Except it is correct. The effect of the enchant is it happens every 100 mana spent. Nothing in the enchant is about damage, the only thing you can affect is the mana spent. So for it to be 20% stronger, you can’t just reduce the amount of mana needed by 20%, since that’s not the same thing.
20% stronger would be 20% more often, which it is.
Disagree.
20% more often does not mean that the strength will rise by 20%. In addition, if we are talking about a sorcerer (and this is a section of sorcerers), then you will not receive any significant increase at all. As you yourself noted before, it would work - if the mana was 1000 or the skill could be used 10 times in a row. But when used 2 times (how much mana is enough for maximum) , it will not work at all. That is, it is a useless mechanic.
Let me remind you that spells of witchcraft have a price of 39 to 43 manna. You have a limit of 2 casts in 8-10 seconds for any. This is if you do not take into account the mana regeneration delay after casting and when taking damage. Also, the skill should deal low enough damage so that you can use it 10 times…
You’re not understanding what the 1000 mana meant, are you?
1000 mana means over the course of a fight(NOT one spell), and having used 1000 mana total, the amount of times the enchant will be triggered is increased by 20%. It was used as an example. I could use any other number and it would be the same.
Use 1000 mana over the course of a fight without the node, it procs 10 times.
Use 1000 mana over the course of a fight with the node, it procs 12 times.
Friend.
You don’t understand that this is a useless mechanic a priori. In combat, it doesn’t matter how much the effectiveness of the spell will increase if you no longer have mana.
I have already indicated that theoretically the mana pull is restored in 10 seconds, in practice it may not be restored for the entire battle.
With infinite mana (if the regeneration is good) this node is also useless, since a change of only 17% does not give anything, and mana is enough to constantly spam.
Also, do not forget that you yourself indicated that this only works for 3 casts, and you most likely do not take into account the operating time. That is, in order to get the minimum efficiency, you need to get 1 whole cast from the mechanics. That is, it will be effective starting from 100% (2 casts). With an efficiency of 1.2, this will be 6 casts (or even 7). But you can get that many casts ideally only after 20 seconds of the fight.
That’s why I say that the mechanics are useless. You can admire the numbers as much as you like, but until you model the work, you will not understand whether it works or not.
If it was useless it would not work at all. It does. If you want to argue that the functionality of the enchants or legendary node themselves are a problem, that’s one thing. But that’s not what the thread is about.
So if you want to keep being a wall of stubbornness, feel free to do so. The node works as described on all enchants i’ve tested it on, this one included.
So if it makes your enchantments 20% stronger, where is the 20% mana reduction come into play? Also, hypothetically your chain lightning deals a whole number consistently (lets say 100dmg) when equipping that node your damage should now be doing 120. 20% stronger and the higher the damage the higher the 20% goes up. Say you do on average 22,500 without it, theoretically you should now be doing 27,000 damage. Reduction would just be the opposite only I wouldnt worry about mana reduction because it refills quickly. Unless you’re just spamming it.
In theory, yes.
But you do not take into account that also if it gives a bonus too late or the efficiency is only 5% with the indicated 20%, then this definitely does not work.
That is, you see that it works, but how can you explain it?
I understand that the initial theme is this. The question was how the skill becomes 20% stronger if there is only a 17% mana cost reduction.
And if we consider it in stages, it turns out that the description of the skill is not correct. That is, you have the same casting time, the same mana pull, but at the same time you must destroy enemies 20% faster. The question arises how this happens.
All references to the fact that you can cast 12 spells instead of 10, but they cannot explain how this should affect (besides, despite the fact that most of the mobs do not live that long).
Explain what? None of this matters. The OP thought it was bugged, and it’s not, it works as it should. You don’t get to go say “but if you don’t spend all that mana in one fight, or only 1.5 times the amount, nothing happens, hurr durr.” Because that can happen without the node. It can happen if it WAS 20% less mana cost. It can happen if it was 50% reduce cost, and so on.
Over time, with the node, it will happen 20% more often. That’s how it works.
Give me a sec. You did not answer.
If I remember correctly, there in the description Enchanting skills become 20% stronger?
But It should work on 2 skills in the enchantment slots. In general, I understood. You consider this with a Chain Lightning enchantment, then it will cause it to proc by 17% faster, resulting in an overall enchantment efficiency of 20% (factor 1.2). Then they just need to fix the description so it’s not confusing. Although chain lightning is basically ineffective for me, it takes 2-2.5 times more mana to launch a Skill with 28% efficiency for free 1 time. Let me remind you that chain lightning costs 28-34 mana, which is 20% cheaper than casting with an enchanter.
Basically clear. I will not bother you to pour from empty to empty.
would be cooler if they changed it to "20 % on when Chain lightning hits a mob, it spawns a additional Fresh chain lightning " or “20 % chance to reset the chain counter when chain lightning hits a mob”…
those effects for a enchantment would be much more valueable…
i feal im stuck to useing all the basic skill enchantments as they are the only ones that add value to any skill (to chill, burn, or spawn CI on mob dead, or stun when you use a ability) its kinda why we need/should have a 3rd enchantment slot, were stuck with utility in our “class skill menu” while other classes have more indepth class skill effects, heck druid get 4 buffs, necro get 4 buffs, warriors get 4 effects… not sure about rogue…
3 specializations. But as I know, not weak either. The sorcerer is just redundant. There can be 4 people in a group.
It’s just that the sorcerer has a PMS period, they promised that it would pass by season 2. Which I doubt.
although in a group fireball enchant works for the whole team, was a shocking thing to see… but most of the other effects dont, would be cool if you could them to spawn CI and pick it up also… or spawn some ice blades for you ect…
It’s not confusing unless you intentionally make it confusing. The cost of CL has nothing to do with it. Just total mana spent. The node affects the values listed in the enchant. It does not say it reduces mana cost or anything specific like that. So the way to make it consistent with enchants that are based on mana spent, is the way it does it.
But there it is indicated that increases the power of enchantment. By the way, enchantments and not spells. In my opinion, it would be more correct to indicate efficiency, this is more consistent with the principle of work, and literally means that it increases efficiency by 20%.
I think this guy is only trolling, but i will try again.
This post is about the legendary node that makes enchantments 20% stronger and not about the skills, or the cost to manually cast chain lightning.
When used in conjunction with the chain lightning enchantment, this node reduces the amount of mana needed to activate the enchantment by 17%, resulting in a 20% higher enchantment activation rate. This has nothing to do with the skill’s mana cost. The enchantment works with all spells and mana used, you dont need even to manually cast chain lighting at all.
If I were trolling. It seems that in English cheap and high-quality are synonyms, but not in mine. Therefore, for me, as a literate person, it is clear that the term is chosen incorrectly there. I have already pointed this out several times.
In principle, there are no complaints about the operation of the node itself, it is only necessary to correct the description.
You still don’t get it. And calling yourself out as literate, or really anything that benefits you, does not help your argument.
It improves enchantments by 20%. Not all enchantments work the same way. Things like Hydra and Chain Lightning work based on mana spent, which means they will cast after a certain amount of time. The node makes them happen 20% more often. This is correct because it’s making the enchant stronger, not the spell it casts.
For an enchant like firewall, where it’s a 25% on lucky hit, it becomes 30%. Again, a 20% increase.
The description is correct. It’s only when people try to read too much into it, and start thinking it means more than it actually says, like the OP did, that people get confused. That or they don’t understand the basic math behind it all.
This is not an argument. By the way, I have 5 in philosophy. So I think I’m pretty well educated. Discipline is obligatory in a higher educational institution, and I received this education.
And it seemed to me that it says “Your Enchantments are 20% stronger.”
Logically speaking, this is an increase in efficiency and not an increase Strength.
It seems that the same increase in efficiency. Since the effect of the wall itself does not change.
The explosion from the fireball will be affected by the buff, and will also be affected by the efficiency increase .
But I think you, a person who does not know how to reason logically, will not be able to explain this.
Basically a positive effect. Nobody denies this. Just before that, I did not immediately understand that the conversation was about enchantment. I wrote about it.
In order to be smarter, you do not need to prove that someone is dumber. I also do not think that you are stupid, I just think that you do not understand everything. This is not a sign of stupidity.
“It seems that the same increase in efficiency. Since the effect of the wall itself does not change.”
Obviously, because firewall is not what’s being changed. The enchant for it is. It doesn’t make firewall stronger, it makes the ENCHANT stronger. Forget the spell that gets cast for a moment, because that’s NOT what the node applies to. It applies to the ENCHANT.
Again, the node applies to the enchant itself, not the spell the enchant applies to.
“Lucky Hit: Up to 25% chance when dealing burning damage”
is separate from
“to spawn 2 firewalls for 3 seconds.”
The node does not buff firewall damage directly, it buffs the effect of the enchant, which is chance based. Increasing the chance for it to happen, means it happens more often, making it stronger.
English does have all sorts of weirdness, but stronger applies here, it’s not vague, it’s correct.
EDIT: Almost forgot. You keep getting stuck on efficiency. Being more efficient is the RESULT of making the the enchant values stronger. They don’t make the values more efficient, they buff the values, when results in more efficiency.