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Old Nov 28, 2010, 12:13 AM // 00:13   #1
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Default Damage Mods vs Specific Mob types

How exactly do weapon mods vs <insert mob type> work? I have a sword that is 19% vs undead and another that is 19% vs demons. Is there any particluar advantage to these mods?

Lets assume one has a basic sword with no modifiers but customized (+20%)
And, you have a sword that is 19% vs demons, with no other mods(not customized). Which would be better to use on a demon?

My main sword is a 15% (no restrictions) and of course I have customized it for 35% total. This of course works against everything equally well I assume. IS the only possible advantage to customizeing these 19% mods that it comes out to 39%? The 4% imo, would hardly warrant packing yet another weapon around if that is the only benefit it would offer.

Basically, is any % vs <a particular mob> any different than the standard across the board modifiers?
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Old Nov 28, 2010, 12:23 AM // 00:23   #2
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Quote:
Originally Posted by K.S. View Post
How exactly do weapon mods vs <insert mob type> work? I have a sword that is 19% vs undead and another that is 19% vs demons. Is there any particluar advantage to these mods?
Well, they do more damage against that type of foe...

Quote:
Lets assume one has a basic sword with no modifiers but customized (+20%)
And, you have a sword that is 19% vs demons, with no other mods(not customized). Which would be better to use on a demon?
20 > 19. Therefore the customised one is better. Not that it matters of course because if you're not customising your weapons your doing it wrong.

Quote:
My main sword is a 15% (no restrictions) and of course I have customized it for 35% total. This of course works against everything equally well I assume. IS the only possible advantage to customizeing these 19% mods that it comes out to 39%? The 4% imo, would hardly warrant packing yet another weapon around if that is the only benefit it would offer.
Remember that the 'x slaying' mods only boost raw weapon damage. It's not like AScan where you get all damage multiplied. They aren't particularly effective, so you're better off with +5AL instead.

Regarding the actual question, you could still have a inherent mod/inscription on the weapons with the 'x slaying' mods. I don't know where the customization applies damage (if it just multiplies raw weapon damage like the 'x slaying' mods or whether it's different) so I can't say if there's a difference between customizing and the 'x slaying' mods. Whether you can just add the percentages to get 15%+20% = 35% boost is questionable as well. I know with skills they get multiplied individually which makes more sense.
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Old Nov 28, 2010, 02:39 AM // 02:39   #3
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1. The X-slaying mods only modify base damage. They function the same as inherent/inscription bonus and customization.

2. X-slaying, inherent/inscription, and customization bonuses multiply, not add. For example, your +15% mod (which, by the way, is tied to some condition or negative effect; unconditional +15% mods do not exist) and your customization bonus total to 1 * 1.15 * 1.2 = 1.38 or +38% increased damage.

3. You pose a false dilemma for yourself when you wonder about adding a X-slaying mod versus keeping your sword the way it is. X-slaying mods are always in the suffix position. This means that they do not conflict with the damage inherent/inscription mod. Nor do they conflict with customization. The only thing X-slaying mods conflict with is other suffixes -- the best of which being +5AL, +30hp, and +20% enchant duration.

4. You do know that weapons are modular and you can change the mods, right?

5. In general, most people consider X-slaying to be close to useless because of its narrow applicability and opt to use one of the other suffixes listed above. Exceptions tend to be farming builds that are going to be killing a LOT of the same monster type over and over.

6. In case it helps, here's a verbose version of the martial weapon damage formula for non-critical-hits (for a max damage sword):
damage = ((Random{15, 22} * (1+inscription_bonus) * (1+customize_bonus) * 2^((baseline - foe_armor)/40)) +armor_ignoring_bonuses) * global_multipliers
where:
  • inscription_bonus is the +dmg% from the inherent/inscription mod (ex: 0.15 for 15^50);
  • customize_bonus is 0.20 if the weapon is customized;
  • baseline is (5 * weapon_mastery) - (3 * GreaterOf{0, (weapon_mastery - (2 + RoundDown{Level/2}}) [Simplification: For a level 20, that's 5 per rank of mastery up through 12, and 2 per rank above that.];
  • foe_armor is self-explanatory;
  • armor_ignoring_bonuses are generally untyped integer +dmg. Common examples are attack skills, Great Dwarf Weapon, Strength of Honor, etc. Insert them additively (ex: +20 + 15 for GDW and EBSoHonor);
  • global_multipliers are a very limited group of skills that multiply all damage. These include Asuran Scan, By Urals Hammer, Vow of Strength, Frenzy (if used by the target getting hit), and the PvE pet bonus. Insert them multiplicatively (ex: * 1.75 * 1.25 for AScan and BuH).
The damage formula for spells and spellcaster weapons (wands/staves) are a little different.

Last edited by Chthon; Nov 28, 2010 at 02:41 AM // 02:41..
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Old Nov 28, 2010, 05:16 AM // 05:16   #4
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unconditional 15% does exist, there are just only a handful in the game and they are ridiculously rare.
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Old Nov 29, 2010, 08:25 AM // 08:25   #5
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Quote:
Originally Posted by Life Bringing View Post
unconditional 15% does exist, there are just only a handful in the game and they are ridiculously rare.
OK, let me rephrase: No new 15% unconditionals have come into existence since the first few months of GW's existence, and I very much doubt OP has one. It's much more likely that OP does not quite understand how to read weapon mods. We're almost certainly talking about a 15/-10AL attacking or 15/-5e weapon. So let's keep it simple and go with the overgeneralization that 15% unconditional does not exist -- which is the practical truth for anyone entering the game at this point.
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