Putting the 'role' back in role-playing games since 2002.
Donate to Codex
Good Old Games
  • Welcome to rpgcodex.net, a site dedicated to discussing computer based role-playing games in a free and open fashion. We're less strict than other forums, but please refer to the rules.

    "This message is awaiting moderator approval": All new users must pass through our moderation queue before they will be able to post normally. Until your account has "passed" your posts will only be visible to yourself (and moderators) until they are approved. Give us a week to get around to approving / deleting / ignoring your mundane opinion on crap before hassling us about it. Once you have passed the moderation period (think of it as a test), you will be able to post normally, just like all the other retards.

The Guild Wars 2 Thread

Kane

I have many names
Patron
Vatnik
Joined
Nov 1, 2008
Messages
22,478
Location
Drug addicted, mentally ill gays HQ
PC RPG Website of the Year, 2015
GW1: Ability says it does 100 damage. I know it does 100 damage to low armor. To higher armored characters it will do 50-70 damage.
GW2: Ability says it does 1000 damage. To what? There is no standardized armor value here. All the damage helps you figure out is that a 1k damage spell is better than an 800 damage spell, but that tells you little about the total damage you actually have in any given situation until you test it.

- Per 100 toughness will block about 34 damage for every 1,000 applied and only if it isn't from conditions.
- Per 100 vitality will absorb 1,000 damage. Striaght up. conditions/damage vitality don't care.
- Generally speaking, Vitality is better than Toughness, with the important caveat that Toughness works better when Healing and other health sources are on the field (wich is pretty much always the case).
 
Joined
Jan 7, 2012
Messages
15,269
My understanding is that toughness does not scale like that. Though it may be approximately linear over the range of lvl 80 armor values. I can't find an actual damage equation, just bits and pieces of observation of the correlation between armor and damage taken.
 

Mangoose

Arcane
Patron
Joined
Apr 5, 2009
Messages
26,507
Location
I'm a Banana
Divinity: Original Sin Project: Eternity
Find me a damage on the tooltip for traits. Find me a way to find total damage on an PAOE without testing it, because there are multiple inconsistencies in how it is displayed.
Traits? Sorry, the discussion with Vaarna was just about inconsistencies in the skill tooltips. Nice job paying attention. Welcome to the discussion, though.

GW1: Ability says it does 100 damage. I know it does 100 damage to low armor. To higher armored characters it will do 50-70 damage.
GW2: Ability says it does 1000 damage. To what? There is no standardized armor value here. All the damage helps you figure out is that a 1k damage spell is better than an 800 damage spell, but that tells you little about the total damage you actually have in any given situation until you test it.
You may be right about the presentations of the mechanics, but this is still not information provided with tooltips, as this discussion is about.

Besides, this would be an issue about not knowing the formula for a function, not an issue about multiple skills having different armor scalings.

Like cast time on every single one.
Wow. Must take how many tests to figure out cast time per skill?

Traits are really the biggest problem, if they were at least displayed with the level of detail of skills, and the various obviously-wrong, information-lacking, and inconsistent skills were brought up to speed, things would be bearable.
I can agree with this.
 

Kane

I have many names
Patron
Vatnik
Joined
Nov 1, 2008
Messages
22,478
Location
Drug addicted, mentally ill gays HQ
PC RPG Website of the Year, 2015
You may be right about the presentations of the mechanics, but this is still not information provided with tooltips, as this discussion is about. Besides, this would be an issue about not knowing the formula for a function, not an issue about multiple skills having different armor scalings.

The formula for armor value in GW1 was also unknown until it was reverse engineered. In fact, the specific formulas are unknown in most games.
 

Mangoose

Arcane
Patron
Joined
Apr 5, 2009
Messages
26,507
Location
I'm a Banana
Divinity: Original Sin Project: Eternity
You may be right about the presentations of the mechanics, but this is still not information provided with tooltips, as this discussion is about. Besides, this would be an issue about not knowing the formula for a function, not an issue about multiple skills having different armor scalings.

The formula for armor value in GW1 was also unknown until it was reverse engineered. In fact, the specific formulas are unknown in most games.
The formula for armor in GW1 was reverse engineered? OMG WHAT A BAD DESIGN DECISION
 

Konjad

Patron
Joined
Nov 3, 2007
Messages
5,457
Location
Strap Yourselves In Codex Year of the Donut Codex+ Now Streaming! Torment: Tides of Numenera Wasteland 2 Steve gets a Kidney but I don't even get a tag.
Looks like a lot of tards joined the guild, but don't want to represent us :killit:

125561691-4.jpg
 

Joghurt

Augur
Joined
Jul 29, 2008
Messages
980
Hey guys I am really thinking of buying this. I got a question though. Does this game require a lot of time to get fun out of it? I won't be able to play very regularly but since there is no subscription then I am kinda considering it for playing over the weekends.

The big question is should I buy this or wait for Planetside 2 :/
 

Joghurt

Augur
Joined
Jul 29, 2008
Messages
980
Well I was asking because GW2 didn't look generic or WoWlike. After all it does a lot of this differently than all of the previous generation of WoW clones.
 

Konjad

Patron
Joined
Nov 3, 2007
Messages
5,457
Location
Strap Yourselves In Codex Year of the Donut Codex+ Now Streaming! Torment: Tides of Numenera Wasteland 2 Steve gets a Kidney but I don't even get a tag.
Hey guys I am really thinking of buying this. I got a question though. Does this game require a lot of time to get fun out of it? I won't be able to play very regularly but since there is no subscription then I am kinda considering it for playing over the weekends.

The big question is should I buy this or wait for Planetside 2 :/
You can easily do a quest within half an hour and quests alone give you much more experience points than grinding (I mean - grinding is somewhat included in these quests, though you often have option to not kill any mobs and do various other stuff instead. Grinding outside of quests gives you low amounts of exp that it's pretty pointless. So you can easily just spend half an hour a day and still have fun.
I spend all days playing it though, because it's that much fun :love:Buy it!

Don't listen to raw.

BTW. This game doesn't require you to make teams, you can solo through it and events are for all players near them, so you just join other players in already-in-progress event and help each other, which is like party based play, except without actually looking for parties, but finding them on-the-go during every event.
 

Angthoron

Arcane
Joined
Jul 13, 2007
Messages
13,056
Well I was asking because GW2 didn't look generic or WoWlike. After all it does a lot of this differently than all of the previous generation of WoW clones.
Been enjoying it quite a lot myself; it's fairly varied, and not all that WoW-like, combat can be a lot more challenging than WoW at times. Did Explore of CM last night, it's a "hardmode" dungeon, I'd say it's far more intense than most of WoW's Cataclysm raid/hard mode raid content.

Still is rough around the edges, needs balancing, fixing, and maybe designers dragging their ass out from design tables and checking out how some of the things work FOR REALS like, but, if this is the rocky start, then the game should be seriously rocking when it reaches its full height.

Do check a few gameplay videoes, maybe by Total Biscuit or Yogscast, though, to get the idea if it's your thing. If you expect GW1 all over again you'll be dead-set for a disappointment like some people here seem to be.
 

Vaarna_Aarne

Notorious Internet Vandal
Joined
Jun 1, 2008
Messages
34,585
Location
Cell S-004
MCA Project: Eternity Torment: Tides of Numenera Wasteland 2
Well I was asking because GW2 didn't look generic or WoWlike. After all it does a lot of this differently than all of the previous generation of WoW clones.
Been enjoying it quite a lot myself; it's fairly varied, and not all that WoW-like, combat can be a lot more challenging than WoW at times. Did Explore of CM last night, it's a "hardmode" dungeon, I'd say it's far more intense than most of WoW's Cataclysm raid/hard mode raid content.

Still is rough around the edges, needs balancing, fixing, and maybe designers dragging their ass out from design tables and checking out how some of the things work FOR REALS like, but, if this is the rocky start, then the game should be seriously rocking when it reaches its full height.

Do check a few gameplay videoes, maybe by Total Biscuit or Yogscast, though, to get the idea if it's your thing. If you expect GW1 all over again you'll be dead-set for a disappointment like some people here seem to be.
Yea, as far as launch goes, GW2 is fairly smooth, not that many bugs, just balance issues and stuff like lacky tooltips (most skills are fine, the main issue was always traits).

The biggest things the game has going on for it though are the art direction and music.
 
Self-Ejected

Ulminati

Kamelåså!
Patron
Joined
Jun 18, 2010
Messages
20,317
Location
DiNMRK
Question for the BROs on Seafarer's rest:
We're currently researching a workshop so we can have 2 concurrent upgrades building if need be (it's fairly cheap).
Due to the construction time of the workshop itself, our serverwide +10% magic find is going to expire before a new one can be queued.

Should I?
A: Cancel the workshop, queue a new magic find boost and requeue the workshop after the new boost kicks in
B: Finish the workshop and queue a new magic find boost that'll kick in tuesday
C: Finish the workshop and delay the next magic find boost so it kicks in fri-sun instead?
 

RK47

collides like two planets pulled by gravity
Patron
Joined
Feb 23, 2006
Messages
28,396
Location
Not Here
Dead State Divinity: Original Sin
Can burn guardian build actually do well in sPvP?
I've been doing that in PvE and it's pretty railroaded combo everytime a mob take-down is initiated.

Primary:Sword x Torch
Secondary: Sceptre x Focus

'Lolwut'
F1 - 2 - 4 - 7 - 8 - 3 - Swap - 5 - 4 - 3 - 2 - 6 - F2 - F3 - 0 - F1 - F3 - Swap - Is he dead yet?
 

RK47

collides like two planets pulled by gravity
Patron
Joined
Feb 23, 2006
Messages
28,396
Location
Not Here
Dead State Divinity: Original Sin
I don't know how it compares to GW1, but the world/setting won't amaze you at all.
All the storyline stuff they toss at me feels forgettable, yet the gameplay kept me going. Quick weapon swaps in combat adds that additional options and reaction - different skills and builds per classes. It's all good for PvE and PvP longevity.
I also liked how the micro-trans shop also accepts in-game currency - sealed the deal for me.

I've hit lv 62 and haven't touched a dungeon yet - but overall I'm satisfied with my purchase. Will try another class when guardian gets stale.
And the fact that going to PVP at lvl 2 doesn't mean you're playing with an underdeveloped character is a huge positive.
 
Self-Ejected

Ulminati

Kamelåså!
Patron
Joined
Jun 18, 2010
Messages
20,317
Location
DiNMRK
Can burn guardian build actually do well in sPvP?

That's actually pretty close to the common glass cannon guardian build you see running around. Although Sword/focus or sword/shield are more popular mainhands. Since you're running multiple meditations, consider dumping Signet of wrath (it's not that good) for smite condition and dropping your points in virtue for 30 valor. That'll give you access to Focused mind (making smite condition a second instant stunbreak to go with judges intervention) and more importantly Monk's Focus, which'll make all of your 3 meditations an instant heal. That'll help with your squishiness.

For runes, runes of the ogre are the FOTM OP. The rock dog is pretty nice. But since you're already speccing a lot of crit I'd go with runes of divinity for the additional +crit damage. It's the best boost you can give your deepz. For sigils... I dunno. If you're confident in your mad skillz, a sigil of bloodlust on your main weapon sets offhand will pay dividends since you don't need to do the killing blow for it to proc -- just a chunk of damage. Sigils of the hydromancer are pretty sweet for chasing. Your sword should definately have a sigil of air though. Since you'll be critting ~~70% of the time and the proc is basically a free autoattack.

Speaking of squishiness, rabid amulet is kinda suboptimal as well. Burn alone isn't enough condition damage to warrant speccing into it. Consider either going for a Knights amulet (will make you not die in a second) or Berserker's amulet if you're really baller (for the +crit damage).
For healing you want signet of resolve. The passive condition removal is pretty good but more importantly you can move while it heals you. Speaking of moving, your virtues aren't buff enough to warrant renewed focus. I'd strongly reccomend swapping it for Tome of Courage. The AoE daze and AoE +25k heal can be gamechanging if you hover at the edge of a big fight for a control point.
 
Joined
Jan 7, 2012
Messages
15,269
I have to say, Ele is downright impressive to play w/ weapon swapping. Kind of screws you if you get stuck in the wrong one, and borderline exploit, but it's the one part of PvP that actually feels complex and requiring effort to master.

Makes PvE absurdly easy though.
 

As an Amazon Associate, rpgcodex.net earns from qualifying purchases.
Back
Top Bottom