09 February 2018

Guild Wars 2: Damage Increase Part 4: Infusions

For now the last part. You might remember that we've calculated the damage increase via upgrading from exotic to ascended gear. Now we have our ascended gear we can fill it with infusions.

Infusions and Infusion Slots

There are six armor pieces, one to two weapon slots, two accessories, a backpack, two rings, and an amulet. The armors each have one infusion slot the weapons if it's one hand will have only one slot else it will have two slots. The backpack has two slots, accessories only one but the rings have three. The amulet also has an infusion slot but this one can't be used for our purpose.

Summing it all up we get 6 + 2 + 2 + 2 + 6 = 18 slots to fill up with infusions. Now the next question is which infusions do we have available.

Currently, eight infusions types differ in stats.

Mighty
Increases your power by 5. Power increases your damage.

Precise
Increases your precision by 5. Precision increases your chance to critical hit dealing increased damage.

Malign
Increases your condition damage by 5. Condition damage increases the damage of your damage over time effects or conditions.

Resilient
Increases your toughness by 5. Toughness increases your armor, thus reduces incoming damage.

Vital
Increases your vitality by 5. Vitality increases your health.

Healing
Increases your healing power by 5. Healing power increases your healing.

Mystical
Increases your concentration by 5. Concentration increases your boon duration.

Spiteful
Increases your expertise by 5. Expertise increases your condition's duration.

Since we calculated our damage only with Berserker so far the only interesting infusion out of these are mighty and precise. Though technically there are no ferocity infusion we can still check out the damage increase if they exist.

Recapping Damage Calculation and Ascended Stats

For us to do our calculation we need to use the damage formula, the formula to get the damage increase in percentage and the stats we have with ascended gear. To get them we just have to check-in without the previous part as I kept recapping whatever we needed.

So our damage formula is this one:

avgdmg = weaponStrengthAvg * power * (1 + ((prec / 21 / 100) + 0.05) * ((fero / 15 / 100) + 0.5))
dmg stands for damage; weaponStrengthAvg stands for the average weapon strength; prec stands for precision; fero stands for ferocity;

For the damage increase, we divide the new value through the prior value and subtract one.

The ascended gear gave us 1381 power, 961 precision, and 961 ferocity. Our ascended weapon, we used an axe all the time to keep this factor equal as the weapon damage changes respective to the weapon you use. The ascended axe deals between 900 and 1100 weapon damage. We've already calculated the average but it's basically (1100 - 900) / 2 + 900 = 1000.

Damage Calculation

Alright, here we go. We have already clarified that there are 18 infusion slots. So let's fill all of them with the infusions. This mean we get 5 * 18 = 90 stats. In our first example that's 90 power.

So let's compare the stats.

Base
Avg. Weapon Damage: 1000
Power: 2381
Precision: 961
Ferocity: 961
Damage:
1000 * 2381 * (1 + ((961 / 21 / 100) + 0.05) * ((961 / 15 / 100) + 0.5)) = 3759656.45

Mighty Infusions
Avg. Weapon Damage: 1000
Power: 2471
Precision: 961
Ferocity: 961
Damage:
1000 * 2471 * (1 + ((961 / 21 / 100) + 0.05) * ((961 / 15 / 100) + 0.5)) = 3901768.62

So the damage increase is (3901768.62 / 3759656.45) - 1 = 0.0377 or 3.78%.

Precise Infusions
Avg. Weapon Damage: 1000
Power: 2381
Precision: 1051
Ferocity: 961
Damage:
1000 * 2381 * (1 + ((1051 / 21 / 100) + 0.05) * ((961 / 15 / 100) + 0.5)) = 3876053.33

So the damage increase here is (3876053.33 / 3759656.45) - 1 = 0.0309 or 3.1%

Ferocity Infusions
Avg. Weapon Damage: 1000
Power: 2381
Precision: 961
Ferocity: 1051
Damage:
1000 * 2381 * (1 + ((961 / 21 / 100) + 0.05) * ((1051 / 15 / 100) + 0.5)) = 3832174.90

So the damage increase with ferocity infusions would be (3832174.90 / 3759656.45) - 1 = 0.0192 or 1.92%.

Recalculation With 25 Stacks of Might

I talked about the damage increase being affected by other buffs. So I'm going to actually show you and proved mathematically that this is the case. It's easy to do. We're going to apply the might stacks to our calculation for our base and new damage. Might can stack up to 25 stacks each stack increases our power and condition power by 10 for each. So it's 25 * 10 = 250 power and condition power. Using this for our calculation with power stats we get the following results:

Base:
1000 * 2631 * (1 + ((961 / 21 / 100) + 0.05) * ((961 / 15 / 100) + 0.5)) = 4154412.48

With Infusions:
1000 * 2721 * (1 + ((961 / 21 / 100) + 0.05) * ((961 / 15 / 100) + 0.5)) = 4296524.65

Calculating the damage increase we get (4296524.65 / 4154412.48) - 1 = 0.0342 or 3.42%.
So as you can see the damage increase is lower than in our previous calculation. This has to do with the natural diminishing returns. You can look up part 3 on this.

Conclusion

So seeing these numbers we now know that the best infusions are and would be the mighty infusions.
This is quite surprising. I mean, of course, without the buffs the mighty infusions are better than the others but I didn't expect the ferocity infusions to be this bad.




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I'm a B.Sc. Games Engineer and I created this blog to share my ideas, theorycrafting, thoughts and whatever I'm working on or doing.