Talk:Sigil of Blood

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"IM HITTING ROUGHLY 1200 CRITS AND GETTING 460HP BACK.." was written by anon on the page. Sconna 10:27, 12 September 2012 (UTC)

Cooldown[edit]

is it just me or does the cooldown seem to be 5 seconds instead of 2? Spianw 00:17, 17 September 2012 (UTC)

haven't tested enough to say, but it doesn't seem to trigger as often as you might think it would. in most cases, the utility of sigil of water is probably better. also i would like to add, though it needs checking, that it seems roughly 10% of healing power is added to sigil heals of this sort.192.168.104.82 20:12, 30 September 2012 (UTC)
Sigil of Water would only be better if you're a low-crit support-focused character. The cooldown on that effect is 10 seconds, while this one is 2 seconds. On high-crit characters, you'll be triggering that at least every 5 seconds (varying on the RNG system), which is superior for front-liners. --JunBerry 06:10, 10 October 2012 (UTC)
I've gone and done a few tests myself. It appears that the cooldown is indeed 5 seconds. Doesn't play well with other sigils, since they all share the same cooldown timer. Tub 10:31, 1 December 2012 (UTC)

Healing Power[edit]

affected by healing power? or is it like superior leeching The preceding unsigned comment was added by Jadali (talk • contribs).

Tested in the Mists, heals for 453 base and 553 with 1000 healing power. Updated the page to reflect that. tanpopo 10:59, 4 November 2012 (UTC)

Duble Sigil Of Bloos[edit]

do u have 60% of change? --The preceding unsigned comment was added by 151.24.92.54 (talk).

Yes, but there's still a 5 sec icd.--Oxyggjq 18:49, 21 January 2013 (UTC)
That is incorrect. The chance would be approximately 51%. The math is explained well here: Talk: Sigil of Strength. Pucktrapper 13:57, 16 March 2013 (UTC)
Did you test it yourself, or did you get an official response from someone at anet? When you test it, make sure to use a sample size where we can accurately differentiate 51% from 60%. Until you do this, I'll continue to believe that sigils stack additively just as critical % and damage % ones do. Because occam's razor. --Oxyggjq 05:18, 30 March 2013 (UTC)
You can believe whatever you like, Oxyggjq, but that won't change how mathematical probabilities are applied. If you take an intro level college course in statistics, you will learn all about probabilities (and also about sample sizes). If you'd rather not do that, trust the words of those of us that understand it. Talk: Sigil of Strength explains the math in a way most people can understand. Pucktrapper 03:24, 23 April 2013 (UTC)
I understand the concept of probabilities fully. However, my point was that unless the testing was done to show that 51% was the actual result, and not 60%, we aren't certain that this is how it actually works - in that that anet could just have decided to make it stack entirely without considering independence. This has nothing to do with my personal beliefs - I'm merely questioning how the sigil of strength results were concluded. My question has absolutely nothing to do with the math. I'm asking whether we're looking at 60% or 51% by anet's design, and unless you've personally tested or saw someone discuss relevant results or had an official anet response, cut out the adhominems and assumptions about my education and put the proof in my face. --Oxyggjq (talk) 05:56, 27 July 2013 (UTC)
Because math of statistics of probability is why. also that anet has made proc percentages happen this way in the past. please note that internal cooldowns will warp testings if you want to test yourself. to test, grab a low level warrior that uses the trait for more precision with signets or various pvp classes with maximized prec and raw crit chance (traits). 67.233.98.18 15:44, 30 March 2013 (UTC)
The On-Crit igil is a success-fail scenario. Specifically a binomial, we can approximate double sigils to a double coin flip. Instead of 50% success we use 30% success rate. Now we want to know the chance for A success, whether that be the first the last or both sigils success. We have the following outcomes; SF FS SS FF where S=success and F=Fail. Since we the only scenario we don't have a S is the FF our chance of success can be shown as 1-FF%. Which is 1-(.7)(.7)=.51=51% chance to proc on a crit. To get your specific proc rate multiply .51 by your crit chance. Ex (.51)(.6)=.306=30.6% chance to proc per hit.
-We use this formula because its known that the sigil's share an internal cooldown. Consider the SS scenario, the first S will proc the sigil but the 2nd S will not since they share ICD. Thu the second S is "wasted", this diminishes the value of the SS outcome. If we did not have a shared ICD then the method to calculate proc chance would be the sum of all the S proc rates.
-In a case that the ICD is not shared we can again assume double coin flip. However this time we are not interested in A success but the total # of S we obtain during our test. We flip 2 coins at a time, and do 100 flips. Coin 1 has .3 S rate, so we expect 30 S. Coin 2 is identical and we get 30 S as well. So in 100 flips we obtained 60 S, which is equivalent to 60/100=.6= 60% total chance to obtain S.
-Finally consider the difference between the two results is .6-.51=.09 and compare to the probability of the SS outcome (.3)(.3)=.09 Yay Math!
- There's even easier way to prove. Pick one coin, what's chance to flip, say, tails? 50%? yes? then pick 2 coins, chance is 50%+50% = 100% to flip (at least one tails)? Not really. Opposite chance (to get both faces) is 0.5x0.5=0.25. So chance to get tails (one or two) is 1-0.25=0.75. Yes, 75% instead of 100%. Same comes here with sigil, chance not to proc either is 0.7^2=49%. Chance to proc both at same time is 0.3^2=9% (but one puts on cd another one, so still get effect of one), and chance to proc either is remaining 42%. Those numbers you can sum up, 42+9=51%. Just like with coins. Same comes with multiple hitting, more hits, better chance to proc
I may not fully understand, but when you have 4 outcomes (ss ff fs sf) and three of them contain an S, how is that not 75% considering we are only interested in a single proc occurring? Maybe I'm missing something, does an F cause icd or something?

Is the Sigil of Blood damage affected by the target's armor?[edit]

The page currently says, "Deals a fixed 452 damage at level 80." Does "fixed" in this sense mean that the sigil ignores the target's armor? If it is affected by the target's armor, does anyone know what is the damage coefficient? --The preceding unsigned comment was added by 71.132.138.183 (talk).

I'm pretty sure it is worded that way to avoid implying that increasing your healing power would increase the damage of the proc. I doubt it's affected by armor, but that's very easy to test in the mists. Do it and report back to us! The preceding unsigned comment was added by Oxyggjq (talk • contribs).
Tested it and added a note for clarification. 88.65.192.114 15:07, 26 October 2013 (UTC)

Two-handed bug[edit]

The sigil's page used to say that the Superior Sigil of Blood did not work with two-handed weapons. This has been removed, though I haven't seen anything about it in the game changelogs. Was this fixed or not? --184.97.137.192 02:12, 10 March 2013 (UTC)


Incoherence with the sigil page[edit]

The main sigil page (http://wiki.guildwars2.com/wiki/Sigil) claims that the internal cooldown is 2 seconds, whereas this page claims it is 5 seconds. I'm at work, so I can't, but this needs to be checked and corrected on one of them. Hairy_hareng.

Does not function at full hp[edit]

As above. Shot a dummy in pvp lobby for aaaages and this sigil does not seem to work when you are nice and healthy. (100%) Err upon further test, seems to not work in the lobby at all. Fought npcs and never procced once. Puk (talk) 06:22, 14 November 2014 (UTC)

If you are at full health, there is no heal to be given. That is the same behavior as Thief's SoM, for instance.

Yep totally get ya, just like warrior healing signet too. What i added was that it didn't even work while fighting those lord npcs in the pvp lobby, when health was lowered by their hits.

Bug: neither damage or healing appear in the combat log[edit]

Tested this sigil today in PvP arena and neither damage nor healing appear in the combat log.

The damage was around 630 with Berserker jewel, so I don't understand where the "7.5% scaling from Power" comes from...

Siphon in shroud[edit]

Do Sigils of leeching and blood heal through necro's death/reaper shroud?