Precision And Condfition Dmg Rune

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LoL’s new Precision Keystone rune melts tanks with true damage. And it’s going to join the Precision rune family alongside Press the Attack, Lethal Tempo, and Fleet Footwork. The currently. Runes Reforged: Precision, and Fleet Footwork I recently wrote this into a comment, and I figured I'd rather just write a full post instead of dipping around to all of the rune threads. As someone who plays with Warlord's, I had a window of time to test Precision/Sorcery, and enjoyed the playstyle.

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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 ...

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Comments

  • In PvE generally defensive stats are not needed. So it is usually sinister stats, viper or grievers. All have power.

  • edited October 29, 2017

    You 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 card

    I 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 card

    I 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, 2017

    What 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.

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  • @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.

    Ascalon Will Prevail!

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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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Precision And Condition Dmg Rune Download

tbh, i think critical dmg runes need a buff.
you need to get over 350 attack damage without anyone damage runes to really see the difference.
the point is crit dmg can be seen as AD per lvl since it works best with a lot of AD.
maximum damage increase with crit dmg runes:
full marks, seals and quints(total 40% crit dmg) give a damage increase of: 15.3% as soon as you have bought your infinity edge.
normal crit dmg: 200% +
lethality 5-10%(5% for ranged, mastery) +
50% from infinity edge.
total: 255-260%
40/255 = 15.7% or 40/260 = 15.4% damage increase on crits (note that the reinforced armor mastery can take away a huge part of this since it is applied after these calculations and thus reduce this amount by about 12%, but this doesnt matter since this is applied to all crits, even the onces without crit dmg runes)
crit dmg cap for ranged champions: 300% (no other passives that increase that on ranged champions)
increased dmg: 17.6%(45/255) more then normal (but you have lost any AD armor or mr from runes so you will see later on that to succesfully use these crit dmg runes you need 400 AD at the least, which simply makes these runes not viable)
crit dmg cap for melee champions: 305% + passive increase (tryndamere)
increased dmg: 17.3%(45/260) more then normal, with tryndamere's passive tho the amount of dmg that is increased on crits gets even lower and thus less usefull.
alright so how does my damage change?
lets say i have 300AD since i want huge crits and i probably need a PD aswell so 300AD is about the max.
300 + 22(full flat AD), 18(flat AD + armor) or 52(full AD per lvl) = 322, 318 or 352 AD
322 * 2.55(ranged) = 821.1 dmg
318 * 2.55(ranged) = 810.9 dmg <- i would recommend to take this since your attacks will be much more deadly in early game, thus allowing you to farm or kill easier.
352 * 2.55(ranged) = 897.6 dmg
300 * 3.00(ranged full crit dmg) = 900 dmg <- i wouldn't recommend this, it just sucks as i show right here below, the glyph's are really inefficient when they are used for crit dmg, the seals are better then AD if you get to 300+ AD.
306.6 * 2.95(when you exchange crit dmg glyphs for AD per lvl) = 904.47
so what we see here is that the total damage increase is about 2 dmg compared to scaling AD and about 78 damage compared to full flat AD, but we still need to take in account that the critchance we have is probably not above 55% (PD + IE) so we are still sacrificing about 45% of that extra damage, making the 78 damage an increase of 43 dmg.
i do not know when the reinforced armor mastery(10% reduced crit dmg) takes place, if it reduces total dmg or the critical dmg the opponent has.
in case 1 you have to further reduce the 43dmg, since 10% of 900 is more then 10% of 810.
note: for gangplank crit dmg runes are more viable since his Q has some base damage and will thus easier get more dmg when having crit dmg runes
conclusion: AD per lvl is more useful as critical dmg runes since it doesn't require you to have any crit chance to gain the bonus effects. AD per lvl doesn't rely on any items, crit dmg does.
if you have seen any flaws in my calculations i would be glad to fix those. any missing parts could be added as well of course.
greetings,
Quimoth