About enchantments last longer mod
Zakarr
If I cast an enchantment which lasts 30 seconds and have 19% last longer mod, it will increase duration to 35.7 seconds or does GW round it up to 36 seconds?
De Skjeve Rechtn
Guildwars rounds most thing up downwards
my 55 hp monk takes 5 dmg for example (rounded it would be 6)
but i also notice that if i have 399 health and lina casts protective spirit, i lose max of 40...
about the enchanting thing, someone will have to test
my 55 hp monk takes 5 dmg for example (rounded it would be 6)
but i also notice that if i have 399 health and lina casts protective spirit, i lose max of 40...
about the enchanting thing, someone will have to test
Francis Crawford
Tough to test; I've long wondered the same thing.
My guess is that since spell timings are NOT all measured in whole numbers, there's no rounding. That's because there's no implementation reason for the software developers or game artists or anybody else to have it do rounding.
But it's just a guess.
My guess is that since spell timings are NOT all measured in whole numbers, there's no rounding. That's because there's no implementation reason for the software developers or game artists or anybody else to have it do rounding.
But it's just a guess.
eom
is the 3 tenths of a second that critical to your build?
Francis Crawford
If you're trying to keep an 18 second enchantment up permanently, or if you're using one of the mad energy-boosting enchantments that lasts 5-7 seconds, this is actually a pretty important question.
Le Grinder
Ive got a 15% for my blood staff at the moment, and the Orders seem to hang around for just a tad longer - as they only usually last for 5 sec, recast time of 5 sec, (casting time s sec) 20% would make that 6 sec, so only a 1 second period of missing the order.
Although, with a 20/20, sometimes this isn't as much a problem. Still looking for that 20% though.
Although, with a 20/20, sometimes this isn't as much a problem. Still looking for that 20% though.
thelessa
I have now got a 19% on my blood staff, upgraded from 15%. Orders seems to hang around even bit longer then when I had the 15% on it. I think it was worth a little more breathing space.
Francis Crawford
I have an idea for how this could be tested precisely. However, the idea requires a high-level W/Mo, which I don't have.
1. Obtain a staff with a 16-19% mod.
2. Get in a fight with a weak mob and lose some health.
3. Kill everybody who can cause you nonzero damage or degeneration, but not all the ones that can cause zero damage. You should then have submaximum health and no regeneration/degeneration, because the fight is still ongoing (I think).
4. Cast Healing Breeze and see exactly how many points it heals you for.
I -- and probably a lot of other folks -- would be very interested in the results.
1. Obtain a staff with a 16-19% mod.
2. Get in a fight with a weak mob and lose some health.
3. Kill everybody who can cause you nonzero damage or degeneration, but not all the ones that can cause zero damage. You should then have submaximum health and no regeneration/degeneration, because the fight is still ongoing (I think).
4. Cast Healing Breeze and see exactly how many points it heals you for.
I -- and probably a lot of other folks -- would be very interested in the results.
beleg curudin
Simply use elemental attunement, and time it. go into Elonas, and get to the countdown. Time it using that, and thus you can find out. elemental attunement's recharge is 60 seconds, yet it lastss 45. 9 seconds out of it results in 54 seconds. You could also test it with orders, its simple to test with them, because order of the vampires recharge is the same as its duration, if it lasts longer then its recharge you can cauculate it with elonas' timer.
Lord Dobo
Wow, I'm so late to this thread. But there is a better way to test the time. Simply record it on your computer and play it back. Pause and slow-mo.