Everything said is almost true. The deflect on CC doesn't alway happens and I feel you haven't underlined enought that is a bug the devs are aware yet (hopefully fixed soon). Honestly all I would ask for (other than the fix on the deflection) is a "respect race and initial rolls" token. A dev some time ago said it would…
And this just proves you don't have any idea of what's the DMG reduction affected by the Arp. Arp is effective ONLY versus DMG reduction given from DEFENSE & AC, nothing else is affected by Arp and in no way you can get more than 40% DMG RDC by AC & Defense (even with Oak Skin if you know what are DR) Now stay on topic. Ty.
As said beeing multiplicative there's no difference if they are counted before or after the reduction by the tenacy. The good aspect of a mitigation debuff it's that is more versatile than the arp itself. Against a player that has 25% dmg reduction you won't need more than 25% arp, while you can stack endlessly mitigation…
You missed the point that you got a flat 10% dmg reduction, 10% crit serverity resistence, 10% cc resist in PvP ragardless your lvl, stats and gear which can be increassed by tenacity from gear. Mitigation debuffs are never been in anyway related to the defence/DMG reduction. They have always been a multiplier of the…
There's a big mistake in your statement. The valiant bonus, as said in the other topic and as well known by any CW that uses an HV isn't related by any way to the def/CA of the target. It's a flat, unmitigated, unbuffed, unmodificable by any stat 10% decreased target mitigation; just test by yourself , hit a dummy (which…
Provide some math of what you're saying. 5% more crit and 210 power that can overcome a flat 10% increased dmg... that's why the GF community sux so badly.
You'd better test what you're saying. The timeless isn't a no brainer, you need to carefully set your stats and you need a greater vorpal or more to make it outdps a valiant. The valiant is a 25% chance to proc on every hit and lasts 4".
If the choise must be between Fight on or Crushin Pin I'd take all the time Fight on for the versatility (both in PvP & PvE), I'm twisted between Crushin Pin and Trample the fallen since I'm not that sure that in PvE you see Battle trample proc that often. ASAP I'm gonna parse a couple of dungeons in the preview to see how…
It's commonly called "Hard cap" when you get less than 0.3% of a stat increase per 100 points invested and, as you can clearly see by your own numbers, past 3500 you're in the "hard cap" area... noone says you can't stack more def past 3500 but would you better invest in any other stat? Obviusly yes.
It could work if you couple the reflect dmg with some tenebrous and SoS. I've never tested it but the dmg could be boosted enought to drain a bit more stealth. Anyway it's just depressing that you have to invent such mechanics just to try to counter a single class.
First of all we need more GFs like Joshi, all his posts are very objective and probably I've learnt more reading his posts than playing myself. Now: - the effect of the valiant, despite what it's written, it's a flat 10% decreased target damage mitigation - the effect of the bronzewood it's a flat 16% decreased target…
I don't get how a 210 more power from the timeless could end with a 2% flat dmg. Also, from my testings, there was little to no difference between a perfect rotation with the timeless to keep the buff always active instead of a "on cooldown" spam of every encounter (I was using LS, FS, ET, rotation was FS, LS, ET, LS, FS…
I've done some more tests and I've found the mistake, I hadn't slotted Combat superiority which resulted in a 15% less dmg on frontline surge. Sry my bad.
From my testings the valiant is already a better set than the timeless (with just 2.2k crit the valiant will give you a better boost than the timeless and the bonus from the valiant will benefit the whole party) and this perfectly fits with the problem that basically any set of the GF gives bad stats and or bad implemented…
It's just the way the devs intend the "toggle". You activate it, as long as it's activated you don't see the cooldown but instead a timer of the buff duration. Once the buff is expired it starts showing the proper cooldown. AFIK nowhere it's written that it should refresh nor stop the buff expiration if no target is linked…
Exactly the opposite, both the duration of the buff and the cooldown have been increased. Nothing else have been changed other than now it has the same dinamic as Knight Valor (you pop the buff, you see the duration of the buff once the buff it's over it starts the cooldown). Basically nothing has changed. It just takes…
The chain is perfectly avaiable against any CC reduction. The prone duration of Bull Charge has been shortened (if it really has been touched) but the knockback is still there and you can still lunge anyone right in mid air, you can also FS and right after bull charge anyone since bull charge has now a way higher range.…
This. You can already equip with epic gear doing solo dungeons there's no need to add something else most of all when you don't have a dual spec system that would allow classes like DC or full tank GF to run any solo content as easly as a dps class would. Btw 500 AD with skirmishes? Why? and, most of all HOW?? There's any…
The funny thing is that the topic completly derailed to what that feat is meant or not meant to be while my only purpouse was to prove that despite everyone says, GWF got an impressive boost with module 2 (just in the wrong way) while the GF is the class that atm has less and less viability in a party. Note that I don't…
Enjoy. http://nw-forum.perfectworld.com/showthread.php?567481-Trickster-Rogue-vs-Great-Weapon-Fighter-comparison Builds done around that feat can get a 40% and even more dps boost. 450*6=2700
Numbers are numbers. A GWF that deals 33% of his DPS by a single feat and thanks to that has become the best DPS PvE/PvP both Single target and AoE should be what you should focus on. BTW the "additional CA damage", if that is the formula, is clearly NOT working as intended. It's exactly how it was working the Arp bonus…
It isn't broken, it is just a feat that gives a 25%-40% DPS boost... broken or not it's just OP and next in line to be nerfed. Enjoy it untill it lasts. After this, now give a HUGE boost also to the GF since it is the class that ATM: doesn't have a role in any party (lack of CC immune mobs makes the thanker useless untill…
[QUOTE=twinkje;6898471 [cut] From the spreadsheet you can clearly get where those huge DPS comes from.[/QUOTE] 33% dmg just from deep gash with just a greater vorpal and not even a purple dancing blade ftw. Someone still thinks that it is working as intended?
When they say this it means that any other class would have brought more advantage to the party than a GF would and this is a simple fact. I got 21k GS, doing daily CN and at the end of the day I'm there just to entertain the stupid Draco (no DPS, low buff from my Knight Capt, small debuff from crushin pin), a TR would…
FS brings the same multiplier that has on a GF which means it has a way higher dps (it hasn't been adapted to the higher weapon base dmg that a GWF has). FS gives 2" prone duration and you are free to chain another enounter/at will during the prone animation (which means you can eventually increase your DPS on an armless…
He's saying that the "wonderfull" DMG of a GWF comes from a bugged feat. Once they will fix the bugged feat a GWF will never be able to compete in DPS with a CW which is actually the only class that "is working as intended". It's plain clear that can't be working as intended a feat/power that is considered a "must have"…