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Jijimuge.4675

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  1. > @"AliamRationem.5172" said: *snip* > I gather you're suggesting more than just a change to the combat log here. What you want are elemental damage types complete with vulnerabilities, resistances, and immunities. Do you know WoW ran with that idea originally? They scrapped it pretty quickly because it was pointless and annoying. What you're asking for truly would make this class into garbage because you'd have to be a different flavor of "mage" for every stupid encounter thanks to arbitrary immunities, vulnerabilities, and resists. Depending how far you want to run with it, it might even require extra sets of equipment just to handle the baseline damage of an elemental attack type designed with resistances in mind (that's ultimately what killed the whole idea for WoW, in fact). For what it's worth, the original Guild Wars had different damage types, and some mechanics played with it. e.g. to boost one's damage with Conjure Flame one needed to be wielding a fire damage weapon, and Mantra of Flame would reduce fire damage taken and also grant energy when hit with it. One could also do some fairly interesting things with the spirit "Winter" to transform all elemental damage to cold and then abuse that (e.g. with Mantra of Frost) But of course what this means is that deciding not to go with damage types was a deliberate choice by Anet. (Other than the cosmetic effects of damage types for enemy fatalities in GW2)
  2. One quick thing off the top of my head that should be reasonably uncontroversial - for Chronomancers' "Well" skills to work underwater. We know it's possible, as other well skills have been tweaked to work differently in that environment.
  3. It's been happening for me too. On one occasion it resolved after I toggled some of the graphics options. Just today, however, not even that worked, and it was only resolved after I changed map. And I agree with others....quite a frustrating bug (at least for me)
  4. Looking at the stats, it doesn't surprise me. One of the clearest differences I can see is that build 1 has lower power but higher precision (and a trivially higher ferocity) compared with build 2. Thus, build 1 will gain more (relatively speaking) from each stack of might it gains,...and 25 stacks of might will add up. It's just a question of the way the maths works IMO with how crits provide a multiplicative effect, but might's effect is additive to power.
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