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Regional FlagPhantasms retested after 12/3Source
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Okuza.5210
Target Source
#1 -

After all the kvetching in the other thread, I wanted to find out how things really behave in game. So, I went into the mists to do some very quick and simple tests on each phantasm. Stated CD timings are for double traited weapons (20% from weapon reducer and 20% from Celerity).

Note: Sword/3 is still the only weapon skill that can’t be double-traited for CD-40% on summons. Both Celerity and Blade Training will reduce the CD on Sword/3, but when both are traited, the CD remains 20%.

I suspect either sword/3 will be aligned with other weapons or (more likely) other weapons will be altered to be like sword/3 and maximum CD reduction capped at 20%.

All Phantasms: Pause for 0.5s~1s after summons before initiating an attack. It’s noticeable, but it’s definitely not more than 1s. It feels like about 3/4 of a beat.

Summon location is always randomized on the target within range of the phantasm’s first attack. Other than the Warden, all will pursue targets to maintain maximum range. None will dodge or flee to maintain distance.

Traited phantasms are born with Fury and Retaliation. Signet of Illusions is still delayed 0~10s before application. All three buffs are 10s duration with self-refresh every 10s.

Regen (traited): First regen is immediate on summon, radius ~150. Does not apply to the phantasm itself. Does apply to other phantasms and clones. Except for Duelist/Pistol, all Regens are ~4s on, 4s off. Duelist is 3s on, 0s off (permanent).

Berserker/12s (GS): Damage is 0~3.5k AE line across target.

It seems to have 0-4 hits. It will start the whirl at it’s current location and perform hits as it moves. All hits can miss. I witnessed several passes on the golem that did zero damage and a couple back-to-back zero damage passes. Typical is 2 hits or ~1200 per pass. Total damage per pass is extremely unpredictable (0 hits is uncommon, but easy to observe within a couple of summons).

Warlock/11s (Staff): One hit per cycle, each hit is 1.6k/3.4k.

Bug? One warlock was summoned OOR to the golem and never moved into range and never attacked. I could not replicate this behavior. It’s likely a very rare edge condition (eg. summoned right on top of the line between OOR and IR).

Duelist/12s (Pistol): 2.3k~3.4k total from 8 shots. Regen is 3s on, 0s off (ie. permanent).

Mage/18s (Torch): 250/500 per hit (buggy tool-tip says 900 base) + 3×3s confusion. One 600-range bounce to one ally (players only, no clones or phantasms) for 3s Retaliation.

Warden/15s (Focus): Channels 12(?) AE hits (radius ~250) at target location, 4~6k total. Will not pursue target.

Swordsman/12s (Sword): Jogs to ~400 then leaps to target for 1.6k/3.4k.


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ArenaNet Poster
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#10 -

Berserker not doing the correct damage is known issue. We don’t know where this issue is coming from but I intend to solve it by the next build. 12/14/12

I know that seems a long time but it will be set back to viable. If you have good data on the damage it used to do to heavy target dummy vs what it does now that will help me track down the issue.

Thanks,

Jon


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ArenaNet Poster
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#11 -

Fyi, the delay on first attack has been present since BWE2. It is there for balance reasons to give enemies a moment to react to the powerful summon.


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ArenaNet Poster
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#44 -

I’ll take a look at the delay. Was supposed to be .5 seconds. I can check if somehow it got increased.

Jon