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Taril.8619

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Posts posted by Taril.8619

  1. @maddoctor.2738 said:We don't need an in-house dps meter/tool because no such tool will ever have the functionality of an external tool. Keep in mind that there is very little interaction between the game and your file system. This is a decision by the developers to not allow the game to write files, with the exception of screenshots and log files. This would mean an in-house dps-meter would be severely lacking in features, as the logs won't be able to be saved to disk, to be uploaded or analyzed to get the most important results. Just what you see in-game by ArcDPS is only a tiny percentage of what the tool does, and unfortunately that's all an in-house tool could ever do (and if even that)

    Instead the developers should contact the developer of ArcDPS and give them some better information on how to further develop the tool. Give some extra help to the developer to make it even better, instead of making an in-house tool.

    There does exist the possibility though of there existing an inhouse DPS tool, which has the purpose solely of being a DPS tool.

    While allowing external tools such as ArcDPS to be used for the additional functionalities it provides (Logs and what not).

    The issue of having development stopped on the third party tool so that an inhouse version of the tool should only really matter when they provide competing functions.

    Even better, is that in theory, ArcDPS could utilize the inhouse DPS tool as its source of data, allowing it to provide more accurate logs due to being able to access a source of data that includes all the various factors that the current ArcDPS cannot find.

    Leaving the only real issue being ANet's tendency to horribly monetize things that are not worth money due to garbage quality (See: Templates...)

  2. Blood Bank could replace Banshee's Fail. With Banshee's Fail being incorporated into baseline Warhorn.

    Blood Bank could even be buffed while being moved to Master tier given how trash it is (It's currently on par, or arguably worse than, a Minor Adept trait...)

  3. It's not great.

    Since, it provides a lot less Precision meaning you'll crit less often and thus won't get as much out of Ferocity anyway.

    In addition, if you are using standard Power Chrono build (Dom/Duel/Chrono + S/S + /F) then your condition damage will be limited anyway, since your only sources of Conditions are Sharper Images (Which unlike with an actual Condi build you're not incentivised to keep your Clones alive longer than necessary to shatter while at 3) and Rewinder (Which not only do you prioritize after Split Second, but also Confusion is not very good in PvE due to NPC's low attack speeds)

    If going for an actual Condi build though (Duel/Illu/Chrono + Sc/T + /P) then Grieving can be fine. It won't do as much DPS against bosses as Viper, but it'll work just fine for trash/Vets/Elites. It's worth noting that the damage will be significantly lower than just going Condi Mirage though.

    If your idea is to try and be a hybrid... It'll be better to just go full Power or full Condi really. Stats like Viper or Grieving look like they're good hybrid but really they lose out on so much Precision over Berserker/Marauder that it really drops the Power damage you dish out and are better suited for going full Condi (Due to Viper being the only stat type with Precision + Condi Damage + Expertise on making it the best for Condi DPS until you get 100% duration on relevant conditions in which case Sinister/Grieving are optimal for filling out the remaining gear slots)

  4. Vampiric Rituals was not an amazing trait, but it's at least more interesting than Blood Bank.

    All VR really needed was a little bit of an update and some buffed Wells. WoD got a buff in the patch, leaving just WoB, Well of Power (Apparently the abbreviation for this is censored?) and WoC that need that little extra boost.

    For example, if VR would pulse Protection for allies and also made Wells apply a stack of Bleed per pulse.

    WoB could add Life Siphon to allies attacks.

    Well of Power could provide more Might stacks and maybe even Fury (Given that Blood is Power exists for Necro for Mightshare)

    WoC could just get a smidge more power scaling.

    There. Wells are more interesting baseline and Vampiric Rituals is more enticing.

    But this would require the logic that is apparently foreign to ANet of buffing the underutilized skills to make them more appealing.

  5. @Thornwolf.9721 said:Warhammer online was

    Was is the key word here. It's dead now.

    It also had an underdeveloped PvE side, basically ceasing to exist beyond level 32 (As well as a useless lead balance designer who kept his favourite class as the strongest class in the game at all times)

    @Thornwolf.9721 said:PvE as we know it is kind of growing old as you can see more people are deviating which is why the market for MMO's have dwindled so much, its not the mmo and its not the trinity like people would like you to believe.

    The market for MMO's has dwindled so much, because MMO developers/publishers have gotten greedy and lazy and are not releasing content any more and what content they do release is horrendous time padding grind.

    It has been the theme for WoW since part the way through WotLK "How little can we actually add to the game to make people keep giving us money?", with it reaching its peak during WoD where "Content updates" were just Facebook games and then jack all for 9 months. Even now, WoW retail is only thriving off of its Raid releases.

    The same is true for FFXIV, where they're trimming down on content and focusing on putting in grinds thanks to SE's greed where they won't let the FFXIV team have enough money to actually expand with their popularity increase (Most of the money made by the game is siphoned off to other SE projects)

    MMO's thrive on constant updates, that's their main draw over simply having a single player PvE game (Which will have the entire story and world available off the bat), having the persistent world that is added to with each update. But there keeps being more and more focus on "How can we get more money from our players?" and "How little effort can we actually put into the game?" which causes there to be more boring filler content that isn't designed to be fun or interesting, but merely to waste as much time as possible while being super easy to develop.

  6. @"Lumikki.1725" said:Every mmorpg there, where PvP is strongly part of the mmorpg, the player base is small. Every mmorpg where is alot of players, the game has very strong PvE side. Is this because there is alot more PvE players in general or because PvP gameplay style doesn't really fit in mmorpgs?

    I think it could be a bit of both.

    Generally, PvP games work based on how easy they are to pick up and play. You just hop in the game, play a few matches and log off no worries.

    This doesn't work for MMORPG's since you have to invest the time in leveling your characters and sometimes even go through a bunch of gear grinding to really even start playing PvP (GW2 excels in this area with the way that sPvP auto puts you to level 80 and lets you buy the gear you need from vendors)

    Many PvP games also thrive off of E-Sports and being entertaining to watch. But MMORPG's don't really feature any support for casting/spectating or really strive for E-Sports in a meaningful way (There's Blade and Soul, but that's only popular in Asia with it's 1v1 tournaments)

    PvP also doesn't really lend itself to the MMORPG genre, RPG's work best with world building - Large scale living and breathing worlds with lots of things to do and explore and exotic races and factions to meet and learn about. While PvP tends to find itself set in an standard arena, with "Open World" PvP requiring there to be something that PvE to exist in order to have that "World" exist to be open and to have players actually doing stuff between breaking out into PvP fights. (Even in WvW here in GW2 and Realm vs Realm in Warhammer Online there's PvE from Keeps as an objective to focus players towards something)

    Meanwhile, PvE RPG's are an extremely popular genre. With, contrary to the belief of AAA developers, a huge market for single player RPG games with many notable titles having massive success (Witcher 3, Skyrim, Fallout: New Vegas, Mass Effect 1/2, Persona series, Final Fantasy series, Legend of Zelda series)

    Such a popular genre can lead to a lot of excitment for an MMO, which can have all the features of a single player RPG - Rich lore, expansive areas to explore, well written characters, interesting story etc... But then put it into an even bigger, constantly updating world that can have the adventure of exploring the world shared with friends and strangers alike (And then get a half baked PvP mode shoehorned into the game...)

  7. Just a couple of ideas for Boon Chrono.

    1) Boons from Wells are distributed in a 300 radius around the Mesmer instead of inside the Well.

    2) Signet of Inspiration rework: Passive:- Increase the duration of boons applied to allies by 2 seconds. Active:- Grant nearby allies copies of your boons with 50% reduced durations.

  8. @mortrialus.3062 said:Druid is actually on paper one of the better designed elite specs.

    On paper, sure.

    But on paper, you can also see that without the 20% nerf to pet stats, they are simply just Core Ranger if they picked a non-damage focused 3rd spec.

    Like, the fundamental difference between Druid and say, Marksmanship/Beast Mastery/Nature Magic Ranger is... Druid has additional stuff. They have the additional Celestial Avatar mechanic, the additional weapon and the additional utilities.

    They have less damage potential due to not being able to pick full glass cannon 3 damage specs, but that's about it.

    @mortrialus.3062 said:Like what makes Scourge and Reaper good is because they very potently push Necromancer into specific unique playstyles. Scourge makes necro a more potent Condi and AoE spec at the cost of having a sort of turret based gameplay and no shroud. Reaper becomes a melee damage monster at the expense of faster shroud degeneration and being forced to take more damage in general because it has to physically go into melee range and open itself up for damage rather than kiting with normal Death Shroud.

    What makes Scourge so good, is that their class mechanic is fundamentally changed. Instead of using the mechanic of building up Life Force to then enter a transformation that removes utility skills, gives a different weapon set and drains Life Force while having LF replace your health bar. They simply get the Shroud skills as always available F buttons.

    This changes the way the class plays as a whole, as it's no longer focused around flipping into Shroud and losing half of your kit to be substituted by a plethora of traits that jack up your stats to compensate.

    While Reaper doesn't do this. It still functions on the exact same mechanic as core shroud. The "Tradeoff" of having faster LF drain is mitigated by having LF gain on auto attacks. The "Tradeoff" for being more melee focused is having Necro's only good mobility skill.

    The only notable differences that make Core playable compared to Reaper is that Reaper sucks at Condi damage which is relevant for PvP where Condi Bunker is a thing for Core (Which cannot be done by Scourge since Scourge's mechanic doesn't lend itself to being as hard to kill as Core Shroud even if Scourge has better Condi Damage output with more access to Burning)

    @mortrialus.3062 said:Chronomancer? All they did was make shatters fundamentally worse and massively disrupt their playability by removing Illusory Persona.

    ANet's complete inability to balance anything doesn't detract from the fact that Chrono has unique shatters that bring something different to the class. Even if the only one that has a real functionality change is Continuum Split due to ANet not knowing how to balance Mesmer properly after making them hyper focused around Shatter playstyle since the removal of permanent Phantasms.

    Of course, it'd be far more interesting if they did go all out with more focus on providing support with shatters as opposed to them still being a primary source of damage output. But even in its current state, its attempt at "Tradeoffs" with a change of class mechanic is still infinitely more interesting than "Just remove some stats from the powercreep E-Spec"

    Even more so when it can still (relatively) easily transition into that state where it's entire concept plays out differently, as opposed to being stuck in some awkward spot where it's a matter of balancing out the powercreep with various arbitrary nerfs to aspects of the class, be it stat nerfs, loss of endurance bars, or just nerfs to the class mechanic (Such as Spellbreaker's 2 adrenaline cap and level 1 burst limit or Daredevil's loss of 600 range on their F1. As well as some people suggesting things for Mirage such as being capped at 2 clones)

  9. @saerni.2584 said:I’m talking about thief, in the thief subforum, and specifically about thief utilities, traits and weapon skills. Not about rebalancing condi for the whole game. Seen that thread. Not this thread. The stat spectrum discussion was to explain why I personally believe smaller than expected condi buffs may be needed in PvE.

    But thieves still exist, within the games rules at large.

    If condi is considered weak in PvE overall, then simply tweaking thief won't do jack in the overall scheme of "Improving PvE Condi Thief" since it'll still end up inferior to Power builds.

    Unless the idea is to simply crank up Thief's skills and utilities to the point where they're so overtuned that they end up being good in PvE.

    @saerni.2584 said:All I’m saying is that the Balance Team may be taking a more holistic approach to damage where they expect condi application skills to hit reasonably hard if you take some power/precision/ferocity. And, in that sense, there are plenty of condi application skills that have ok power scaling.

    Examples: Sneak Attack, Dancing Dagger and Shadowstrike. Maybe Death Blossom needs a power coefficient buff. Maybe that makes condi builds better by supplementing the condi portion of their damage. That’s the mindset I’d like to encourage when people offer concrete balancing suggestions.

    The thing is, they haven't really done anything to improve these things. Power coefficient still sucks on Death Blossom. Deadeye, Daredevil and Critical Strikes still all entirely focus on Power damage (With the exception of a single Daredevil trait and utility skill) which is 3 out of the 4 damage boosting specializations. There's been no change to P/D at all. Caltrops, Thousand Needles and Spider Venom all still suck.

    And then there's the angle to consider that if they simply buff Death Blossom's power coefficient, it might end up simply being a buff to Power D/D by giving it an actual cleave capacity rather than making Condi D/D a thing.

    The devs need to figure out where they want condition builds to sit before they can really try and fit Thief into that place. Do they want Condi builds to be useful in Fractals or is PvE Condi supposed to be relegated to just Raids (And then specific bosses in those Raids)? How much do they want Condi builds to simply be hybrid builds that still focus on stacking Power/Precision/Ferocity?

  10. @"mortrialus.3062" said:Also I've said before the entire philosophy and implementation of trade offs has been fundamentally flawed, and feels scattershot, poorly thought out, and seems like it completely disregards the notion of balance in favor of being able to throw out the buzzword "Trade off" and tick a check off their to do list. I've said before 1000x but the better designed elite specs from a design stand point tend to be very focused in nature in terms of what the spec is supposed to do and augment.

    A change I've always liked is a -300 vitality penalty to Mirage. It makes leagues more sense than losing an endurance bar, on the dedicated evasion elite spec and unnecessarily gutting profession mechanics in the name of it NEEDING to be different with ZERO regard in terms of actual balance, playability, or fun.

    Personally, I abhor the E-Spec "Tradeoffs" that are simply "This thing is now worse"

    Especially when it's trying to justify what is essentially just powercreep over Core - Given that at one point e-specs were supposed to be sidegrades, giving alternate ways of playing and build options. While the current result is we simply have powercreep and you just pick an E-Spec because it's better than core, even with some penalty tacked on top.

    I much prefer the E-Spec implementations that change the class mechanic into something similar, but different. Such as the likes of Scourge, Chronomancer, Berserker (Aside from the -300 Toughness penalty and the janky need to run Rage skills) and to a lesser extent Weaver (It uses the same Attunements as core, but in a unique way via dual attunement)

    Not only does it help create a different feel for the E-Spec, but it helps them not feel like simply powercreep because of just being Core, but with extra stuff on top (For example, Druid is just core Ranger but with Celestial Avatar. Soulbeast is just core Ranger but with Merge. Tempest is just core Elementalist but with Overload. Both Guardian E-Specs are just core Guardian but with better Virtues. Both Engineer E-Specs are just core Engie with better F5 skills. Reaper is just core Necro with better Shroud skills)

    Since when the class mechanic is being changed, then the "Tradeoff" is inherently, no longer having access to the core mechanic as the trade for getting the new mechanic.

    As such, my preferred outcome for Mirage, is getting unique shatter skills. Ones that function in a unique way in order to emphasise the way that Mirage should play. Rather than just being core shatters with Mirage's Ambushes slapped on top as an additional mechanic and advantage over Core Mesmer.

  11. @saerni.2584 said:

    @saerni.2584 said:What exact stat combination is best has a lot of variables, even with thief builds specifically. Thief lacks on crit condition application traits. But Deadeye benefits from crits in a more significant way because crits = malice and for Malicious Sneak Attack malice = torment.

    It really doesn't.

    For Conditions, Condition Damage + Expertise is best.

    For Power damage, Power + Precision > Ferocity is best.

    Thus, for PvE, condition builds, it's Viper gear with Greiving replacing as much as possible while maintaining 100% bonus duration on relevant conditions.

    @saerni.2584 said:But you seem to be repeating the mistaken "condi scales off one stat" mantra. Condition damage skills may have lower power coefficients in specific cases but that doesn't mean they don't add up to a significant % of the damage (and especially since that damage is completely front loaded while the condi has to tick out).

    Conditions only scale off of 2 stats. Condition damage and Expertise.

    In PvP, there is no Expertise and thus Conditions scale off only 1 stat. Condition Damage.

    That is a fact. This is not some incorrect mantra. Power, Precision, Ferocity, Toughness, Vitality, Healing Power, Concentration do not affect the damage of Conditions.

    Condition
    builds
    can still increase their damage using Power stats, since there is some amount of power damage on skills that apply conditions.

    It however, still is worth noting that these power stats don't scale as well for most condition builds, due to their lower power coefficients as well as lower average crit chance (Viper/Greiving doesn't offer the same amount of Precision as Berserker). With Ferocity taking a double hit to its effective strength due to both of these things (Lower base damage to multiply as well as having crits less often)

    For example, if we take Death Blossom with its 0.63 power coefficient and 3 stacks of Bleed for 10 seconds and look at the effect of stats on it overall (vs a medium armour target)

    At base, with baseline stats of 1000 power and 0 condition damage, it will deal 285 damage and 660 bleed damage.
    For a total of 885.

    With full Ascended Dire gear (1000 power and 1381 condition damage) it will deal 285 damage and 3146 bleed damage.
    For a total of 3431.

    If we instead use full Ascended Trailblazer gear (1000 power, 1173 condition damage and 42.2% condition duration) it will deal 285 damage and 3941 bleed damage.
    For a total of 4226.

    Now to start applying hybrid gear stats:

    Carrion gear (1961 power and 1381 condition damage) it will do 561 damage and 3146 bleed damage.
    For a total of 3707.

    Sinister gear (1961 power, 1381 condition damage, 50% crit chance 150% crit damage) it will do 841 damage 50% of the time (Average 701) and 3146 bleed damage.
    For an average of 3847 and a high of 3987.

    Grieving gear (2173 power, 1173 condition damage, 35% crit chance, 192% crit damage) it will do 1192 damage 35% of the time (Average 820) and 2771 bleed damage.
    For an average of 3591 and a high of 3963.

    Viper gear (2173 power, 1173 condition damage, 35% crit chance, 150% crit damage, 42.2% condition duration) it will do 931 damage 35% of the time (Average 729) and 3941 bleed damage.
    For an average of 4670 and a high of 4872.

    As you can see, power stats merely offer ~10% damage to the skill. As the damage the condition does, scaled up with the 1-2 stats that actually benefit condition damage far exceed what little bonus the skill gets from power stats due to its poor coefficient.

    I'm really sorry you did all that math and missed my point. My point is that comparisons of pure power builds overall damage versus condition builds overall damage are often inaccurate because they leave out a significant amount of power damage that those "condi" builds do. I offered the stat selection as examples of general stats a person can take. I never said which was "ideal" for any particular build or weapon skill.

    Of course individual skills will have preferences in the damage type. Death Blossom is obviously a very poor power damage dealer. Sneak Attack does much better power damage compared to Death Blossom. My point is that when we ask for "condi" buffs we have to consider the whole weapon skill and say "does this, with actually comparable stats, do significantly less than expected when compared to a pure power skill (of which there are a number)."

    And I was pointing out that, depending on the skill, the power damage of "Condi" builds may not actually be significant.

    Irregarless of this fact though, comparison of Power vs Condition builds don't actually rely on math, but on parses from DPS meters. Meaning that it's irrelevant in the grand scheme of things of what the breakdown of Power versus Condi damage, and entirely dependent on the overall DPS numbers gained.

    This both includes the marginal Power DPS from Condi Builds with lackluster power coeffiicients (Such as D/D Thief, Scourge, Condi Chrono) as well as the marginal Condition DPS from Power builds (Such as Power Holo, Power DH, Power Weaver/Tempest)

    Meanwhile the stat usage is very much relevant for PvP, where gear options are more limited. For Power builds to do full damage, they need to run Berserker. For Condi builds to do full damage, they need to run Sinister.

    The problem as I've shown with my above calculations, in some cases, the damage output loss from ditching Sinister in favour of more defensive options such as Carrion or were it to exist, Dire would often be not particularly notable. This is also alongside certain cases where Condi builds might have actually good power coefficients and so they can utilize Carrion of Sinister stats to do quite reasonable power damage in addition to having their full strength conditions.

    Which is a problem that will need to be looked at when tackling the "Egregious PvP/WvW condi builds" - Such as bunker builds that still do significant Condi damage. Or glass cannon Condi builds that burst people down really fast (Which can be notable since the big balance patch tried to increase TTK by nerfing Power damage across the board).

    While the PvE side of Condi builds can look more towards overall DPS and tune coefficients and condition application/duration in order to meet a specific benchmark of overall DPS. Though, PvE also has the thing where you need to consider if you balance just for Raids and therefore only care about overall DPS or if you also factor in Fractal usage in which case fast, bursty damage is the main requirement (Which can mean pushing "Condi" builds too close to actually being "Power" builds if you lean too heavily on power coefficients and Viper/Grieving statlines that provide Power/Precision/Ferocity)

    An interesting, if resource intensive, possibility could be the addition of a new stat for Conditions and the divorcing of Condi on Crit mechanics to move Condi Builds away from Precision. So that Power/Precision/Ferocity are the Power stats, with Ferocity piggybacking off Precision and then Condi Damage/Expertise/New Stat would be the Condi stats, with the New Stat possibly piggybacking off Expertise.

    If this new stat would also help not only with DPS, but also burst damage for Fractals that could be an interesting way to go. Potentially in the form of some sort of "Crit" type effect for conditions (Or multiproc - Dealing damage multiple times when it ticks). Of course, the damage of conditions would need to be rebalanced to ensure that builds with the new statlines only end up doing comparable damage to Power builds.

  12. @saerni.2584 said:What exact stat combination is best has a lot of variables, even with thief builds specifically. Thief lacks on crit condition application traits. But Deadeye benefits from crits in a more significant way because crits = malice and for Malicious Sneak Attack malice = torment.

    It really doesn't.

    For Conditions, Condition Damage + Expertise is best.

    For Power damage, Power + Precision > Ferocity is best.

    Thus, for PvE, condition builds, it's Viper gear with Greiving replacing as much as possible while maintaining 100% bonus duration on relevant conditions.

    @saerni.2584 said:But you seem to be repeating the mistaken "condi scales off one stat" mantra. Condition damage skills may have lower power coefficients in specific cases but that doesn't mean they don't add up to a significant % of the damage (and especially since that damage is completely front loaded while the condi has to tick out).

    Conditions only scale off of 2 stats. Condition damage and Expertise.

    In PvP, there is no Expertise and thus Conditions scale off only 1 stat. Condition Damage.

    That is a fact. This is not some incorrect mantra. Power, Precision, Ferocity, Toughness, Vitality, Healing Power, Concentration do not affect the damage of Conditions.

    Condition builds can still increase their damage using Power stats, since there is some amount of power damage on skills that apply conditions.

    It however, still is worth noting that these power stats don't scale as well for most condition builds, due to their lower power coefficients as well as lower average crit chance (Viper/Greiving doesn't offer the same amount of Precision as Berserker). With Ferocity taking a double hit to its effective strength due to both of these things (Lower base damage to multiply as well as having crits less often)

    For example, if we take Death Blossom with its 0.63 power coefficient and 3 stacks of Bleed for 10 seconds and look at the effect of stats on it overall (vs a medium armour target)

    At base, with baseline stats of 1000 power and 0 condition damage, it will deal 285 damage and 660 bleed damage. For a total of 885.

    With full Ascended Dire gear (1000 power and 1381 condition damage) it will deal 285 damage and 3146 bleed damage. For a total of 3431.

    If we instead use full Ascended Trailblazer gear (1000 power, 1173 condition damage and 42.2% condition duration) it will deal 285 damage and 3941 bleed damage. For a total of 4226.

    Now to start applying hybrid gear stats:

    Carrion gear (1961 power and 1381 condition damage) it will do 561 damage and 3146 bleed damage. For a total of 3707.

    Sinister gear (1961 power, 1381 condition damage, 50% crit chance 150% crit damage) it will do 841 damage 50% of the time (Average 701) and 3146 bleed damage. For an average of 3847 and a high of 3987.

    Grieving gear (2173 power, 1173 condition damage, 35% crit chance, 192% crit damage) it will do 1192 damage 35% of the time (Average 820) and 2771 bleed damage. For an average of 3591 and a high of 3963.

    Viper gear (2173 power, 1173 condition damage, 35% crit chance, 150% crit damage, 42.2% condition duration) it will do 931 damage 35% of the time (Average 729) and 3941 bleed damage. For an average of 4670 and a high of 4872.

    As you can see, power stats merely offer ~10% damage to the skill. As the damage the condition does, scaled up with the 1-2 stats that actually benefit condition damage far exceed what little bonus the skill gets from power stats due to its poor coefficient.

  13. @"saerni.2584" said:I'd like to unpack that disconnect a little more. "Power" build and "Condition Build" exist on a spectrum. On one end is a pure Berserker and the other is pure Dire (Trailblazer sacrifices some of those stats for Expertise). These are however, contrary to popular belief, not equivalent polar opposite build types. One is pure glass cannon and the other is a comparative tank.

    If you're talking just what has highest Condition Damage sure.

    In reality, Glass Cannon Condi Builds run Viper/Greiving because Expertise + Condition Damage > Just a slightly higher Condition Damage from Carrion/Dire/Sinister.

    Also note, that most Condi Builds do utilize Precision too, due to Condi on Crit traits and Sigils. Meaning that the ideal "Glass Cannon Full Condi Damage" gear would be Condi Damage/Expertise/Precision but that doesn't exist.

    In PvP there is more of a difference, since there you find fewer sources of Condi on Crit due to no Sigils with the effect as well as there being a lack of Expertise gear (Not that Expertise really matters in PvP as your Condi's will not run out of time, they'll be cleansed)

    As such, in PvP, Condi damage scales off of a single stat. Condition Damage. This allows them to use the other 2 stats for some defence without compromising on the damage of their conditions, though many will opt for something like Carrion or Rabid (Especially since Dire/Trailblazer are not available in PvP due to this ability to go full bunker with maxed Condi Damage)

    @"saerni.2584" said:Everyone has a base of 1000 power and 0 condition damage and that means all condition builds do some level of power damage even without taking any stats for it.

    The thing to note is that many Condi skills, have low power coefficients. Things like Necro's Scepter auto attacks have coefficients of 0.35/0.5 (0.233/0.333 PvP), Death Blossom has a coefficient of 0.63, Chapter 2: Igniting Burst at 0.55 and Manifest Sand Shade at 0.666.

    So while you do technically gain "Maximum damage" from stacking Power + Ferocity, those stats have less appreciable effect, especially when compared to the output your Conditions will be doing.

    Of course, there are some outliers such as Firebrand and Mirage which have very high power coefficients on some Condi skills. For example, Axes of Symmetry with 1.75 (1.25 PvP), Repeater at 1.5, Searing Slash at 2.4 (1.6 in PvP) and Chapter 4: Scorched Aftermath at 3.2 (2.4 in PvP). These skills will be able to scale very well with Power/Ferocity stats, on top of providing large amounts of condition damage.

    This is something to keep in mind when looking at overall damage and PvE viability as well as PvP oppressiveness. As are the types of conditions available to a class, since for example, Burning does WAY WAY WAY more damage per stack than every other condition and makes it burstier (It also has very high base damage with +131 flat damage per tick compared to the +22 of Bleed/Torment and +33.5 of Poision. This also makes it really strong in non-Condition builds too. Base burning with 0 condition damage doing its 131 flat damage per tick is equivalent damage to Bleed/Torment/Poison with 1800 Condition Damage)

    In PvE, having good power coefficients makes the builds scale better and more functional in Fractals where damage over time is less useful. Especially when running Viper/Greiving.

    Further to this, you generally want a Condition build to focus on 1-2 conditions. So that it's easier to get 100% duration from utilizing Runes and Traits as opposed to having to rely on just Expertise from gear (Which comes at the cost of Ferocity due to needing Viper instead of Greiving). Which is part of what makes Firebrand so strong, since it only uses Burning meaning it can go nearly full Greiving and still have 100% burning due to runes and the 33% increased burning duration trait.

  14. My thoughts on this:

    Asura: Engineer, Elementalist, NecromancerAsura are the most technologically advanced race in Tyria, so building gadgets and doohickeys is second nature for them (As well as a favourite of the Inquest...)They also have close ties to the natural ley lines across Tyria, making them adept at channeling magic (It's the basis of Waypoints, being on top of ley lines) and is likely one of the ways they managed to survive underground before having to emerge in the wake of Primordus.Necromancy is stated to be very similar to Golemancy and is a field studied by a number of asurans.

    Charr: Warrior, Engineer, Ranger, RevenantThe playable charr are a military focused race, it is what their entire culture is based around. As such, being Warriors is pretty much the first thing they're taught.Charr also love to build things. Things that make stuff go boom. Ergo, Engineer is a good fit for them.Despite their industrial focus, charr do still keep in mind the land and animals around them. Farming is a big part of their infrastructure (Also a source of many, many, tedious hearts...) as is their companionship with Devourers which they use to help them fight.Rytlock being the first Revenant and being forced into teaching other charr about the magic, gives them an affinity for the profession. This is aided by their reverence for notable legends (Such as Kalla)

    It's notable that Ohlmakan charr seem to have an affinity for Elementalism, with less focus on military (They don't raise their young in farrars) as well as having a culture more focused on spirituality and the power of nature (Even their young can channel elemental minions to fight).

    Human: Guardian, Elementalist, Mesmer, Engineer, Warrior, ThiefReligion is a heavy focus of humans, making them have strong conviction and idealized virtues to live up to.They also have a number of scholars that research elemental magics (Which makes Elementalists fairly prominent especially in the White Mantle)Many notable humans are also powerful Mesmers, with also Lyssa herself using powerful illusion magic.While not quite as industrious as charr or asura, humans still have their fair share of technology throughout the world. Cannons, ships... That wierd orchestra machine...Followers of Balthazar lean towards a path of war, as well as their fairly sizable military force.The poorer class of humans will find themselves pushed towards thievery as a means of survival, with some taking it further and joining with one of the groups of bandits that exist throughout Kryta.

    Norn: Ranger, Warrior, Guardian, Revenant, Mesmer, ElementalistNorn culture is very much focused on preservation of the land as well as hunting (But only for dangerous creatures and just enough food) with a deep connection with creatures of the wild thanks to the Spirits (Heck, they can even BECOME animals their ties are that strong)They like to be strong and be able to fight for glory which makes Warrior a defacto profession for them.They respect and idolize legends, taking on positive characteristics to try and become a worthy legend themselves. This is exacerbated when it also involves carrying on a family members legacy, where they want to live up to the person that their parent(s) were. This gives them ideal virtues to live by, as well as a strong connection to the spirits of the legends in the mists. Further to this, they have an affinity for the mists due to havrouns using them to converse with the spirits, with some norn dedicating their lives to protecting the mists from those that would seek to harm the spirits (I.e. Sons of Svanir)Raven seeks to open norn's minds to the world around them, giving them an affinity for magic and a desire to learn, making magical professions like Mesmer or Elementalist a strong possibility.

    Sylvari: Ranger, Guardian, Warrior, ThiefSylvari have close ties to nature... This gives them a unique insight into the land and creatures that inhabit it enabling them to more easily befriend creatures.Some sylvari have a reverence for the Pale Tree and/or Ventari's teachings, both of which give them some idealized virtues to live by.As dragon minions, the sylvari should have sufficient capabilities for martial fighting. Add in the events that occurred when they were initially born where their naivety put them at risk against predators and they would likely have quickly adapted to fighting in order to defend themselves.Sylvari seem to be quite agile, as well as becoming aware that there are those in the world that would seek to harm them for no good reason, it thus stands that they have an affinity for moving through the shadows which is a useful skill for thievery.

  15. It's lame for sure.

    No more protection. No more funky sustain from the Siphon.

    For what? A trait that is probably only going to be used by Core Bunker builds in PvP? Which was already a strong build.

    Wells being usable without Blood Magic spec? Not that this really changes much, if anything the most interesting aspect about Well builds is the buff to Well of Darkness, making it actually usable and thus have some interesting opportunities for Condi Reaper which was independent of the trait change. Power Reaper and Power Scourge will continue using Well of Suffering as they always have even without Blood Magic because it's still by far the strongest Necro skill for Power builds.

    Well of Corruption gets a little bit of extra usability for bombing in WvW due to the reduced CD for extra availability. Well of Power is still poop, especially now that Scourge Brand bombing will be more prevalent and so masses of Condi's will be dumped on people and WoP's paltry 1 condi conversion per second won't do jack.

    Which kind of highlights the point that ANet missed. Wells were underused because basically only Well of Suffering was worth running and it was just fine baseline especially since builds that wanted it (DPS builds) didn't really need the utility of AoE protection from Vampiric Wells (Or Blood Magic as a whole).

    The buff to Well of Darkness's effect will be what makes it used, not the lack of need to go for Vampiric Wells. While Well of Corruption and Well of Power are still very niche in when they're are useful and likely won't see much play still.

    All they really needed to do is enhance WoC and WoP and possibly also WoB (Given that Sand Flare generally outperforms it) for supportive builds and Vampiric Wells would have been just fine.

    Instead, now we've lost an entire build and also every Blood Magic build now is forced to take a purely defensive/supportive GM trait as there's no offensive option any more.

  16. @Dave.6819 said:Meanwhile PvE Thief gets a condi buff? Who even plays condi thief in raids/fracts?!

    That's exactly the point.

    ANet said they wanted to improve Condi Thief for PvE so that it could be played.

    Their changes are utter trash for making that happen, but what can you expect, this entire patch features nothing but utter trash changes...

    Asura

    Because they have respect and admiration for other people's work.

    They consider everyone else as so unintelligent that they're not worth the time to interact with. However, when someone else pulls out a new invention, discovery or proof then they tolerate their stupidity in order to see if the happen to get "lucky enough" to stumble onto something else that's interesting.

    This is reinforced by their society revolving around their schooling, whereby from a young age they're pushed towards trying to make a name for themselves by doing something notable.

    Of course, there's the benefit of if other people are not actively detrimental to their work, they can be useful to have around. One never does know when they might need additional test subjects.

  17. @"Kodama.6453" said:However, this is still something that can get achieved by using new skins and then giving a class a weapon type through elite specs with skills fitting for the weapon type people are asking for.I saw chakram and throwing knives mentioned, but this can also easily get achieved by giving mesmer (for example) a new e-spec with daggers as their weapons and then let them use them as throwing knives/chakram.Or the ever requested polearm: they can just give warrior the ability to wield a staff, give their kit a polearm playstyle and release a polearm weapon skin for staves alongside it.

    But even then, there's limitations.

    Say you make Chakram/Throwing Knives just skins for Daggers.

    But what if you idea was for Thief or Ranger to use them? Then this doesn't work because they already can use daggers (And use them as melee weapons so can't really just use the skin and pretend they're throwing actual Chakram/Knives)

    Or your other example, Polearm. What if someone's idea was to have Polearm on Guardian, Revenant, Necro or Elementalist? These classes already have Staff but don't use them in a way where someone's idea of Polearm skills would (Necro and Elementalist just hold their staff and cast magic using their left hand...)

    This is one aspect that often goes overlooked.

    Sure, it's easy enough to give ONE class access to a new weapon and then simply release a skin (Or several) that allows them to essentially use a new weapon type. But what if someone wants to use that weapon type on multiple classes? It's much harder to implement that, unless you start releasing say a Greataxe skin that goes ontop of a Hammer, Staff, Greatsword, Longbow, Shortbow, Rifle etc just so you can add one of these to each class to create the "Greataxe" skills for that class.

    In the same instance, ANet would also have to consider current users of the weapon types potentially using the skin and ensure that their skill animations function and make sense too, meaning they may end up having to do work on multiple weapon sets worth of animations if there's some weapon types that are significantly different to these skins just because of needing to use a weapon type X class couldn't already use.

    THEN in order to really please people for Fashion Wars, there'd need to be a good selection of Skins available for the weapon. Especially since weapon dyeing isn't a thing, I'm sure a lot of people would be upset if their "Brand new weapon" was limited to just a single skin (Even more so if the animations and design of the skills was made around that weapon skin).

    These latter 2 points make it take nearly the same amount of work as just adding in a new weapon type altogether (It just misses out on adding items to the loot pool)

    Meaning that such a method really only works when utilizing weapons that function very similarly so as to avoid having to worry about already existing skill animations and skin customization, at which point you can run into the wall of certain classes already being able to use said similar weapons. I.e. The primary candidates for Greataxe, Warrior, Guardian and Revenant, all currently HAVE a Hammer weapon. Or most of the primary candidates for a Polearm weapon, Warrior, Guardian and Revenant, 2 of them already HAVE a Staff weapon (Only Warrior doesn't).

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