Guild Wars 2 Wiki:Projects/Soft trinity

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Soft trinity : Damage, Control and Support
Obtain an understanding of how refined the combat system work, and use that knowledge to write compelling and exhaustive articles on damage, control, support and other associated mechanics.

Contributors[edit]

Please feel free to add your name here if you are helping or want to help.

  • Leonim
  • A_Liability - currently working on Compassion to health regen/rejuvi/heal calculations
  • Calbus731 - working on the support tree topics.


Methodology[edit]

Use the talk page to discuss the necessity and state of articles shown in the progress section below. In this case, you may want to include on this page a {{Verify|<debated topic>}} as a markup.


Progress[edit]

Tier 1 2 3 4 5 6 7 8
Level 1 10 20 30 40 50 60 70 80
Attribute 24 62 124 206 308 430 572 784 916
    • Weapon strength :
      • For PvP sets, maximum is around 920 for off-hand, 1020 for most others, 1120 for 2H melee, then the rifle at 1224.
      • Steady weapons have a unique damage value between 107 and 135 depending on the weapon type (equivalent to level 1 starting equipment, without the varying damage range).
    • Weapon speed : ?
    • Armor defense : (coat leggings boots and gloves helm/breather and shoulders)
      • Heavy armor (PvP) : 1230 (30% 20% 2x15% 2x10%)
      • Medium armor (PvP) : 1084 (32% 20% 2x15% 2x9%) is the reference for mitigation.
      • Light armor (PvP) : 937 (34% 21% 2x14,5% 2x8%) (Starter) : 75
    • Amulet : choices among the PvP amulets allow to spec in one go, by heavily boosting one main attribute (+813) and two secondary (+530), since other pieces of equipment are blank from bonus.


Damage[edit]

Damage or the best ways of pummeling those Health bars to zero.

Hit or Miss[edit]

Opportunities multiply as they are seized.

— Sun Tzu

No mandatory targeting, but still target(s) hit or missed :

  • Distance : self, point blank, nearby and specific to each ranged weapon
  • Trajectory : ballistic, bounce, direct, homing, round-trip, thrown
  • Area of Effect
    • Shape : bubble, circle, cone, dome, line, ring, trail, vertical, wall

Damage output[edit]

Improving or boosting the damage dealt :

Damage multiplier[edit]

Situational modifiers :

Damage mitigation[edit]

Reduction of direct damage received :

Other data[edit]

  • Death breakdown which, upon being defeated, list the inflicted damage that leaded to it, broke down by aggregated damage sources (with total number of hits for each).

Control[edit]

Control of the battle's flow : pace (speed), reach (distance), terrain (position), and action (activity)... any others?

Pace[edit]

Speed is the essence of war.

— Sun Tzu

Controlling speed is a paradigm, imposing your own pace both in movement and time :

Reach[edit]

Controlling distance so that harm never reaches :

Terrain[edit]

Controlling position through clever use of the terrain :

Action[edit]

Controlling activity by dictating the flow of actions :

Support[edit]

Support self and allies through team spirit in prevention, backup, partnership, numbers against harmful effects.

Preventing harm[edit]

Better be safe than sorry : "An ounce of prevention is worth a pound of cure."

— Folksay proverb

Against harm[edit]

Reactive support :

In backup[edit]

Being around is already half the work :

Use of the "aura" term quite leisurely, since it is normally almost exclusive to elementalists, but activated virtues or other trait benefits (grandmaster tactician, venom aura, etc.) fit perfectly in the description (until someone find a better term).

In partnership[edit]

Active cooperation on both ends :

In numbers[edit]

Firepower, meat shield... and everything in between :

Others[edit]

  • Choice of meaningful examples (see Appendix A).
  • Damage calculation intrinsics (a whole new project perhaps, but see Appendix B for now).
  • Collection of material references and articles to support those claims (see Appendix C).