Serious Question...

RaabTheGuru

RaabTheGuru

Frost Gate Guardian

Join Date: Feb 2006

Southern California

Wizards Anomyous [WoA]

N/Me

Ok, I don't know how much of a noob this will make me sound, but here it goes.

I'm wondering about the mods on weapons that say "Halves casting time of spells" and "Halves recharge times of SPELLS". Does this mean any spells for any class? Or does this mean only spells associated with whatever type of weapon?

For instance, I'm running an orders necromancer, which is blood magic. Instead of using a Koles Torment which has 10% chance for both Casting time and Recharge, I'm thinking of using The Shadestone, which has 10% casting time, and Gorrels Cane, which has 10% Casting and Recharge, thus making my casting time 20% and my Recharge 10%......

Would this benefit me, or would I only get the bonus from Gorrels Cane for Illusion Magic spells, since thats what the weapon requires? I have tested it but I can't really tell any difference, because its all random chance basically to get a faster recharge or cast rate.

The reason I'm asking is because I have other weapons which say "Halves casting time of CURSES spells" or "....of Healing Prayers", so would a weapon or offhand with a universal casting and recharge boost every type of skill?


I hope this made some kind of sense.

Savio

Savio

Teenager with attitude

Join Date: Jul 2005

Fifteen Over Fifty [Rare]

If it doesn't specify a specific line of spells, then yes, it affects any spell.

RaabTheGuru

RaabTheGuru

Frost Gate Guardian

Join Date: Feb 2006

Southern California

Wizards Anomyous [WoA]

N/Me

Cool, thanks.

RotteN

RotteN

Forge Runner

Join Date: Jun 2005

W/

note though, that recharge/casting speed bonusses don't just "add up".

two times 10% will not give you 20% recharge, but 19% (mathematics), yes, that's not much of a difference, but it does get bigger. 2 times 20% will only give 36%, not 40% (note, 20% faster recharge/casting is only available with a restriction to one line of spells (for example, for blood magic spells only) while 10% is the max for a global bonus affecting every spell)

RaabTheGuru

RaabTheGuru

Frost Gate Guardian

Join Date: Feb 2006

Southern California

Wizards Anomyous [WoA]

N/Me

Quote:
Originally Posted by RotteN
note though, that recharge/casting speed bonusses don't just "add up".

two times 10% will not give you 20% recharge, but 19% (mathematics), yes, that's not much of a difference, but it does get bigger. 2 times 20% will only give 36%, not 40%
Huh, how's that work out? I'm not dumb, but if you have 2 items equipped that give you 10% faster recharge, isn't that 10% chance + 10% chance? Or is it 10% chance + 10% chance that the additional 10% chance will be factored in?



Like I said I tested it, but it's pretty hard to keep track of how many times your skills are recharging twice as fast while in battle. I guess it dosen't really make as much of a difference as I thought it would. 20% chance still sucks.

Rancour

Rancour

Wilds Pathfinder

Join Date: Aug 2005

Camp Rancor (Rancour :D)

I'm a free spirit (that's not what the guild is called, I just am)

W/R

As far as I can see, two items with 10% chance would be 20%. I understand what RotteN is saying, but in this case, I think the most obvious applies: just multiply the chances.

Say you cast 100 spells. If you only had one item with the 10% mod, 10 of the spells would be affected. Now, imagine we had two of these items. 10 of the spells will be affected by, say, the off-hand weapon, leaving the main-hand's 10% chance quota alone. Now, the next 10 spells would be affected by the main-hands 10% quota. Therefore, 20% of the spells would be affected; 10 + 10 = 20

I fail to see where the "10% of 10%"-thing RotteN is talking comes into play. Also, IF RotteN's idea is right, it would mean that something like 100% + 100% would only give 130% (or something, I didn't take the time to figure it out). The point is, it sounds irrational to me to assume that the percentage decreases like that, even if 100% mods don't exist, thank god. But please, correct me if I'm wrong.

Snowduck

Pre-Searing Cadet

Join Date: Oct 2005

Mo/

Quote:
Say you cast 100 spells. If you only had one item with the 10% mod, 10 of the spells would be affected. Now, imagine we had two of these items. 10 of the spells will be affected by, say, the off-hand weapon, leaving the main-hand's 10% chance quota alone. Now, the next 10 spells would be affected by the main-hands 10% quota. Therefore, 20% of the spells would be affected; 10 + 10 = 20
This is where your math goes a bit wonky. 100 spells are cast, and 10% (10 spells) are affected by the first mod. That leaves only 90 to get checked against the second item. 10% of 90 is 9. That's where 19% comes from.

Each mod is checked in a discrete step. First one mod is checked, then anything which failed is passed to the next item for the second check.

Evade or block chances work the same way. Aegis + Guardian will never get up to 100% evasion, because one is checked, then the other is checked for any attack that got past the first one.

Rancour

Rancour

Wilds Pathfinder

Join Date: Aug 2005

Camp Rancor (Rancour :D)

I'm a free spirit (that's not what the guild is called, I just am)

W/R

Ahh, I see. Thank you for explaining that.

Still, that last 1% won't make that much of a difference, but hey, you're right; you DO lose 1%.

Savio

Savio

Teenager with attitude

Join Date: Jul 2005

Fifteen Over Fifty [Rare]

Item % stacking. Stop making stuff up.