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Old 10-28-2012, 02:00 AM   #21
Fetido
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Quote:
Originally Posted by pieceofmeat View Post
Looks like RO wiki and other cast speed tables use the same calculation of cast time as i did.

It also spot on when you test it in game, so please explain what you are saying because i dont understand that.
Time ago, the cs was that you say. BUt in some update, NGD has changed it. And actually is something like this:


pd:sorry for my english
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Old 10-28-2012, 07:46 AM   #22
pieceofmeat
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Quote:
Originally Posted by Fetido View Post
Time ago, the cs was that you say. BUt in some update, NGD has changed it. And actually is something like this:
http://img803.imageshack.us/img803/2371/castspeed.png

pd:sorry for my english
If you put in a cast time value and use the calculation formula, then convert it into percentage, then you will will get something like that new curve in that example.


Quote:
Originally Posted by pieceofmeat View Post
CS seem to works as it should, so it should be accurate, apart from lag and animation delays etc that may occur.

cast time / (1 + 1,21) = result, with AD.
or
cast time / (1 + 0,21) = result, without AD.
1s / 1,21 = 0.83sec = -17,4%
1s / 2,21 = 0.45sec = -54,8%
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