Sep 10, 2008, 02:18 AM // 02:18
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#1
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Jungle Guide
Join Date: Jan 2006
Guild: [Here] | CKOD
Profession: E/R
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About Patient Spirit...
[Patient Spirit]
now i really enjoy using this as a 'red bars go up' on my prot bar when not using WoH as an elite. its a potent heal at low(er) heal prayers, and is useful when you know a target is going to be taking damage, because of its 2 second duration.
2 second duration. theres my problem. when i use it with my ench staff, it lasts for 3 seconds before the heal. but 2(sec)*0.20(mod) = 0.40sec. which does not round up to 1 second.
so why does it last 3 seconds with an enchanting mod, instead of 2?
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Sep 10, 2008, 02:19 AM // 02:19
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#2
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Grotto Attendant
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It's a known bug.
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Sep 10, 2008, 02:27 AM // 02:27
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#3
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Jungle Guide
Join Date: Jan 2006
Guild: [Here] | CKOD
Profession: E/R
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Quote:
Originally Posted by Chthon
It's a known bug.
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the official wiki does not say anything about it being a bug, but that was kind of the point i wanted to raise. is it intentional to keep it more of a healing prayers specific heal or just something theyre really lazy about... (see: spirit bond)
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Sep 10, 2008, 02:32 AM // 02:32
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#4
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Frost Gate Guardian
Join Date: Aug 2006
Profession: Mo/
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just switch your weapon set before casting...it doesnt take long to get use to it
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Sep 10, 2008, 03:17 AM // 03:17
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#5
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Lion's Arch Merchant
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Someone posted this question at wiki, and the reply from Anet QA is that it is not a bug. It is just the way GW rounding mechanics works. And other 2s enchantments will also get lengthened to 3s with an enchanting mod, not just patient spirit.
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Sep 10, 2008, 07:47 AM // 07:47
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#6
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Forge Runner
Join Date: Jun 2006
Guild: Hard Mode Legion [HML]
Profession: N/
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I don't really care if it's two or three seconds and if the rounding is right or not.
The reason to use patient is when you know a targets gets damage the next two seconds and you want another skill available.
Or use it as cover when there is a large chance of enchantment removal and get a heal as bonus. Doubt those 2 seconds matter in either situation.
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Sep 10, 2008, 08:44 AM // 08:44
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#7
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Forge Runner
Join Date: Jan 2006
Location: By the Luxon Scavenger
Guild: The Mentalists [THPK]
Profession: N/
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rounded up to the next second
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Sep 10, 2008, 08:45 AM // 08:45
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#8
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Ascalonian Squire
Join Date: Jun 2008
Location: UK
Guild: [CBA]
Profession: Mo/W
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Quote:
Originally Posted by ctbear
just switch your weapon set before casting...it doesnt take long to get use to it
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By the time u switched sets u mayaswell of just cast the spell..
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Sep 10, 2008, 12:09 PM // 12:09
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#9
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Krytan Explorer
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All other enchantments round down/up to the nearest integer:
7*1,2 = 8,4 --> 8 seconds
8*1,2 = 9,6 --> 10 seconds
But [[patient spirit]:
2*1,2 = 2,4 --> 3 seconds ???
It seems like a bug they dont care about.
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Sep 10, 2008, 05:45 PM // 17:45
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#10
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Wark!!!
Join Date: May 2005
Location: Florida
Profession: W/
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You shouldn't really have an enchanting staff equipped in the first place and should only be using it when you need to... IE why aren't you in a 40/40 set?
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Sep 10, 2008, 05:48 PM // 17:48
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#11
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ǝuoʞoɯ
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Quote:
Originally Posted by Winterclaw
You shouldn't really have an enchanting staff equipped in the first place and should only be using it when you need to... IE why aren't you in a 40/40 set?
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because he's using PROT?
and yeah, i don't really know why it's bugged / won't be fixed, but i don't even mind it. gives more time to Dismiss, and it's not like you cast Patient on someone who's about to die soon. no big deal, just another advantage in my eyes. :P
__________________
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Some day it will burn out
Ready to sacrifice my life
For the perfect dream
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Sep 10, 2008, 06:05 PM // 18:05
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#12
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Alcoholic From Yale
Join Date: Jul 2007
Guild: Strong Foreign Policy [sFp]
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I like Patient's little thing for the time to heal up a tad with dismiss, like Moko said.
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Sep 10, 2008, 06:12 PM // 18:12
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#13
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Krytan Explorer
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Because skill durations aren't designed to last for half seconds. It can either be 2 sec or 3 sec and since the original duration is 2 sec, a longer enchant mod forces it to be greater than the original duration.
I see your point but it's just a by product of skill mechanics and weapon mods.
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Sep 10, 2008, 07:49 PM // 19:49
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#14
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Jungle Guide
Join Date: Jan 2006
Guild: [Here] | CKOD
Profession: E/R
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Quote:
Originally Posted by Damian979
Because skill durations aren't designed to last for half seconds. It can either be 2 sec or 3 sec and since the original duration is 2 sec, a longer enchant mod forces it to be greater than the original duration.
I see your point but it's just a by product of skill mechanics and weapon mods.
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that makes sense, and i think is what evenfall was trying to say. i checked it with an unspecced guardian, and it lasts 3 seconds too. so it seems an enchanting mod must increase the duration by at least 1 second, like you said.
further testing shows an unspecced shield of force (1 sec duration) lasts 2 seconds with an enchant mod. also, specced @ 6 (7 sec duration), the ench lasts for 8 seconds (not 9, which would mean a rounding error would occur making 1.4 = 2). i used 1.4 because it is 1 more than 0.4 which is what the 2 second ench use to get rounded to 1 second more, and also because 0.5 always gets rounding up.
so it seems for some reason anet decided that 1 and 2 second ench must have at least 1 second added onto their duration by an enchanting mod. why? i dont know. maybe something to do with the enchanting script. maybe someone can figure out a plausible reason.
@ctbear - i already do
@winterclaw - i prefer a staff over 40/40 anyways. since almost every monk spell recharge quickly, there is no point in the extra 16% chance that a second 20% mod would give. furthermore, the +2 energy is far eclipsed by the +30 health that a fort. mod provides. however, +8(+10) armor and +30 health with a +5 +30 sword is far better than any measly energy and cast time (except for heal party/seed :P).
Last edited by Trylo; Sep 11, 2008 at 01:10 AM // 01:10..
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Sep 11, 2008, 10:39 PM // 22:39
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#15
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Frost Gate Guardian
Join Date: Aug 2006
Profession: Mo/
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Quote:
Originally Posted by BL1ZZARD
By the time u switched sets u mayaswell of just cast the spell..
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thats why the cancel key is so important...right after a cast, press it before you want to switch
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Sep 11, 2008, 10:40 PM // 22:40
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#16
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Emo Goth Italics
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You don't even need to use the cancel key, to be honest.
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Sep 12, 2008, 01:03 AM // 01:03
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#17
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Jungle Guide
Join Date: Jan 2006
Guild: [Here] | CKOD
Profession: E/R
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Quote:
Originally Posted by Tyla
You don't even need to use the cancel key, to be honest.
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yeah. even if you dont see the weapon you still get the benefits (switching to a different weapon in the aftercast usually works well).
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