Modification does not work
Former Ruling
I have been running tests on the sneaky feeling I've been having that one of the mods I use does not work as said.
So I'll just start by telling you my results.
The Offhand/Wand Mod "Improves Skill Recharge (chance 10%)" is at this point broken..and never improves the recharge of any skill.
This all started when someone on this forum brought up how well this and "Imporves casting speed (chance 10%)" help trapping. It was concluded in that thread that "Improves casting speed (chance 10%)" does not help at all, because it only effects spells. And my tests show this to be true. As long as it was some type of spell, casting speed mod worked. Noone really had an answer for skill recharge. I posted saying its probably spells only also because my traps never recharged faster because of it.
For the tests I used "Gorrel's Cane" - becuase it conventiently had both mods on it and only cost a few plat.
I wanted to conclude that I was right in saying it only effected "spells" - So I picked Troll Unguent (a "skill" that has 10s recharge and duration) so that I could easily tell if it recharged faster (as it would be recharged while the effect was still in place). After 50 uses I concluded that it NEVER once recharged faster than 10s. So I said that it must be true that it doesn't effect all "skills" like the mod suggests.
So I moved on to an Spell that also had 10/10 (10s duration, 10s Recharge). There just so happens to be such a skill - Blood Ritual. So I tested to see if it ever recharged faster under the mod - and again I was surprised to see that NEVER once did Blood Ritual recharge before 10s.
So I said..ok..Blood Ritual is a self enchantment that really doesnt need a recharge faster than 10s so they could have made it immune to the mod.
I picked the next thing I found that could do better in testing - a Normal "Spell" (not enchantment or anything) that had a recharge that was long enough to stopwatch. I picked Offering of Blood (15s recharge) because I could put it on myself and didnt need an enemy or ally mixed in. I used it dozens of times nad to my great surprise this time...Offering of Blood NEVER once recharged before 15s......
I continued with different classes and everything - and have only found 1 thing to be constant - The fact that the mod has NEVER made ANYTHING recharge faster...
So I'll just start by telling you my results.
The Offhand/Wand Mod "Improves Skill Recharge (chance 10%)" is at this point broken..and never improves the recharge of any skill.
This all started when someone on this forum brought up how well this and "Imporves casting speed (chance 10%)" help trapping. It was concluded in that thread that "Improves casting speed (chance 10%)" does not help at all, because it only effects spells. And my tests show this to be true. As long as it was some type of spell, casting speed mod worked. Noone really had an answer for skill recharge. I posted saying its probably spells only also because my traps never recharged faster because of it.
For the tests I used "Gorrel's Cane" - becuase it conventiently had both mods on it and only cost a few plat.
I wanted to conclude that I was right in saying it only effected "spells" - So I picked Troll Unguent (a "skill" that has 10s recharge and duration) so that I could easily tell if it recharged faster (as it would be recharged while the effect was still in place). After 50 uses I concluded that it NEVER once recharged faster than 10s. So I said that it must be true that it doesn't effect all "skills" like the mod suggests.
So I moved on to an Spell that also had 10/10 (10s duration, 10s Recharge). There just so happens to be such a skill - Blood Ritual. So I tested to see if it ever recharged faster under the mod - and again I was surprised to see that NEVER once did Blood Ritual recharge before 10s.
So I said..ok..Blood Ritual is a self enchantment that really doesnt need a recharge faster than 10s so they could have made it immune to the mod.
I picked the next thing I found that could do better in testing - a Normal "Spell" (not enchantment or anything) that had a recharge that was long enough to stopwatch. I picked Offering of Blood (15s recharge) because I could put it on myself and didnt need an enemy or ally mixed in. I used it dozens of times nad to my great surprise this time...Offering of Blood NEVER once recharged before 15s......
I continued with different classes and everything - and have only found 1 thing to be constant - The fact that the mod has NEVER made ANYTHING recharge faster...
HawkofStorms
It definately works with offensive spells such as inferno/lightnening surge/strike/meteor shower/etc. I've seen it most in a e farming build I use. With a faster recharge moded weapon, I could clearly see some skills recharging faster and changing the pace and order of the spells I am supposed to spam for this farm build.
Former Ruling
I've tested these kinds of spells.
Also - The "Improves Skill Recharge of [whatever] (Chance 20%)" mods ARE NOT broken and work as they should.
It seems to only be the global skill recharge, and further more, since Gorrel's Cane is the only test weapon I've used, it very well may be so that the Cane is not working right, not the mod itself.
Also - The "Improves Skill Recharge of [whatever] (Chance 20%)" mods ARE NOT broken and work as they should.
It seems to only be the global skill recharge, and further more, since Gorrel's Cane is the only test weapon I've used, it very well may be so that the Cane is not working right, not the mod itself.
Maxiemonster
Damn.. I really need to test my 20/20 Rockmolder an Fiery Flame Spitter then.
Former Ruling
Next thing I'm going to do tommorow morning is pick up some other items with the global 10% chance recharge, and rule out the notion that it might just be that Gorrel's Cane has the broken recharge mod, and it isn't the mod in general.
ALSO - If anyone is also testing this - Note I'm talking about GLOBAL recharge ones, not ones that are specific and 20% chance, like improves fire magic recharge.
ALSO - If anyone is also testing this - Note I'm talking about GLOBAL recharge ones, not ones that are specific and 20% chance, like improves fire magic recharge.
-Loki-
It apparently works on spells, but doesn't work on regular skills currently.
Valerius
it's been known for awhile now... or atleast i thought it was...
i sent in a bug report to ANeT last month or so... all i got was "we'll look into it"
i sent in a bug report to ANeT last month or so... all i got was "we'll look into it"
WetWookie
I'm pretty sure it's not supposed to work on skills, just spells. It's not a bug; just poor wording.
ZennZero
I have done some testing with the 20/20 Rockmolder and I can also confirm that it has no effect on the recharge time on non-spells - severly limiting its value to me (as a trapper).
I would like to hear from some voice of authority whether these discrepencies on the universal recharge items are bug-related or a bad item description.
Anet? Bueller? Bueller?
I would like to hear from some voice of authority whether these discrepencies on the universal recharge items are bug-related or a bad item description.
Anet? Bueller? Bueller?
I pwnd U
ya they need to do sumthin. 20% faster may not seem like to much but it makes a huge difference. idk what ANet was thinking when they made it not work. casue ive seen people pay pretty good money for those 20% faster recharge times. though im pretty sure that if it says recharges 20% faster using protection prayers it only works on skills that use protection prayers i could be wrong though.
crimsonfilms
I am unsure about PvE, but I know for a fact that it does work in PvP (PvP weapons not PvE weapons in PvP).
Just make sure you understand that 20% refers to CHANCE and not in rate of faster recharge. It is also SPELL ATTRIBUTE specific. Like a Blood Staff will only affect Blood SPELLS about 20% of the time.
I have watched it with Offering of Blood and have seen it reduced the recharge in half (around 7-8 seconds). Same with Mesmer spells.
Again, I am unsure about PvE items, but for PvP chars suing PvP weapons it does work.
It does not mean there is no bug, but I have not seen it yet or not noticed.
Just make sure you understand that 20% refers to CHANCE and not in rate of faster recharge. It is also SPELL ATTRIBUTE specific. Like a Blood Staff will only affect Blood SPELLS about 20% of the time.
I have watched it with Offering of Blood and have seen it reduced the recharge in half (around 7-8 seconds). Same with Mesmer spells.
Again, I am unsure about PvE items, but for PvP chars suing PvP weapons it does work.
It does not mean there is no bug, but I have not seen it yet or not noticed.
Gli
Quote:
Originally Posted by crimsonfilms
It is also SPELL ATTRIBUTE specific.
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Savio
I just went out with the 20/20 Rockmolder, Gorrel's Cane, and a Holy Rod with 10% fast recharge. The results? Both Orison of Healing and Offering of Blood received fast recharges under all of them. I dunno what's wrong with you Former.
Dahnel
i noticed sometimes with the 20/20 collectors smiting staff ...non smiting skills would recharge faster.. maybe its been fixed now though ??
ShadowStorm
Quote:
Originally Posted by Maxiemonster
Damn.. I really need to test my 20/20 Rockmolder an Fiery Flame Spitter then.
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gotenks
Quote:
Originally Posted by ShadowStorm
Fiery Flame Spitter? WTH? What's that? Call me a noob all ya want, I've been playing since release and have never heard of a flame spitter.
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