Dex relation to casting speed..

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Stallion-

Guest
ok just wanted to play around since the boreness at work ;) heard dex hardcap is 350 so lets say you have 350 dex, and lets say for each point over 60 dex you lower ur casting speed by -0.2%. 250-60 = 190
190*0.2 = 38%
adding mota3 = additional 9%
-47% casting time.
on a 2.6 sec pb thats about 1.378 secs...
adding ToA to that..since the +% cap of 25 doesnt work, +36% casting speed... means we have... -83% casting speed b4 they fix that ... not including higher dex cap with +stat cap is about 0.442 casting time b4 they fix it... after they fix it its -72% (+25%) its rougly 0,728 for the 2.6 delve spell... and they say nerf chanters lol... can you imagine how many spells we can get off during those ~6 secs the debuff lasts.. and ppl say its a nerf, har har.. anyway.. any1 know how they sort debuffs resist wise? I mean can they stil go negative? :p
 
P

pitspawn

Guest
Spell Base Speed * ((1 - ((DEX - 65) / 650)) / (1 + (MotA / 100)))

This is what i thought the cast speed calculation was. Not positive its correct but i think thats it.

Example for my fire wizard would be ...

335 - 65 = (270 / 650) = (1 - 0.415) = 0.585 * 2.8 = 1.637s / (1 + (6 / 100)) = 1.544s per major conflag
 
X

Xethron

Guest
I have said this before but I still wont hold my breath to anything ever being done about it...

The very simple way of fixing the self - debuff problem which make some given specs overpowered as it has DMG and UTIL rather than one or the other is....

When magician, mage or mystic gets to L5 and chooses a profession, if they go chanter, cabby or RM respectively have the damage type of their base damage changed to energy, energy and matter respectively – type in keeping with the ethos of the class but a damage type which they cant self debuff

Problem solved

oh on cast speeds I am prity sure that for every 10 points of dex above 50 but below 300 cast time is reduced by -0.2% and above 300 it's -0.2% for every additional 20 points

all before RAs like MotA

so with 350 dex would be 300-50 = 250, 350-300 = 50

250*0.2% + 50*(0.2%2) = 55% deduction

add MotA II --> 61% reduction

on a 2.6s spell ---> 1.014s cast time
 
G

Garbannoch Nox

Guest
Originally posted by Stallion-
ok just wanted to play around since the boreness at work ;) heard dex hardcap is 350 so lets say you have 350 dex, and lets say for each point over 60 dex you lower ur casting speed by -0.2%. 250-60 = 190
190*0.2 = 38%
adding mota3 = additional 9%
-47% casting time.
on a 2.6 sec pb thats about 1.378 secs...
adding ToA to that..since the +% cap of 25 doesnt work, +36% casting speed... means we have... -83% casting speed b4 they fix that ... not including higher dex cap with +stat cap is about 0.442 casting time b4 they fix it... after they fix it its -72% (+25%) its rougly 0,728 for the 2.6 delve spell... and they say nerf chanters lol... can you imagine how many spells we can get off during those ~6 secs the debuff lasts.. and ppl say its a nerf, har har.. anyway.. any1 know how they sort debuffs resist wise? I mean can they stil go negative? :p

my cast speed for the 2.5s pbaoe is almost exactly 1.0 sec (that's with 345 dex and mota3 - was at about 0.96 or so before i specced out of aug dex 3)

under normal circumstances debuff wont go below 0% after the patch but I have read on various boards that if a debuff crits then it goes far beyond 0. So chanters should get a few levels of wild arcana after next patch ;)
 
X

Xethron

Guest
Re: Re: Dex relation to casting speed..

Originally posted by Garbannoch Nox
my cast speed for the 2.5s pbaoe is almost exactly 1.0 sec (that's with 345 dex and mota3 - was at about 0.96 or so before i specced out of aug dex 3)


see above post
 
S

Stallion-

Guest
Re: Re: Dex relation to casting speed..

Originally posted by Garbannoch Nox
my cast speed for the 2.5s pbaoe is almost exactly 1.0 sec (that's with 345 dex and mota3 - was at about 0.96 or so before i specced out of aug dex 3)

under normal circumstances debuff wont go below 0% after the patch but I have read on various boards that if a debuff crits then it goes far beyond 0. So chanters should get a few levels of wild arcana after next patch ;)

hmm so we get WA now ? oh joy ;)
 
S

Stallion-

Guest
anyway with ToA comming I just wanted to point out, chanter debuff nerf aint that big...with 0% resists the dmg is about 430+ from my own experience..
 
D

Divinia

Guest
with aug dex3, bl dex and specc d/q from mo-arcane4 BB and mo-art3 i half my castspeed.
 
P

pitspawn

Guest
The debuffing own damage is kinda annoying but its the stun that annoys me most about hib mages. If i get a RM debuff my cold and start nuking i can do a few things to counter it. When a hib mage stun nukes me, the only way to counter is to purge. Why do we have to have purge to compete with hib mages yet they dont need it for us? /shrug
 
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Xethron

Guest
yes 2 chanters 2 chanter pets and a bard usually
 
K

killrake

Guest
Originally posted by pitspawn
The debuffing own damage is kinda annoying but its the stun that annoys me most about hib mages. If i get a RM debuff my cold and start nuking i can do a few things to counter it. When a hib mage stun nukes me, the only way to counter is to purge. Why do we have to have purge to compete with hib mages yet they dont need it for us? /shrug

Agree to
 
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Garbannoch Nox

Guest
both stun and root are nice spells for a caster; both have advantages and disadvantages. The problem with root is that you have to rely on others not to break it. The problem with stun is that it is only useful against non det classes.
But I would lie if I'd say i dont prefer stun :)
 
S

Stallion-

Guest
anyway we all know hib casters are overpowered etcetc, stil far from topic... ToA affecting the "BIG" nerf :p
 
A

Aussie-

Guest
aye i'm also looking forward to play with bows with 650 dmg cap on normal shot with 20% dmg bonus (own relics) 20% more range and 20% faster drawspeed :m00:
 
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Stallion-

Guest
Originally posted by Aussie-
aye i'm also looking forward to play with bows with 650 dmg cap on normal shot with 20% dmg bonus (own relics) 20% more range and 20% faster drawspeed :m00:
grrrr, maybe time to give up the walls? xD
 
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Flimgoblin

Guest
there;s a bug where dex>250 actually gives you _more_ casting haste than dex<250.

There is also no hard cap - there's a cap as in the max dex you can get + max 25% haste from ToA items... which will still let you cast around 0.7 seconds for a pbaoe... maybe 0.9...

Stupidly stupidly overpowered :) cast time <1s is impossible to react to (same as bowspeed and melee speed incidentally).
 
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angrykid

Guest
Originally posted by Stallion-
anyway we all know hib casters are overpowered etcetc, stil far from topic... ToA affecting the "BIG" nerf :p

Just a little sidenote on this specific issue: Why do you all seem to think that hib casters are owerpowered? Is it because the debuff chanter thingy? Baod?


Ooooooor.. maybe they have a little thing called relics? o_O
I lean on the last one, since I sincerely hope that casters in all realms, using pbaoe, can be just as effective as the hib chanters IF they had 20% bonus to dmg.

Suuuuure, debuff own dmg, fine. Still, SM's can do the same, only spec a bit different. :)
 
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Flimgoblin

Guest
debuff+stun

then it doesn't matter if the debuff wears off before you finish nuking as you've just landed the full 9s on anyone without determination.
 
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Stallion-

Guest
well think hib casters do in someway > alb/mid casters... first off... 90% of the alb casters run unbuffed in zergs = 2 shooted..they dont have relics...we have baod when needed.. (its rarly pressed at my qb). grped hib casters know how to assist.. and the fact that hib has far more experience with casters in grp rvr.. since thats what we have been running "mostly"..
 
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Flimgoblin

Guest
hib also has the best anti-mezz/stun tools :)

(gp, baod)
 
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Stallion-

Guest
Originally posted by Flimgoblin
debuff+stun

then it doesn't matter if the debuff wears off before you finish nuking as you've just landed the full 9s on anyone without determination.

well it dosent matter.. I kinda never stun a caster im going to kill... always 1-2 elds assisting is = a debuff, wont even be able to follow up with a nuke if im playing with nice ppl ;) sure overpowered solo... grp rvr.. dunno... dosent make _that_ difference u might want it to look like.
 
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Garbannoch Nox

Guest
Originally posted by angrykid
Just a little sidenote on this specific issue: Why do you all seem to think that hib casters are owerpowered? Is it because the debuff chanter thingy? Baod?


Ooooooor.. maybe they have a little thing called relics? o_O
I lean on the last one, since I sincerely hope that casters in all realms, using pbaoe, can be just as effective as the hib chanters IF they had 20% bonus to dmg.

Suuuuure, debuff own dmg, fine. Still, SM's can do the same, only spec a bit different. :)

relics play a minor role - the real reason why hib pbaoe groups seem to work better than other realm ones is mostly GP as well as 2 very good pbaoe classes with both extreme damage output (chanter self debuffing, others can assist with base dd) and utility (mana eld);
another thing people tend to forget is that most hib groups run with warden + nurture druid which means you will always have to face extremely high resists on hibs (i currently have 61% spirit resists /wave spiritmasters and that is ofc before baod). And as already mentioned BAoD: although severely nerfed in next patch it will still give around 18% extra resists which should be enough for most fg vs fg fights to make it a winning factor; for zergs ofc it wont be enough anymore since in the past it gave total magic immunity.
 
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ab_fluid

Guest
I wouldn't call hib mage grps overpowered, i'd call alb/mid mage grps underpowered tbh, as any decent alb/mid tank grps will shred a standard pbaoe grp easily with a bit of decent play
 
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Flimgoblin

Guest
Originally posted by Stallion-
well it dosent matter.. I kinda never stun a caster im going to kill... always 1-2 elds assisting is = a debuff, wont even be able to follow up with a nuke if im playing with nice ppl ;) sure overpowered solo... grp rvr.. dunno... dosent make _that_ difference u might want it to look like.

I guess if yer hitting for 400 or so it doesn't matter if they're stunned :) I think stun's a bit more useful at keeps/milegates - because people can move out of LoS there...

chances of getting out of range in the 3 or so seconds it takes to blow you to smithereens? somewhere between slim and fat :)

tend to get stunned on my cleric more though - guess he can live a bit longer so its worth it ;)
 
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Flimgoblin

Guest
Originally posted by Garbannoch Nox
r And as already mentioned BAoD: although severely nerfed in next patch it will still give around 18% extra resists which should be enough for most fg vs fg fights to make it a winning factor;

wonder if we get the fixed version or not ...

it might have just been on pendragon but baod was adding to the first kind of resists (instead of the second RA-type as it should have been) and was adding to slash/crush/thrust in addition to the others.
 

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