Talk:Phantasmal Duelist
When it says "Calculated damage 143. 8 hits." does it mean the duelist does 143 damage spread across 8 hits, or 143 damage per hit with 8 possible hits? --Vv W 22:26, 21 May 2012 (UTC)
- Attack rate and number of attacks made per Unload is more relevant than exact damage... As far as I can tell, attributes and certain traits should affect damage dealt. Mediggo 06:38, 22 May 2012 (UTC)
- The calculated damage was an approximation of the tooltip damage as listed in other skills, taken from training golem data in the first BWE. Each hit had a calculated tooltip damage of 143, for a total calculated damage of 1144--as a comparison, Blurred Frenzy has a total damage of 1530. It was useful to know because it illustrates that this skill hits really hard, whereas something like Illusionary Mage hits like a paper tissue.
- Also, tooltip damage is affected by attributes. But the calculated tooltip damage was consistent with the numbers for all the other mesmer skills. All these skills will have a more consistent treatment after the second BWE. ~ Capric 21:20, 5 June 2012 (UTC)
Weapon mod affects this phantom?[edit]
Would a Sigil of Superior Accuracy or Force on your pistol affect the Duelist's damage? --Thatshortguy 05:44, 9 October 2012 (UTC)
What kind of skill is this?[edit]
This is a phantasm skill granted by using a pistol. Does this mean it's a pistol skill, a phantasm skill, or both? If both, do the traits Phantasmal Haste and Duelist's Discipline stack their cooldown reductions? --24.177.201.35 16:45, 25 October 2012 (UTC)
Well Phantasmal Haste doesn't affect the recharge time of the sills that create phantasms but rather the rate at which the phantasms themselves use their attacks (check out it's page for more info). Illusionist's Celerity is what I believe you were thinking about and yes that 20% will stack with the 20% from Duelist's Discipline leaving you with a 12 sec Phantasmal Duelist. Same goes with any other trait that reduces cooldown on specific weapon sets. 74.184.201.202 21:01, 2 January 2013 (UTC)
Duelist's Discipline's impact on the range of the phantasm?[edit]
Although the Duelist's Discipline trait doesn't affect the cast range of the skill, has anyone been able to test whether the phantasm's range is appropriately increased? (Requinox 20:15, 13 January 2013 (UTC))
Okay, so I just tested this out in the heart of the mists with a guildy. The phantasm still has to move closer to hit the target when they move back. So the range is not increased despite the description. (Requinox 20:30, 13 January 2013 (UTC))
Actually, I may be mistaken, since it looks like even though the cast range is always 1200, the default range of the phantasm is less than that. I'll have to check this out more (Requinox 20:36, 13 January 2013 (UTC))
Okay, after some testing in LA, it appears that the default range of the phantasm is 900, and increases to 1200 from the trait. However, the distance at which the iduelist starts shooting is not consistent and it will often run in closer than that even with no line of sight issues, and cast all from the same spot. 900 (untraited) and 1200 (traited) are the max distances I've been able to observe across multiple casts. I've added my finding to the notes. (Requinox 21:01, 13 January 2013 (UTC))
Damage by the mesmer listed on the wiki page seems off.[edit]
On the page it is stated:
Damage (3x): 120 (0.33)?
However 0.33 is actually the power coefficient of a single bullet.
Per February 06, 2018 update note, [e]ach bullet deals 230% more damage than the previous version of this attack.
The update should have increased the number of bullets from 1 to 3 and power coefficient of each bullet from 0.1 to 0.33, totaling to 3 * 0.33 = 0.99 power coefficient.
I have not verify this against in-game tool-tip though. Additionally verification would be appreciated.