Idea for Shadowstep:
Remove stun breaker.
Reduce cooldown to 30 seconds.
Increase duration for shadow return(stun breaker) to 20 seconds.I feel like this would be a bad change on 2 fronts.
1) it removes a source of stun break which in most builds are not abundant
2) we gain increased chances for shadow return but we are still limited by a distance constraint
I thought 2 stun breakers in 1 skill is really strong.
Removing it from Shadowstep but keeping it for shadow return would change the skill into something that you use to engage a fight.
With the reduced cooldown you can still use it to break a stun more then once in a fight.
It also would increase the capability to remove conditions. (maybe that should be reduced to removing 2 conditions then)
Idea for Shadowstep:
Remove stun breaker.
Reduce cooldown to 30 seconds.
Increase duration for shadow return(stun breaker) to 20 seconds.
(edited by crouze.3078)
Added the stong / most used traits.
Please let me know if i missed some or added anything wrong.
Also added 2 ideas to tone down 2 of those traits. Unfortunately i dont have any good way to highlight those. I wish this forum had different font colors at least :/
engineer does 15 or 20 stacks solo very easy …
and headshot does no damage.
And you were 1vs2?
So please stop shouting out that something is OP when you dont even know it.
They allready said they’ll nerf the runes, And thief is not the strongest with them…
We want to “nerf” our good traits a little bit and buff our bad traits to have new “good” traits. We have to take everything into account.
I like your ideas. but merging traits means we need new traits as well.
the ideas are good though!
My favourite idea so far is the poison on crit trait.
When merging residual/quick venoms, how about a master trait that increases condition duration by 20% -30%?
Thx for joining PopeUrban,
the build variety is exactly why i want this discussion.
At the moment you could simply remove half of the traits and nobody would miss them.
But it is hard to find “overpowered traits”.
So we can’t tone the traits down to give more variety but we have to buff up the useless ones.
One of the few very strong traits i can think of are
- 2 initiative on stealth
- 1 cond remove every 3s in stealth
The first one could be nerfed with an internal cooldown.
The second one would be hard to decide. Increasing it to 4s would mean that you only remove 1 cond with most skills (unless you have +1 sec stealth).
But with the cond remove on dodge idea it wouldnt hurt that much.
ok, ill take a break. Feel free start writing your opinions and discuss
I’ll read the feedback and continue tomorrow.
And i will definately write about the stuff that is to strong as well.
I only have the smoke field + leap finisher so far.
But I started with the easiest stuff
(edited by crouze.3078)
Reserved for expansion
- General
- Traits – weak
- Traits – strong
- Skills – weak
- Skills – strong
- Discussions
—————————————————————————————————————-
Discussion
—————————————————————————————————————-
Collection of the most discussed topics.
———————————————
XI Hard to Catch
———————————————
Replace with “When disabled, cure’s all conditions,breaks stuns,grants 1s of evasion” with a reasonable CD (probably 60s).
Ranger gets knocked down – pet takes the knockdown
Warrior gets knocked down – ignore the knockdown with 5 seconds of stability
Thief gets knocked down – gain swiftness (you’re kidding me, right?)
move hard to catch down to master with no changes made to it
(quick recovery merged fleet of foot as new grandmaster trait. initiative + condition remove on dodge without internal cooldown)
Idea by me:
Shadowstep away and give swiftness (12s)Evade and knock down the enemy when you are disabled (stun, daze, float, knock down, launch, knock back, sink, or fear). This effect cannot occur more than once every3090 seconds.
.
———————————————
VII Improvisation
———————————————
Stolen items are 20% more effective, deal 10% more damage when holding a stolen item", but the first part of that is tough to implement.
I disagree with removing the RNG from improvisation.
…
Changing it to “one of your utility skills” keep the power of the trait, and keeps the random factor.
Change steal into being a bundle, I’d take improvisation.
the general consensus has always been that reliability is preferable to RNG.
My oppinion:
Getting back one random skill is fun and you need to “improvise” your next move with it. You could add 6 initiative for the random roll as well. But RNG is hard to balance
(edited by crouze.3078)
- General
- Traits – weak
- Traits – strong
- Skills – weak
- Skills – strong
- Wild Ideas
—————————————————————————————————————-
Skills (strong)
—————————————————————————————————————-
.
———————————————
Dagger
———————————————
Stealth Backstab
Attack your foe from the shadows, striking for double damage if you hit from behind.
2 Heartseeker
Leap and strike your foe. The less health your target has, the more damage you cause.
.
———————————————
Sword
———————————————
3 (dagger offhand)Larcenous Strike chain
first: Evade and stab your foe. (3 initiative)
second: Stab your foe and steal up to two boons from them. (2 initiative)
Reduced boon steal to 1.
.
———————————————
Deception
———————————————
Shadowstep
Shadowstep to target area. Becomes Shadow Return, which returns you to your starting area and cures three conditions.
Shadow Refuge
Create a pulsing refuge at the target area that heals allies and cloaks them in stealth.
(edited by crouze.3078)
- General
- Traits – weak
- Traits – strong
- Skills – weak
- Skills – strong
- Wild Ideas
—————————————————————————————————————-
Skills (weak)
—————————————————————————————————————-
.
———————————————
Pistol
———————————————
2 Body Shot
Make your foe vulnerable with a body shot.
.
———————————————
Trap
———————————————
.
———————————————
Trick
———————————————
.
———————————————
Venom
———————————————
.
———————————————
Elite
———————————————
(edited by crouze.3078)
- General
- Traits – weak
- Traits – strong
- Skills – weak
- Skills – strong
- Wild Ideas
—————————————————————————————————————-
Traits (strong):
—————————————————————————————————————-
Mainly a list of the most used traits. They are rarely to strong and therefore don’t need a nerf
———————————————
Deadly Arts:
———————————————
III Mug
Deal damage and gain life when stealing. This attack cannot critically hit enemies.
IX Dagger Training
Dagger damage is increased by 5%.
X Combined Training
Dual skills deal 5% more damage.
.
———————————————
Critical Strikes:
———————————————
I Furious Retaliation
Gain fury for 10 seconds when your target reaches 50% health. This effect cannot trigger more than once every 30 seconds.
V Pistol Mastery
+10% damage with pistols.
IX Combo Critical Chance
Dual skills have a +5% chance to critical hit.
X Critical Haste
10% chance to get quickness (2s) on a critical hit (30-second cooldown).
XI Executioner
Deal 20% extra damage when target is below 50% health.
XII Hidden Killer
100% critical hit chance while in stealth.
.
———————————————
Shadow Arts:
———————————————
III Shadow Protector
When you stealth an ally, they gain regeneration for 10 seconds. This effect does not trigger if your ally already has regeneration.
IV Shadow’s Embrace
Remove one condition every 3 seconds while in stealth.
V Infusion of Shadow
Gain 2 initiative when using a skill that stealths you.
XI Shadow’s Rejuvenation
Regenerate health while in stealth.
.
———————————————
Acrobatics:
———————————————
I Descent of Shadows
Release blinding powder when you take falling damage. Take 50% less damage from falling.
II Power of Inertia
Gain might whenever you dodge. (1 might for 15 seconds).
III Vigorous Recovery
Gain vigor when using a healing skill.
IX Quick Recovery
Gain 2 initiative every 10 seconds.
.
———————————————
Trickery:
———————————————
III Uncatchable
Leave behind caltrops when you dodge.
V Thrill of the Crime
When you steal, you and all nearby allies gain fury, might and swiftness for 10 seconds.
VII Bountiful Theft
Stealing grants you and all nearby allies vigor for 15 seconds. Up to two boons are also ripped from your target and granted to nearby allies.
XI Hastened Replenishment
You receive 4 initiative when using a heal skill.
XII Sleight of Hand
Stealing also dazes your target for 1 second. Reduces the recharge of Steal by an additional 20%
(edited by crouze.3078)
- General
- Traits – weak
- Traits – strong
- Skills – weak
- Skills – strong
- Wild Ideas
.
—————————————————————————————————————-
Traits (weak):
—————————————————————————————————————-
Traits that are rarely or never used and could need a change / buff to make them more interesting for players.
———————————————
Deadly Arts:
———————————————
II Corrosive Traps
Traps apply 5 stacks of vulnerability (8s) when triggered.
V Potent Poison
Increases poison duration by 33%.
VII Improvisation
Stealing recharges all skills of one type (venoms, signets, traps, tricks, or deceptions). Deal 10% more damage while wielding a bundle.
.
———————————————
Critical Strikes:
———————————————
VII Ankle Shots
Critical hits with a pistol have a 60% chance to cripple foes for 3s. (Cooldown of 10 seconds).
.
———————————————
Shadow Arts:
———————————————
X Patience
Regain initiative faster while in stealth. (1 after 3 seconds)
.
———————————————
Acrobatics:
———————————————
IV Assassin’s Retreat
Gain swiftness when you kill an foe. This effect cannot occur more than once every 5 seconds.
VI Fleet of Foot
Dodging removes cripple and weakness from you. (10s cooldown)
XI Hard to Catch
Shadowstep away and give swiftness (12s) when you are disabled (stun, daze, float, knock down, launch, knock back, sink, or fear). This effect cannot occur more than once every 30 seconds.
.
———————————————
Trickery:
———————————————
II Instinctual Response
Use feathers to blind and stealth when you take more than 10% of your health in a single strike. This effect can only trigger once every 60 seconds.
(edited by crouze.3078)
WORK IN PROGRESS
Please discuss about the state of the thief and give feedback to improve the thief.
This topic is to discuss the state of the thief. What is underpowered and what is overpowered. You can also make suggestions on how you think it should be changed.
I will add your input into my list and finalize it when i have played enough after the upcoming balance patch.
(it will change from “WORK IN PROGRESS” into “WORK DONE”).
If you have a trait, skill or something other regarding the state of the thief you want to discuss about, please post in this topic or send me a PM and i will open a new topic for it and put a link in here that leads to the topic.
.
.
—————————————————————————————————————-
General:
—————————————————————————————————————-
.
Shadow Return (mechanic):
Change it into the same mechanic that is used for the mesmer portal.
It’s ok that you can’t use ground targeted blink abilities to get to otherwise unreachable positions. But the return point for a shadow return can only be placed at a position you can get to anyways.
.
(edited by crouze.3078)
The main problem is that most players only play their own character without paying much attention to the enemy.
Because of this it happens alot that key skills of those players get evaded randomly.
But as soon as you know how it works, all you have to do is to time your key skills on the thief and he gets alot of problems.
Wait for the first attack with evasion and use your stun on the thief afterwards.
He can’t use it twice in a row… its a chain skill. Sure the Thief could use the attack with evade and then do a dodge roll. but thats why you have to adept to what your enemy does.
NO:
Focus, Scepter, Staff – we’re not magic users
Rifle, Warhorn – don’t want to announce my presence with loudness
Torch – don’t want to announce my presence by toting around a flame
Hammer, Greatsword – have a slow feel. Too bulky. We’re all about speed.
The rifle would be ok. Give it 100.000 range and the enemy wont hear it because of the distance.
just kidding. But we use loud pistols… using unload and stuff.
Sneaky hard hitting attacks from the distance would fit the thief way better then that.
Alot to improve.
You’re wasting to much initiative. You also should explain that you shouldn’t do it and why.
Using the auto attacks instead of pistol whip will increase your damage because you have more +x% damage bonus for initiative.
You can use pistol whip once when initiative is full or use black powder only to make the trash mobs miss and support the group.
And your high damage wouldnt be possible without all the might that the others give you + the vulnerability they put on the enemy.
You can give yourself 1 might stack with steal (with swiftness and fury) and do 3 vulnerability stacks. in your videos we see way more might stacks and vulnerability
150/bleed is normal when stacking sigils / wvw / food buffs up.
what the build needs the most is the +40% condition duration food.
Everything else you should be able to figure out yourself.
something like refill all initiative and / or recharge all skills with a high internal cooldown would be interesting.
Also it should increase the damage of stolen skills. There aren’t that high damage steals in PvP anyways.
But i wont suggest any of this untill i have thought more about it. This suggestion would make the trait to strong.
I’ll wait for the next balance patch and will then look at the thief as a whole.
I don’t want to suggest anything that would put the thief in the same place as where the warrior is at the moment (overpowered)
My last bigger thief suggestion post had a lot of stuff that made it into the game.
The biggest problems are players that make wrong suggestions.
Alot of players suggest stupid things that would either make something overpowered or destroy a build / class completely
its some time ago. didnt test it so they might have changed it.
its outdated trait. the RNG on the instacooldown is not worth and the 20% damge on bundle you will never notice because you will never ever pick up a bundle in a fight. Sure pve, but this skill sucks even for pve!
its not 20% but only 10% increased damage.
Only use would be elementalist weapons.
The funniest thing i saw done with this trait was a 5 summoned thief build.
- 1st from the prepared ambush trap
- 2nd from the ambush trap in fight
- 3rd from a lucky trap recharge with steal
- 4th and 5th with elite
but its a pure fun build and not viable for anything
recently i did no large gold transfers.
Only bought alot of gems for gold.
The last time i did some"bigger" transfers was when i was about to finish my legendary and a friend who is on my friendlist since beta lent me some materials. afterwards i payed him in gold instead of the materials. Afterwards i lent him about 100 gold to finish his own legendary. but it wasnt enough and he never finished it.
But i told them all that…
There were only 2 transactions with players that are not on my contact list.
Once i sold a precursor outside the trading post and once i bought one to save the transaction fees. But as far as i know its not forbidden, i explained both cases to the support and a wrote the reason for the trades in the mails i sent.
But still… i am sure they made a mistake.
Who can guarantee that they won’t make a mistake again and close my account permanently?
And not telling the details is strange.
Wouldn’t i know about the details, if i had done it?
I can understand that they wont answer to something like “how did you know i sold gold?”
But how would information like what happened help me in any way to avoid detection?
(information like “you sent 100 gold to abcdef.1234”)
I never got any email asking for login authentication.
And support does not tell me anything about that either…
I just checked at account.guildwars2.com and there is only my authorized network.
However there are 3 current logins:
- My IP (europe) 2 hours ago
- My IP (europe) 2 hours ago
- other IP (TX , US) 2 hours ago ( IP lookup says its from NCSoft Corp. )
But i am curious about what the IP from NCSoft is doing there.
It is not authorized but connected at the same time as i connected.
Is someone using the NCSoft network to bypass login authentication?
Is it an employee from NCSoft doing all that?
Should i question them or should i claim that it is a fact that someone from NCSoft is doing something bad?
Thx for your time Gaile.
I know that you have alot to do and there are many others who need your support.
But i would have 2 follow up questions:
Is it true that you still think that i was involved in gold selling?
And is it possible to ask for further investigation so that you can see that i tell you the truth??
You have to understand that i know my innocence and i dont want to lose my account because you might do the same mistake in the future and will permanently terminate my account.
Please tell me how i can prevent that from happening when it is all on your site?
Thx. I edited my post and added the Ticket number.
I knew i had to add it but after all the text i wrote i forgot it
(edited by crouze.3078)
Ticket nr: 130928-001189
Hi,
a few days ago my account got terminated for gold selling.
I know that i never did anything like that.
I opened a ticket on the same day to clear this out and the termination got liftet.
However the support still tells me that my account was involved in a violation and i am desperate to clear that out.
I wrote with the support about it but they keep sending me random pre made texts that are in some cases totally wrong and just confuse me about what the status is.
Here is a approximate overview about the messages i wrote:
1. I opened the ticked that i am innocent.
2. Support says i am guilty but the termination will be liftet on a one time basis
3. I tell the support that i am innocent and seriously want to clear it out.
4. Support told me they wont tell me about their detection methods and the account will stay closed. (I did not ask for any detection methods you are using and the termination allready got lifted)
x. more tries to ask to solve the missunderstanding
So here i am not knowing what the status is.
Obviously the support did at least one error with saying that the account will stay closed even after they opened it 1 day earlier.
Is the fact that they think that i am still guilty also a mistake?
All i can say is that i am 100% certain that i never took part in any gold selling or similar transactions.
And i cant stand that you make a false assertion.
PLEASE!!! Give me any chance to sort out everything.
Like you can read in the tickets i am willing to do anything…
(edited by crouze.3078)
Hi,
I noticed that there are some categories missing for the ingame bug report.
One of the biggest one missing would be for the LFG tool.
Adding a new feature as beta and not adding a category in the ingame bug report form is strange.
Same would be for anything added after release like guild missions or any living world content.
The ingame bug report feature rly could need some love with a quality of life patch or something.
I rly like to report bugs to help the game. But everytime i have to send a report without an accurate category i allways feel like my ticket could trouble you somehow because you might have more work finding the one responsible for this. hahaha
Thx for the game and keep up the good game.
greetings
Hi,
after i read the patch notes about the SAB nerf i was a bit disappointed.
You rly should look at the SAB like its a stand alone Jump ‘n’ Run Game.
Normal Mode World 2
It might be true that world 2 was to hard for average MMORPG players.
But for an average Jump ‘n’ Run player the difficulty was just right and even could ramp up over world 3 to world 4.
The SAB is a game itself and should be treated like that.
Tribulation Mode
In addition to that the Tribulation Mod is a bit disappointing as well.
It does not require much more skill then the normal mode but knowledge.
With a guide even the average MMORPG players will be able to clear the tribulation mode. All they need is the guide, some time and patience.
I wanna be the guy
It’s true that most of the additional traps feel like those in “I wanna be the guy”… except that you dont need as much skill to evade them once you know them.
In IWBTG most traps kill you even if you know them and know how to avoid them.
In SAB Tribulation Mode traps normaly wont kill you if you know about them.
Let me be the guy!
Or at least one of the few (but not one of the ten thousands who complete SAB TM)
Future of World 3 and 4
I rly liked the difficulty of the World 2 pre patch(even the vertical rock tunnel in World 2-3). And i hope that it will ramp up with the future worlds. Compared to the Super Mario and Zelda games, the difficulty of SAB World 2 pre patch was comparable to something you’d get in the early to mid game. I know that the games i named had more time to prepare the player for the “hard” content.
But on the other hand the SAB is using the same mechanics for jumping and movement as GW2 does. So most players allready had alot of time to improve their skills of moving and jumping with their characters. And for those who didn’t, there still is the infantile mode!
So please make world 3 and 4 harder. There are players who want to earn something instead of getting stuff for free. First i heard about legendary weapons and how they would show that you achieved something as a player, I am still sad how everyone who farmed CoF path 1 brain afk was able to simply buy one.
Thx to Josh anyways
The SAB is still awesome and Josh is one of my favourite designers at Arenanet. (Even after he forgot about the cheeseburger )
Thx alot for everything Josh and keep up the great work!
And try to design the SAB in a way that YOU think is the best without listening to the whiners in the forums
(edited by crouze.3078)
I did it: http://imgur.com/wqWfO9A
to tired to write what i did so i link my reddit post: http://www.reddit.com/r/Guildwars2/comments/1jy6qb/light_up_the_darkness_done_with_thief/
first? (about 13 hours ago)
Good job. i finisehd Liadri with Bonus about 12 hours ago. but made no video because i didn’t thought i’d be able to do it that fast. If there are enough players that want a video i can try to do it again
I wonder how many got it. or if i am the first one.
screen: http://imgur.com/wqWfO9A
And you should know that something like cluster bomb (AoE) does not count as a single hit.
If you have a venom that lasts 3 hits and you use a cluster bomb on 5 enemies, only 3 of the 5 enemies will get the condition and the venom effect is gone.
So it does NOT apply the conditions with the next 3 cluster bombs to 5 enemies everytime.
Venoms and Traps are the worst utility skills the thief has.
And engineer is the better ranged class.
How i exactly meassured the time for the attack chains:
The correct way to do it is to record 30~ seconds of auto attack animation, watch it once through to make sure it doesnt lag or skip, then pick a starting point, delete everything in front of it, then find the next time that exact frame occurs, and delete everything after it, then look at the videos time length.
oh, why didnt i thought about it :s
i tested it with the sword auto attack and i am 0.015 seconds off so i am really close to that.
thx for this input!
Cluster bomb was ugly before and nothing changed … it’s good only for close combat… a full range cluster bomb takes years to land and it’s almost useless …
If you want to go ranged just P/P – SB with a ini regen build.
you have 2 weapon sets, don’t forget it.
problem solved.
weapon swap gives you nothing …. its not like other classes where you have seperated cooldowns for each weaponset.
All you could do is to unload all your initiative and then change to short bow to do auto attacks that deals only a bit more damage.
edit: the 10% dmg boost when initiative is over 6 might make the swap even worse
there was no change. just tested it in the Mists. 180° behind the enemy triggers the effect while the other 180° trigger the other effect. Was always like that.
Its also a rly big problem in PvE content.
Bosses you cant fight in melee.
What can the thief do?
Shortbow:
- weak skill 1 if it does not bounce compared to other classes (most bosses are single target)
- only skill that deals damage has like the slowest projectile in game (cluster bomb)
Pistol:
- Unload: good damage but high initiative cost
- is there any ranged skill 1 that is worse then thief pistol? condition damage in PvE is the worst.
i dont know about ranged warriors… but i think thief deals the least ranged dps
How i exactly meassured the time for the attack chains:
- 1. recording about 1 minute of doing the attack chain with steady weapons in the mists at 60 fps
- 2. counted the number of attack chains i was able to perform.
- 3. divide the number of frames by 60 to get the exact time.
- 4. divide the time by the number of chains
example for dagger:
Frames: 3700 frames
Chains performed: 30
Time = 3700 frames / 60 frames/second = 61,666 seconds
Time for 1 chain = 61,666 seconds / 30 chains = 2,0555 seconds/chain
Adding link to my calculations.
I am not 100% sure about the damage modifications.
https://docs.google.com/spreadsheet/ccc?key=0AlOXvenKdNo2dEZXWEpmUXNuMEhTUWI3LWQ2UG40VVE#
(edited by crouze.3078)
@Nate: i used fraps and recorded at 60 frames per second. then i look at every single frame and can tell how long it takes
ah, then its +170% crit dmg instead of 170% crit dmg
and i see no problem with your formula
According to this page, the auto chain + C&D has a coefficient of 3.76 and BS has 2.4.
The critical damage modifier is 1 + critdamage x critchanche. We assume 170% critical damage. Since executioner kicks in at 50% hp, we treat it as a 10% damage boost.
Let C be your critical chanche. We want to determine the value of C, where both traits ar equal.
[Executioner] 1.1 x (1 + C x 1.7) x (3.76 + 2.4) =
[Hidden killer] (1 + C x 1.7) x 3.76 + (1 + 1 × 1.7) x 2.4C = 0.675 (=67.5% critical hit chanche)
I have more than 67.5%, for my build executioner is better.
when the base crit modifier is 1.5 and you have 30 in critical strikes, how can you have less then 180% crit dmg?
And the wolframalpha link does not work for me
I’m really interested in seeing p/p compared to these. If you have a moment can you try speccing in anything that raises pistol damage, run power/precision, with full stack of bloodlust?
Pistol skill 1 : ~0.88 seconds
Unload : ~2.28 seconds
Unload dps: 3% more then sword chain dps
pistol 1 + unload rotation: 77,4% of the sword chain damage.
bleeding damage with the 25 might stacks included. no initiative regeneration included.
might boost the damage a little with initiative on crit
.4% dmg difference is less than 1% dmg difference and not worth mentioning unless you mean something else like 4% or idk.
It shows you that there is no big difference. I also could write “it deals about the same amount of dps”.
drop all buffs. they are not needed as if the classes have the same base stats the dmg will be increased accordingly. %’s is what matters not total dmg.
Weapons skill damage scales different with power. They have different modifiers.
So 2 skills that deal the same damage with 916 power can have a big difference when you have a lot of power.
Also using traits like 20% more dmg under 50% is one that each class has but in diff ways. just keep that out of it as it is a dmg modifier and isnt directly related to BASE dmg. base dmg tells you whom really does more dmg.
These modifiers is what makes a difference. If both deal the same “base damage” then the profession with more / higher modifiers deals more damage
“CnD + Backstab every 8 seconds (6 initiative need 8 seconds to recharge)”
Your test just became invalid. 10 into shadow arts and you’ll never need to stop backstabbing (if you get 2 cnd off in a fight, having 10 in shadow arts is better than 15 in trickery initiative wise). Thief also has a lot more damage modifiers than what you stated so it seems like you’re intentionally nerfing thieves in effort to make warrior dps look better all around. They do trounce us in melee aoe though. Cnd, backstab takes 1 second as well. Cnd in pvp also does something like 50% the dmg it does in pve and wvw.
I calculated with all the damage modifiers you get (10% when condition, when over 6 initiative and 5% dagger damage).
With shadow arts you have a good point.
i reworked my calculations and will edit my post
result:
as long as the enemy is above 50% the damage its the same but the warrior can be brain afk.
below 50% health the thief deals about 20% more damage (when every backstab hits from behind)
(edited by crouze.3078)
Go to Heart of the Mists, and use Steady weapons for reliable results.
cant do it for the max dps test since the skills scale different with power.
And you cant have as much power with sPvP gear.
Maybe i should add that i checked this for PvE since in sPvP there are way more factors.
there is alot of content in PvE where you can simply stand next to a boss and attack.
edit: the “ascended gear” and “buff food” should tell you thakittens PvE anyway
Hi,
I did some serious theorycrafting and just wanted to let you know about my results and like to know whats your experiences with the damage from thief compared to warrior is.
Thief build: here
Warrior build: here
Result:
https://docs.google.com/spreadsheet/ccc?key=0AlOXvenKdNo2dEZXWEpmUXNuMEhTUWI3LWQ2UG40VVE#
Tested with:
- full berserker equip
- ascended equip with power infusions
- 25 might stacks
- 25 bloodlust charges
- Buff food: Superior sharpening stone and +100 power food
- CnD + Backstab every 6 seconds (4 initiative need 5,32 seconds to recharge and 6 seconds for 2 dagger 1 chains)
To get the times for the attack chains i recorded around 1 minute with 60 fps for each chain to see how many chains i can do in this time. I worked very accurate to count every single frame.
For the damage values i used the ingame tooltop description and added modifiers that werent applied in the tooltip by myself (i.e. the +5% dmg when wielding an axe in offhand).
I also tested:
- sword auto attack
- pistol whip
- warrior greatsword auto attack
- warrior hundred blades
- engineer bomb kit auto attacks
Top dps:
- 1. Thief CnD + Backstab – over 2 seconds
- 2. Warrior Hundred Blades – over 3.6 seconds
- 3. Warrior Axe chain – over 3.6 seconds
- 4. Thief Pistol Whip – over 2.68 seconds
- 5. Thief sword chain – over 2.49 seconds
- 6. Thief dagger chain – over 2.06 seconds
- 7. Engi bomb skill 1 – over 0.93 seconds
- 8. Warrior great sword chain – over 2.49 seconds
(edited by crouze.3078)
Vitality boosts survivability vs conditions.
In my oppinion this is so wrong.
Vitality only helps against burst damage. (on 10k HP professions more then on 18k HP professions)
I think its the worst defensive attribut.
get all the damage modifiers on thief
- +10% while wielding a bundle
- +10% if the target has a condition
- +20% if target is below 50% life
Pick up the fiery greatsword from an elementalist and deal alot of damage with it.
thats all
Shadow Arts – Toughness / Healing Power
Acrobatics – Vitality / Boon duration
Vitality only helps for burst damage while Toughness + Healing Power lets you stay in the fight way longer.