Nice to finally see someone (with recording capabilities) to step up.
One time I pinged my gathering tools and underwater gear. That seemed to make them happy.
This conversation seems pretty moot given sotg showed devs discussing raising thieves’ base damage numbers. If that happens it will easily be no contests.
I really don’t mind thieves being the top DPS class for the risk they take in playing — eles should follow them behind because the class with 13k hp in berserker should do more damage than the one with 15-17k base hp.
What I do hope is that this game will move to value more things in encounters than how quickly you can burst bosses down. Support/tankier builds are pretty much useless at the moment, as are condition builds.
First I thought you were talking about Thieves but then I realized you just want your main class absurdly buffed.
And Hunter Immobilizes instead of Stuns.
We are all doomed. Soon Warriors can invest deep (probably) in one trait-line to get 6-12% (my estimation) more damage when there are traits with constant 10% damage boost.
(edited by Wethospu.6437)
Warrior combo actually takes like 6 seconds.
I wouldn’t talk about doing content if you use ship.
Bit suspicious that it’s a so big issue to show an unedited full-run.
Practice… Rush?
i am also on Desolation and had to wait 9 weeks for map rotation and my final poi. Why should players now get an easy shortcut to world completion when everyone else has had to work for it.
I spend most of my time in PVE but i actually enjoyed my time in WvW when i was getting my maps there. I even go back now and then with my guild as it can actually be fun.
Oh and we have a few members in our guild waiting for map rotation to complete their 100% map.yeah hate to say it , and its probably against the code of conduct, but some people just have to L2P its that simple.
They could have made map completion a dolyak-ton harder by making you do guild bounties for it or something, but they didn’t .
Anet just asks that people go play WvW for a while because someone(s) there worked hard on making it.
People like yourself make me sad about this game.
If you want to force people to play a certain way in a game that advertises ‘play the way you want’…yeah. ’nuff said.
Actually I agree with Raphael. Seriously, are you so bad that you can’t capture Stonemist all by yourself? It’s like eating a chocolate cake.
I like getting shot at.
I have a good strategy. Don’t run with idiots.
This is why I prefer to play solo. I am the best.
WvW maps are full open to all zones while fractals and dungeons are instanced.
What? You can’t enter a dungeon?
So dungeons aren’t part of the world but WvW (=mists) somehow is?
I’m a full berserk and I’m a very awesome player. And even I got 1 gold repair-bill when I ran CoE last time. That dungeon is so unfair!
(edited by Wethospu.6437)
I doubt I will be able to solo it.
It’s 50%/50% so far. This battle is always interesting. I wonder which side wins this time.
I’m not sure if on my solos I meet that requirement but should be much much easier on full team.
Anyways I used buildcraft to test numbers in extreme case (best stuff, lots of buffs, etc).
With Scholars I got : 14730.42 EffectivePower.
With Scholars (without 10% bonus) I got: 13391.3
With Orbs I got: 13763.57
So 14730.42*uptime + 13391.3 * (1-uptime) > 13763.57
(14730.42-13391.3) * uptime > 13763.57-13391.3
1339.12 * uptime > 372.27
uptime > 0.28 = 28%
So that 25% was bit low estimate, 30% is bit more safer bet. Of course it depends on your stats, etc.
But it’s also good to keep in mind that you don’t have to have that upkeep on every fight as long as you have fights with high uptime.
Ruby Orbs are cheap though.
(edited by Wethospu.6437)
And yeah, it has happened to me about 5 times. Pretty much whenever I rally during that attack.
Scholars if you stay above 90% over 25% of time. For me that sounds quite likely.
@DelOnasi: I doubt many people get downed all the time, and if they do they are too clueless to complain about anything.
@random: I guess faster is better. Shorter video probably makes watching it more attractive.
@Auesis: I would include link to that in your edited version.
Added partial CoF Path 1 Solo (excluding boulders and gate-lock), Warrior (5 mins): http://youtu.be/twzBxA9DWVs
(edited by Wethospu.6437)
yes people are exaggerating
—
—
Finally someone who actually makes sense.
Anyways it’s good to keep in mind that while a Berserker takes 70% more damage than a Knight, that Knight takes 40% less damage than a Berserkes.
Yes well nothing against Wethospu, but he doesnt show you the videos where he had
failedpracticed. Imagine if he was in a party and had to cope with more random attack patterns. Not sure if scaling occurs from solo to party of five – never tried before.
It doesn’t. Not only fights last 5 times longer, but you also get full focus and no one gets you up if you get downed.
Random attack pattern also means you won’t get hit all the time.
How much stronger do you think PVT-gear makes you? About 2 times stronger? So you last 4-6 seconds instead?
A LOT stronger (try 10-20x). I can face tank most mobs for a long time wearing “knights” not pvt. with berserkers, no way. —
Maybe missing your main point again but scroll up , check my calculations and see how many stats you need in order to get 10 times stronger (not to mention 20…), it’s monstrous.
Edit: messed up quotes
(edited by Wethospu.6437)
It happens quite often if I rally during that attack.
And I’m not using WW.
(edited by Wethospu.6437)
Hello guys, I have had some problems avoiding this attack with lots of circles. I made a short video to show my problem: http://youtu.be/WqUmrzVmQps
Could someone please explain what I’m doing wrong?
Added my Warrior CoE Path 2 Solo: Shared Parts (5 mins): http://youtu.be/nwPVI8a1pq4
Path 2 (excluding Laser Trap, 7 mins): http://youtu.be/SiHA2sxwBrQ
If you survive easily you have too much defense and could have more offense and do things faster.
Anyways I’m bit curious, how do you people know everyone melting in seconds is running Berserkers or if pvt-gear would even make any difference? Do you ask them to link their gear? Play with them again when they use pvt-gear?
Standard veteran mob standing next to boss drops an AOE on half the group.
2 players who were at full health are suddenly in the downed state, and me standing right next to them – I’ve barely suffered 10%.- That happens way to often.
Guess who’s group now has to 3-man the boss and adds? Or I can leave the other two still up to 2-man it while I rez the zerkers, only to see them faceplant on the very next AOE…
Oh and, if you survive – it means you had just the right amount of defensive stats.
That happens way too often. It’s been a regular thing then I play my warrior. I stand there up close and personal with 2 other warriors or other squishy geared people, kaboom AoE, I keep standing there, wondering where the other 2 guys went. Then I take a look at the floor and there they are. Then I just back up, dump some arrows and combo fields. Or I avoid the AoE with a dodge, F4 LB, then evisc back into the fight, since I’m not caught up by looking at “huge” numbers from my 100B.
I dont think I’ll ever go back to full zerk gear on any of my toons after trying more defensive combinations. I just got tired of some situations that would down me if I screwed up. Now I can take the semi heavy hits and dodge the planet killers, earlier the semi heavy hits would be planet killers aswell, so dodge had to be more stressed.
Well, at least I know I don’t have to take both of you seriously anymore.
I have 2127 armor and 18372 health. When I get one-shot and you take only 10% of your maximum health you would need:
21270 armor
OR
183720 health
OR (optimal)
6251 armor and 62510 healthMath: Effective was used (Armor * VItality). To take 10% damage you need to have 10 times as much effective health. You get biggest effective health when Armor * 10 = Health (because Vitality gives 10 Health). So best Armor is X when X * X * 10 = 39077244 * 10 -> X = 6251. Then Vitality is just 10X.
it was at best an estimate, say he meant he took 20% of his health, and they took 100, then factor in protection 33% dmg reduction, it becomes a lot more probable.
—
Why peoples estimates are always over the top (and always favoring them)? It’s quite bad for credibility.
So numbers for your estimation.
First without protection (Warriors don’t really have access):
4421 Armor and 44203 Health.
With protection (would have taken 3/2 * 20% = 30% damage without protection).
3610 Armor and 36092 Health.
If you survive easily you have too much defense and could have more offense and do things faster.
Anyways I’m bit curious, how do you people know everyone melting in seconds is running Berserkers or if pvt-gear would even make any difference? Do you ask them to link their gear? Play with them again when they use pvt-gear?
Standard veteran mob standing next to boss drops an AOE on half the group.
2 players who were at full health are suddenly in the downed state, and me standing right next to them – I’ve barely suffered 10%.- That happens way to often.
Guess who’s group now has to 3-man the boss and adds? Or I can leave the other two still up to 2-man it while I rez the zerkers, only to see them faceplant on the very next AOE…
Oh and, if you survive – it means you had just the right amount of defensive stats.
That happens way too often. It’s been a regular thing then I play my warrior. I stand there up close and personal with 2 other warriors or other squishy geared people, kaboom AoE, I keep standing there, wondering where the other 2 guys went. Then I take a look at the floor and there they are. Then I just back up, dump some arrows and combo fields. Or I avoid the AoE with a dodge, F4 LB, then evisc back into the fight, since I’m not caught up by looking at “huge” numbers from my 100B.
I dont think I’ll ever go back to full zerk gear on any of my toons after trying more defensive combinations. I just got tired of some situations that would down me if I screwed up. Now I can take the semi heavy hits and dodge the planet killers, earlier the semi heavy hits would be planet killers aswell, so dodge had to be more stressed.
Well, at least I know I don’t have to take both of you seriously anymore.
I have 2127 armor and 18372 health. When I get one-shot and you take only 10% of your maximum health you would need:
21270 armor
OR
183720 health
OR (optimal)
6251 armor and 62510 health
Math: Effective was used (Armor * VItality). To take 10% damage you need to have 10 times as much effective health. You get biggest effective health when Armor * 10 = Health (because Vitality gives 10 Health). So best Armor is X when X * X * 10 = 39077244 * 10 → X = 6251. Then Vitality is just 10X.
You can already go solo dungeons.
If you want intense fight solo Alpha (not first fight) with Warrior.
No actually, I’m just talking about myself.
Also there’s nothing magical here (like opinions). If you survive easily you have too much defense and could have more offense and do things faster.
Anyways I’m bit curious, how do you people know everyone melting in seconds is running Berserkers or if pvt-gear would even make any difference? Do you ask them to link their gear? Play with them again when they use pvt-gear?
In theory yes, in practice – no…
Not everyone is perfect in this game and not everyone has 24/7 spare time to “get better” in every dungeon there is + WvW +sPvP in this game. If one can not survive, zerker gear is worthless. I run a war with 3k armor and ~28-30k health and I’m often the last man standing and many times are left to solo the last dungeon boss, when all the “standard” zerker teammates go down.
I also like the basic idea of being able to sustain some punishment and being able to run through trash mobs like they’re nothing, I can not do that with zerker gear as every smallest mistake can get me downed.
If I can solo most of the dungeons with my Berserker Warrior that says something about being practical (with 5 guys it’s a lot more easier). You are feel free to try with your PVT-gear.
As you said, with Berserker-gear you have less room to make mistakes so people want to kill stuff as fast possible. Then if you have few guys rolling with low damage bunkers/tanks it gets much harder for glass-cannons because fight lasts longer. Also if you are supposed to be a tank and you aren’t protecting your teammates then what’s supposed to be your role?
Yes for skipping PVT-gear is obviously better because you aren’t dealing any damage, however all skips are quite easy.
For me it’s kinda the opposite, why do people buy berserker gear?
Being that squishy is not good in my opinion. But I prefer survivability over damage in almost every game.
In PvE, people just want to get it done fast.
—
Berserker gear pve is only strong if the person who wears it is skilled. Others who wear it just end up dying 2-3 seconds into a boss fight – constantly.
How much stronger do you think PVT-gear makes you? About 2 times stronger? So you last 4-6 seconds instead?
(edited by Wethospu.6437)
And still somehow those dirtnapping Berserker Warriors end up soloing whole dungeons.
I have soloed Arah p2, p3 and most of p4 (couldn’t do Simin) on Warrior with Berserker-gear.
In high levels fractals you get one-shot anyway.
There’s a difference between being fun once or twice and being actually fun.
Not saying it applies in this case (didn’t read any posts) but it’s always good to keep in mind.
Added my Warrior Fractal Tier 2: Aquatic Ruins, Cliffside, Snowblind and Solid Ocean.
http://youtu.be/WtMbwc38hrc
http://youtu.be/v9zjGmwEFrc
http://youtu.be/2p2arLwZ-kA
http://youtu.be/a4e88GpNENY
And Necromancer Orochi FULL Arah p3: http://youtu.be/kziEjoTqMQI
Who knew Necros were that OP?
(edited by Wethospu.6437)
If other stats stay same (like Power and CritDamage) then every point of Precision adds same amount of raw damage. However, if you increase (decrease) Power or CritDamage raw damage added by Precision changes. This also works for Power and CritDamage.
That’s why if you deeply invest in one stat other stats get better returns.
Hopefully, mean while avoid the guy who fails to dodge that black projectile and gets that lengthy stun (it explodes at end knocking nearby guys around, I think).
I can’t run from Alphard to Brie when drunk.
Anyways, good guide. I believe if I had a Guardian or a Mesmer I could easily do it after watching the video.
Patience, Extended Edition will be uploaded during this night!
(edited by Wethospu.6437)
Any reason why you did it with two different gears?
Anyways, added my Warrior Arah p3 Solo (excluding Corrupted Light), music still editing.
—
It still seems sound to me though, because logically a 50% chance at double damage should result in an overall 50% increase compared to a 0% chance or damage, in the same way that a 100% chance at double damage would result in double the overall damage.
Based on the other formulas though, I doubt it’s that simple. I just have no idea why.
—
Yes, this is correct but as I said it only works if your original chance was 0%. The way stats work is that more you focus on one stat more effective others become. If in your example critical chance is ridiculous low it will win.
Point I’m trying to get across is that going from 50% critical chance to 100% critical chance won’t increase damage by 50%.
Let’s say with 0% critical chance you deal X damage. At 50% critical chance you would do 1.5X damage. At 100% critical chance you would do 2.0X damage.
As you can see going from 50% to100% increases damage by 0.5X which is 0.5X/1.5X = 1/3 = 33% increase.
I can try to explain and clarify it bit more.
Extra damage caused by a critical hit is damage difference between a critical hit and a normal hit.
If a normal hit does X damage that means a critical hit will do (1.5 + CriticalDamage / 100) * X damage.
Difference is (1.5 + CriticalDamage / 100) * X – X which is X * (0.5 + Critical Damage / 100).
21 Precision (1%-point more CritChance) means on average every 100th hit will do extra damage so effect to average damage is 0.01 * X * (0.5 + Critical Damage / 100).
Wiki refers average damage as expected damage which is:
Base damage * (((0.50 + Critical Damage / 100) * (Critical Chance / 100)) + 1).
Now you said that 21 Precision will increase damage by 1%. This means: added damage / original damage = 0.01
So:
added damage = 0.01 * original damage
So:
0.01 * X * (0.5 + Critical Damage / 100) = 0.01 * X * (((0.50 + Critical Damage / 100) * (Critical Chance / 100)) + 1)
0.5 + Critical Damage / 100 = ((0.50 + Critical Damage / 100) * (Critical Chance / 100)) + 1
Critical Damage / 100 = (0.50 + Critical Damage / 100) * (Critical Chance / 100) + 0.5
Critical Damage = (50 + Critical Damage) * Critical Chance / 100 + 50
Now if Critical Damage = 50 then
50 = (50 + 50) * Critical Chance / 100 + 50
0 = 100 * Critical Chance / 100
0 = Critical Chance
If you wonder why it looks bit different from my original calculation that’s because wiki uses “in-game” values. Critical Chance is a value from 0 to 100 so they divide it by 100. Critical Damage is extra Critical Damage so they divide it by 100 and add 1.5 (default damage multiplier for a critical hits).
I like to keep things simple and use Critical Damage simply as a damage multiplier for a critical hit and Critical Hit as a chance to hit a critical hit.
Not really sure if this helps at all so if you could point out which part causes issues so I can try to clear that up.
(edited by Wethospu.6437)
You’re taking that example too literally, it was just meant to be simple. I understand that you’d still have a chance to crit even if you are taking Power instead, but the scaling should be the same regardless. 1% crit chance adds 1% damage with +50% crit damage whether you’re going from 0% to 1% or 79% to 80%, and 20 Power adds 1% damage whether you have a 0% crit chance or 100%.
Yeah it’ll grant more actual damage since the numbers being put out are larger, but the percent is the same, and both Power and Precision are working on percents.
I have to take it literally. You are basing your theory on one result (only one it’s working on).
Damage added by critical hit is: damage of crit – damage of non-crit. This is X*Power*(CritDamage – 1). X is constant (weapon, target armor, etc) so I leave it out for simplicity. Power is similarly a constant too but I will include it for clarity (so base damage (non-critting) is equal to Power).
Effect to average damage is 0.01 * Power * (CritDamage – 1), because extra damage applies only 1% of time.
This added damage is 1% more damage if: added (average) damage / original (average) damage = 0.01
This is:
0.01 * Power * (CritDamage – 1) / (Power (1 – CritChance) + Power * CritChance * CritDamage) = 0.01
Multiple by 100 and move average damage to otherside so:
Power * (CritDamage – 1) = Power (1 – CritChance) + Power * CritChance * CritDamage
Divide by Power (this is why it could have been left out in the beginning too):
CritDamage – 1 = 1 – CritChance + CritChance * CritDamage
Move stuff around:
CritChance * (CritDamage – 1) + 2 – CritDamage = 0
With 50% extra CritDamage total CritDamage becomes 2 so:
CritChance * 2 + 2 – 2 = 0
CritChance = 0
So with 50% extra CritDamage only way to get 1% more damage with 1% extra CritChance is if original CritChance is 0.
However, if you look at added average damage with 50% extra CritDamage it becomes 0.01 * Power. Which means with 50% extra CritDamage damage added is always equal to 1% of BASE damage (non-critting).
Hopefully this cleared it out. If not, please ask.
(edited by Wethospu.6437)
Say what you want but as someone who mainly plays the support guardian role I’ve seen way to many zerkers drop like flies at the slightest mistake. Now maybe you guys are the minority and are as good as you claim to be (that’s not for me to say yes or no to) but my overall experience is players in full zerker are downed and dead way too much. If it’s truly a learn to play issue then I wish all those guys I’ve seen die in 1 second would learn to play or swap to something more hardy.
There’s a reason why Guardians don’t drop like flies at the slightest mistake. And that has nothing to do with their armor/health.
Where would you get that assumption? I said nothing like that. I’ll go straight to the extreme end;
100% crit chance with +100% crit damage would lead to x2.5 overall damage.
Yes, you are correct. 100% CritChance and +100% CritDamage adds more damage than 20 Power.
However, what you need to understand is a difference between non-critting damage, critting damage and average damage (which includes crits). Critical Hits add damage equal to difference between non-critting and critting damage.
On your example your non-critting damage = average damage which means you assume 0% CritChance.
My example in that case is:
With 2100 power, 0% CritChance and 50 CritDamage
you get: 2100 = 2100
add 21 Power: 2121 = 2121
add 21 Precision: 0.99*2100 + 0.01*2100*2 = 2121
As you can see, same result as you got. But 0% CritChance is not realistic.
(edited by Wethospu.6437)
With 2100 power, 50% critchance and 50 critdamage
you get: 0.5*2100 + 0.5*2100*2 = 3150
add 21 power: 0.5*2121 + 0.5*2121*2 = 3181.5
add 21 precision: 0.49*2100 + 0.51*2100*2 = 3171
The amount of extra damage Power brings is based on Precision and Critical Damage. Similarly the amount of extra damage Precision brings is based on Power and Critical Damage.
If I understood you correctly you are basing your Precision analysis on all three: Power, Precision and Critical Damage (= average damage).
In other words you say that every +1 to CritChance causes +1% more damage. So going from 0% to 100% with steps of 1% would cause 1.01^100 = 2.7 times as much damage, which obviously is not true.
(edited by Wethospu.6437)
