Flux - September 2011

Scythe Co

Academy Page

Join Date: Nov 2008

Muckytears Guild

D/Mo

Massive Damage

Your armor is reduced by 20, but your maximum health is increased by 200.




My inital thought, eww, I dislike losing my armor xD

Reverend Dr

Reverend Dr

Forge Runner

Join Date: Dec 2005

Super Fans Of Gaile [ban]

W/

Taking aside degen, armor ignoring damage, and prot prayers interactions, this is near mechanically identical to a 30% reduction in healing.

bhavv

bhavv

Furnace Stoker

Join Date: Sep 2006

In RA you can play an invoke elly with Prot Spirit instead of Blind. Deal 'massive damage', stick prot spirit on team mates.

ErrantVenture

Krytan Explorer

Join Date: Nov 2010

Social Darwinism [SaD]

A/W

Quote:
Originally Posted by Reverend Dr View Post
Taking aside degen, armor ignoring damage, and prot prayers interactions, this is near mechanically identical to a 30% reduction in healing.
Which greatly favors the templates that already OP: ele spikes and dervish pressures.

Xenomortis

Xenomortis

Tea Powered

Join Date: May 2008

UK

N/

At what stage in the armor calculation is the armour reduction applied?
(A test would involve other sources of armour bonuses and armour penetration...).

lemming

lemming

The Hotshot

Join Date: May 2006

Honolulu

International District [id???]

I love dervishes!

I Rahavan I

Academy Page

Join Date: Apr 2011

Shadow Cats [Cats]

Mo/Me

I think this flux has to be the worst one for monks npcs in JQ die in 2 secs or less

ErrantVenture

Krytan Explorer

Join Date: Nov 2010

Social Darwinism [SaD]

A/W

Quote:
Originally Posted by lemming View Post
I love dervishes!
Meanwhile splits become proportionally weaker because sins get no benefit out of this flux (almost all of their damage is bonus from skills + conjures which ignore armor already)

Reverend Dr

Reverend Dr

Forge Runner

Join Date: Dec 2005

Super Fans Of Gaile [ban]

W/

Quote:
Originally Posted by bhavv View Post
In RA you can play an invoke elly with Prot Spirit instead of Blind. Deal 'massive damage', stick prot spirit on team mates.
I think you mean Spirit Bond. With the 200 health increase Prot Spirit is virtually the same for armor susceptible damage, and horribly ineffective for armor ignoring damage.

bhavv

bhavv

Furnace Stoker

Join Date: Sep 2006

Quote:
Originally Posted by Reverend Dr View Post
I think you mean Spirit Bond. With the 200 health increase Prot Spirit is virtually the same for armor susceptible damage, and horribly ineffective for armor ignoring damage.
Or spirit bond, that would reduce a 130ish invoke down do about 50-60 after the heal, but with prot spirit you can maintain it on 2 people at a time, though that will only reduce damage to 70-80.

Ah yes, and armor ignoring damage rarely hits for that much, so I'll try spirit bond next.

Hmm, but invoke is doing 177 damage on squishies ...

Reverend Dr

Reverend Dr

Forge Runner

Join Date: Dec 2005

Super Fans Of Gaile [ban]

W/

Yeah, something is glitched then if you are pulling 177 (or someone isn't wearing armor).

85 base damage (14 air) 25% pen 60 armor is 110 or 18.33333% of total health at 600
85 base damage 25% pen 40 armor is 143 or 17.875% at 800 health

In either case prot spirit reduces damage to 10% of max, so prior to the flux prot spirit reduced invoke by 8.33333% now it reduces it by 7.875%, being less effective now than it was before. Spirit bond, as a converse will trigger on far more things.

Xenomortis

Xenomortis

Tea Powered

Join Date: May 2008

UK

N/

Armor penetration has always been slightly glitchy; I'm hitting 60 AR targets for 159 damage with a rank 14 Invoke. AP often removes more armour than it should.
Also, the armour reduction is applied before Cracked Armour.

ErrantVenture

Krytan Explorer

Join Date: Nov 2010

Social Darwinism [SaD]

A/W

Quote:
Originally Posted by Xenomortis View Post
Armor penetration has always been slightly glitchy; I'm hitting 60 AR targets for 159 damage with a rank 14 Invoke. AP often removes more armour than it should.
Also, the armour reduction is applied before Cracked Armour.
Wrong. The cracked armour is being applied before the environment effect so you're going to see rangers, sins, and dervs at around 40-50 armor (along with casters which will be down at 40 on their wand sets)

bhavv

bhavv

Furnace Stoker

Join Date: Sep 2006

Quote:
Originally Posted by Reverend Dr View Post
Yeah, something is glitched then if you are pulling 177 (or someone isn't wearing armor).

85 base damage (14 air) 25% pen 60 armor is 110 or 18.33333% of total health at 600
85 base damage 25% pen 40 armor is 143 or 17.875% at 800 health

In either case prot spirit reduces damage to 10% of max, so prior to the flux prot spirit reduced invoke by 8.33333% now it reduces it by 7.875%, being less effective now than it was before. Spirit bond, as a converse will trigger on far more things.
16 air magic ... You dont use 14 in RA

StormDragonZ

StormDragonZ

Desert Nomad

Join Date: Jan 2008

New York

W/R

I hate to sound completely newbie, but if I played on my Mesmer, would I have 40 armor?

Scarlett Romanov

Scarlett Romanov

Guest

Join Date: Jul 2005

Me/

Anyone know if the armor reduction applies to npcs in JQ and FA? I'd assume no.

FoxBat

Furnace Stoker

Join Date: Apr 2006

Amazon Basin [AB]

Mo/Me

Quote:
Originally Posted by Scarlett Romanov View Post
Anyone know if the armor reduction applies to npcs in JQ and FA? I'd assume no.
If it's like any of the past fluxes, it should have no effect on any NPCs.

ErrantVenture

Krytan Explorer

Join Date: Nov 2010

Social Darwinism [SaD]

A/W

Quote:
Originally Posted by StormDragonZ View Post
I hate to sound completely newbie, but if I played on my Mesmer, would I have 40 armor?
It would depend on your equipment. If you do not run any armor insignias and you don't have any bonus armor (from a martial weapon + shield) then yes you would have 40 armor. I wouldn't advise playing a mesmer during this flux though. Most mesmers deal armor ignoring damage so they don't benefit at all from this flux. The profesions that REALLY benefit from this flux are eles, warriors, dervishes and paragons. Rangers don't deal enough direct damage to benefit; necros deal mostly degen, lifesteal, and armor ignoring damage; rits operate more in a support capacity than a damage dealer role, but there are some channeling spells which benefit; assassin damage comes almost entirely from bonus damage on skills which is already armor ignoring.

Quote:
Originally Posted by Scarlett Romanov View Post
Anyone know if the armor reduction applies to npcs in JQ and FA? I'd assume no.
Archers and boat NPCs were taking normal damage when I was GvGing earlier so I'd assume FA and JQ NPCs would not be effected either.

I Rahavan I

Academy Page

Join Date: Apr 2011

Shadow Cats [Cats]

Mo/Me

Quote:
Originally Posted by Scarlett Romanov View Post
Anyone know if the armor reduction applies to npcs in JQ and FA? I'd assume no.
Yes I was monking but I couldn't even get a spell cast before the npc died so ya it applies. Unfortunetly

Missing HB

Desert Nomad

Join Date: Mar 2010

Anna

A/

Quote:
Originally Posted by Reverend Dr View Post
Taking aside degen, armor ignoring damage, and prot prayers interactions, this is near mechanically identical to a 30% reduction in healing.
Agree with this... but that flux is pathetic to be honest. People are just going to run builds that pump damage easily by c-spacing.... so more triple dervs ranger + necro....

Also, what about these terrible jokes :
- killing blue team on 1v1 koth in HA
- teams in RA dying faster to monk teams

lemming

lemming

The Hotshot

Join Date: May 2006

Honolulu

International District [id???]

I could be wrong, but I can't imagine that the condition pressure component of 3 melee builds are going to scale well with the Flux.

AndrewSX

AndrewSX

Jungle Guide

Join Date: May 2010

Italy, Turin

Lake

E/

So this month the meta will be plain simple massive damage over hexes/armor-ignoring one and degeneration?

miriforst

miriforst

Frost Gate Guardian

Join Date: Sep 2009

Avalons Wraiths

R/Rt

Oh thats pretty funny, now one should really bring a crab pet into pvp.

"being based on japaneese history... So here is this giant enemy crab! And you attack its weak point for massive damage.

Pretty funny if that is what they are referencing to.

noughtyous

Ascalonian Squire

Join Date: Aug 2008

Holland

HUG

Am I correct in assuming mesmers and necro's are at a huge disadvantage as most of their skills do not benefit from a loss of armor, but they themselves just have become alot more squishy?

Lol professions being favored damage dealers in HM should be disfavored in PvP this month, me thinks.

skills like 'watch yourself' or 'stand your ground' and 'spirit bond' become very desirable?

TiagoS1

TiagoS1

Frost Gate Guardian

Join Date: Nov 2009

Great. Now people don't want to play monk.

MetalMan

Krytan Explorer

Join Date: Apr 2007

Some Guild.

W/Mo

superdefence spikes or superdamage pressure builds?

fun month.

Lil Leena

Frost Gate Guardian

Join Date: Sep 2009

E/

OK...Can someone explain this to me in dummy terms please?

If I monk, my usual equip is full Disciples then a shield for whatever situation and a sword with a def mod.

I understand that if I run +hp runes that my armour is reduced to 40 but if I run the correct equip does that basically drop me down to 60 again?

Sorry if that makes no sense but clarity would be appreciated :3

Xenomortis

Xenomortis

Tea Powered

Join Date: May 2008

UK

N/

Quote:
Originally Posted by ErrantVenture View Post
Wrong. The cracked armour is being applied before the environment effect so you're going to see rangers, sins, and dervs at around 40-50 armor (along with casters which will be down at 40 on their wand sets)
You're right... the result of me trying to test against inconsistent retards in RA.

Quote:
Originally Posted by Reverend Dr View Post
Yeah, something is glitched then if you are pulling 177 (or someone isn't wearing armor).

85 base damage (14 air) 25% pen 60 armor is 110 or 18.33333% of total health at 600
85 base damage 25% pen 40 armor is 143 or 17.875% at 800 health
Looking at it now, I'm pretty sure the armour reduction is applied after the effect of armour penetration is calculated.
FWIW:
159 and 177 from Invoke at 14 and 16 respectively on a 60AR target suggest either the armour penetration is removing 16 armour instead of 10 (quite a big discrepancy, usually it's only 1 armour out or something) or that the armour penetration is being applied to the 60 base (removing 16* armour) before the flux is applied (taking armour down to the observed 24). Clearly one of these is more sensible. Summoning a level 13 Bone Fiend (has 40 armour according to the wiki and confirmed using Flare) then hitting it with Invoke Lightning confirms the latter; you deal the predicted 143 damage.
This also implies that the flux's reduction is put at the very end of the armour calculation. This is consistent with what might have been initially (if perhaps, naively) expected.

*25% penetration on a 60AR target is one of those irregularities, it will remove 16 armour rather than 15.

TLDR
This flux is functionally equivalent to "You have +200 health but whenever you take armour sensitive damage it is increased by 41%"

Fluffy Kittens

Guest

Join Date: Dec 2009

yay more trip derv/invoke in GvG in HA that's exactly what we all wanted!!!

floor

Lion's Arch Merchant

Join Date: Mar 2008

England

Activity Can Be An Issue [afk] / Queen And Country [QC]

Mo/W

hopefully split mesmers will see less play, since this flux nerfs IoP and mesmers damage options generally, the flag pushing we have presently with a split mesmer and often 2 other snare characters is incedibly boring. Probably more so than the triple dervish metagame we saw 3-4 months ago, at least then people were less bothered with flag pushing and made a conscious effort to kill the other team (and were able to do so).

Now every team has a mesmer with two snares, a cripshot ranger and either a water ele or a blood necro with snares. The whole thing is just incredibly boring, the battle has become about spending 26 mins trying to cap a flag through an endless spam of hex snares and cripple, and then buttonmash lord damage for 2 minutes, since a large percentage of games are going all the way to the tiebreaker again.

tl;dr. I hate split mesmers, they are almost impossible to kill and extremely boring to face. I hope this meta will make them go away at least for a month, although in reality they probably wont cos they provide so much utility.

Xenomortis

Xenomortis

Tea Powered

Join Date: May 2008

UK

N/

Oh, the health boost behaves like other health changes so the effect of Death Penalty on health is weakened; 15% DP is now more like 10%.

Flameseeker

Academy Page

Join Date: Dec 2008

N/Me

So does the hp increase nerf AP spike or the lower armor actually improve its damage far beyond the hp increase?

MetalMan

Krytan Explorer

Join Date: Apr 2007

Some Guild.

W/Mo

Quote:
Originally Posted by Xenomortis View Post
This flux is functionally equivalent to "You have +200 health but whenever you take armour sensitive damage it is increased by 41%"
If we take this to be true...

I'm not sure how much damage the AP/RtP spike does, so I'll say 600 since it usually kills targets with that much health.

I'd say 80% of that damage is affected by armor, so that takes it to 480.

480*1.41 = 676.8.

Add in the roughly 120 damage of armor ignoring, you get around 800 damage.

Avg health of a char is 600, +200 = 800.

TL;DR: It basically scales identically with these (highly assumed) numbers.

However, difference is, it'll take much more energy to recover from this sort of damage.

As someone said, it's roughly equivalent to a 30% reduction in healing.

TiagoS1

TiagoS1

Frost Gate Guardian

Join Date: Nov 2009

Quote:
Originally Posted by MetalMan View Post
As someone said, it's roughly equivalent to a 30% reduction in healing.
Indeed. I believe Spirit Bond will make up for the 10 energy cost.

Xenomortis

Xenomortis

Tea Powered

Join Date: May 2008

UK

N/

Quote:
Originally Posted by Flameseeker View Post
So does the hp increase nerf AP spike or the lower armor actually improve its damage far beyond the hp increase?
The main armour ignoring components of the spike are the Deep Wound and, if present, an ESurge Mesmer and Spirit's Strength. DW is exactly 100 damage, an ESurge is above and SS is below.
The rest of the spike (almost all armour sensitive) is increased.

Overall AP Spike isn't affected that much; it will probably still kill whilst Spirit Bond and Aegis still stop it and Infuse can still save.

ErrantVenture

Krytan Explorer

Join Date: Nov 2010

Social Darwinism [SaD]

A/W

Quote:
Originally Posted by lemming View Post
I could be wrong, but I can't imagine that the condition pressure component of 3 melee builds are going to scale well with the Flux.
Trip melee with ele midlines will still be very effective though. We were having a lot of success after the american AT last night running 2x onslaught, hammer, shatterstone, and invoke with breeze. Dervishes were hitting for 100x2 with twin moon, shatterstone was landing for 120x2 on casters, invoke was going for 150+ on casters. This is going to be a retarded month.


Quote:
Originally Posted by Flameseeker View Post
So does the hp increase nerf AP spike or the lower armor actually improve its damage far beyond the hp increase?
This flux increases the effectiveness of AP spike. +200 health effectively equates to a +33% increase (probably a little more in most cases) increase in max health. The reduction in armor (as seen above) leads to about a 41% increase in damage. Since almost all of the damage in AP spike is NOT armor ignoring it benefits a lot from this flux.

jazilla

jazilla

Desert Nomad

Join Date: Aug 2006

Guernsey Milking Coalition[MiLk]

E/Me

Enraged Lunge with Otyugh's Cry is fun for this flux.

Dzjudz

Dzjudz

Furnace Stoker

Join Date: Jun 2005

gwpvx.com/user:dzjudz

Since this Flux your armor rating can actually be below 0!

Flameseeker

Academy Page

Join Date: Dec 2008

N/Me

So the next MATs we'll probably see again either triple derv for huge damage + conditions spread or watch spike teams killing anything that moves, seems refreshing...

Reverend Dr

Reverend Dr

Forge Runner

Join Date: Dec 2005

Super Fans Of Gaile [ban]

W/

Quote:
Originally Posted by Xenomortis View Post
Looking at it now, I'm pretty sure the armour reduction is applied after the effect of armour penetration is calculated.
I thought about it later and this sounds right. Kind of wish that this had been checked beforehand.


Quote:
This flux is functionally equivalent to "You have +200 health but whenever you take armour sensitive damage it is increased by 41%"
Health scaled by ~33% (base 600, its ~35% at base 570, and 39% at base 540 [not on shield set]) and damage by 41%, which when you account for the still present degen and armor ignoring damage, I tend to make a rough assumption that overall it is going to take the same amount of damage to take someone from full to zero. As such I prefer to look at this meta, instead of the complicated health/damage modifiers, as an overall 29-30% reduction in healing, which mechanically it is nearabout the same and much easier to get one's head around.