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Old Jul 30, 2006, 08:52 PM // 20:52   #21
Lion's Arch Merchant
 
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Quote:
Originally Posted by Thom Bangalter
since I don't really know the math off the top of my head, if you're using a pve warrior, couldn't you use a req 8 sword and put 15 in weapon mastery with a major, keeping the same amount of critical hits?
For the reqs: There are two formulas for the damage, one when not meeting the req, one when meeting it (I never bothered figuring the firest one out though). So a req 8 weapon does an equal ammount of damage as a req 13 weapons ]if the req is met.
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Old Jul 31, 2006, 01:02 AM // 01:02   #22
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I actually get slightly lower numbers than Lady Callingwell, my range is 8-10% lower if using 16 as the base. Range because of different weapons and the large uncertainty with critical hits.

My formulas and a good bit of nitpicking can be seen here: http://www.guildwarsguru.com/forum/s...3035756&page=5

You'll also see lots of links to details about game mechanics. I can't find the thread now, but I know I have seen somewhere that Kuntz stated he tested (via G-stats) and criticals are not effected by weapon requirement (in the 8 vs. 9 when you have 13, etc. variety).
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Old Jul 31, 2006, 11:50 AM // 11:50   #23
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Just wanted to add that running 1 deep wound skill on eacher warrior is pretty useless and that running backbreaker and final thrust without TTL is a crappy idea imo.

And that build has so snares at all. Everyone will just keep kiting the warriors.

No stance cancel on the sword warrior.

Not enough conditions or hexes removal.


Pretty crappy build, imo.

Last edited by Slit Wrists; Jul 31, 2006 at 11:55 AM // 11:55..
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Old Jul 31, 2006, 04:11 PM // 16:11   #24
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2^([weapon attribute]/12-3*IF([weapon attribute]>12,[weapon attribute]-12,0)/60-1) for damage mod, averaging out between minmum and maximum damage.

0.0144*[weapon attribute] for critical hit chance, critical hit damage is 1.2*[max damage]

Than combining these two weighed for crits and non-crits and you'll have your raw damage from your weapon. For a specific adrenal spike bonus damage, weapon mods etc. should off course be taken into account so numbers would vary a bit (e.g. vampiric favors low damage, evis between 16 and 15 drops damage 4.76 %, armor only afects base damage and no skill damage etc, etc but I presume you just did the math on base damage).
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Old Jul 31, 2006, 04:22 PM // 16:22   #25
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Quote:
Originally Posted by Slit Wrists
Just wanted to add that running 1 deep wound skill on eacher warrior is pretty useless and that running backbreaker and final thrust without TTL is a crappy idea imo.
1 deep-wound on each warrior is certainly NOT useless. Final Thrust works well without TTL.
Backbreaker I don't know... 10 adrenaline on a hammer warrior is sloooow to build up.
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Old Jul 31, 2006, 05:42 PM // 17:42   #26
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Quote:
Originally Posted by Lady Callingwell
0.0144*[weapon attribute] for critical hit chance, critical hit damage is 1.2*[max damage]
I didn't actually go through it to check, but the rest looks quite similar to how Aug wrote up his calculations (although I'm not sure if attack speed was taken into account properly). The one thing I wanted to note is that critical hit damage is sqrt(2) * [max damage], or 1.41 * [max damage], please see the link above to Ensign's post confirming this.

I also confirm that I get over 92% by using 1.2 instead of 1.41 (although not exact duplicates as I use a lookup table of critical values rather than straight calculations - the data I copied straight from Ensign's table).

The easiest way to test your numbers is to see if you get approximately 1600 dpm for an axe at 16 axe mastery (matching up with Ensign's numbers). You'll have to fudge the critical hit change to get exactly that as described in my link above.

Quote:
Just wanted to add that running 1 deep wound skill on eacher warrior is pretty useless and that running backbreaker and final thrust without TTL is a crappy idea imo.

And that build has so snares at all. Everyone will just keep kiting the warriors.

No stance cancel on the sword warrior.

Not enough conditions or hexes removal.
My main concern of these would be the condition and hex removal. The rest I feel is a minimal (or no) problem.

I also wish to understand the reason for a choking gas ranger in a GvG build? Lord Dark Genie brought it up in his first post on the topic and I've not seen a good answer. It seems of minimal use to me, but maybe I'm just not seeing something.
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Old Jul 31, 2006, 05:49 PM // 17:49   #27
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Looks like you're splitting a Ranger and warrior? or two warriors? I don't like draw on the boon prot. You won't have the time or energy to spam it as well as a mesmer or ele could.

Choking gas is pretty weird. Don't have any experience with this so I won't comment.

Quote:
Originally Posted by Slit Wrists
Just wanted to add that running 1 deep wound skill on eacher warrior is pretty useless and that
Not bad at all. I don't know where you got this from.

Quote:
Originally Posted by Slit Wrists
running backbreaker and final thrust without TTL is a crappy idea imo.
Backbreaker takes long to build, yeah. It'll be fine in a Three warrior build, IB adds up. Not a big fan of shock on hammer warriors though. Final Thurst with TTL IS a crappy idea imo. Sword warriors have a hard time with skill slots already. Swords swing fast enough for it to be ok.

Quote:
Originally Posted by Slit Wrists
And that build has so snares at all. Everyone will just keep kiting the warriors.
Yeah I of agree with that.

Quote:
Originally Posted by Slit Wrists
No stance cancel on the sword warrior.
Has been done before. Guess you've the spirits to help you too.

Quote:
Originally Posted by Slit Wrists
Not enough conditions or hexes removal.
Can be worked out. Instead of making the build look like total crap, how about you actually give him some advice and tell him what how or where to put things, whole point of the forums.

Quote:
Originally Posted by Slit Wrists
Pretty crappy build, imo.
Ok.
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Old Jul 31, 2006, 05:58 PM // 17:58   #28
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With three warriors you absolutely need snares and someone who keep them clean. I'd swap the Choking Ranger for a Cripshot, for snares, a bit of degen and for better split. I'm not a fan of Shock on hammer warriors, maybe you could use that slot for a Devastating combo or for Death's Charge. I really don't see much point on having a Ritualist here (maybe just because i hate them), you have 3 warriors and a ranger which aren't soft targets at all, maybe a water ele with extinguish or a dom mesmer with expel hexes and draw conditions would be much better. Oh, you have two Blinding Flash on your runner.

Just my two cents.

Last edited by Train; Jul 31, 2006 at 07:19 PM // 19:19..
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Old Aug 01, 2006, 07:12 AM // 07:12   #29
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Quote:
Originally Posted by Slit Wrists
Just wanted to add that running 1 deep wound skill on eacher warrior is pretty useless
I can't even think of a balanced team in any tournament that didn't have a deep wound on every warrior.

Quote:
and that running backbreaker and final thrust without TTL is a crappy idea imo.
Backbreaker warriors are very susceptible to blackout. I'd much rather run a skillbar with two KDS on a backbreaker warrior: Backbreaker, crushing blow, irresistible blow, hammer bash. That way you can pop a hammer bash if adrenaline is a problem, or chain that 4s backbreaker with a very frustrating 2s hammer bash. 6 seconds of a monk on the ground is a lot.

Quote:
And that build has so snares at all.
Quote:
Originally Posted by RaZoO
Yeah I of agree with that.
deep freeze, ice spikes, bull's strike, shock.
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Old Aug 01, 2006, 08:01 AM // 08:01   #30
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Well considering the actual ranged snares are on the runner, I wouldn't say the build is all set with 1 copy of Bull's strike and 2 of Shock, which require you to be in range of your target, will be enough to really screw up retreating teams or just snaring a target.

You can argue that when rolling teams your runner will be nearby but that's something I wouldn't exactly rely on. I'm just saying a few more snares wouldn't hurt.
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Old Aug 01, 2006, 10:32 AM // 10:32   #31
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What about removing the rit for a water ele with draw and convert and hp ?

Would add snares, condition and hex removal.
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