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(Added information about rounding to game ticks and flat bonuses. Also separated section on compounding effects.) Tag: visualeditor |
(Added formula for interval calculation) Tag: visualeditor-switched |
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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. | 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. | ||
The full interval calculation is therefore: | |||
<math> | |||
\text{Effective Interval} = \min\left( \left\lfloor \frac{\text{Base Action Interval} \times \left(1 - \text{Sum of Percentage Reductions} \right) - \text{Sum of Flat Reductions}}{0.05} \right\rfloor \times 0.05, 0.25\right) | |||
</math> | |||
== Compounding of Interval Reduction == | == Compounding of Interval Reduction == |
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