Author Topic: Casting Caps  (Read 9724 times)

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Offline CervezaTopic starter

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Casting Caps
« on: April 06, 2011, 06:11:56 AM »
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Ok, so we know that if you have more then 70 Magery your casting is capped at 2/6

So if you have 120 Chiv and 71 Magery do your Chiv spells cast at 2/6 max?

If Spellweaving is 4/6 cap, then does the 70 Magery thing reduce it to 2/6?

What are the caps for the different spellcasting individually?

Magery 4/6 unless greater then 70, then it's 2/6
Chivalry 4/6 unless Magery > 70
Spellweaving 4/6 unless Magery > 70
Mysticism
Necromancy
Ninjitsu

***********************************
Here's what Paul came up with so far:

Magery 2/6
Chivalry 4/6 unless Magery > 69.9
Spellweaving 4/6 unless Magery > 70 [Not checked yet, you still have to do the quest on TC]
Mysticism 2/6
Necromancy 2/6
Ninjitsu 4/6 Magery doesn't matter
« Last Edit: April 07, 2011, 10:40:57 AM by Cerveza »
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Offline 12TimesOver

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Re: Casting Caps
« Reply #1 on: April 06, 2011, 06:18:28 AM »
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Ok, so we know that if you have more then 70 Magery your casting is capped at 2/6

So if you have 120 Chiv and 71 Magery do your Chiv spells cast at 2/6 max?

If Spellweaving is 4/6 cap, then does the 70 Magery thing reduce it to 2/6?

What are the caps for the different spellcasting individually?

Magery 4/6 unless greater then 70, then it's 2/6
Chivalry 4/6 unless Magery > 70
Spellweaving 4/6 unless Magery > 70
Mysticism
Necromancy
Ninjitsu
I think it's really "Magery > 69.9" rather than 70. Also, I believe Magery is ALWAY capped at 2/6 but if it's higher than 69.9 Chiv is ALSO capped at 2/6. I'm sure someone will correct me if this has changed.

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Offline Paulonius

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Re: Casting Caps
« Reply #2 on: April 06, 2011, 01:14:21 PM »
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is it real skill or adjusted skill? 
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Re: Casting Caps
« Reply #3 on: April 06, 2011, 01:17:29 PM »
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I believe on FC and FCR real or modified skill makes no difference.

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Re: Casting Caps
« Reply #4 on: April 06, 2011, 11:31:27 PM »
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I believe on FC and FCR real or modified skill makes no difference.

If you're not sure of this it's worth testing.  You could get to 99.9 magery potentially, actually higher than that, and still be 4/6.

Offline Paulonius

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Re: Casting Caps
« Reply #5 on: April 07, 2011, 06:12:16 AM »
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So I was just thinking of a script that will give us a solid test.  Probably should cast a higher level spell that ends up with a target cursor, hit cast and use a wait one for the target cursor.  Display the difference in time from when you cast to when you get the cursor.  Switch out jewelry to get the cursor. 

I am going to start playing with something like this to do a little testing:

Code: [Select]
;=====================================
; Faster Cast Timing Check
;=====================================

Begin:
Set %CastTimerInTenths #SCNT2
Set #Targcurs 0
Event Macro 15 58
While #Targcurs = 0
Wait 1
Set %CastTime ( #SCNT2 - %CastTimerInTenths )
Display Cast took %CastTime in tenths of a second
halt
This coin declares Caesar is "Dictator for Life." He did serve as Dictator for the remainder of his life, but his life would end only a few weeks after this issue. For Caesar to put his image on coins and essentially declare himself king was too much for Brutus and his republican allies.

"If everything seems under control, you're not going fast enough'
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"If everyone is thinking alike, someone isn't thinking."
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Offline Paulonius

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Re: Casting Caps
« Reply #6 on: April 07, 2011, 07:01:22 AM »
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I wrote a quick test script and ran some tests.  Results as follows:

It doesn't matter if the magery skill is real or displayed, it will slow Chivalry cast time if it is over 69.9.

Magery cast time doesn't benefit from faster casting over 2 regardless of whether it is lower than 70.0

Magery 2/6
Chivalry 4/6 unless Magery > 69.9
Spellweaving 4/6 unless Magery > 70 [Not checked yet, you still have to do the quest on TC]
Mysticism 2/6
Necromancy 2/6
Ninjitsu 4/6 Magery doesn't matter



Tests Focussed on Recall/ SJ

At fastest cast time recall took 1.25 seconds on average
At fastest cast time SJ took .75 seconds on average

Because EUO drops fractional numbers the script calculates these at 1.2 and 1.7, but those are actually 1.25 and .75 seconds respectively, chich you can check by tracking the total time for ten attempts.

Some More Things I noticed:

With no FC at all Recall and SJ both take about 1.75 seconds to cast.
At 1 FC they take 1.5
At 2 FC they take 1.25
At 3 FC SJ takes 1.0
At 4 FC SJ takes .75

-- So one point of FC works, for recall/SJ,  much the same way that 30 points of SSI works in that it knocks of .25 seconds.   However, the benefit apears to be a percentage rather than a constant.  When I ran tests with a faster Ninjitsu spell, Shadow Jump, the results ran from 1.25 unimproved casting speed to .5 casting speed at FC4. When I compared the numbers, it looks like each point of FC equates to approximately 15% reduction in cast time.

Recall has a slightly shorter recovery time.  I can get through ten with a "Wait 23", but I have to bump the wait to 27 to get through ten SJ.




I can tweak the test script to run similar tests for the other spell casting skills.  

Code: [Select]
;=====================================
; Faster Cast Timing Check
;=====================================

Set %CheckMagery Yes
Set %CheckChivalry Yes

Begin:

If %CheckMagery = Yes
   {
   Set %Attempts 0
   Set %TotalTenAttempts 0
   Repeat
      {
      Set %Attempts %Attempts + 1
      Set %CastTimerInTenths #SCNT2
      Set #Targcurs 0
      Event Macro 15 31          ; Magery Spell Recall
      While #Targcurs = 0
      Wait 1
      Set %CastTime ( #SCNT2 - %CastTimerInTenths )
      Set %Attempt . %Attempts %CastTime
      Key Esc
      Wait 15
      Set %TotalTenAttempts %TotalTenAttempts + %Attempt . %Attempts
      }
   Until %Attempts = 10
   Set %AverageTenMagery %TotalTenAttempts / 10
   }
If %CheckChivalry = Yes
   {
   Set %Attempts 0
   Set %TotalTenAttempts 0
   Repeat
      {
      Set %Attempts %Attempts + 1
      Set %CastTimerInTenths #SCNT2
      Set #Targcurs 0
      Event Macro 15 210          ; Chivalry Spell SJ
      While #Targcurs = 0
      Wait 1
      Set %CastTime ( #SCNT2 - %CastTimerInTenths )
      Set %Attempt . %Attempts %CastTime
      Key Esc
      Set %TotalTenAttempts %TotalTenAttempts + %Attempt . %Attempts
      }
   Until %Attempts = 10
   Set %AverageTenChivalry %TotalTenAttempts / 10
   }

If %CheckMagery = Yes && %CheckChivalry = No
   Display Average Cast took %AverageTenMagery in tenths of a second
If %CheckMagery = No && %CheckChivalry = Yes
   Display Average Cast took %AverageTenChivalry in tenths of a second
If %CheckMagery = Yes && %CheckChivalry = Yes
   Display Average Chivalry Cast took %AverageTenChivalry while average Magery Cast took %AverageTenMagery in tenths of a second

Halt
« Last Edit: April 07, 2011, 08:55:25 AM by Paulonius »
This coin declares Caesar is "Dictator for Life." He did serve as Dictator for the remainder of his life, but his life would end only a few weeks after this issue. For Caesar to put his image on coins and essentially declare himself king was too much for Brutus and his republican allies.

"If everything seems under control, you're not going fast enough'
-Mario Andretti

"If everyone is thinking alike, someone isn't thinking."
- General George Patton Jr

Offline CervezaTopic starter

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Re: Casting Caps
« Reply #7 on: April 07, 2011, 09:04:17 AM »
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Ok, so Magery = 2/6 no matter what skill.
Chivalry = 4/6 unless magery > 69.9

We need to test Spellweaving and Myst with magery at 0, 69.9 and 70 to see if there's a change.

Necro will be weird. I've heard people say that anything more then 2/5 is a waste. And I think Ninjitsu is 0/4?
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Re: Casting Caps
« Reply #8 on: April 07, 2011, 09:45:15 AM »
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That is some funky programming going on .. makes no sense that magery >69.9 should affect other skills at all.... they probably forgot all about that bit of code.
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Offline gimlet

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Re: Casting Caps
« Reply #9 on: April 07, 2011, 09:52:37 AM »
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I really would like to know about protection and what it really does.

Offline Paulonius

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Re: Casting Caps
« Reply #10 on: April 07, 2011, 10:00:43 AM »
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Check my post again Cerv.  I tested everything but spellweaving to determine whether the faster cast cap was 2 or 4. I can probably use the same script structure to test the intervals more carefully.  I built out something for each skill, but its still pretty dirty.  I don't like my output, but its functional.

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Faster Cast Timing Check.txt
This coin declares Caesar is "Dictator for Life." He did serve as Dictator for the remainder of his life, but his life would end only a few weeks after this issue. For Caesar to put his image on coins and essentially declare himself king was too much for Brutus and his republican allies.

"If everything seems under control, you're not going fast enough'
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"If everyone is thinking alike, someone isn't thinking."
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Offline 12TimesOver

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Re: Casting Caps
« Reply #11 on: April 07, 2011, 10:13:39 AM »
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That is some funky programming going on .. makes no sense that magery >69.9 should affect other skills at all.... they probably forgot all about that bit of code.

This was actually done on purpose a few years back I believe, in part, to balance what was considered an "overpowered" Chiv-Mage. I used to run a 120 Mage/Med/Eval/Resist template with chiv and inscription for 4/6 Glorious Lord chiv heals and Holy Light Spam. I was able to pull off 2 EV's then quickly med and cast upwards of 20+ Holy Light's in a row before the EV's were gone, it was insane.

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Offline Alpha

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Re: Casting Caps
« Reply #12 on: April 07, 2011, 11:25:30 AM »
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Ok.. this is how I remember it working..

Casting Caps:

Magery / Necro / Mysticism = 2/6
Spell Weaving / Ninja / Chiv = 4/6

If Myst > 69.9 || Magery > 69.9
  Set Chivalry casting cap = 2/6

;--------------------------------
PROTECTION:
When protection is active lower the Casting speed CAP by -2. (This is different than a simple -2 to FC in general)  So Magery / Necro / Myst all become 0/6 Casting while in protection.  Chivalry / Ninja / Spellweaving all become capped @ 2/6.
;--------------------------------
STONEFORM:
Applies a -2 FC to your character BEFORE any caps are applied. 
Ex...  4/6 Casting in items & in Stoneform still leaves you casting at 2/6 speeds with both Magery / Necro / Myst.   The -2 FC is applied to the 4/6 so the "Stoneform" checks considers itself @ 2/6.  Then Magery / Necro / Myst Caps are applied still leaving you at 2/6.

Complicated Example..
120 Magery
60 Chiv
120 Myst
120 Focus

4/6 casting items equipped +
Stoneform (-2 FC applied before any caps.. So basically -2FC from the total FC you have equipped)
Protection (lowers Casting caps by -2 FC)

END Results =
Magery / Myst Casting at 0/6....  Protection drops their Cap from 2/6 --> 0/6   The Stoneform does not effect the Casting speed of Myst / Magyer bc protection has already lowered those to 0/6 & Stoneform cannot go below that.  Stoneform DOES effect the Chivalry portion though.  Chivalry in this instance is casting at 2/6 still.  Prot. drops chiv Cap from 4/6 --> 2/6  And Stoneform applies it's -2FC before the cap so 4/6  -2FC (stoneform) = 2/6.    Anyway that's what I got from my testing...


Also..   Casting speeds in general..
All spells have a base casting time defined in a certain # of Tics.  1 Tic = 0.25 Seconds.  Each FC applied subtracts -0.25 from that Base casting time.   The Base Casting time is determined by the spell circle even with chivalry some spells are faster than others etc.



Offline CervezaTopic starter

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Re: Casting Caps
« Reply #13 on: April 07, 2011, 11:48:35 AM »
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So you can have a 120 Chiv + 120 Spellweaving and cast both at 4/6. And if you added in 69.9 Myst and 69.9 Magery you would still cast Chiv and Spellweaving at 4/6.

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Re: Casting Caps
« Reply #14 on: April 07, 2011, 11:59:28 AM »
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OR be Interesting with

69.9 Magery  
120  Necro    
69.9 Mysticism
120  Spell Weaving
120  Ninja  
120  Chiv
100.2  points left of a 720 cap

And Cast at:
Magery / Necro / Mysticism = 2/6
Spell Weaving / Ninja / Chiv = 4/6

 ;D
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