5
edits
m (→Sources) |
(Added information about rounding to game ticks and flat bonuses. Also separated section on compounding effects.) Tag: visualeditor |
||
Line 1: | Line 1: | ||
[[Interval Reduction]] is a mechanic that reduces the amount of time it takes to complete a skilling action. The time reduction is always based on the | [[Interval Reduction]] is a mechanic that reduces the amount of time it takes to complete a skilling action. The time reduction is always based on the base interval for the action. This means that, if an action has a 5 second base interval, a 10% interval reduction will always decrease the timer by 0.5 seconds. This is regardless of how much the interval is reduced already. Similarly, flat reduction modifiers (of the type "-0.10s Interval") are also applied without being modified by the percentage bonuses. After applying bonuses, the interval is rounded ''down'' to a multiple of the [[Tick|game tick]] (0.05s) and capped to a minimum action time of 0.25 seconds. | ||
The game offers global interval reduction (which applies to every skill) and interval reduction for a specific skill. Both of these | The game offers global interval reduction (which applies to every skill) and interval reduction for a specific skill. Both of these bonuses stack and are treated as equal. -10% global interval reduction has the same effect as, for instance, -10% [[Agility]] interval reduction. | ||
== Compounding of Interval Reduction == | |||
Since the interval reduction is always based on the base action time, this means that the interval reduction becomes exponentially more impactful. The impact of the interval reduction can be calculated as follows: | Since the interval reduction is always based on the base action time, this means that the interval reduction becomes exponentially more impactful. The impact of the interval reduction can be calculated as follows: | ||
edits