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Old 02-19-2012, 11:15 PM   #21
Kitsuni
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Quote:
Originally Posted by andres81 View Post
You are all missing the really important points

1: Regnums cast time formula IS NOT LINEAR
It was linear long time ago, please check the changelog before repeating hundreds of times completely wrong theories

2: Regnum has an internal precision and this precision is not miliseconds, nor 1/10 seconds... this means that for fast casted spells there is only one thing of any importance and this is "do i round up or down?"
The point is that before it was rounded down to the next 0,25seconds and now it is rounded up to guess what.. yeah to the standard cast time and that is why +CS gear on fast spells is in fact useless since the update

in other words your supposed reduction to 0,84sec is nonsense, sorry but have to say this clearly
Sorry, but you are mistaken, my calculations already took all of this into account.

1/1.19 = 0.84..... you must be thinking of w/ Arcane devotion, in which case it would be 0.45sec. But only mages have that, so I was not counting it.

The internal precision is a quarter of a second, hence why the rounding error removed 0.25sec. It actually seems to be more of an off-by-one error, in other words NGD was expecting the resulting value to start from 0 when it really started from 1, causing all cast times to be globally lowered with CS gear.

Last edited by Kitsunie; 02-19-2012 at 11:27 PM.
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Old 02-20-2012, 09:14 PM   #22
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Cast speed is now de-bugged.

Well then, change all 0.5s-spells to 0.01s in order to retain the gaming flow.

Yours,
all mages of Regnum Online
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Old 02-21-2012, 12:37 PM   #23
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I don't complain about it, now it's how it should have been, now when my conjurer is casting he will trail less those others with a set based on a bugged stat.
The REAL problems started with the balance that introduced global cooldown and slowed casting times for the most important conjurer's skills. If I remember well before that I played with arcane devotion 2-3 and now I have to maximize it. The problems got worsened with warmaster's update, horn, the stupid flags, less defenses, more range for others...
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Old 02-21-2012, 01:36 PM   #24
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I just cannot understand, why NGD won't inform us officially what's in their plans... Community forum is full of complaints about CS, WM Skills, bugs that still exist and didn't solved for years... There is no roadmap, no information about future plans...

NGD, will we ever get any answers to our questions from you?
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Old 02-21-2012, 01:37 PM   #25
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Quote:
Originally Posted by PT_DaAr_PT View Post

I do agree Cast speed can't stay like this, but NGD is aware of this issue, we just have to wait and see what they will come up for the next update(hopefully).
LoL,we are still waiting from 1 year and a half an hunter review.good luck with your "wait for NGD next update" .
Continue complain on forum,may be this will help
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Old 02-22-2012, 04:10 PM   #26
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I don't understand why conj shall have same cast speed as warlock.(or they don't have and i am wrong?)
Here comes old issue ,subclasses share too many formulas/trees of spells.
Subclasses need to be more unique.
I understand the fact that a unique formula it is more easy to be revamped/controled by developers,but maybe a unique formula /subclass will make easy in future to adjust a chartain subclass without touch more subclasses.
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Old 02-22-2012, 04:46 PM   #27
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We're all discussing about mages 'n stuff, but I hope NGD hasn't forgotten about the unplayable class while Fort Fighting: Hunter.
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Old 02-24-2012, 09:03 AM   #28
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cs "fixed" already? if not I wont log to my marks..
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Old 02-24-2012, 09:06 AM   #29
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Quote:
Originally Posted by gamias7 View Post
cs "fixed" already? if not I wont log to my marks..
Yes, according to NGD it is fixed know
However the announced "review" will take its time, you know like the hunter/pet review that was announced 18months ago and we are still waiting for it
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Old 02-24-2012, 09:08 AM   #30
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haha got it like they said about magnas back before cristmass but still nothing
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