Technically speaking, we have gotten #2 already. It’s just one skill though.
I don’t recall them saying we’ll be getting Ascended armor this year. I wouldn’t care much either way, TBH. I’d rather they hold off on it a bit longer. I certainly don’t recall a promise Legendary weapons in PvP. The PvE skin solution was hinted at, but not for 2013 per se.
7 is likely to be coming in November 26th or December 10th. 10 is likely to be December 10th or December 24th.
And do keep in mind that what was announced months ago is what’s hoped to be released. Sometimes development doesn’t work out as initially thought – sometimes issues come up, sometimes ideas and opinions change.
I realize things come up… but things come up is a fine excuse for 2-3 things at most… if you miss 11 out of the 15 or so things then there is some much bigger problem.
Reworking broken traits so they are balanced is by no stretch of the imagination “new”. Not even WoW tries to pull off crap like that.
same goes for the 1 new useless skill.
Legendary weapons in PvP was in the blog, it was just overshadowed by all the other spectacular promises they apparently aren’t going to be keeping.
I looked back and it’s true they gave no time frame on the PvE skin problem, just “soon” which could be anything from now until the end of time.
The game is on shaky ground, and competition is quickly approaching. Vague promises and random statements are no longer meaningful to me. They need to either put up or shut up at this point.
2- Weapon Damage of Ascended is 5% more than Exotic, so mathematically it would still be 5% more.
More what? I will assume damage and if it is, then in that case….
Wow just no…. If you are looking at the whole thing, as the op stated, then this is grossly false. The weapon damage is indeed 5% higher but when grouped together with stats and the current armor values for the game the damage increase is 10%.
You and the nah sayers have been proven wrong countless times. You are not fooling anyone who can do simple multiplication.
In case you don’t know the damage formula (why would you even step into this argument if you don’t…)
Damage done = (Weapon Strength) * Power * (skill-specific coefficient) / (target’s Armor)
Now if you look at a full exotic thief vs a full ascended thief hitting a cloth target with backstab with max weapon damage, the 2.4 coefficient, 20 might stacks you will get from signets, full bloodlust stack from sigil, with full berserker gear, and ruby orbs as upgrades on everything with the 25/30/0/0/15 build.
Exotic:
Weapon Damage: 984, Power: 3,239, Skill Coefficient: 2.4, Critical Damage: 104%Ascended:
Weapon Damage: 1,030, Power: 3,309, Skill Coefficient: 2.4, Critical Damage: 112%Cloth base armor: 1,836
So it follows the damage of a critical hit is:
Exotic: Critical~10,582
Ascended: Critical~11,672You are going from Exotic to Ascended so the fraction we look at is…
11,672/10,582~=1.103 which means…… it is a 10.3% damage increase.
You have been prove wrong. As stated before, conditions are mostly linear so of course ascended will not have as much of a great affect as it will for direct damage but if you look at the increase from this direct damage plus condition damage it is quite the increase.
EDIT: To make sure you fully understand this post, this is for currently available Ascended gear versus exotic. There is no fluff guessing about what Ascended armor will be nor hyper inflated numbers with traits that deal +% damage. It would change anything if you choose to add in the +% damage traits.
First off your calculation completely ignores crit chance, so it is quite flawed. See the post above your for the correct calculation of zerker gear differences. It is closer to 17% as I couldn’t find any errors in the above posters post.
I agree with you that weapon damage increases 5% which increases direct damage, which when combined with power gains, precision gains, and crit damage gains makes it even higher.
However that has absolutely nothing to do with the OP, or the numbers I have come up with. Great so my direct damage increases 10%+ (looks like ~17% for full zerker as the previous post seems to be correct in the calculation) except that direct damage only makes up ~1% of my overall dps. So no matter how much you increase my direct damage it isn’t going to change the final answer.
For condition users, switching from full exotic to full ascended is only a 5.2% increase. You can copy and paste your post about 100% crit chance changes in zerker builds all you want, but it really has very little bearing on anything to do with condition damage dps.
The biggest problem I see here (in PvE) is that zerkers are gaining a 17% increase in damage while condition users are only gaining 5%, with other mixes of gear gaining somewhere between those numbers.
There are only 4 patches before the end of the year, yet there are 11 separate LARGE projects that are supposed to make an appearance before the end of the year. Yet in the past 3 patches we haven’t seen a single one.
1. New traits
2. New skills
3. Crafting to 500 for armor
4. Ascended armor
5. Precursor crafting
6. New legendary weapons
7. New fractals
8. New PvP game modes
9. Legendary weapons in PvP
10. Wintersday
11. Hinted at PvE skin solution
I can’t image all these things dropping in the same patch. Where is the info on these? What patch are they coming in?
So I’ve seen a lot of really bad math, outrageous claims and all sorts of speculation concerning ascended gear and how much it increases your damage. I decided enough is enough, it is time to put the rumors to rest and show the actual numbers.
The attached picture shows the calculations for FULL ascended gear. This includes 2x one handed weapons, full ascended armor, full ascended trinkets, and full infusions (13 offensive, 3 defensive). It also includes standard food buff, trait line contribution, and runes of the undead.
As you can see from the picture the % damage increase is almost precisely 5% under ideal circumstances.
It should be noted that precision and condition duration play absolutely 0 role in the final calculation because a standard necro can already cap bleeds on a target so they play no role in the damage. Toughness is included for the runes of the undead #6 bonus. Torment is placed at 3 stacks since this is the most a necro can currently apply under any circumstances.
When I get home tonight I will look up the numbers on scepter direct damage to add to the calculation, however that is very complicated and will almost certainly not have an effect on the final outcome. (it hits in the region of 100dps, so even with a 50% increase from ascended stats that would only be adding in an extra 50dps, changing the final result to 7%)
So please start spreading some truth around. At least for condition damage specs the increase is a flat 5%, not 15% or other huge numbers i’ve seen flying around.
1. You don’t show the equations on how you calculated damage, so it is very likely you are manipulating the numbers to show what you want.
2. You don’t even show weapon damage which is the biggest contributing factor to the direct damage increase.
3. You are giving out condition damage which is a linear scale for the most part and hardly matters in comparison to what Ascended does for direct damage builds.
4. The claims of currently available Ascended gear dealing 10% more direct damage (reading comprehension is hard, but this is damage not condition damage) are correct.
5. Stop trying to skew facts to cover bases.
1. the calculations are just basic arithmetic, you can check it if you like.
Stat values are taken from:
http://wiki.guildwars2.com/wiki/Item_nomenclature
Condition damage formulas are taken from:
http://wiki.guildwars2.com/wiki/Condition_Damage
2. See my above post to see how weapon damage makes minimal impact with full math shown for your convenience.
3. I fail to see how it “hardly matters”. If the scaling is different between builds then that is an imbalance Anet needs to be made aware of. One build shouldn’t become disproportionately stronger by getting better gear. If the damage increase isn’t shared then additional scaling should be introduced to bring them to the same level. This is a major flaw in the games design that will hopefully be fixed.
4. Those claims may or may not be correct. All i’ve seen are vague references and blanket statements up to this point. Nothing I have seen has even mentioned condition damage, which is why I made this thread.
5. Please point out any mistakes I have made as if they are incorrect it was not on purpose and I would like to correct it as soon as possible.
The weapons alone are a ~5% increase for direct damage builds. Weapon damage is a big deal for direct damage builds, so it has a much larger impact on said builds versus condition builds.
Could at least put in some effort before making a thread like this.
This thread is about the increase in condition damage. Weapon damage has absolutely 0 impact on condition damage so i’m not sure why you are suggesting I include it. I’m unclear on what additional “effort” you think I should have put in.
And a 5% increase in my direct damage is not a 5% increase in my overall dps.
Looking at scepter auto-attack for necro:
skill multiplier = 0.35
Since condition spec gear contains no power I will have the base 916 power in both exotic and ascended. Weapon damage is 940-1060 for ascended and 895-1010 for exotic.
averages to: 1000 and 952.5 respectively. We’ll use 2600 as standard armor rating
916*.35*1000/2600= 123 dmg
916*.35*952.5/2600= 117.5 dmg
It has a .5 second cast but it is a chain and has a delay. the 3 attack chain takes 3 seconds to execute fully. so it adds 123 dps and 117.5dps respectively to the overall dps.
So my original calculation becomes 5.2% overall change if I account for weapon damage. I can add in the changes to crit damage if you REALLY want, but the change will be another 0.1% at most.
As i’ve stated before and will state again, this calculation is for condition damage, if you want zerker stat changes you’ll have to look elsewhere. But any statement that gives a blanket x% increase is just crap, because differences are huge between specs. Condition users get one of the lowest changes in %’s.
They mentioned recently that they are getting ready to push out some major server optimizations that should greatly improve performance. I suspect this is the beginning of that.
Using the trivial case: assume an attack does 1k base damage, and scales 1:1 with power. Now assume a 50% crit chance with exotics and 100% crit dmg and a 10s CD and 2k overall power. we’ll ignore the weapon damage component for a moment.
1k + 2k from power = 3k dmg on a non crit
(1k + 2k from power)*2 = 6k dmg on a crit50% crit chance means half our hits will be crits for an average damage of (3k+6k)/2 = 4.5k dmg. on a 10s CD this gives us 450dps.
Now lets assume ascended gear ups us to 2.2k power, 55% crit chance and 110% crit damage.
1k+2.2k = 3.2k
(1k+2.2k)*2.1=6.72k3.2k*.45+6.72k*.55= ~5.14k with a 10s CD = 514DPS
That gives us an increase of 14%
Now assume a different ability with the same stats, but the base damage is 2k and it has an 8s CD….
2k+2k = 4k
(2k+2k)2= 8k
(4+8).5= 6k with an 8s CD gives us 750 DPSnow with ascended:
2k+2.2k=4.2k
(2k+2.2k)2.1=8820
4.2k.45+8820*.55 = 1890= 6741 dmg over 8s CD = 842DPSThis is a 12% increase….
That doesn’t even include the weapon damage component of the formula, or the condition damage those abilities apply, or the targets armor. So yes it is complicated, and depends heavily on build, traits, gear, rotation, etc.
I understand this is an example, however take in consideration that the difference you are putting between both calculations in this example are because you are using (base atack+ power), the correct formula is weapon damage* modifier* power.
Dont know if you are adding the crit damage of a normal crit (1.5) in that case it will be 2.5, however i agree making it with the condition damage and direct damage at same time is more complicated, and more build based.
For some reason I was confused about how direct damage was calculated. It should be simpler to calculate if that is the correct formula. My 2 main characters are condition damage specs so I never bothered to learn the details of direct damage. Should make it simpler to calculate then. I will take a look at that at some point.
A couple of people underestimated the velocity of the market and it cost them quite a bit of gold, this is what happens 99.999% of the time in GW2.
It’s official, John Smith has CONFIRMED that 0.001% of markets are being successfully manipulated!!!!!
Let the sky begin the fall!
(Sorry couldn’t help myself…)
At least for condition damage specs
Could you repeat this for a non-condition spec (warrior maybe?)…preferably with berserker stats?
It’s certainly something I can look into, but it gets much more complicated for direct damage due to the sheer number of factors to consider. Just to give you an idea you need to consider:
1. Power
2. Crit Chance
3. Crit Damage
4. Weapon damage
5. Armor of targetIf you consider this complicated, then I’m not sure how serious I can take your calculation based on condition damage.
Hint: The increase for direct dmg doesn’t care about your targets armour.
Actually hes right, because he need to take in consideration for the total damage, the condition damage. So if its true in direct damage you use a constant for armor, when you mix it for total damage, you cant do that, because the bigger the armor, the more condition damage contribute to total damage in opposition to direct damage.
Since almost everything have some condition damage, a complete analisis need to take a armor value that is considerated “typical” or use a scaling of “typical values” explaining how the fluctuation will be with changes of armor values.
You are right. But he hasn’t looked at direct dmg of conditionbuilds either.
you are correct, I have not done that. I will try to at some point. The contribution however is pretty pathetic. I don’t know if you’ve ever played a condition spec, but our direct damage component hit for 100-200 dmg, so even with a significant gain from ascended gear the end result is not changed much.
Also I only mentioned a few of the components that matter in calculating direct damage. Those are the “major” ones, but unlike condition damage each direct damage attack has a different multiplier for scaling, a different base damage, and different CD’s. For condition damage I only need to know the total stacks of conditions that are on a foe at all times; a number that after the initial ramp up is constant. For direct damage you need to know the skill rotation and the full information on each skill to be able to accurately calculate DPS.
Sure just using auto-attack is ok, but due to the 4x stat scaling, different abilities with different multipliers could be effected differently by the scaling.
Using the trivial case: assume an attack does 1k base damage, and scales 1:1 with power. Now assume a 50% crit chance with exotics and 100% crit dmg and a 10s CD and 2k overall power. we’ll ignore the weapon damage component for a moment.
1k + 2k from power = 3k dmg on a non crit
(1k + 2k from power)*2 = 6k dmg on a crit
50% crit chance means half our hits will be crits for an average damage of (3k+6k)/2 = 4.5k dmg. on a 10s CD this gives us 450dps.
Now lets assume ascended gear ups us to 2.2k power, 55% crit chance and 110% crit damage.
1k+2.2k = 3.2k
(1k+2.2k)*2.1=6.72k
3.2k*.45+6.72k*.55= ~5.14k with a 10s CD = 514DPS
That gives us an increase of 14%
Now assume a different ability with the same stats, but the base damage is 2k and it has an 8s CD….
2k+2k = 4k
(2k+2k)2= 8k
(4+8).5= 6k with an 8s CD gives us 750 DPS
now with ascended:
2k+2.2k=4.2k
(2k+2.2k)2.1=8820
4.2k.45+8820*.55 = 1890= 6741 dmg over 8s CD = 842DPS
This is a 12% increase….
That doesn’t even include the weapon damage component of the formula, or the condition damage those abilities apply, or the targets armor. So yes it is complicated, and depends heavily on build, traits, gear, rotation, etc.
Kinda hard to proclaim something as “truth” when it takes a partial look at it. In your own words condition dmg and precision are taken out of the equation due to a necro being able to cap condi stacks? What about professions that don’t solo cap their conditions? Also torment can be added by the new superior sigil of torment as well as venom sharing from a thief.
What you are talking about is calculating the difference for very specific builds and group combinations. This can easily be done, it is just a few more lines of calculation, however there are billions of possible permutations at that level. The differences however are small. I took a higher level view and used general stats.
Also there are almost no circumstances where precision and condition duration actually matter. Solo PvE would be the only instance, and there isn’t anything challenging enough in the game for it to matter. In dungeons, WvW, Zergs, World Bosses, etc. your condition stacks will always be limited by the stack limit, not your crits or duration, regardless if you personally can reach the limit or not.
Since Anet has shown no indication at all of fixing condition damage then the only stat that matters is condition damage for group play.
…full ascended armor…
Where did you farmed/crafted yours? I really wanna get mine too
The values have been “unofficially” known for months, you can see them on the official wiki if you are interested.
At least for condition damage specs
Could you repeat this for a non-condition spec (warrior maybe?)…preferably with berserker stats?
It’s certainly something I can look into, but it gets much more complicated for direct damage due to the sheer number of factors to consider. Just to give you an idea you need to consider:
1. Power
2. Crit Chance
3. Crit Damage
4. Weapon damage
5. Armor of target
Now for condition damage it is a fairly simple formula for each condition and there is 100% chance it will apply the exact same damage each tick. For direct damage you have to include the crit % chance as well as the interplay between that, the crit damage and the base damage.
That is why we see different numbers all the time for ascended gear damage. People ultimately end up calculating different things (max hit damage, compared to DPS) or end up making a mistake. It is certainly something I will try to calculate myself, but I will want to compare others calculations first to see what has been done.
However I can say with some certainty that since it is a combination of 4 stats increasing instead of just 1, it will almost certainly be higher than 5% for zerker gear.
So I’ve seen a lot of really bad math, outrageous claims and all sorts of speculation concerning ascended gear and how much it increases your damage. I decided enough is enough, it is time to put the rumors to rest and show the actual numbers.
The attached picture shows the calculations for FULL ascended gear. This includes 2x one handed weapons, full ascended armor, full ascended trinkets, and full infusions (13 offensive, 3 defensive). It also includes standard food buff, trait line contribution, and runes of the undead.
As you can see from the picture the % damage increase is almost precisely 5% under ideal circumstances.
It should be noted that precision and condition duration play absolutely 0 role in the final calculation because a standard necro can already cap bleeds on a target so they play no role in the damage. Toughness is included for the runes of the undead #6 bonus. Torment is placed at 3 stacks since this is the most a necro can currently apply under any circumstances.
When I get home tonight I will look up the numbers on scepter direct damage to add to the calculation, however that is very complicated and will almost certainly not have an effect on the final outcome. (it hits in the region of 100dps, so even with a 50% increase from ascended stats that would only be adding in an extra 50dps, changing the final result to 7%)
So please start spreading some truth around. At least for condition damage specs the increase is a flat 5%, not 15% or other huge numbers i’ve seen flying around.
Regarding Necro Changes:
Please separate all these changes to PvP only. PvE necros are tired of suffering for something that has nothing to do with their game mode and being forced into a build that is fairly useless in PvE.
In PvE necros are fairly weak, due to the totally broken condition damage mechanics that work against us continually.
Between 50%+ of the bosses cleansing conditions in some part of a fight, to the new PvE downed state of enemies purging all conditions on down and rally, to the condition damage cap that limits our dps to almost 0 in most situations, to the broken scaling between direct damage and condition damage, it is already hard enough for us to be considered useful in PvE without you nerfing us even further.
Ac*Note: please ignore the fact that warriors can do 20k damage on a similar CD and also in an AOE, that is not relevant to the discussion.
I get the comparison, but it isn’t the same. We do that damage at 1200 range, with 1 stat investment, and no setup at all.
2k dmg over 4 seconds = 500dps
Compare that to the AUTO ATTACK of pretty much any warrior weapon… It’s painfully obvious why the balance of this game is so messed up now. The devs actually think that MoB and Putrid Mark are the 2 best skills in the game…
I recently noticed that I can’t seem to move half the time anymore. Everywhere I go I get absurdly long immobilize placed on me. I have a condition cleanse but as soon as I cleanse it I get hit immediately with another long immobilize.
I never noticed this problem before, but I am dying more and more frequently because I get rooted in place, can’t dodge, and can’t run for up to 20 seconds at a time. I literally just have to sit there and wait for myself to die because I can’t do anything else.
Did immobilize get added to a bunch of skills or something? I never thought of this game as a CC fest spam before, but between this and hammer warriors I spend about 90% of fights completely unable to move or control my character.
It simply isn’t fun.
We are changing the tooltip to clear up the confusion for this skill. It is a 3 condition transfer from self to foes when they trigger it. None of the other issues are bugs.
Hope this clears things up. This skill has undergone major balance renovations.
It will no longer cleanse teammates and it will always give a full cooldown when interrupted because its one of the best skills in the game.
I would LOVE for you to explain how this is one of the best skills in the game. Go on I’m waiting.
According to the devs the reason it is OP is because it can do 2000 damage in an AOE!!!
I mean no one can fight the amazing power that is our 2k cleansable slowly applied damage!
*Note: please ignore the fact that warriors can do 20k damage on a similar CD and also in an AOE, that is not relevant to the discussion.
Some internal thoughts on the discussion about Necromancers.
Mark of Blood
2000 damage, and could be used every 6 seconds. It is a 1200 range attack that can hit 5 targets, and on top of that can place regeneration on 5 allies that can heal each of those allies for up over 1000 health every 5 seconds, and can basically maintain 100% regeneration uptime….Curses
I feel like Spectral Attunement and Master of Corruption could be adept tier, but they would be really strong there and we would have to move 2 traits up to accommodate them. If we did that the first candidates are Chilling Darkness and Weakening Shroud (closer the old version). This is totally worth a discussion, but at the end of the day all master tier traits in this line are overshadowed by Terror which is the real problem.
Dhuumfire
We know there are problems here, but again this condition helps those conditionmancers get over the top and is really what brought them into play in a lot of parts of the game. I think the real problems with this trait are:
1) Having to put 30 points into the power line as a condition necro.
2) Requiring crit on a 30 point trait in a line that does nothing to improve crit chance.We talk about a lot of different versions of this trait including moving to master tier, making it on hit instead of on crit, and reworking the numbers to making it more reliable to use and to counter.
All of this back and forth could upset a lot of balance, but if this moved down to master tier Terror would almost certainly be moving up to grandmaster to accommodate. At least then condition necromancers would be 20/30/x/x/x, which just makes so much more sense. The biggest thing holding that back is the lack of a replacement grandmaster in Spite. We aren’t huge fans of weapon or utility type specific traits at this tier otherwise an improved Axe Training might have a shot. This is the crux of the damage necromancer problem right now, and we will talk about it more next week so any discussion on it here will aid us in those talks.
I hope this helps direct discussion a bit, and thanks for your patience,
Jon
I don’t know if you’ll be back to this thread or not, but I’d like to point out/discuss a few things here…
Most notably you talk like somehow we are supposed to be proud that we can do 2000 damage to 5 targets over 4 seconds on a 6 second CD… I don’t know if you’ve heard about the warrior class, but they have a very similar move called hundred blades. It is on a 9 second CD, does damage almost instantly in an AOE, can’t be cleansed or removed and does 20,000 dmg… I don’t know who you’re trying to fool, but no one is ever going to believe that 2000 cleansable slowly applied damage is somehow “too strong”
Additionally, while the healing is nice, I have never once hit more than 2 allies and 2 enemies at once with this. The healing is nice, but again applied over a long time, and can be purged off allies. There are plenty of other classes that can apply more powerful healing with higher uptime and require much less precision targeting and no enemy to activate it.
Dhuumfire
“We know there are problems here, but again this condition helps those conditionmancers get over the top and is really what brought them into play in a lot of parts of the game”
While this is true in PvP, it is certainly not true at all in PvE. It is mostly unused in PvE since most other classes have 100% burning uptime and this trait is completely useless. However your proposed solutions would be acceptable if the trait was also changed to torment like many people are asking. Torment is underused in PvE and would be a great additional source for it from necros. Just make sure the damage stays comparable. 1 stack every 8 seconds (i.e the new sigil) is fairly worthless and not worth a trait.
Please keep in mind the PvP vs PvE differences when making changes to this trait.
It’s pretty useless in PvE. 1 stack of torment on a 30% chance and a long CD make it one of the worst sigils out there.
In WvW it’s usefulness is somewhat improved due to people always moving and the AOE being used to the max from zerging.
1: Already added technically.
3: Already added.
6, 7, 8: Confirmed to most likely miss the deadline.
I’ll give you 3.
6,7,8 is unfortunate but not surprising
1, there is no way they will be able to convince me or anyone else that 1 single heal skill counts towards the new skills. They specifically mention skills for all classes giving greater build diversity, which has not yet happened.
This is just a list of what they said was coming this year. I know things are subject to change, but i’m just going by what they said they wanted to get in. 3 of those things on the list probably aren’t going to make it, but that still leaves a lot more.
So in the looking ahead blog we were told what to expect in the second half of 2013. This is a list of what we still haven’t recieved and have to look forward to in the next 2 months:
1. New skills
2. New traits
3. New methods to obtain skill points Already added, forgot that was after the blog post.
4. Armor crafting to 500
5. Ascended amor
6. Precursor Crafting*
7. New legendary weapons*
8. New legendary “items” (revealed to be “trinkets” in other posts)*
9. Election Fractal
10. Legendary weapons in PvP
11. New map types in PvP
12. Hinted at PvE skin collection method tab thingy
13. Wintersday
*Most likely being pushed to early 2014
https://www.guildwars2.com/en/news/looking-ahead-guild-wars-2-in-2013/
It looks like the next 2 months will have much more content in them then the last 4 months have and there should be a lot of exciting stuff coming up.
(edited by ZudetGambeous.9573)
Guess they didn’t nerf this enough. CoF P1.. the “king” of all farms 3 months ago only net 6g/hr.
Guess that’s inflation for ya.
I love in this thread the “I don’t like the way you play the game. I’m glad they nerfed it so you don’t play the game how you want to.” replies. Fark you guys. I like to farm. I enjoy it. Quit trying to make me quit playing this game, Anet!
Anet does not believe farming is a valid way to play the game. This is an objective fact. There is 7 years of GW1 nerfs and 1 year of GW2 nerfs that follows this trend. If you are a farmer then Anet does not want you playing the game, end of story.
If you want to go out, do a bunch of different activities every day once a day then that is fine. But if you want to just run in circles and do the same thing over and over then Anet will make sure you are rewarded as little as possible.
I don’t know what you expected. I mean the reason people were running these trains 8 hours a day was because they knew it was too good to be true and was going to be nerfed. Now that it was nerfed everyone is “shocked and surprised” that their “legitimate” way of farming was nerfed. Just the same as CoF P1 was.
Rewards are slowly being balanced across the game now. Dungeon Path running, World Boss running, and champ trains are all about equal now. WvW is the one area that is lagging behind the most.
Sorry that should read 450-475. That was my bad, i’ll edit the OP. And while the recipes cost 7g (assuming you don’t get them as a drop) you can make a small profit off them (as of yesterday, haven’t seen prices today) so you recoup that cost.
It is a much faster way than doing ascended refining, and can even cut off a few exotics you need to craft.
You can currently get from 450-475 on your chosen crafting profession but making the new toxic recipes. You can get from 450-475 with about 5g if you have enough bloodstone dust (and who doesn’t)
edited for mistake.
(edited by ZudetGambeous.9573)
you guys are all WAAYYYY behind… you get get from 400-475 with like 5g using the new toxic recipes…
If you are crafting exotics and refining things you are throwing away money,
If it’s just going to be yet another “BECAUSE SCARLET” thing… I’d rather they just forget it.
The queue it completely random in all aspects, example:
my guildy and I joined a BL at the same time. We both queued for EB when we got to the BL. 3 minutes later his queue popped and he got in. 20 minutes later (i’m still in the BL) another guildy comes and joins in the BL and queues up for EB. 40 minutes after that his queue pops. 3 hours after that my queue finally pops.
Now that this thread has progressed I’d like to suggest a new direction:
Focus heavily on a phasing system. In fact pour as many resources as physically possible into it. I see the major thing holding back the LS is the fact that you don’t want to “ruin” the timeline for people who haven’t done the personal story yet.
The world will never be “living” if the timeline never progresses. As far as I can tell 99% of the people I meet in game have either finished their personal story or really don’t care enough to ever finish it. If it was me I’d say screw it and just push the timeline forward, but if that isn’t an option then do whatever you need to and allow the timeline to move on. I think that is really holding back the creativity and depth of the story since everything has to take place at an indeterminate time and nothing can ever progress.
Hello all, I looked into this because we intended to have a release note for the changes to the champion loot.
We did modify the gold and bloodstone dust coming from champion bags, and a release note will be added shortly.
What I can tell you is that we made a mistake, this one fell through the cracks and I’m truly sorry. I’ve promised before that we won’t make stealthy economic changes without notes and I mean to stick to that promise.
Thank you all for pointing out the error, we will be more vigilant in the future.
Good luck in your adventures.
Hi John,
Can you explain the reasoning behind the change to the bloodstone dust? It seems like overkill to nerf the dust acquisition while also simultaneously adding in 6 new recipes for consumables that require 100 dust each. It may turn out not to be a problem I suppose, but it seems like it might have been a better idea to implement one change at a time and wait for the market to adjust before adding in another change if necessary.
No offense… but is there a point to this thread?
The last preview had almost 1000 replies and I don’t think a single line changed from the preview to live.
In case you are actually planning on making changes:
Necro:
Conditions simply aren’t viable in PvE. You must know this, i’m sure you actually play the game. Mark of blood was an underwhelming skill that was always just used on CD while waiting for other skills. This change doesn’t really make sense to me.
In PvE conditions need to be buffed, ideally with more torment coverage for necros. Changing dhurrmfire to 4 stacks of torment would be ideal for everyone. It would reduce the condition cover for necros in PvP, which would achieve your goal of reduced conditions there, and it would increase the PvE condition damage of necros in PvE where burn was useless due to other classes.
Of course all of this is fairly useless while the major problems with conditions still remain. You are essentially putting a band aid on my paper cut while my arm is still lying next to me in a pool of blood.
Dust should be sellable, that would solve a lot of the problems. Especially since all the new recipes take 100 dust each, including the new top tier condition damage crystals.
I’d prefer a healthy amount of both. I don’t see why it has to be one way or the other. The problem I think is that all the armor they’ve added with in-game methods has been objectively bad. Not in the pure aesthetic sense, but in the 1 size fits all sense. You simply can’t take a single piece of armor and call it light, medium, and heavy. Additionally the in-game added armor can not be dyed at all.
If the armor they have added not through the gem stop was the same quality as the armor that was then I would have no complaints. That is not the case however. The in-game additions have been incomplete sets (not a single new chest/leg), undyable, and same skin used for all armor types. I doubt people would be here complaining nearly as much if the armor that has been added was of the same quality as the gem store armor.
Depends on how your server does. Winners of the various leagues will get a “better” reward. It’s a reason to get out there and fight for your server.
If they offer a major reward for server placement, they will get hoards of people out for season two. If it’s just a skin or finisher, I think season two will flop.
Time is relative. You aren’t being forced to participate in WvW. If you feel you can get better rewards outside of it, then do that.
Otherwise get out there and fight. The only thing the devs have said on reward from Sept. 1:
Community concern is that incentives will be high enough to draw players to transfer up the tiers, killing even more low tier servers, over filling silver tiers with players and so forth for gold. Can you comment on any plans to address community size issues?
I can’t comment at this time as we haven’t finalized anything. In addition, you should look at it this way, if people flee lower league servers to get into the top leagues, it opens the opportunity for people to move to those lower leagues and finish 1st or 2nd, rather than being in the top league and finishing 6th or 7th. The rewards for finishing 2nd in the Bronze League will be markedly better than the rewards for finishing 6th in the Gold league.
Weird… i’ve never heard of any competition ever where you get better rewards for coming in 20th place then you do for 6th place… How does that make any sense at all???
For me it is actually less of an issue of time/reward as it is fun/reward. I enjoy many parts of the game, and some parts are more rewarding than others. I will almost certainly finish the achievement because I enjoy killing people in WvW. The title alone is enticing to me. But on the other hand I will inevitably feel disappointed if after all that work I get 2 blues and a green.
A permanent finisher would be a very nice reward. On an open market I would expect a rare permanent finisher to sell for at least 100g, so that is something I would consider worth while. Of course that also depends on the animation.
I’ve tried a search and looking elsewhere but I haven’t been able to find any information on what will be contained in the season 1 reward chest for WvW.
Based on current rate it will take me 50-60 hours of play to get the key for this chest.
To me this corresponds to approximately 250 gold worth of my time or 3 ascended armor/weapon pieces. Is the reward going to be similar to the amount of time required or is it going to just be a huge slap in the face when I open it?
I heard a rumor that the devs were going to give me 1000 precursors and not anyone else. I believe this rumor is true too!
The devs explanation is NOT correct.
It is not based on damage, it is based on who DESTROYS the gate. you get credit if you are the person to actually break the gate down.
This is obviously much more likely to occur with a ram, but you can easily test it as I did this morning. If I used a ram the entire time but stopped and didn’t get the final hit then no credit. If I sat on the ram and did no damage but then broke down the gate by correctly timing the final hit I got credit.
so it’s based on last hit? ….
Correct, last hit is the only thing that matters.
Not only was the toxin condition a disappointment, but Anet went the extra mile to screw us over once again.
They added the downed state to PvE mobs now. This is another slap in the face to condition users since now PvE enemies are cleansed of ALL conditions upon being downed, which means direct damage is capable of killing these enemies faster. To make it worse, if enemies recover they are AGAIN cleansed of all conditions.
This latest patch seems to have reduced the silver and bloodstone dust you get from champ bags.
The devs explanation is NOT correct.
It is not based on damage, it is based on who DESTROYS the gate. you get credit if you are the person to actually break the gate down.
This is obviously much more likely to occur with a ram, but you can easily test it as I did this morning. If I used a ram the entire time but stopped and didn’t get the final hit then no credit. If I sat on the ram and did no damage but then broke down the gate by correctly timing the final hit I got credit.
Even if used for ascended they probably wouldn’t change the drop rate from salvage so doesn’t matter.
It will likely be 50 bolts of silk to create a spool of silk woven thread (which would be used to make a bolt of damask). You will likely use 5-10 bolts of damask per one tailoring piece (depending on how much insignias will use), and 1-5 per medium and heavy one (plus leather/metal). There are 6 pieces for a set of armor.
That’s potentially up to 12 stacks of refined silk for a set of light armor. Which is 36 full stacks of silk scraps.
The drop rate is nowhere that good.
36 full stacks of silk is 9000 scraps. That is 7g, hardly a “grind” It will literally be more of a grind to buy that many stacks then it will be to get the gold.
I get 1-2 stacks a day just running around doing random things.
If you want to be unkillable, have the best defense, the best mobility and the best damage then you’ll want to play warrior.
They have literally been buffed in every patch since launch even though they were the strongest class at launch. I don’t know what’s going on over at Anet, but I suspect they all play warriors.
Not sure what they’ll look like, but there will almost certainly be 120000 awesome GS’s and some sort of a pop gun for a pistol and a stick for a scepter if we are lucky enough to be graced with a single new weapon at all.
Or just report the people doing it with evidence attached, since it’s against the ToS from my understanding of it.
Yes i’m sure Anet will ban them for trying to earn the achievements that they just implemented to force them to karma train to get… Seems legit…
I hope they add a torment sigil that is equal to earth. Having 1 stack of AOE torment on an 8s CD is pretty worthless in PvE. I’d much rather the 60% single target stackable sigil.
it’s not hard to figure out what it is…I mean Anet only has 1 story concept, and it’s been repeated like 6 times now.
So based on how every section of living story is exactly the same with the exact same crap descriptions the creature in the background is obviously a krait/nightmare court hybrid that Scarlet created to do her bidding by fusing krait and slyvari technology.
I am willing to bet all my gold, all my characters and pretty much anything else that this is the case. I mean it’s only like the 6th time they’ve done the exact same thing, how much more obvious could it get?
Looks best by far on asura, imo.
25 SP’s is approximately equivalent to 5g… you’d think Anet would have considered that when making the prices.
Who in their right mind would spend 5g plus all those spores when they can just use SP’s.