Showing Posts For frans.8092:

Fixing both P/D and P/P

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Posted by: frans.8092

frans.8092

Also, how about the idea that buffing (condition on) the Shortbow for condition setups would actually help P/D as weaponset. What I feel lacks in P/D is use in battles (but I might underestimate it), for both the weaponset itslf as the shortbow – or another secondary weponset.

Fixing both P/D and P/P

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Posted by: frans.8092

frans.8092

Grandmaster trait for P/P would be pretty sweet too. Like:

30 point Acrobatics -trait
Pistolero
When wielding pistols, you dodge 20% farther and activating a pistol skill has chance to grant bonus initiative.
40% chance to grant 2 initiative.

I see what you want but I doubt they’ll buff initiative regeneration after the last patch.
How about restoring endurance based on initiative spend, similar to the heal. Not as much as permanent vigor, but something like 5 endurance per point initiative?

Dev's Critical Dmg Changes incoming...

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Posted by: frans.8092

frans.8092

You’d be doing this regression testing regardless of the change you make. Making the simpler change requires less planning, less coding, and less test prep.

We seem to agree that both types of changes need testing.
We don’t know how it’s implemented. Changing stats might require modifying every item in existence, or it might be code that determines stats based on level, type and rarity. Similarly damage might be calculated in one place, or in many. Either way, changing those will, I think, take less time then testing the results.

Dev's Critical Dmg Changes incoming...

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Posted by: frans.8092

frans.8092

… disguise … try to spin it … incentive programs … try to spin it …

I don’t feel like replying to propaganda style arguments on a game forum while discussing game mechanics.

If ANet thinks critical damage is too strong in it’s current implementation, just nerf the numbers. It will save them dev time so they can work on something else.

Most changes to gear stats will require more time testing their effect on balance then implementing them.

Dev's Critical Dmg Changes incoming...

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Posted by: frans.8092

frans.8092

Just a what if….

What if they changed the mechanics of critical hits to increase power on a critical hit by a value determined by critical damage rather then multiply it in the damage calculation. That way they could introduce a form of diminishing returns, the more power there is in your build the smaller the gain of adding even more becomes. Similarly, the critical hit mechanism would become interesting for low-power builds. It could even conceivable use a temporary might, aiding in power and condition damage and/or be limited by the cap on might stacks (in group settings might is more likely at max stacks already).

More Counter Stealth Play

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Posted by: frans.8092

frans.8092

HIPS? That’s another rule-set and it only needed some shadow, any shadow, nearby to enable you to Hide-In-Plain-Sight. And why else would it be called Hide-In-Plain-Sight?

I want to get rid of thieves

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Posted by: frans.8092

frans.8092

Use stealth straps in towers etc

We ended up using stealth traps to catch the thief in our keep, but they can see you place them down so they know to be careful!! also this doesnt help while roaming

And that wasn’t fun, a break from bashing doors?
Best moments of capping keeps is searching – and finding – the mesmers trying to hide somewhere.

I don’t get it, here’s a format that lets you improvise, play little games of war you invent yourself, challenge others and be challenged and here you are complaining that other players got it into their mind to play little games of war and make it hard for you get to your commander and hook up to attack a keep. Their keep, mind you.

[PvE] The Problem with Conditions - A "Fix"

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Posted by: frans.8092

frans.8092

You’ll never fix the condition cap problem for world bosses. It’s best to concentrate on fixing it for dungeons and smaller groups.

You could play around with:

  • condition duration
  • tick frequencies
  • damage per tick
  • number of stacks applied

If the cap on the number of stacks is fixed, but you want to increase the number of players able to effectively apply conditions you can:

  • reduce the duration and increase the tick frequency *
    With stacks expiring faster there will be more room for new stacks to apply while the damage is essentially unchanged. No effect on +/- condition duration buffs
  • reduce the duration and increase the damage per tick
    Again, more room for new stacks, base damage remains the same but the effectiveness +/- condition duration is altered.
  • decrease the number of stacks applied but increase damage
  • decrease the number of stacks applied but increase tick frequence

… Someone using 3 offensive stats (power, precision, crit dmg) should do more damage than someone using 1 or 2 and the rest defensive stats (rabid or dire), right?

They do, Berserker is more specialized power gear that aids damage output more then Dire and has no equivalent for condition damage. Soldier’s would be the equivalent of Dire, offering a similar boost to damage (in power) and survival (toughness and vitality).

[PvE] The Problem with Conditions - A "Fix"

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Posted by: frans.8092

frans.8092

Attack is based additively between your power and weapon strength, not multiplicatively, so theoretically

Uhm, attack is irrelevant, damage sees weapon strength and power multiplied.

More Counter Stealth Play

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Posted by: frans.8092

frans.8092

You can not ever balance a game with different classes and different mechanics. The only way to balance is by giving everyone the exact same avatars.

Why do player stats affect siege?

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Posted by: frans.8092

frans.8092

Because they wrote bugs into the code? It’s not like this software is flawless.

Dear Guards, Why Me?

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Posted by: frans.8092

frans.8092

Did you ever get that huge champ near Caer Shadowfain after you? That one was annoying.

Haste nerfed?

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Posted by: frans.8092

frans.8092

Wasn’t there some mention of unlikely high damage under haste recently on the forum? Maybe a quiet fix?

How to counter thief stealth

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Posted by: frans.8092

frans.8092

… But I will say this: adding more ways for professions other than Thief to counterplay stealth instead will be better for Thief in the end. It will quiet the whiners and allow the senseless nerfs to wane, while allowing the Stealth mechanic to develop.

It never has before, it will not end now.

Best armor type for a pve thief.

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frans.8092

Lol
Berserker on boots, hands and shoulders, Soldiers on the rest, or Knight’s if you can’t get a piece (temple armor has no soldier’s legs).

How to counter thief stealth

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Posted by: frans.8092

frans.8092

Or if they are a GOOD thief, they can just keep themselves stealthed (easily done) and then just wait for your Aura to run out and leave you an easy target.

Not easily unless you make it easy for them. Good players can give you a real hard time on getting a C&D on them.

Am I doing something wrong?

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Posted by: frans.8092

frans.8092

Pretty much ^^

If there’s peeps around to rez you and complain about it then there’s too much effects and lag going on to dodge properly.
Use the shortbow, clusterbomb on the effects, do not detonate – the blast finisher helps keep boons up.

Gemstore prices are a rip off.

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Posted by: frans.8092

frans.8092

Convenience item for when you have too much gold, no, could just buy mats. How much ore would you get from it? Permanent gathering tools, now that would be really convenient.

PvE Zerkers.

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Posted by: frans.8092

frans.8092

I was wondering, how are you so sure about that 30%, when each weapon skill has their own damage, and coefficients. Did you do your calculations or eviscerate rank 3, or on a rotation? What class, what weapon, what conditions. Please link me to the thread where your calculations are available. 30% does sound amazing.

It was amazing, but I made an error in interpreting the sources that listed the available stat points. basically my reading had me calculate exotics with too low attribute bonusses.

Anyway, damage can be calculated according to the wik page
It links to criticals and other related sources.

Damage done = (Weapon strength) * Power * (skill-specific coefficient) / (target’s Armor)

Including critical damage

Average damage = Base damage * ( 1 + Critical Chance * ( Critical Damage + 0.5) )

If you take the ratio for two gear sets the skill specific coefficient remains the same so their ratio is 1.

Zerker nerfed, allow us to swap asc gear

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Posted by: frans.8092

frans.8092

Remove Unshakeable and Defiant. Give boss encounters access to boons and conditions. …

You’d get permanently stunned bosses ganked by full berserker parties. Berserker still takes their health away the fastest.

Solid WvW roaming build?

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Posted by: frans.8092

frans.8092

Yes, Soldier’s, it goes on legs, coat and head I think. PVT stands for Power/Vitality/Toughness.

PvE Zerkers.

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Posted by: frans.8092

frans.8092

I am talking about your " throwing around some phantasmal numbers " – I take offence at that and have reported it as such.

I’m also still waiting for the numbers behind your 30% claim and have reported you for needlessly reporting. (JK but the amount of reports flying around these days is silly).

I also did the numbers myself, the only way I can see a 30% gain is if you accidentally forgot that exotic trinkets don’t come with an upgrade and didn’t give them one.

I did state where I got my numbers from, I used Wiki’s numbers, which totalled exotic trinkets on 358 in major stats. Indeed they list but do not include jewels in their subtotals. When correcting this error I find +16% going from Exotic to Ascended Berserker .

Oh, and thank you for you constructive contributions, it’s been a real pleasure and I am so looking forward to future discussions with you. both of you.

(reposting)

(edited by frans.8092)

Map Completion - Metrics on Player Anger?

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Posted by: frans.8092

frans.8092

Don’t make Wvw pvp so big, it’s not, for the most part. Keep you eyes open and you’ll be fine.

You can move with zerg safely, you can do the map-travel thing when your zerg runs into another. Your zerg will not mind, they rather have you safely on spawn then getting downed mid-fight.

Ask a couple of guildies to team up, maybe some people who’ll also nee map completion will come, and maybe some in your guild have some Wvw experience. As a group, organized and even with little or no Wvw experinece, you will be able to roam safely, capture keeps and get most of you poi’s and vista’s. Other roamers are either solo or in small, usually non-organized groups and they will either go elsewhere or become your first wvw lootbags, should they decide to attack your group.

PvE weapons, stealing, and vigor discussion.

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Posted by: frans.8092

frans.8092

A 2 second Daze on the sword stealth attack is not bad – and you can do it every 3-4 seconds.

SA has might, condition removal and healing – or some traits to swap to. Speccing into SA also gives you the ability to switch to D/D without retraining, against single targets D/D hits way harder then S/x.

How to make "defending" more important.

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Posted by: frans.8092

frans.8092

Thats 12 mails in a day, I think the mailbox size is 10 or 20. I don’t need this.

How to make "defending" more important.

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Posted by: frans.8092

frans.8092

It’s completely unnecessary, it’d require me to delete them again and again and … or they would fill my ingame inbox in a day or two.

I’d rather see them making defending a keep less pointless.

PvE Zerkers.

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Posted by: frans.8092

frans.8092

Really? And you’ll go bash some mobs before jumping in to defend garri? And were should we get 25 might stacks up 24/7 unless when in a zerg? There’s hardly a moment when I do have 25 might stacks up. We don’t all have Guardians.

Are you talking about WvW? Because this thread is called “PvE Zerkers”.

True. Yeah, forgot that.

PvE Zerkers.

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Posted by: frans.8092

frans.8092

You have all buffs up all of the time? I don’t think so.

If you exclude the time when you skip mobs and first few seconds of the combat, then yes, you should have all those buffs easily. If, however, you are still stuck in 2012 and you stack warriors with mesmer, there is virtually not a single second when you don’t have 24-25 might stacks, fury, both banners, etc.

Really? And you’ll go bash some mobs before jumping in to defend garri? And were should we get 25 might stacks up 24/7 unless when in a zerg? There’s hardly a moment when I do have 25 might stacks up. We don’t all have Guardians.

PvE Zerkers.

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Posted by: frans.8092

frans.8092

Now it’s getting funny, who exactly was talking about 30% difference? Your second personality?

I am talking about your " throwing around some phantasmal numbers " – I take offence at that and have reported it as such.

For the record, getting those results is pretty simple: Take a build calculator and an effective power calculator

How is this ‘effective power’ defined?

(or, to make it easier, both in one like buildcraft) and compare the same character with typical buffs (25 might, fury, banners, bloodlust stacks) both with full exotic and full ascended.

You have all buffs up all of the time? I don’t think so.

(edited by frans.8092)

How to make "defending" more important.

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Posted by: frans.8092

frans.8092

Mail? I think that would become counter-productive very fast

Nerf zerker? Really?

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Posted by: frans.8092

frans.8092

In this case, I would have thought that the AI system works by loading a list of skills, each of which can have various parameters. Then, each entity can have it’s own script what to do with those skills and abilities, or falls back. First to the type, then to the general subset (player pet, boss, other enemy, etc), then to the very basic “use longest CDs first” script.

Noting remarks concerning not changing pet-ai because that would have far reaching consequences for mob ai and balance I would guess that AI is not quite so nicely ‘OOPed’.

[PvX][Thief] Last Refuge

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frans.8092

That’s nice but most likely because you’ve learned to retreat before Last Refuge kicks in. LR is fine when it kicks in after you’ve decided it’s time to check that LA’s Lion hasn’t been stolen, or i.o.w, when your personal ‘treshold’ to retreat is somewhere above its 25% – and even then you’d better not use C&D to gain stealth.

Maybe the simplest fix would be to change the threshold, to 10-15%

More Counter Stealth Play

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Posted by: frans.8092

frans.8092

… we should not be able to pop back into stealth once in combat. No other game allows this…..for good reasons.

While ‘other game’ arguments have no value anyway, you are, as usual, quite mistaken on the ‘facts’. Other games do allow (re-) entering stealth from combat – and have for quite some time. Not that you’d care though.

Im sorry you had to resort to personal attacks, but no, most other games, and all decent pvp games dont allow restealthing while in combat unless there are easy hard counters to permastealth. So you are misinformed.

Interesting that you’d find personal attacks in there, that sounds almost as if any statement that opposes your opinion would be seen as a personal attack.

You were, and are, wrong, in many ways. First, other games are just that, other games. They balance their classes differently, rogues/assassins may have less stealth, but more defensive abilities, or passive evasion while in stealth, or perhaps they have even more access to stealth and defensive abilities, but do less damage. They might even not exist and lack or have any abilities, or penalties you care to bring into, or leave out of the discussion, how is anyone going to show otherwise? And if they do, you just wiggle like a politician and add some vague qualification like ‘decent’ in there somewhere.

You weren’t just wrong in bringing other games into the discussion, you were also wrong about the other games, you were wrong about permastealth in other games, you were wrong about entering stealth during combat, you are wrong about (hard) counters to stealth in GW.

So, yeah, you were wrong. Again.

And why, if you think GW has such a sub-par PvP, are you still here?

Account bound WXP

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Posted by: frans.8092

frans.8092

Takes time to write, test and roll out code.

Yeah, but Anet only does 2 of those things.

+1
Rofl

Signature material.

[PvX][Thief] Last Refuge

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Posted by: frans.8092

frans.8092

Last Refuge. Use Blinding Powder when your next action ends after your health reaches a certain threshold

PvE Zerkers.

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Posted by: frans.8092

frans.8092

Facepalming at the wrong moment does not make you look smart. Do the numbers, I actually did, and come back if you find them very different, then I’ll look back at mine.

Throwing around stupid numbers in the first place is less smart.

kitten u m i n g things about people and throwing accusations around is stupid. You made assumptions, were wrong with them and now you are not enough man to admit it.

For the record, I get a difference of 13 – 14%, depending on whether you are desperate enough to put +5 power infusions into every single slot.

How do you calculate the 13-14%?

+70 power is the equivalent of two stacks of might, not a lot but still (more then) +3% on your damage output. Would you consider the 5% on a sigil or runeset ‘desperate’? Are they still desperate when you add all those little % increases together?

Btw, if you find a 1% difference on 70 power you are doing something rather different.

That’s also what’s realistic, not ridiculously exaggerated stuff like 30%.

I don’t care how the results look, I’d rathere take the trouble to do the exercises and stop the guesswork.

(edit: the silly forum is eating part of my post)

(edited by frans.8092)

[PvX][Thief] Last Refuge

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Posted by: frans.8092

frans.8092

The real culprit is the combination with Revealed, have it (additionally) grant immunity to revealed for 5 seconds

PvE Zerkers.

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Posted by: frans.8092

frans.8092

I just put all the stats and formula’s in a spreadsheet, then combined for some gear simulations. I wanted something practical to help me choosing one prefix over another.
Acended has +300 Power, +70 Precision and +15% crit damage. There’s also a +5% straight on base weapon damage. The +300 power by itself is something like 15% …

I could have made a mistake somewhere so feel free to check my results.

Did you by any chance forgot to add jewels to trinkets? Because fully ascended berserker has 85 more power, 47 more precision and 10% more crit damage.

I used the wiki page: http://wiki.guildwars2.com/wiki/Equipment#Attribute_bonuses
Trinkets alone go from 358 to 570 on the major stat, including jewels.

Try to use this to see how many stat points you will get. Don’t forget to swap to PvE mode.
http://en.gw2skills.net/editor/

The wiki page did not add in the jewels in the trinket section, even though they were listed there. I’ll just fix the base numbers, skill editors do not show me what I want to know.

I still get more difference then you though?

PvE Zerkers.

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Posted by: frans.8092

frans.8092

I just put all the stats and formula’s in a spreadsheet, then combined for some gear simulations. I wanted something practical to help me choosing one prefix over another.
Acended has +300 Power, +70 Precision and +15% crit damage. There’s also a +5% straight on base weapon damage. The +300 power by itself is something like 15% …

I could have made a mistake somewhere so feel free to check my results.

Did you by any chance forgot to add jewels to trinkets? Because fully ascended berserker has 85 more power, 47 more precision and 10% more crit damage.

I used the wiki page: http://wiki.guildwars2.com/wiki/Equipment#Attribute_bonuses
Trinkets alone go from 358 to 570 on the major stat, including jewels.

Edit: The wiki page needs recalculations they sum trinkets to 358, adding the 6 jewels correctly but rings only once, I think.

(edited by frans.8092)

PvE Zerkers.

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Posted by: frans.8092

frans.8092

A decision to nerf zerker gear will not even solve the problem. The problem is clearly the ineffectiveness of other stat combinations in the game’s combat system. Their ineffectiveness is not going to change suddenly if berserker gear becomes garbage. Just from your comments, you seem to have some bias against ascended gear to begin with. That’s all well and good, but I’ll stay in my lane.

This basically. It’s not that defensive stats are ineffective, they do not come into play as much as the offensive stats.

If you try to factor in defensive stats and factor in health, toughness and healing and eventually you can weigh it all such that all gear is created equally effective, more or less.

But these number tricks do something wrong, they do something that does not occur in PvE life, they factor in defensive stats. The ‘problem’ is not that defensive stats are too weak, it is that these stats, in general pve life, do not come in to play as much as the offensive stats.

So, I think I agree that trashing zerker is no solution.

PvE Zerkers.

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frans.8092

Having all that grind/time/gold potentially invalidated due to a nerf is not all of a sudden made okay simply because I can go out and spend gold an a crappy exotic set.

Not neccesarily a problem, for each piece of affected gear you’ll get a one time item that’ll let you change the stats. Leaves you with build options that don’t benefit as much from ascended but it’d be something at least.

PvE Zerkers.

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Posted by: frans.8092

frans.8092

Berserker gear feels like it has two primary stats. It gets huge bonuses to both Power and Crit Damage which scale exponentially with one another. I’d suggest nerfing the Power to a secondary stat or nerfing the critical damage by 1-2% per piece. This unfortunately also means nerfing the crit damage on Assassin’s gear and the crit damage or toughness on Cavalier’s gear to keep them in line with Berserker’s.

Ascended Berserker hits 30% harder then Exotic Berserker. What I think they could do is remove the additional increased level of stats, bring ascended major / minor to exotic levels and compensate by adding other stats (say vitality, toughness or even healing) on ascended berserker.

I’m not sure about that 30% number as the individual pieces have very small increases over exotic berserker, but yeah..without the increase…not much incentive to upgrade. I do like the idea to add the additional survival stats to ascended though. I also believe they could accomplish this the same way they did with magic find…have it be an earned permanent account bonus. That way gear does not need to be altered.

I just put all the stats and formula’s in a spreadsheet, then combined for some gear simulations. I wanted something practical to help me choosing one prefix over another.
Acended has +300 Power, +70 Precision and +15% crit damage. There’s also a +5% straight on base weapon damage. The +300 power by itself is something like 15% …

I could have made a mistake somewhere so feel free to check my results.

PvE Zerkers.

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Posted by: frans.8092

frans.8092

Ascended Berserker hits 30% harder then Exotic Berserker. What I think they could do is remove the additional increased level of stats, bring ascended major / minor to exotic levels and compensate by adding other stats (say vitality, toughness or even healing) on ascended berserker.

Oh yeah, throwing around some phantasmal numbers is a great contribution to any discussion.

/facepalm

Facepalming at the wrong moment does not make you look smart. Do the numbers, I actually did, and come back if you find them very different, then I’ll look back at mine.

[PvX][Thief] Last Refuge

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Posted by: frans.8092

frans.8092

Just let it refill some endurance, or apply 5 seconds of vigor, black powder, or something else.

PvE Zerkers.

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Posted by: frans.8092

frans.8092

Berserker gear feels like it has two primary stats. It gets huge bonuses to both Power and Crit Damage which scale exponentially with one another. I’d suggest nerfing the Power to a secondary stat or nerfing the critical damage by 1-2% per piece. This unfortunately also means nerfing the crit damage on Assassin’s gear and the crit damage or toughness on Cavalier’s gear to keep them in line with Berserker’s.

Ascended Berserker hits 30% harder then Exotic Berserker. What I think they could do is remove the additional increased level of stats, bring ascended major / minor to exotic levels and compensate by adding other stats (say vitality, toughness or even healing) on ascended berserker.

PvE Zerkers.

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Posted by: frans.8092

frans.8092

I think the issue is that evasion is way too good in GW2, …

Trivializing actual player skill is not the way to go.

Nerf zerker? Really?

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Posted by: frans.8092

frans.8092

They just might change the stats. Berserker stats (power, precision and critical damage) all operate together and the bit and scraps of increased stats on ascended gear make a full berserker set quite a bit stronger (30%) then it’s exotic counterpart. They could reduce some of that power difference by decreasing some of the original stats and add some other stat to make the overall offensive difference with exotic smaller.

Map Completion - Metrics on Player Anger?

in Guild Wars 2 Discussion

Posted by: frans.8092

frans.8092

That too, a guild group, or your regular dungeon group, or just a pug really can take a tower or keep quite easily. With a more organized team of people you play more often with you’d even be a force to reckon with, as most groups in Wvw are very loose and pug like.

Pairing with a warrior. need help please

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Posted by: frans.8092

frans.8092

Uhm, play the class that appeals to you the most, then figure out builds that synergize well.

Why should your choice revolve around his warrior btw?

Map Completion - Metrics on Player Anger?

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Posted by: frans.8092

frans.8092

Raeysa, I am afraid you can not guest on another server to do WvW, it would have to be a full transfer to do that. As for asking politely, that depends on the situation. By that I mean, to get POI/ vistas etc on the general map, it would not work, as, for one you need to capture most of the towers etc to be able to get them (a rare few can be gotten by scraping the tower).

That’s why I said you can’t control it.

I had most of the Wvw maps from before getting into a bit more. You can usually get the open POI’s, Vista’s skill points without problems. It’s a bit more exciting, with pvp possibly happening any time. The ones in keeps are more difficult but try to zone into the maps and get those your server currently holds. Then tagging onto to a zerg (follow the blue tortilla chip, as it was put so by DanteZero) a few times should get you most of the remaining points. maybe you’ll even enjoy it and it may net you a bit of loot and some badges for a big-spender daily.

Anyway, it’s not under your control like most of the other maps so try not to hard to make any plans or schedules about it, let go a bit and take opportunities as they arise.