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Infusion.7149

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Everything posted by Infusion.7149

  1. You're assuming that each rare drop had the same chance to drop. If true, it was probably ~1/100 drops rare (0.99%) with 1/10K super rare (0.01%). For a sample size of 10K you should get theoretically get 1 Khan-ur infusion , 20 x4 = 80 collection weapons, ~ 19 Visages , and 9.9K unids ("common"). The new drop rate (from above speculation) is probably 9% uncommon, ~0.99% rare, 0.01% super rare along with chance of key returns. There's 18 different "uncommon" (exotic) drops.You'd end up with something like 1 Khan-ur infusion, 15x4 = 60 collection weapons , ~ 39 visages , 900 "uncommon" exotics, and rest unid or "common" weapons .An alternative is the entire "rare" category has been doubled in drop rate and uncommon and above is a more generous 1 in 5 (20%), such that it results in :18% uncommon , 1.99% rare , 0.01% super rare.For sample size 10K : 1 Khan-ur infusion, 40x4 = 160 collection weapons, ~39 visages, 1800 "uncommon" exotics , rest unid or "common" weapons. We've seen something similar with unid gear, where green unid gear had 2.5/40 rare (~6.25%) and 6/1000 exotic (~0.6%). Blue unid gear was 1.2/11 masterwork (~10%), 1/100 rare (1%), 1/1000 exotic (0.1%). ~0.2% drop rate is also seen in fractal encryptions, to date the record is 13 skins out of over 70K cracked fractal encryptions.
  2. It's a convenience feature. If you want to store your builds in Notepad or elsewhere , more power to you. I don't know why people compare it to GW1 templates, loading it from notepad is no different.
  3. You're thinking about it from the point of view of a game, but you need to look at it as a data transaction or database. Character 1 would be user 1 / row 1 , the item they equipped would be a field in a column for example NevermoreCharacter 2 would be user 2 / row 2 , the item they have equipped would be a field in a columnAccount Shared inventory would essentially be another row separate from the first 2. (maybe it is stored such that it is transposed , i.e. what I'm calling rows are columns) When you unequip into a shared inventory slot it moves the data from the character 1's field to another field designed as shared inventory. Accessing another character's item would bring into question data integrity. The only way I can see it working is if there was a 2 click process , where you unequip all legendaries into an account-wide storage (shared inventory or bank) and then re-equip them on another character via loading templates or otherwise. You'd still have the data transaction that removes it from the 1st character , into the shared inventory, and the onto the other 2nd character. From what I've seen in the guildchat it seems switching templates dumps all items back into the character bag slots.
  4. Arenanet is not a charity. People that purchased bag slots were able to use them when they bought them and also you can still use them to store other things. What next? Will people suggest they start prorating based on how much time people had used the bag slots? If you watched the live stream on guildchat you would know they had a lot of development time spent on "edge cases" to avoid breaking the game (i.e. builds with 2 racial skills).
  5. You don't need to use teleport to friend , once you unlock grothmar valley you can use the teleport scroll. Map complete takes less than 40 minutes, I'm sure of it. Also once again if the uncommon category replaces commons in the drop table, it doesn't affect the rare drop rate. See my above example. Let's say you have 50 pennies "common" , 10 nickels "uncommon" , 5 quarters "rare", 1 half-dollar "super rare". The odds are the same as if you have 60 pennies with 5 quarters and one half-dollar. I can guarantee you super rare is not 5%.
  6. The heal power scaling went from 0.127 to 0.2 I believe.
  7. Most people don't run holo in a group environment (projectile hate renders the rifle much less useful , sword holo doesn't have the utility of scrapper hammer) , it's mostly for roaming and trolling. The reason why the range is standardized as much as possible between Wvw and PvP is to minimize skill splitting. To put it into perspective , spellbreaker's break enchantments is 360 radius & so is Hunter's ward (DH longbow 5) and Barrage (ranger Longbow 5) , necro wells and mesmer chaos storm are 240 radius , static field/eruption on ele staff are 300 and so are necro marks' blast radius.
  8. Grieving on firebrand works because of axe power coefficients and availability of burning runes. Grieving is also preferred in WvW due to condi clears. On classes such as scourge necromancer the power coefficient on scepter/staff weapons is so low that viper's is the default choice due to condition duration. Grieving is typically used in WvW along with celestial pieces due to condi clears and the shorter duration of corrupted boons.
  9. Guardian or Warrior are probably safe bets. Warrior has banners and if you're doing fractals with boons you get to slot in spellbreaker. In addition it has high health and more toughness than necro. Guardian has party-wide quickness via firebrand spec ("quickbrand") , power DPS for single target bosses as dragonhunter. Unlike warrior it has a smaller health pool but you get aegis which cuts some of the risk (even more so if you run mace).
  10. Keep in mind many skills have a base heal and a part that scales with healing power. A healing power % modifier from monk runes affects the entire value while healing power would only affect the scaling portion.
  11. If everything else you're playing is using DirectX11 or newer , try DXVK to use vulkan instead of DirectX9 I'd also try a repair install of the client.
  12. You can use the history tab on the wiki, you don't need to use google caches. Anyway your idea of drop rate is incorrect, as unless the rares share the same overall drop table percentage then it doesn't affect the drop rate of the Visage. For example if I put 10 nickels in a bag and 70 dimes I have 1/8 chance of a nickel. If I add 5 quarters in and remove 5 dimes , the rate of nickels is the same.
  13. You're assuming all the underlying code to implement this on Arenanet's end doesn't require deltaconnected to completely recode their template system. Also if you use arcdps' templates and you delete your gear don't contact support.
  14. At the very least : 1 power, 1 condi build.For WvW players the third build template can be the WvW build ; others can use it for support classes in PvE.
  15. If the visage price stays ridiculously high perhaps they could add it to the chili vendor (accountbound) for a ludicrous amount of chilis such as 2000+ (> 4x Festival VIP title).
  16. I still think they have an extra zero or two in the drop rate (maybe instead of entering it as a number they entered as percent such that it would be 100x more rare). For a rare drop it seems more akin to super rare but perhaps it is because all the "rare" drops share the rare drop chance concurrently. For example for rare unid gear it was supposedly 1 in 80 chance to get exotic ; for green masterwork it was 6/1000 to get exotic ; for blue fine unid gear it was 1/1000. If you look at trick or treat bags , rare is around 1% . For heavy loot bags from WvW it's around 9% chance to get a t6 material. Given the timegating (map complete / one-off from reward tracks) , the sample size is going to be far smaller for the visage.
  17. My question is how many people had gear deleted by the arcdps tool that is constantly getting peddled here? It is an api hook for DirectX , I don't know why people would think that it can be better than an ingame option that people can load templates from and share equipment through. I think most people that don't raid don't install arcdps for this reason among others (such as lack of caring about damage over time rather than perusing combat log). WvW players usually prioritize framerate so as long as the commander or someone in squad occasionally runs it to see if their composition is underperforming it isn't a necessity. My second question is when will non-cosmetic WvW trinkets with a stat-swap option be implemented? WvW players have access to WvW legendary armor and 1st gen legendary weapons from the trading post, but are missing easily swappable trinkets (you must remove any infusions and then use the mist capacitor for 250 shards of glory). Right now a stop-gap measure is using the unique blood ruby band + amulet + backpiece as well (you can swap the stat for 100 unbound magic but must remove all infusions). Maybe a badge of honor (6000+ each) and testimony/proof of heroics sink could be made (have it cost 2000 testimonies?) , with a sort of discount implemented for each maxed WvW title (i.e. rewarding 250+ testimonies per maxed title). Also it seems some people didn't even bother reading the article and are posting kneejerk emotional reactions. each character will get three Build Template tabs --- the people complaining that don't PvP or WvW have enough for power, condi, and support so I don't see the validity of complaintBuild Templates can be copied as chat links --- which means that unless you are running something often, you can just save it as a chat-link outside the gameBuild Storage Spaces : 3 free , a limited time after release, you’ll be able to pick up a free pack in the Gem Store for a total of six free"Items added to Equipment Templates will no longer take up space in your character’s inventory" --- last I checked arcdps can't offer this. "You can copy and paste an Equipment Template from one tab to another""Each of your characters will have access to two Equipment Template tabs for free"" you can create multiple Build Templates that work with a single Equipment Template"Considering I have characters where 40+ of the inventory slots are gear (armor +trinkets+2 weapons ) ... this is a welcome change. Before chrono nerf, much of my mesmer's trinket and weapons took up almost all its inventory. Power, Boon duration, support, minstrel, condi, etc. The other change that really helped was Armistice Bastion's golems which allowed WvW damage testing in a sterile environment absent of enemy gear variance, keep bonuses and bloodlust.
  18. It would make sense if the visage box leveled out to around 100-200g initially given weapons were around 40g during the first few days. Right now the drop rate must be astronomically low. The weapons don't seem to have this issue because the price has halved and will continue to decrease since the daily reward culminates in a weaponbox (the PvP/WvW reward track rewards one guaranteed also). It is kind of hilarious that the Ebon Vanguard shoulderbox is ~150g but the Visage box is over 20x more. There was probably an extra 0 or two added to the visage box drop rate since I can't see a charr-only headgear being that popular. Maybe it only drops on charr characters and people are playing humans.
  19. (WvW wise) If revs fall out of favor and it's mostly scourges + firebrands then maybe spellbreaker/core warrior with tactics might be worth taking more often. +50% damage will power through scourges' barriers as well as scrapper's and weavers'.
  20. The Purging Flames change is baffling.
  21. Cleansing field on med kit being a bug is news to me. I thought they were nerfing anti-toxin runes, so if they bugfix med kit as well it will be a large reduction in effectiveness.
  22. it's not like these people are not showing up to work everyday getting paid. They are just working on stuff many ppl find less important What do you think the ROI would be on a complete rework as suggested, versus a mount skin or a glider or outfit? What about vs a new map or strike mission / fractal (low uptake) or even a raid (extremely low uptake). I'm pretty sure Living Story is their utmost priority right now.
  23. The changes aren't really meant for WvW I guess , since air overload is basically prone to all sorts of CC and boon corrupt (i.e. interrupting your overload). Gathered focus is weaker as well (in non PVE), since you lose magnetic aura passive. Tempest needs more group oriented things, outgoing damage isn't it (although cooldown reduction would allow for more static charge procs).
  24. Uh thief is rather common in PvP. Core Sword+ dagger in particular. There's also condi thieves as well and meme-level deadeyes with rifles. In WVW daredevils with staves are used to finish downed as well as for the 0 recharge poison fields on shortbow. It just happens that the larger the group you're facing the less likely it is to be effective at the core group, picking off sides/people off tag is more effective. In PVE, not really sure since I don't use my thief for PVE other than for collecting chests and occasionally map completing new Living Story maps.
  25. I think it does change it....as yes you can cast the sand cascade and run in now, but that barrier only lasts a few seconds....once you place that shade though you are left defenseless for 15 seconds as all the f skills now happen at the shade, yes you can cast it near yourself for support but now you have taken away a third of your dps. So now it will be more of a balancing act in longer sustained battles of when and wear you can use your shades instead of everyone just flooding the field as they do now.Not to mention if you spec for DPS your actual barrier size will be pitifully useless Unless I'm mistaken , the new barrier affects 10 targets. You need half the scourges ; barrier is capped at 50% HP anyway. You can have your support scourges save the additional barriers for the melee range or cast shades closer to your group. Sand Flare's base barrier is only getting cut by 25%. (Sand Flare doesn't mention anything about shades currently.) It also doesn't change the Sand Swell skill for miniature portal bombs.
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