I don't know about duration, but it does feel anecdotally like bind has varying levels of potency that manifests as a decreasing likelihood that damage done to the mob will break bind prematurely.
I don't know about duration, but it does feel anecdotally like bind has varying levels of potency that manifests as a decreasing likelihood that damage done to the mob will break bind prematurely.
Sleep duration sure don't seem random to me...Originally Posted by Jeryhn
Gravity might be something like...
50+ INT 1st cast on a mob (1 min to 1 min 10 seconds)
40+ INT 1st cast on a mob (55 seconds to 1 min 5 seconds)
The value you get is somewhere in that window makes far more sense than what you are interpreting what sundi said to be...and also empirically it seems to be the case..
Mobs that build resistance to shit like bind have their duration pushed down.......so a nearly bind immune HNM your gonna randomly have a long duration proc? I don't think so..its obviously going to have a set min and max value based on the calculations performed at the time of the enfeeble.
I think we can both agree that Sleep is an exception to the rule. Being nitpicky doesn't further the argument.Originally Posted by Sidanoir
Exactly. But is the calculation influenced by INT or MND? That's what's being discussed here.Originally Posted by Sidanoir
I am inclined to believe that INT and skill together have some effect on duration....and that there is indeed a min duration max duration and where it falls in between is random..but those min and max values are modified by INT I am sure.....what other casting value could they be modified by?Originally Posted by Jeryhn
I think we have all seen Para last a really long time on something like Faf...but I have also had casts last 1 proc and like 5-10 secs and wear off...then again he seems to build up to a 1 cast immunity typically....would be something extremely hard to prove or disprove....in all honesty though it doesn't hurt to have extra INT does it? If you are landing the spell you won't need more skill gear, so why not fill those slots with INT? Its a simple gear swap unless you don't want to carry around INT gear ( I do anyway for most of my nukes as RDM)..
Level difference, maybe? It effects more things than you think. I suppose you could also say magic accuracy and skill because of resistance, but that's another subject altogether.Originally Posted by Sidanoir
There's are three possible ways INT could effect Bind:
1) It could extend the max range to have a longer possible duration.
2) It could cause you to more easily reach the max duration.
3) It could do absolutely nothing, the min-max range set by other influences.
If you're trying to cast a spell like Bind, which typically has an "important" use for specific purpose (read: trying not to die, etc.), it's usually better to ensure the spell will land and land reliably through stacking enfeebling skill or magic accuracy instead of hoping that INT might make it last an extra second or two, assuming it does that in the first place!Originally Posted by Sidanoir
Also, I don't waste MP nuking on RDM, unless its something lol like Jailer of Fortitude, so I don't typically carry INT gear.
I always have INT gear for RDM...I don't nuke often but I always carry it cause when I mule for RDM gear I make sure I have it all.....
Your right it could be other factors I am not ruling that out, I am attempting to think logically that INT would have some sort of effect on Enfeeble Duration/Potency.......im sure someone could come up with a test to do.....
To me most actions by a PC in this game are affect by at least one skill and a stat, either partly or wholely...evasion (AGI and evasion skill), attack (STR and weapon skill)...
Besides your level is taken into account in yoru skill
Known level mobs ....Bind whats duration Bind whats duration...but honestly thats way too much work for me as my time in game is better spent elsewhere...would be nice to know though!
So everything except sleep is random? right..Originally Posted by Jeryhn
![]()
Maybe, they all work just like sleep does with varying modifiers. Otherwise, you just completely contradicted yourself by saying all enfeebling is random because Sundi said so EXCEPT SLEEP!
Maybe you'd have a point if you could prove such "varying" modifiers exist.Originally Posted by Judai
Get testing.
Maybe you would have a point if you could prove they didn't exist other then a quote from Mr. Sage "I don't know" Sundi?
Get testing.
u see wut i did thar?
Sundi is out of touch with the playerbase. I'm more than sure he knows about the game's mechanics though.Originally Posted by Judai
If you say so. I'm sure in a game where everything has a modifier, including each and every individual BLU spell, ws and 50% of the enfeebles; bind/grav and a few others are totally random tho.![]()
Modifiers like on 1000 Needles eh? I'm also sure pets do so much more damage or have so much more accuracy when their TP is over 100% tooOriginally Posted by Judai
![]()
Oh, my bad. You got the one BLU spell out of 100 that doesn't have a damage modifier. Opps..
Yes, ironically very few spells and abilities don't seem to have modifiers, as you said above.
Bitchy sit, no?
You still contradicted yourself on sleep. It's ok tho, nothing will come of this unless one of us tests it out and I'm too lazy in game to do that atm.