what is the best sword?
crimson warrior
What is the best sword,how much does it cost,best place to get it,and info on it.[pic if possible]
crazy diamond
There is no 'best sword'.
Blue Steel
Best sword is max damage, your favorite graphic, lowest req possible/that you need, best upgrades (+30 health pommel and either a 10/10 sundering hilt or a 10% chance of double adrenaline hilt) and +15% damage when health is greater than 50%. They typically cost around 1,000,000 gold, and can be purchased in lion's arch district 1 from other players. See the picture below for an example:
crazy diamond
Well if you want to get technical about it, yeah.
aB-
How could that sword be 1 million gold? The +30 health upgrade is only 100k, the 10/10 sundering is probably close to 100k as well, so that would mean the long sword with +15%>50 would have to cost 800k, maybe less if the upgrades costed more than I listed.
And +5 armor is more efficient than +30 health in terms of productivity.
And +5 armor is more efficient than +30 health in terms of productivity.
Are Cane
If you add upgrades on an item does it change the color? Like a clean longsword and you add a fortitude +30 would it change to blue or purple or gold?
Anarkii
Quote:
Originally Posted by aB-
How could that sword be 1 million gold? The +30 health upgrade is only 100k, the 10/10 sundering is probably close to 100k as well, so that would mean the long sword with +15%>50 would have to cost 800k, maybe less if the upgrades costed more than I listed.
And +5 armor is more efficient than +30 health in terms of productivity. |
A similar fellblade will go for around a million and a crystalline for..well...a huge amount(3M)
psst...you shouldnt reveal the efficiency of armor +5 upgrades. I have been collecting them for a while, before more people realise its better than health +30 and price skyrockets
crazy diamond
I don't care what anyone says, those numbers are absolutely absurd, considering the small amount of difference it will make in the long run.
powdahound
I don't think I'll ever understand the demand for sundering. It's so strange...
And yeah I'm saving +5 armor upgrades too. Don't spill the secret just yet.
And yeah I'm saving +5 armor upgrades too. Don't spill the secret just yet.
Nash
Sundering is trash, Fortitude is trash. Defense is better than Fortitude but still trash.
Prefixes to use:
Zealous
Vampiric
Fiery/Icy/Shocking (with Conjure)
Ebon
Suffixes to use:
of Swordsmanship
of Enchanting (with non-maintained Enchantments)
Prefixes to use:
Zealous
Vampiric
Fiery/Icy/Shocking (with Conjure)
Ebon
Suffixes to use:
of Swordsmanship
of Enchanting (with non-maintained Enchantments)
SJG
I don't understand why defence is better than fortitude given the sheer number of attacks which ignore armour.
Aniewiel
Moving to Questions & Answers.
Blue Steel
Quote:
Originally Posted by aB-
And +5 armor is more efficient than +30 health in terms of productivity.
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As for my longsword, it would sell for a fortune if it were not customized, and part of the value is the time it takes to get the parts and the base. It's impossible to say what it would cost, but "around" 1 million is what those kinds of swords (longswords, fells, and crystalines, the three most popular) go for ON AVERAGE. Longswords are the best looking, fellblades are the most popular, and crystalines are the rarest. All are great, and longswords may go for only 500,000 while crystalines may go for 3 million, as someone earlier guessed, but the rnage I remarked on was "around" 1 million, which I stand by.
Blue Steel
Quote:
Originally Posted by SJG
I don't understand why defence is better than fortitude given the sheer number of attacks which ignore armour.
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noblepaladin
Quote:
Originally Posted by SJG
I don't understand why defence is better than fortitude given the sheer number of attacks which ignore armour.
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On another topic, the Sundering upgrade isn't as strong as it seems. It deals about 10-15% more damage (calculating from armors), 10% of the time. So in total you have about 1-1.5% more damage dealt. But some people are willing to invest a fortune in this 1% improvement simply because there is nothing else to spend money on in this game.
Some more of the illogical thinking of the common GW players: Weapons with upgrades in them become alot more expensive than the same weapon and the parts separately. Take a 15%>50 bow worth 150k, and a 5:1 Vampiric string worth 75k, put them together and you can sell for 350k, although the separate parts are worth much less. Package deals suppose to be worth less, since the consumer has less options. Also, a rare "gold" item isn't any different in looks from a "blue" one but it is automatically worth much more.
SJG
I wasn't claiming one is better than the other. I was saying that, although everyone says that +5 armour is obviously better, I can't see why.
So +5 armour gives you about 9.05% damage reduction (ie 2^(1/8) -1). This actually means that you are taking only 90.95% of normal damage which increases your expected survival time by about 9.95% (ie 1/0.9095) against attacks which take accout of armour, slightly less against armour penetrating attacks (I'm not going to go into details, it is negligable IMO), and does nothing against attacks which ignore armour.
This list of damage that ignores armour is quite long:
- Most if not all mesmer spells;
- Most if not all smiting spells;
- Most necro spells;
- Damaging conditions (burning, poison, bleeding, disease).
There are probably more, I'm not trying to give an exhaustive list, the point is that armour ignoring damage is hardly uncommon.
Whereas +30 health gives you a boost 6.25% boost on your basic health (ie 30/480). This increases your expected survival time by a straight 6.25% against all forms of damage.
So you can have a 6.25% boost in survivability or a (9.95% * x) boost in survivability, where x is the proportion of damage which is mitigated by armour.
Now, if x is below 62.81% (ie 6.25/9.95) then health is better, otherwise the armour is better.
So what is x? It's impossible to say, which is why it is impossible to give a definite answer and why I wouldn't even try to give one. Also, this is of course just a rough calculation, it's not really possible to perform a full analysis.
What I will say is that armour gives roughly between a 0 and 9.95% boost to survivability whereas health gives roughly a pretty flat 6.25% boost in survivability.
You pay your money and you take your choice but there isn't an obviously better one IMO. I would tend towards the health, but that is a personal preference.
So +5 armour gives you about 9.05% damage reduction (ie 2^(1/8) -1). This actually means that you are taking only 90.95% of normal damage which increases your expected survival time by about 9.95% (ie 1/0.9095) against attacks which take accout of armour, slightly less against armour penetrating attacks (I'm not going to go into details, it is negligable IMO), and does nothing against attacks which ignore armour.
This list of damage that ignores armour is quite long:
- Most if not all mesmer spells;
- Most if not all smiting spells;
- Most necro spells;
- Damaging conditions (burning, poison, bleeding, disease).
There are probably more, I'm not trying to give an exhaustive list, the point is that armour ignoring damage is hardly uncommon.
Whereas +30 health gives you a boost 6.25% boost on your basic health (ie 30/480). This increases your expected survival time by a straight 6.25% against all forms of damage.
So you can have a 6.25% boost in survivability or a (9.95% * x) boost in survivability, where x is the proportion of damage which is mitigated by armour.
Now, if x is below 62.81% (ie 6.25/9.95) then health is better, otherwise the armour is better.
So what is x? It's impossible to say, which is why it is impossible to give a definite answer and why I wouldn't even try to give one. Also, this is of course just a rough calculation, it's not really possible to perform a full analysis.
What I will say is that armour gives roughly between a 0 and 9.95% boost to survivability whereas health gives roughly a pretty flat 6.25% boost in survivability.
You pay your money and you take your choice but there isn't an obviously better one IMO. I would tend towards the health, but that is a personal preference.
Blue Steel
Excellent Analysis, SJG. Right or wrong, it has details and statistics, which is what I wanted. I was agreeing with you earlier, not challenging you. I was, like you, taking issue with people who claim one is better than another without support.
My tendancy is to give fortitude upgrades to my rangers and warriors (who already have high armor) because I view it as the better and more flexible upgrade (extremely useful in PvE and especially useful in PvP where you are fighting mesmers, necros, lightning eles, smiting monks, poisoning rangers and bleeding warriors who aren't as concerned about your armor). And I use +5 armor defense for my casters (monks, mesmers, eles), who have less armor anyway, so the difference is more noticeable, and who tend to get targeted by warriors a lot. I think defensive staff heads are valuable, and fortitude grips and pommels are valuable.
As for the best hilt: if you use adrenaline attacks extensively, furious hilts are clear winners. If not, sundering is better than anything else (with the minor exception of the ele secondary who is using conjure for an elemental damage bonus*). Vampiric hilts feel a little buggy and laggy to me, and you have to have a second sword to switch to between fights. Zealous can be very useful with very specific builds, but it ends up just making energy behave like adrenaline.
* I agree that conjure combined with an elemental weapon modifier is extremely powerful. I have a R/E who has a beautiful shocking storm bow (+15%>50%) and uses conjure lightning with barrage. It honestly feels like cheating the massive amounts of damage she deals out to groups.
My tendancy is to give fortitude upgrades to my rangers and warriors (who already have high armor) because I view it as the better and more flexible upgrade (extremely useful in PvE and especially useful in PvP where you are fighting mesmers, necros, lightning eles, smiting monks, poisoning rangers and bleeding warriors who aren't as concerned about your armor). And I use +5 armor defense for my casters (monks, mesmers, eles), who have less armor anyway, so the difference is more noticeable, and who tend to get targeted by warriors a lot. I think defensive staff heads are valuable, and fortitude grips and pommels are valuable.
As for the best hilt: if you use adrenaline attacks extensively, furious hilts are clear winners. If not, sundering is better than anything else (with the minor exception of the ele secondary who is using conjure for an elemental damage bonus*). Vampiric hilts feel a little buggy and laggy to me, and you have to have a second sword to switch to between fights. Zealous can be very useful with very specific builds, but it ends up just making energy behave like adrenaline.
* I agree that conjure combined with an elemental weapon modifier is extremely powerful. I have a R/E who has a beautiful shocking storm bow (+15%>50%) and uses conjure lightning with barrage. It honestly feels like cheating the massive amounts of damage she deals out to groups.
EF2NYD
To get through the dribble, read the second post or below
Quote:
Originally Posted by crazy diamond
There is no 'best sword'.
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noblepaladin
Quote:
Originally Posted by SJG
I wasn't claiming one is better than the other. I was saying that, although everyone says that +5 armour is obviously better, I can't see why.
So +5 armour gives you about 9.05% damage reduction (ie 2^(1/8) -1). This actually means that you are taking only 90.95% of normal damage which increases your expected survival time by about 9.95% (ie 1/0.9095) against attacks which take accout of armour, slightly less against armour penetrating attacks (I'm not going to go into details, it is negligable IMO), and does nothing against attacks which ignore armour. This list of damage that ignores armour is quite long: - Most if not all mesmer spells; - Most if not all smiting spells; - Most necro spells; - Damaging conditions (burning, poison, bleeding, disease). There are probably more, I'm not trying to give an exhaustive list, the point is that armour ignoring damage is hardly uncommon. Whereas +30 health gives you a boost 6.25% boost on your basic health (ie 30/480). This increases your expected survival time by a straight 6.25% against all forms of damage. So you can have a 6.25% boost in survivability or a (9.95% * x) boost in survivability, where x is the proportion of damage which is mitigated by armour. Now, if x is below 62.81% (ie 6.25/9.95) then health is better, otherwise the armour is better. So what is x? It's impossible to say, which is why it is impossible to give a definite answer and why I wouldn't even try to give one. Also, this is of course just a rough calculation, it's not really possible to perform a full analysis. What I will say is that armour gives roughly between a 0 and 9.95% boost to survivability whereas health gives roughly a pretty flat 6.25% boost in survivability. You pay your money and you take your choice but there isn't an obviously better one IMO. I would tend towards the health, but that is a personal preference. |
Blue Steel
Another good point and good perspective. Thanks, Noble Paladin. I do think, though, that lots of battles do get VERY close, and that surviving is a matter of living through a tough spike of damage. I like health (fortitude) for warriors and armor (defense) for casters because of who typically attacks each: warriors don't go toe to toe with other warriors until the casters are dead. Casters, though, get surrounded by the warriors. 3 elementalists spiking me with chained lightning are ignoring my armor, but 30 extra health just might keep me alive long enough to get healed again. And then the tides have turned because of their exhaustion . . .
aB-
So why is +5 armor better than +30 HP?
Well, simply put, your +5 armor is always being used. Once that 30 HP is gone, it is no longer of use unless you are healed to your full amount again. However, with +5 armor it is consistantly being put to use no matter what your life is.
True, DoT does ignore armor, but when you consider a -3 degeneration will take your +30 health off in 5 seconds, it seems worth it to have more armor, especially for the reasions stated above.
So why does the +30 health upgrade cost so much? The main reason is its effect is more noticible. You can look down at your health bar and see the difference, however, with +5 armor, you can not see the immediate effect even though it is working. In adddition, the +30 health upgrade is probably more rare than the +5 armor upgrade.
Well, simply put, your +5 armor is always being used. Once that 30 HP is gone, it is no longer of use unless you are healed to your full amount again. However, with +5 armor it is consistantly being put to use no matter what your life is.
True, DoT does ignore armor, but when you consider a -3 degeneration will take your +30 health off in 5 seconds, it seems worth it to have more armor, especially for the reasions stated above.
So why does the +30 health upgrade cost so much? The main reason is its effect is more noticible. You can look down at your health bar and see the difference, however, with +5 armor, you can not see the immediate effect even though it is working. In adddition, the +30 health upgrade is probably more rare than the +5 armor upgrade.
Mashu
Quote:
Originally Posted by crimson warrior
What is the best sword,how much does it cost,best place to get it,and info on it.[pic if possible]
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Ensign
The best sword is a 15-22 weapon with a low requirement and +15% damage while health is above 50%. The prefix will be either Zealous or Vampiric, and the suffix will be either of Enchanting or of Defense.
Elemental hilts have a place in the right builds (Conjure, backup weapon), as do Fortitude pommels (multiple superior attribute runes vs. gross damage spikes). Furious is moderately interesting if you're going the heavy adrenal route. +defense vs. Elemental is solid in builds with Greater Conflagration.
Sundering is a piece of shit. Sorry. of Swordsmanship pommels are about as bad. Go go gadget 1% damage increases.
I think that sums it up. All the arguments for these have been made before, use the search function.
Peace,
-CxE
Elemental hilts have a place in the right builds (Conjure, backup weapon), as do Fortitude pommels (multiple superior attribute runes vs. gross damage spikes). Furious is moderately interesting if you're going the heavy adrenal route. +defense vs. Elemental is solid in builds with Greater Conflagration.
Sundering is a piece of shit. Sorry. of Swordsmanship pommels are about as bad. Go go gadget 1% damage increases.
I think that sums it up. All the arguments for these have been made before, use the search function.
Peace,
-CxE
Ednemak
if your a war with enchant
best sword is...
15-22(under 12 req)
Fiery dmg
15% dmg while enchanted
+30 life mod or +5 armor
Fiery dmg, because so many eles have Air armor and u dont want lightning
Fiery dmg, because there are some undead in the pvp arena and they dont like fire
Fiery dmg, because it bypasses physical defense from the best armor, Glads armor
15% enchanted b/c u will be enchanted a lot longer then +50% health
best sword is...
15-22(under 12 req)
Fiery dmg
15% dmg while enchanted
+30 life mod or +5 armor
Fiery dmg, because so many eles have Air armor and u dont want lightning
Fiery dmg, because there are some undead in the pvp arena and they dont like fire
Fiery dmg, because it bypasses physical defense from the best armor, Glads armor
15% enchanted b/c u will be enchanted a lot longer then +50% health
Tigris Of Gaul
Quote:
Originally Posted by Ensign
...with a low requirement...
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I did some tests on Ettins and I got no difference, but I've had more than a few people tell me that there is indeed more damage coming out of the lower req. sword than the higher req. one. They say they've done tests as well. Aren't requirements only going to your weapon damage, not your effective damage?
aB-
I think the lower requirement is so that you don't need to invest more points into the attribute for it to do its listed damage.
Nikos Battlehammer
From what I know, if you use a weapon that you don't meet the requirement of, you will not be able to fully utilize it's damage potential. So if you have a sword mastery of 9 for example, and you have two max damage swords, the first requires 9 and the second 13, you will do less damage with the sword requiring 13 in swordsmanship.
Valefic
the requirements dont matter for dmg as long as you have enough requirment to use the weapon to its fullest potential.
Valefic
but if u have more attribute points in swordsmanship ur dmg will b higher though because it increases the attck dmg but it has nothing to do w/ the swrod requiremnts just that u can use it to its fullest
Valefic
ya and sundering aarent that good because u only have a 10% chance of it actually working id rather go with and elemental dmg sword like fire or ice etc.
Lord Malikai
Heh, but if the sundering kicks off and you have 12 strength, you just hit with a 22% armor penetrating slash. Yea. It hurts. I used elemental and all that other crap and have just settled on sundering due to the potential high damage hits. Like if you use a skill which has penetration already and you add that 22% you are hitting for big numbers.
Judas Paladin
Quote:
Originally Posted by Anarkii
True. That sword could probably cost around 500K, anyhow.
A similar fellblade will go for around a million and a crystalline for..well...a huge amount(3M) psst...you shouldnt reveal the efficiency of armor +5 upgrades. I have been collecting them for a while, before more people realise its better than health +30 and price skyrockets |
I'd bet that the price wont skyrocket since no matter what you say, most people dont notice their characters taking less damage, they just notice that their life bar has a higher number. But if the +5 armor whatever gets to be real popular im still sure the price wont skyrocket(to like 100k+ for a "perfect" armor whatever) considering its about 100x easier to find a perfect armor whatever than it is to find a perfect fortitude whatever.
but hey i could be wrong and i will feel mighty stupid if i am, this is just a pitiful attempt to predict the reactions of a general gaming populace
ratatass
Quote:
Originally Posted by Nikos Battlehammer
From what I know, if you use a weapon that you don't meet the requirement of, you will not be able to fully utilize it's damage potential. So if you have a sword mastery of 9 for example, and you have two max damage swords, the first requires 9 and the second 13, you will do less damage with the sword requiring 13 in swordsmanship.
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Check some of the Guides or some of Ensigns writeups, its in there somewhere.
Ratatass
Hell Marauder
To summarize, the best sword is a max damage collector sword found in southern shiverpeaks or crystal desert. It's got max damage modifier, is dirt cheap, and has got low requirement (only 9 swordmanship). It may look dark and ugly, but just like a master-made samurai sword in real life, the best sword should not be showy but a plain-looking one.
Newbydude
the collector sword in the crystal desert is
a 15-22 dmg req.9
15% while enchant
costs about 500g or a bit more for materials
and it looks like a rin blade?
a 15-22 dmg req.9
15% while enchant
costs about 500g or a bit more for materials
and it looks like a rin blade?
Red Sonya
I agree in the long run Armor +5 will save a lot more hps than +30hps. Put that +5 Armor on Gladiator armor and the Gladiator will crush the other melee armors. 80 +20 vs melee +5 = 105 armor, highest melee armor in the game. The plate armor is actually the worst and I've crushed enough in plate armor to know. heh Skill for skill and attribute for attribute, weapon for weapon, Gladiator will beat Plate everytime. Reason being by dexterity standards it's much easier to maneuver in lighter armor vs plate. Stick n move like boxing. With the damage reductions of Knights/Ascalon this is a different story, it's really a close call which is better vs the other. For overall defense though against everything I would go with Knights/Ascalon because of the damage reduction points. So add that +5 Armor to Knights/Ascalon and it's equal to Plate, but, with better damage reduction overall. Plate just has the kewlest look, but, that's about it.