Talk:Inverse Ninja Law

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No Flux?[edit]

i think this is gonna be like the one in january where its not in effect till later so it doesnt effect the pvp games during the festival.Spark-TBa 20:03, 1 May 2012 (UTC)

just watch their twitter page: they had some bug problems --151.64.159.134 20:06, 1 May 2012 (UTC)
If by bug they mean, "we forgot the description again." All of these placeholder flux's have been live quite a while. (and there's plenty more of them) MadMaxx 05:34, 2 May 2012 (UTC)
well, they say it doesn't work precisely as they wanted it to work --149.132.25.22 07:13, 2 May 2012 (UTC)

this flux[edit]

now we can slaughter bots in jq with tanks 85.178.220.147 21:53, 3 May 2012 (UTC)

This flux is really annoying. Woo, 76 RoJ spike. Oh, now it's doing 30. Wonderful.-- User Vanguard VanguardLogo.pnganguard 22:13, 3 May 2012 (UTC)

Two things.[edit]

1. Awesome name.

2. Does it count yourself as an ally, effectively doing nothing if you're spiking a lone enemy?

3. ????

4. Profit Stabby 22:18, 3 May 2012 (UTC)

I'm sure it doesn't count you as a team member, that way with full teams in one area, the flux actually has a little bit of an effect. I'd hate to see a 1 vs 8 fight. --Lustre Of Havoc 23:22, 3 May 2012 (UTC)
If someone wanted to test it, they could easily do it by going into Isle of the Nameless (PvP) with a damage dealing skill. --Silver Edge 03:28, 4 May 2012 (UTC)
1. Awesome name. 2. BB Eleball. 79.185.41.233 11:42, 4 May 2012 (UTC)

Paragons[edit]

Poor poor Paragons --Combatter 22:21, 3 May 2012 (UTC)

Poor minion masters. -- User Kirbman sig.png Kirbman 03:23, 4 May 2012 (UTC)
Allied players. User Felix Omni Signature.pngelix Omni 06:18, 4 May 2012 (UTC)
Right, missed that the first time I read it. -- User Kirbman sig.png Kirbman 23:54, 7 May 2012 (UTC)
If a Paragon is relying on his team, he'll be buffing them, therefore this Flux does little for the Paragon. If it's a damage dealing Paragon or one of those noob PvX clone Paras with Daze, then yeah it'll be kind of bad for them. Stabby 04:04, 8 May 2012 (UTC)

Interesting Flux[edit]

Should be entertaining as to the kind of builds we'll see. Can see a lot of solo suiciders in Fort Aspenwood trying to use the extra dmg to solo Gunther! Donutdude 07:56, 4 May 2012 (UTC)

I was playing FA last night and I think I saw some of that going on. I wasn't paying a huge amount of attention to the NPCs because I was trying to pick off player monks but a few times they seemed to go down fast with only one or two people around. At the time I'd forgotten to check the flux so I put it down to someone with a decent solo build on Lux side and distracted/poor monks on Kurz but this would definately help. 86.168.228.96 08:29, 4 May 2012 (UTC)

About this flux....[edit]

Did daily Zaishen Elite run and noticed: 1)no apparent dmg bonus cap (means you reap full benefit in AB). 2)dead players count towards flux effect (yes, this does need clarity since dead team mates become bigger dead weights in battle). Will try other pvp formats to tests flux effects later. On a different note: is the flux name meant to reference something? Whats a 'Ninja law' anyway? -Wrei110.175.241.56 12:46, 4 May 2012 (UTC)

Reverse Ninja Law: It states that ninjas are weaker when they fight in groups, and are tougher when lone fighting against many other ninjas.--meheezen 13:23, 4 May 2012 (UTC)

Still Broke?[edit]

I was scrimmaging after the update to test NPC affects and the flux affects itself. When fighting 2v1 with everyone in earshot - the damage was not affected. When having a player in the pit (all NPCs up) and attack him, damage was increased 5%. So is the current affect only applicable with Guild Lords? Or is scrimmaging bugged? 12.5.144.20 14:28, 4 May 2012 (UTC)

It should read "For each other allied player...", the character does not affect himself. Thus, in a 2vs1 situation, the two deal regular damage and the one has +10%. --User ARTy sig.png 15:05, 4 May 2012 (UTC)
I am aware it does not affect the character itself. However, if I have two mesmers within range of one monk, my wastrels worry should do 95 instead of the 100 damage at 15 dom. However, like I was saying before, it does 100% of the damage, with no 5% modifiers. The only possibility I see this affecting is if the opponent in range as well as the ally cancel each other out. I will have to test more when I get home from work. 12.5.144.20 16:12, 4 May 2012 (UTC)
Ah I see what you are saying. 2v1 Damage is not changed, except for the attackee where if he were to attack back he would do 10% more. However a 1v1 should do 5% more damage to each other correct? So assuming the 2v1 scenario where positioning is optimal, the 2 could do an extra 5% and the attackee would be doing 10%. As long as the 2 are out of earshot of each other yet in aggro of the opponent. 12.5.144.20 16:58, 4 May 2012 (UTC)
Yes, both correct. --User ARTy sig.png 17:11, 4 May 2012 (UTC)

TERRIBLE.[edit]

what a terrible, terrible flux this is. I mean come on Anet, could you please asign some skilled developers with this task? It's plainly terrible. And of course it had to be earshot, so there is a 99.99% chance that absolutely nothing happens. Good job to everybody stating that there is anything to experiment with. Its a terribly harsh disappointment.--DIVA 16:24, 4 May 2012 (UTC)

I disagree. --Combatter 17:30, 4 May 2012 (UTC)
I'm neutral! --Lustre Of Havoc 18:40, 4 May 2012 (UTC)
Sure if 99.9% of the time you are just running away. Or if suddenly warriors and assassins are able to throw their weapons at long range. Oh heck Im sure teams will always be able to spread themselves away from each other (across the whole MAP) to NOT suffer the flux penalty and Im sure its natural for the monk will manage to run a mile to heal between dying allies. Sorry there seems to be a large puncture in my sarcasm shaker over this serving of T-roll (brain-less flavoured). -Wrei110.175.241.56 00:08, 5 May 2012 (UTC)

Green Gate stalling[edit]

Typical FA gameplay has gotten worse, in a new way, yet another month. -Cursed Angel 18:50, 4 May 2012 (UTC)

I've noticed this happening a helluva lot more than usual. It's starting to grate on me a bit, considering I used to like "Amber Run" builds. Now, I simply stick with my Palm-Strike Assassin and roflstomp stragglers coming in for a quick gank on Gunther. Sad, really sad. Donutdude 19:10, 5 May 2012 (UTC)

Promotes bad kiting[edit]

If you kite away from the opposing team, you take bonus damage, which means you have to kite TOWARDS the opposing team. Monking in this flux sucks balls 137.82.65.188 18:53, 4 May 2012 (UTC)YoUrMoM

Cap?[edit]

Does anyone know if the amount of damage dealt has cap? --Vesmir 00:05, 5 May 2012 (UTC)

I've seen no cap even against 12 enemies (+60%) which is realistically the maximum enemy amount one can faced in any PVP format (AB) unless you are trying for a 20 enemy team in Zaishen Elite run (pointless in both ways). -Wrei110.175.241.56 00:12, 5 May 2012 (UTC)

Damage over time skills[edit]

Does the damage from skills that deal damage over time increase or decrease by 5% when an opposing player or allied player enters/leaves the earshot range of the caster while the skill is active (similar to Ebon Battle Standard of Honor)? --Silver Edge 16:17, 8 May 2012 (UTC)

I haven't tested it but since hexes such as Spiteful Spirit are also affected and deal damage depending on the allies and foes whenever it is triggered i would say yes. Da Mystic Reaper 16:52, 8 May 2012 (UTC)