Talk:Improvisation

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Vs. Quick Venoms[edit]

Doesn't this trait mathematically beat out Quick Venoms? My math of 33% chance of 0s recharge (since venoms and stealing are both 45s recharge) make for an avg 30s recharge of venoms. Where quick venoms is 20% reduction so an avg of 36s. I understand these two traits can be combo'd, but should this be noted for those who may be trying to choose between the two? Quiznos 23:29, 2 May 2012 (UTC)

Probability is theoretical. In practice, YMMV: unless every third venom is instant recharge, a player might easily have an "average" recharge time over 36 seconds if they are unlucky. It's situational too: if I am applying venoms passively all the time on recharge, this is generally the better skill. But if I am using a high-cost venom like Basilisk, I'd prefer the guaranteed recharge decrease of Quick Venoms, since what I lose if Improved Venoms doesn't proc is quite significant. Of course, that depends on player style, as some prefer to gamble on the RNG if they are feeling lucky...
But yes, it would be helpful to note the math in any case, and let players decide which they like more. Vili 点 User talk:Vili 00:21, 3 May 2012 (UTC)

Completely random[edit]

The game doesn't care if you don't have a specific category of skills in your bar. If it chooses Deception, for example, and you don't have any Deception skills in your bar... hard luck. Should we add this as a note? The more different types of utility skills you have equipped, the better are your chances. Gnarf 09:56, 24 July 2012 (UTC)

Doesn't it balance itself out? If you have all your skills in one category, you have a 20% chance of all your skills being recharged. If you have a perfect distribution of skill categories, you have a 100% chance of 20% of your skills being recharged. 116.48.4.12 11:15, 7 August 2012 (UTC)
You will have at most 4 different skill types in your skill bar, not 5.
Thieves have a healing skill that is a signet, Signet of Malice. So yes, if you equip that as your healing skill, Basilisk Venom as your elite, and a trap, a trick, and a deception for utilities, you can have 5 different skill types. —Dr Ishmael User Dr ishmael Diablo the chicken.png 12:23, 6 September 2012 (UTC)
But you'd have to have Signet of Malice on CD to be beneficial which ruins the more beneficial part of this healing skill. The active is an Oh Sh*%! and the passive is perfect for those of us that have good reflexes and want to just run around killing everything rather than using heal skills XD. Oh and if you don't actively use too many utility skills, this is useless since you're chances of having the one or 2 skills you use a lot refresh gets very low. The other choices like might x2 on venom application.

Bundle+10% Bug?[edit]

I just tested damage using a steady dagger both with a stolen bundle and without: no difference. This would seem to me to be a bug, unless the trait is talking about regular bundles as picked up off the ground rather than the stolen bundle. That would be a bizarre bonus considering the trait operates "on steal". I haven't tested or played thief in quite a while. So, I'd love to have some confirmation that this is indeed bugged before updating the page. Okuza 13:58, 27 April 2013 (UTC)

A bundle is an item held in your hands that replace your weapon skills. Although stolen skills are based on bundle items, you're not actually holding a bundle. —Dr Ishmael User Dr ishmael Diablo the chicken.png 14:20, 27 April 2013 (UTC)
That's what I'd always assumed, which makes the bonus completely absurd considering it's provenance -- the only time a thief really carries a bundle is via steal. The bundle page pretty much states that the thief stolen mechanic is also a bundle, too. I'll /bug it in game. Perhaps we'll see a clarification on it someday. Okuza 21:47, 27 April 2013 (UTC)
Has this been looked into/reported yet? And if so, what has ArenaNet said?.. I am very very curious being a "steal thief" and was considering using this trait. If bundles do indeed NOT include "thief steal items" the trait has lost juuuust about all value to me. --RogueTigeR (talk) 00:18, 1 August 2013 (UTC)
Just checked. With steady dagger, autoattack deals 2x68 damage. With this trait after stealing autoattack deals 2x75 damage, with is roughly equal to 110.3% of normal damage. Bonus damage lasts not forever while you have stealed skill, but for about 10-15 seconds. MalGalad 00:46, 1 August 2013 (UTC)
that is probably from Exposed Weakness; steal applied poison for 12.5 seconds from Serpent's Touch and you did 10% more damage with it lumpy (talk) 23:54, 13 August 2013 (UTC)

Cantrips[edit]

the description lists affected skill types but does not include the Cantrips added with PoF. is this an oversight, or does it not refresh them? if it does affect them, then the chance that skills on a players hotbar are affected is now lower due to the existence of one more category The preceding unsigned comment was added by 195.37.116.2 (talk) at 17:08, 21 November 2017 (UTC).