“Mentoring engineers / mesmers and showing you what you can do with your fantastic class!
Just pm me for my advice! Always eager to help!”
As the author of the dulfy mesmer guide I can assure you that it is constantly being updated despite the URL. The guide is being maintained by myself and is up to date to current events, as well as open to suggestions.
I’m sorry – I was too harsh on my judgement. Immediately changed my post, I looked at the Dulfy guide and I have to say it’s quite good. I do not completly agree with everything, but that’s a different story. It’s overall a good guide.
Yea it’s a real pain … they shoul’ve hotfixed it righ away. Currently some evil tongues say that rev has a rather low DpS of 12-16k. That’s just … well … ya know ^^’’
For 90% of the players there is yes :P I’m a pure PvE player so I can’t help you out here. But from what I’ve heared from WvW players these days, it’s that they are very unhappy with the current WvW – apparently it’s kinda dead :/
Greetings
I do not recommend to follow the metabattle guilde. The informations are part true but some parts are plain wrong and misguiding. The Dulfy guide on the other hand is much better.
Enjoy those sites with care and a sharp mind!
@DearhReign:
Thieves deal a lot damage, Rev on the other hand – not so much. You will even be able to outdamage them if you purely focus on that (not that I’d recommend that, but – you know for the E-D xD). Rev is currently bugged, many skills do not scale with you weapon damage – it’s like you are using a white weapon.
If you want to we can meet ingame and I can help you out with whatever you need. I’m a very expirienced PvE Mesmer / player in general and I’m always happy to help others out. I’m mentoring countless Mesmers and Engis all the time.
I’m EU tough, if you are NA I can only support you with words! :/
Greez!
- Xyonon
(edited by Xyonon.3987)
Can’t weapon swap
Power builds suck in pve
Forced to use Nades for 3 years
Elite spec added gyros, none are good.
Great class but nowhere near master race
Kits.
Hahahahhaha – no.
Yes.
No.
Yes we are.
Wahoo!
May I ask you if you are talking about PvE, WvW or PvP? Also are you playing on EU or NA?
Greez!
- Ziggy
Greez!
You only have to know these 2 things:
So you simply start your F5 in the end of the first skill you use. So you can for example use 2 wells during F5 even without any illusions.
Greez!
Excuse me?! shield 4 was ridiculously op in pvp and terrible in pve, now it’s amazing – and shield 5 is one of our strongest skills aswell one of the strongest skills in the entire game. The shield is amazing, nothing else to say.
Heya,
Since the very first HoT beta weekend – this phantasm was bugged, not being affected by phantasmal haste.
How can it take ANet so long to finally fix this? They must know this by now, it has been posted a hundred times already. Or do they just not care at all? Or is it even intended?! #balance and stuff???
Please fix this already – so we can use anything else too but 3 iAvengers ~.~
greez
Since the very first HoT beta weekend – this phantasm was bugged, not being affected by phantasmal haste.
How can it take ANet so long to finally fix this? They must know this by now, it has been posted a hundred times already. Or do they just not care at all? Or is it even intended?! #balance and stuff???
Please fix this already – so we can use anything else too but 3 iAvengers ~.~
What do you mean by “fix the sigil”?
He was testing the already tested – what the 6th bonus of the Rune of the Berserker means “+5% condition damage”.
Thunderclap deals an insane amount of damage aswell, I don’t think it’s not awesome.
Solo open world, against champs, masses, dungeons, fractals or raids?
Hammer 5 into 3 → STUN DAZE DAZE DAZE Just sayin :P
Xyonon, I’d like to see a screenshot or video of a support chrono (iAvengers) dealing 12k or a pure dps chrono (iSwordsmen) dealing 18k. I’ve never been able to break 5k on a support build. The best I’ve seen has been 16k on a condi build (iDuelists).
Can do. 5k is extremly low tough :< your auto alone is 8k.
Also, I’d like to second that bit about quickness being our primary contribution to a raid. Alacrity doesn’t mean much except maybe to make things easier on the PS warrior and druid. The testing I’ve done on alacrity alone indicates that it’s only about a 15% dps increase on a d/w ele.
D/W ele is a quickness playstyle.
(edited by Xyonon.3987)
I’d spontaniously say same runes and sigils since they are the very best. I think Malice saves more expertiece than Bursting saves condi damage at the same cost. If this is not true I’ll let you know for sure. But in the end – the only thing you should do is use as much Viper gear to get 100% condi dura and then use Sinister gear for the rest. Condi dura for burn n bleed ofc.
Greetings.
Um don’t daredevils and revenants barely get any boost from alacrity and at that point another DPS class is better as it just straight up does more damage than the boost a Mesmer gives?
Daredevils and Guardians get barely a dps boost from alacrity yes. This means they are aa-focused -> quickness boosts them. This makes the Mesmer even better since they get boosted by 50% instead of only 33%.
Also please stop calling it passive DPS, it is not passive. You are buffing party dps, there is exactly 0 passive play in the entire thing and you only make your arguments harder to follow by using made up phrases.
The term passive damage has nothing to do with passive play. It means that you do not deal the damage active by yourself. It’s the damage others deal more (the difference!) because of your presence, We called it passive damage since a very long time, it’s not something I made up and it ain’t gonna change.
alacrity is not a 33% dps increase. im pretty sure some1 mathed it out before on these forums for us all to see. this is a common misconception, yes you have faster cooldowns but only some of you dmg is from cooldown skill’s much of the damage is from auto attacks.
Alacrity alone isn’t – no. But that’s out of the question in the first place.
If you use only skills with CD’s, it’s a 33% dps increase, period.
If you use only auto attacks (like thief for example), it’s a 50% dps increase, period.
If you use a mix of those two, you’ll have at least 33% up to 50% increased dps while under the effect of quickness and alacrity. Simple math.
Check out this thread’s first post’s images attacked to it:
https://forum-en.gw2archive.eu/forum/professions/engineer/All-Skills-Damage-for-Power-and-Condi-3/first#post6006236
It shows the damage of Engi skills aswell as the Chrono Boost wich means the damage increase of this skill because of quickness and alacrity. Every skill is above 33% and max 50%. The only exceptions are movement skills.
Greez!
- Xyonon
Heya!
A full support Mesmer deals around 12k DpS to a heavy target. If you go max DpS, you’d get up to 18k on the same armor type. If you now even ignore any support aspects aswell and just focus on ego damage, even 20k might be achievable. If you go condi you may even get higher, yet I have not enough personal expirience to confirm this.
The reason why every single raid party brings a Mesmer, yet often even two of them is exactly what you mentioned – passive damage – the damage others deal more because there IS a Mesmer. A Mesmer boosts professions DpS by 33-50%, if they grant 100% quickness and alacrity. If you take the worst case, 33%, you could do some simple math, just to prove how mighty a Mesmer is:
Party 1 has 5 DDs:
25’000 DpS x5 = 125’000 DpS
Party 2 has 4 DDs and a Mesmer:
25’000 DpS x1.33 x4 = 133’000 DpS
12’000 DpS x1 = 12’000 DpS
= 145’000 DpS
So what does this passive damage mean? If you’d be fair, you’d say personal damage + passive damage = total damage. A warrior deals a HUGE amount of passive damage aswell – that’s why you take one with you, because of the banners and empower allies (+150 power aura) and definitly not because of the 15-18k DpS…
What I want to say here is – the Mesmer deals only 12k personal DpS, but in that case also 33k passive DpS. So the presence of a Mesmer increases the PARTY DpS by 45k. Yes – 45’000 damage.
Greez!
- Madame Le Blanc
How so? I know I’m pretty much the same as you I think – we don’t believe others unless we test it ourselves, wich I really support! It’s always possible somone made a mistake but in that case – can’t you believe your own eyes in a recorded video? o.O
I think the argument of Xyonon doesn’t have NOTHING to do with “power vs condi” as you seem to be taking it, but with “Ascended advantage is not equally valuable for all builds”, wich is not the same.
I really don’t know if what OP says is true (Does really “weapon strenght” not affect condi dps?), but I’m capable of see that reducing this thread to a lame “Power vs Condi” argument is useless and wrong.
Exactly this. It’s about the uneven adventage of ascended gear. And yes, weapon strength does not affect condi at all. Oh, and thank you for your words.
small question… you get 5% added dmg and 5% added stats and 5% added armor
- so speccing for power: 1.05*1.05 times added dmg
- so speccing for toughness 1.05+1.05 times added defence
- so speccing for healing 1.05 times added healing….
- so speccing for conditions…. well look into formulae before answering this… ot will never be 1.05 mostly because to forumla is a base value and a modifier is used before actual condition dmg reducing the effect of condition dmg BUT we got condition duration whcih did make a huge difference for DOT… problem though: the foods were nerfed and in the end there actually was 0 difference, actualy on 4 stat armors the condition dmg total actually went down, lowering the damage / tick… so you gained a huge amount of DOT without using food through introduced DURATION… but with food the dmg was just a hoax… and in the end values were lower, luckily we use Sinister/Viper’s (or Rampager or Carrion) to offset this in PvE, but tbh these builds also depend quite heaily on DOT not DPS (auto attacks tend to scale -very- bad)
5% damage modifier / weapon strength means EXACTLY 5% more damage with power attacks. 5% higher stats on the other hand is not the same, since upgrading your weapon from exotic to ascended, your total stats won’t rise by 5%, ontly the stats of your weapon. So like from 100 power to 105, wich makes your total stats rise from 3000 to 3005 → in that case only +0.16666% more damage.
5% reduced damage means EXACTLY 5% lesser incoming damage. Yet having 5% higher armor on your armor pieces does not increase your total armor by 5%. The same thing as above.
5% increased outgoing damage with conditions means EXACTLY 5% more damage. I’m not talking about the stat “condition damage” here. And it’s also irellevant how much condition duration you have. They are all multipliers, it doesn’t matter when you apply them – if you increase any of them by 5%, the result increases by 5% aswell.
I agree that they mustn’t become clones. But the matter here is something completly different – it’s about who gets what bonuses from ascended gear. It’s not that it would be such a big deal but it’s simply not fair the way it is.
Wahoo and hello!
I’ve been bothering myself about ascended gear and it’s effectivity lately. Currently, the only ascended gear you really want are trinkets (because of the huge stat difference) and weapons.
But the weapons are only so great because their weapon strength increases by 5% from exotic to ascended, which is useless for anyone else but power focused players.
Noone who is sane and not dirty rich would ever bother with an ascended armor or even weapons as a healer or condi profession. It just doesn’t matter and it costs too much.
So what’s the solution to this problem? Why would we want ascended armor? Why would anyone but power professions want ascended weapons? I suggest the following:
Weapons
Armors
With these changes, nothing would become imbalanced, but there would be a reason for specific professions and roles in every game mode to gear for ascended stuff. A Druid may want an ascended armor asap, a DD wants the weapons to be ready asap (even condis!), and tanks may want to have both.
What do you guys think? Don’t you think something has to change too???
Greez!
- Xyonon
Like … since 1-2 years?
“The Rune of the Berserker also increases your overall damage output by 5%, wich extremly strong, especially since it works for conditions aswell.”
This isn’t actually true. It increases your condition damage by 5% but does not increase the damage of conditions by 5%. There is a measurable difference.
Rune of the Berserker does not increase “condition damage” by 5%. It precisely increases the damage of conditions by 5%.
Made a vid about this earlier:
https://www.youtube.com/watch?v=jXhYp4xIjiY
Wahoo!
~ weekly bump! ~
wat? ö.ö
Engis cannot weapon swap
=(C97*0.06+22) * (1+0.09*4/9) * 1.05 * 1.25
That’s the formula.
It’s the final total damage, since everything else to compare it with is also the final total damage in my list
Wahoo!
20% of you damage is still power damage. The Rune of the Berserker also increases your overall damage output by 5%, wich extremly strong, especially since it works for conditions aswell.
So what gear are you currently using? Are you trying to get Viper asap?
Greez!
- Ziggy
yea, still having an ICD for balance reasons, but proc it with bomb auto / maybe on kitten CD.
Neither of those – currently working as intended, yet it’s “on the table” of ANet to change it.
I tested flamethrower dps vs condi dps to pvp indestructible golem (kill 3 times as fast as possible):
Flamethrower 1 spam. 10 might, some quickness and fury.
Amulet: Berserker
Rune: Scholar
3 golem kills: 63.12sComplex condition rotation. No boons:
Armor: Rabid
Rune: Balthazar
3 golem kills: 43.26s.Condition without napalm or bombs (those may miss a moving boss). No boons
Armor: Rabid
Rune: Balthazar
3 golem kills: 59.58sThe difference is about 4 – 20 seconds. I still believe flamethrower may win after a long time, not by doing more dps, but hitting the boss for longer time.
Not sure about sinister or viper.
Wahoo!
This is exactly why you shouldn’t trust the wiki, especially not on it’s coefficients. They are almost always wrong.
First of all – the tooltip say something completly different. Even tough they may be wrong aswell – I’ve been using Takedown Round and Drop Gunk multiple times on the silver wastes puppets and yea – they are wrong xD.
The average total damage of Drop Gunk was 1935 (all 6 hits).
The average damage of Takedown Round was 2194.
The average bomb autohit was 1930 on the same target. So using this as a base, the tooltips can be changed to this:
Bomb autohit as base -> 100%
Drop Gunk -> 16.71% per hit / 100.26% total
Takedown Round -> 113.68%
So modify your bomb damage by those % and you get an approximate result for the true tooltips. Just make sure you have no traits enabled like +dmg for explosives that affect the bomb. Oh yea takedown is an explosive btw (not used in this test ofc).
About the condi damage part. I expect 1/6 chance for each condition to strike, either Bleed, Burn, Poison, Blind, Cripple or Chill with another no-damage condition. It’s extremly rare that Weakness or Vuln alone strikes, out of a 100 only a few times, so I ignored them. So in theory this means on average with each Throw Gunk you hit 6 times of 6 random conditions -> apply each condition once.
This results into 1 stack burn for 3s, 1 stack bleed for 12s and one stack poison for 8s. Now apply buffed values aswell condi duration:
16708 condi dmg
So using my new knowledge the more accurate results are (Condi Engi only!):
Takedown Round deals 4207 power and 471 condi damage every 10s with a 50% uptime (only above 50% HP) and therefore deals 234 DpS for the whole fight.
Drop Gunk deals average 3373 power and insane 16705 condi damage every 20s. This results into 1004 DpS.
Greez!
- Ziggy
(edited by Xyonon.3987)
Sword Shield / – Sword for open world. If I really NEED range, I use a staff, same for zerg fights against a champ (oh those 25k crits <3), while using MoP for max dps. I barely touch the GS in open world. Imo it’s rather a “slacker weapon” or “just for fun”. If you want to chill and dps without big efforts – GS is perfect.
And for some reason, reading this felt like deja vu. 0_o
Edit: and I mean like Inception level deja vu. I feel like I read that post before, and that at that time I had deja vu as well…
Yea, it’s what I tell ppl if they ask me about open world Mes xP Didn’t change my mind so far
Especially not then – the point of camping FT in open world is because you have 30% quickness uptime and ~15 stacks might with it. Compared to other solo builds wich have neither of those things, even tough their “base” damage would be higher, it’s great.
In raids however your allies help you to have 100% quickness uptime and 25 stacks might all the time, wich makes other options much stronger.
FT in raids is only used for it’s toolbelt and skill 4 and for pushing with skill 3 aswell as power for ranged damage skil 2.
Playing Flame Legion FT guy
this might be interesting to you for building a rotation
Thank you, nice to know something like that exists But in the very end I only trust my own stuff so I sure wouldn’t have required over 70 hours just for the spreadsheet ya know ;D
I’ve created a Rotation Builder (which I’m probably gonna upload sooner or later too) for the Engineer only, that allows you to pick any skill from a drop down list, then shows you how much damage you have done, how much time has passed and also when the skill is ready again!
This allows every Engi to quickly set up a rotation, even though it’s rather unrealistic due noone is so perfect in using skills after each other anyway, aswell other factors like dodge and ress are not considered (as stated in the builder “full buffed, no disruption, no mistakes – an illusive perfect world”). However it clearly shows wich kits are the best to use.
Greez!
- Ziggy
Oh my haha Wahoo everyone :‘D Tonight I’ve had bad, funny and impressive expiriences. xP
First of all Glob Shot didn’t behave as I wanted it to. It sometimes jumped to the enemy, to me and then disappeared, no more bounces. I’m really not sure anymore how it works … xD Maybe it does not jump to the same target twice after all and I just made a mistake when I tested it the first time…
However, now the hilarous part – so I was testing Takedown Round vs Drop Gunk and after that I used Glob Shot on an enemy with less than 50% HP and placing a Takedown Round on myself wich then exploded and dealt damage to the enemy, not me. So basicly this – Glob Shot allows you to use Takedown Round on yourself and damage others – hehe funny eh? xD
Important!:
btt: Takedown Round vs Drop Gunk (this is for condi engi!)
Takedown Round deals 3027 power and 471 condi damage every 10s with a 50% uptime (only above 50% HP) and therefore deals 175 DpS for the whole fight.
Drop Gunk deals average 3616 power and insane 16704 condi damage every 20s. This results into 1016 DpS wich is extremly strong imo.
The damage comes from random conditions and the power damage. The field tics 6 times and deals each time power damage, thus procs Sharpshooter and procs one of those conditions:
(base values)
I’m very impressed how strong this skill is and one should focus on getting that Throw Gunk every time. Another reason why Mortar > Supply Crate.
Greez!
- Ziggy
Wahoo!
Camping a kit is never a good idea unless you are soloing where the FT might generation helps you out quite well. Also it looks kitten to use FT auto while moving with “walk” enabled like one of those Flame Legion guys. xP
However I have to agree with everyone else – but want to add that it makes a huge difference if you are power or condi. As Dinosaurs mentioned, FT AA (auto attack) deals ~same damage as bomb or grenade AA, which is around 10k DpS aka low. This is true for condi, but for power those three attacks have widely different damage numbers.
I recommend to check this thread out, it should really help you with your future decisions and knowledge about the Engineer / Scrapper skills:
:3
Greez!
- Ziggy =^._.^=
Sword Shield / – Sword for open world. If I really NEED range, I use a staff, same for zerg fights against a champ (oh those 25k crits <3), while using MoP for max dps. I barely touch the GS in open world. Imo it’s rather a “slacker weapon” or “just for fun”. If you want to chill and dps without big efforts – GS is perfect.
I only wish it would pulse more reliably – it sometimes pulses 3 times and sometimes up to 5 times, very strange imo :/
Afaik there are plans on this – but it’s the good old “it’s on the table” of ANet – so it will take about 1-2 years but it will come
EPK would be great if it would work with the bomb auto … just sayin … ;3
This is gold …
True, shrapnel also cripples with a great uptime which makes it really better than Siege Rounds for Gorsy aswell. Maybe I’m gonna change it anyway, not sure tough :s
Glob Shot is a great skill if you are solo, take a look at it’s DpiSCT and double it and you’ll have an awesome skill. I tested with it aswell and it always jumps to the next closest enemy / ally. So if you are solo facing an enemy you will hit the enemy twice with it. It has a max travel range tough, so stay close :<
It’s just most likely that the Power Scrapper at Gorsy has to take Nades, Bombs and Slick Shoes over EG. Otherwise you’d always be better with as condi or just another Ele.
Wahoo!
Ok I’ve made some small corrections about the spreadsheets and some toughts about the build.
First about Shrapnel vs Siege Rounds:
For a power build, Shrapnel will deal 16s bleed with a 15% chance on hit with an explosive skill. This includes bomb autos aswell grenade skills, but not hammer or other damage skills. Taking this into consideration I’d say one would hit the enemy about 2 times per second with an explosive (hit with an explosive, not proc Shrapnel!).
This would result into a DpS of 567 or upscaled for the CD of Orbital Strike (30.87s) 17506 damage.
The double Orbital Strike from Siege Rounds increases the DpS only by 270 since you could simply use a little bit more than one bomb auto instead of a weaker version of Orbital Strike. This means I can only add the difference between them since you invest a cast time for the bigger outcome, unlike Shrapnel wich is purely passive. This means Siege Rounds deals 9182 damage ever 30.87s.
So yes, Shrapnel would indeed be better than Siege Rounds, but I personally prefer a 2nd blast finisher and longer lasting combo fields over the difference of 297 DpS unless you are really only hitting a meat bag. For example for Gorseval I prefer a longer lasting blind for the small ghosts and chill for the elites. For Sabby on the other hand I’d probably stick to Shrapnel.
I decided to keep Siege Rounds for my Spreadsheet to show the damage of a double Orbital Strike in the list.
What else did I change? Three small things have been “patched”:
Greez!
- Ziggy
(edited by Xyonon.3987)
Wahoo :3 Feelin’ better already, even tough my throat almost kills me x.x
I’m interested in how you got the data for cast times and aftercasts. As far as I can tell there is no database of these numbers, and so I’m assuming you calculated them yourself somehow. How did you do this, and how confident are you about the accuracy?
Somone on reddit asked me the same question and I have to tell you it was indeed a pain in the poop-facility D: I noticed that ingame cast times are so extremly wrong that you can’t trust them a bit. I mean comon, grenades supposed to have a 0.5s cast time, but it’s actually 1s.
How I did it – for auto attacks it’s simple – I just threw 5 minutes grenade AA’s and divided it by 300. This is probably the most accurate thing you can do. So I’m 100% sure about all auto attacks aswell grenade, bomb and mortar #2-5.
Then there are different skills like Pistol #3-5 or Rifle #2-4. For those I recorded them and used something like this -> aa, aa, aa, skill x, aa, aa, aa. I checked when the last aa stops, or rather the next starts. I also used a metronome at the very same time.
For all other skills I basicly did the same. Some skills like shield #4 and #5 or acid bomb who also require fast hands or personal skill I did multiple times until I’ve had the best result.
TL;DR: Recorded, aa – skill – aa, metronome, multiple times.
I’d say the whole thing is 80-100% accurate :3 (autos 100%, other skills 80%+)
However if you find something very odd, don’t hesitate to tell me – we all do mistakes!
I don’t think Rifle Turret would beat Elixir Gun for damage. While Surprise Shot has no cast time, Acid Bomb still easily beats Surprise Shot + 2 Bomb autos for damage, and you can definitely cast it at that rate if not faster.
Of course it doesn’t. This is why I wrote the whole post above about how DpiSCT – which is what OP’s spreadsheet ranks skills by – is only a measure of how fast a skill can do a single cast’s worth damage. It is completely distinct from DPS, which is a measure of a skill’s sustained damage when used repeatedly, as often as possible.
You may be confused because the spreadsheet ranks skills based on DpiSCT because it is intended to be a skill priority spreadsheet. You may notice it also calculates DPS, and if OP so desired he could sort the sheet by DPS and the list would look quite different (which would be appropriate, because it would be measuring something different).
Put as simply as possible:
DPS [DAMAGE / (CAST TIME + COOLDOWN)] tells you which skills you should bring on your bar (up to the point that adding the next highest DPS skill will not change your optimal skill rotation)
DpiSCT [DAMAGE / CAST TIME] tells you which skill on your bar you should use right now to get the highest damage. (It also tells you which skill you should add to your bar after you reach the point that the next highest DPS skill does no change your optimal skill rotation).
So even though surprise shot has an infinite DpiSCT, it’s DPS is low in a sustained fight because of its cooldown and you would never bring it to begin with. If for some reason you already had surprise shot on your bar, it would always be the best skill to use if it was avaliable, because it has no cast time and deals more than zero damage.
That’s not quite true. The DpS is also not quite important. It’s rather the difference between DpiSCT of a skill and the auto attack. It depends on how frequently a skill can be used too, yes, wich is basicly DpS, but that’s not all. It’s the combination of DpS and DpiSCT as I mentioned before:
Acid Bomb is not affected by Quickness since it’s considered a “movement skill”. It takes about 1.2s for the whole cast. This on a 11.25s CD results into a total CD of about 12.kitten . During that time you can cast 2 Surprise Shots and 2 Bomb autos.
Acid Bomb is 37883 damage over 1.2s -> isolated 31569 DpS.
2x Suprise + 2x Bomb are 38635 over 1.12s -> isolated 36155 DpS.So yea, Surprise Shot beats Acid Bomb while under the effect of Quickness. However this diffrenece may look big but in the whole rotation it’s rather small and for the utility’s sake I’d pick EG over Rifle Turret unless you know your gonna have a loooon ranged combat time.
Surprise Shot outdamages Acid Bomb because the difference between auto attack damage and Acid Bomb is not high enough aswell the long cast time allows you to do even two of those auto attacks.
But this doesn’t mean everyone should pick the 3 kits on top of the list ofc! As I said, it’s a deeper connection between DpS and DpiSCT. I’m not quite sure how to get the perfect rotation / kits with a mathematical solution. So far it was easy to pick the last kit, since Grenades and Bombs are a must have. The last kit has to be something that is a dps increase over the bomb auto attack, wich means Elixier Gun, Rifle Turret or Tool Kit. If you are ranged FT works too, but you can no longer wait for FT #2 to explode it manually – either you are on max range so it does it on it’s own or you don’t use it at all.
Still, there are plenty of questions if OP actually wants someone to confirm the calculations, namely the conditions the skills are used under. Since it’s for a raid scenario I would assume the following, but I don’t know for sure unless OP tells me:
25 might
100% crit chance (power)
99.4% bleed/burn duration (condi) (worth noting that 100% exactly is achievable)
seaweed salad + toxic sharpening stone? superior sharpening stone? (power)
pizza + toxic focusing crystal (condi)
spotter
warrior banners
assassin’s presence
empower allies
scholar buff
full zerker gear
sigil of force
every engi trait damage boost
+5 infusions? (these aren’t in the linked builds)I would assume some things (like ranger spirits) were not taken into account as well. Would be nice to have more info to check numbers!
The spreadsheet has been created under optimal, yet realistic raid conditions:
- 25 stacks Might
- Fury
- Empower Allies, Spotter and Assassin’s Presence
- both common Banners
- Vulnerability
- Druid Stuff (!!! I made a mistake here, will explain below !!!)
- Bufffood (@ build)
- Runes and Sigils (@ build)
- Gear Stats (@ build)
- Traits (@ build)
- NO Infusions (@ build)
As for Power, those modifiers have been applied:
=(1.05*1.1) * (1.1) * (1.05*1.07*1.02*1.02*1.02*1.02*1.02*1.02*1.02*1.02) * ((1+0.075*4/9) * (1+0.045*4/9)) * 1.25
As for Condi, those modifiers have been applied:
=(1.05) * ((1+0.075*4/9) * (1+0.045*4/9)) * 1.25
What you can see here is this little mistake I made: “(1+0.045*4/9)” is only 1.5 stacks of GotL of the Druid. I changed something halfway with the modifier system, means I before applied GotL at the very and, now at each skill. It should be 3 stacks GotL on average, not only 1.5. And I forgot about Empowerment Glyph, which I will add very soon (10% dmg for 6s every 12s with a 4/9 chance to get).
I will fix these asap and reupload the new images!
Hm. Get well soon.
Ty :3
Greez!
- Ziggy :3
(edited by Xyonon.3987)
wa .. hooo… ç_ç snif
@Dinosaurs.8674:
I’m a bit sick and tired right now. Literally ^^‘’ So I’ll answer you tomorrow when I feel better, you made some great inputs and points. And thank you for you kind words
@cat:
Acid Bomb is not affected by Quickness since it’s considered a “movement skill”. It takes about 1.2s for the whole cast. This on a 11.25s CD results into a total CD of about 12.kitten . During that time you can cast 2 Surprise Shots and 2 Bomb autos.
Acid Bomb is 37883 damage over 1.2s → isolated 31569 DpS.
2x Suprise + 2x Bomb are 38635 over 1.12s → isolated 36155 DpS.
So yea, Surprise Shot beats Acid Bomb while under the effect of Quickness. However this diffrenece may look big but in the whole rotation it’s rather small and for the utility’s sake I’d pick EG over Rifle Turret unless you know your gonna have a loooon ranged combat time.
@DGraves:
Ingame DpS is always lower than spreadsheet DpS, due human faliure, lag and influence like dodge, heal, ress etc.
What you could do tough, is recording an ingame rotation over time and fill in the numbers from my list for each skill and get the DpS you’d have done.
I will upload some vids on power and condi engi for each boss “soon”
Greez!
snif Ziggy
What does BiS mean? :o Best in Situation or something? ^^’’
Pinpoint is definitly the best option, yes. About Siege Rounds vs Shrapnel, Shrapnel will probably outdamage Siege Rounds. I’ll give you exact numbers soon, gonna take a deeper look at it. The main reason why I picked Siege Rounds tough was the utility aspect, due more blasts and longer fields. For pure damage I’d pick Shrapnel, but the difference is probably the same as if you pick Rifle Turret over Elixier Gun for slightly more damage but no utility at all :/
Depends on what you do You can send me the link and I’ll take a look at it ^^
I mean sure it’ll change a lot if you want to use celestial or what ever xD But if you are talking about traits, I think they won’t matter that much if you don’t lose the cores. Just tell me what you’re talking about
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