I've read a few posts here that after planting Quickning Zephyr and Energizing Wind, the way it affects energy costs depends on which spirit's area of effect you enter first. If you step away from both and enter QZ's field first before going into the shared field of both, then QZ will be counted first in skill cost calculations. The reverse is true if you enter EW's field first.
While this was clearly explained in various posts, I seem to have gotten a different result when using 10E skills. Here is the chart of what I noticed on spell costs:
QZ->EW:
5E=7E
10E=13E
15E=10E
25E=18E
EW->QZ:
5E=7E
10E=13E
15E=13E
25E=13E
I retested this a lot of times and could never get 10E skills to = 10E in cost as I've read (for QZ->EW). Is there a special trick I'm missing or was it a misprint?
About QZ+EW effect on skill costs (and vice versa)
arredondo
Mercury Angel
http://www.guildwarsguru.com/forum/s...d.php?t=117527
In-depth guide regarding this subject if you scroll down. EQ+QZ+Glyph of Lesser and Energy.
Was working with Divine Spirit and decided to just leave it the way it was in the end.
I'll take a look at the 10 cost skills though.
Edit:
Your observation matched my own-
13 with GLE -> QZ -> EW
Equation: GLE->EW->QZ
Glyph of Lesser Energy brought the cost down to 10, and then it didn't work. I think that it could be that base 10 cost skills are unaffected by Energizing Wind. It's a possible explanation.
Not sure how the other numerical oddity comes into play though.
Actually, here's a potential explanation for it - Anything less than 15 cost is unaffected by Energizing Wind.
13 with QZ -> GE -> EW
It goes; 25 * .33 = 33. 33-20 = 13, and then 13 is unaffected.
That seems to be the case. If so, thank you for solving a headache I've had regarding that for a while now.
Edit: Sent in my second report on this issue, since February. Hopefully it'll be fixxed sometime before the release of factions, sigh.
Quote:
Originally Posted by Submitted Support Ticket
In-depth guide regarding this subject if you scroll down. EQ+QZ+Glyph of Lesser and Energy.
Was working with Divine Spirit and decided to just leave it the way it was in the end.
I'll take a look at the 10 cost skills though.
Edit:
Your observation matched my own-
13 with GLE -> QZ -> EW
Equation: GLE->EW->QZ
Glyph of Lesser Energy brought the cost down to 10, and then it didn't work. I think that it could be that base 10 cost skills are unaffected by Energizing Wind. It's a possible explanation.
Not sure how the other numerical oddity comes into play though.
Actually, here's a potential explanation for it - Anything less than 15 cost is unaffected by Energizing Wind.
13 with QZ -> GE -> EW
It goes; 25 * .33 = 33. 33-20 = 13, and then 13 is unaffected.
That seems to be the case. If so, thank you for solving a headache I've had regarding that for a while now.
Edit: Sent in my second report on this issue, since February. Hopefully it'll be fixxed sometime before the release of factions, sigh.
Quote:
The bug is simple - Energizing Wind has no effect on skills with energy costs less than 15.
For the most part, this isn't a problem. The game is built around skill costs 5, 10, 15, and 25. There's nothing normally between 10 and 15.
However, through use of certain skills, there CAN be. Quickening Zepyhr, to be precise. Quickening Zepyhr raises the cost of skills by 30%, setting a 10 cost skill to 13.
Energizing Wind, as per its description, drops the cost of skills by -15, minimum of 10, and it SHOULD affect a 13 cost skill. But it doesn't.
This includes Pseudo-10 cost skills. Glyph of Lesser Energy and Glyph of Energy can be used to create these pseudo-10's. A 25 cost skill reduced by 15 becomes 10, and triggers the bug. A 33 cost skill (25 increased by Quickening Zepyhr, and reduced by 20 from Glyph of Energy) becomes 13, and triggers the bug.
For the most part, it's not a huge issue, but it's rather non-sensical. Because of this, a 10 cost skill can actually cost MORE than a 15 cost skill, under these situations.
10->13 : Is not reduced
15->20 : Is reduced to 10
If this is the case, please recode it to function as described, or rewrite the description of Energizing Wind as;
"Create a level 1-10 Spirit. For creatures within its range, all skills that cost 15 or greater energy cost 15 energy less (minimum cost 10 energy) and skills recharge 25% slower than normal. This Spirit dies after 30-150 seconds."
And that would be an accurate description of its current functioning. It's still ridiculous that it performs as it does, but I realize that there're queues of issues and bugs to be fixed, and that an actual fix may be a long time coming.
For more detailed documentation, you may consult-
http://www.guildwarsguru.com/forum/s...d.php?t=117527
http://www.guildwarsguru.com/forum/s....php?t=3010064
Thank you for your time.
For the most part, this isn't a problem. The game is built around skill costs 5, 10, 15, and 25. There's nothing normally between 10 and 15.
However, through use of certain skills, there CAN be. Quickening Zepyhr, to be precise. Quickening Zepyhr raises the cost of skills by 30%, setting a 10 cost skill to 13.
Energizing Wind, as per its description, drops the cost of skills by -15, minimum of 10, and it SHOULD affect a 13 cost skill. But it doesn't.
This includes Pseudo-10 cost skills. Glyph of Lesser Energy and Glyph of Energy can be used to create these pseudo-10's. A 25 cost skill reduced by 15 becomes 10, and triggers the bug. A 33 cost skill (25 increased by Quickening Zepyhr, and reduced by 20 from Glyph of Energy) becomes 13, and triggers the bug.
For the most part, it's not a huge issue, but it's rather non-sensical. Because of this, a 10 cost skill can actually cost MORE than a 15 cost skill, under these situations.
10->13 : Is not reduced
15->20 : Is reduced to 10
If this is the case, please recode it to function as described, or rewrite the description of Energizing Wind as;
"Create a level 1-10 Spirit. For creatures within its range, all skills that cost 15 or greater energy cost 15 energy less (minimum cost 10 energy) and skills recharge 25% slower than normal. This Spirit dies after 30-150 seconds."
And that would be an accurate description of its current functioning. It's still ridiculous that it performs as it does, but I realize that there're queues of issues and bugs to be fixed, and that an actual fix may be a long time coming.
For more detailed documentation, you may consult-
http://www.guildwarsguru.com/forum/s...d.php?t=117527
http://www.guildwarsguru.com/forum/s....php?t=3010064
Thank you for your time.