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Was using core power bs because im too lazy to press buttons, was sitting at 2nd spot in dps because i just couldn't breach that dps wall, tried this build and im sitting #1 at every single fractal and by huge difference depending on the boss. A mesmer meditates to charge up their mantras before battle and then use them at will without interrupting their other skills. Glamours are enchantments that manipulate the fabric of reality around the mesmer, allowing them to create effects such as invisibility, teleportation, and bubbles of.
Damage in Guild Wars is governed by two variables : the effective damage of the attack and the defense of the target.
In mathematical form:
When a given attack deals damage multiple times - such as with Dancing Daggers or Stone Daggers, each instance must be considered as a separate attack.
Damage in Guild Wars results from actions taken by attackers that subtract a portion of a target's health.This definition includes many attacks or skills (including spells) but does not include health degeneration, life stealing, sacrifice, or direct health loss caused by skills such as Infuse Health, Flesh of My Flesh, or Illusion of Weakness. When an attacker attempts to damage a target.
Attacking and damage[edit]
The base damage of an attack depends on both your character's statistics, and on situational modifiers, such as attacking a target over a cliff. Height advantage effect is currently unknown, and being situational thsi page will focus on the former. The following analysis is based on level 20 characters with maxbasic armor and maxed attribute ranks (attribute levels).
Weapon damage[edit]Guild Wars 2 Damage Meter Download
If you are attacking the target with a melee weapon (sword, axe, hammer, daggers, scythe) or a ranged weapon (bow, spear) the amount of damage that you'll naturally deal depends on both the inherent damage of the weapon, and your level in the corresponding attribute. The relationship between your attribute level and damage is a simple exponential over a normal attribute level range:
However, there is a threshold beyond which additional attribute levels provide less benefit. For level 20 characters, that threshold is 12. Each additional attribute level beyond 12 provides only 40% as much benefit as levels under 12 provide. This attribute threshold is based on your current character level, as follows:
Thus, if you include the effects of the threshold, the full equation is:
Example of weapon damage calculation[edit]
If you had a normal, customized (20% more damage) 15-22 damage Fiery Dragon Sword, and a level 9 Swordsmanship attribute, each swing with the weapon would deal:
While swinging the same sword with a level 12 attribute would deal:
While pumping up your weapon attribute continues to give outstanding returns on damage all the way to level 12, it drops off quickly after that. For a level 20 character, attribute level 13 is less than half as effective as the previous level at raising your damage. So while having a high attribute level certainly looks impressive on your stat screen, it isn't providing as much benefit as one might think.
Skill damage[edit]
The vast majority of the time, you aren't just attacking, you're using skills to augment, replace, or just outright deal damage to your opponent. As a baseline, the amount of damage that you'll deal with a skill is listed in that skill's description - rounded to the nearest integer. The damage you deal is almost never the same as in your description. In the case of skills, your character's level plays a role in how much damage you'll actually deal:
Example of skill damage calculation[edit]
A level 6 Elementalist with a Fire Magic attribute of 5. Each Flare (35 damage at attribute 5) you cast is going to be dealing:
If you then gained a level but didn't raise your Fire Magic attribute, your Flares would be dealing more damage regardless, to the tune of:
Unlike weapon damage, you don't exactly have control over your character's level - you're going to be dealing 100% of listed skill damage once you hit level 20. This makes it incredibly easy to min/max your skills, since the damage you're going to deal in combat is the same as the one listed in the skill description. You'll find this effect most useful when planning an attack against a mob who will quite often have levels that vary considerably from your own. For example, take a level 30 Elementalist boss casting a level 12 Deep Freeze:
There's one more category of attacks to consider - attacking an enemy with a wand or staff. Wands and staves aren't weapons in the purest sense - a more apt description is 'skill on a stick', as the damage they deal scales up with your character level, not your weapon attribute. In other respects, they act like all other weapons. Take a customized 6-10 wand, for example - when wielded by a level 10 character, each strike will deal:
Critical hits[edit]
Every time you strike a foe with a weapon of any sort you have a chance of landing a critical hit. Each critical hit strikes for maximum damage, with the additional bonus of hitting as though your target has their armor level reduced by 20. This translates into each critical hit dealing 141% of your maximum effective weapon damage, every time.
Example of critical hit calculation[edit]
Every critical hit with a customized top (6-28) axe and a level 12 Axe Mastery will deal:
The frequency with which you will land a critical hit is dependent upon several factors - your character level, the level of the target, and, if you're using a sword, axe, or hammer, the appropriate attribute level. The exact formula for landing a critical chance is as follows:
In rough terms, your chance of landing a critical hit against a foe of comparable level with a level 12 weapon mastery is roughly 12% - if you're a level 20 character beating up on level 1 targets with a level 12 weapon mastery, your critical chance is close to 90%.
Weapon requirements[edit]
Main article: Requirement
Many of the weapons that you'll find require you to have a certain level in a linked attribute to be effective: Swords that require 9 Swordsmanship, Bows that require 7 Marksmanship, and the like. If you do not meet the requirements on a given weapon, your effectiveness with it will be greatly reduced.
In simplest terms, if you do not meet the requirements on a given weapon it will deal damage like a starter weapon of the same type. Thus, if you find a 10-20 wand but don't meet the requirements, it'll deal damage like a 2-4 wand of the same type. However, the weapon will keep all modifiers. Thus, if you were using a 14-20 Sword Of Enchanting (+20% enchantment durations) and don't meet the requirements, it would only deal the 2-4 damage, but you would still get the +20% enchantment duration from the modifier. This includes internal modifiers - some weapons have built-in additions to damage, and these will remain even if you don't meet the requirements.This is most readily apparent on a focus - if you find a normal +10 energy focus and don't meet the requirement, you will only get +3 energy from equipping it. However, if you get a +12 focus - a +10 focus with an internal +2 modifier - you'll get 5 energy from equipping it, even if you don't meet the requirement. Thus you are always better off using a weapon with a requirement you can reach - unless the only thing you want access to is the weapon's modifiers.
NOTE: It has been noted elsewhere in this wiki (in the Weapons article), that dropped weapons have different rules if you don't meet the requirements than collector or reward weapons. According to the Weapons article, dropped items do 1/2 damage, rather than the damage of a starter weapon, so a sword that does 11-22, which was a dropped item, should do 5-11 if you don't meet the requirement. There is no reference in either article as to bonus weapons, though from anecdotal evidence, it follows the same equation as dropped weapons.
Armor and defense[edit]
Once you know how much damage an attack is supposed to do, you can start thinking about the defense of the target, to figure out how much damage you will actually do - or how much damage you will take when someone swings back. This means talking about how your armor works, as well as any defense boosting skills.
Hit locations[edit]
Each player can use up to five pieces of armor - a chest piece, leggings, boots, gloves, and a headpiece. Any given attack on a player will hit one of these five locations, and only the armor at that location is considered - all the other pieces are ignored. Additional defensive measures, such as an armor-boosting enchantment or a shield, are added to the target's defense, regardless of hit location.
Guild Wars 2 Classes
Exactly where a given attack will strike depends on the height of the attacker and the type of the attack. Player characters always use normal attacks, for all attack types. Monsters that are very low to the ground generally use low melee attacks, and those that are very tall or flying generally use high melee attacks. However, if a monster uses a missile weapon, then the monster's height is ignored.
Your chest piece is your most important piece of armor, as it receives the highest percentage of hits. Leggings come in a close second. Other than that, mixing up your armor can make for some unique aesthetics, but it is unlikely to have any practical effect.
Effect of armor[edit]
The effect of the target's armor damage is ruled by the following exponential function :
As you can see from the table, the target will take exactly the amount of damage they are expected to when they have an armor level of 60, and adding or subtracting 40 defense will result in them suffering half or double damage, respectively.
Example of armor effect calculation[edit]
A 30 damage physical attack directed at a Warrior wearing armor without Knight's Insignia (80 AL, +20 AL vs. Physical) using a 16 AL shield, would deal:
While that same attack on an Elementalist in a non-max level armor with Pyromancer Insignia (45 AL + 10 AL vs. Elemental, +10AL vs. Fire) would deal:
Note that the Elementalist actually suffered more damage than what the attack would have naturally dealt. This is the case whenever a target has a net armor rating below 60.
If the warrior's armor is upgraded with Knight's insignias and a Rune of Absorption, the shield has the inscription 'Run For Your Life!' that reduces damage by 2 while in a stance, and this attribute is active during the hit, then the damage gets reduced to:
Note that this is only one tenth of the damage that would be dealt to an unprepared elementalist facing the same attack against a 60AL.
Now by using a skill such as 'I Am Unstoppable!' or Vow of Piety and carrying the same shield, that same warrior can receive:
Armor penetration[edit]
Armor penetration is incredibly straightforward - it simply allows you to ignore the listed percentage of the target's total defense. If a given attack has 10% armor penetration and the target has an armor level of 100, he will only have an armor rating of 90 for the purposes of defending against this attack. Thus the armor penetration equation:
To give you an idea of how this works, here's a piece of the armor effectiveness table, adjusted for various levels of Armor Penetration:
So the 30 damage attack from the previous examples dealt 11.6 damage to a well-defended Warrior, that same attack with 50% armor penetration would deal:
If you're having trouble taking down a target with an exceptional armor rating, attacks with armor penetration are exactly what you're looking for.
Ignoring armor[edit]
Some skills, such as Illusionary Weaponry, allow you to deal damage that ignores the target's armor entirely (as well as the level-based damage multiplier on non-weapon damage). In the absence of non-armor damage reduction effects, figuring out the damage actually dealt by a skill that ignores armor is trivial, as they work exactly as advertised - they literally do ignore the target's armor, dealing the damage listed in the skill description directly to the target. Mathematically, this means that an attack that ignores armor always considers the target's Defensive Adjustment to be 1, and the original equation reduces to:
So if a skill's description says it will deal 40 damage ignoring armor, it'll deal 40 damage every time unless some other damage modifier, such as damage reduction, interferes. Not only does ignoring armor help immensely when attacking someone with a lot of armor - it makes your calculations easier as well.
Because armor ignoring damage also ignores the skill damage multiplier, a level 1 player character or NPC will deal the same damage with an armor-ignoring skill as a level 20 player character or NPC or a level 28 NPC with the same skill and attributes.
Consolidation[edit]
While it makes combat easier when you understand each aspect, you lose sight of the so-called 'big picture' and how all of these aspects are intertwined. It's time to put them all together into a single equation that shows what's ultimately going on.
As mentioned before all of the numbers, equations, and charts are normalized for level 20 characters. While this is necessary to present the data in a reasonable manner, it's important to note that the choice of basis is arbitrary. Indeed, you might have picked up already what happens when a character with a level 0 attribute attacks a target with 0 armor:
The result is exactly the same as what would happen if your level 20 character with a weapon attribute of 12 attacked an opponent with 60 defense! The underlying truth of the matter - the damage equations we've been talking about so far are just different aspects of a single, self-normalizing equation. With no further ado:
Consequently, characters will actually be dealing base damage to enemies as long as their Strike Level is close to their Armor Level - which, if they're following the normal progression of the game, will be pretty much all of the time. Game mechanics don't revolve around characters at level 20, but at whatever level you happen to be at the time.
Damage affecting skills and situations work by manipulating one of these three values. Weapon customization increases your Base Damage by 20%. A critical hit increases your Strike Level by 20, while 50% armor penetration reduces their Armor Level by 50%. Attacks that ignore armor forget about Strike and Armor Levels entirely and just deal base damage. Every damage effect in the game can be represented in a similar fashion.Examples:
That's all there is to it. You now have the tools needed to figure out the damage from any attack in the game, and choices can be made based upon actual effects experienced in the game world, not just numbers shown on your character screen.
Example 1[edit]
To add the calculation of an exceedingly complex situation with twin level 20 warriors in PvP using the axe attacks Cleave or Penetrating Blow, both while in a stance (such as Sprint) with attributes of 12 in both strength and axe mastery, wielding a sundering axe (20%) with +15% while in stance modifier, and striking a warrior wearing armor with Dreadnought Insignia of Superior Absorption and carrying a shield with 16AL and -2 damage while in stance :
Example 2[edit]
If the situation changes and one of these twin warriors is now striking the opposing monk (who only has 60 AL against physical)
Guild Wars 2 Damage MeterSee also[edit]References[edit]
A Treatise on Combat Mathematics by Charles Ensign (original source of this article)
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I have heard a lot of back and forth about this and I just want to know for sure before I go and download something that is going to get my account banned.
Are DPS Meter's against Anet Policy? I've searched the forums and that only added to my confusion with these two forum discussions. https://en-forum.guildwars2.com/discussion/1570/psa-build-templates-by-arcdps-green-lighted-by-arenanet https://en-forum.guildwars2.com/discussion/5193/how-to-get-addons-for-dps-hp-numbers Please help. Comments
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