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[Analysis] Berserker vs. Assassins

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Posted by: frifox.5283

frifox.5283

15836 – 15053 = 783

Next we divide Y from X (Y/X)

783/15836 = 0.049444

15836 would make sense it it was our starting sample. It’s not. We want to know how much assassins is better than zerk, which makes zerk – 15053 – our starting point.

783/15053 = 0.052 > 5.2%

The only reason I’m arguing for my results is because I’m confident they’re correct.

anyone solo lupi with mesmer post-patch yet?

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frifox.5283

Don’t worry, anet broke phantasmal haste for wardens… so they’re even more useless

Mesmer Bugs: 33+ [Updated October 22nd]

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frifox.5283

Well, #@%^… Phantasmal Haste is broken for Warden once again…

Warden Fix

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frifox.5283

!#$ you anet devs. Get your @#n kitten together…

So yeah, PH doesn’t apply to the warden anymore. Re-testing other phantasms as I type…

[Analysis] Berserker vs. Assassins

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Posted by: frifox.5283

frifox.5283

No, I’m not here grasping straws. I have no bias toward any type of gear. Math is math, it doesn’t lie.

1 lupi frenzied blast = 1 coe golem projectile, the enemy stats and coefficients are equal for both attacks. The difference is that golem shoots them one by one and lupi shoots ~70 of them simultaneously every shower (with ~15 actually landing on your feedback). Your “1%” tells how much further lupi’s hp went down. That’s not how you represent improvement. What you should be calculating instead is how much of an improvement that is compared to the initial reflect.

  • (New / Old – 1) * 100 = improvement

Why you divide and not subtract? Simple, here’s an example. Your originally hit for 100. You get better gear and now you hit for 200. You hit 100 harder. Next test, you hit for 10,000 and after gear change you hit for 10,100. You hit 100 harder again. Which one had more value? Of course the 1st test, because:

  • (200 / 100 – 1) * 100 = 100% improvement
  • (10,100 / 10,000 – 1) * 100 = only a 1% improvement

In my example above the “100 harder” is equivalent of your “only 1% better”. Now, looking back at the real numbers:

  • [Z/S] Feedback: 15,053 dmg
  • [A/S] Feedback: 15,836 dmg

(15,836 / 15,053 – 1) * 100 = 5.2% better

Why did I choose scholars? No real reason. Here’s the same comparison but with Ranger runes:

  • [Z/R] Feedback: 15,543 dmg
  • [A/R] Feedback: 16,305 dmg

(16,305 / 15,543 – 1) * 100 = 4.9% better

(edited by frifox.5283)

[Analysis] Berserker vs. Assassins

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Posted by: frifox.5283

frifox.5283

Apples to oranges, the amount of damage output that a zerker can produce over assassins is normally less than 1%. On the other hand the amount of reflect damage that ascended assassins armor can produce over zerkers is also less than 1%.

You might want to re-check that last one. It’s one thing to drop random statistics for the sake of an argument but to do it in a thread that has the exact data saying otherwise… :/

Party provides: 25 might/vuln, fury, disc and str banners

  • [Z/S] 10,935 dps
  • [A/S] 11,018 dps <—— 0.8% more

Mark T-B34RC3 reflected Ultra Beam (6/4/0/0/4)

  • [Z/S] Feedback: 23,164 dmg
  • [A/S] Feedback: 24,209 dmg <—— 4.5% more

Party provides: 0 might/vuln, no fury, no banners

Terminal DPS (6/4/0/0/4)

  • [Z/S] 5,312 dps
  • [A/S] 5,279 dps <—— 0.6% less

Mark T-B34RC3 reflected Ultra Beam (6/4/0/0/4)

  • [Z/S] Feedback: 15,053 dmg
  • [A/S] Feedback: 15,836 dmg <—— 5.2% more

(edited by frifox.5283)

Feature Patch 2 Unlisted Dungeon Changes/Bugs

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Posted by: frifox.5283

frifox.5283

COE :
1st door skip fixed.

If you are referring to the door that leads to the 1st alpha then nah, it still works.

General Dungeon Discussion Thread - Part 1

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Posted by: frifox.5283

frifox.5283

Looks like anet re-opened that jump at the start of coe story which was invisiwalled few months ago that allowed you skip to the end. It’s a bit tricky to do the 1st jump now but it works.

High-five to the dev bros

Warden Fix

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Posted by: frifox.5283

frifox.5283

Can you elaborate on where and how it failed?

[PvE] Condition Mesmer (solo only)

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frifox.5283

Probably should have done this in the first place, but I did just ran a simulation with Knights gear. 2D/1Sw resulted in 0.42% more dps than 2Sw/1D.

[PvE] Condition Mesmer (solo only)

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Posted by: frifox.5283

frifox.5283

With zerk/scholars, 2x swordsman + 1 duelist are 1.35% more dps than 2x duelist + 1 swordsman (6/4/0/0/4). Though I wonder if that will still be true with Knights gear, since it’s pretty much the power counterpart to the condition focused Rabid gear.

General Dungeon Discussion Thread - Part 1

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Posted by: frifox.5283

frifox.5283

Anyone tried to instagib lupi with one wall reflect? Does it still work?

Mesmer Bugs: 33+ [Updated October 22nd]

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Posted by: frifox.5283

frifox.5283

Time to test for bugs and fixes!

I’m currently in a middle of a work project and my gw2 playtime is very limited, but I’ll see what I can do when I do get on. If anyone can help out, feel free!

Condition builds in PvE!

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frifox.5283

Before someone gets too carried away, this is for solo only!

CoE: Champion Icebrood Wolf

Anyone up for giving it a shot at the champ with a condi-based build but with another class? I’m quite interested in how good/bad other classes compare when it comes to condi dps, solo…

(edited by frifox.5283)

[PvE] Condition Mesmer (solo only)

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Posted by: frifox.5283

frifox.5283

Finally got a chance to explore Illusionary Elasticity fix and how it affected condi mesmer performance in PvE.

Ideal encounter (test dummy)

If you can actively avoid the incoming damage through blocks/dodges/blurred-frenzy and can keep your phantasms up and alive for the whole encounter – power is definitely better. That is when you use 2x Swordsmans + Duelist, if you use 2x Swordsman + Warden then dps is more or less equal for both condition and power builds.

Not-so-ideal encounter (mob actually fights back)

If the mob hits so hard that you can’t melee it even when using all your active defenses then a condition build is definitely a great option now. With the inherently high toughness (2k+ toughness & Illusionary Defense trait) you can literally facetank and outheal almost all of the incoming damage. Dps-wise, in some cases, we now can match or at least get very close to the condi warrior dps, which many consider the highest condi-based dps’er in pve.

The build used in the condi tests (if too lazy to watch the videos):

And of course, a very basic dps calculator (only staff calcs for now):

The Word on the Warden?

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Posted by: frifox.5283

frifox.5283

Tested vs
- Arah3: Hunter
- SE13: Turrets & Barricades
- CoE: Alpha (bugged state)
- Veteran Giant

For all of the above warden was failing 90% of the time. Tested post patch, so far 100% success rate.

However, phantasms still go afk if you summon them on an emeny’s pet/summon…

Feature Patch 2 Unlisted Dungeon Changes/Bugs

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Posted by: frifox.5283

frifox.5283

CoE Story

  • Zojja at the beginning of the dungeon will not trigger the event the start of the dungeon. The only way to progress is to jump over the 1st gate… but then you still can’t finish it because later on you need to talk to zojja to progress but she’s still bugged locking you out.

ps: the map exists still unpatched..

(edited by frifox.5283)

Instances Terminate When You Leave

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Posted by: frifox.5283

frifox.5283

I learned this the hard way. Had to open coe THREE TIMES in like 15 mins just because I needed to go to bank and grab some gear/food.

I wonder if it kills instance if whole party DC’s…

September 9 Patch Notes

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Posted by: frifox.5283

frifox.5283

So, phantasm/clone damage shows up in combat log… INCLUDING CONDITION DAMAGE!

Someone test plz if sigils/runes apply to phantasms now too…

September 9 Patch Notes

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Posted by: frifox.5283

frifox.5283

Seems the ranger runes still work with a mini!

September 9 Patch Notes

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Posted by: frifox.5283

frifox.5283

Unofficial Notes

  • GS1 dmg floater still doesn’t reset per attack cycle

September 9 Patch Notes

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Posted by: frifox.5283

frifox.5283

Official Notes

  • Triumphant Distortion:
    • This trait now gives summoned phantasms 1 second of distortion on creation, in addition to the existing distortion on kill.
  • Debilitating Dissipation:
    • Bleeding on this trait has been reduced from 3 stacks for 5 seconds to 2 stacks for 4 seconds.
  • Prismatic Understanding:
    • This trait is now applies swiftness for 3 seconds and might for 5 seconds in addition to its previous boons.
  • Illusionary Elasticity:
    • This trait now functions with clones using Winds of Chaos.
  • Maim the Disillusioned:
    • Increased the torment duration from 4 seconds to 6 seconds.
  • Illusionary Leap:
    • This skill now creates the clone adjacent to the mesmer’s target instead of at the mesmer’s location. The initial cast of this skill no longer acts as a Leap finisher, though Swap retains its leap functionality. Added messaging if the skill is cast out of range of the target.
  • Illusionary Warden:
    • Fixed a bug that caused this phantasm to follow one target while trying to attack another target at the same time.
    • Fixed a bug that caused the projectile absorption from this skill to last longer than its animation.
    • Fixed a bug that caused this phantasm to reflect unblockable missiles.
  • Mind Stab:
    • Increased the radius of the attack to 240. Increased the damage of the attack by 17%.
  • Mantra of Pain:
    • Power Spike:
      • This skill now affects up to 5 foes within 240 units of the target.
  • Mantra of Distraction
    • Power Lock:
      • This skill now affects up to 5 foes within 180 units of the target.
  • Illusion of Life:
    • This skill can now be used underwater, centered on the mesmer’s location.
  • Ether Bolt:
    • This skill now inflicts 2 seconds of torment on hit. This change also affects mesmer scepter clones that use Ether Bolt.
  • Ether Blast:
    • This skill now inflicts 3 seconds of torment on hit.
  • Mimic:
    • Mimic now will copies all boons from the target foe to the player.
  • Mesmer clones now spawn with the correct weapon even if the casting player swaps weapons.
  • Confusing Combatants:
    • The effects of this trait can now be blocked, dodged, or blinded.
  • Crippling Dissipation:
    • The effects of this trait can now be blocked, dodged, or blinded.
  • Debilitating Dissipation:
    • The effects of this trait can now be blocked, dodged, or blinded.
  • Illusionary Whaler:
    • Fixed a bug that allowed this ability to be cast without a target.
  • Illusionary Mariner:
    • Fixed a bug that allowed this ability to be cast without a target.
  • The Prestige:
    • Removed an unused range skill fact.
  • Illusionary Duelist:
    • Fixed an incorrect damage skill fact.
  • Dazzling:
    • Fixed a bug in which this trait would not display the vulnerability applied for Counter Blade, Diversion, Magic Bullet, or Power Lock.
    • Fixed a bug that prevented this trait from functioning when used in conjunction with the racial skills Technobabble and Shriek (Become the Raven).
  • Warden’s Feedback:
    • Fixed a bug that caused projectiles reflected by Illusionary Warden to sometimes miss their targets.
  • Mantras:
    • Fixed a bug that allowed players to have mantra charges when the associated mantra was not equipped.
  • Blink:
    • Fixed a bug that allowed this skill to be equipped while underwater when traited with Far-Reaching Manipulations.
  • Winds of Chaos:
    • Fixed a bug that caused this skill to only inflict 5 seconds of bleeding instead of 7 when used by clones.
  • Illusionary Counter:
    • Fixed a bug that prevented this skill from receiving reduced recharge when traited with Malicious Sorcery in certain situations.
  • Decoy:
    • Fixed a bug that allowed this skill to stealth the player when they were revealed.
  • Desperate Decoy:
    • Fixed a bug that allowed this trait to stealth the player when they were revealed.
  • Confusing Cry:
    • Fixed a bug that prevented this trait from working in conjunction with Illusionary Persona.
  • Shattered Conditions:
    • Fixed a bug that prevented this trait from working in conjunction with Illusionary Persona.
  • Shattered Strength:
    • Fixed a bug that prevented this trait from working in conjunction with Illusionary Persona.
  • Maim the Disillusioned:
    • Fixed a bug that caused the torment skill fact to display incorrect damage numbers.
  • Slipstream:
    • Added an Unblockable skill fact.
  • Harmonious Mantras:
    • Fixed a bug that caused mesmers to retain extra mantra charges after unequipping this trait.

(edited by frifox.5283)

[Analysis] Berserker vs. Assassins

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Posted by: frifox.5283

frifox.5283

It will depend on your food/build/party as you’ll have a much higher risk of shooting past 100% crit chance. I have a feeling I’ll be crafting and then always carrying around a full set of ascended zerk and a full ascended assassins gear in my inventory…

What do you say to someone when...

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Posted by: frifox.5283

frifox.5283

I spent countless gold crafting ascended assassins gear, hours of research optimizing my reflect dmg, even sacrificed my heal and all defensive utilities to get my Feedback hit so hard lupi would drop to his knees in my presence. The time has come to prove my worth in pve meta…

… and some ele uses his Swirling Winds.

Things You Hate Seeing Other Mesmer Do?

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frifox.5283

Have you tried using staff clones? As long as they don’t get LoS they should bug out as well…

General Dungeon Discussion Thread - Part 1

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Posted by: frifox.5283

frifox.5283

If my spreadsheet is right, starting tomorrow, when solo, a condi mesmer has a chance to do MORE dps than a power mesmer…

6,036 dps = Zerk/Scholars + 2x Swordsman & 1 Duelist (melee)
6,106 dps = Rabid/Krait + 3 Staff clones (melee)

D:

(edited by frifox.5283)

[Analysis] Berserker vs. Assassins

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Posted by: frifox.5283

frifox.5283

Correct, zerk I’d better for you.

Mesmer Bugs: 33+ [Updated October 22nd]

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frifox.5283

Not exactly “died” but rather everyone holding their breath till the patch comes to actually see if ANet kept their word.

[Bug] Archer's range 2000 instead of 1500

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frifox.5283

I have done some tests of my own a while ago for the ranger lb. Here you can see exactly how far it reaches:

https://youtube.com/watch?v=eLsLgA_zE4Q

Basically, horizontally it will reach targets 1,960 away and if you shoot a mob from a higher place such as a cliff, then it may reach as far as 2,400.

(edited by frifox.5283)

New mesmer need some advice on crafting gear

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Posted by: frifox.5283

frifox.5283

Craft the weapon first since it’ll be a flat 5% boost in damage. Armor and trinkets have much less impact on your damage output than many assume… And, for wvw, berserker is better than assassins for a glass playstyle.

General Dungeon Discussion Thread - Part 1

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frifox.5283

So I went ahead and did some in-game tests on the Frost Spirit. 500 x fireball (ele staff aa, non-crits only) without spirit, with untraited spirit, and then with traited spirit.

35% – 0.64% dps boost
70% – 0.86% dps boost

I believe the numbers may be slightly inflated since I had to pause for like 10 sec every 60 sec to let the ranger to re-summon the spirit, which pretty much gave the spirit ICD to reset letting me proc it faster every summon.

Either way, its more or less a 10x nerf on the spirit so yeah… rangers g.g.

(edited by frifox.5283)

Things You Hate Seeing Other Mesmer Do?

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frifox.5283

In PvE, Feedback on cooldown. What for? “I use it as a combo field!”. Really?? gtfo pls…

Arah, Zhaitan LFG

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frifox.5283

I actually have seen some party selling story for 5g last night…

General Dungeon Discussion Thread - Part 1

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frifox.5283

Someone is arguing that damage multipliers are added together, not multiplied. I tried to correct him. In return I got a classy link to a proof that “1 + 1 = 2” and then got told that I’m wrong and should “Go divide yourself by 0”.

http://www.reddit.com/r/Guildwars2/comments/2fgbk4/how_do_x_damage_effects_stack

My faith in humanity is wavering ;_;

(edited by frifox.5283)

General Dungeon Discussion Thread - Part 1

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Posted by: frifox.5283

frifox.5283

Only 0.7%? Blasphemy!

0.7% x 5 people = 3.5%. Next, get everyone to pull out a minipet to increase entity count and you get 0.7% x 10 = a staggering 7% increase!

General Dungeon Discussion Thread - Part 1

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Posted by: frifox.5283

frifox.5283

PS. They really need to put back the steady weapons to pvp so people can test properly. >_>

PvP uses lvl 78 exotics. Phantasms use lvl 80 exotics. Not sure about pets and minions.

How Many people regularly pug?

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Posted by: frifox.5283

frifox.5283

I pug daily. Best advice:
1. Never pug on weekends.
2. Never pug when in bad mood.

[Analysis] Berserker vs. Assassins

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Posted by: frifox.5283

frifox.5283

From my past I can see myself with a “companion” for 99% of the encounters. Like I said earlier, it’s a matter of experience and if you can’t always have an illusion out then you need to adjust your playstyle. Of course there are individual cases where it’s not practical but those very few. Basically, it’s much easier to have at least one clone/phantasm out than keeping yourself at 90%+ hp.

[Analysis] Berserker vs. Assassins

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Posted by: frifox.5283

frifox.5283

Well if ranger rune won’t work with last bonus imao they wont be worth in 90% of fights.

Ranger runes work on mesmer with a mini out…but they don’t count for clones/phantoms though?

The rangers 7% bonus does proc both when you have a clone or a phantasm out. If you don’t have at least one of the either out for 90% of the fights then you’re doing something very wrong.

Currently, you have to keep 90%+ hp up at least 80% of the time for scholars to be better than rangers. I have a feeling that if anet does nerf the mini-pet trick the ranger runes will still be very viable. With scholars bonus up 100% of the time scholars will give only 0.9% more direct DPS than rangers but as a trade-off lose 2.19% Feedback and 4.85% Warden reflect damage. The difference in direct dps is almost non-existent while reflect damage is definitely more obvious, especially since most of our reflect damage is burst, not sustained.

To put it in perspective, if you stay 90%+ hp 100% of the time you’ll be gaining no more than 2.9k more damage over 30 seconds compared to the ranger runes…

[Analysis] Berserker vs. Assassins

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frifox.5283

It’s wort noting that once you go past 100% crit you can always drop Blade Training for Deceptive Evasion to help you with quickly generating 3 clones for Feedback dmg.

[Analysis] Berserker vs. Assassins

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Posted by: frifox.5283

frifox.5283

Same data, but with Frost and Spotter.


No Food

Terminal DPS (6/4/0/0/4)

  • [A/R] 11,615 dps (102.48% crit)
  • [A/S] 11,929 dps ( 94.14% crit)

P2 Lupi shower reflect drops his HP by (6/4/0/0/4 | 6/4/0/4/0)

  • [A/R] Feedback: 28.01% | Warden: 18.28%
  • [A/S] Feedback: 27.84% | Warden: 17.67%

Mark T-B34RC3 reflected Ultra Beam (6/4/0/0/4 | 6/4/0/4/0)

  • [A/R] Feedback: 27,202 dmg | Warden: 17,753 dmg
  • [A/S] Feedback: 27,036 dmg | Warden: 17,163 dmg

Food: 100 power & 70 precision (Plate of Truffle Steak)

Terminal DPS (6/4/0/0/4)

  • [A/R] 11,946 dps (105.81% crit)
  • [A/S] 12,509 dps ( 97.48% crit)

P2 Lupi shower reflect drops his HP by (6/4/0/0/4 | 6/4/0/4/0)

  • [A/R] Feedback: 28.01% | Warden: 18.28%
  • [A/S] Feedback: 28.38% | Warden: 18.02%

Mark T-B34RC3 reflected Ultra Beam (6/4/0/0/4 | 6/4/0/4/0)

  • [A/R] Feedback: 27,202 dmg | Warden: 17,753 dmg
  • [A/S] Feedback: 27,565 dmg | Warden: 17,498 dmg

Food: 100 power & 70 ferocity (Bowl of Sweet and Spicy Butternut Squash Soup)

Terminal DPS (6/4/0/0/4)

  • [A/R] 12,167 dps (102.48% crit)
  • [A/S] 12,476 dps ( 94.14% crit)

P2 Lupi shower reflect drops his HP by (6/4/0/0/4 | 6/4/0/4/0)

  • [A/R] Feedback: 28.57% | Warden: 18.65%
  • [A/S] Feedback: 28.38% | Warden: 18.02%

Mark T-B34RC3 reflected Ultra Beam (6/4/0/0/4 | 6/4/0/4/0)

  • [A/R] Feedback: 27,752 dmg | Warden: 18,111 dmg
  • [A/S] Feedback: 27,568 dmg | Warden: 17,501 dmg

Food: 100 precision & 70 ferocity (Bowl of Curry Butternut Squash Soup)

Terminal DPS (6/4/0/0/4)

  • [A/R] 11,829 dps (107.24% crit)
  • [A/S] 12,510 dps ( 98.90% crit)

P2 Lupi shower reflect drops his HP by (6/4/0/0/4 | 6/4/0/4/0)

  • [A/R] Feedback: 28.57% | Warden: 18.65%
  • [A/S] Feedback: 29.19% | Warden: 18.53%

Mark T-B34RC3 reflected Ultra Beam (6/4/0/0/4 | 6/4/0/4/0)

  • [A/R] Feedback: 27,752 dmg | Warden: 18,111 dmg
  • [A/S] Feedback: 28,350 dmg | Warden: 17,997 dmg

Food: 10% damage (Bowl of Seaweed Salad, 100% uptime)

Terminal DPS (6/4/0/0/4)

  • [A/R] 12,191 dps (102.48% crit)
  • [A/S] 12,532 dps ( 94.14% crit)

P2 Lupi shower reflect drops his HP by (6/4/0/0/4 | 6/4/0/4/0)

  • [A/R] Feedback: 30.81% | Warden: 18.28%
  • [A/S] Feedback: 30.62% | Warden: 17.67%

Mark T-B34RC3 reflected Ultra Beam (6/4/0/0/4 | 6/4/0/4/0)

  • [A/R] Feedback: 29,923 dmg | Warden: 17,753 dmg
  • [A/S] Feedback: 29,740 dmg | Warden: 17,163 dmg

Food: 40 to all (Birthday Blaster)

Terminal DPS (6/4/0/0/4)

  • [A/R] 11,871 dps (104.38% crit)
  • [A/S] 12,202 dps ( 96.05% crit)

P2 Lupi shower reflect drops his HP by (6/4/0/0/4 | 6/4/0/4/0)

  • [A/R] Feedback: 28.33% | Warden: 18.49%
  • [A/S] Feedback: 28.47% | Warden: 18.07%

Mark T-B34RC3 reflected Ultra Beam (6/4/0/0/4 | 6/4/0/4/0)

  • [A/R] Feedback: 27,516 dmg | Warden: 17,958 dmg
  • [A/S] Feedback: 27,648 dmg | Warden: 17,552 dmg

[Analysis] Berserker vs. Assassins

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Posted by: frifox.5283

frifox.5283

Food: None

Terminal DPS (6/4/0/0/4)

  • [A/R] 10,920 dps
  • [A/S] 11,018 dps

P2 Lupi shower reflect drops his HP by (6/4/0/0/4 | 6/4/0/4/0)

  • [A/R] Feedback: 25.48% | Warden: 17.79%
  • [A/S] Feedback: 24.93% | Warden: 16.93%

Mark T-B34RC3 reflected Ultra Beam (6/4/0/0/4 | 6/4/0/4/0)

  • [A/R] Feedback: 24,705 dmg | Warden: 17,283 dmg
  • [A/S] Feedback: 24,209 dmg | Warden: 16,444 dmg

Food: 100 power & 70 precision (Plate of Truffle Steak)

Terminal DPS (6/4/0/0/4)

  • [A/R] 11,465 dps
  • [A/S] 11,566 dps

P2 Lupi shower reflect drops his HP by (6/4/0/0/4 | 6/4/0/4/0)

  • [A/R] Feedback: 25.98% | Warden: 18.14%
  • [A/S] Feedback: 25.43% | Warden: 17.28%

Mark T-B34RC3 reflected Ultra Beam (6/4/0/0/4 | 6/4/0/4/0)

  • [A/R] Feedback: 25,231 dmg | Warden: 17,618 dmg
  • [A/S] Feedback: 24,703 dmg | Warden: 16,779 dmg

Food: 100 power & 70 ferocity (Bowl of Sweet and Spicy Butternut Squash Soup)

Terminal DPS (6/4/0/0/4)

  • [A/R] 11,435 dps
  • [A/S] 11,517 dps

P2 Lupi shower reflect drops his HP by (6/4/0/0/4 | 6/4/0/4/0)

  • [A/R] Feedback: 25.99% | Warden: 18.15%
  • [A/S] Feedback: 25.40% | Warden: 17.25%

Mark T-B34RC3 reflected Ultra Beam (6/4/0/0/4 | 6/4/0/4/0)

  • [A/R] Feedback: 25,240 dmg | Warden: 17,625 dmg
  • [A/S] Feedback: 24,668 dmg | Warden: 16,756 dmg

Food: 100 precision & 70 ferocity (Bowl of Curry Butternut Squash Soup)

Terminal DPS (6/4/0/0/4)

  • [A/R] 11,445 dps
  • [A/S] 11,565 dps

P2 Lupi shower reflect drops his HP by (6/4/0/0/4 | 6/4/0/4/0)

  • [A/R] Feedback: 26.70% | Warden: 18.65%
  • [A/S] Feedback: 26.15% | Warden: 17.76%

Mark T-B34RC3 reflected Ultra Beam (6/4/0/0/4 | 6/4/0/4/0)

  • [A/R] Feedback: 25,936 dmg | Warden: 18,111 dmg
  • [A/S] Feedback: 25,339 dmg | Warden: 17,252 dmg

Food: 10% damage (Bowl of Seaweed Salad, 100% uptime)

Terminal DPS (6/4/0/0/4)

  • [A/R] 11,444 dps
  • [A/S] 11,559 dps

P2 Lupi shower reflect drops his HP by (6/4/0/0/4 | 6/4/0/4/0)

  • [A/R] Feedback: 28.03% | Warden: 17.79%
  • [A/S] Feedback: 27.42% | Warden: 16.93%

Mark T-B34RC3 reflected Ultra Beam (6/4/0/0/4 | 6/4/0/4/0)

  • [A/R] Feedback: 27,225 dmg | Warden: 17,283 dmg
  • [A/S] Feedback: 26,630 dmg | Warden: 16,444 dmg

Food: 40 to all (Birthday Blaster)

Terminal DPS (6/4/0/0/4)

  • [A/R] 11,311 dps
  • [A/S] 11,408 dps

P2 Lupi shower reflect drops his HP by (6/4/0/0/4 | 6/4/0/4/0)

  • [A/R] Feedback: 26.06% | Warden: 18.20%
  • [A/S] Feedback: 25.49% | Warden: 17.32%

Mark T-B34RC3 reflected Ultra Beam (6/4/0/0/4 | 6/4/0/4/0)

  • [A/R] Feedback: 25,310 dmg | Warden: 17,674 dmg
  • [A/S] Feedback: 24,759 dmg | Warden: 16,818 dmg

The numbers above have no Spotter/Frost. The highest crit was with Assassins/Rangers with 100 precision / 70 ferocity food which will put you right at 100.1% crit chance mark. Safe to say as long as you don’t drop more than 4pts into Dueling you will never go past 100% crit (no Spotter).

(edited by frifox.5283)

Thief Pistol Range, incorrect, 800 not 900.

in Bugs: Game, Forum, Website

Posted by: frifox.5283

frifox.5283

The issue is not limited to just the sb but is observed on all classes that have ranged weapons. If the weapon has any AoE’s, such as Choking Gass on the sb, the auto-attack range will be 900 (the base) + 240 (choking gas radius). The skill will be shown as out-of-range past 900 but will still connect up to 900+240 = 1,140 away.

Shooting from higher terrain does make projectiles connect further but not by much on the sb. Rangers traited lb will connect as far as 1,960 horizontally (1,500 base + 360 barrage radius), however if you shoot from a high place I’ve seen projectiles connect as far as 2,400 away.

Insane GS range... D:

in Mesmer

Posted by: frifox.5283

frifox.5283

It’s probably a config tweak because that’s exactly the same version I’m running here. Either way, I think it’s best to keep any gw2dps discussions to either the github or email which is frifox@gmail.com.

Insane GS range... D:

in Mesmer

Posted by: frifox.5283

frifox.5283

The queensdale training dummies if shot from where the Armorsmith NPC is, the range is 1,385. If shot from where the the Armor repair NPC is, the range is 1,680… very odd.

How are you getting that range indicator, or is it an AHK?

Look up gw2dps, it’s on my github.

Insane GS range... D:

in Mesmer

Posted by: frifox.5283

frifox.5283

The queensdale training dummies if shot from where the Armorsmith NPC is, the range is 1,385. If shot from where the the Armor repair NPC is, the range is 1,680… very odd.

[Analysis] Berserker vs. Assassins

in Mesmer

Posted by: frifox.5283

frifox.5283

I didn’t add spotter/frost simply because it’s too dependent on a class that isn’t in the meta. Anyways, I’ll crunch some numbers when I get some time. Any specific foods you’re interested in?

Insane GS range... D:

in Mesmer

Posted by: frifox.5283

frifox.5283

To clarify, I do know of the inherent longer range on most skills. Most of the time that extended radius doesn’t exceed 100 to maybe 200 in past the intended range, which usually can be explained as “max-skill-range + enemy hit box radius”. What I observed in OP was an anomaly, where gs reached 500+ past intended range when I moved and attacked the golem from a different angle. That is a 40% increase!

Insane GS range... D:

in Mesmer

Posted by: frifox.5283

frifox.5283

Depending from which side I attacked the Target Golem (Indestructible) in HotM, gs autoattack would at certain angles connect all the way from 1,700+ even though the skill itself is technically 1,200 max…

Has anyone seen this happen maybe somewhere else in game?

General Dungeon Discussion Thread - Part 1

in Fractals, Dungeons & Raids

Posted by: frifox.5283

frifox.5283

Welp, that’s a first. Got kicked out a pug for wearing ranger runes and not scholars…