
Originally Posted by
Amele
it's entirely possible that they're coded as float but get truncated in the process of calculating the actual recast - this may be a balance effect to slightly reduce the effectiveness of recast reduction on some spells. (i.e. a 3.5 and 3 will have the same recast without any haste, but it will take more haste to get the 3.5 to be a 2 than the 3 to be a 2).
anyone eyeballing anything on a game that uses the level of client-server trust this one does is nuts; I'd only believe frame by frame fraps at this point.