> Forest of True Sight > Questions & Answers Reload this Page QZ with AoR?
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Old Oct 28, 2007, 06:15 AM // 06:15   #1
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Default 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?
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Old Oct 28, 2007, 06:18 AM // 06:18   #2
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Most likely the HP gain from AoR is calculated before the energy gain from Quickening Zephyr.

Bug, I'd say.
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Old Oct 28, 2007, 08:30 AM // 08:30   #3
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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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Old Oct 28, 2007, 09:03 AM // 09:03   #4
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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.
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Old Oct 28, 2007, 09:55 AM // 09:55   #5
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Quote:
Quickening Zephyr
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Skill details
Create a level 1...8 Spirit. For creatures within its range, all skills recharge twice as fast as normal and cost 30% more of the base Energy to cast. This Spirit dies after 15...39 seconds.
http://gw.gamewikis.org/wiki/Quickening_Zephyr

QZ increases the base cost of skills that you use, so it should all add up...

>.>
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Old Oct 28, 2007, 10:01 AM // 10:01   #6
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If only. It's a highly annoying skill for most elementalists.
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Old Oct 28, 2007, 11:15 PM // 23:15   #7
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Quote:
Originally Posted by Lavans
http://gw.gamewikis.org/wiki/Quickening_Zephyr

QZ increases the base cost of skills that you use, so it should all add up...

>.>
The only reason I can think of is that AoR and QZ work separately.
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Old Oct 28, 2007, 11:21 PM // 23:21   #8
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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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Old Oct 29, 2007, 12:30 AM // 00:30   #9
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Quote:
Originally Posted by Lavans
http://gw.gamewikis.org/wiki/Quickening_Zephyr

QZ increases the base cost of skills that you use, so it should all add up...

>.>
No, the description you quoted says it increases by a percentage of the base cost, not increases the base cost. The way it is written a 10e fire spell should increase it's cost by 3e no matter what attunements or other energy adjustments are in affect. I'm too lazy to test it and see. Same thing as "base damage" with weapons - that has a fairly specific meaning.

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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Old Oct 29, 2007, 02:32 AM // 02:32   #10
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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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Old Oct 29, 2007, 10:19 AM // 10:19   #11
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Quote:
Originally Posted by Lavans
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
I see why it's confusing.
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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Old Oct 29, 2007, 10:29 AM // 10:29   #12
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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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Old Oct 29, 2007, 11:55 AM // 11:55   #13
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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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