Oct 28, 2007, 06:15 AM // 06:15 | #1 |
Academy Page
Join Date: Oct 2007
Location: Texas
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QZ with AoR?
So Quickening Zephyr increases energy cost of skills by 30% right? Well, when paired off with Aura of Restoration, skills that are cast with both QZ and AoR do not heal for the additional 30% of the energy cost.
Example. AoR costs 10 energy, add 30% and it equals to 13 energy cost. Casting AoR with 400% health return with QZ only heals for 40 hp, not 52. Same holds true with Attunement spells. Is this a bug or did they intentionally nerf QZ/AoR/Attunement? |
Oct 28, 2007, 06:18 AM // 06:18 | #2 |
Jungle Guide
Join Date: Dec 2006
Guild: Goon Squad [LLJK]
Profession: Mo/
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Most likely the HP gain from AoR is calculated before the energy gain from Quickening Zephyr.
Bug, I'd say. |
Oct 28, 2007, 08:30 AM // 08:30 | #3 |
Academy Page
Join Date: Oct 2007
Location: Texas
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That's lame. My HM solo farm build revolves around high energy cost low cast/recharge time air magic that's intended for high energy return (80% to be exact), high life return (400% with AoR/800% with AoR + GoR), and high damage (around 150dmg per hit). The extra 30% energy cost + half recharge time will really help =/ (though it's pretty powerful as is...lol)
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Oct 28, 2007, 09:03 AM // 09:03 | #4 |
Lion's Arch Merchant
Join Date: Mar 2006
Location: Hong Kong
Guild: Guardian of Old Ascalon (GoA)
Profession: E/
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Aura of Restoration and those Attunements calculate the health/energy return based on the base cost of the spells.
That's why Quickening Zephyr won't increase the health/energy return. |
Oct 28, 2007, 09:55 AM // 09:55 | #5 | |
Academy Page
Join Date: Oct 2007
Location: Texas
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Quote:
QZ increases the base cost of skills that you use, so it should all add up... >.> |
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Oct 28, 2007, 10:01 AM // 10:01 | #6 |
Forge Runner
Join Date: Aug 2006
Location: Scotland
Guild: Type like an idiot, I'll treat you like an idiot
Profession: E/Me
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If only. It's a highly annoying skill for most elementalists.
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Oct 28, 2007, 11:15 PM // 23:15 | #7 | |
Lion's Arch Merchant
Join Date: Mar 2006
Location: Hong Kong
Guild: Guardian of Old Ascalon (GoA)
Profession: E/
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Quote:
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Oct 28, 2007, 11:21 PM // 23:21 | #8 |
Academy Page
Join Date: Oct 2007
Location: Texas
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Perhaps, but is that intentional or is that a bug? Either way it's not cool simply because things in this game is supposed to work together =P
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Oct 29, 2007, 12:30 AM // 00:30 | #9 | |
Desert Nomad
Join Date: Jul 2005
Guild: One of Many [ONE]
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Quote:
However, AoR reads simply "cost" and should be affected by both QZ and attunements. Again, too lazy to go check it out but according to the skill description that is what should happen. You will find that many skills matter when they are factored in - some damage reduction is reduced before Protective Spirit, some after and it isn't necessarily apparent in the skill description. There are many many such examples. As to if they are an error in the skill description or a bug in the implementation only Anet can say. |
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Oct 29, 2007, 02:32 AM // 02:32 | #10 |
Academy Page
Join Date: Oct 2007
Location: Texas
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Either way, the way that QZ makes it sound is that the energy calculation is applied before everything else, hence the word "base". If it were the other way around and AoR was only applied to base energy and QZ didn't, then it would make sense...but that wouldn't work because a skill that costs 10e with QZ requires and costs 13e for it to cast
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Oct 29, 2007, 10:19 AM // 10:19 | #11 | |
Lion's Arch Merchant
Join Date: Mar 2006
Location: Hong Kong
Guild: Guardian of Old Ascalon (GoA)
Profession: E/
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Quote:
Since AoR returns health after the spell finished casting. But QZ increase the energy cost required to cast. That's before you start casting. So common assumption is that AoR returns health base on the casting cost, but it doesn't. Instead it depends on the base cost. But then QZ increases the base cost.... AHHH~~ I'm confused |
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Oct 29, 2007, 10:29 AM // 10:29 | #12 |
La-Li-Lu-Le-Lo
Join Date: Feb 2006
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AoR checks the cost of the spell.
QZ increases the cost of the spell. You lose energy to use the spell. The spell finishes casting. AoR applies the healing based on the check it did at the start of the process. As far as I know, that's the order that everything happens, which explains why you don't get extra health from AoR with QZ up. It's just the way the game calculates things.
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Stay Breezy
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Oct 29, 2007, 11:55 AM // 11:55 | #13 |
Academy Page
Join Date: Oct 2007
Location: Texas
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Hummm...assuming that's the way things calculate in this scenario...then perhaps NC should change the descriptions of the skills a little so that it makes more sense...or should update the game so the bonus is applied so that they don't have to confuse everyone with new skill descriptions.
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