Are there any other builds that can get higher Ferocity than this Spellbreaker one? — Guild Wars 2 Forums
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Are there any other builds that can get higher Ferocity than this Spellbreaker one?

Opopanax.1803Opopanax.1803 Member ✭✭✭✭
edited December 5, 2020 in Professions

I've been playing with this warrior build; super fun, HIGH crit damage!

http://gw2skills.net/editor/?PKABcel7lVwoYcMLWJW0WWvaA-zRIYT0zfKNKBiQBEsQolRgBnlxGtA-e

This one clocks in at 319%, not to mention 500 more from the stacking sigil trait! The spellbreaker trait can bring a 14% crit damage multiplier as well. The interrupt sigil can proc another 250 as well...

Just curious if there are any other classes that can hit a Critical Damage multiplier like this?

Thanks in advance!

edit: updated food buffs
edit2: Full Might, stacking sig ferocity, Assassins presence dont seem to be copying through the link. All totalled, 319% critical damage.

Comments

  • Dadnir.5038Dadnir.5038 Member ✭✭✭✭
    edited December 5, 2020

    It depend if you want to restrict yourself to warrior or if you're open to any profession.

  • Opopanax.1803Opopanax.1803 Member ✭✭✭✭

    @Dadnir.5038 said:
    It depend if you want to restrict yourself to warrior or if you're open to any profession.

    • Reaper can reach 318% in shroud.
    • Weaver can theoretically reach 335% with assassin's stats.
    • You can reach 333% as a soulbeast while wielding an axe.
    • Guardian as a whole seem to peak below 290%.
    • Deadeye reach 321%.
    • Engineer can reach 302%..
    • Chrono can reach close to 310%.
    • Renegade reach 295%
    • Berserker's blood reaction could allow warrior to reach 332% in berserk mode (without the signet's trait stacking effect).

    TY, gives me some ones to play with on calculator!

  • Nephalem.8921Nephalem.8921 Member ✭✭✭✭

    @Dadnir.5038 said:

    The trait doesnt just add 150 ferocity. It works like a 10% mod only applying to crits.

  • Dadnir.5038Dadnir.5038 Member ✭✭✭✭
    edited December 5, 2020

    @Nephalem.8921 said:

    @Dadnir.5038 said:

    The trait doesnt just add 150 ferocity. It works like a 10% mod only applying to crits.

    Fencer's finesse? That's the source of the 150 point of ferocity. The 10% are for danger time. Ideally I should add another 10% for superiority complex but I find the a disabled condition to troublesome to add it. (it would put the mesmer at 324% thought)

  • Nephalem.8921Nephalem.8921 Member ✭✭✭✭
    edited December 5, 2020

    @Dadnir.5038 said:

    @Nephalem.8921 said:

    @Dadnir.5038 said:

    The trait doesnt just add 150 ferocity. It works like a 10% mod only applying to crits.

    Fencer's finesse? That's the source of the 150 point of ferocity. The 10% are for danger time. Ideally I should add another 10% for superiority complex but I find the a disabled condition to troublesome to add it. (it would put the mesmer at 324% thought)

    Thought you mean danger time because you mentioned slow. Both traits dont just add 10% crit dmg or 25% on top. It adds 10% or 25% when the hit crits. Means it is 3.14 * 1.1 * 1.25 instead of 3.14 + 0.1 + 0.25.

  • Dadnir.5038Dadnir.5038 Member ✭✭✭✭

    @Nephalem.8921 said:

    @Dadnir.5038 said:

    @Nephalem.8921 said:

    @Dadnir.5038 said:

    The trait doesnt just add 150 ferocity. It works like a 10% mod only applying to crits.

    Fencer's finesse? That's the source of the 150 point of ferocity. The 10% are for danger time. Ideally I should add another 10% for superiority complex but I find the a disabled condition to troublesome to add it. (it would put the mesmer at 324% thought)

    Thought you mean danger time because you mentioned slow. Both traits dont just add 10% crit dmg or 25% on top. It adds 10% or 25% when the hit crits. Means it is 3.14 * 1.1 * 1.25 instead of 3.14 + 0.1 + 0.25.

    Nope, the 15% from superiority complex is taken into account by the editor and this editor show it as additive not multiplicative. 150 ferocity is 10% critical damage, which push the base from 294% to 304%, logically, the extra 10% from the danger time and superiority complex should push it to 324%.

  • Nephalem.8921Nephalem.8921 Member ✭✭✭✭

    @Dadnir.5038 said:

    @Nephalem.8921 said:

    @Dadnir.5038 said:

    @Nephalem.8921 said:

    @Dadnir.5038 said:

    The trait doesnt just add 150 ferocity. It works like a 10% mod only applying to crits.

    Fencer's finesse? That's the source of the 150 point of ferocity. The 10% are for danger time. Ideally I should add another 10% for superiority complex but I find the a disabled condition to troublesome to add it. (it would put the mesmer at 324% thought)

    Thought you mean danger time because you mentioned slow. Both traits dont just add 10% crit dmg or 25% on top. It adds 10% or 25% when the hit crits. Means it is 3.14 * 1.1 * 1.25 instead of 3.14 + 0.1 + 0.25.

    Nope, the 15% from superiority complex is taken into account by the editor and this editor show it as additive not multiplicative. 150 ferocity is 10% critical damage, which push the base from 294% to 304%, logically, the extra 10% from the danger time and superiority complex should push it to 324%.

    Either the wiki or the editor is wrong then. I would say its the editor. And like i wrote earlier danger time does work just like a modifier which only affects crits. I mean there is a reason why chrono has an almost 43k bench. Absurd modifiers.

  • Dadnir.5038Dadnir.5038 Member ✭✭✭✭

    @Nephalem.8921 said:
    Either the wiki or the editor is wrong then. I would say its the editor. And like i wrote earlier danger time does work just like a modifier which only affects crits. I mean there is a reason why chrono has an almost 43k bench. Absurd modifiers.

    I do not deny it, but the thread base itself on the editor's number, so I find it logical to "play along".

  • How's this for Weaver? With ferocity buffs from other classes.
    Lightning hammer + cruelty sigil + discipline banner + assassins presence + fury + food = 330%

    Then add manually the modifiers for (using "every 15 points of Ferocity grants an increase of 1% in critical damage at level 80")
    Fresh air =250 ferocity = (250/15) = 16%
    Arcane lightning = 150 ferocity (150/15) = 10%
    severance sigil = 250 ferocity (250/15) =16%

    = 372%

    Feel free to double check my maths, it's not my strongest suit.

    http://gw2skills.net/editor/?PGgAwiFTkdxOgl1F4DD-zxIY7oh/MCWC0yCQfDA-e

  • Lan Deathrider.5910Lan Deathrider.5910 Member ✭✭✭✭
    edited December 7, 2020

    @Opopanax.1803 said:
    I've been playing with this warrior build; super fun, HIGH crit damage!

    http://gw2skills.net/editor/?PKABcel7lVwoYcMLWJW0WWvaA-zRIYT0zfKNKBiQBEsQolRgBnlxGtA-e

    This one clocks in at 319%, not to mention 500 more from the stacking sigil trait! The spellbreaker trait can bring a 14% crit damage multiplier as well. The interrupt sigil can proc another 250 as well...

    Just curious if there are any other classes that can hit a Critical Damage multiplier like this?

    Thanks in advance!

    edit: updated food buffs
    edit2: Full Might, stacking sig ferocity, Assassins presence dont seem to be copying through the link. All totalled, 319% critical damage.

    http://gw2skills.net/editor/?PKABcel7lJwoYcMLWJW0WWtLA-zxIY7on/UaUCEhCIYhQLjA9dQCj9wbZsXL-e

    Assassin stats berserker. With all boons/buffs up, IE all signet buff stacks Fury signet, and the sigil, and banner, and in Berserk Mode it end up with 384% Critical Damage. Using Precision Infusions ends up with another 1% for 385%.

    I do not know if the precision bonuses from the Signet and sigil convert to Ferocity via Blood Reaction, but if they do then this would be slightly higher. I suspect the max possible amount is 400%