I got nothing against percentages, I just find such minimal differences negligible. Go a little bit wild instead, you know? In games like Bloodborne or Fallout, I'd never pick a dmg+1% bonus, because it at least looks like a trivial addon.Empowered would work well in a group setting where you're sure to get extra boons, and percentage increases are what PvE min/maxing is all about (sadly).
Ah, well that changes things a lot. Didn't know it wasn't additive. I was gonna suggest it would've been more fun and interesting from a gameplay perspective if that 1% was 5% or even a crazy 10%, but seeing how it's not additive, that is clearly crazier than I initially thoughtDamage modifiers are multiplicative, not additive, so each percentage point you can get from a different source makes a bigger overall difference once they are all combined. At the very least even a solo Warrior could have Might, Fury, Swiftness, Vigor, and Regeneration going during a fight, so those together would be a 5% multiplier to skill damage.
Just to take it from the wiki since I am too lazy to make my own example:
Call it boring, but it is noticeable and does matter when your goal is to do max damage. But there are two other completely viable choices if that one doesn't suit your fancy.
It was going to be buffed to 50.
Yes for me.Stream just cut out for anyone else?
we are not set up for youtube streaming, we will continue to try to stream here and post the video on youtube after we're done
Probably use the same Might on Weapon Swap sigil I'm using right now. Basically, with 8s of Flame Aura I should be able to definitely get 25 stacks of Might while fighting solo in PvE or PvP. If I'm in a party or in enough teamfights I may switch to Phalanx Strength, but something like WvW I'd still use Powerful Synergy.Hmmm. What sigil would you use on longbow for this? The one with 20% burning duration?
Here's one thought for each of the professions from what I caught:
Warrior: the master and grandmaster traits in the Defense line have been essentially flipped since the last stream, but Cleansing Ire and Last Stand are still in the same tier. Disappointment.
Elementalist: removing the internal cooldown from Fresh Air should potentially save this build from the scrap heap after removing Bolt to the Heart. Hope.
Engineer: with the new Iron Blooded damage reduction trait, revenants have a challenger for the new hammer frontline meta. Competition.
Ranger: Traits in the Nature Magic may actually make Blue Moa and Search and Rescue into viable skills for the first time since launch, but no one will take them because Nature Magic is still weak overall. Irony.
Sounds like twitch died for a lot of people, people in twitter are saying their E3 coverage died too. Oh well, guess we'll watch it on Youtube later.
Bah, I was hoping it wasn't Twitch's fault, but I started to guess it when I refreshed and there was a little pop up about Day 0 E3 coverage. Worse than NeoGAF.
Remorseless does look very intriguing for theorycrafting, but building around it will be tricky- you'll need to commit to either skirmishing (fury on weapon swap), wilderness survival (fury on survival skill) or beastmastery (reduced CD for fury on pet swap), which complicates committing to nature magic and/or druidry. I definitely plan to build around Remorseless assuming beastmastery doesn't make a comeback, but it requires large power coefficients right? Trying to think of what weapon to use in addition to GS...Comically enough, Nature Magic is what attracted me to Ranger in the first place. That and Opening Strike comboing. I even remember back during the CDI how I suggested making Opening Strike powerful by making that trait line revolve more around chaining it, and now here we are. I can run Cleric or Soldier's Amulet with a couple traits from Nature Magic while focusing on Remorseless now. Maybe even run Barbarian or Knight's instead. The best part about Nature Magic right now is that the support it provides is not predicated on Healing Power. I'm guessing the Druid specialization will change some considerations too.
And they've just declared that they're stopping the stream for the day as Twitch isn't getting any better.
EDIT: AND THE CHANGES WILL BE PLAYABLE JUNE 23RD!!!!!!!
Yeah, Youtube has freakin' nailed it on E3 coverage this year. The best part is that streaming Youtube to devices like Smart TVs and such means I don't even need to camp out at the PC for much this year.
Youtube streaming for E3 isn't working for me, at all. I have to leave it on auto and it still drops down to 144p on a regular basis, and still buffers and freezes even then.
Twitch has been flawless for me. I really hope they get things sorted out before the Sony conference.
Where's my fucking guardian changes
Where's my fucking guardian changes
Right now I'm thinking Marksmanship, Nature Magic, and Beast Mastery. I'll have Fury on Pet Swap through the Call of the Wild trait, which can also be traited to grant me Regeneration which will then automatically reduce incoming damage. However, I'll also need to do something about Condition Removal.Bonus ranger thought: a screengrab from before the crash showed +10% pet damage when your health is >90% as a minor in the beastmastery tree. Given that there were similar 90% threshold traits for damage reduction and poison application, it seems like my nomad beastmaster set was in fact prescient and not a waste of money. Can't wait for the rest of the beastmastery line to see if my favorite build may yet return.
I was getting beta flashbacks for a moment there.
Remorseless does look very intriguing for theorycrafting, but building around it will be tricky- you'll need to commit to either skirmishing (fury on weapon swap), wilderness survival (fury on survival skill) or beastmastery (reduced CD for fury on pet swap), which complicates committing to nature magic and/or druidry. I definitely plan to build around Remorseless assuming beastmastery doesn't make a comeback, but it requires large power coefficients right? Trying to think of what weapon to use in addition to GS...
Twitch imploded, it'll be on Youtube later.
Red Moa for the win.I can also look into pet abilities that grant Fury.
Did they announce in the streams that the ranger shouts would become non-terrible? I missed that.Edit2: Nature's Voice was the trait I was thinking of, and I could just use it with Trooper runes in the worst case to cover condi removal. There, my build is all but set.
hkidnc said:Condition damage changes compared to their previous values at level 80
Bleeding: 42+ .05X -> 26 + .075X. Normalizes at 640 Condition Damage to make it equal to what it was before. Beyond that point, you can expect your bleeds to approach 25% more damage.
Burning: 328+.25X -> 131+.155X. That's 2.5x less intial damage, and 1.5x slower growth based on condition damage. If you can maintain 2 stacks of burning, you'll be dealing slightly less damage than before, and with more than 3 stacks you're dealing more damage than before. This is great. So for every 3 stacks of burn you can keep going at a time, you're dealing 100% more burn damage than you were before.
Poison: 84+.1X -> 33+.06X Exact same change as Burning (as far as percentages are concerned) so same conclusion.
Torment: 31.875+.0375X -> 19.5+.055X Hits parity at ~700 CD. Beyond that, about 15% more damage.
So, if a build is focused in Condition damage, they can typically hit around 1200-1400 CD (I'm not sure on the exact number for a hypothetical "Optimal" build) So we're looking at a really good buff here. Depending on what condition you're focusing on, you're going to be doing anywhere from 25-100% more condition damage. Thieves, in particular, with their spider venom, are going to go from perma poison, to 25-30 stacks of poison per activation, which is about 10x the amount of poison damage they were capable of doing previously (assuming no more thief venom changes, which I'm sure we'll have in the stream after this post, and I'll edit if they nerf it)
Yay condition damage builds.
lokikaraoke said:I computed at 1600 CD.
Bleeding 33% more damage, 66% more damage with 25 vuln stacks
Torment 17% more damage, 46% more damage with 25 vuln stacks
Burning 48% less damage (2 stacks roughly equivalent), 35% less damage with 25 vuln stacks
Poison numbers basically the same as burning.
A 33%-66% bleed damage increase worries me. Greatly.
Hmm, nothing there that makes Beastmastery viable again on its own. The taunt could work well with Predator's Onslaught though. We'll have to see how the baked-in pet stat increases fare.Also, the VOD from Twitch caught the rest of the Ranger changes even though the stream went down. Noticed by someone on Reddit: http://www.twitch.tv/guildwars2/b/669362853?t=2h14m30s
To just see the traits: http://imgur.com/wkitAJV
Some crunched the numbers on Reddit.
http://www.reddit.com/r/Guildwars2/...p_skills_and_balance_livestream_notes/cs7jyg0
http://www.reddit.com/r/Guildwars2/...p_skills_and_balance_livestream_notes/cs7nse1
Also, the VOD from Twitch caught the rest of the Ranger changes even though the stream went down. Noticed by someone on Reddit: http://www.twitch.tv/guildwars2/b/669362853?t=2h14m30s
To just see the traits: http://imgur.com/wkitAJV
Zerker meta is going to be replaced by Nomad meta. I hope you guys have all those Dry Top geodes with ya.
Using any shatter skill now creates the shatter effect on you as well by default
Empower Allies: Nearby allies gain 150 power (combat only). Reduced radius of this effect to 300.
June 23 Specialization Changes:
https://forum-en.guildwars2.com/forum/game/gw2/June-23-Specialization-Changes
There's a lot to take in there.
Miscellaneous highlights:
- Slow and Resistance will both be in the game (!).
- Quickness is now a boon (will it proc from Sigil of Luck, Signet of Inspiration, etc.?).
- Vigor effectiveness nerfed 50% (only vaguely recall this being announced).
- Engi med kit really is a support set.
- Guardian Signet of Courage, Active: "Fully heal nearby allies, 180s CD" (!).
- Guardian virtue radius reduced from 1200 to 600 (could be big in WvW).
- Mesmer glamour CDs reduced 20% baseline.
- Illusionary Leap fixed again (lulz).
- Mesmer's Mimic appears to enable double-casting of utility skills (!).
- Polymorph Moa is a signet (interesting).
- Mesmer's Signet of Inspiration does indeed grant perma-swiftness.
- Evasive Mirror- mesmer gains projectile barrier (1.5s/1.5s CD) on successful evade (reflect tank build incoming).
- Necro focus skill range increased to 1200.
- Blood is Power grants 8 stacks of might to allies.
- Spectral Walk can no longer be activated in mid-air (RIP lulz).
- Steal range increase to 1200 and CD down to 30s.
- Thieves are straight-up buffed by allowing them to take 3 whole lines.
- No final word on whether Heal as One is becoming a shout and Troll Unguent a survival skill. Both viable now with trait combos.
I can barely keep people within 600 range to get this effect. I guess stacking stays winning.
Honestly, on paper, elementalist is the only profession that seems to have been nerfed a bit. We'll find out to what degree.so are Elementalists still gods? this is what the people want to know.
Not that dungeons ever mattered.
Not that dungeons ever mattered.