dlonie.6547Ascended gear is a 10% increase over exotics.
About 15% for damage for the dps gear.
Can you share your source on that? I made up a quick spreadsheet (attached).
If any more experienced theorycrafters out there can shed some light on these numbers, it’d be appreciated, but it really seems as though both the 10% and 15% increases are exaggerated from these numbers. I assume those higher estimates account for buffs, rotations, etc? Are they looking at precision/ferocity/etc instead of effective crit chance/crit dmg? Or are they just not real?
It makes it seem like there’s a larger difference between ascended and exotic if it gets rounded up. That’s probably why some people say 15%. I’ve seen it reported that the difference is about 10.28% without infusions and 12.5% with infusions.
https://m.reddit.com/r/Guildwars2/comments/31wbip/ascended_vs_exotic_gear_comparison_spreedsheet
Beautiful, just what I was looking for — thanks!
So in a nutshell, trinkets are a 4.8% increase, adding weapons is another 5.9%, and armor is a 1.8% increase, for a total of 12.5%. Neat how my underestimate (10%) and Astral’s overestimate (15%) pretty much split the difference.
Using the 70s remaining on the first kill as a baseline, the same team in full exotics would have had 10s remaining.
Considering that it’s highly unlikely for a full 10 man team to have 0 ascended pieces between them and that this fight was done without extensive practice/theorycrafting/etc, it sounds more than reasonable to say that it’s doable with exotics.
And again, in practice, you’re likely to have a mix of exotics and ascended gear in even a casual group, so the full 12.5% potential DPS loss isn’t likely to be realized.
Thanks again for the link, that’s really helpful.
Increased critical chance also means more procs from certain things.
For example some quick math with Rending Strikes (4 s vuln, 33% chance on crit). I will assume 1 hit per 0.75 seconds and 80% critical chance. You can keep up on average 4 * 0.33*0.8 / 0.75 = 1.4 vuln stacks. It benefits 5 (or 10) players in the party which is like 1.4 * 5 = 7% (14%) personal damage boost.
With 5% extra critical chance you can keep up 1.5 stacks which means 7.5% (15%) personal damage boost. So with that trait, ascended gives additional 0.5% (1%) damage increase.
tl;dr; Add few on-critical effects and the total damage increase could reach 15%.
The first thing I would do is normalize the healing boost. So all healing sources would get a same percentage increase.
My only issue is the tutorial mobs.
- Any mechanics they can teach will get explained by players in much higher detail within one day.
- The low threat and high health makes them very boring to play against.
- They are low threat which allows you kill them without understanding their mechanics.
I propose two solutions:
1) Buff them
- Make green guardian spam displacement AoEs so people learn to avoid them.
- Make blue guardian one shot the team when they miss the AoE.
- Make red guardian spawn more seekers.
- Lower their health a bit.
2) Move them away
- People can practice them if they want.
If anyone in EU is playing fotm and gets Molten Facility or Aetherblade, could you let me play it? I need to check something from those two and kitten my rng. (sub 50 or I just have to leech)
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Not bad!
My epic pug life. Joined a fractal group. Attempted to attack bloomhunger. Was told to “wait for rest”. Ok, I wait. People gather up. I attack. I get kicked after like 3 hits.
My mistake. Didn’t realize that “wait for rest” literally meant that we must wait for a fifth guy to join.
This sounds bugged.
Condis can’t do damage when boss is dodging ,etc. either.
This is really well constructed feedback, thanks for posting. I can tell you I’ll be changing their portraits to be Champions instead of Legendary to clear up some of the confusion over these guys being the boss, and looking into some of their numbers to make sure they feel sufficiently threatening without becoming a horrible slog.
In my opinion elite enemies would make more sense. At the moment both champions and legendaries are considered bosses.
Has anyone got struck by a critical hit in raids?
Thanks for responses. Just trying to get some ideas how rewarding dungeons actually are.
To rephrase:
Dungeons give gold. All explorable dungeons have a 26 silver base reward. Paths have different daily rewards. Enemies give some gold.
Dungeons give experience. At least the daily run gives 70% of next level. Killing enemies gives some experience.
Dungeons give tokens. All explorable dungeons have a 20 token base reward. Daily reward is 40 tokens. Bosses drop bags which give 3 tokens.
Dungeons give loot. Bosses drop champ bags, there are chests and thrash enemies drop some.
Tokens and loot can be converted to gold. If you do this, what is the expected gold reward for each path?
Is the experience from killing enemies noticeable?
What about story modes?
What’s the estimated drop chance for recipes?
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He’s saying that, for some reason, adding new stats to the available beta gearsets is more complicated than adding some item IDs to a JSON file somewhere, and what’s more, the process is apparently convoluted enough that they won’t be able to do it in the remaining days before the beta.
It’s probably easy to add. It’s just that at some point you stop the development.
True, but it’s their choice whether to consider the omission of the meta condition gear stat from the default choice as a “bug that needs fixing” or a “nice to have feature request”, and if the change is as simple as it should be, they could still patch it in the meantime. If I were in their shoes, I’d want players to be able to test hard content in meta gear, since that’s what they’ll be using when it’s live.
But I’m sure there are other priorities right now, and this does have a work around (assuming you have an extra full set of ascended gear laying around :P). Good on them for sharing this ahead of time so we can prepare, rather than just surprising us come beta time.
Yes, it’s a really low priority.
Which it shouldn’t have anyways. 10 sec icd on 3 vulnerability stacks is pathetic. Basically only makes it useful when in a group of 5 people fighting in proximity.
—
There is no way to really balance party wide skills for group and solo play .sPvP is small scale so all party wide buffs end up really strong in a group but weak when alone.
Same also applies to enemy groups vs bosses.
I think most utility/elite skills should have been designed to have two options, single target or multitarget.
Could someone explain how dungeon rewards exactly work? I have never really paid attention.
I know there is a big daily reward but what if you run the path multiples per day? According to http://dungeons.silversunshine.net/ you should get some bonus tokens.
Do you always get that big 70% experience reward?
What about story modes? Wiki stated that you should get some karma.
What about other rewards? Do some dungeons have some specific loot? I know about the recipes/rare boss drops.
Is time limit also the reason there’s so few trinket stats available?
Or am I misreading what you’re saying?He’s saying that, for some reason, adding new stats to the available beta gearsets is more complicated than adding some item IDs to a JSON file somewhere, and what’s more, the process is apparently convoluted enough that they won’t be able to do it in the remaining days before the beta.
The heads-up is appreciated, Chris — sorry you drew the short straw and had to be the one to come tell us :P
It’s probably easy to add. It’s just that at some point you stop the development.
Except in raids where even 2% damage loss gets you killed.
Congratulations on defeating the Vale Guardian! Feel free to replay this encounter for the duration of the beta weekend.
You will not be able to revive players that have been completely defeated when a raid encounter is active (originally it was only during enrage). Downed is okay, so you can still get that clutch banner res off. Once a player becomes completely defeated you won’t get the interact prompt to res them.
Can anyone verify that it’s really fixed?
Currently all AI can not move and attack at the same time unless it’s built into the anim.
Hopefully raids don’t turn into kite wars.
Standard pug business in my yesterday’s SE story run. No banners, icebows, might or anything.
Except when we reach the end boss, Iron Forgeman…
Suddenly there are ice bows all over the place. So they clearly knew the skill exists but why they use it only when it has no real use?
It’s like my lazy habit of not using Time Warp anywhere but the final boss :>
@Wethospu: We have a raid pug party in the coming weekend beta event. You are cordially invited!
I won’t be home at weekend.
Standard pug business in my yesterday’s SE story run. No banners, icebows, might or anything.
Except when we reach the end boss, Iron Forgeman…
Suddenly there are ice bows all over the place. So they clearly knew the skill exists but why they use it only when it has no real use?
Personally I think all nourishments should be banned on record runs since they don’t really add anything except gold loss.
High end food (100/80) is like a 5 dps increase. Up to 50% of dungeon time is spent fighting so using high end food means about 2.5% increased g/hr.
Using Truffle Steak requires 40 silvers per hour. 2.5% of 10g is 25 silvers. So using Truffle Steak means about 15 silver loss per hour.
Similarly 80/60 is a 4% dps increase and 2% of 10g is 20 silvers. So using Asparagus means about 5 silver increase per hour.
Griffon Egg Omelet (60/50) is like a 3% dps increase and 1.5% of 10g is 15 silvers. Using it means 13.5 silver increase per hour.
Why all guides suggest using high end or mid end food?
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When I first heard of agony I thought it would be a pressure element. Like a long duration condition which would give effects like max health loss, slower speed, slower cooldowns and so on.
Without agony resist it would last 1-60 minutes depending on the scale so every mistake would stack up. Agony resist would shorten the duration down to minimum of like 30 seconds.
I’m curious. What food people use in their dungeon tours and how much gold/h you make?
10 g to first one who shows an elite, a champion or a legendary enemy doing a critical hit.
I took a level 2 to AC. Spider hatclings crit me 100%, elite enemies still 0%.
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For ultimate pug life experience I suggest co-driver mode in GTA V online.
Driver drives the car but can’t see checkpoints. Co-driver sees the checkpoints and must tell the driver where to go.
I assume that’s a veteran, not elite.
It just seems that the game has disabled critical hits for all elites, champions and legendaries.
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Fury would mess up the whole thing. I’m interested of the base chance.
Edit: Normal enemies seem to crit. So the question is, can elite enemies too?
Elite mobs in cm have been critting me. Cutpurses, bombers and thugs have fast attack rates if you need it tested.
Tested lots of hits from 2 cutpurses at start of p2. No critical hits.
Level 82 risen berserker in arah, no crits. Btw, has anyone ever seen bloomhunger critting?
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Fury would mess up the whole thing. I’m interested of the base chance.
Edit: Normal enemies seem to crit. So the question is, can elite enemies too?
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Can anyone tell me a dungeon enemy (no fractal) which you 100% remember doing a critical hit?
You can think of it like as an extra power (based on final power number after all buffs, etc).
It counts as an all time record.
Do I have to beg? :/
If you want to compare support builds, just remove 25% from everyone else’s DPS and give it to the support warrior.
I decided to do enemy attack format conversions by myself. So there is only enemy description stuff to do. Hopefully it now attracts more slav… eerr… highly valued individuals.
Generally speaking, why would you even compare something arbitrary like personal damage when you aren’t soloing?
Exploits should get on their own exploit tab.
I suggest downloading the whole project from:
https://github.com/Wethospu/gw2dungeons/archive/master.zip
You should edit Raw/Enemies/CM_e.txt (or whatever your dungeon is)
You should check Raw/Dungeons/ to see how tactics are done for bosses.
You can read ReadMe.txt if you feel like (it’s bit outdated).
This is how I always do it:
1) Turn right when you enter the big area.
2) Run towards the corner and get behind that pipe thing (or whatever).
3) There are some enemies between you and Spur, pull them behind corner and kill.
4) Pull Spur behind corner and kill.
5) Kill remaining enemies.
To clarify thrash enemy descriptions:
1st priority is to have non-profession related descriptions which explain what to except when fighting that enemy. Attacks should be briefly explained and how to counter them (if even needed). Important attacks should get more text.
There should be a description from both melee and ranged perspective. For example for melee you can say that enemy has 3 skill melee attack chain and the last one should be dodged. For ranged you can tell to keep distance because of the melee attack.
I suggested checking some boss tactics in path guides to get a better perspective.
2nd priority is on short profession tips which advise using a specific skill. These should be used only when using that skill really makes sense. You should ask yourself is this skill really used against these enemies or can people kill them easily without.
3rd priority is on non-profession related solo description. In many cases this won’t be needed because everything is already explain on melee and ranged descriptions. This should have complex stuff like running through enemies to avoid melee attacks which would just complicate the melee descriptions.
4th priority is on solo/duo profession tips. They should get additional paragraph on profession tips which starts with something like “For solo”/“When soloing”. There you can put stuff like retraiting or using high cooldown skills. Obviously less cooldowns you need the better. This also may not be needed if everything is already explained.
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Hmm, not sure what you mean. Can you clarify? You don’t really have to record anything (unless you want of course). The biggest priority is converting old data to the new format or getting some basic descriptions for enemies (from your memory preferably).
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Bump.
You can also just dodge at the right time. Anyways here are some advanced tricks https://youtu.be/LVT_hUDQXB0, just missing a voice-over (not sure if I’m going to bother or not).
I have decided to add tactics/descriptions for every enemy. Bosses already have these from path guides so only thrash enemies are needed. There are lots of stuff to be added so it would be nice to split up the work.
1st priority: General tactics (melee and ranged)
Goal is to describe the enemy from melee and ranged perspective, regardless of profession. You can mention things like reflects but you shouldn’t put any specific skills.
After reading them, players should know what to expect from the enemy, what are the key attacks and how to deal with them.
tactic=melee
TEXT
tactic=ranged
TEXT
2nd priority: Short profession skill tips
Goal is to write down skills which are very useful against the enemy. If the enemy is trivial to kill then nothing should be added. When adding skills, ask yourself is this skill really used against these enemies or can people kill them easily without. For example using skills with a high cooldown probably won’t make sense.
tactic=warrior
TEXT
tactic=guardian
TEXT
etc
3rd priority: General solo tactics
Goal is to describe things which are too specific or pointless for general melee/ranged tactics. In many cases this won’t be needed because everything is already explain on melee and ranged descriptions. This should have complex stuff like running through enemies to avoid melee attacks which would just complicate the melee descriptions.
tactic=solo
TEXT
4th priority: Profession solo tactics
Goal is to describe how to deal with the enemy solo with different professions. Put these on profession tips and start with something like “For solo”/“When soloing”. There you can put stuff like retraiting or using high cooldown skills. Obviously less cooldowns you need the better. This also may not be needed if everything is already explained.
Don’t make the tactics too long! With too much information the key message is lost. If you think there is information which doesn’t really fit anything, put it as a comment (start the line with #). I will figure out something for them.
I suggested checking some boss tactics in path guides to see how these things are done. Also most enemies have commented notes (#note) in their attacks. Please remove all notes you have used on your tactics.
Harmful bugs should be put on “tactic=bug”. Beneficial bugs should be put on “tactic=exploit”.
If you are interested please let me know.
The project is on github.com/Wethospu/gw2dungeons so it would be the best to use SVN or Git if you are familiar with them. Also if you plan to get involved it’s a good idea to learn them.
Another way is that you download the project as a zip, edit necessary and then send them to me with email or something else.
You should edit stuff on Raw/Enemies/. Add tactics before enemy attacks.
You should check Raw/Dungeons/ to see how tactics are done for bosses.
You can read ReadMe.txt if you feel like (it’s bit outdated).
List of participants:
- AC:
- CM: SlyDevil
- TA:
- SE:
- COF:
- HOTW:
- COE:
- ARAH: bladex
- FOTM:
- Urban, Uncat, Cliffside: Iris
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If anyone is willing to help with getting retaliation formula, here are instructions: https://www.reddit.com/r/Guildwars2/comments/3ky378/wiki_lets_update_retaliation_formula/
High end content definitely shouldn’t be soloable (unless it scales). But forcing it with stuff like pressure plates or something similar isn’t the solution.
Thanks for the test. Before condition changes, elite Cutpurse did 103 damage per poison tick. This proves that enemies use the general condition formula and get affected by condition changes.
Next little question (I would check this if I was home). Does damage dealt by conditions round up or down? What happens with multiple stacks?
Edit: Condition tick damage rounds down, before multiplied by stacks.
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