Little Known Guild Wars Facts
Flash Sp
see this is stuff I didnt know, including the ctrl enter part and the glitches... however i must ask htese 2 previous posters, where did you get this information? and have you actually tested it? btw some of those traps ignore armor... like spike trap i know ignores armor
Flash Sp
Quote:
Originally Posted by Bankai
I believe your shield won't count if you're hit from behind. Also, some attacks hit specific body parts. For example, concussion shot and meteor hit the head part and I believe crippling shot hits the feet.
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Friday
Another fun thing:
to really depress yourself type /deaths - it'll tell you how many times your character has died.... lol
to really depress yourself type /deaths - it'll tell you how many times your character has died.... lol
Orinn
Longbows and flatbows have the same range. Longbows have a shorter arc, so are more accurate (less time to move out of the way) while flatbows have a quicker refire time (same refire rate as shortbows.) Recurve bows have the overall best combination of range, refire, and flight time for interrupting, while longbows or flatbows are best for pulling.
Vampiric weapons do more overall DPS than any other mod against a variety of enemies. Elemental weapons do more damage against enemies that are weak against that element, but do less against enemies with no special weakness or strong against that element. Sundering beats elemental out only when fighting enemies strong against the element. Given a high enough sample size, anyway.
Holy damage and shadow damage are unaffected by armor. Light, chaos, and dark damage are affected by armor, but there are no armor types that offer a specific bonus against them. Holy and light damage both do double-damage to undead.
There are many examples of the developers borrowing from pop culture in the game, far too many to list here. If a name, skill, or area looks somehow familiar, the devs might have borrowed it from somewhere else.
Dagnar Stonepate, the head of the Stone Summit, is an elementalist, but he has the golden glow of a warrior in cutscenes.
Vampiric weapons do more overall DPS than any other mod against a variety of enemies. Elemental weapons do more damage against enemies that are weak against that element, but do less against enemies with no special weakness or strong against that element. Sundering beats elemental out only when fighting enemies strong against the element. Given a high enough sample size, anyway.
Holy damage and shadow damage are unaffected by armor. Light, chaos, and dark damage are affected by armor, but there are no armor types that offer a specific bonus against them. Holy and light damage both do double-damage to undead.
There are many examples of the developers borrowing from pop culture in the game, far too many to list here. If a name, skill, or area looks somehow familiar, the devs might have borrowed it from somewhere else.
Dagnar Stonepate, the head of the Stone Summit, is an elementalist, but he has the golden glow of a warrior in cutscenes.
gentrinity
Awesome post about the Bows.
Heres a tip -- that i do for armor.
You can have 16 in any attribute -- as long as your headpiece has +1 to that attribute. So, my monk has a Servants Scalp which gives me +1 to healing -- if i put a Superior Healing Rune on that headpiece ... it == + 4 to Healing... I can max out healing at 16.
So, a handy trick if your character switches between 2 different builds a lot.... necros are good examples of this. Try this:
Always put a rune of matching attribute to a headpiece of the same attribute -- Example Healing scalp + Healing rune.
Choose 1 other piece of armor that you always switch -- For my chars its my gloves.
If you character goes between 2 different builds -- Say, Curses and Death -- Put a Superior Curses rune on a Curses headpiece -- then a Minor Death on your gloves. When your character has to switch -- Buy an alternate set of Heapiece and gloves -- on the new set put a Death superior rune on a death headpiece and a minor curses on your gloves.
Whenever you have to switch between those 2 builds -- you'll have 16 in whatever you're looking for -- and only need to buy an alternate set of headpiece/gloves. Works well with my monk. head--Healing, Gloves -- divine. I switch up between those two a lot.
This is just what i do -- it means u can max out any attribute on your armor -- without buying whole new sets -- only headpieces and gloves....
Heres a tip -- that i do for armor.
You can have 16 in any attribute -- as long as your headpiece has +1 to that attribute. So, my monk has a Servants Scalp which gives me +1 to healing -- if i put a Superior Healing Rune on that headpiece ... it == + 4 to Healing... I can max out healing at 16.
So, a handy trick if your character switches between 2 different builds a lot.... necros are good examples of this. Try this:
Always put a rune of matching attribute to a headpiece of the same attribute -- Example Healing scalp + Healing rune.
Choose 1 other piece of armor that you always switch -- For my chars its my gloves.
If you character goes between 2 different builds -- Say, Curses and Death -- Put a Superior Curses rune on a Curses headpiece -- then a Minor Death on your gloves. When your character has to switch -- Buy an alternate set of Heapiece and gloves -- on the new set put a Death superior rune on a death headpiece and a minor curses on your gloves.
Whenever you have to switch between those 2 builds -- you'll have 16 in whatever you're looking for -- and only need to buy an alternate set of headpiece/gloves. Works well with my monk. head--Healing, Gloves -- divine. I switch up between those two a lot.
This is just what i do -- it means u can max out any attribute on your armor -- without buying whole new sets -- only headpieces and gloves....
Flash Sp
however, since this is little known facts as opposed to tips, although it was helpful, I won't add it to the list on page one.
anyone else think this should be sticky?
anyone else think this should be sticky?
Vilaptca
Quote:
Originally Posted by Flash Sp
however, since this is little known facts as opposed to tips, although it was helpful, I won't add it to the list on page one.
anyone else think this should be sticky? |
Quote:
Originally Posted by Flash Sp
Although some people love fortitude, your main weapon should be of defense. You should also have a fortitude weapon to switch to in case things start looking bad. This is for melee chars and rangers.
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Buzzer
You can do crits with Distracting Blow, though it doesn't hit.
Sab
You can whisper yourself.
Flash Sp
I already have those in the list....
The Omniscient
Helpful stuff here.
Sekkira
Quote:
Originally Posted by ducktape
I think one thing that would be useful to add is the basic explanation of the way armor affects the amount of damage you take.
There is a 12.5% chance an attack will strike your head A 37.5% chance an attack will strike your chest A 12.5% chance an attack will strike your hands A 25% chance an attack will strike your legs A 12.5% chance an attack will strike your feet Therefore you should always buy upgrades to your chestpiece and leggings first if you do not have money for an entire new set. Any armor added to your weapon, off-hand, or shield, protects you regardless of which location on your body is struck by damage. So if your armor is all AL 60 and you have a +5 Armor staff, it's like having all of your armor be AL 65 whenever you get hit with an attack. I especially found the information helpful about the fact that armor bonuses on your weapons/off-hands/shields is added to your AL on every hit, no matter where you get hit. Before I read that, I had assumed it was something that randomly added AL protection on some hits, kind of like the 20% less recharge chance is random whenever you cast a spell. |
Quote:
Originally Posted by Orinn
Holy damage and shadow damage are unaffected by armor. Light, chaos, and dark damage are affected by armor, but there are no armor types that offer a specific bonus against them. Holy and light damage both do double-damage to undead.
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A lot of this stuff can be easily discovered through reading the update notes history and the manual for GW.
Former Ruling
Quote:
Only longbows and flatbows can be used for pulling effectively, some say flatbows are better because the arrow takes longer to get to target and it doesnt matter if arrow hits , giving you extra time to run away / retreat.. I have tried both and it doesnt seem to make much difference. |
Quote:
Holy damage and shadow damage are unaffected by armor. Light, chaos, and dark damage are affected by armor, but there are no armor types that offer a specific bonus against them. Holy and light damage both do double-damage to undead. |
unienaule
Quote:
Originally Posted by Former Ruling
Holy Damage from Direct Dmg'ing skills ignores Armor, Holy dmg your weapon deals (through skills like Judge's Insight) does not ignore armor.
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Marty Silverblade
Grenth's Balance can be capped in Frozen Forest during the 15 point attribute point quest, from Mragga (or whatever its called).
Trvth Jvstice
I'd have to say that the tip "defense mods are better than Fortitude mods" is a fact.
To prove the point: In a battle you start with -e.g. 500 health. After one hit/attack, your health has dropped by a certain amount (lets say 30 to make it simpler). You now have 470 health. At that point, your fortitude mod is no longer helping you. You might as well have an unmodded weapon.
If you had used a defense mod instead, the mod would continue helping until your health is down to zero or at whatever point you kill your attacker or escape ,whatever.
Some people have posted that fortitude mods are better in cases where you're facing heavy degen, but if you're concerned with degen, a +60 against hexes would be a much better choice than the +30 fortitude mod.
EDIT: /agrees with Vilaptca about the warding mod, my warrior already has +20 against physical so the +7 against elemental dmg is nice. Though my ranger has added defence against elemental dmg, so it uses a +5 defence mod.
To prove the point: In a battle you start with -e.g. 500 health. After one hit/attack, your health has dropped by a certain amount (lets say 30 to make it simpler). You now have 470 health. At that point, your fortitude mod is no longer helping you. You might as well have an unmodded weapon.
If you had used a defense mod instead, the mod would continue helping until your health is down to zero or at whatever point you kill your attacker or escape ,whatever.
Some people have posted that fortitude mods are better in cases where you're facing heavy degen, but if you're concerned with degen, a +60 against hexes would be a much better choice than the +30 fortitude mod.
EDIT: /agrees with Vilaptca about the warding mod, my warrior already has +20 against physical so the +7 against elemental dmg is nice. Though my ranger has added defence against elemental dmg, so it uses a +5 defence mod.
Vilaptca
Quote:
Originally Posted by Trvth Jvstice
I'd have to say that the tip "defense mods are better than Fortitude mods" is a fact.
To prove the point: In a battle you start with -e.g. 500 health. After one hit/attack, your health has dropped by a certain amount (lets say 30 to make it simpler). You now have 470 health. At that point, your fortitude mod is no longer helping you. You might as well have an unmodded weapon. If you had used a defense mod instead, the mod would continue helping until your health is down to zero or at whatever point you kill your attacker or escape ,whatever. Some people have posted that fortitude mods are better in cases where you're facing heavy degen, but if you're concerned with degen, a +60 against hexes would be a much better choice than the +30 fortitude mod. |
The only facts about weapon mods is that everything > sundering. Everything else is personal preference or opinion. Every mod but sundering has a use. No mod is the best, they all have different uses for different situations, except sundering. But this is about fortitude versus defense.
Relambrien
On the defense/fortitude argument, it's different in different situations.
Against blood spike in PvP, Defense doesn't help you at all, but Fortitude gives you +30 Health.
Against an adren spike, the Defense mod will actually prevent more than 30 damage, making it preferable to Fortitude.
Each is different.
Now I'm not sure if this has been posted, but computer-controlled enemies can interrupt a 1/4s cast with a 1/2s interrupt, because of something to do with interrupting the request to the server...or something...Just know that they can interrupt faster than a human POSSIBLY could, even with instant reflexes. Humans, however, can get lucky with interrupts.
Against blood spike in PvP, Defense doesn't help you at all, but Fortitude gives you +30 Health.
Against an adren spike, the Defense mod will actually prevent more than 30 damage, making it preferable to Fortitude.
Each is different.
Now I'm not sure if this has been posted, but computer-controlled enemies can interrupt a 1/4s cast with a 1/2s interrupt, because of something to do with interrupting the request to the server...or something...Just know that they can interrupt faster than a human POSSIBLY could, even with instant reflexes. Humans, however, can get lucky with interrupts.
icedragon981
Quote:
Originally Posted by Trvth Jvstice
but if you're concerned with degen, a +60 against hexes would be a much better choice than the +30 fortitude mod.
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Flash Sp
And all this publicity is kinda cool, it is all based on complex (If I have to put it into my calculator, it is complex, even if I understand every bit of it) formula that is different for almost every single situation.... because WHILE you are burning, you are still taking dmg from attacks... and whether it is a hex or not is kinda important.... there's just too much dependent on the outcome. Chances are, if you are under a condition or something like that, there is either A: A monk or yourself available to heal you, or B: You're going to die anyway, so it is nice to have a little bit of something for everything.... arg... its 11 pm and im trying to think....
Trvth Jvstice
headache from above post lol
Vilaptca- Don't you agree that while in battle with a fortitude mod, after the first 30 points are removed, it's as if you didn't have a Mod at all? I normally consider myself logical prerson so...
a=30+ Health Fortitude mod
B= unmodded person at 470 health
A+B = person at 500 health
C= - -30 health attack
A+B+C= person at 470 health and until the end of that conflict B will continue to be without A until B recovers from the health he lost or dies and ressurects. <-----now that is not an opinion. Logically it has to be correct.
Now about the +5 defence mods: they give +5 defence against Any type of dmg. So... Say, some warior is pounding you and a mesmer is hexing you. On every attack some damage will be removed. Now normally unless you're set up as pure damage, you will have some self heals kicking in every now and then. Over time, the defence mod will have given you much more health than the fortitude initially saved. Surely this is obvious.
What we need is Ensign or Minus Sign to give us the math on this to prove it with out a doubt. Those guys are really good at figuring this stuff out. Lol i actually saw Minus Sign argue ensign into a corner once -beleive it or not.
Vilaptca- Don't you agree that while in battle with a fortitude mod, after the first 30 points are removed, it's as if you didn't have a Mod at all? I normally consider myself logical prerson so...
a=30+ Health Fortitude mod
B= unmodded person at 470 health
A+B = person at 500 health
C= - -30 health attack
A+B+C= person at 470 health and until the end of that conflict B will continue to be without A until B recovers from the health he lost or dies and ressurects. <-----now that is not an opinion. Logically it has to be correct.
Now about the +5 defence mods: they give +5 defence against Any type of dmg. So... Say, some warior is pounding you and a mesmer is hexing you. On every attack some damage will be removed. Now normally unless you're set up as pure damage, you will have some self heals kicking in every now and then. Over time, the defence mod will have given you much more health than the fortitude initially saved. Surely this is obvious.
What we need is Ensign or Minus Sign to give us the math on this to prove it with out a doubt. Those guys are really good at figuring this stuff out. Lol i actually saw Minus Sign argue ensign into a corner once -beleive it or not.
Flash Sp
no matter how confusing it is at 2 minutes to midnight....
but
in different situations different mods would be better, end of story, ...
thanks for the free bumps tho i actually kind of want u ppl to keep arguing lol :P
but
in different situations different mods would be better, end of story, ...
thanks for the free bumps tho i actually kind of want u ppl to keep arguing lol :P
qwe4rty
Quote:
Originally Posted by Trvth Jvstice
headache from above post lol
Vilaptca- Don't you agree that while in battle with a fortitude mod, after the first 30 points are removed, it's as if you didn't have a Mod at all? I normally consider myself logical prerson so... a=30+ Health Fortitude mod B= unmodded person at 470 health A+B = person at 500 health C= - -30 health attack A+B+C= person at 470 health and until the end of that conflict B will continue to be without A until B recovers from the health he lost or dies and ressurects. <-----now that is not an opinion. Logically it has to be correct. Now about the +5 defence mods: they give +5 defence against Any type of dmg. So... Say, some warior is pounding you and a mesmer is hexing you. On every attack 5 damage will be removed. Now normally unless you're set up as pure damage, you will have some self heals kicking in every now and then. Over time, the defence mod will have given you much more health than the fortitude initially saved. Surely this is obvious. What we need is Ensign or Minus Sign to give us the math on this to prove it with out a doubt. Those guys are really good at figuring this stuff out. Lol i actually saw Minus Sign argue ensign into a corner once -beleive it or not. |
Armor mods just affect you over a longer period of time. (and +5 armor isn't minus 5 dmg)
Sekkira
Ensign did do an article on this long ago. With the metagame in GvG, there is too much armour ignoring damage and degen to take +5AL over +30hp.
Trvth Jvstice
I vaguely remember the article you mention and I'm pretty sure Ensign said the defence mod is better that the fortitude mod.
And yes qwe4rty the extra 30 hp will let you last an extra half second or so. If degen was the only kind of attack you were taking. This type of exchange only exists in 1on 1 battles like a Mesmer against a warrior.. this type of combat never occurrs. Anytime a monk sees his pal the warrior getting degenned to death, he throws a little heaalth his way.
or removes the hex.
Let's stop arguing about this we obviously understand how it works. The tiny little differences we have doesn't matter. /agreed?
EDIT: Fixed my mistake on my earlier post referring to +5 defence taking off 5 dmg per attack -my bad ..i knew better
And yes qwe4rty the extra 30 hp will let you last an extra half second or so. If degen was the only kind of attack you were taking. This type of exchange only exists in 1on 1 battles like a Mesmer against a warrior.. this type of combat never occurrs. Anytime a monk sees his pal the warrior getting degenned to death, he throws a little heaalth his way.
or removes the hex.
Let's stop arguing about this we obviously understand how it works. The tiny little differences we have doesn't matter. /agreed?
EDIT: Fixed my mistake on my earlier post referring to +5 defence taking off 5 dmg per attack -my bad ..i knew better
Gorebrex
What about the PvE aspects? Most of what I hear with discussions like these are PvP related, and those few of us who dont PvP would like to know that side of it, I think(know I would).
Sekkira
For PvE, the line is blurred much further than "+5AL or +30hp?", it's +7AL vs elemental or physical? +60 While hexed? +45 in stance, enchanted? -20% against poison/disease/blindness/dazed/etc. It really depends on what you're doing in pve.
fenix
Here's a tip you can take to the bank:
Anything less than 20/20 sundering is useless
Anything equal to 20/20 sundering is useless
Anything less than 20/20 sundering is useless
Anything equal to 20/20 sundering is useless
SirJackassIII
Scythes (like axes) can have a higher minimum damage as long as the max damage isn't the maximum. (like 7-23 Axes, Scythes have 10-33 for example)
Using /dancenew followed by /dance on a NF CE, you'll do the character specific dance but with the special effects from the CE dance (any infinte loop emote would has this effect)
Just 2 more not many people know.
Using /dancenew followed by /dance on a NF CE, you'll do the character specific dance but with the special effects from the CE dance (any infinte loop emote would has this effect)
Just 2 more not many people know.
Flash Sp
I personally have a 7-18 formerly-known-as-precious (lol) sephis axe... and I saw the banana scythe, 10-10 dmg... from some quest.... which btw if it's not too expensive id like to purchase for amusement purposes... still need ogre slaying knife.... ahh the funny things in life... anyhoo I will add the dance/dancenew thing and also take scythes into consideration.
INSTANT EDIT: I do not have Nightfall, and I only have Shing Jea Island, Kaineng Center, and The Marketplace in Cantha, but I have almost every location in Tyria... so best bet is meet up with me in Tyria.
INSTANT EDIT: I do not have Nightfall, and I only have Shing Jea Island, Kaineng Center, and The Marketplace in Cantha, but I have almost every location in Tyria... so best bet is meet up with me in Tyria.
SirJackassIII
Quote:
Originally Posted by Flash Sp
I personally have a 7-18 formerly-known-as-precious (lol) sephis axe... and I saw the banana scythe, 10-10 dmg... from some quest.... which btw if it's not too expensive id like to purchase for amusement purposes... still need ogre slaying knife.... ahh the funny things in life... anyhoo I will add the dance/dancenew thing and also take scythes into consideration.
INSTANT EDIT: I do not have Nightfall, and I only have Shing Jea Island, Kaineng Center, and The Marketplace in Cantha, but I have almost every location in Tyria... so best bet is meet up with me in Tyria. |
Any scythe can have 10-xx as long as xx is lower then 41...
Flash Sp
however, banana scythe was the only one I could think of considering it's the only scythe skin i know lol (don't have nf) and becuz of it's skin i considered perhaps purchasing it...
Cottage Pie
it's not possible to be level one in ring of fire. You HAVE to comlpete Cay and THK, that's at least 2k xp and you're already level 2.
Eilsys
Quote:
Originally Posted by Cottage Pie
it's not possible to be level one in ring of fire. You HAVE to comlpete Cay and THK, that's at least 2k xp and you're already level 2.
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Tera
eilsys, right, u only need to complete pre, get run to droks ---> thk, then complete thk (gl getting a group) thats about 2~3k exp, unless im mistaken
the bare minimum of quests from pre will get u to lvl 2 anyway..last time i checked.. i really need to go to pre searing again..
if any1 can find out the minimum exp from quests possible from pre wud be helpful for this :P
*edit*
ok, i was wrong minimum for pre is 750 exp, so with THK thats 1750, and 2000 is needed for lvl 2. gg
the bare minimum of quests from pre will get u to lvl 2 anyway..last time i checked.. i really need to go to pre searing again..
if any1 can find out the minimum exp from quests possible from pre wud be helpful for this :P
*edit*
ok, i was wrong minimum for pre is 750 exp, so with THK thats 1750, and 2000 is needed for lvl 2. gg
Grolubao
Cool things wrote here!
Cottage Pie
Quote:
Originally Posted by Eilsys
Why Sanctum Cay? Wouldn't you just need a Droks Run and then a run to THK?
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i was as correct as my spelling of 'comlpete' ^^
but getting out of presear gives you 750K xp at the very least...one quest gives 1k xp...that 250 xp can go very quickly, some profs simply couldn't do it.
Hollerith
I have a screenshot of a lvl1 in Ring of Fire. He caused quite the commotion.
Sli Ander
If you look in the minimap, collectors are marked with what they collect.(I honestly don't know how long its been there, I think it may be new) This is only for the area you are currently in, doesn't work if you're in a town, and I don't know the restrictions( I assume if you haven't uncovered that portion of the map, they won't be marked)
/edit Only if you've uncovered them on the map do they show up, res shrines show up once again. I vaguely recall them showing up on the mini map before, but that was a long ways back.
/edit Only if you've uncovered them on the map do they show up, res shrines show up once again. I vaguely recall them showing up on the mini map before, but that was a long ways back.
ElinoraNeSangre
The /dancenew then do /dance thing also works for a number of emotes - you can do /guitar, /violin, /flute, probably a lot of others and get the special effects.