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koetje07
Member Since 06 Aug 2012Offline Last Active Apr 11 2013 02:49 PM
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#2175691 Few Location Based Loot Drops
Posted
El Duderino
on 06 March 2013 - 06:53 PM
What about the icy dragon sword that only dropped in the imp caves?
Yes, I know that there are weapons that only drop in fractals, and if you farm a dungeon a million times, you get enough tokens to get some awesome armor - but what about doing some events in a area with the small hope of getting that perfect rare drop that only drops in a few places?
I miss that.
I think it is a way they could get players in to under-inhabited areas.
EDIT. PLEASE READ:
I am referring to specific skins of rare quality that would make them highly desirable being dropped in specific areas - not as chest rewards by specific bosses.
The idea would be that even though you may have a very small chance of getting said item, it would be enough to make people re-look at an under-populated area as a place to play and explore by adding the very rare change of getting a highly desirable drop in the form of a weapon or even a piece of armor.
#2140954 Starting to miss special unique drops. Am I wrong feeling this way?
Posted
Captain Bulldozer
on 12 January 2013 - 06:19 PM
#2134671 New maps for WvW on the way?
Posted
Quietnine
on 03 January 2013 - 10:14 PM
CalmLittleBuddy, on 03 January 2013 - 08:40 PM, said:
It's such a great thing to keep players interested, but unless they're just cookie cutters of current maps, HUGE balance issues will crop up and people will be more likely to flip out and quit than anything else.
They could add some small playground maps like EB Jump Puzzle, but anything with point objectives needs to be tested ad nauseum before release. Unless maybe they had a few other maps back in early beta that they tested and shelved.
Or maybe just clone the current maps, but change the folliage and cosmetic stuff, like give it a desert theme or a transylvania theme or something.
Brandy new maps tossed in are guaranteed to totally unbalance the power between the three colors.
as some have already suggested (OP), creating map imbalance that favors the underdogs would be interesting. ontop of that, maps dont have to be one trick ponies. you could have a perma-dark area in an otherwise day/night cycle map, or a heavily wooded area in an otherwise open map. a section of the map that is a grand abandoned city.
right now, players arent actually running around looking for other players to kill. they are running around flipping camps, towers, etc, and the only time they run into the enemy is when one of them is beating on some door, and the enemy team decides that structure is worth enough points to bother defending. that is assbackwards. we should be running around looking to kill eachother to brag in eachothers faces (and gtfo out of here with this nameless invader bs) and only taking structures as an insult to the enemy when the enemy is refusing to come out and play.
#2130910 Should I sell my Bolt?
Posted
matsif
on 29 December 2012 - 04:33 PM
#2129289 Always use the TP, i got scammed
Posted
Doki20
on 27 December 2012 - 05:40 PM
Ganondragmire, on 27 December 2012 - 05:31 PM, said:
The whole thread has zero constructivity in itself, the OP was merely stating a wide-known thing (namely, to use the Trading Post) while also letting the public know his current case he got (which is not the first story appearing on the forums), all the while trying to get sympathy (which by the some of the comments, you will see that he won't get based on the fact that scams already happened, Anet already said they don't have anything to do with trades outside the TP and by common sense of not trusting random strangers on the internet) in order to have a higher chance to regain his money.
All in all, the moral of the story: don't be greedy, otherwise that 15% cut you try to avoid may go up to a 100% cut. (and noone will give a damn about it other than yourself)
#2129288 Always use the TP, i got scammed
Posted
matsif
on 27 December 2012 - 05:39 PM
....don't trade with players because there is a TP.
#2130526 What do you want in the January update / future expansions and patches?
Posted
Just Horus
on 29 December 2012 - 04:11 AM
-Fractal improvements that were already stated
-WvW improvements that were already stated
-MAYBE 1-3 new fractals
-Small changes to dungeon rewards
-Another small boost to open-world loot (not enough to compete with dungeons/fractals)
-1 new map
-1 new jumping puzzle
-a bunch of stuff added to the gem shop and BLC
-some bug fixes and balancing
Don't put your hopes up people...
#2129473 Farewell, but I'm done with Gw2 WvW
Posted
Wifflebottom
on 27 December 2012 - 09:27 PM
#2128814 Ascended-tier Stat Projections (theorycrafting)
Posted
Magi
on 27 December 2012 - 12:21 AM
I'd also like to apologize if this thread belongs elsewhere; I searched and hadn't found anything even remotely exhaustive pertaining to ascended items.
First of all, the goal of this thread is to provide a relatively sound prediction of the stat increases provided by the (relatively) new ascended tier of items. This is not a discussion of how incredibly game-breaking or difficult/expensive the gear is to acquire, nor is it a place to complain about some perceived "slippery slope." What this is, however, is a math-centric discussion where I wanted to project a reasonable estimation of the stat gains of ascended versus exotic tiers.
The first, and most obvious, problem is determining the power of the ascended tier relative to the others. The wiki provides a nice summary, but the data for the tier we want to examine is missing: http://wiki.guildwar..._rarity#Quality. We can draw two conclusions from this. Either the ascended tier will follow the pattern found between the rare and exotic tiers, providing a 185% power increase, relative to the base tier, or we could find a suitable regression. Obviously, to help choose our assumption, we can look at the already-released ascended items. Namely, the backslot items and the rings.
Rings:
Exotic: 67 + 48 + 48 = 163 + 55 = 218
Ascended: 108 + 68 + 68 = 244
Note that the extra 55 for the exotic piece comes from the stats provided by the jewel. I am also ignoring the agony and the extra stats provided by the upgraded infusions.
% Difference = (244 - 218) / 218 * 100% = 11.927%
Backslot:
Exotic: 22 + 16 + 16 = 54 + 48 = 102
Ascended: 56 + 35 + 35 = 126
Note again that the 48 is from the stats provided by the orb. Once again, the infusion stats are ignored.
% Difference = (126 - 102) / 102 * 100% = 23.529%
According to the wiki, if the 20% relative power increase pattern continues, the ascended tier should be 12.12% more powerful than the exotic tier. Proof:
A = base stat value
B = conversion factor
1.85 * A = 1.65 * A * B
1.85 = 1.65 * B
B = 1.85 / 1.65 ~ 1.1212 --> 12.12%
What I did was take the projected relative power of the ascended tier (1.85, or 185%), and equate it to the exotic tier (1.65, or 165%) multiplied by a conversion factor, B. This means that the ascended tier is 1.1212 times the power of the exotic tier, or a 12.12% increase in power over the exotic tier.
Since the backslots tend to have reduced consistency stat progression-wise than rings (6.25% between rare and exotic, compared to 10.10% between rare and exotic for the rings), I chose 12% as my overall conversion factor to approximate the ascended tier stats.
Next, I wanted to compare the exotic stats to the ascended stats. However, it is important to understand that you cannot compare the stat increase that the ascended tier provides over the exotic tier. This is because a very large and very significant portion of your stats are inherently provided by your character itself. At level 80, you have 916 base points in the four main attributes, and an additional 1400 that are gained via traits.
Character Based Stat Points = 916 * 4 + 1400 = 5064 stat points
The following are the calculations for the stat points for the gear tiers:
Exotic Tier:
**Note that the difference between 2x 2H and 4x 1H weapon is 2 stat points in favour of the 1H weapons. For added thoroughness, I chose to use 4x 1H for my aggregate stat point values.
**I included the weapon damage, as well, because it does follow the same pattern as the other item stats. I assumed that 1 weapon damage = 1 stat point throughout.
1h: 90 + 64 + 64 = 218 * 4 = 872
Weapon Damage: 1000
Head: 45 + 32 + 32 = 109
Shoulder/Hands/Feet: 34 + 24 + 24 = 82 * 3 = 246
Chest: 101 + 72 + 72 = 245
Legs: 67 + 48 + 48 = 163
Rings: 67 + 48 + 48 + 55 = 218 * 2 = 436
Earrings: 56 + 40 + 40 + 55 = 191 * 2 = 382
Amulet: 90 + 64 + 64 + 55 = 273
Backslot: 22 + 16 + 16 + 48 = 102
TOTAL: 3828
% Stat Contribution: 3828 / (3828 + 5064) * 100% = 43.05%
So, for the exotic tier, your gear provides 43.05% of your overall stats.
Ascended Tier:
** The actual values are used for the Rings and Backslot, while the others are all estimated using the 12% increase approximation.
** GW2 rounds all decimal values down in their calculations, so I'll be doing the same.
1h: 872 * 1.12 = 976.64 ~ 976
Weapon Damage: 1000 * 1.12 = 1120
Head: 109 * 1.12 = 122.08 ~ 122
Shoulder/Hands/Feet: 246 * 1.12 = 275.52 ~ 275
Chest: 245 * 1.12 = 274.4 ~ 274
Legs: 163 * 1.12 = 182.56 ~ 182
Rings: 244 * 2 = 488
Earrings: 382 * 1.12 = 427.84 ~ 427
Amulet: 273 * 1.12 = 305.76 ~ 305
Backslot: 126
TOTAL: 4295
% Stat Contribution: 4295 / (4295 + 5064) * 100% = 45.89%
The ascended gear provides 45.89% of your overall stats.
To easily compare the two, we'll just find the difference.
45.89% - 43.05% = 2.84%
If, instead, the ascended gear turned out to be 20% more powerful than the exotic tier, the difference is 4.34%. If the ascended gear happened to be 40% more powerful than the exotic tier, the difference then becomes 7.70%.
To me, this seems like an awfully small stat increase to be complaining so much about. Furthermore, considering Agony resistance will undoubtedly become more and more widespread, I severely doubt it'll be anywhere near game-breaking. It may gate some content, but it's hardly the end of the world if you have to progress through earlier content to unlock further content. You didn't just start effectively traipsing through Orr at level 10, now, did you?
COMMENTS:
There are a few flaws, namely that I assumed zero stat point contribution via orbs placed in armor. However, since we are extrapolating the ascended gear stats off of their exotic counterparts, the results would be identical had we included the orbs. Furthermore, the rings show that the ascended tier shows an approximate 12% increase over the previous tier, including the jewel stats. Therefore, I believe it is a safe and accurate assumption to ignore the orb contribution.
Additionally, runes and sigils were ignored throughout. This was mostly to create an easier approximation and to form a sort of maximum "stat potential." That is, the effects of sigils and runes are far too diverse and varied to quantify into stat points.
In closing, please comment and correct any mistakes you find, or provide your own numbers/calculations so we can contrast and compare.
#2129072 Super Infused Ascended Gear?
Posted
Stigma
on 27 December 2012 - 10:26 AM
#2128121 From War Machine
Posted
Red J
on 25 December 2012 - 11:11 PM
#2119650 Guardian Screenshots Thread!
Posted
Nexdeus
on 16 December 2012 - 03:56 AM
#2125719 Bell Choir - Billie Jean
Posted
Hecksa
on 22 December 2012 - 05:03 AM
Thanks to Arenanet for the awesome minigame that made this possible. Next time, maybe we can get a few more notes? Just throwing it out there...
#2122116 GW2 as intended is very fun!
Posted
Humungous
on 18 December 2012 - 06:46 PM
Bottom line is that we just did whatever we felt like, didn't sweat "progress" towards some ridiculous virtual goal, and mixed it up with different characters and events. In that 3 hours, we played four distinct game-modes, with 3 different characters each!
We started with an AC run, which was fun because we did a few things that we hadn't done before, rather than just speed-running it, and we had a few newer players to help along.
Then we went to EB to the jumping puzzle, which I'd never been to. It was a hoot. Didn't get far at all, but had some hilarious 3-way rivalries going with some FA & TC guys: yanking each other around and blasting each other off cliffs. Eventually, more TC showed up so we couldn't progress. Next time!
So the two of us ran around EB being obnoxious: taking camps, jacking yaks out from the middle of small zergs, stealing sentries, or drawing zergs to defend keeps from our two man "attacks". As a mark necro and focus mesmer, we eluded many zergs in some pretty epic chases. Didn't "accomplish" that much, but had some really fun cat and mouse going.
Finally, we dropped into tPvP, where we won our first tournament (we don't play much). We were mostly carried by a helluva thief player, but my brother and I had fun playing a psuedo-bunker-duo with strong team-fight builds. Our teammates were very nice people: didn't even complain when I bombed our first match (15 points maybe?)
So in 3 hours, we did a dungeon, ridiculous jumping puzzle + pvp, hit 'n' run WvW with some really fun chases (we had a group of 4 TC guys chasing us around for nearly 20 minutes), and a tPvP tournament. Never got boring, never felt grindy. We didn't really make much "progress", certainly not compared to focused grinding, but we had a lot of fun!
Much better than mindlessly trying to grind out some achievement, gear, or whatnot.
#2119218 Idea for 3rd Heavy Armor Profession
Posted
My Sweet Lily
on 15 December 2012 - 07:01 PM
We have a warrior.
We have a holy warrior.
We need an unholy warrior.
But this is only, if we want 3/3/3 professions.
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