Let’s consider a mesmer in full berserker gear, with scholar runes, and a typical build with 30 points in dueling. We need to make some assumptions because I don’t see all the necessary information is in the blog post:
- The bonus to critical damage from scholar runes is changed to the same ferocity bonus we see in the eagle rune image.
- The current +30% critical damage from Dueling is changed to +300 ferocity.
- The base ferocity value is 0.
With no other buffs, currently this mesmer will have 1961 precision and +109% critical damage
Converting the critical damage bonuses to Ferocity, this leaves us with 1961-916 ferocity from gear and traits (current precision value minus base precision), plus 100 ferocity from the scholar runes for a total of 1145 ferocity, or +76% critical damage.
Result is a 21.8% reduction in critical hit damage. Multiplied by critical chance (53%), this is a 11.5% overall damage reduction with no sigils or buffs.
If we add sigil of accuracy, spotter, fury, banner of discipline, and curry butternut squash soup, and make some more assumptions:
- Banner of discipline gives +170 ferocity after update
- Curry butternut squash soup gives +70 ferocity after update
it gets worse. Currently, this mesmer has 2381 precision and +125% critical damage with a flat 25% bonus crit chance, for a total of 98% crit chance. After update, the mesmer has 1385 ferocity.
The result is +92% critical damage, which is a 18.9% reduction in critical hit damage. Multiplied by crit chance is a 18.5% overall damage reduction.
So either one or more of my stated assumptions are wrong or the 10% figure is pretty misleading.
Edit: Fixed damage reduction calculations I think.
(edited by draconx.3102)
RIP in peace stacking sigils.
Speaking of dodges… how do you evade the leap with one dodge?. I’ve only done the fight twice, but I think it’s a ground AoE from the leap with an unblockable tremor projectile (in one direction?). I’ve done the dodge successfully a few times, but other times the 2nd part of the skill hit me.
I’d prefer to avoid double dodging on that attack if I can?
Dodge when he starts moving back towards the ground and you should evade both hits. Evade skills like blurred frenzy help a lot.
Actually the superior version properly says dredge.
I’m not sure if anyone’s bothered to test the minor/major ones to see which enemy type they increase damage against. Could be just a tooltip error.
No more 14/14/14/14/14 builds
The implementation though is poorly done, really the exact same troll with an identical loot table?
He has a different name and is blue. Totally different.
The thing that makes it rather difficult is the tight space you’re left with, meaning you have to stay rather close and when he stomps it’s guaranteed to hit the whole group (if they don’t dodge anyway).
The stomp has like a 5 second windup, it’s impossible to miss. He is easy to fight under the spawn just fine… although the crystal above him was hitting me (through floors and walls) with annoying knockback projectiles so I did kill that first.
Well, in all honestly it is all your fault. You were having fun in HotW P1, thus it must end. As they tried in CoF P1, as they will do anywhere where fun is obtained.
Why must the fun end? The new troll boss is way more fun than the old one, despite the bugs with the loot and enemy type.
The problem is exactly that — an accident — you’re changing your equipment and at some point you (temporarily) have two energy sigils equipped at the same time (both mainhand and offhand). So when you’ve finished equipping (and no longer have two energy sigils equipped) the remaining sigils bug out.
Easiest solution is to make the guardian invulnerable for 2 seconds AFTER it’s channeled, but that kinda defeats the point of the skill.
The easiest solution is to learn to play. If you don’t want to cancel renewed focus before it’s done channelling, just don’t do that.
The new and improved troll in HotW path 1 is a pretty good copy of the AC troll. So good a copy, in fact, that he drops AC tokens!
Since this is not AC, the boss should be dropping HotW tokens.
(edited by draconx.3102)
What should have they tested?
They should have tested actually killing the boss, then they would have noticed that he drops AC tokens.
At least I had no issues soloing it on AC, like a year ago?
Playing with the new HotW boss on mesmer, one difference I see between it and your AC video from a year ago is that it seems impossible to simply run away from the jump, as he doesn’t jump straight up but always towards me (so he lands right on top of me regardless of distance). Is there a trick to that I’m missing?
Projectiles can’t be reflected but untraited phantasmal warden works. Illusions don’t dodge the projectiles so the attack bounces to me regardless of who his target is, which is kinda annoying.
Edit: Beat him, wasn’t too bad at all using the untraited warden to block his auto attack.
(edited by draconx.3102)
Wethospu, once again you impress me with your knowledge of the mechanics of this game’s bugs.
This explains why my energy sigil weapons sometimes don’t work when I equip them for running sections, and why unequipping my weapons fixes it.
Wow.
The minimum standard for QA should be “did you try this even once?” It’s quite impressive how Anet’s QA department continually fails to meet this standard.
That being said the original troll boss was pointless AFK fest so a tougher boss here sounds like a good change.
Considering how long the merge feature has been in the game, is it possible that Anet intends for people to wipe others’ progress as a gameplay feature?
Losing your progress is an important part of this game, after all.
Quite honestly given the number of times this has needed to be explained to players on the bug forum, I am a bit shocked that Anet seems to not know how their own game mechanics work.
As I recall this actually wasn’t a problem at launch, the shared land/underwater cooldown was added to the game sometime after release.
I recommend just leaving your 3 most useless utilties equipped underwater. Since there’s hardly any underwater combat in this game you’ll probably not even notice.
If you have an empty character slot you can probably create a new character, put the item in their inventory, then delete the character -_-
Every skill in this game is canceled by weapon swap. This can be used to your advantage by skilled play, so I would suggest that it should not be changed (and isn’t a bug anyway).
You guys are so optimistic.
I am afraid it is normal to lose your progress in this game.
Everything (I’m quite sure) in PvE has some sort of ‘tell’ or ‘windup’ that can help you anticipate an attack.
Champion Icebrood Wolf says hi!
It’s the dungeon specific runes that are soulbound. It’s annoying but since everything else from the dungeon-specific merchants is souldbound also it’s only logical.
This is patently false. All the dungeon token vendors have multiple items for sale that are not soulbound on acquire.
In particular, the sigils sold by the vendors are tradeable, yet the runes are still soulbound on acquire.
https://forum-en.gw2archive.eu/forum/support/bugs/Sigil-of-Energy-fails-to-proc/first
Sometimes these sigils will simply fail to work. Don’t know why, but unequipping my weapons and re-equipping them will fix it.
Alpha is basically the same in both p2 and p3. It’s only path 1 that’s different (super easy mode).
All 3 alphas are easy but path 2 is IMO easiest because he does not use his Teeth of Mordremoth attack. If you range him you can literally walk out of both AoEs.
Why fighting Alpha on range?! I can understand if 3 people are dead already and you have to kite him, but other than that – there’s no reason not to go full meelee.
Even then in p2 melee is the best. He basically just does his one shot attack, if you can dodge that, there’s no reason to ever range.
Obviously it’s “best” to melee. The point was that in p2 he is so faceroll easy at range that you don’t even have to press the dodge key and you won’t get hit.
Alpha is basically the same in both p2 and p3. It’s only path 1 that’s different (super easy mode).
All 3 alphas are easy but path 2 is IMO easiest because he does not use his Teeth of Mordremoth attack. If you range him you can literally walk out of both AoEs.
Second, I know what you’re referring to when you say “4 silvers”… the four elite risen guards preceding crusher/hunter area… but why are they called silvers?
They’re called “silver” mobs because they have a silver ring around their icon when you target them (normal mobs have no ring, veterans have bronze ring, champs have gold ring, legendaries have purple ring). Until relatively recently the silver enemies did not have the word “Elite” in their name.
By any case, do you have any of the mentioned skills in the underwater skill bar? If yes, what are their places? I heard somewhere that the same skill which is in different slots on terrain and underwater bars may be part of the problem.
Almost.
Skills in the same slots on land and underwater share cooldowns. When you use a land skill, that skill AND the skill in the same slot underwater goes on cooldown.
So if on land you have: Blink, Feedback and Mantra of Resolve (in that order) and underwater you have Mantra of Concentration, Portal and Signet of Midnight, then using Feedback on land will cause Portal to go on 40s (32s if traited) cooldown, even though you do not have portal equipped on land.
Workaround is to equip 3 useless utilities underwater.
Basically just not using the wall would be the “legit” way. Putting lupi in the wall trivializes phase 3. Fighting him away from the wall requires better reflexes and better management of endurance.
I always have a hard time keeping him away from the wall in phase 1. Have to constantly move around to avoid locusts and end up inadvertantly pushing in the wrong direction
Fortunately he’s a bit easier to bring back to the middle in phase 2. As a mesmer, I wouldn’t want to fight in the wall on phase 3 or I’d miss all the opportunities to reflect his rapid fire
SE p3: npc yells “nonono we must go to the armory” about seven times when you enter the room before the clown car with the fire ring boss.
No. Let this one be please. I like it Also, it only triggers when you cross the threshold of the room. It’s one of the finer joys in life.
lol, I was about to edit my post to say that this one is actually kind of cute
Agreed, I hope they never fix that bug. There was a similar problem in HotW p1 (when you fight the two elites right before the final boss) but it seems it was fixed at some point.
But while we’re talking about this path: the SE p3 armoured carrier can still be exploited.
It would be nice to be able to swap the order of weapon skills.
For user interface… allow skills to be rearranged in the “Weapon Skill” pane which already exists the hero dialog. The changes would be set for the weapon type and permanent for that character. For simplicity, disallow changes of offhand skills to 1/2/3 or mainhand skills to 4/5.
Arah path 2: occasionally Belka does not activate, forcing a restart of the instance.
Dunno, I tested the undead slaying potions after the main update but before hotfix in the other thread and they seemed to reduce damage.
It’s unclear to me if anyone ACTUALLY tested scarlet slaying potions during this time.
A shame. All that needed changing was the tooltip.
Even on the bank window, if you double click a non-collectible item (such as a recipe) with the collections tab open it will consume items instead of depositing them.
You can get trivially small amounts of dragonite from the alliance bags, at least. I did the event twice yesterday, got a whole 2 dragonite ore from one of the bonus chests and a jaw-dropping 3 more from ~200 bags.
Don’t you get to choose which profession you want when you buy the recipe?
Obviously the tailor recipe is not a very good choice given current market value of materials, so pick one of the other two.
Is this fixed or not -_-
If you’re curious, why not test it yourself?
Except… except….
I tested this with an Orrian Servant in Arah. To reduce variables I only counted “Claw” hits while the mob’s frenzy buff was NOT active. 23 hits without any potion, totalling 14299 damage. 23 hits with powerful potion of undead slaying, totalling 11452 damage. I’d record more but that was approaching the limit of my patience.
Could it be… could it be… that they changed potions to actually reduce damage and the tooltips are still wrong!?
And if they did, why could they not be bothered to put that information in the patch notes
(edited by draconx.3102)
b
I disgree. I think these potions would have to be “+10% vs, -10% from” in order to justify the cost of materials. They’re not exactly cobbled together from copper ore and green wood logs, after all.
There are tons of crappy items with ridiculously high material costs at the crafting table. Almost every item you can craft falls into this category.
Most of the best potions can be bought for one dungeon token each. If you are using crystalline dust and ancient bones to craft Powerful Potions of Undead Slaying, you are Doing It Wrong since a single Arah run will buy you 60 of them.
But they don’t need to touch the damage formula at all. Just some text ingame needs changing.
The fact that dead enemies can be spies makes no sense at all. Moreover, they are spies you can’t even do anything about.
Maybe we should just be able to pick up enemy corpses and carry them elsewhere
Anet is obviously capable of doing this, because they did it in another game, called Guild Wars, which supported CJK input.
Why they chose not to support it in Guild Wars 2 is beyond me.
Specifically, the graphics setting you need to change to solve the font problem is “Interface Size”. Unfortunately only one value for this works properly with the trading post: “Normal”.
Kind of stupid because text everywhere else in the game scales properly with this setting but not the trading post.
If your only contribution to an event or world boss is 200 damage autoattacks in exchange for scaling the enemy up, you probably shouldn’t get any loot.
Nothing you did was helpful.
Riiiiiight. Because there aren’t Guild events based around keeping one person carrying the McGuffin alive for 5 minutes while waves of monsters try to kill them. No one who spends the entire time keeping heals and perma-swiftness on them could possibly have contributed to the success of the mission as much as the person who killed one whole veteran out of 40.
ANet should be embarrassed how some of these events only count kills/damage done.
The player carrying the McGuffin can do the entire event without even getting into combat. This has two implications:
- Swiftness helps but is unneccessary, since unbuffed ooc move speed is the same as in-combat move speed with swiftness
- Healing is unneccesary
So players spamming swiftness and healing are actually not helping as much as you might think. The crucial bit really is to kill the veterans quickly.
I was kicked from CM for “asking” the first boss…
That was a pain in the kitten , every time you must run as a fool, jump, skip mob and boss… it’s quite boring.
WTF does “asking the boss” mean?
They start advertising dungeons to a newly level-30 player, and then hit you with dungeon difficulty full force. They don’t explain that, while you’re allowed in dungeons starting at level 30.
This is an extremely bad example.
The only level 30 dungeon is AC story mode, which was revamped early last year and is now actually a GOOD example of a dungeon for level 30 players. Unfortunately Anet disbanded the dungeon team before they could revamp the rest of the story mode dungeons.
I think the gate part right at the start is the only part of the dungeon that requires more than one player. Just delete that gate, problem solved.
While they’re at it they should also just end the dungeon after you kill the mouth of zhaitan because everything after that is essentially just a really long cutscene.
actually, #1 is not strictly about land/water (and certainly not limited to warriors). A lot of skills will inherit the cooldown of other skills you have at the same time. Not all, but a lot. I think it has to do with when those skills are typically used and if they are abusable.
similarly, some skills you can switch even though you’d expect a cooldown such as casting portal entre (but not exeunt), then switching that skill to anything else and there won’t be a cooldown.
I am not aware of any skills for any class that “inherit the cooldown of other skills” except for skills in the same land/water skill slot. Can you name an example?