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, 03:36, 14 October 2022
== Introduction ==
The casting of a skill has multiple components: variable casting time, fixed casting time, cast animation, global cool time, and cooldown.<br>
Each of them has their own method of reduction and/or bypass.<br>
== Variable Casting Time ==
Also known as variable cast time or VCT, this is one part of cast time which is the time you need to wait before your skill is cast.<br>
There are two ways to reduce variable casting time:<br>
# Stat reduction: using the formula <code><big>'''(DEX x 2) + INT'''</big></code> which need to reach <big>'''530'''</big> for complete reduction of VCT<br>
# Gear reduction: some equipment/enchant have the description <code>reduces variable casting time by xx%</code> which will help reduce VCT<br>
:::These reduction from equipment/enchant can stack and will completely remove VCT at 100%.<br>
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The two methods of VCT reduction stack with each other multiplicatively,<br>
which means when both are at 50% (stat method at 265 points and gear method at 50%), then the total VCT reduction is 75%.<br>
== Fixed Casting Time ==
Also known as fixed cast time or FCT, this is the other part of the cast time.<br>
There are two ways to reduce fixed casting time:<br>
# Flat reduction: some equipment/enchant have the description <code>reduces fixed casting time by x seconds</code>, which help reduce FCT by a flat amount.<br>
# Percentage reduction: some equipment/enchant have the description <code>reduces the fixed casting time of skills by xx%.</code>, which help reduce FCT by a percentage.<br>
:::These percentage reduction do not stack with each other and only the highest amount of reduction would take effect.<br>
::: Example: an armor gives 20% FCT reduction and a headgear gives 50% FCT reduction, then you will only have 50% FCT reduction when both are equipped.<br>
== Cast Animation ==
When a skill is cast, your character enter an animation, which can lock your character into that animation before you can move or cast another skill.<br>
There are two types of animation, soft and hard.<br>
Soft animation can be reduced by attack speed, and the max reduction can be achieved with the max attack speed, which is 193 aspd.<br>
Hard animation can not be reduced through any stats or bonuses, but can be cut short by casting a different skill or moving. This mechanic is called animation canceling.<br>
== Global Cool Time ==
Also known as after cast delay or ACD, this delay prevents casting of all skills after a skill is cast.<br>
Global Cool Time can be reduced through equipment/enchant that have the description <code>reduces global cool time by xx%</code><br>
Base on the skill's after cast delay, it requires different amount of global cool time percentage.<br>
Formula: <code><big>'''Final_Delay = Base_Skill_Delay * (1 − (Total_ACD_Reduction ÷ 100))'''</big></code><br>
:Base_Skill_Delay: After cast delay of the skill.<br>
:Total_ACD_Reduction: The total amount of global cool time you have with your equipment/enchant.<br>
The goal is to get <code><big>'''Final_Delay'''</big></code> to <big>'''1/7'''</big> second or ('''0.14''' second) because that's the maximum casts per second you can do with max attack speed.<br>
== Cooldown ==
Cooldown prevents a skill from being cast again for its duration.<br>
Cooldown can only be reduced by specific equipment/enchant and its reduction is generally rarer to come across than other types of reduction.<br>
These equipment/enchant would have the description <code>reduces cooldown of x by y second.</code><br>