Jul 23, 2009, 06:19 PM // 18:19 | #1 |
Krytan Explorer
Join Date: May 2005
Location: NC, USA
Guild: Ohm Mahnee Pedmay [Hoom]
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precise effect of enchanting mod
Anyone have an authoritative answer on the precise effect of a +20% enchantment duration mod for different times?
Search results here on gwguru have a consensus that duration is truncated, but those results are quite old. I couldn't find anything on the official wiki. The unofficial wiki has a table that is obviously messed up for times below 8 seconds but otherwise indicates that duration is rounded, and in particular rounded up when the decimal portion is 0.5. So what's the beef? I know I could just go set up some experiments, but I'd be grateful if someone in the know could save me the time. Thanks |
Jul 23, 2009, 06:54 PM // 18:54 | #2 |
Hell's Protector
Join Date: Aug 2005
Location: Canada
Guild: Brothers Disgruntled
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I would suppose that only the people who actually coded the game could give you a precise answer. I don't think, given lag and other variables, that you could get a "precise" answer by experimentation. My gut feeling is that the 20% is exactly that - 20%. There's no reason to assume that the resultant time isn't arrived at by simply multiplying the base duration by 1.2. But, then again, maybe it's not.
Last edited by Quaker; Jul 23, 2009 at 06:59 PM // 18:59.. |
Jul 23, 2009, 07:02 PM // 19:02 | #3 |
Forge Runner
Join Date: Mar 2008
Location: Wolfenstein: Goldrush
Guild: Zombies Go Nom Nom [Nom]
Profession: N/
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Wikia tables are correct
1-2 2-3 3-4 4-5 Etc. Tested with mending and heal breeze |
Jul 23, 2009, 09:04 PM // 21:04 | #4 |
Krytan Explorer
Join Date: May 2005
Location: NC, USA
Guild: Ohm Mahnee Pedmay [Hoom]
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Thanks for the testing! I guess I was rash to assume the table was "obviously messed up." Quite surprising that you can extend the duration from 1s to 2s, for example.
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Jul 23, 2009, 09:19 PM // 21:19 | #5 |
Grotto Attendant
Join Date: May 2005
Location: The Netherlands
Guild: Limburgse Jagers [LJ]
Profession: R/
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Jul 23, 2009, 10:02 PM // 22:02 | #6 |
Forge Runner
Join Date: Jan 2007
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Jul 24, 2009, 04:15 PM // 16:15 | #7 |
Hell's Protector
Join Date: Aug 2005
Location: Canada
Guild: Brothers Disgruntled
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One question. How do you test this? If you test it by using a stopwatch and observing the apparent length of time a spell lasts, this may not necessarily be the same as the calculated time in which the effect actually lasts as far as the game mechanics are concerned.
That is to say - an enchantment may look as though it lasts 2 seconds, but this may be partially due to the time it takes for the client-to-server and server-to-client updates to happen, but does it's effect actually last 2 seconds as far as the game mechanics are concerned? Last edited by Quaker; Jul 24, 2009 at 04:22 PM // 16:22.. |
Jul 24, 2009, 06:22 PM // 18:22 | #8 |
Forge Runner
Join Date: Mar 2008
Location: Wolfenstein: Goldrush
Guild: Zombies Go Nom Nom [Nom]
Profession: N/
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Unless I'm completely stupid and my 100ms ping failed me
I took my dervish, a totem axe, peace and harmony, and shield of forece @ 1 earth prayers, Shield being 2, PnH being 1 @ 0 Divine. I casted Shield, and with the .75 aftercast, and them both being 1/4 cast spells. PnH would have come up exactly one second after Shield did, and since they should both theoretically, (If tables are correct) end at the same time, and I can even check with my mysticism health/energy, which they did. |
Jul 24, 2009, 07:55 PM // 19:55 | #9 |
Hell's Protector
Join Date: Aug 2005
Location: Canada
Guild: Brothers Disgruntled
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Yes, but your basing this on the physical appearance (or dis-appearance) of the skill effect, but not on the resultant in-game affect if you are actually in battle.
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Jul 24, 2009, 08:22 PM // 20:22 | #10 |
Guest
Join Date: Oct 2008
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Test it with patient spirit - it rounds up. Patient spirit will end exactly as it can be casted again.
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