Anyone have an authoritative answer on the precise effect of a +20% enchantment duration mod for different times?
Search results here on gwguru have a consensus that duration is truncated, but those results are quite old.
I couldn't find anything on the official wiki.
The unofficial wiki has a table that is obviously messed up for times below 8 seconds but otherwise indicates that duration is rounded, and in particular rounded up when the decimal portion is 0.5.
So what's the beef? I know I could just go set up some experiments, but I'd be grateful if someone in the know could save me the time. Thanks
precise effect of enchanting mod
jray14
Quaker
I would suppose that only the people who actually coded the game could give you a precise answer. I don't think, given lag and other variables, that you could get a "precise" answer by experimentation. My gut feeling is that the 20% is exactly that - 20%. There's no reason to assume that the resultant time isn't arrived at by simply multiplying the base duration by 1.2. But, then again, maybe it's not.
IronSheik
Wikia tables are correct
1-2
2-3
3-4
4-5
Etc.
Tested with mending and heal breeze
1-2
2-3
3-4
4-5
Etc.
Tested with mending and heal breeze
jray14
Thanks for the testing! I guess I was rash to assume the table was "obviously messed up." Quite surprising that you can extend the duration from 1s to 2s, for example.
Arduin
Bob Slydell
Quaker
One question. How do you test this? If you test it by using a stopwatch and observing the apparent length of time a spell lasts, this may not necessarily be the same as the calculated time in which the effect actually lasts as far as the game mechanics are concerned.
That is to say - an enchantment may look as though it lasts 2 seconds, but this may be partially due to the time it takes for the client-to-server and server-to-client updates to happen, but does it's effect actually last 2 seconds as far as the game mechanics are concerned?
That is to say - an enchantment may look as though it lasts 2 seconds, but this may be partially due to the time it takes for the client-to-server and server-to-client updates to happen, but does it's effect actually last 2 seconds as far as the game mechanics are concerned?
IronSheik
Unless I'm completely stupid and my 100ms ping failed me
I took my dervish, a totem axe, peace and harmony, and shield of forece @ 1 earth prayers, Shield being 2, PnH being 1 @ 0 Divine.
I casted Shield, and with the .75 aftercast, and them both being 1/4 cast spells. PnH would have come up exactly one second after Shield did, and since they should both theoretically, (If tables are correct) end at the same time, and I can even check with my mysticism health/energy, which they did.
I took my dervish, a totem axe, peace and harmony, and shield of forece @ 1 earth prayers, Shield being 2, PnH being 1 @ 0 Divine.
I casted Shield, and with the .75 aftercast, and them both being 1/4 cast spells. PnH would have come up exactly one second after Shield did, and since they should both theoretically, (If tables are correct) end at the same time, and I can even check with my mysticism health/energy, which they did.
Quaker
Yes, but your basing this on the physical appearance (or dis-appearance) of the skill effect, but not on the resultant in-game affect if you are actually in battle.
Killamus
Test it with patient spirit - it rounds up. Patient spirit will end exactly as it can be casted again.