Most of these would be hard to find answers to via search. I apologize in advance for the exceptions.
1. I use Flare, which has a casting time of 1 second and no recharge time. Even so, it's not available immediately. This is because of a universal "cooldown" time for spells, right? And that's .75 seconds, right?
2. I use a staff that req 10 Water Magic. It has mods of Defense (+5) and Enchanting (20%). I don't actually have 10 ranks in Water Magic. So I get the benefit of the mods, but my weapon damage with the staff is pathetic. Right?
3. I'm using that staff, and getting the mods' benefit, and I cast Kinetic Armor (duration 8 seconds). However, I don't cast another spell in time to recharge. Kinetic Armor will last 9 seconds (9.6 seconds rounded down). Right?
Or can enchantment durations, unlike damage, be measured in fractional numbers? (They SHOULD be, I'd think ...)
4. I have a staff that lengthens the duration of enchantments, and a wand that improves recharge times on certain spells. So depending on what I'm casting, I should switch weapons. What matters is which weapon I'm holding when the spell FINISHES being cast, right?
5. I'm struggling to keep Kinetic Armor up, and it starts blinking, so I quickly cast a spell. That may not be good enough, however, because the spell has to FINISH being cast before the 8/9/9.6 seconds are up, right?
6. By the way, how long before it expires does an enchantment's icon start blinking?
7. Is a shield's benefit tied to the Tactics attribute the way a sword's damage is tied to the Sword Master attribute and a bow's damage is tied to the Marskmanship attribute?
Thanks in advance for your answers!!
Confirming my understanding of a bunch of rules
Francis Crawford
adventchildren
Let me try and Answer some of your questions.
For number 2, you still get the mod benefits of your staff/weapon even if you dont meet the attribute requirement.
For number 6, when the icon starts blinking it I would guess it goes out in about 4-5 seconds (but I dont know about that never counted)
For the last one, to the best of my knowledge yes they are all tied to their attribute lvls. So just like in number 2 you would still get the mod benefits but armor//dmg for shields and weapons would not start counting until you reached the required attribute lvl.
For number 2, you still get the mod benefits of your staff/weapon even if you dont meet the attribute requirement.
For number 6, when the icon starts blinking it I would guess it goes out in about 4-5 seconds (but I dont know about that never counted)
For the last one, to the best of my knowledge yes they are all tied to their attribute lvls. So just like in number 2 you would still get the mod benefits but armor//dmg for shields and weapons would not start counting until you reached the required attribute lvl.
Wrath Of Dragons
Confirming my understanding of a bunch of rules
--------------------------------------------------------------------------------
Most of these would be hard to find answers to via search. I apologize in advance for the exceptions.
1. I use Flare, which has a casting time of 1 second and no recharge time. Even so, it's not available immediately. This is because of a universal "cooldown" time for spells, right? And that's .75 seconds, right?
-----yes
2. I use a staff that req 10 Water Magic. It has mods of Defense (+5) and Enchanting (20%). I don't actually have 10 ranks in Water Magic. So I get the benefit of the mods, but my weapon damage with the staff is pathetic. Right?
----yes
3. I'm using that staff, and getting the mods' benefit, and I cast Kinetic Armor (duration 8 seconds). However, I don't cast another spell in time to recharge. Kinetic Armor will last 9 seconds (9.6 seconds rounded down). Right?
------yes. or maybe 10, im not sure which way it rounds
Or can enchantment durations, unlike damage, be measured in fractional numbers? (They SHOULD be, I'd think ...)
-------i dont think so. it has always seemed fairly exact
4. I have a staff that lengthens the duration of enchantments, and a wand that improves recharge times on certain spells. So depending on what I'm casting, I should switch weapons. What matters is which weapon I'm holding when the spell FINISHES being cast, right?
-------when you start the cast, not finish im almost certian
5. I'm struggling to keep Kinetic Armor up, and it starts blinking, so I quickly cast a spell. That may not be good enough, however, because the spell has to FINISH being cast before the 8/9/9.6 seconds are up, right?
-------should be start, not finish
6. By the way, how long before it expires does an enchantment's icon start blinking?
-------3 seconds i believe
7. Is a shield's benefit tied to the Tactics attribute the way a sword's damage is tied to the Sword Master attribute and a bow's damage is tied to the Marskmanship attribute?
-------the defence is linked, not the mods on the shield
Thanks in advance for your answers!!
--------------------------------------------------------------------------------
Most of these would be hard to find answers to via search. I apologize in advance for the exceptions.
1. I use Flare, which has a casting time of 1 second and no recharge time. Even so, it's not available immediately. This is because of a universal "cooldown" time for spells, right? And that's .75 seconds, right?
-----yes
2. I use a staff that req 10 Water Magic. It has mods of Defense (+5) and Enchanting (20%). I don't actually have 10 ranks in Water Magic. So I get the benefit of the mods, but my weapon damage with the staff is pathetic. Right?
----yes
3. I'm using that staff, and getting the mods' benefit, and I cast Kinetic Armor (duration 8 seconds). However, I don't cast another spell in time to recharge. Kinetic Armor will last 9 seconds (9.6 seconds rounded down). Right?
------yes. or maybe 10, im not sure which way it rounds
Or can enchantment durations, unlike damage, be measured in fractional numbers? (They SHOULD be, I'd think ...)
-------i dont think so. it has always seemed fairly exact
4. I have a staff that lengthens the duration of enchantments, and a wand that improves recharge times on certain spells. So depending on what I'm casting, I should switch weapons. What matters is which weapon I'm holding when the spell FINISHES being cast, right?
-------when you start the cast, not finish im almost certian
5. I'm struggling to keep Kinetic Armor up, and it starts blinking, so I quickly cast a spell. That may not be good enough, however, because the spell has to FINISH being cast before the 8/9/9.6 seconds are up, right?
-------should be start, not finish
6. By the way, how long before it expires does an enchantment's icon start blinking?
-------3 seconds i believe
7. Is a shield's benefit tied to the Tactics attribute the way a sword's damage is tied to the Sword Master attribute and a bow's damage is tied to the Marskmanship attribute?
-------the defence is linked, not the mods on the shield
Thanks in advance for your answers!!
Francis Crawford
Thanks for the quick help!
The reason I've been thinking that the end of a spell's casting is the trigger is this experience:
If the Kinetic Armor icon starts blinking, and I cast a spell, I DON'T always get the enchantment to renew.
Also, frankly, it looks like a lot of the rules language resembles that in Magic the Gathering, where there's been a lot of tightening up of anomalies over the years. And in MtG, most things are triggered upon spell resolution.
The reason I've been thinking that the end of a spell's casting is the trigger is this experience:
If the Kinetic Armor icon starts blinking, and I cast a spell, I DON'T always get the enchantment to renew.
Also, frankly, it looks like a lot of the rules language resembles that in Magic the Gathering, where there's been a lot of tightening up of anomalies over the years. And in MtG, most things are triggered upon spell resolution.
Wrath Of Dragons
hmmmm. now uv got me wondering lol
Antisocial
The cast has to be completed, before kin armor ends, not just cast it, you have to complete it as well...
Rajamic
Yeah, which is annoying when you get interrupted.
Also on #2, if you don't meet the requirement for damage on a staff, you also only get +3 energy from the basic boost all staves have, not whatever it has listed.
Also on #2, if you don't meet the requirement for damage on a staff, you also only get +3 energy from the basic boost all staves have, not whatever it has listed.
Former Ruling
Quote:
Originally Posted by Rajamic
Yeah, which is annoying when you get interrupted.
Also on #2, if you don't meet the requirement for damage on a staff, you also only get +3 energy from the basic boost all staves have, not whatever it has listed. |
The Energy on a Staff is NOT linked to the attribute requirement.
Only Offhand items have the energy linked to the level.
Auntie I
Quote:
Originally Posted by Francis Crawford
Most of these would be hard to find answers to via search. I apologize in advance for the exceptions.
1. I use Flare, which has a casting time of 1 second and no recharge time. Even so, it's not available immediately. This is because of a universal "cooldown" time for spells, right? And that's .75 seconds, right? |
Quote:
2. I use a staff that req 10 Water Magic. It has mods of Defense (+5) and Enchanting (20%). I don't actually have 10 ranks in Water Magic. So I get the benefit of the mods, but my weapon damage with the staff is pathetic. Right? |
Quote:
3. I'm using that staff, and getting the mods' benefit, and I cast Kinetic Armor (duration 8 seconds). However, I don't cast another spell in time to recharge. Kinetic Armor will last 9 seconds (9.6 seconds rounded down). Right? |
![Roll Eyes (Sarcastic)](../Img/rolleyes.gif)
Quote:
Or can enchantment durations, unlike damage, be measured in fractional numbers? (They SHOULD be, I'd think ...) |
Quote:
4. I have a staff that lengthens the duration of enchantments, and a wand that improves recharge times on certain spells. So depending on what I'm casting, I should switch weapons. What matters is which weapon I'm holding when the spell FINISHES being cast, right? |
Quote:
5. I'm struggling to keep Kinetic Armor up, and it starts blinking, so I quickly cast a spell. That may not be good enough, however, because the spell has to FINISH being cast before the 8/9/9.6 seconds are up, right? |
Quote:
6. By the way, how long before it expires does an enchantment's icon start blinking? |
![Big Grin](../Img/biggrin.gif)
Quote:
7. Is a shield's benefit tied to the Tactics attribute the way a sword's damage is tied to the Sword Master attribute and a bow's damage is tied to the Marskmanship attribute? |
Quote:
Thanks in advance for your answers!! |
![Big Grin](../Img/biggrin.gif)
dawnrain
1. right.
2. Right.
3. Probably right. Not ALL fractions are rounded, escpecially fractions related to time. (See attack times for examples)
4. Probably right. (See interruption example above)
5. Probably right.
6. Don't know it always seems to fast for me to notice.
7. A sheild's benefit(s) are tied to the attributes/conditions listed next to the benefit. E.g. Armour: 16 (req 9 strength) - is tied to strength. Health + 45 (while enchanted) - is tied to being enchanted.
2. Right.
3. Probably right. Not ALL fractions are rounded, escpecially fractions related to time. (See attack times for examples)
4. Probably right. (See interruption example above)
5. Probably right.
6. Don't know it always seems to fast for me to notice.
7. A sheild's benefit(s) are tied to the attributes/conditions listed next to the benefit. E.g. Armour: 16 (req 9 strength) - is tied to strength. Health + 45 (while enchanted) - is tied to being enchanted.
Francis Crawford
OK. We seem to have a difference of opinion as to whether an enchantment can last a fractional number of seconds. Anybody else care to chime in with their informed guess? Thanks!
In other news, after experimenting with Ether Renewal for a while, I feel pretty sure that the energy cost of a spell is incurred when it is cast, but the benefits from Ether Renewal, Aura of Restoration, Fire Attunement, etc. only occur when the casting is complete.
I also discovered that moving or casting enough spell before the first one is finished causes the first one not to be successfully cast. It seems that the energy is spent, but the spell does NOT need to recharge. I presume the same may be true if one is knocked down.
In other news, after experimenting with Ether Renewal for a while, I feel pretty sure that the energy cost of a spell is incurred when it is cast, but the benefits from Ether Renewal, Aura of Restoration, Fire Attunement, etc. only occur when the casting is complete.
I also discovered that moving or casting enough spell before the first one is finished causes the first one not to be successfully cast. It seems that the energy is spent, but the spell does NOT need to recharge. I presume the same may be true if one is knocked down.
Auntie I
To clarify the fractions thing. Attack Times are hard coded into the game so of course they aren't rounded. Attack times are specific but any fractions resulting from a calculation are rounded down.
Energy cost is incurred at the start of the skill. The energy must be there in order to start a skill. The result of a skill doesn't start until the skill is cast.
If you move you stop the cast which required you to be stationary for the length of the cast time. Since you did it and it wasn't caused by another player/monster there is no recharge.
I would class being knocked down as an interrupt. The skill does need to recharge if you get knocked down.
BTW I think the icons start blinking 3 seconds before they are going to end. I was just using my watch to time the seconds (and trying to stay alive at the same time) so I could be off a second. It didn't seem long enough to be 5 seconds though.
Energy cost is incurred at the start of the skill. The energy must be there in order to start a skill. The result of a skill doesn't start until the skill is cast.
Quote:
I also discovered that moving or casting enough spell before the first one is finished causes the first one not to be successfully cast. It seems that the energy is spent, but the spell does NOT need to recharge. I presume the same may be true if one is knocked down. |
I would class being knocked down as an interrupt. The skill does need to recharge if you get knocked down.
BTW I think the icons start blinking 3 seconds before they are going to end. I was just using my watch to time the seconds (and trying to stay alive at the same time) so I could be off a second. It didn't seem long enough to be 5 seconds though.