Rapid Fire (515): Difference between revisions
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Training in [[Elemental Mana Control]] (EMC) reduces the recovery period. |
Training in [[Elemental Mana Control]] (EMC) reduces the recovery period. |
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{{Equation box|<math>\mathrm{Recovery \ Period=90 - \lfloor 0.3 \cdot (skill - 100) \rfloor \ seconds}</math>}} |
{{Equation box|<math>\mathrm{Recovery \ Period=90 - \lfloor 0.3 \cdot (EMC \ skill - 100) \rfloor \ seconds}</math>}} |
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At 200 skill (100 ranks), the duration is 60 seconds, and at 300 skill (200 ranks), the cooldown is 30 seconds. When cast on other characters, Rapid Fire uses the target's EMC skill to determine the recovery period. |
At 200 skill (100 ranks), the duration is 60 seconds, and at 300 skill (200 ranks), the cooldown is 30 seconds. When cast on other characters, Rapid Fire uses the target's EMC skill to determine the recovery period. |
Revision as of 10:47, 4 October 2016
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While Rapid Fire is active, it will reduce the cast roundtime of all subsequent spells to 1 second. Once the effect ends, there is a short recovery period (i.e. cooldown) of 90 seconds before the spell can be used again without an extra penalty. If the spell is recast during the recovery period, all subsequent spells cast cost and additional 5 mana. Training in Elemental Mana Control will reduce the recovery period. Rapid Fire is not restricted to self-cast; it can be cast on other characters
Rapid Fire does not affect the cast roundtime from magic items or spellsongs. The spell will not automatically prepare the same spell again.
Mana Control Benefit
Training in Elemental Mana Control (EMC) reduces the recovery period.
At 200 skill (100 ranks), the duration is 60 seconds, and at 300 skill (200 ranks), the cooldown is 30 seconds. When cast on other characters, Rapid Fire uses the target's EMC skill to determine the recovery period.
Elemental Mana Control ranks 0 25 29 37 50 67 84 100 117 134 150 167 184 200 217 234 250 Recovery period (seconds) 90 89 85 80 75 70 65 60 55 50 45 40 35 30 25 20 15 Skill bonus converted to ranks, not all thresholds shown
Lore Benefits
Elemental Lore, Air
Training in Air Lore provides a chance to cause a spell to be CHANNELled without incurring the normal hard RT from channeling based on a seed 1 summation of ranks. When this effect occurs for a warding spell, the caster will be treated as if they were in offensive stance for the purposes of determining the bonus from channeling.
Elemental Lore, Air ranks 1 3 6 10 15 21 28 36 45 55 66 Chance for channel bonus 1% 2% 3% 4% 5% 6% 7% 8% 9% 10% 11% Elemental Lore, Air ranks 78 91 105 120 136 153 171 190 210 231 Chance for channel bonus 12% 13% 14% 15% 16% 17% 18% 19% 20% 21%
Elemental Lore, Water
Training in Water Lore provides a chance to negate the cooldown when the effect ends based on a seed 1 summation of ranks.
Elemental Lore, Water ranks 1 3 6 10 15 21 28 36 45 55 66 Chance to negate cooldown 1% 2% 3% 4% 5% 6% 7% 8% 9% 10% 11% Elemental Lore, Water ranks 78 91 105 120 136 153 171 190 210 231 Chance to negate cooldown 12% 13% 14% 15% 16% 17% 18% 19% 20% 21%
Messaging
Initial cast:
You feel the magic surge through you.
Wearing off:
As the surge of magic departs, you feel a slight elemental fatigue settle in.
Air lore effect messaging:
Seeing an opportunity, you accelerate time and empower your spell!
Cooldown wearing off:
You notice the feeling of elemental fatigue fade away.