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Old Jun 12, 2007, 08:53 PM // 20:53   #81
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24% of 8 is actually closer to 2 seconds...
Where'd you learn math?

EDIT: That comment was directed at Ace, not you, Fox

Last edited by Stormlord Alex; Jun 12, 2007 at 09:00 PM // 21:00..
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Old Jun 12, 2007, 08:53 PM // 20:53   #82
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Quote:
Originally Posted by Ace2001
I have a question... can somebody please explain spawning/weapon duration spells? x_x;

if I read it correctly, it's 2% increase for every point is spawning, correct? so at max level (without runes) that'd be a 24% increase.... yet at max, 24% of 8 seconds is only .33 (or is my math screwed up?) so 12 points into spawning only increases it from 8 seconds to 8.33? o_O; I must...have screwed something up in that... so feel free to point out my faults and tell me how much it'll actualy increase it.
Your math is screwed up. 24% of 8 seconds is about 2 seconds.
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Old Jun 12, 2007, 08:55 PM // 20:55   #83
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Quote:
Originally Posted by Gaile Gray
We added a cap of +25 to the armor buff when stacking skills. A single skill can still bring the bonus over +25, but multiple skills with smaller bonuses will not do so. Armor bonuses from shields, weapons, insignias and inscriptions are not affected and still stack.
Does this include spells/enchantments or just "skills"?
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Old Jun 12, 2007, 08:57 PM // 20:57   #84
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no i think its more like u gain 80 from feigned and thats it. so ur normal armor/insignias/sheilds+feigned
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Old Jun 12, 2007, 09:00 PM // 21:00   #85
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i believe skill encompasses everything
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Old Jun 12, 2007, 09:01 PM // 21:01   #86
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Quote:
if I read it correctly, it's 2% increase for every point is spawning, correct? so at max level (without runes) that'd be a 24% increase.... yet at max, 24% of 8 seconds is only .33 (or is my math screwed up?) so 12 points into spawning only increases it from 8 seconds to 8.33? o_O; I must...have screwed something up in that... so feel free to point out my faults and tell me how much it'll actualy increase it.
24% of 8 is roughly 2, so the spell will be roughly 10 seconds long.

EDIT: Damn, should've posted a bit faster lol.

As for the updates, the only thing that pisses me off is the SR functionality, which is still dumb, and the armor cap, which is idiotic and renders armor increasing skills much less useful.

Last edited by ca_aok; Jun 12, 2007 at 09:03 PM // 21:03..
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Old Jun 12, 2007, 09:04 PM // 21:04   #87
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Quote:
Originally Posted by Longasc
So let's make an example with random numbers: Dolyak Signet +32 AL, Watch Yourself +20, Stand Your Ground +24 = 32+25, 57 instead of 76.
It looks more like to me that Dolyak will give you +32, but adding Watch Yourself won't add anything, since it goes over the +25 cap. Plus, if you used WY and SYG, 20+24=25 capped.

Someone please tell me I'm wrong here, because I really don't like that math.
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Old Jun 12, 2007, 09:04 PM // 21:04   #88
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Quote:
Originally Posted by FoxBat
Longasc, assuming they implement exactly what they said and it works like IAS and run speed caps, your math is also off. With DS, WY, SYG you only get 32 AL. With feigned, SYG, and WY you only get 80. If you have a skill that pushes past 25, you (should) get the highest value skill, and the others are ignored.
Yeah, I re-read what Gaile wrote.

We added a cap of +25 to the armor buff when stacking skills. A single skill can still bring the bonus over +25, but multiple skills with smaller bonuses will not do so. Armor bonuses from shields, weapons, insignias and inscriptions are not affected and still stack.


But you know what is sad? This gives an even lousier result. As soon as you have a skill buff you over 25, you can forget about any other buff. Wonderful.
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Old Jun 12, 2007, 09:04 PM // 21:04   #89
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Nice update, good job anet
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Old Jun 12, 2007, 09:07 PM // 21:07   #90
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Quote:
Originally Posted by lyra_song
^_^ Clumsiness / Ineptitude spike! Woot!
or how about [skill]Visions of Regret[/skill] + [skill]Clumsiness[/skill]

go to use Evis and not only do you fail to land a hit, you take ~180 armor ignoring damage and waste the adrenaline, while you degen from Phantasm. And now you know that Clumsiness will be recharged before your adrenal skill is, so you're pretty much wtfbbq
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Old Jun 12, 2007, 09:07 PM // 21:07   #91
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Everything looks pretty good, but the Armor stacking nerf is total bullshit...

Make it so shouts wont stack on shouts, chants wont stack on chants, enchants wont stack on enchants ect... but why nerf dozens of builds that have NOTHING at all to do with pvp for the pve players??

I mean with this update warriors wont even be able to use Dolyak + WY..., and we all know that was SO overpowered.../sarcasm.

Seriously, I love how Anet can take PvE into consideration when nerfing a paragon elite, which is mainly a PvP class to begin with, but can haphazardly nerf a mechanic that will effect thousands of PvE players, across ALL classes...

GG anerf.
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Old Jun 12, 2007, 09:08 PM // 21:08   #92
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I forgot to mention I love the update! Mesmer buffs + Crip Shot buff = <3



Now if there was just an obsidian ranger mask in this update....



Last edited by scottyboysn; Jun 12, 2007 at 09:11 PM // 21:11..
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Old Jun 12, 2007, 09:08 PM // 21:08   #93
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Quote:
Originally Posted by Ace2001
I have a question... can somebody please explain spawning/weapon duration spells? x_x;

if I read it correctly, it's 2% increase for every point is spawning, correct? so at max level (without runes) that'd be a 24% increase.... yet at max, 24% of 8 seconds is only .33 (or is my math screwed up?) so 12 points into spawning only increases it from 8 seconds to 8.33? o_O; I must...have screwed something up in that... so feel free to point out my faults and tell me how much it'll actualy increase it.
8 * 1.24 = a little under 10. So depending on if they round up or down, it's either a 9 or 10 second duration. Hardly worth pumping 12 points into Spawning if you ask me.

And the mesmer buff is interesting, but I still doubt it'll get me to delve into Illusion or come up with a Signet build. I can either spend 10 energy and do 94 damage once, or I can spend 10 energy and do 47 damage every time they attack for a good 20 seconds. Hmm...

I'd give Fast Casting and Signets a look if they did more to make signets playable. I don't overlook signets because they don't activate fast enough, I overlook them because I don't like playing with a ganked version of a spell with a 30 second+ recharge.
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Old Jun 12, 2007, 09:08 PM // 21:08   #94
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Yeah.That Fast Casting change sure did help Mesmers..I mean,they have so many slow casting high damage signets don't they.
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Old Jun 12, 2007, 09:09 PM // 21:09   #95
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Quote:
Originally Posted by FoxBat
Yes, your math is bad.

8 * .24 = 1.92

If it works like the enchanting mod, it will round up to 2 seconds. So you should get a 10 second weapon then.
Ah, thank you. I was doing 8 / 24, not 8 * .24. x_x I knew my brain would melt over the summer.
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Old Jun 12, 2007, 09:10 PM // 21:10   #96
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omfg yes!!! crip shot

back to the original pre nerf

and cluminesss just got waaayyyy better muahahah
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Old Jun 12, 2007, 09:10 PM // 21:10   #97
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Quote:
Originally Posted by MSecorsky
So you didn't do anything to fix the spam, such as increase the text size in the "P" window or remove the up/down arrow functionality in the chat areas? Pity.

Love the mesmer changes. Clumsiness, 4 sec recharge! Increased durations on the conjures! It's like you looked at my build and buffed the whole thing!
Same. I use mesmers constantly (5 pve mesmers :P) and the change to fast casting... gosh. Not to mention the insane mesmer powers we have now we rule the world. The armour cap? Well I'm sick and tired of E/Ds and this nerf won't affect them seeing as they use damage reduction rather than armour (mainly). Ritualist changes? Unexpected. And annoying too... ritualists are strong enough as it is.

No change to SF?!?! For goodness' sake, I despise fire eles, no creativity or origionality... and this elite is the epitomie of cookie cutters. I would have like to seen this reduced. Why for the love of god do they keep nerfing poor paragons?! They are laying on the floor, bleeding from many nerf bat hits...

It appears that they still can't quite grasp it. People will still be spamming, and at the end of they day banning everyone that does doesn't help anyone, perhaps if people bothered to use party search... then again it is almost unusuable.

Just my opinion
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Old Jun 12, 2007, 09:13 PM // 21:13   #98
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It's about time the mesmer proffesion got some love. I've made do with mine but these are some nice changes.

Rit changes look nice as well. I think I read you guys are watching them. All I can say is please don't nerf the spirits. I'm not sure what the deal with rits is in pvp, but in pve the cast times usually leave you in the dust while the rest of your group continues on. Most of the good spirits already have high energy costs as it is. Boon of Creation helps. So leave that alone to lol.

Balancing Pve with Pvp. Must be a nasty task.
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Old Jun 12, 2007, 09:13 PM // 21:13   #99
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Quote:
Originally Posted by VitisVinifera
I don't think I've used a single skill that got buffed
Maybe that's why they were buffed?
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Old Jun 12, 2007, 09:14 PM // 21:14   #100
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Quote:
Originally Posted by Longasc
Can someone explain me Skill Armor Buff stacking? (the +25 AL max thing)

I understood it as follows:

So let's make an example with random numbers: Dolyak Signet +32 AL, Watch Yourself +20, Stand Your Ground +24 = 32+25, 57 instead of 76.

So it is now better to have a strong buff and a weak on instead of several weak ones. Do people still follow?

If you have a +80 AL buff like Feigned neutrality, Stand Your Ground still adds +24 AL. But if you also add Watch Yourself, you only get +1 more armor (+25 max). - Did I understand that right?
No it means one skill may exceed the 25 max wich means if you use Dolyak Signet +32 AL, Watch Yourself +20, Stand Your Ground +24 = the highest one will count wich is dolyak signet the others will be a waste of skills and energy if it was this case Dolyak Signet +10 AL, Watch Yourself +5, Stand Your Ground +24= stand your ground would work with +1 from dolyak signet watch yourself would be wasted.
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