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  #1  
Old 11-18-2020, 02:58 PM
Sabin76 Sabin76 is offline
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Quote:
Originally Posted by Abominog [You must be logged in to view images. Log in or Register.]
Same. Anecdotally the level 4 mezz feels like it has a higher chance to blur. I never heard of the cast-from-behind thing, sounds too good to be true.

In situations like Iceclad or Firiona where it is feasible to fear kite with a rogue pet, I've just accepted the 50% penalty. Maybe I'm just lazy, but it felt like a lot of extra steps and slowdown to get earn the other 50%. If it's as simple as casting from behind that changes a lot.

Is there a reliable way to measure the experience earned from a mob? I mean a better way than just eyeballing it on the experience bar?
It's definitely a trade-off. The question is whether it's worth it. Do you spend less than double the amount of time and energy juggling conditions to get the 100% XP? If so, then it's worth it. If not, you are better off just sticking with the 50%, as you can kill more than twice as fast.

Personally, I don't think it's THAT much overhead, but I also haven't played an enchanter to high levels, so...
  #2  
Old 11-18-2020, 08:20 AM
unleashedd unleashedd is offline
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not trolling, speaking from experience. you have a ENC, go try it
  #3  
Old 11-18-2020, 02:36 PM
unleashedd unleashedd is offline
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most mobs have an engage emote - mez and watch for the emote; or con for a faction check
  #4  
Old 11-19-2020, 08:04 AM
kjs86z kjs86z is offline
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Charming becomes easier with each and every ding. The level gap between you and blue cons will continue to increase, which is the biggest factor in determining charm durations. Don't get discouraged if you're trying in your 20s and it seems really hard.

Try to always keep in mind what the worst case scenario bad RNG could yield and have a plan for it.

When in doubt, gate out. Its far easier to reset and go again than CR / rez.

If the solo charm experience just isn't working for you, practice the mechanics in a group first. You can duo with a ton of different classes to make the learning curve much smoother.
  #5  
Old 12-02-2020, 09:42 AM
Baler Baler is offline
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Also has to do with Instant Clickies for GCD reset.

https://www.project1999.com/forums/s...d.php?t=170288
https://www.project1999.com/forums/s...d.php?t=264932
https://www.project1999.com/forums/s...d.php?t=164864
https://www.project1999.com/forums/s...d.php?t=342945
https://www.reddit.com/r/project1999.../gem_slot_one/
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Last edited by Baler; 12-02-2020 at 09:47 AM.. Reason: Just proving i'm not full of s***
  #6  
Old 12-02-2020, 09:50 AM
Noren Noren is offline
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This works and will greatly improve my gameplay thanks.

Updated process :
1) Cast mez in slot 1
2) Gina detect when mez land
3) Click rod of insidious Glamour to refresh GCD
3) Chain cast mez
4) Get time between mez land
---
Same process with slot 4

On slot 1 : 3s between mez land.
On slot 4 : 5s, like previous test.
Last edited by Noren; 12-02-2020 at 09:53 AM..
  #7  
Old 12-04-2020, 04:52 PM
Izmael Izmael is offline
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I don't get it.

Imagine a spell that has a 30 seconds CAST TIME and 5 seconds COOLDOWN.

You won't ever save up to 30 seconds by memming it in slot 1 - the spell still takes 30 seconds to cast.

But you will save up to 5 seconds by doing so (because 30 > 5, the spell will always succeed as it will never complete before its cooldown is over), as it will allow you to START casting the spell before the cooldown is over.

Therefore, you are saving up to 5 seconds of time, which happens to be the spell's cooldown.

Maybe I'm not seeing something obvious..

Now on short-casting spells, the figures are a bit different but still, at no point you're saving spell's casting time unless it's a coincidence.
  #8  
Old 12-04-2020, 05:10 PM
DeathsSilkyMist DeathsSilkyMist is offline
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Quote:
Originally Posted by Izmael [You must be logged in to view images. Log in or Register.]
I don't get it.

Imagine a spell that has a 30 seconds CAST TIME and 5 seconds COOLDOWN.

You won't ever save up to 30 seconds by memming it in slot 1 - the spell still takes 30 seconds to cast.

But you will save up to 5 seconds by doing so (because 30 > 5, the spell will always succeed as it will never complete before its cooldown is over), as it will allow you to START casting the spell before the cooldown is over.

Therefore, you are saving up to 5 seconds of time, which happens to be the spell's cooldown.

Maybe I'm not seeing something obvious..

Now on short-casting spells, the figures are a bit different but still, at no point you're saving spell's casting time unless it's a coincidence.
EDIT: I see, you are using an example with a long cast time and a short cooldown. There aren't a lot of spells like that, so I don't really ever think in that regard. Usually the cast time is shorter or nearly equivalent to the cooldown.

If you want a sentence that covers every single possibility (not the general case), it would be something like this:

"You save up to the cooldown or casting time (which-ever one is longer), assuming the cooldown and casting time are roughly equivalent, and short enough to spam with a cooldown refresh item. You are still spending an additional x seconds, where x is the extra time it takes to make up the difference between the cooldown and casting time when refreshing your spell gems. "
Last edited by DeathsSilkyMist; 12-04-2020 at 05:18 PM..
  #9  
Old 12-04-2020, 05:16 PM
Vivitron Vivitron is offline
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That's a valid example of saving the cooldown Izmael. Now for one where you save the cast time: pacify, a 3 second cast with 6 second cool down.

Normal slot: finish in 9 seconds.
Top slot: rejected if it finishes before 6 seconds (you save up to the 3 second cast time).

It seems you save the lesser of the two.
Last edited by Vivitron; 12-04-2020 at 05:19 PM..
  #10  
Old 12-04-2020, 05:30 PM
DeathsSilkyMist DeathsSilkyMist is offline
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Quote:
Originally Posted by Vivitron [You must be logged in to view images. Log in or Register.]
That's a valid example of saving the cooldown Izmael. Now for one where you save the cast time: pacify, a 3 second cast with 6 second cool down.

Normal slot: finish in 9 seconds.
Top slot: rejected if it finishes before 6 seconds (you save up to the 3 second cast time).

It seems you save the lesser of the two.
Yes, that is the end result. You never quite save the larger value, because you must always have the end of the spell cast exceed the cooldown. So you lose a bit of time there, depending on how far past the cooldown you go.

Its a little confusing to think about. On Cannibalize 4 for example:

Casting time: 2.5 Seconds
Cooldown time: 3 Seconds

You must wait at least 3 seconds to have the next cannibalize land. So I can see the appeal in just saying "you save the cooldown". But since the spell needs to land AFTER the cooldown has finished, you are spending a bit of additional time above the cooldown, depending on when the spell was cast. So if it takes 0.8 seconds to refresh the top spell slot, you are really waiting a total of 3.3 seconds for the second cannibalize to land. This means you really saved 3 - 0.3 seconds, which is 2.7 seconds, and closer to the casting time. Technically both sayings: "you save the cooldown" and "you save the casting time" are wrong, when looking at the example I just gave.

So maybe the best way to say it would be:

"You save the longer time (casting time or cooldown time), minus how much extra time it took to finish casting the spell after the cooldown time finished. This assumes the spell casting time and cooldown time are small enough to spam with a global cooldown refresh item."

In the rarer case where the spell cast time greatly exceeds the cooldown time (Like Complete Heal), you would be correct in saying you are saving the cooldown of the spell, minus the refresh time.

In the rarer case where the cooldown time greatly exceed the cast time (Like Divine Aura), you would save the casting time of the spell, minus the refresh time.
Last edited by DeathsSilkyMist; 12-04-2020 at 05:49 PM..
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