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Old Jul 23, 2009, 06:19 PM // 18:19   #1
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Default 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
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Old Jul 23, 2009, 06:54 PM // 18:54   #2
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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..
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Old Jul 23, 2009, 07:02 PM // 19:02   #3
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Wikia tables are correct
1-2
2-3
3-4
4-5
Etc.
Tested with mending and heal breeze
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Old Jul 23, 2009, 09:04 PM // 21:04   #4
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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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Old Jul 23, 2009, 09:19 PM // 21:19   #5
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Quote:
Originally Posted by IronSheik View Post
Wikia tables are correct
1-2
2-3
3-4
4-5
Etc.
Tested with mending and heal breeze
How can Mending have a duration?
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Old Jul 23, 2009, 10:02 PM // 22:02   #6
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Quote:
Originally Posted by Arduinna View Post
How can Mending have a duration?
LOL...

And I don't know about the enchanting mod all that much, but It is very noticeable that the duration is a lot longer when you cast an enchantment with the mod then without.
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Old Jul 24, 2009, 04:15 PM // 16:15   #7
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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..
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Old Jul 24, 2009, 06:22 PM // 18:22   #8
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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.
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Old Jul 24, 2009, 07:55 PM // 19:55   #9
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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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Old Jul 24, 2009, 08:22 PM // 20:22   #10
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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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