—
Do they have better AI or do they just have more meaningful skills? People seem to mix up these two quite often.
Can you say troll is working more intelligently than a common wolf when both of them are spamming skills on cooldown?
That’s the point. If the meta wasn’t just pure damage, those builds wouldn’t have to be terribad.
Except that meta isn’t pure damage. It’s as much damage as you can pack with enough support and utility which is exactly the same as what you can observe in other typical mmos.
People just wants to deal more damage than they currently do while running faceroll builds that cannot even die. How much sense does it make?
BUT THE META IS PURE DAMAGE. It’s more so how much might/vulnerability can you stack in the process of killing crap. Why else do warriors run FGJ, banners of strength/discipline, on your mark in dungeons? Or when soloing in open world signet of might and fury with FGJ or a stability skill? Hell I find myself being a lazy warrior in open world content with 5 signets and only ever using signet of rage for the 30 seconds of fury, might and swiftness and just autoing everything to death. Hell the only time I ever even use more than 3 skills on my warrior is when I’m in dungeons or soloing events/champs. Most of the time I don’t even dodge from trash mobs I just run through them and slap em 2/3 times and they fall over.
No matter how much passive defense you run the one hit KO’s still KO regardless of armor/hp (an ele in zerker gear getting 1 shot by the same thing that 1 shot a warrior in soldiers gear). The only thing that will make weak builds “closer” to the strong builds is to nerf the strong builds and buff the weak ones. They’re nerfing crit damage to help “bring other builds” up to zerker builds but anet has even said that berserker will still be the best damage even after that change. “These other builds” that are being spoke of are -
A- support based builds which aren’t meant to do damage but either buff/heal the party
or
B- condition based builds which are lack luster in group situations (because of minor traits that inflict conditions such as bleeding) and even when soloing it takes a while for them to get going compared to a zerker.
or
C- a “tank” based build to take a bunch of abuse. The problem here? Everyone has a dodge key. Use it and learn when to use it.
Speaking from a pve perspective solely.
Wow, so do you want a pve/dungeon which isn’t based on combat? Just full of puzzles?
Because as long as the main objective is to kill stuff, then yes, people will focus on damage.
With above change I could some day get more Ascended stuff and do amazing records.
The thing is simple. Either your build does enough damage or not.
And if you do enough damage with a healing build then it wouldn’t be very fair for builds without that healing. Not to mention how it would make a ridiculously easy game even more easier.
It’s just solid gameplay. Congrats on the feat!
I’m not going add dozens of builds as too many options won’t really help anyone. And that’s why you have your lengthy and detailed guides, for those who are interested.
Have you tried after disabling any firewall on your router? For example if I enable rule “SPI and Anti-DoS firewall protection” I can’t access it either.
Also looks like they have changed something on techweb as it now even works with the rule. You can check http://192.186.3.3/ (random site but looked relatively safe) instead.
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Does http://www.techweb.com/ work for you?
Yup, that link works just fine.
Then no idea, sorry (some routers block IPs starting with 192).
Have you tried ping or tracert gw2dungeons.net?
I hate discussion, please, stop it.
25/30/0/0/15 – no reflect
0/30/0/25/15 – reflects / encounters longer than 15s
10/30/0/20/10 – reflects / encounters shorter than 15sThat should cover 99% of mesmer playerbase
Traits?
Does http://www.techweb.com/ work for you?
So that mesmer build. I need results, not discussion!
Agreed with all the above statements but remember during those single mob boss fights its better to switch out your mace with a sword for the block.
It’s only better if you need the block.
Perfect examples of when you don’t need a block: Berserker abomination and Brie bosses in Arah P2. These two bosses are coincidentally rare circumstances in which offhand axe is actually viable to maintain perma-fury. You’d use signet of might, signet of fury, and BoD.
Perhaps if you solo. Don’t give them any ideas…