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Originally Posted by thedeadlyassassin
Don't want to seem mean, but you kind of sound like a noob that doesn't know how to play. All the primarys are completely fine the way they are, and there's things called skills that follow the primary attribute that help "block" attacks, that help heal the party, that help give energy ect ect.
Guild wars would really suck if monks got even more lame with more healing, especially Divine favor with LoD or Aegis to the whole team, without any skills involved.
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Do not presume to interpret my posts for me and for others. You aren't smart enough.
Claiming that my suggestion for Divine Favor is a "LoD" and "Aegis" blows it way out of proportion. And EVERYONE who is reading this thread knows there are skills that provide all the things you describe and have been suggested. So basically, you have just regurgitated what we all know. This thread is about primary attributes getting a non-overpowering but UNIQUE buff. ESPECIALLY where it is needed. (Warrior, Ele, Monk). Quit trying to sound smart by hyjacking a thread. You are wasting valuable oxygen that should be used for the other thinking primates who are reading this thread (stop typing, it makes you breath harder).
And while I am responding - to another previous post:
Claiming that a primary attribute linked to block (warrior) or spell-immunity (dervish) is game imbalancing. As much as a 16% block is hardly game-breaking (for warriors only), and same as a 16% spell immunity for dervish (not that dervs primary needs anything to my knowledge). Realistic PvP numbers would be 10-14% block on warrior (or damage reduction from others suggestions). More than enough to throw some doubt into the spike. You'd see more spiking VARIETY - pressure, hexs, armor ignoring spells, etc. It just would add a unique ability to the warrior class. And - there are spells which completely remove block (necro and assassin come to mind). And there are unblockable skills. Etc Etc.
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Originally Posted by Elrien Silentfoot
http://www.guildwarsguru.com/content...nics-id674.php
Because I'm lazy, I'm going to assume that your average warrior is running around with 10 strength.
From the table in the above link :
AL100 -> Damage reduced to 50% of total
AL90 -> Damage reduced to 59.5% of total
Essentially that 10% armour penetration is giving you a ~20% damage bonus across the board. It's *really* not as underpowered as you guys seem to think.
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To my knowledge, this only affects base weapon damage. The game mechanics for damage can be looked up at any of the wiki sites - but it goes like this:
Long calculation applied to base weapon damage and then add skill damage on top.
Net result?
WARNING - IF YOU ARE A PERFECTIONIST - PLEASE REPOST THE ACTUAL NUMBERS - THIS IS GENERALIZED DAMAGE CALC:
Sword warrior versus a level 60 target on his hardest hit (critical) does 22*sqrt(2) (about 1.44)... let's just say it's 30 (don't want to pull up calculator). 30 damage, and he has 10% armor penetration - so MAYBE his hit gets boosted up to 32 or maybe as much as 34 damage. Add weapon skill damage on top of that (+flat amount based on skill points). Versus a warrior, with 100 armor level, the sword damage is cut in half right? Boom - Base sword damage on a critical is now 15 or so. Armor penetration? 2 or 3 points more? Maybe? Point being - there's no point in taking Strength besides meeting insignia reqs or for a specific skillset.
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Originally Posted by ensoriki
>.> I expect flames but
1 problem is that powers up Non Dagger assassin's
Scythe sins would then get +6 damage...Armor ignoring! at 12 crit.. but scythe sin's dont just run 12 crit from what i've seen
so +7 damage from a scythe sin
Armor Ignoring, Scythe skills also add damage.
Scythe has highest maximum damage..
So lets see
12 scythe mastery, enables 100% of scythe damage I think.
So a crit would be 42x2 (is it?) 84 damage or so vs 60 armor I believe + 7 thats 91 damage a critical hit, + skills a scythe assassin will do 100 damage with skills, a skill that inflicts deep wound that gives atless +9 damage = 200 damage flat.
then the 91 damage hits >.> ...those hits are aoe too (in pve)
My math has to be wrong (because I don't have a full grasp on this stuff)... 13 Scythe (though a sin can't ge that) is 102% of maximum damage?
regardless....seems like your trying to make Non Dagger sins own...
Its great if you make it dagger only, but Moriz and Mokone wouldn't like it.
and warrior strength
+5 hp for every 4 ranks in Strength
= +20 hp total
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A critical is max damage multiplied by sqrt(2) or roughly 1.44 (I think).
Somethings to consider = scythes and bows attack more slowly.
Speccing in non-daggers also removes some of the synergy - and is not "Viable" in team pvp (it's more of a gimmick). But it's fun for PvE. In RA, whatever... that's all random anyhow. But you won't see people mobbing up like idiots in PvP. If you do, they deserve to get scythed and AoE nuked.
Point being, it's not a total boost to non-dagger sins. It's just an overall sin boost. And possibly unneeded - especially with way of the master. Critical already is quite nice, and sins get a DUAL benefit from their primary - energy and increased damage. Warriors get... oh yeah. Slight damage boost. Not as much.
Main reason I posted tweak to sin is because i play one, and it wouldn't hurt my feelings to see a slight boost. Not needed, but hey, I'll claim a little selfishness in my thread... :-)