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TheKnox

Member Since 11 Jun 2012
Offline Last Active Sep 26 2013 08:45 PM

Posts I've Made

In Topic: Guide to Grenades in PvE

25 August 2013 - 03:02 PM

View PostRinsef, on 23 August 2013 - 07:41 AM, said:

Statistically, with three grenades in target, you only need 33% critical chance to every skill with 100% on-crit to work. So only drawback would be Sharpshooter, but instead we have higher power. Shrapnel isn't on-crit skill, which would be perfect even with low precision. Infused precision and precise sight are rather fillers, because there is nothing better to take.

Statistically, a 33% crit chance means that each toss of 3 grenades will have at least one crit 70% of the time. That means that 30% of your throws will have 0 crits. In fact, you'll have nearly a 10% chance to have 0 crits on 2 consecutive throws.

If you get up to 50% crit chance, you'll have a 12.5% chance of not critting. If you get up to 60%, you'll drop down to 6.4% chance of not critting.

The more might you stack, the better the rabid/rampager options look compared to carrion.

In Topic: I guess we got trolled by Anet

24 July 2013 - 10:47 PM

The damage area was definitely bigger than the graphical effects before, but I can't say for sure how much bigger.

It seems like they weren't that large before, but they might have been.

In Topic: Koroshi's Engineer build - Confusion all the way!

20 July 2013 - 04:25 AM

http://dulfy.net/201...temple-exotics/

about halfway down the page you'll see

Quote

Temple of Dwayna – Malchor’s Leap
  • Book of the Rabid Deeds, Rabid Amulet, Rabid Spineguard, Rabid Ring

​42,000 karma each.  You'll have to provide your own jewels to go in them.

In Topic: Koroshi's Engineer build - Confusion all the way!

15 July 2013 - 12:42 AM

You can get karma exotic rabid trinkets in Orr. I forget which temple has them, but they definitely exist. I personally run rabid trinkets with carrion jewels in them.

In Topic: Kits as utility skills vs. Weapons

13 July 2013 - 04:39 AM

I'm on vacation with no access to actually play, but I had a eureka moment on the multi kit playstyle and how to facilitate it.

You'd have to do some across the board kit reworking of cooldowns (roughly a 20% increase in kit skill cooldowns, and add a GM trait that reduces the cooldowns of ALL kit skills by 15-20% to facilitate the swapping kits like mad for 1 or 2 skills playstyle.

You'd probably provide sufficient utility for the people who want to specialize in one kit even with slightly longer cooldowns on things like air blast and Smoke vent or smoke bomb, but you'll make a bombs/FT/EG or Rocket boots type build needing to spec into the GM trait for the absurd levels of flexibility it has today (and then some additional improvement over that) but at the loss of things like backpack regeneration or pistol cooldowns etc.

Most of the multi kit builds would look like 20/10/0/10/30 or 0/20/0/20/30 with that change.

I think that would make multiple kits more of a playstyle choice as opposed to just something you get by slotting the right skills.

You'd probably need to push more of the kit damage onto the 1st skills of most of the kits so that the reduced cooldown trait doesn't also become the best damage trait for single kit users.

You'd probably also want to make kit refinement a bit more powerful, and push it to the master tier.  I'd probably go to a 5-10ish second cooldown per each kit and balance the effects appropriately.  I think that the KR proc for the bomb kit is the type of thing that you'd want.  Something that works with the kit you are swapping to without being too powerful (like 100 nades).