i’m going to say what everyone already knows.
chips and sol are the 2 biggest tools on these forums. calvin is atleast just trolling, but those 2 are dead serious.
I think it all comes done to weapon specks really. If you are getting good procs and running a condition build, I think the staff would have the highest dps but it has no burst. GS and sword are pretty much pure burst weapons. If you hit with all attacks, I believe the warden is far and away the strongest attack in the game. Just running a partial phantasm hybrid setup, iwarden will hit a gate for 200-420 (scaling up with each hit). Using an average of 310, that’s 3720 damage to a gate!
thats not how damage tooltips work.
That’s not a very helpful comment.
Elaboration would be awesome.
The damage scales up because it’s tallying the total damage.
Assuming the iWarden hits a gate 10 times for 20 damage, the tooltip will show 200 damage at the end. Why? 20 + 20 + 20 +… 10 times is 200. It’ll go 20 —> 40 --> 60 —> 80 --> ~~~ —> 200.
Of course, that’s not the correct hits or damage on a Warden, but I was just elaborating in a way that would let you make sense.
If “combo” damage worked that way then a Warden could effectively 5-7shot an enemy. That way being each hit deals the amount shown in the air, not the amount shown in the air is your total off of the current attack.
The reason why it tallies it together as one damage is because it’s all coming from one damage source/attack and not multiple sources/attacks. I hope that clears it up.
That would make zero sense. The first hit for iWarden on the gate is just over 200, that would mean the next hit would be double that and so on. This is simply not the case when iWarden attacks. In my experience, I have seen the numbers go up, but they aren’t in some sort of addition progress but rather what looks like a variable addition to each attack that hits. In this case it was like 210, 232, 249, 269, … to 413.
you’re seeing things wrong. if your first hit is 200, then the second would be 400. but you’ll never get that kind of numbers on gates.
maybe you’re seeing autoattack numbers besides the phantasm damage, and you’re confused.
Nope, wasn’t an auto attack since I cast iWarden from a distance with a sword in my main hand. When I run a phantasm hybrid, the first attack my warden does is always over 150 and usually around 200+.
you are hallucinating. see screenshots, first 2 hits from warden
@Esplen.3940
if thats not how it works, y did i see those numbers over a timespan of 2hours over and over again? i must have some pretty bad visions or being drugged. even my m8 was then drugged.
maybe the puppets and all enemies in all dungeons from ac to arah were bugged too, cos i saw the same numbers there. warden ikittenting 12times in a row in 2 to 3 secs span continuously higher numbers
yes you’ve been drugged. see screenshots. the final attack matches the damage tooltip from skill (slightly less from damage variance of weapon), meaning each hit did 3672/12 on average.
the warden doesnt do 20k damage.
I think it all comes done to weapon specks really. If you are getting good procs and running a condition build, I think the staff would have the highest dps but it has no burst. GS and sword are pretty much pure burst weapons. If you hit with all attacks, I believe the warden is far and away the strongest attack in the game. Just running a partial phantasm hybrid setup, iwarden will hit a gate for 200-420 (scaling up with each hit). Using an average of 310, that’s 3720 damage to a gate!
thats not how damage tooltips work.
That’s not a very helpful comment.
Elaboration would be awesome.
The damage scales up because it’s tallying the total damage.
Assuming the iWarden hits a gate 10 times for 20 damage, the tooltip will show 200 damage at the end. Why? 20 + 20 + 20 +… 10 times is 200. It’ll go 20 —> 40 --> 60 —> 80 --> ~~~ —> 200.
Of course, that’s not the correct hits or damage on a Warden, but I was just elaborating in a way that would let you make sense.
If “combo” damage worked that way then a Warden could effectively 5-7shot an enemy. That way being each hit deals the amount shown in the air, not the amount shown in the air is your total off of the current attack.
The reason why it tallies it together as one damage is because it’s all coming from one damage source/attack and not multiple sources/attacks. I hope that clears it up.
That would make zero sense. The first hit for iWarden on the gate is just over 200, that would mean the next hit would be double that and so on. This is simply not the case when iWarden attacks. In my experience, I have seen the numbers go up, but they aren’t in some sort of addition progress but rather what looks like a variable addition to each attack that hits. In this case it was like 210, 232, 249, 269, … to 413.
you’re seeing things wrong. if your first hit is 200, then the second would be 400. but you’ll never get that kind of numbers on gates.
maybe you’re seeing autoattack numbers besides the phantasm damage, and you’re confused.
This one doesnt even make sense.
4 clone MW: 1000, 1000, 200, 200, what???
you had weakness inflicted on you for the last 2 wracks. karka’s spam that on you
as far as the doing less than for more clones shattered, the scaling is designed in such a way that the total damage is increased for more clones, but each clone does less.
0 clones = ~1600
1 clone = ~1400 x2
2 clones = ~1200 x3
3 clones = ~1000 x4
this amounts to
0 clones = ~1600
1 clone = ~1400 x2 2800 total damage
2 clones = ~1200 x3 3600 total damage
3 clones = ~1000 x4 4000 total damage
working as intended.
and the damage in the skill description is for TOTAL damage, not per clone.
Really? didn’t expect that, any how good luck to all 3 servers.
yeah surprised me too, they said somethign about wanting to zerg harder, so they goto T1.
Hi T3, heard [PYRO] & [D|ERP] are xfering off mag, any truth? If you do, i’m guessing you’re headed to FA…
ya they are transferring, but to JQ instead.
I think it all comes done to weapon specks really. If you are getting good procs and running a condition build, I think the staff would have the highest dps but it has no burst. GS and sword are pretty much pure burst weapons. If you hit with all attacks, I believe the warden is far and away the strongest attack in the game. Just running a partial phantasm hybrid setup, iwarden will hit a gate for 200-420 (scaling up with each hit). Using an average of 310, that’s 3720 damage to a gate!
thats not how damage tooltips work.
Someone took their wheaties today, I did my best not to mod this picture. I dislike it when people over mod screenshots. I also like my wheaties with just milk, no extra modding is needed for such a good thing.
my only regret is having missed such great trolling
gj necroing a 2 month old thread.
but do you mean focus 4? cus 5 is a phantasm.
and if you mean focus 4, it’s not a glamour and glamour related traits dont effect it. it’s not even a ethereal field, it’s light field.
i guess if you can’t read skill and trait descriptions, then yeah it can be confusing, for everyone else, i think it’s perfectly clear.
Thx much for the help. Baa, when you say “Might transfers, but might on the phantasms themselves do not affect their damage.” What does that mean?
If I have 3 stacks of might on me when I summon a phantasm, my Power is 105 higher and I believe that higher level of power is used to set the stats for the Phantasm when it is created. If I get another 3 stacks of might after the Phantasm is created, I am unsure if it affects the existing phantasm at all. Also, if the original 3 stacks of might expire after the phantasm is created, I’m unsure if this has any effect on that phantasm.
Thx!
the answer to your question has already been posted by numerous people.
the illusions themselves having might doesn’t affect their damage
wait, i thought XF were all bots?
illusions share your power level, so they will hit harder after getting might.
you can see this easily by having any illusion do some bleed damage, then give yourself some might during the bleed duration, and you will see the bleed ticking for more damage.
so everything is in real time, anything will hit harder when you have might, then go back to normal afterwards
for the love of god, you can’t dodge the summon unless you blind/invuln/obstruct the mesmer casting.
not a bug, working as intended.
you also dont have to have a target, as long as you’re in combat, you’ll create a clone if theres something nearby
What happened to the old mag that would drop Great Lord Flame Ram everywhere and would also do silly things on Thursdays.
We do silly things all week now.
i’m not going to read 3 pages of wall of texts, sry if this has been said before.
this is what anet needs to do to support the competitive scene.
buff underpowered skills/builds such that the meta can continuously evolve,
solidify the matchmaking and ranking system, polish the spectator view, maybe release a new gamemode.
then release the spvp part of the game as a separate free to play client. people can download this and be restricted to only hotm.
this will bring in all the casuals and pad the player base nicely. the competitive scene will grow as a direct result.
(edited by wads.5730)
the difference in damage is that extra 50% crit damage, nothing else.
do the math, and you will see.
can i be an officer in pyro too?
thats like the smallest resolution ive ever seen
i’m ex-delta force, can someone send me 100g so i can buy commander?
i dont wanna poop in my own bed, but guild CAMP probably has highest skill/member ratio
badwater? i dominate that map
it starts blocking all attacks after you are hit with a projectile, that projectile still hits you.
there is no set time before it starts blocking. infact if no projectiles hit you, then you wont block at all.
things getting heated up in hur
the damage per clone shattered decreases with more clones you shatter, but the total damage for all the clones increases. this holds true regardless of IP or not
for instance with IP,
0 clones 1000 damage
1 clone 800 damage each 1600 total damage
2 clones 700 damage each 2100 total damage
3 clones 600 damage each 2400 total damage
without IP, then your max would be 2100 damage, instead of 2400
You guys have such a clean and sporting matchup thread. It makes me jealous ;(
Despite our best intentions.
i want to be led off cliff
i shed a tear everytime someone makes it to the end unkilled, atleast a few times.
All my mind wracks hit or do hit for close or to the same damage whether it be 1 clone or all the way to clone 3-4. From what I’ve seen a one clone mind wracks damage fluctuates from 1-200 more or less damage from its first initial damage, and from what it seems there doesn’t seem to be damage multipliers for having more clones up.
its pretty easy to test isnt it? especially with IP. infact you should be seeing higher damage per clone the fewer clones you shatter.
Run the Dredge Fractal.
My record:
Protection: 8 minutes+
Swiftness: 6 minutes+
Regeneration: 8 minutes+
Might: Close to perma-20 stacks while in combat unassisted (doesn’t last after a fight is finished like the other boons do)I…I want your children. Btw it took like maybe 10 seconds to stack the boon that high for me
And took me 1 minite to improve your result by 40)) Troll more
Why couldn’t’ you just take another picture.. Now we all know this is photoshopped..
. Son I am dissapoint. Next time try not to have the same exact picture with everything the same just the time is different lul.
The point is screenshots are to easy to fake to belive anything on them. (trolling detected btw, but I just want to make a point clear)
except it’s not fake.
Well… lets see what happens on 14may. They did say that it would be a bug fixing patch not a balancing patch… Let us hold them to that statement.
keep dreaming lol won’t happen. 14th arrives and their statement is: We’re still looking into izerker and hopefully find the solution to fix the bug in the patches to come.
Well thank god we mesmers haven’t given up on pestering them for an update… But they could just as easily ignore the forums and continue nerfing us… PVP crowd is trying to get blurred frenzy killed now.
rofl blurred frenzy kill. I thought mind wrack would be our next ‘kill’ -.- this is just sad because i bet both will be nerfed in the next 6 months.
Mind wrack was ninja nerf’d, if you look at your the attack damage with mind wrack you’ll noticed it’s a flat rate damage now and doesn’t scale up with the more clones you have.
flat out wrong
it rolls separately for each target. so you can crit on one target and not another.
you get a similar effect from skills like theif cluster bomb, or warriors arcing shot or combustive arrow.
even though those skills are ground target aoe skills, the actual projectile thats shot can be nullified through various means.
for example if the projectile hits an invulnerable person before it can reach the ground, then the projectile is destroyed with no effect, while putting the skill on full cd.
i think in the latest patch they changed treb shots to be undestroyable, so it’ll always make contact with the terrain.
limited to 5 targets per tick, prioritizes party members first, and pets/minions last.
the variance between the tooltip and the actual damage is because your weapon damage has a range.
not all aoe fields work the same way, chaos storm pulses once a second for the base damage + 1 random effect per ally and enemy each pulse.
I often stomp other mesmers right after they use the #2. The thing is the timing. If you start a stomp and they instantly teleport, chances are you won’t finish the stomp until they are seen again. If the teleport doesn’t move them far enough away (which does happen often), you will stomp them.
I will say that I am generally annoyed at where the teleport brings me. It honestly should work very similar to phase retreat and move away from your target. As it stands, I got killed today while I was downed simply because I moved right next to my original position (basically didn’t move at all) and the warrior had kept wacking in the same space. I had another foe downed and near dead so I would have easily rallied if I had moved even a little away from him.
you will only get stomped if you use the skill immediately after being downed. even if you teleport to the place you were originally, you wont get finished if you’re stealthed.
stomping takes 3 seconds, and the stealth lasts 3 seconds. you do the math.
and as for people hitting where they think your are while invis, then no other class is exempt from this. you are no worse off than any other class in this regard.
You are often worse off with the totally random teleport direction though… : /
nothing is worse off than getting finished with 100% certainty if you dont use the teleport.
I often stomp other mesmers right after they use the #2. The thing is the timing. If you start a stomp and they instantly teleport, chances are you won’t finish the stomp until they are seen again. If the teleport doesn’t move them far enough away (which does happen often), you will stomp them.
I will say that I am generally annoyed at where the teleport brings me. It honestly should work very similar to phase retreat and move away from your target. As it stands, I got killed today while I was downed simply because I moved right next to my original position (basically didn’t move at all) and the warrior had kept wacking in the same space. I had another foe downed and near dead so I would have easily rallied if I had moved even a little away from him.
you will only get stomped if you use the skill immediately after being downed. even if you teleport to the place you were originally, you wont get finished if you’re stealthed.
stomping takes 3 seconds, and the stealth lasts 3 seconds. you do the math.
and as for people hitting where they think your are while invis, then no other class is exempt from this. you are no worse off than any other class in this regard.
they dodged or blocked or obstructed or not in range etc etc..
it is unblockable. but yeah they can dodge it or you can be outa range or like you have probably noticed sometimes it just doesn’t feel like working even if you are staring them in the face a cm away.
it’s unblockable with aegis, but i think it’s blocked via skills like warrior shield block or activated mimic. though i’m not sure.
in PvP it is a delay tactic at best. Anet seems to think they need to point out the real mesmer to enemy and ally so the clone is pointless. and even if they didnt point it out with a giant red triangle we are always the second one to appear. Even after using it sometimes though the people will still get the stomp off for some reason.
so are all other classes downed states, except it’s guaranteed to delay the first stomp unlike most other classes.
and whats wrong with the arrow pointing out the real mesmer? treat the clone as a source of damage instead of a distraction, only thieves come near our downed state damage.
and people that still get stomped after using #2 are bad at the game. it’s literally impossible to get stomped on the first attempt after using #2.
so dont use it. it’s not like that puts you behind most other classes.
in pvp however, it’s one of the best #2 skills.
they dodged or blocked or obstructed or not in range etc etc..
Greetings XF. I have never seen you before, and there is a lot of you.
Good night.
you died to XF? for shame.
i remember 3vs their entire bot train and killing everyone.
My problem with Mantra of Pain is I don’t really see a use for it in a condition build … only in power builds. That irks me.
Almost all skills are like that. It would however be nice if Mantra of Pain inflicts Confusion… its direct damage is low even in a Berserker build anyway.
It’s damage isn’t low for a berserker build. Especially when you can spam 3 instantly when traited. I know because I run it in my build and the damage is never something I thought needed to be changed.
It deals about 1800 critical damage under a Berserker build, which isn’t that high compared to the kind of burst you could get from other skills.
I’m not saying it needs to be buffed, but I do think it can have Confusion added without making it OP.
it’s a bit more than that, you can see from its base damage that it has similar damage to a max distance gs autoattack or mindstab, which range from 2k-3k.
the problem of using it for extra burst damage is for it to be worth it, you have to be in full GC gear, and you cant get away with not using decoy and blink in full GC unless you want to die alot.
you can slot it as a third utility, but that leaves you with 0 condition removal.
There seems to be a lot of Mags encouraging us Yaks to target Kain in a fight for second place. Just the opinion of one YB player but I would much rather come third in a fairly close fought match (T3 was the second closest match in NA last week) than a distant second.
im encouraging both yaks and kain to target us all the time in every map
gg guild zerg
soemtimes i wish i could duplicate myeslf like 10 times and run down zergs with it
Have a thread. Will Yak’s Bend finally take second place? Who knows!
hey, you happen to know an asura guardian in your clan? floppy ears… he instant rallied after dying around no mobs and with full health…. was…. odd (IM IMPLYING SOMETHING).
also you should setup a fight night.
also you have soft lips
:O
he must have leveled up from tower/keep defense or something
He was downed, then rallied with full health. around no mobs or other players. but meh
yeah did you not read what i said?
you still get exp while downed, he got exp from finishing a quest, probably successful defense or something, then leveled from that exp. and if you level you get full health, which means you rally.
Have a thread. Will Yak’s Bend finally take second place? Who knows!
hey, you happen to know an asura guardian in your clan? floppy ears… he instant rallied after dying around no mobs and with full health…. was…. odd (IM IMPLYING SOMETHING).
also you should setup a fight night.
also you have soft lips
:O
he must have leveled up from tower/keep defense or something
now that confusion and glamours are nerfed,
aoe diversion trait + daze gives 5 stacks of vulnerability is probably one of the most effective tools in breaking up stacked up zergs on the battle field. aside from static field.
GS has considerably more burst aoe damage regardless of range than staff does.
you use staff for its defensive cooldowns, not to dps anything.
the clone has to leap across the field, not walk.
the leap only happens on even terrain, and only on the initial cast.