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Infoman Equipment in Guild Wars 2: A Base Analysis

Message #1 le 2012-8-13 @ 4:14:52 par Eloctinar:
1. Introduction
The originally Guild Wars was sometimes referred to by players as “Build Wars” because of the tendency of some matches being decided upon not by player skill level, but by the skills and equipment builds that the players brought into the match. Guild Wars 2 has made great improvements to the game by removing much of the disparity between skill builds of the same profession. However, there is still a strong disparity between builds in the game, and often a players fate in player versus player combat can be decided by their choices in equipment rather than their strategic choices on the field.
2. Problem Statement
Equipment, for the purpose of this post is broken down into four things.
Amulets: The major determiner of stats in PvP. The ammulets hold the majority of stat points that your character will have during pvp. There are several stat combinations on amulets, with certain combinations disallowed for balance reasons.
Gems: The minor determiner of stats in PvP. They have the stat combinations as amulets. However, the stats on them are reduced and you may have up to 5 different gems.
Armor Runes: The item that determine the “set bonus” your armor provides. These bonus range in effects from basic stat boosters, buffs, or conditional procs that can occur during combat.
Weapon Sigils: The sigils provide effects that either passively buff your attacks or that trigger effects when you strike a foe, switch weapons, or kill an enemy.
The problem with the equipment in the current PvP environment is that it allows players to leverage their characters too far into certain extremes. The problem generally displays itself in four different ways listed below. However, the root cause is the same; equipment allows too much diversity among professions. The four categories that cause equipment imbalance can generally be broken down into:
Base Statistic Disparity
Lengthening of conditions/buffs to Unacceptable Extremes
Excessively Powerful Buffs to Players
Random Proc Effects that Introduce too Much Unpredictability in Battle
3. Data
3.1. Base Statistic Disparity
Testing for the following was done with an Elementalist with power 2119 striking a Necromancer using Arcane Blast. The toughness value´s listed are the Necromancer´s toughness values throughout the test. Reduction % uses the minimum toughness possible to have on the character as the base.
Toughness___/ __916___/ __1754___/ __2129___/
Damage 1 2113 1477 1252
Damage 2 2037 1418 1365
Damage 3 2029 1454 1269
Damage 4 2168 1528 1261
Damage 5 2180 1438 1354
Average 2105.4 1462.9 1300.2
Table 3.2: Toughness Variance Test
Toughness__/ Damage__/ % Reduction__/
916 2105 0.0%
1754 1463 -30.5%
2129 1300 -38.2%
Table 3.2: Toughness Reduction Summary
Testing for the following was done with an Elementalist with various power and 0 critical damage bonus´s striking the heavy armor dummy in heart of the mist using Arcane blast. Reduction % uses the maximum power possible as the base.
Power_____/ 2319__/ 1081__/ 1919__/
Damage 1 1674 789 1444
Damage 2 1742 812 1373
Damage 3 1767 747 1334
Damage 4 1737 779 1440
Damage 5 1669 820 1430
Average 1717.8 789.4 1404.2
Table 3.3: Power Variance Test
Power____/ Damage__/ Reduction %__/
2129 1718 0.0%
1754 1404 -18.3%
916 789 -54.1%
Table 3.4: Power Reduction Summary
3.2. Lengthening of Conditions/Buffs
For the purposes this bonuses are assumed to be multiplicative in all cases and never additive. I have not tested all combinations to ensure this is the case, but it seems an acceptable assumption to make.
Case 3.1: Stuns Extended
Paralyzing Sigil +15% x2, Mesmer Runes (6) bonus +33% = 75.9% bonus
Stun Duration Base __1.0 __1.5 __2.0 __2.5 __3.0
Stun Duration Extended __1.8 __2.6 __3.5 __4.4 __5.3
Table 3.5: Stun Extension
Case 3.2: Confusion Extended
Lyssa Runes (2) 10%, Nightmare Runes (2) 4%, Nightmare Runes (4) 6% = 21.3% bonus or 61.3% w/ Mesmer Trait
Confusion Duration Base __1.0 __1.5 __2.0 __2.5 __3.0
Confusion Duration Extended __1.2 __1.8 __2.4 __3.0 __3.6
Mesmer Trait Confusion Extended __1.6 __2.4 __3.2 __4.0 __4.8
Table 3.6: Confusion Extension
Case 3.3: Burning Extended
Balthazar Runes (2) +15%, Baelfire Runes (2) +15%, Forge Runes (2) +15%, Flame Legion Runes (2) +15%, Smoldering Sigil 10% +10%x2 = 211.6% bonus
Burning Base __1.0 __2.0 __3.0 __4.0 __5.0
Burning Extended __2.1 __4.2 __6.3 __8.5 __10.6
Table 3.7: Burning Extension
Case 3.4: Bleeding Increased
Sigil of Earth 60% chance on Crit, 50% crit chance = 30% application.
Necromancer Scepter 1, 2/3 fraction of attacks bleed statistically ? 3/3 fraction of attacks bleed statistically
3.3. Excessively Powerful Buffs and Random Procs that are Overly Unpredictable
Data will not be used to support this. The best way to approach this is build a worst offenders list in my opinion. Since there is already a thread that lists offending “RNG” runes, this post will not attribute time to them.
Here is the link to the thread: http://gw2forum.ncplatform.net/forum/pvp/pvp/Rune-s-Worst-Offenders-in-RNG-Mist-Only/
4. Personal Conclusions
The reduction range that players can achieve through applying stats, power, toughness, etc. is too high. Players should be able to customize their stat distribution, but not to a point where they can achieve a 50% leverage on both offensive output and defensive incoming.
In my opinion, the game has a significant amount of complexity. Adding proper amulet choice to the decision pool does not improve the situation. Amulet count should be reduced; possibly even to one amulet that provides a base level of stats. Players should then leverage their stats in a minor fashion using traits and gems. This would keep player damage more consistent while still allowing some leverage to players.
Runes that increase boon and condition durations should be removed. These effects prevent skills from being properly balanced inherent of themselves. Rather skills are balanced against the items that are possible with them. A 3 second concussion blow on warrior may not be inherently overpowered. However, a 5.3 second stun is quite overpowered and the runes prevent a 3 second stun from existing in the game out of fear that players will leverage the effect to this extreme.
In addition, this does not hold true for only stuns. Any skill that can be extended through equipment will always be balanced against its extended nature and not its inherent base which limits its use outside of extreme leveraged cases.
P.S. The way Textile on these forums handles table setup is atrocious. It is almost impossible to present data in an easily readable way.