Casting Speed and Recharge Times

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PizzaShapes
Pre-Searing Cadet
#1
Hey people,

For those items which have improved casting speeds and/or recharge times, how much more "improved" can they be?

i.e. 10% faster? 15% faster?

Thanks in advance.
L
LordMahal
Krytan Explorer
#2
10% for the universal improved recharge/casting speed...
20% for individual things like Fire or Curses etc.
F
Former Ruling
Grotto Attendant
#3
He doesn't mean the Chance that it works - he means how MUCH does it actually improve the speed.

From my experience the casting speed is ~x2 speed (half the casting time, maybe 30-40% thoguh, hard to time).

I've never used a 20% chance at recharge so I dont know how better the recharge is. The 10% chance at recharge is currently broken it seems, cause it never works for me..
L
LordMahal
Krytan Explorer
#4
Excuse the hell out of me... I read the post differently than you it seems. The 20% works like the 10%, just more often... Roughly cuts the time in half for casting or recharge.
P
PizzaShapes
Pre-Searing Cadet
#5
So when it activates you reckon half the speed?

Don't know if this needs a new thread or anything.

I just got a 20/20 divine ankh from a collector and just kept casting the same signet (devotion, or the one that gives you health) over and over again and nothing seems to charge faster.

At first I thought it only works on "skills" not spells. Since the description says "...using Devine Favor skills"
For example, Contemplation of Purity is classed a "skill", Signet of Devotion, obviously is a signet, and others are classed as "spells".

I guess my next questions is does it work on all spells or just "skills".

Thanks
f
fallot
I'm the king
#6
Here is an example: With a 20% chance for increased cast speed domination staff and 16 Fast Casting, my test Mesmer would cast spells with a 3 second cast-time instantly (when the chance would do off). 16 Fast Casting shortens 3 seconds to about 1.5, that 1.5 was further shortened by the staff to somewhere around 0.5 or 0.25 seconds. Suffice it to say that it makes a big difference when it procs.

Edit: They dont affect signets.
Apple
Apple
Desert Nomad
#7
I've had the same problem. For some reason, my 10/9 smiting staff only works on remove hex and VERY occasionally mending (ONLY USED FOR FARMING, HONEST :-P)
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PizzaShapes
Pre-Searing Cadet
#8
Cool thanks everyone.
P
PizzaShapes
Pre-Searing Cadet
#9
OK

I just tried the ankh again with Spellbreaker.

When it triggered, the cooldown time was close enough to 22.5 seconds with the regular recharge being 45 seconds.

So i guess it's safe to say "improved" means it cuts recharge time in half. Cant say much for cast speed since monk divine favour spells don't take all that long to cast.

Case Closed!

and yes i timed it. =P
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Pardoz
Academy Page
#10
Quote:
Originally Posted by PizzaShapes
At first I thought it only works on "skills" not spells. Since the description says "...using Devine Favor skills"
Other way around, actually. All the x% chance to fastcast/improve recharge of skills/[attribute] skills only work on spells (including Hexes and Enchantments); they don't do a thing for skills (everything else, including glyphs, signets, stances, and attacks like Vampiric Touch, Lightning Touch, and Smite). This is a relatively well-known bug (whether the bug is in the item descriptions or their operation is a matter of opinion; no word from ANet either way).
F
Former Ruling
Grotto Attendant
#11
It is confirmed by me to be exactly half, with a stopwatch.

Also, like in my own thread on the subject, Skill recharge seems very buggy. The 10% chance globally NEVER EVER works - its totally broken and does nothing for any skills, and the 20% to specific type chance recharge seems to "pick and choose" what it wants to improve..it doesnt effect all spells of that type. .
Lord Iowerth
Lord Iowerth
Wilds Pathfinder
#12
Former,

I've been doing some testing with the 20% 10% thing as well, and have come to much the same conclusion. Let me know via PM on the boards or in game if you want to collaborate and see if we can make some kind of official result on the matter for community works.
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Pardoz
Academy Page
#13
How very odd - the improved recharge on my 10/10 Morgriff's Scepter kicks in approximately as often as I'd expect (the effect is quite noticeable when you use Animate XX a lot). I'd suspect that your mixed results with a 20% item and lack of results with the 10% items are down to using them with things that aren't explicitly spells, since the improved recharge items don't work on skills.
Damien
Damien
Academy Page
#14
Quote:
Originally Posted by PizzaShapes
At first I thought it only works on "skills" not spells. Since the description says "...using Devine Favor skills"
For example, Contemplation of Purity is classed a "skill", Signet of Devotion, obviously is a signet, and others are classed as "spells".
Skills are everything you can put into the skillbar. The best example i know if the mesmer spell "cry fo frustration" The descriptions is: If target foe is using a skill, that foe and nearby foes are interrupted and suffer 10-37 damage.

If you go out and try you cant find anything exept regular attacks that cry cant interupt
P
Pardoz
Academy Page
#15
Quote:
Originally Posted by Damien
Skills are everything you can put into the skillbar.
Yes and no, depending on context. In the case of the improve cast/recharge items, "skills" include any skill of the types "Spell", "Hex Spell", or "Enchantment Spell"; they don't work on any other type of skill (signets, stances, whatever).

An interesting question is whether the various "x% chance of +1 to [attribute] when using skills" items follow the same pattern, which would make the various "of Swordsmanship/Axe Mastery/Hammer Mastery/Marksmanship" mods completely and utterly useless, since they would never trigger, there being no spells/hexes/enchantments in those attribute lines.

Easiest way to test this would be with a Monk or Mesmer using one of the 20%/+1 focuses from the Maguuma Jungle and a non-spell skill like Contemplation of Purity of one of the Mesmer stances; anybody with the appropriate character and equipment want to give it a spin?
F
Former Ruling
Grotto Attendant
#16
I've been playing around with a variety of skill types and classes with my Gorrel's Cane (10%/10% globally).

I'll get on tommorow and do some uniform tests with different classes' skills. Uniform as in with stop watchs and spreadsheets.
Two April Mornings
Two April Mornings
No Luck No Time No Money
#17
my 10/10 staff has really been 0/0
ZennZero
ZennZero
Krytan Explorer
#18
Quote:
Originally Posted by Former Ruling
I've been playing around with a variety of skill types and classes with my Gorrel's Cane (10%/10% globally).

I'll get on tommorow and do some uniform tests with different classes' skills. Uniform as in with stop watchs and spreadsheets.
I will be interested to see your results. If we could get a thread in Community Works or some such place going with some hard data, perhaps it will catch Anet's attention and be addressed.
Carinae
Carinae
Forge Runner
#19
Try Morgriff's Scepter, and The Shadestone. Both are cheap.

Is the problem item specific? (ie: Gorrel's Cane is broken, but Morgriff's Scepter works.)

Does the problem affect Fast Cast (10%) also? or just Recharge (10%)?

How about gold items with a 8 to 10% global recharge?
F
Former Ruling
Grotto Attendant
#20
I go with Gorrel's, a Quest reward mesmer offhand with the mod, and the fiery flame spitter.

Casting 10% works fine from what I can tell.

Through further tests, there ARE skills the recharge helps (though at much less than 10% chance) and I am compeling a list of the skills effected.

The first skill I tested that worked was Vigorous Spirit. It took 27 uses for it to recharge in 2 seconds instead of 4.

I've started on Necromancer spells (cause I happen to have most unlocked, unlike monk) - and am getting different results. None of the skills you'd want recharging fast seem to work (like OoB).

I'll get on and do more work. I've set my test number to 50 uses, since thats more than enough for a legit 10% to go off.