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Old September 2, 2009, 21:48   #1
PowerDiver
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inconsistent durations in V

Currently, if I inspect an item with a timed effect that recharges, the duration of the effect is fixed but the recharge duration varies with player speed. I think either both or neither should be modified by player speed.
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Old September 2, 2009, 21:53   #2
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Old behavior (3.0.9-) was to have recharge speed independent of player speed as well. I'm not familiar with the current play balance, so can't say whether this divergence actually addresses anything.
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Old September 2, 2009, 23:06   #3
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Quote:
Originally Posted by PowerDiver View Post
Currently, if I inspect an item with a timed effect that recharges, the duration of the effect is fixed but the recharge duration varies with player speed. I think either both or neither should be modified by player speed.
Just to be clear, you mean that the effect lasts X player turns at any speed, but that the number of player turns it takes to recharge increases with player speed, right?

Which resolution do you think has the fewest balance implications (is it better to make artifacts recharge more quickly, or to make their effects last longer, for characters with high speed)?
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Old September 2, 2009, 23:35   #4
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I'm not at all clear on what is happening. I can attest that wielding a randart version of Tulkas, when I put on a speed ring and inspect the randart again, the effect duration remains the same, but the recharge duration changes.

It is possible the underlying behavior never changed, and the recharge duration in the message was adjusted for some reason. Fixed time -> proportional player turns. That was my assumption when I posted, but it's just an unjustified assumption.

I'd guess the solution is to adjust the effect duration for speed when inspecting, but I don't know what has changed and what was intended.
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Old September 3, 2009, 03:11   #5
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Quote:
Originally Posted by PowerDiver View Post
I'm not at all clear on what is happening. I can attest that wielding a randart version of Tulkas, when I put on a speed ring and inspect the randart again, the effect duration remains the same, but the recharge duration changes.

It is possible the underlying behavior never changed, and the recharge duration in the message was adjusted for some reason. Fixed time -> proportional player turns. That was my assumption when I posted, but it's just an unjustified assumption.

I'd guess the solution is to adjust the effect duration for speed when inspecting, but I don't know what has changed and what was intended.
The duration isn't affected by player speed. It's reporting recharg times in player turns. And Tulkas is a great find for Ironman--short recharge, long haste time. Given Tulkas, you can almost get by without !speed.
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Old September 3, 2009, 05:51   #6
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Originally Posted by Pete Mack View Post
The duration isn't affected by player speed. It's reporting recharg times in player turns. And Tulkas is a great find for Ironman--short recharge, long haste time. Given Tulkas, you can almost get by without !speed.
Aren't all times in game turns? If you convert game turns to player turns in half of the description, why not in the other half?

The reason I noticed is that the more speed, the bigger the reported discrepancy in haste time vs recharge time.
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Old September 3, 2009, 06:38   #7
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The trouble is, recharge times are displayed via a single routine which includes a calculation for player turns. The object description is written any-old-which way in a formatted print statement, and doesn't include said calculation.
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Old September 3, 2009, 07:21   #8
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Quote:
Originally Posted by Pete Mack View Post
The trouble is, recharge times are displayed via a single routine which includes a calculation for player turns. The object description is written any-old-which way in a formatted print statement, and doesn't include said calculation.
Eddie's right that it should be consistent - we should display both duration and recharge times in "turns at your current speed". I've opened ticket #957 for this - I'll have a go at fixing it before 3.1.2
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