From base 75% severity, another 15% severity will give you 8.6% stronger crits. From 125% severity it's 6.(6)%. And for some stupid reason combat advantage is additive with crit severity instead of being a separate multiplier.
I bought some zen in April in the pack is locked for me. On the plus side though, the new path is pretty crappy so you're not really missing out on anything.
Isn't that just part of the righteousness tooltip change? Instead of healing our allies for 5% hp and ourselves for 60% of that much (3% hp), we heal for 3% and our allies for 170% (5.1% hp) of that amount.
Cooldown reduction itself has diminishing returns in addition to the recovery stat. The recharge time formula is Encounter Ability Cooldown Time = InitialCooldownTime/(1+StatBonus+FeatBonus+0.36*Recovery^1.5/(LevelConstant+Recovery^1.5)) So if you had a net cooldown reduction of 100% (you won't get that much) your base…
That's kind of just a drop in the bucket though. Fairness isn't really the issue (at least, not to me), it's just very tedious to repeat the same content so much.
I have six characters working their way through the campaigns, which is terribly boring and kind of killing my interest in the game. I think I'm going to have to just turn five of them into profession/invoking mules. The campaigns are just too repetitive. There either needs to be less grinding (eg account wide unlocks,…
Many people do "greed runs" where everyone rolls greed on valuable drops, but if your group didn't decide that's what they were doing then there's nothing wrong with needing on something you can use. If you're not going to equip a piece of gear then rolling need is considered rude (this is true across most games).
HRs and GWFs are probably going to get one with mod 3. TRs and CWs are probably going to get one later when stealth is changed and CW damage is nerfed. GFs and DCs... maybe they'll get looked at after that. Maybe.
The charisma bonus is multiplicative with the 15% combat advantage bonus, not additive. And the first 10 points of any stat don't do anything. 20 charisma grants you 1.5% more combat advantage damage. Additionally, the combat advantage damage is reported to be additive with crit severity rather than a separate bonus. If…
I don't think it would make much of a difference unless they changed the feats themselves, you'd still end up everyone taking x set of feats to do the most damage (pve) and y set for the highest survivability (pvp).
cw at-will: mm/cc/rof are all good. encounter: Sudden storm for the damage, low recharge, no cap, and fast cast. daily: singularity for the utility. tr at-will: disheartening strike does a ton of damage from range. Too bad everything else on the WK is trash. encounter: shadow strike never leaves my bar. daily: lurker's is…
Thank you very much, this is awesome. edit: I don't have permission to look at the charts. After you cast shield the tooltip changes and tells you the damage.
(this is just me thinking out loud rather than saying "this is what you need to do to fix it." Overall I think the bigget problem with the game is content overemphasizing damage relative to support roles) Maybe FPT and, situationally, Malevolent Surge. In general though we just have too many damage feats that we can stack…
1) tr perma stealth - high persistent offensive, defensive, and utility value. 2) gwf unstoppable - cc immunity, damage reduction, temp hp, attack speed, and damage/healing/ap generation if feated. All with high uptime. 3) cw spell mastery - the extra encounter slot combined with two recovery stats makes CWs minimally…
That depends on what spells you use and how many targets there are. Some people are reporting that with the right setup you'll see over 50% of your attacks crit from just EotS. A little bit of crit does pay off even if you have EotS, but you'll have enough crit rating inherently from an augment companion, artifacts, and on…
I actually find it easier to use when it's not in the mastery slot. Ground targeting is pretty inconvenient in this game beyond short range due to the low camera angle you need to see that far, and shard gains very little from being in mastery compared to other encounters. Outside of tab it's a skill shot so it just takes…