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| | # Gear reduction: some equipment/enchant have the description <code>reduces variable casting time by xx%</code> which will help reduce 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> | | :::These reduction from equipment/enchant can stack and will completely remove VCT at 100%.<br> |
| | + | :::Note: This type also include VCT reduction granted from potions since they stack the same way (additively).<br> |
| | <br> | | <br> |
| | The two methods of VCT reduction stack with each other multiplicatively,<br> | | 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> | + | *Example: When you have 100 DEX, 65 INT (which is 265 points in total, 50% of 530), and 50% VCT reduction from equipment/enchant/potion, then the total VCT reduction is 75%.<br> |
| | + | :A skill with 2 seconds variable cast time will be reduced by 50% to 1 second <code>(50% of 2 = 1 and 2 - 1 = 1)</code>, then 50% again to 0.5 second.<br> |
| | + | :Or reduced by 75% to 0.5 second.<br> |
| | + | *Example 2: When you have 120 DEX, 78 INT (which is 318 points in total, 60% of 530), and 40% VCT reduction from equipment/enchant/potion, then the total VCT reduction is 76%.<br> |
| | + | :A skill with 2 seconds variable cast time will be reduced by 60% to 0.8 second <code>(60% of 2 = 1.2 and 2 - 1.2 = 0.8s)</code>, then 40% again to 0.48 second.<br> |
| | + | :Or reduced by 76% to 0.48 second.<br> |
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| | == Fixed Casting Time == | | == Fixed Casting Time == |
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| | 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> | | 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> |
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| − | == Global Cool Time == | + | == Global Cooldown == |
| | Also known as after cast delay or ACD, this delay prevents casting of all skills after a skill is cast.<br> | | 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> | + | Global Cooldown can be reduced through equipment/enchant that have the description <code>reduces global cooldown</code> or <code>reduces after cast delay by xx%</code> <br> |
| − | Base on the skill's after cast delay, it requires different amount of global cool time percentage.<br> | + | Base on the skill's after cast delay, it requires different amount of global cooldown percentage.<br> |
| | Formula: <code><big>'''Final_Delay = Base_Skill_Delay * (1 − (Total_ACD_Reduction ÷ 100))'''</big></code><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> | | :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> | + | :Total_ACD_Reduction: The total amount of global cooldown 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> | | 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> |
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