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GW2 5% Dmg vs Quickness Sigils

Xiypher

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Data is based on a simulated weapon swing done for 5 minutes or 20 seconds. Damage, Crit Chance/Dmg, and Vulnerability Stacks of the greatsword skill #1 are all taken into account for damage. Default 2600 armor value used as that is what the skill tool-tips are calculated at when you are lvl 80. Instead of rolling chance for the quickness activation, I used a flat 12.5 sec activation time, or 12.5 + 45sec cooldown. 12.5 seconds gets 25 attacks out, and at 4% chance to activate quickness per attack: 12.5 seconds seems like a reasonable estimate.

I can supply the spreadsheets that generate this data if anyone want's to make sure I did everything correctly.

Let me know what you think!


Control - Base Damage
5 minutes
Damage = (Weapon Dmg * Power * Skill Mod) / Target Armor
Min Max AVG
Weapon: Greatsword 995 1100 1048
Power: 2147
Cast Time Mod Avg Dmg
Skill: 0.5 70% 606
Skill: 0.5 70% 606
Skill: 0.5 90% 779
Target Armor: 2600

Preception: 1675
Crit Chance: 40%
Crit Dmg: 191%

Damage in 5 Minutes: 595555
Damage Per Second: 1985
Avg Damage Per Attack: 993


Control - Base Damage
20 Seconds
Damage = (Weapon Dmg * Power * Skill Mod) / Target Armor
Min Max AVG
Weapon: Greatsword 995 1100 1048
Power: 2147
Cast Time Mod Avg Dmg
Skill: 0.5 70% 606
Skill: 0.5 70% 606
Skill: 0.5 90% 779
Target Armor: 2600

Preception: 1675
Crit Chance: 40%
Crit Dmg: 191%

Damage in 5 Minutes: 39763
Damage Per Second: 1988
Avg Damage Per Attack: 994



%5 Dmg Sigil
5 minutes
Damage = (Weapon Dmg * Power * Skill Mod) / Target Armor
Min Max AVG
Weapon: Greatsword 995 1100 1048
Power: 2147
Cast Time Mod Avg Dmg
Skill: 0.5 70% 606
Skill: 0.5 70% 606
Skill: 0.5 90% 779
Target Armor: 2600

Preception: 1675
Crit Chance: 40%
Crit Dmg: 191%

Damage in 5 Minutes: 625338
Damage Per Second: 2084
Avg Damage Per Attack: 1042


%5 Dmg Sigil
20 Seconds
Damage = (Weapon Dmg * Power * Skill Mod) / Target Armor
Min Max AVG
Weapon: Greatsword 995 1100 1048
Power: 2147
Cast Time Mod Avg Dmg
Skill: 0.5 70% 606
Skill: 0.5 70% 606
Skill: 0.5 90% 779
Target Armor: 2600

Preception: 1675
Crit Chance: 40%
Crit Dmg: 191%

Damage in 5 Minutes: 41749
Damage Per Second: 2087
Avg Damage Per Attack: 1044



Quickness Sigil
5 minutes
Damage = (Weapon Dmg * Power * Skill Mod) / Target Armor
Min Max AVG
Weapon: Greatsword 995 1100 1048
Power: 2147
Cast Time Mod Avg Dmg
Skill: 0.5 70% 606
Skill: 0.5 70% 606
Skill: 0.5 90% 779
Target Armor: 2600

Preception: 1675
Crit Chance: 40%
Crit Dmg: 191%

Damage in 5 Minutes: 630048
Damage Per Second: 2100
Avg Damage Per Attack: 1000


Quickness Sigil
20 Seconds
Damage = (Weapon Dmg * Power * Skill Mod) / Target Armor
Min Max AVG
Weapon: Greatsword 995 1100 1048
Power: 2147
Cast Time Mod Avg Dmg
Skill: 0.5 70% 606
Skill: 0.5 70% 606
Skill: 0.5 90% 779
Target Armor: 2600

Preception: 1675
Crit Chance: 40%
Crit Dmg: 191%

Damage in 5 Minutes: 48973
Damage Per Second: 2449
Avg Damage Per Attack: 1065
 
Negligible difference between 5% dmg sigil and quickness sigil for prolonged fights, but a significant advantage to the quickness sigil in short fights. Between the two, I'd say that Sigil of Rage is the better option. I'm going to check the sigil that grants might, and the sigils that grants stacks of power and precision. I may test one of the chance to cast fire/lighting/ice sigils too. Expect more info sometime next week.

This is only working with a Warrior weilding a greatsword though, the increased vulnerability stacks applied by faster attack speed makes a large difference in damage per hit. At normal attack speed you can sustain 10-11 stacks of vulnerability, but quickness allows it to reach 14-15, increasing damage output by not only 100% for 3 sec due to attack speed, but also 4% for 8 seconds due to extra vul stacks.
 
OMG I love this stuff. It's wonderful to see and all, and I thank you for the work. Too bad that gw2 comes down to player skill, movement and choice of attacks than just what gives the most damage in a circumstance.

It's still good to know what pieces will give you the better damage all things being equal. thx man.
 
I wonder if this would translate to Ranger? I've been stacking Precision, Crit Dmg, and Power. Additional quickness would be amazing since my longbow has pretty slow aps. However, I already have Zephyr to buff me every so often. maybe a static power bonus would be better...

I need to find a good ranger theorycrafting page. The stuff on the GW2 wiki is just basic builds with no real discussion of stat effects.
 
I wonder if this would translate to Ranger? I've been stacking Precision, Crit Dmg, and Power. Additional quickness would be amazing since my longbow has pretty slow aps. However, I already have Zephyr to buff me every so often. maybe a static power bonus would be better...
Yes, it translates. a static power boost would need to be better than a 5% damage boost to be equivalent.

I need to find a good ranger theorycrafting page. The stuff on the GW2 wiki is just basic builds with no real discussion of stat effects.
If you feel so strongly, perhaps you could start engaging with other guild members on this topic too?
 
I wonder if this would translate to Ranger?

I can use the spreadsheets I already have to work on a ranger with a longbow. The main downfall is that I'm lazy so I'd only want to base it off of the #1 skill auto-attack. I can work it around a lvl 80 w/ exotic weapons though. I just need your total Power, total Precision, and +% crit dmg from your gear.

I would assume it would turn out the same, but it wouldn't take long for me to run the numbers.


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If anyone is wondering, the sheet I made is a VBA loop built into an excel sheet that runs random numbers for dmg and crit chances, then has a condition stacking functionality to account for vulnerability on greatsword auto-attack. It essentially loops once every 1/4 second, and preforms an attack based on cast times and cooldowns, and applies/expired a condition stack based on 25 independent stack timers. Because it is made this way, it is easy to adapt between weapons and classes, because the base attacks are all simple. Adding in additional "on hit" triggers or skill combinations is significantly more difficult.
 
If anyone is wondering, the sheet I made is a VBA loop built into an excel sheet that runs random numbers for dmg and crit chances, then has a condition stacking functionality to account for vulnerability on greatsword auto-attack. It essentially loops once every 1/4 second, and preforms an attack based on cast times and cooldowns, and applies/expired a condition stack based on 25 independent stack timers. Because it is made this way, it is easy to adapt between weapons and classes, because the base attacks are all simple. Adding in additional "on hit" triggers or skill combinations is significantly more difficult.

Simple, right? *ponyerr:
 
You may be able to account for the "on hit" triggers and skills using a c# or vb.net excel workbook. I have never been a fan of VBA personally.
 
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