Jump to content

  • Curse Sites
Help

graverobber2

Member Since 23 Sep 2012
Offline Last Active Jul 11 2013 10:22 AM

Posts I've Made

In Topic: Is MH sword viable now? (PvE)

05 July 2013 - 07:57 PM

View Postthefairman, on 05 July 2013 - 04:09 AM, said:

you also said it yourself. 150 power adds 8% damage. what does that mean about 700 power?

unless I'm applying something wrong here, if 150 power = 8% damage, then (700/150) * 8 = 37.

someone with more familiarity can correct me, if I am wrong.

You have to take scaling into account as well.
Damage increase with strength is not a linear curve.
The more strength you have, the smaller the bonus will be.

Formula for Damage: Damage = Weapon strength * Power * Skill coefficient / Armor

Since weaponstrength, Skill coefficient and armor are the same, we can exclude these,
so we just have to calculate the percentual difference between Power without EA, and power with EA.

Assuming base power of 1000: (1150-1000)/1150 = 13.04%
Assuming base power of 2000: (2150-2000)/2150 =  6.98%
Assuming base power of 2500: (2650-2500)/2650 =  5.66%
Assuming base power of 3000: (3150-3000)/3150 =  4.76%

Ofcourse, Empower allies also affects allies, so the total damage increase will always be higher in group

In Topic: Summoning runes and Pet traits

29 March 2013 - 11:16 AM

View PostDakan, on 29 March 2013 - 10:58 AM, said:

I was wondering if creatures summoned by runes get bonuses from ranger traits.

For example the Mad King rune summons 2 ravens when using an elite skill. Do these benefit from traits such as companions defense? My guess would be no, but before buying runes for my ranger I would like to clarify this. Thanks in advance.
I don't think they do.
They count as summoned allies, which are different from pets.

Strangely enough though, rune of the ranger does seems to count them as companions (i.e. pets)
http://wiki.guildwar...lated_equipment

You could try and test it with Companion's defence: just do a dodge roll and see if the summoned creatures get protection.

In Topic: Hard Mode 2.0 - The Way MF Gear Should Have Been

13 January 2013 - 09:45 AM

View Postlmaonade, on 12 January 2013 - 11:20 PM, said:

true, was thinking along the lines of new Hard Mode map exclusive DEs/Hearts though
Just beeing able to redo the hearts would be a huge improvement
Problem is that the maps are used by everyone, so you'd have to split normal players from hard mode players.

You could do this by giving every zone a hard mode 'overflow', but I'm not sure how much extra load that would create
(it would nearly double the amount of zones they need to keep active at any one time), as well as the fact that it might split
the playerbase even more.
Then again, if you really used overflows, you could put people from different servers in one zone, making the hard mode maps
more populated

In Topic: Hard Mode 2.0 - The Way MF Gear Should Have Been

12 January 2013 - 10:44 PM

View Postlmaonade, on 12 January 2013 - 10:33 PM, said:

agreed with some extras:

both the community and ANet have been saying how they should have spread content and rewards all over the world rather concentrate it at one place (fractals). something they can do is implement something similar to "Abyss" mode dungeons from Dragon Nest, where the entire area changes to become more evil so to speak and there would be harder mobs and various named bosses throughout.

Hard Mode and Vanquishing should make a return imo
Map completion is the new vanquish.

We can't have the old Guild Wars Vanquish, because we have respawning monsters here

In Topic: Statistics Don't Lie For Warriors

25 November 2012 - 01:06 PM

View PostIsms, on 21 November 2012 - 11:31 PM, said:

Thief is the best healer in the game, as long as a staff ele is present.
How come? ( <- not a thief/ele expert)