Talk:Calculated Risk

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Skill Tweaks 07/26/07[edit]

  • Calculated Risk: 15e 2c 20r 5..20s -> 10e 1c 10r 4..10s please put all new number feedback here. ~Izzy @-'---- 23:09, 26 July 2007 (UTC)
say hello to anti melee illusion mesmers! 'Calculated risk' covered by 'clumsiness' followed by 'wandering eye' covered by 'images of remorse' just need a way to fuel the energy to keep this cycle up. Gonna be funny to see. This is a nice counter to condition immune melandrus dervishes. 87.194.81.41 01:22, 27 July 2007 (UTC) Lorekeeper
yay, hopefully showing what you intend to do with Blurred and Reckless ^^. Good change Patccmoi 01:55, 27 July 2007 (UTC)
Can we get a slightly longer duration pretty pretty pretty please izzy ^^ it would make a world of difference for me :D!
and Lorekeeper, energy? np, bring the updated Signet of Recall and cast it when you start your combo, sure you run out of energy when you finish, but then you gain 20 energy :P --Lou-Saydus 05:33, 27 July 2007 (UTC)
Less risky because it wears off faster, IMO. I like it better. User GD Defender sig.png 07:26, 27 July 2007 (UTC)
Please don't hate me. With the +damage they receive, I just don't see this being worth bringing unless more %miss hexes are being unloaded along with this. What a mesmer lacks right now is a skill that allows them to slow attack skills to complement skills like Psychic Distraction and Signet of Clumsiness for precision melee interruption. Look at Price of Failure and Faintheartedness, they both have 2 positive effects at a comparable energy cost/duration~recharge to this. --Redfeather 12:46, 28 July 2007 (UTC)
Think of Spirit Bond: There is a positive effect of the +dmg :D
Simple- just add spirit of failure. All you would need is this skill and spirit of failure on any melee, and you'd have all the energy you wanted. Drop in a few cover hexes- and you could have a nice steady supply of energy to take out casters while keeping melee busy. - Catraine
This could still do with a longer duration similar to CP or conjure nightmare.

Hmmm with the update to RH this skill is going to see a lot less use than it would have. maybe scale damage down to 25...5...0? Reckless haste has no down side like this, the +25% ias can actually be great, esp if used with price of failure or SS --Lou-SaydusUser Lou-Saydus Hail Storm.jpg 22:09, 10 August 2007 (UTC)

New update to RH, now it is no longer better than CR unless you get use of the AoE. Narayanese 00:16, 11 August 2007 (UTC)
Ah yes, the old "lets nerf a good skill to make this crappy one on par with it" idea. love how anet thinks. --Lou-SaydusUser Lou-Saydus Hail Storm.jpg 09:34, 12 August 2007 (UTC)

The +dmg is fine. After all the missing does more than just make you take less damage. It lowers adren gain, lowers vamp/zeal efficacy, destroys sin combos, and makes attack skill use unreliable for desired effect --WiNG 16:16, 13 September 2007 (UTC)

Here is my feedback: Still underpowered. 87.189.197.167 12:45, 1 January 2008 (UTC)

Original skill feedback[edit]

For 15 energy, I think Reckless Haste just has a huge advantage over this when combined with other skills. And this is just getting ridiculous with the stacking of Price + Spirit + Reckless + This! Still a strong skill with a static 50%(almost weird by itself), but it can't compare with whats already out there. Sven 03:49, 21 July 2007 (UTC)

At high enough illusion, you could keep this on an attacker perpetually - not possible with Reckless Haste, so could seem some use. 203.217.0.53 04:47, 21 July 2007 (UTC)
Reckless Haste is of course better than this. What necromancer hex that is similar to a mesmer hex isn't better? Something more needs to be added me thinks. %miss rate + %slower attack speed? That would help it synergize better with skill interrupts like web of disruption.--Redfeather 05:05, 21 July 2007 (UTC)
As far as I know there's a cap on miss% stacking, I don't remember what it is.--Xapti 06:14, 21 July 2007 (UTC)
It looks kinda bad compared to Blurred Vision. --Ufelder 07:02, 21 July 2007 (UTC)
Do we really need yet _another_ expensive melee hate hex? --Symbol 09:15, 21 July 2007 (UTC)
It looks pretty bad, there are some better ways to disable a melee, this skill costs too much for what it does... --82.243.4.182 09:57, 21 July 2007 (UTC)
If it had a 1 second cast so you could use it in a skirmish where the enemy has a ranger... but at its current stats blurred and reckless seem better. Narayanese 14:55, 21 July 2007 (UTC)
Since it is in illusion you can run it on mig mesmers. Running 2 migmesmers with this and spirit of failure instead of 1 mig and 1 necro might be viable. (Okay, MH ran dualmig like 3 months ago, but still...) The preceding unsigned comment was added by Iko (talk • contribs) 16:58, 21 July 2007 (UTC).
A suckier version of reckless haste / blurred vision for the same energy cost ??!!. Not worth a skill slot as it stands now.

(reset) Make this an AoE skill (nearby) and it'd be good IMO.

I'm not touching this skill at 15 energy... (Terra Xin 22:03, 23 July 2007 (UTC))

Ensign and I have been debating different numbers for this I do like these numbers so I'll throw these up. Calculated Risk - 10e, 1c, 10r, 4…10d ~Izzy @-'---- 20:31, 24 July 2007 (UTC)

Ahhh. So it could be a cheaper more precision version of Blurred. That's cool. --Redfeather 22:48, 24 July 2007 (UTC)
lol. I just noticed he suggested this for Blurred Vision. Blurred Vision - 10e, 1c, 12r, 4…10d. So what does that make Calculated Risk? 2s lower recharge than blurred. --Redfeather 03:40, 25 July 2007 (UTC)
10e, 1c, 10r, 4..10d, I like those stats a lot more than the current ones, it is no longer just a weaker blurred that way, you can switch hexed target which is useful when you want to get it at a spiking assassin or realise someone new is the most threatening attacker on the other team. Should make it more fun to use, like how blinding flash is more enjoyable to use than reckless haste because flash rewards good reflexes while reckless doesn't. Narayanese 17:24, 26 July 2007 (UTC)

A little think[edit]

The purpose of this skill is to get an Illusion Mesmer to risk a 50% miss on one target, whilst he benefits from the hex. The reason it is horrible is because other skills are alot better at doing a similar thing. Blurred Vision has the same cost, cast and recharge as it is atm. Blurred lasts 8...18...20 and risk lasts 5...17...20. At 14 Illusion (where most players would run their Illusion) this skill lasts just as long as 14 Water Magic: 19 seconds. Blurred Vision is AoE, where Risk benefits the target. That doesnt make any sense.--Renegade 09:53, 23 July 2007 (UTC)

I totally agree with you. When compared to blured Vision, Calculated Risk is just garbage. It affects only one target, and allows it to do more damage ! As always a good mesmer skill from A.net's point of view seems to be a good one from an other class but with its uselfulness cut in half. (Trouveur 09:40, 23 July 2007 (UTC))

Will players ever use a 50% blind hex from the Illusion line which benefits the target? Yes. It will go right in with the hex meta with one necro casting Price and Reckless Haste. The Migraine Mesmer now casts this on the melee, so there is no chance they can hit. Thats not good, there is already enough pressure to the Melee through hexes, and now this. A 15 energy cost is completely unnecesary to this skill. Its not spammable or extremely strong for what it does. 10 energy cost would be much more acceptable. Reduce the length and recharge so that it is not so easy to compare it to Blurred Vision (and basically a copy), and cut cast time to 1 second. That way its easier to get off, but you must do it more often.

Also +25...13...10 damage is stupid. It promotes using multiple ways of causing Block and Miss, which isnt good. This should be best off by itself rather than covered in a slobber of hexes. Possibly make it so that whenever that foe fails to hit with an attack (not interupted though, so it works with Clumsiness well) they deal 25...13...10 damage to their target anyway. They wouldnt gain adrenaline, and their attack skills like Eviscerate and Bull's Strike would often miss.

With all these changes we would have this:

Calculated Risk: 10, 1, 8

Hex Spell. For 5...11...12 seconds, target foe has a 50% chance to miss with attacks. That target does 25...13...10 damage to his target whenever he fails to hit with an attack.

This hex would be quite good, because it would slow the gain of adrenaline of a target and cause him to miss with vital skills like Eviscerate and Bulls Strike 50% of the time. You could also have it on constantly on one target, or 75% of the time on two targets (12 seconds on one target, 12 seconds on another, recharging every 8. Two recharges every 16 seconds).

Is that enough to be used in many situations? Im not sure. It could be cool if damage was added to the hexed whenever he does hit, like 25...13...10 to the 50% miss target if he doesnt miss, or maybe increase that damage and only activate when he hits with attack skills.--Renegade 09:29, 23 July 2007 (UTC)

It looks really bad compared to Blurred Vision and Blurred was nerfed

Yeah thats what I was saying pretty much.--Renegade 12:10, 23 July 2007 (UTC)

It needs something different to make it stand out, and not be passive defense, like Blurred and Reckless Haste. Make the skill 5/1/15, and have the hexed foe do a little bit of damage (25..5) when the attack misses instead of when it hits.--Skye Marin 03:45, 24 July 2007 (UTC)

To make Mesmers take advantage of a hex? That would seem its only purpose because all this remind me of is Weapon of Warding.--ShadowFog 12:49, 24 September 2008 (UTC)

Skill Suggestion[edit]

I'm not even sure why this skill exists when compared to Blurred Vision. Perhaps the functionality should be change?

Calculated Risk:(10 energy cost, 2 second cast, 15 second recharge)
[Hex Spell]]. For the next 5...13...15 seconds, target foe attacks 100% slower, but does +25...13...10 damage--Redfeather 09:48, 24 July 2007 (UTC)

Buff suggestion[edit]

Currently there is no "risk" for the target if he misses unless another skill is applied like price of Failure. This skill can be worth the cost as well as be distinctly different than similar skills if it is written up like this:

Calculated Risk
Hex Spell. For 5...17...20 seconds, target foe has a 50% chance to miss with attacks but does +25...13...10 damage. While Hexed with Calculated Risk, foe takes -20...44...50 damage every five seconds if not attacking.
15E/2C/20R

That way there is some extra annoyance for a foe to deal with if they choose to not attack (including casters with their wands), but a reward is still there if they make contact.

arredondo 17:59, 25 July 2007 (UTC)

Woot! It's arredondo, the "build man". :D --Redfeather 22:59, 25 July 2007 (UTC)
I think the implied risk was to the caster, considering the substantial attack buff at a low attribute, weighed against a miss percentage.--TheLordOfBlah 06:35, 28 July 2007 (UTC)

another buff solution:

Calculated risk
hex spell. for 5...17...20 seconds target foe and all nearby foes have a 50% miss chance but deal +50...26...20 damange and whenever one of these foes fail to hit you gain 1...2...3 energy
15E/1C/10R

this gives SS'es another attribute to spec in as channeling for splinter wep and it can replace reckless haste + dmg dsm anyways because if ur not under PS in PvE (HM) ur doin it wrong

Translation Suggestions[edit]

To avoid some bad skill translations i'm opening a comment for new skills so everybody can post their translation suggestions in various languages, have fun :) --YukoIshii 00:09, 2 August 2007 (UTC)

Italian: Rischio Calcolato --YukoIshii 00:09, 2 August 2007 (UTC)

French: Risque Calculé Utaku

Spanish: Riesgo Calculado --Michael the Perfectionist User-Michael the Perfectionist Signature.PNG 22:20, 20 February 2008 (UTC)

possibly annoying skill[edit]

I've seen some people who, for reasons that are beyond me, will play in areas such as Fort Aspenwood, say, Kurzick side, whilst they consider themselves a Luxon, and are self-destructive to teammates, by means of opening gates to allow the opposing forces inside, ect. I'm just hoping that this skill doesn't end up being used as a skill to buff your "foes"... As these people really annoy me, moreso than Leechers do. Plus, they're harder to notice, as they would be actively casting, though it would be skills that help your foes more than hinder them. Perhaps have it deal bonus damage (to you) and not bonus damage (in general) Devvu 01:56, 3 August 2007 (UTC)

Might be used on an Ill gankers, or possibly even migraine mesmers, but unlikely as it is rather costly and not very good. Readem (talk*gwwcontribs) 00:22, 11 August 2007 (UTC)

Auron_Bushi: Ah for the love of... how many frikin ways will they come up with to frikin shut down tanks! where the haties is my "for 5-15 seconds target foes spell have a 50% chance to fail." skill? heck spell take so long to cast 15 seconds in nothing make it 10 to 30 seconds...

ya teh warioars r alweys getin shut off wt heck — Skakid9090 17:47, 26 November 2007 (UTC)
For 4...9...10 seconds, target foe has a 50% chance to miss with attacks but does +0 damage. Look I fixed it. 87.189.228.151 14:30, 12 February 2008 (UTC)
Lol, this skill is horrible. On a sword wielder with no mods on his sword, this actually decreases dps by almost 40 damage every 12 seconds (assuming they use no skills etc). Compared to Reckless Haste (which would reduce the same person's dps by around 60), this is pretty bad. In fact, it is only effective on people with slow attacking weapons (bows), and the fact that reckless haste makes IAS useless because of stacking caps, and this doesn't adds more to the shittiness of this skill.Crimmastermind 06:34, 18 October 2008 (UTC)

Not a bad skill. Totally fucks an adren warrior and assassins. Its also maintainable with a cheap cost and a fast cast time. Now if only people could actually like playing illusion mesmers--Justice 09:46, 23 October 2008 (UTC)

I tell ye, make it "For 10..20 seconds, target foe casts spells 100% faster, but has a 50% chance to fail." i'd SO use this on every of my melee chars, to pay them mesmers back. --83.76.204.11 03:31, 6 October 2009 (UTC) (PLS DO EEET!!)

New Pain Inverter?[edit]

Seems we got another PI for PvE --91.182.133.226 09:47, 22 May 2010 (UTC)

I think it's Illusion's empathy. 50% chance isn't the greatest either. Previously Unsigned 10:07, 22 May 2010 (UTC)
Greater than lol+10 domages.
I wonder how badly this would destroy someone using Whirlwind Attack, if at all... User A F K When Needed Signature Icon.jpg A F K When Needed 17:29, 23 May 2010 (UTC)
Since Whirlwind Attack is PvE-only, we'll never know. --RoyHarmon 15:50, 4 June 2010 (UTC)
We can trade it in for Cyclone Axe so you can try it with PvE mobs. And you can try it on the Jade Brothers in Cantha. And if you use Blurred Vision with it, it will do some decent damage.-- Demonic Cobra User Demonic Cobra Cobra icon.png 19:16, 4 June 2010 (UTC)

Bug[edit]

This skill only triggers on melee attacks, not ranged wand or bow/spear attacks --The preceding unsigned comment was added by 68.160.191.64 (talk).

Does that mean no aspect of the skill is applied to ranged attacks? Cuz it would be funny if they got the bonus damage but no drawback. User Felix Omni Signature.pngelix Omni 00:25, 28 May 2010 (UTC)
No +damage, thankfully. 24.197.253.243 02:02, 28 May 2010 (UTC)
Wow, that was quick turnaround time on a bug fix. 71.146.75.71 08:01, 4 June 2010 (UTC)
I did some testing today and it seems that the +10 damage are still only applied on melee attackers. They don't trigger when the hex is applied on ranged attackers (bow/spear/wand). The 50% chance for self-damaging does now work as intended regardless of enemy type. (Many thanks to all brave charr near Piken Square for their patient cooperation...) ;-) --Sanya 08:05, 4 June 2010 (UTC)

Well, that's neat.[edit]

Triggers off of Retribution, Flashing Blades and Death Nova. probably other effects like them too. been using it on am fah and afflicted lately... number spam gets pretty sweet sometimes. 24.239.3.159 02:45, 5 June 2010 (UTC)

You know, that's pretty hot. Brb boner
Hehehe...boner jokes. Pjwned 21:10, 21 April 2011 (UTC)
Does it still work like this? A note below seems to suggest that it doesn't. Pjwned 21:10, 21 April 2011 (UTC)

So...[edit]

Does that +10 add on to the damage that fucks themselves with? →[ »Halogod User Halogod35 Sig.png (talk ]← 22:06, 6 June 2010 (UTC)

Yesh, for attacks. 24.197.253.243 06:13, 7 June 2010 (UTC)
Wow, I didn't even think about that possibility. I'm definitely using this on my Gwen now. Pjwned 21:10, 21 April 2011 (UTC)


dhuum[edit]

would this skill work vs judgment of dhumm? The preceding unsigned comment was added by 71.141.247.48 (talk) at 09:03, 11 June 2010 (UTC).

That monster skill is actually a spell... MrPaladin talk 10:21, 11 June 2010 (UTC)
Meaning it is likely to work. Abuse the current functionality while you can. 24.197.253.243 11:00, 11 June 2010 (UTC)
Actually the quite opposite...
Ok, i didn't see the bug note at first. But it's still possible this skill has no effect, since Judgment of Dhuum is a monster skill. Maybe. - J.P.User J.P. sigicon.pngTalk 11:03, 11 June 2010 (UTC)

Lolz, the bug note. Is it true for PvP too? That would be hilarious. Karate User Karate Jesus KJ for sig.png Jesus 21:45, 19 June 2010 (UTC)

It is.... --24.197.253.243 02:11, 20 June 2010 (UTC)

missing[edit]

The skill description seems incomplete. If I use this skill against Byzzr Wingmender while she stands behind a rock, it doesn't do anything... while the attacks 'should' do an amount of damage, and that damage 'should' be able to be dealt to Byzzr instead. Am I making sense? Pastafarian Hunter 11:09, 22 June 2010 (UTC)

At least enough sense for me to understand you. Actually what you describe is exactly what the skill description says should happen. While Byzz'r stands behind a rock, her attacks can't hit you and the skill does nothing. But your observation doesn't fit with the bug note which states that the skill wrongfully triggers on any damage. Maybe they did an undocumented bugfix. --Manassas User Manassas Mannysig.png 11:30, 22 June 2010 (UTC)
If they don't hit anything, there's no damage calculation made and nothing to be reflected. 24.197.253.243 04:28, 23 June 2010 (UTC)
Right. The description clearly states that it reverts the damage from 50% of the attacks. If there's a wall between your enemy and you the attacks don't hit, so no damage received=no damage returned. The "bug" note just clarifies that it doesn't return just the damages from attacks, but the damage received from some (if not all) skills and spells. Something similar to Pain Inverter--Lhoj 09:56, 23 June 2010 (UTC)
You're wrong in your comparison with Pain Inverter, as PI deals damage back as an extra effect instead of a replacement effect. In the case of the rock, I'm not dealt any damage so PI doesn't see any. Byzzr on the other hand 'would' deal damage with her attacks so Calculated Risk 'should' work. If i'm enchanted so that damage is reduced by 5, the damage that would have been done to me stays the same... and so should the retaliation damage. The only reason it doesn't in Byzzr's case is that missing leads to no damage calculated, apperantly, as the ip guy just clarified. I hate it. :( Pastafarian Hunter 12:52, 23 June 2010 (UTC)
I said similar, not same. The fact is that both work same way in the matter we are discussing. No attack received = no damage returned in both cases. It's pretty obvious the attack must hit in order to "return" the damage, it's irrelevant whether the skill also negates the damage or not. --Lhoj 13:43, 23 June 2010 (UTC)
Nope. If you're standing behind a rock, you would take 0 damage, regardless of whether or not Calculated Risk was applied or not; hence, it reflects back 0 damage. User Raine R.gif is for Raine, etc. 23:36, 26 June 2010 (UTC)

BROKEN[edit]

Basically, Really Overpowered, Kills Eveveryone, Noobish

Got pwnd in HA? Reaper of Scythes** User Reaper of ScythesJuggernaut1.png 22:44, 27 June 2010 (UTC)
Anally frustrated much? Pjwned 21:10, 21 April 2011 (UTC)

lol ~ Tyseyh ( Makes an account on this wiki too )

Duncan[edit]

Would calculated risk go past Duncan's defense or would it kill you like PI? Taros 23:18, 20 July 2010 (UTC)

Without having tested, it would probably kill you. But if you cast shield of absorption on the caster, you can probably get some sick damage off on Duncan before you finally kick the bucket, if this actually can reflect damage back to him. I would doubt that, though, since PI only reflected once last time I tried it.24.14.48.164 01:22, 22 July 2010 (UTC)

Empathy synergy[edit]

Does the +10 damage from calculated risk cancel out with the -10 damage from empathy now that the skill has been changed slightly? If so this would make quite a deterrent to melee people from picking on my poor little squishies :) --Stu 11:52, 24 July 2010 (UTC)

I would imagine it does, but apparently when attacks are reflected they also take that +10 damage (at least according to a note above, I haven't confirmed it myself) so you might not want to put them on the same target. Of course, if they DO have both hexes and the damage gets reflected they would still take an assload from attacking at all from Empathy, so it's your call really. Pjwned 21:10, 21 April 2011 (UTC)

Bug fixed[edit]

A bit of a shame to be honest. Oh well back to the drawing board for my mesmer build o_O. User:Someone cakey 14:06, 30th July 2010 (UTC)

Honestly i like it better now that it's fixed and it's still a nice skill...although i wonder, is this triggered by Giant Stomp? It is an attack after all... Lou Wolfskin 14:24, 9 August 2010 (UTC)
So i tried to test it and it's not triggered by Giant Stomp which, honestly, confuses me a bit since everything else regarding attacks in the illusion-line seems to work fine against Giant Stomp... Lou Wolfskin 14:42, 28 August 2010 (UTC)
It's probably because giant stomp isn't actually targeted. Pjwned 21:10, 21 April 2011 (UTC)

Effect of Weapon Spells[edit]

Anyone know how this skill works on an offensive Weapons spell? I run this in Bogroot Growths, but can't tell if the opposing weapon spells are affecting any of the Heket when it triggers. Is so, that really changes things. Lord Flynt (talk) 05:09, 26 June 2014 (UTC)

Update: Tested this with a friend in guildhall, and it did not appear that any weapon spell backfired on the attacker. Assuming that the PvE and PvP versions act the same way in this respect. Lord Flynt (talk) 15:49, 27 June 2014 (UTC)