Sundering 20/20 - is Sundering finally a good mod?
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Originally Posted by Chris1986
Definitely not a worthless mod anymore, however as far as my primary mods for my Warrior, I'd still choose Furious over Sundering. (Come on ANet, I want 20% Furious
As far as my Ranger, I wouldn't mind slapping a 20/20 on one of my bows. |
20/20 is gonna be great for a spike...I always used vamp when spiking, that might change if I ever rspike again lol.
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Originally Posted by Cottage Pie
20% furious? *drools*
20/20 is gonna be great for a spike...I always used vamp when spiking, that might change if I ever rspike again lol. |
lolSeriously though, I hope ANet takes a look at Furious and gives it atleast somewhat of a facelift. I'd even be happy with 15%.
I get the feeling Anet don't like monks. The warriors just got a boost in dmg from anet and now they can penetrate armour twice as much, twice as often. Furthermore Contemplation Of Purity was given a nasty recharge time.
Warrior
Mighty Blow: increased damage to 6..35.
Staggering Blow: increased Weakness duration to 5..20 seconds.
Axe Twist: decreased adrenaline cost to 7.
Skull Crack: increased attack speed to .5 seconds; decreased Dazed duration to 10 seconds
Savage Slash: increased Energy cost to 10; increased recharge time to 20; decreased attack speed to .5
Flourish: this skill now recharges Pet Attack skills.
Monk
Signet of Judgment: decreased recharge time to 25 seconds.
Peace and Harmony: decreased recharge time to 25 seconds.
Contemplation of Purity: increased recharge time to 10 seconds.
Unyielding Aura: now kills Enchanted characters if the caster maintaining this Enchantment dies.
Draw Conditions: fixed a bug that caused this spell to reset the durations of all the transferred Conditions.
Warrior
Mighty Blow: increased damage to 6..35.
Staggering Blow: increased Weakness duration to 5..20 seconds.
Axe Twist: decreased adrenaline cost to 7.
Skull Crack: increased attack speed to .5 seconds; decreased Dazed duration to 10 seconds
Savage Slash: increased Energy cost to 10; increased recharge time to 20; decreased attack speed to .5
Flourish: this skill now recharges Pet Attack skills.
Monk
Signet of Judgment: decreased recharge time to 25 seconds.
Peace and Harmony: decreased recharge time to 25 seconds.
Contemplation of Purity: increased recharge time to 10 seconds.
Unyielding Aura: now kills Enchanted characters if the caster maintaining this Enchantment dies.
Draw Conditions: fixed a bug that caused this spell to reset the durations of all the transferred Conditions.
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Originally Posted by makosi
I get the feeling Anet don't like monks. The warriors just got a boost in dmg from anet and now they can penetrate armour twice as much, twice as often. Furthermore Contemplation Of Purity was given a nasty recharge time.
Warrior Mighty Blow: increased damage to 6..35. Staggering Blow: increased Weakness duration to 5..20 seconds. Axe Twist: decreased adrenaline cost to 7. Skull Crack: increased attack speed to .5 seconds; decreased Dazed duration to 10 seconds Savage Slash: increased Energy cost to 10; increased recharge time to 20; decreased attack speed to .5 Flourish: this skill now recharges Pet Attack skills. Monk Signet of Judgment: decreased recharge time to 25 seconds. Peace and Harmony: decreased recharge time to 25 seconds. Contemplation of Purity: increased recharge time to 10 seconds. Unyielding Aura: now kills Enchanted characters if the caster maintaining this Enchantment dies. Draw Conditions: fixed a bug that caused this spell to reset the durations of all the transferred Conditions. |

Also, If Anet didn't like Monks, 55'ing would've been a thing of the past loonng ago.
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Originally Posted by makosi
I get the feeling Anet don't like monks. The warriors just got a boost in dmg from anet and now they can penetrate armour twice as much, twice as often. Furthermore Contemplation Of Purity was given a nasty recharge time.
Warrior Mighty Blow: increased damage to 6..35. Staggering Blow: increased Weakness duration to 5..20 seconds. Axe Twist: decreased adrenaline cost to 7. Skull Crack: increased attack speed to .5 seconds; decreased Dazed duration to 10 seconds Savage Slash: increased Energy cost to 10; increased recharge time to 20; decreased attack speed to .5 Flourish: this skill now recharges Pet Attack skills. Monk Signet of Judgment: decreased recharge time to 25 seconds. Peace and Harmony: decreased recharge time to 25 seconds. Contemplation of Purity: increased recharge time to 10 seconds. Unyielding Aura: now kills Enchanted characters if the caster maintaining this Enchantment dies. Draw Conditions: fixed a bug that caused this spell to reset the durations of all the transferred Conditions. |
For PvP, SoJ (outside of gimmicky SoJ spike) and PaH are trash. Unyielding was perhaps useful when exploiting the (now fixed) bug but was otherwise not worth carrying. The change to Draw Conditions is actually a benefit for monks, who were apparently enduring longer conditions than they should have.
*The vamp-to-sundering converts will have to outweigh those who previously ignored the math and used 10/10 sundering (with the latter group having its poor judgment punished less now).
Here is a comparesion of sundering and vamp.
1. Sundering only triggers when you use a skill and does not stack with any armor penetration skills like penetrating shot or blow.
2. The armor penetration is only calculated on the weapons base dmg. Attack skills +dmg is considered armor ignoring dmg and is not altered by armor penetration.
3. Taking a sword for example 20% armor penetration on a 60AL target is a 12 armor reduction. That only gives you a 5-12 more dmg. This dmg will only kick in when you use a skill 1/5th of the time. This dmg is also subject to protection skills and reduction.
So the vamps consistant 5 life steal that bypasses all protection and dmg reduction is still a better option.
On a hammer is the only time you will see a significant difference with sundering mods because the weapons base dmg is high.
1. Sundering only triggers when you use a skill and does not stack with any armor penetration skills like penetrating shot or blow.
2. The armor penetration is only calculated on the weapons base dmg. Attack skills +dmg is considered armor ignoring dmg and is not altered by armor penetration.
3. Taking a sword for example 20% armor penetration on a 60AL target is a 12 armor reduction. That only gives you a 5-12 more dmg. This dmg will only kick in when you use a skill 1/5th of the time. This dmg is also subject to protection skills and reduction.
So the vamps consistant 5 life steal that bypasses all protection and dmg reduction is still a better option.
On a hammer is the only time you will see a significant difference with sundering mods because the weapons base dmg is high.
R
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Originally Posted by Rhuobhe
I'm not defending sundering, but I do believe you made a false statement there.
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The biggest benifit of sundering is the chance of criticals. Since the chance of criticals is much higher when you use a skill + the sundering it can do some major dmg.
F
Monk needs to be easily killed in order to make it fair, and no matter how badly ANet "nerfs" Monks, they're never going to be used less then they are now, Monks are crucial in every team, and it's never going to change.
And about the 55Hp Monk. That's something different. That's PvE, and all updates to Monks of this update barely effect PvE.
And about the 55Hp Monk. That's something different. That's PvE, and all updates to Monks of this update barely effect PvE.
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Originally Posted by Falrow
When monks are too powerfull, pvp becomes boring because no one can kill.
It's better that monks are just stop gaps, and have no chance of holding a whole team up themselfs. |
I think the they lowered a monks affectiveness to speed up games. Most battles to go to VoD between good guilds.
But anyways back to the sundering topic this thread is suppose to be about.
Who doesn't hate fragile figures in paper armor hanging way out of the battle and continously healing the already-hard-to-kill warrior? 
20/20 is a nice buff, but hardly anything that shifts the balance. I would use it on hammers and bows if I wouldn't have any use for the other upgrades. It would be much more useful if it triggered on normal blows as well.
20/20 is a nice buff, but hardly anything that shifts the balance. I would use it on hammers and bows if I wouldn't have any use for the other upgrades. It would be much more useful if it triggered on normal blows as well.
Where are you pulling this info from? It has been my understanding that sundering:
1. Sundering can trigger on any hit, and effects only the base damage.
2. Crits effects only base damage, skills do not effect it's chance of triggering.
3. The situations where sundering is a remotly good mod are nearly non-existant.
The AP from Strength only triggers on skill hits, perhaps that is what you are confusing it with. However, the str bonus triggers on every skill hit. A sundering mod that could only trigger on skill hits wouldn't even be worth talking about.
1. Sundering can trigger on any hit, and effects only the base damage.
2. Crits effects only base damage, skills do not effect it's chance of triggering.
3. The situations where sundering is a remotly good mod are nearly non-existant.
The AP from Strength only triggers on skill hits, perhaps that is what you are confusing it with. However, the str bonus triggers on every skill hit. A sundering mod that could only trigger on skill hits wouldn't even be worth talking about.
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Originally Posted by Katari
Where are you pulling this info from? It has been my understanding that sundering:
1. Sundering can trigger on any hit, and effects only the base damage. 2. Crits effects only base damage, skills do not effect it's chance of triggering. 3. The situations where sundering is a remotly good mod are nearly non-existant. The AP from Strength only triggers on skill hits, perhaps that is what you are confusing it with. However, the str bonus triggers on every skill hit. A sundering mod that could only trigger on skill hits wouldn't even be worth talking about. |


oops.