# Talk:Power

## Contents

## Power increasing consumables[edit]

So many consumables that increase power. Copy/Paste remenant? I'd like to see these checked in the next beta. Doesn't seem right that so many foods increase power, and so few foods increase other stats. Torrenal 19:14, 6 May 2012 (UTC)

## Weak off-hand decreases Power[edit]

If your off-hand is significantly weaker than your main hand (or vice versa?) it will actually lower your Power attribute than if you just had an empty hand. Does this actually affect all of the power calculations or is the displayed stat just an "average" value for the power applied to your main hand and the power applied to your off hand independently? 76.253.0.17 08:49, 9 November 2012 (UTC)

- Power is not averaged, Weapon Damage is what becomes averaged and so yes overall it will lower the Attack value that is used and make make your attacks weaker if you wield a weak off-hand/main hand. 60.234.212.190 08:59, 9 November 2012 (UTC)

## Diminishing Returns[edit]

Does anyone know if power starts to give diminishing returns at a certain point, or if its linear/log the whole way? Puk 06:43, 23 November 2012 (UTC)

- Well, other than the standard relative diminishing returns, I don't think it has any diminishing returns. 80.112.181.245 22:51, 28 November 2012 (UTC)
- Sorry, can you expand on that? Relative diminishing returns? Puk 05:50, 3 December 2012 (UTC)
- i suspect he's talking about percentage of current damage. if you currently do 10dps and you spend enough power to increase it by 10dps then you're now twice as effective (20dps). if your currently doing 100dps and you spend the same amount then you're only 10% more effective (110dps). - Deflective 19:41, 4 December 2012 (UTC)
- Ah righto, thanks my brain wasn't working. Makes perfect sense. Puk 04:36, 21 April 2013 (UTC)

- i suspect he's talking about percentage of current damage. if you currently do 10dps and you spend enough power to increase it by 10dps then you're now twice as effective (20dps). if your currently doing 100dps and you spend the same amount then you're only 10% more effective (110dps). - Deflective 19:41, 4 December 2012 (UTC)

- Sorry, can you expand on that? Relative diminishing returns? Puk 05:50, 3 December 2012 (UTC)

## Power = Damage??[edit]

I was calculated all my skills damage. I think 1000 power increase 100% damage, then 100 power increse 10% damage. But i'm not sure, my calculate were always imperfect, probably 916 power = 100% damage or something like that. But I'm sure, Power is better than Critical Damage to reach max DPS. What i can see, is that TOT power affect differently all skills. If you don't bring a regular exotic weapon, your power -> damage is compromise. Anyway the final damage is given by the following equation: Damage Done = Skill Coefficent + Weapon Damage with regular armor enemies —*The preceding unsigned comment was added by* 151.25.184.133 (talk • contribs) at 01:06, 14 December 2012 (UTC).

## Maximum Value[edit]

Is it worth mentioning that the maximum value for Power (alongside Toughness, Precision, and Vitality) is 2,500 before Might and any other kind of boosting effect from yourself and other players? Edit: Sorry, that was me, I forgot to sign--75.110.146.244 23:04, 16 August 2013 (UTC)

- That would be noted on Attribute, although I'm not sure where you get 2500 from or "boosting effect".--
**Relyk****~**talk < 23:49, 16 August 2013 (UTC)- If you take a low level character into WvW or some other area that brings you up to lv80, then the attribute that you are focused in (what's on your armor and weapon) will be boosted to 2,500 and the others will remain low. If you are lv2 or 3 and get to a WvW structure that grants buffs, it will always boost them to 2,500, for some odd reason, and no matter how much you try, you cannot increase it beyond that unless you use Might (for Power only). Ignore the "boosting effect," I found out it has no effect. --75.110.146.244 00:18, 17 August 2013 (UTC)
- Dynamic level adjustment has information about upscaling, we can put the information there. The value attributes get upscaled to is somewhat arbitrary because upscaling is related to level more than the attributes themselves.--
**Relyk****~**talk < 01:49, 17 August 2013 (UTC)

- Dynamic level adjustment has information about upscaling, we can put the information there. The value attributes get upscaled to is somewhat arbitrary because upscaling is related to level more than the attributes themselves.--

- If you take a low level character into WvW or some other area that brings you up to lv80, then the attribute that you are focused in (what's on your armor and weapon) will be boosted to 2,500 and the others will remain low. If you are lv2 or 3 and get to a WvW structure that grants buffs, it will always boost them to 2,500, for some odd reason, and no matter how much you try, you cannot increase it beyond that unless you use Might (for Power only). Ignore the "boosting effect," I found out it has no effect. --75.110.146.244 00:18, 17 August 2013 (UTC)

## Strength x Power measures weapon quality?[edit]

When comparing the effectiveness of two weapons would the appropriate measure be:

- (Power + 1000) x Average Strength ?

Crazy Old Man (grumbles) 18:45, 1 April 2016 (UTC)

- No. It would be (Total Power) x (Average Strength), where total power is how much power you have from all sources when you have that weapon. This is of course assuming you mean between 2 weapons of the same type, since this kind of numerical comparison is useless between different types of weapons --Gimmethegepgun (talk) 19:37, 1 April 2016 (UTC)
- Yes, similar weapons obviously. So the formula would be:
- (This weapon's power + All other power + 1000) x This weapon's average strength,

- but there is also the effect of this weapon's power on the other hand's weapon, if there is one... Crazy Old Man (grumbles) 01:46, 2 April 2016 (UTC)

- Yes, similar weapons obviously. So the formula would be: