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JDP85

Member Since 19 Jun 2012
Offline Last Active Aug 20 2013 09:05 PM

Posts I've Made

In Topic: Sword/Sword // Longbow - Condition build?

07 August 2013 - 11:08 PM

Rampager vs Rabid, although this is a stretch, is like the condi comparison of Berserker vs Knight. It is the more defensive of the two options. You want to run as offensively as you can without being uncomfortable with your defensive capabilities.

As far as the stats, Power and Condition Damage (CD) both scale linearly. So, there won't really be a point where an investment in Power or CD will net you more than in another circumstance.

My suggestion would be to go with as many Rampager pieces (0 toughness) as you feel comfortable with. You'll do a little less damage on your bleeds and burns but your direct damage will be significantly higher, and because of that, you'll get better use out of your 30 points in Discipline as well as Attack of Opportunity.  

For bursts, I haven't seen any good math since the sword changes on auto-attack vs burst. Since you aren't obsessed with efficiency, I would say use them. You are bringing Furious so that you can build up adrenaline; you may as well get put it to good use.

In Topic: Price jump

25 January 2013 - 12:06 AM

View PostDonpablo, on 23 January 2013 - 08:54 PM, said:

no, I have issues with middle men IRL too, when they are not actually contributing to the product. For example, a distribution company is considered a middle man, but they get goods from all over the world, centralize their processing, use their purchasing power to get lower prices, etc. In that regard, they make it easier/more affordable/more reliable for people purchasing those goods, which are real value. Though it could be argued about the amout of value that is added, I think most people would agree this is a viable business model.

However, when I hear about (for example) people in the financial industry "extracting money from the market", which is a phrase some banks use when they are able to make trades that are certain to make a profit because they have faster/more direct access to stock trading, for example, they are adding no value, only raising the price for the purpose of taking money for themselves. Though they are not doing anything illegal, and I'm certainly not going to get myself in a wad about it, I personally feel it's a worthless and rather contemptable way to make money.

I outbid on buy orders and undercut on sell orders. I'm giving the guy that wants money now a better deal, and I'm bringing down prices on sell orders for buyers that need goods right this second. On top of that, I'm taking on the risk of not being able to move the product at a loss. If I'm successful, I get a small profit. Everyone wins.

I won't get into the RL middleman debate. Only the ingame stuff matters, and I think I've made my point.

In Topic: Better Explanation of Condition Damage

23 January 2013 - 09:37 PM

View PostAsha2012, on 23 January 2013 - 08:31 PM, said:

Well for not understanding what I was asking you did an excellent job of clarifying things for me.  Looking at this from percentage of Condition Damage score + the base damage does make it easy. The wording on Wiki is odd (to me at least).

Had it said "Damage from a Condition Damage Score of 100" Instead of "Damage from 100 Condition Damage" , I don't think I would have been as confused.  Semantics I know but I tend to over think things.

Your explanation makes it much easier to predetermine what score with what condition should produce what kind of damage.  I just created an Excel table that you can plug in whatever Condition Dmg score you want to see the results across all conditions.

Thanks.

Haha. I was just throwing spaghetti at the wall. Glad something stuck. =) Happy hunting!

In Topic: Better Explanation of Condition Damage

23 January 2013 - 07:47 PM

I don't understand what you're asking. I see a bunch of little questions but nothing pertaining to your initial statement of,

"Okay.  I have been to Guild Wars 2 Wiki and looked at the condition damage stack calculations but I'm still not really getting how to maximize it."

The only way to increase condition damage is through condition damage or duration.

The tool tips reflect how much damage your conditions will do according to build. However, sometimes they don't adjust appropriately when you add in traits, sigils, or runes so you'll have to test your own dps or take ANet's word for it that everything is functioning properly.

Example:

Bleeding
2.5 + (0.5 * Level) + (0.05 * Condition Damage) per stack per second
2.5   +  (0.5    *   80   )  +   (0.05   *    100 ) per stack per second
2.5   +  (   40 )  +   (   5   )  per stack per second

Base bleed @80     = 42.5 which rounds up to 43 damage per stack per second
Base bleed @80 + 100 condition damage = 47.5 which rounds up to 48 damage per stack per second

Easiest way to think about this stuff,

Base damage of specific condition +:

5% of condition dmg for bleeding - stacks in intensity
10% of condition dmg for poison - stacks in duration but reduces heal 33%
15% of condition dmg for confusion - stacks in intensity
25% of condition dmg for burning - stacks in duration

In Topic: Price jump

23 January 2013 - 06:02 PM

View PostDonpablo, on 23 January 2013 - 03:50 PM, said:

or you could just leave them there in the market at the price people were selling them so those that wanted to actually use the items could buy them for less, instead of becomming a middle man, making a profit while contributing nothing.

Just sayin...

So you have no problem with RL middle men, but in-game where everything is just for giggles, you take issue with them? 0.o