Talk:Shatter Skill Recharge Rate

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* The cool downs are only 77% as effective as the tooltip indicates, but they are reduced.

I believe the bug note (now removed) on recharge rate is erroneous and based on a misinterpretation of what recharge rate means (i.e. frequency, not period). The actual recharge time is consistent with an increase in recharge rate which is not the same as reduction in recharge time. My mesmer at 15% Shredding recharge rate reduces a 60 second recharge to 52 seconds and 60 / (1 + 0.15) = 52.17%. This is roughly 87% of the recharge reduction predicted by the formula 60 * (1 - 0.15), but this latter calculation is providing a 15% reduction in recharge time which is actually a 17.64% increase in how often the skill can be used. At 30% shredding recharge rate, the effect of the rate/frequency adjustment would be the noted 77% (.76923) of the recharge-time/period adjustment.

The use of frequency adjustments applied to something we normally measure by period is confusing but a much saner, fairer mechanic. Increasing rate applies a linear increase in benefit, while reducing period would actually apply an exponential increase and only allow a much narrower range of sane values. Just consider a 100% boost:

If rate actually meant reduction in recharge time, we'd be reducing that time by 100% effectively eliminating any recharge at all and allowing a virtually infinite rate of usage. But following the actual definition of rate we'd expect a reduction only enabling use twice as often in a given period of time. And sure enough, 60s / (1 + 1.0) = 30s meaning we can use a skill +100% as much. --HonoredMule 19:48, 25 January 2013 (UTC)