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Old Nov 10, 2006, 11:41 AM // 11:41   #81
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Question Interesting...

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
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Old Nov 10, 2006, 11:49 AM // 11:49   #82
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Default Actually...

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.
I heard that this is just a rumor. Things like saying flare hits the chest all the time or stuff like that. I would like to personally test this, I have some ideas on how to... anyone wanna help with the ideas/testing? My Cradle-of-Filth-based guild has a guild hall, we could 1v1.... someone?
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Old Nov 10, 2006, 01:32 PM // 13:32   #83
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Another fun thing:

to really depress yourself type /deaths - it'll tell you how many times your character has died.... lol
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Old Nov 10, 2006, 02:21 PM // 14:21   #84
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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.
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Old Nov 10, 2006, 03:05 PM // 15:05   #85
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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....
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Old Nov 11, 2006, 01:21 PM // 13:21   #86
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Default Thank you for that tip...

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?
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Old Nov 11, 2006, 02:01 PM // 14:01   #87
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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?
Then you need to remove this from the first page;
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.
That is an opinion, not a fact. I can't see this ever being a sticky, because much of it is opinion and not facts. I prefer the Warding mod any day of the week on my Warrior. Why pump my already high health and armor, when I can pump up the part that I'm lacking, Elemental armor.
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Old Nov 11, 2006, 02:03 PM // 14:03   #88
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You can do crits with Distracting Blow, though it doesn't hit.
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Old Nov 11, 2006, 02:26 PM // 14:26   #89
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You can whisper yourself.
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Old Nov 11, 2006, 03:42 PM // 15:42   #90
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Question ok.... what are those last 2 posts about?

I already have those in the list....
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Old Nov 11, 2006, 04:12 PM // 16:12   #91
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Helpful stuff here.
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Old Nov 11, 2006, 04:39 PM // 16:39   #92
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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.
http://www.guildwarsguru.com/content...nics-id674.php If you haven't read this. Do it now.

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.
Chaos is classified as elemental damage. So +AL vs Elemental will effect Chaos Damage. However, contrary to popular belief, Mesmer skills do not deal Chaos Damage unless specified.

A lot of this stuff can be easily discovered through reading the update notes history and the manual for GW.
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Old Nov 11, 2006, 07:46 PM // 19:46   #93
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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.
Although an arrow can be "dodged" and still attract their aggro, having an arrow be "Obstructed" will NOT attract their aggro. Just a clarification on "it doesn't matter if arrow hits"

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.
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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Old Nov 11, 2006, 09:07 PM // 21:07   #94
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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.
This is true. Don't listen to people who say that stuff about damage types always ignoring armor, that's OUTDATED Prohpecies info. Test Lightbringer's Gaze on Margonites, it will do different amounts of damage to different classes.
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Old Nov 11, 2006, 09:38 PM // 21:38   #95
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Grenth's Balance can be capped in Frozen Forest during the 15 point attribute point quest, from Mragga (or whatever its called).
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Old Nov 11, 2006, 10:47 PM // 22:47   #96
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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.

Last edited by Trvth Jvstice; Nov 12, 2006 at 12:49 AM // 00:49..
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Old Nov 12, 2006, 12:44 AM // 00:44   #97
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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.
That is still an opinion. By your line of reasoning, my fortitude mod is working until I'm dead too. It gave me an extra 30 health that kept me alive longer. It didn't stop working after the first hit, its still there.

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.
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Old Nov 12, 2006, 12:46 AM // 00:46   #98
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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.
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Old Nov 12, 2006, 03:21 AM // 03:21   #99
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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.
With all the new paragon skills that center around burning, degen doesn't have to be just hexes, you get burning/bleeding/poison etc. on you, and yea, that +60 while hexed is REALLY helping against degen.
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Old Nov 12, 2006, 04:00 AM // 04:00   #100
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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....
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