GW2: The Old Versus The New – Guardian

Well. -The- patch is here.

It wasn’t easy waiting for 12 hours, wondering why I didn’t take a day off from work, mind you.

With even more irony, I logged in on my warrior alt, thinking to witness the awesome glory that is supposed to be overwrought condition stacks melting world bosses… only to be late to the successful Teq map, attempt a second impromptu Teq that few showed up to (having already succeeded prior), and then stand by for a Triple Trouble Wurm that had a communication malfunction, leading to unsuccessful synced decapitation and no phase 2.

Meh. Guess I was overdue for an unlucky day.

I did manage to do some brief preliminary comparisons on my warrior while waiting for all this stuff, so I had a vague inkling of how all the stats were shifting. Somewhat. (No condition damage comparisons as yet. Was just looking at overall stats, level scaling and power builds so as to get my main characters back to a semi-status quo state.)

After which, I finally had the time to look at my guardian main more closely. (Not yet thoroughly though, just a glance so far.)

Overall Exotic Versus Ascended Stat Comparisons

There’s good news on this front, in that the change isn’t as drastic as feared. Apparently they cut back the proposed 10% difference in stats down to 5% again or something.

gw2statcompare

I’m not 100% sure my calculations are exactly accurate, so take whatever I say next with a grain of salt, or feel free to check my calculations for me.

The first set of columns were the old pre-patch stats for exotic and ascended gear.

The second set of columns was a really quick back-of-the-envelope Excel calculated theoretical stats based on the “30% increase in stats and 10% difference in exotic/ascended” phrase.

The last set are the actual new stats, as mostly visually verified by staring at the tooltips on my exotic zerker gear and ascended trinkets, plus one ascended armor and then taking the GW2’s wiki’s stats for the rest (they seem to pull direct from the API, so everything appears to match.)

In our original pre-patch circumstances, the difference between full exotic gear and full ascended gear was 8.38%, in terms of just comparing the primary stat – aka somewhat significant, but not overwhelmingly so. Certainly there is encouragement/motivation to pick up ascended trinkets at least, as that then closes the gap to 2.16% difference. Picking up an ascended weapon but not going for ascended armor, leaves  you at 1.31% difference Power stat-wise. (Not talking Armor here, that’s a whole different ballgame.)

The slightly more dreaded theoretical post-patch scenario would put the difference between full exotic and full ascended at 10.06%. (Which is a really fun number for math-impaired individuals to rally around and kick people without realizing that the pre-patch difference was also 8.38%.)

However, even if this came to pass, picking up ascended trinkets would put a character at 4.67% difference from someone in full Ascended. (Rounded up to 5%, it’s still not a terribly fun number, because I can definitely see some people getting their panties in a twist over being 5% “weaker.”)

With an ascended weapon, the difference would be 2.95% (or 3%), which is ehhh… not terribly horrific either way, but meh, I wouldn’t have been thrilled to end up feeling obliged to get ascended weapons for all of my dungeon running or WvW characters.

The good news is that the actual new stats have gotten a little more moderated back to something not so annoying.

The difference between full exotic and full ascended has actually improved just a tide at 7.72% (due to exotic getting a boost in stats to make up for removal of stats from the traitlines, I believe, unless I screwed up the math somewhere.)

Picking up ascended trinkets improves a character to 2.37% difference, which is a slightly larger gap than of old (2.16%), but yeah, doesn’t seem like something to fret over.

Ditto just lacking ascended armor, it’s 1.47% difference as compared with the 1.31% difference of old. The gap’s slightly larger than before, but not even a full percent of difference.

Absolute stat-wise, we’re talking about a 99 Power difference between full exotics and full ascended now, as compared to 84 Power before, or the 130 Power of the theoretical scenario.

I kinda like that number. 100 Power “feels” sorta significant as a pretty round number for the math-impaired, but you can easily nom a consumable food that gives you +100 Power, and be on par with say, someone in full Ascended armor that foolishly didn’t bother to eat any.

Of course, just as I finish typing this, I realize that I’ve neglected to add pre-patch base stats (I think it was 926) to this total, as compared with the post-patch base stats (now 1000), so… argh.

gw2statcompare2

One quickie version later, the Power differences have gotten even closer.

Conclusion: We haven’t hit any apocalypse stat-on-gear-wise that one can (or should) throw a hissy fit over. Eating consumables, finding runes or traits that give +7% or +10% or +15% damage would probably skew damage more than this stuff (I guess I should sit down and calculate those one day to figure the exact numbers out for myself too.)

Level 80 Stat Comparisons on my Guardian

80finder

Obviously, this is going to differ from your characters based on however you traited them. My main guardian has decidedly never been dungeon meta compliant. Deciding that I just didn’t want to use greatsword often on this character, I dipped into right-hand strength very early on to get consistent crit damage from sword/focus and scepter, and never looked back.

The old version dipped into four traitlines for a bunch of utility stuff like all the radiance blind on F1, honor for empowering might and the heal on dodge roll, a little virtues for the extra stuff on virtues and gave up going deep into the Power traitline that way, losing 200 potential Power.

You can see the new version has picked up quite a bit more Power from the stats being on his gear instead of on a traitline. Toughness increased slightly, but that’s just the base stats getting boosted up. Vitality dropped, with a corresponding drop in health, which I’m not 100% thrilled about.

Precision is… meh, more or less somewhat similar, and Ferocity got a boost. Condi damage and healing power, ehh, lost them completely, though I’m not sure if there’s too much difference between minimal benefit and none.

My crit chance dropped by 5%-ish, something that doesn’t really make me that happy, but eh, I guess that’s what right-hand strength and its bonus 15% crit is for. Crit damage dealt does increase a little due to the corresponding Ferocity increase though.

guardianspec

I’m relatively content trait-wise, having decided to go for Radiance, Honor and Virtues.

I get a pretty similar spammable F1 Virtue of Justice as before, though I think I’ve lost the vulnerability on it. I get better recharge on my signet heal and my torch skills, where previously I had none. And I still get right-hand strength (15% crit) and an extra 10% to crit on foes that are burning. (And everything -should- be burning these days.)

I keep vigorous precision, which I am super-used to for endurance regeneration so I can dodge, and selfless daring for a heal on roll (though it may be worse with 0 healing power now.) I keep empowering might, something I am again used to. I get -extra- 15% endurance regen from the new minor trait, and a protector’s impact symbol so I’m much safer when falling now, AND I get pure of voice on my shouts, which is really sweet because my previous build had a serious issue with condition removal.

I keep unscathed contender and inspired virtues, again stuff I am -used- to, and get a whole bunch of bonuses to virtues that I never had before.

The biggest thing I lost was vulnerability on blind, which on a sword/focus, spam F1 guardian, is quite a bit of vulnerability indeed. :(

(Ah well, looks like I’ll have to use my second guardian – which I’m okay using greatswords on – to cover that.)

The tradeoff is that I got quite a shitton more condition removal and virtue stuff to play around with.

Amusingly, when I ran around Orr and did a quick comparison of before and after, I still seemed to be doing very similar damage on the whole (1700-2300) per sword hit, and my scepter hits seemed to have improved slightly (1400-1600 to 1800-1900 damage) so I guess I’m not /unhappy/ overall with this particular guardian build. (Still need to compare his burning damage and healing potential at some point though.)

Level Scaling Down

70finder

This is what it looks like at level 70.

Because I am an idiot that forgot to take accurate records of data at levels 50 and 60, (ie. forgot to open the Hero screen to look at one’s stats, in favor of hitting stuff), I’m going to have to rely on my second set of data on the warrior later to get a solid grip on this, and use my guardian data as a sort of backup confirmation (after I piece back together what stats I can through guesswork via the combat log.)

The overall picture doesn’t seem terribly pretty though.

By level 50ish, and definitely at lvl 40, and probably under that, our new scaled down stats are worse than before.

What this means for dungeons, if any, I’m not sure, but it does seem like an effort to bring lvl 80s in parity with new leveling characters (which are supposedly more aggressively scaled up. I neglected to collect any data on that front, so I’ll leave that for someone else to figure out.) Which may be a good thing community-wise. Then again, social stuff is hard to predict.

More musings later, after checking out the warrior(s).

P.S. In the interests of disclosure, I have bought the Ultimate edition today. The Anet reaction to the uproar was pleasantly mollifying. A preliminary look at stat changes in the patch didn’t seem to indicate the end of the world was coming or require a ragequit on behalf of my principles.

I had -intended- to stick to my guns and wait until more information was released, but there were a) white wings that I was going to buy anyway that were on a one-day time limit, and b) a self-inflicted gambling/I-want-it-now-it-might-be-too-late-later urge regarding a couple of scientific skins that are currently in price flux while people try to figure out if they are intended to be sold for 1 or 3 tickets at the moment.

Between some ‘fun’ ie. lottery-style entertainment with Black Lion Keys (25 keys => 10 ticket scraps) and exchanging gems to gold (789 gems => 125g) while folks are going nuts feeding gold into gems for the wings, I managed to pick up two more skins that I wanted (not to mention plenty of boosters for future alts in the two character slots and spare transmutation charges) and have gotten most of the gambling urge out of my system for around $36.25 USD or $48.74 SGD.

Which, I suppose, is okay. A little more spendthrift than I regularly practice, but something I can afford at this point in time. (Yes, Black Lion Keys directly to skins is not worth it unless you’re really lucky. You’re mostly spending $1.05-$1.10 for a booster and the /hope/ that something good will pop. Which is an amusing hope to indulge from time to time, but rarely, once in a blue moon kinda thing.

Folks who can’t control themselves though, had better not start in the first place. This one was a mea culpa, when I suddenly got it in my head that I might maybe want to chase/complete a Black Lion Skin collection for the hell of it. It’s looking like, probably not. One will suffice with what one has.)

GW2: And Some Days, Lady Luck Smiles On You…

Case in point, last Sunday’s Triple Trouble Wurm kill:

cobalthead

The group at Cobalt killed the phase 2 wurm head in, if not a record-breaking time, still a very good and respectable time.

Once Amber had killed theirs, it was the usual. Grab champion bag from the dead wurm, collect Golden Chest from the sidebar, take portal to big chest and get a whole lot of not very much scrolling down the side of the screen…

…except…

…is that something pink I see in my bags? Did I maybe get an Ascended chest (that will soon be able to switch stats to something useful) to sweeten the day?

*flips to the chat channel I’ve set for game messages*

lastwurmarmor

Oh wait, it IS the last regurgitated armor chest (of three) that finishes my skin collection!

Feeling suddenly very celebratory and cheerful, I start the process of tidying up my inventory, which means breaking open the big golden chest to reveal more blue and greens and salvaging those, and then opening up the 5 champion bags that came out of the chest and getting even more blues and greens (plus crafting odds and ends) and salvaging -those-…

… Then I do a double take at the exotic that dropped out of the last champion bag.

thankyourngjesus

That, for those who don’t recognize the skin, is Lord Taeres’s Shadow.

Something I’ve been oohing and aahing over for a long time and had my eye on, but hesitated to get at 60g on the TP. (It’s now worth 80g on the TP.)

Thank you, RNGjesus.

You have no idea how hard it is to decide whether to sell it or keep it – selling would give me enough gold to buy a Scientific skin (my new ‘chase’ goal in GW2, aka collect as many Scientific skins as possible) and keeping, well, saves me 80g and gives my future mesmer the most stunningly stylish sword one could ever ask for.

Being the hoarder that I am, I’ll probably go with the latter. Gold can be earned by other means, after all.

One lucky day indeed.

Steam Sale Recommendation: One Finger Death Punch

1fdp1

This game is nuts. A good kind of nuts. Crunchy. Flavorful. Nuts.

The stick figure graphics look absolutely cheesy, in a low budget mobile app kind of way, but hiding behind that is a gem on the level of Cook, Serve, Delicious or better.

You press two buttons. That’s it.

Left and right mouse buttons. Or if you’re a keyboard warrior, you get the options of left/right arrow, S/D or B/N.

Everything else is in the timing, plus the combos and skills that change up the timing.

This game distills that mechanic into its utmost purest form. (A one-button clicker would lack the confusion of one’s fingers trying to decide which button to press now.)

1fdp2

I suppose you might call it a rhythm game meets a fighting game side brawler or something, but whatever you call it, it’s definitely worth a play.

It will teach things like anticipation, watching the enemy’s coming attacks, planning of your next few moves and improve one’s reaction time.

Skills that can be applied to any other action-combat game you’re playing, like say, *cough*, GW2. (I weep inside every time I see a player get knocked down by a champion wurm’s tossed rock. It’s one of the easiest things to practice dodging on. The player just has to make the mental connection that dodging it -is- actually possible.)

It will punish button mashing with tit-for-tat ruthlessness.

And still it will feel completely fair, because it will only attack you when you slip up and make that mistake. Press one button that failed to connect and missed, and an enemy will hit you in response. Fail to dispose of an enemy, and it again will hit you.

Get the timing and anticipation perfect, and you are rewarded with sequences of absolute martial arts combo perfection as you slip into a flow state and your corresponding stick figure glides like water and smashes the crap out of his enemy stick figures.

1fdp3

Each level lasts a fairly short time, so it’s great for those quickie entertainment moments when one can’t afford to fire up a longer game (or say, when one is waiting for 15-30 minutes IN a longer game waiting for something to start.)

1fdp4

And yet, there are a TON of levels with a bunch of variations to choose from (the above pic is like one small part of the whole continent map – the graphics look like shit, yes, but thankfully you don’t have to stay in this level select screen long) plus survival mode plus god-knows-what difficulty modes, so there’s plenty of game in this game.

Ultimately, you wanna pick up One Finger Death Punch for the fantastic demonstration of how merely pressing two buttons can add up into an entertaining game, and for the cartoon stick figure carnage amidst punchy sound effects that work really well.