Arenanet released a second blog today on the critical damage changes players can expect with the Feature Pack patch arriving on April 15.
Critical Boost is a Skill in Monster Hunter World (MHW). Critical Boost Effect. Critical Boost is increased in level based on the amount of Equipment with this skill the hunter is using. Each level works as follows: Level 1: Increases damage dealt by critical hits to 30%; Level 2: Increases damage dealt by critical hits to 35%; Level 3: Increases damage dealt by critical hits to 40%. Condition damage is infact an odd one since it doesnt scale with anything else, unless you pick up a trait/set bonus that converts some stat into more condition damage. Condition damage does not scale with power. 1000 power or 0 it makes no difference for the actual condition thats ticking away. Currently i have in critical strikes: the minor traits 5% crit chance above 90% health, 40% uptime fury when striking a target below 90% health, 10% damage modifier to critical hits. And major traits: 7% increased crit chance from behind + 7% damage modifier for critical hits, 10% of precision converted into ferocity, fury grants 250 ferocity and once applied is pretty much 100% uptime. Tbh, GW2 did a LOT of things good, but what it DIDNT do good is combat and classes. I never felt so WEAK in any other MMO before. When I am not lolcoptering around the mob like a frightened rabbit, I am DED DED DED. I hate that about GW2. The idea that you CAN evade attacks, which is per se good, transformed into you MUST evade every attack.
One of the balance changes coming in the April 2014 Feature Pack is the introduction of ferocity, a brand new stat that will affect your critical damage. Ferocity is being introduced to make bonus critical damage easier to understand, more easily scaled across the whole game, and to help foster a healthy balance environment that encourages players to experiment with their builds.
Converting Critical Damage to Ferocity
Ferocity will work the way a normal stat such as vitality or toughness works. It starts at a base of 0 points and can be increased with gear, traits, or buffs that add to your total ferocity value.
Ferocity will function very similarly to precision; both influence another stat. Just like your critical hit chance will go up as your precision increases, your bonus critical damage go up as you put more points into ferocity. As a result, critical damage will be displayed in manner that is consistent with the main stats on gear and skills, rather than just as a flat percentage.
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All armors and weapons that currently provide a critical damage bonus will be updated to provide an equivalent amount of ferocity. As a bonus, you’ll notice that using ferocity as a stat is going to normalize critical damage across items so there isn’t a single item that’s clearly the best to equip for a critical damage boost. Areas such as trait lines, traits, and skills which provide critical damage have been rebalanced individually.
Reducing the Maximum Attainable Critical Damage
One of the main goals for balance in Guild Wars 2 is to support a wide variety of builds that cater to different play styles. The current implementation of critical damage works against this. Put simply, if critical damage-stacked builds are more effective than other approaches, the build diversity decreases. As we work to increase support and teamwork between players throughout the game, we examined how we could change critical damage to retain it as a fun and viable approach to build-making while also allowing other builds to shine.
The formula we’re using to convert ferocity into critical damage will reduce the current maximum obtainable values. At level 80, it will take 15 points of ferocity to gain 1% bonus critical damage, which means that there will about a 10% decrease in overall damage for a full “berserker” build.
This stat will still be incredibly valuable to a player looking to increase their damage output, but it will be more in line with other stats. Attainable critical damage currently in PvP will remain relatively untouched, as we feel that it is currently in a good place.
UI Changes
We have also made some changes to the way in which critical damage is displayed. Right now, if you were to open up your Hero Panel, you might look at your attributes and see that your critical damage is at 50%. What this really means is that you have a 50% bonus to critical damage. All critical hits have a base damage of 150% normal attack damage. So when you have 50% critical damage bonus, your critical hit damage is raised from 150% to 200%.
We’ll change the critical damage shown on the attributes panel to reflect the base as well as the bonus provided from ferocity, so that it will be easier to understand what’s happening when you land a critical hit on some poor foe.
Celestial Gear
Celestial gear, which provides a moderate boost to all stats rather than a significant bonus to a few stats, will be hit harder by these changes compared to other gear, since it provided relatively high critical damage values compared to other stats given out. To compensate, we’re increasing the overall effectiveness of Celestial gear by improving all stats by 6% of their current values.
Celestial gear in PvP had incorrect stat distribution so we’re increasing its effectiveness to be proportional to the new PvE values. This should open up more build diversity and allow you to bring your builds from other areas in the game into PvP.
Gw2 Does Critical Boost Condition Dmg Free
These updates will help make other builds more viable, increase the clarity of the attributes panel, and fix core issues with critical damage.
See you all on the battlefield!
– Roy Cronacher
– Roy Cronacher
Source: https://www.guildwars2.com/en/news/learn-about-critical-damage-changes/
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Lets say i play a condi Mesmer/mirage: Condition stat would be my first choice, obviously, followed by either Precision (need it mainly for Bleed proc) or/and Expertise. Then there is an option to take Power or Vitality or Toughness. I would usually take offensive stat over defensive one, IF the offensive stat would be on pair with the defensive one. What do i mean with 'be on pair'. Lets say i can choose between 900 Vitality or 900 Power. 900 Vitality increases my health for roughly 60%! That's a lot. I wouldn't expect that 900 Power would add 60% to my dps lol. But i would expect at least 20% higher dps (combined with precision), otherwise i would rather go for defensive stat. Is there a way to test what's the difference between having zero or 900 Power as condi Mesmer? I have been told by guild mate that the difference is only about 5 - 7%. If this is true, is it ok, if i ignore Power completely?
There are other condi builds which prefers Power over Precision: condi Thief and Guardian. The same question here: is it ok if i take Vitality/Toughnes over Precision?
If i play any Power spec, i am almost forced to take all three dps stats: power, precision and ferocity. Sure, i can add some vitality on top of that (Marauder stats or something similar) but i am not sure how important are non condi dps stats for condi builds ...
Comments
- In PvE generally defensive stats are not needed. So it is usually sinister stats, viper or grievers. All have power.
- edited October 29, 2017You do not need any Power for Condi build. Having extra HP is much nicer since it allows you to get hit few times without instantly going down, or survive few condis on you even when condi removal is on cooldown.I play Condi Scourge in WvW and have full Trailblazer (Toughness + Vit + Condi + Exp).
- Thanks, but i want to know what is the dmg loss, if you skip Power? More then 15% of your dps?
- One of my tests on the training golem showed that the total contribution of power damage on my condi mirage's total damage of 29544, was 8831. I'm not exactly the best at keeping rotations so it could be higher. If you're interested, here's my report cardI am a giant tomato filled with love. I have come to sell you a house made out of pancakes.
- edited October 29, 2017@Sephylon.4938 said:
One of my tests on the training golem showed that the total contribution of power damage on my condi mirage's total damage of 29544, was 8831. I'm not exactly the best at keeping rotations so it could be higher. If you're interested, here's my report cardI assume this is with gear that has condi/power/precision(/else).It's important to note that you'd still get some of that 8831 damage even if you had no power on your gear. I'd say, as a ballpark estimate, power and precision on condi gear that have both accounts for anywhere from 10-15% of your total dps, judging purely from your numbers there. Of course. I imagine this will vary wildly from class to class, and even build to build. - yes, I forgot to mention that. My apologies. I was using full viper gear with no food.I am a giant tomato filled with love. I have come to sell you a house made out of pancakes.
- Also just noticed it doesn't show my buffs. Anyway, I was using the usual: 25 might, fury, quickness, alac, 5 gotl, sun+frost, spotter, strength and disci banner with empower and engi buff.I am a giant tomato filled with love. I have come to sell you a house made out of pancakes.
- edited October 29, 2017What game mode?It's not so much that power is 'needed', it depends what you're building for and what you want to be able to do.For example I like hybrid with power so I can make use of a bit of burst damage and a bit of sustained damage (I don't like 100-0 glass cannon as much as I don't like pure attrition bunker) so I am more difficult to counter - I don't get hardcountered by resistance spam or protection spam or whatever, and I also have more flexible choice of skills/weapons/traits and can change things around without needing to regear.My ears, how are you! | Kourna Jackrabbit for default Springer
- @otto.5684 said:
In PvE generally defensive stats are not needed. So it is usually sinister stats, viper or grievers. All have power.A bit of toughness and vitality will help a lot when you're going to take on champions and legendaries in PvE. Especially for squishies like us. Sure, you will los some DPS in comparison to zerkers, but when you lie dead on the ground you won't do very much damage either.Ascalon Will Prevail!
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- Besides you will need some power in case you meet enemies that are immune to your conditions or keep stripping them off.
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- Here's the big problem. Mathematically speaking, each skill has a different power efficient (how much of your power stat is used when calculating damage). Power coefficients vary radically so there's not a flat 'if you lose [x] amount of power you lose [x] amount of damage'. Something like a Mesmer Sword has high Power coefficients so losing out on Power drops your damage by a more noticeable amount vs a weapon like Scepter or Axe that have lower power coefficients but compensate that by applying conditions.For PvE. the way you generally want to look at things is in the following order:
- +100% condi duration on your primary condition(s). E.G. +100% burning for Guard makes sense but +100% Confusion does not.
- Condition Damage. Pretty self explanatory here.
- Precision: A lot of traits apply skills based on critical strikes
- Power: Since most of your condi weapons have bad power scaling this is generally the stat that you look at last. Again, varies per class and even further by class weapon
- Ferocity: Same as above, your physical damage is pretty bad in most cases so no need to increase it.
The best way to figure out where your damage is coming from is to smack a golem. (ArcDPS have a damage breakdown by skill/condition). From there you can see how much your damage falls off by taking more defensive gear.Again, this is all pretty generalized as we can't give you a definitive answer without having tested this ourselves or guesstimating by modifying data collected from others. - You don't need power assuming you never plan on touching any core content because there are various bits of stuff in core content that is just completely immune to conditions and crits. You would still be able to kill/destroy those but it would be extremely slow.In the case of guardian you also have the issue of destroyers and various fire elementals that are also immune to burning.
- @Sifu.9745 said:
Thanks, but i want to know what is the dmg loss, if you skip Power? More then 15% of your dps?It depends heavily on the class, and amount of damage bias the skills have. Hybrid classes like Engineer benefit from both, but most condi builds for Engineer ignore the power component due to poor scaling. Ranger is also a hybrid class, also has power scaling on its condi build, but scales much better then Engineer on Condi due to its skills having longer base duration.
But then you have a build like Firebrand, which only uses Fire (which scales incredibly well), doesn't need Expertise (can get 100% burn duration on via traits and runes), and whose weapons all have a strong power component. Because of this, Grieving stat can fully utilize all aspects of both power and condi damage, and focus all aspect into its damage. While the power component is less significant compared to the burn damage, its still additional DPS for literally zero trade off compared to something like sinisters.
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Gw2 Does Critical Boost Condition Dmg Build
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