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Old Jul 28, 2005, 02:17 AM // 02:17   #1
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Post Precision of the Timer for Items

Does anyone know if the game's timer is accurate, or does it round? For example, if I had a Sword Pommel of Enchanting 12% and used Blessed Aura, that would make a total of 22%. On a 10 second enchantment such as Mark of Protection (MoP) that would make an extra 2.2 seconds; a total of 12.2 seconds for that enchantment. Does it round down to 12? Does it last for exactly 12.2 seconds? In the case of a 15% item bonus with Blessed Aura, making it 25%, would it last 2.5 seconds or 3.0 seconds or 2 seconds? This is very important to me because my Warrior/Monk uses several enchants and every half second counts in grinding mobs. Therefore, if a 25% total enchantment bonus would last 3.0 seconds and not 2.5 seconds, I could invest in a Sword Pommel of Enchanting 15% and save me a lot of gold and the trouble of finding someone who actually has a Sword Pommel of Enchanting 20%.

If someone actually has a Sword Pommel of Enchanting 20%, I will gladly buy it from you. Just PM me on the Forums or meet me in the game. The character name is Meldon Tuck.

Last edited by Phleanor; Jul 28, 2005 at 02:21 AM // 02:21..
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Old Jul 28, 2005, 02:21 AM // 02:21   #2
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It rounds down to the nearest whole number AFAIK.
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Old Jul 28, 2005, 02:35 AM // 02:35   #3
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Thanks for the quick reply, but can anyone give me a more detailed explanation? Thanks!
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Old Jul 28, 2005, 02:51 AM // 02:51   #4
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I've tested this myself on the Aura of Restoration skill. By number crunching, the resulting hp restored should have been about 91.7 or something to that effect, with a tenth's place larger than 5. Upon casting the spell, I was healed for the flat number, in this case, 91 hp. If all other game mechanics work in this fashion, which I would assume they do, then all numbers calculated are truncated, or cut off, at the whole numbers' place. Including enchantment durations.


reading the rest of your post... lol.. one sec.

OK, so in your scenario, you cast two 'enchantment-uppers.' The game in this case should calculate the variable for the one enchantment, either blessed aura or the enchantment pommel (depending on which the game prioritized, I do not know this), calculate the new duration, truncate it at this point, then use the second enchantment lengthener modifier for a new calculation, which also truncates. I do not believe that there is a "enchantment duration increase" modifier variable that is added together when you have skills or pommels equipped, as they should be only considered in the calculations themselves.

For example, assuming the pommel comes before the aura:

Original enchantment duration-> modified and truncated duration considering only the pommel-> new enchantment duration-> modified and truncated duration considering only the aura-> final enchantment duration.

Did that answer anything? ...

Last edited by Lasareth; Jul 28, 2005 at 02:57 AM // 02:57..
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Old Jul 28, 2005, 02:59 AM // 02:59   #5
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Quote:
Originally Posted by Lasareth
I've tested this myself on the Aura of Restoration skill. By number crunching, the resulting hp restored should have been about 91.7 or something to that effect, with a tenth's place larger than 5. Upon casting the spell, I was healed for the flat number, in this case, 91 hp. If all other game mechanics work in this fashion, which I would assume they do, then all numbers calculated are truncated, or cut off, at the whole numbers' place. Including enchantment durations.


reading the rest of your post... lol.. one sec.

OK, so in your scenario, you cast two 'enchantment-uppers.' The game in this case should calculate the variable for the one enchantment, either blessed aura or the enchantment pommel (depending on which the game prioritized, I do not know this), calculate the new duration, truncate it at this point, then use the second enchantment lengthener modifier for a new calculation, which also truncates. I do not believe that there is a "enchantment duration increase" modifier variable that is added together when you have skills or pommels equipped, as they should be only considered in the calculations themselves.

For example, assuming the pommel comes before the aura:

Original enchantment duration-> modified and truncated duration considering only the pommel-> new enchantment duration-> modified and truncated duration considering only the aura-> final enchantment duration.

Did that answer anything? ...
Thanks. But I'm not sure what you mean. Are you saying that the bonus from the pommel wouldn't be added to the bonus from Blessed Aura? (One of them would be a waste?) I was told the bonus from items and the bonus from a skill such as Blessed Aura stack.
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Old Jul 28, 2005, 03:07 AM // 03:07   #6
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I believe they do stack, but that the duration is calculated twice, once for the pommel, then they take that number and use it for the calculation for the aura. Or something to that effect. Not just one base calculation of +22%, but two calculations, one of +12% and then one of +10% of that new duration number (as examples).

I'll test this fully tonight so I can be positive... there's a lot of conjecture I feel unsafe with on my part.

Edit: Tested it out, here's what I found

Code:
Enchantment: Vigorous Spirit
Base Duration: 30 seconds

Modifiers: 
-(Level 0 Divine Favor) Blessed Aura +10%
-Staff Wrapping of enchanting +15%

-------------
Possibilities
-------------

Predicted total combined enchantment duration +25% -- 37.5 seconds
Predicted duration with +15% of +10% of the original duration -- 37.95 seconds
Predicted duration with +15% of +10% of the original duration (truncated) -- 37 seconds
Predicted duration with +10% of +15% of the original duration -- 37.95 seconds
Predicted duration with +10% of +15% of the original duration (truncated) -- 37 seconds
Predicted duration with +10% -- 33 seconds
Predicted duration with +15% -- 34.5 seconds

-----
Chart
-----

                   | +25% | +15% of +10% | Trunc. +15% of +10% | +10% of +15% |  Trunc. +15% of +10% |
Predicted Duration |37.5s |   37.95s     |       37s           |    37.95s    |        37s           |

------
Trials
------

Trial |  Actual Duration |
  1   |       38.69s     |   
  2   |       38.69s     |
  3   |       38.62s     | 
  4   |       38.62s     |
  5   |       38.75s     |
  6   |       38.44s     |
  7   |       38.29s     |
  8   |       38.44s     |
  9   |       38.56s     |
 10   |       38.29s     |
Assuming there were no other factors affecting the duration, and that I have about a ??.5 second error (using my amateur methods of finding error... didn't want to statistically find it), I think that the following, given the options accounted for in the chart, can be concluded:

-Enchantment enchancers DO stack
-Enchantment durations DO NOT truncate
-Stacked enchantment durations are calculated as a percentage of a percentage of the base, not as a sum percentage
-Priority doesn't matter, as 10% of 15% of a base is the same as 15% of 10% of that base

Of course, there was only a 1 second descrepancy max that I had to work with in the possible outcomes, so this may or may not be the exact calculation used in finding the durations. This isn't an exact science but is the closest thing I can come without having hard data from the devs themselves.

If there's anything I missed, please let me know~

Last edited by Lasareth; Jul 28, 2005 at 04:17 AM // 04:17..
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Old Jul 28, 2005, 06:41 PM // 18:41   #7
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Smile Awesome Work Done Lasareth

Awesome work done Lasareth. If there is anything else I don't understand I'll ask you in game.
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Old Jul 30, 2005, 08:43 AM // 08:43   #8
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Bump in case anyone else would like to see~
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