Questions about gain flask charge when hit / crit
First question. The crit one. I did my research and it says 1 charge per 100ms and 132 ms in reality because of 33ms server frame rate or something, and that these charges keep track of decimal points internally. Cool.
But I can't seem to find HOW the charge is distributed. Is that one charge distributed among ALL non-full flasks? or any among ALL non-full but flasks with 'gain a charge when you crit'? And the same question goes for 'gain 1/2/3 flask charges when you are hit'. But it seems like this mod is more popular. I saw a post where people talk about (or a person asked) whether it's better to have 'used when full' enchantment or 'used at the end of the flask duration'. And a popular answer was that it doesn't matter because people will add 'flask charges when hit' to make sure the flask is full all the time. Cool. But if the a flask charge on crit modifier has a cooldown (100ms) and/or is distributed among all non-full or non-full flasks that have the modifier, then does that apply to 'charges on hit' too? Very curious. League start. No currency to test this out myself. Help based on your knowledge or official answer would be very helpful. Last bumped on Nov 22, 2024, 7:48:53 AM
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Did you ever find an answer to this? Nobody seems to know.
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(Edit: re-read post. "and that these charges keep track of decimal points internally". Not sure what this refers to exactly? The cooldown being tracked? As far as I know, the charges themselves on the flasks are integers, but I might be wrong.)
" To the specific flask the mod is on. I don't play much flask builds but you will see if you have a flask with this mod, and other flask without the mod. During a boss fight where you are not getting flask charges back from kills, it will replenish that flask the mod is on, but not the others. I'm not certain what the distribution is exactly when there is multiple on crit flask either, but I think it is random and fairly uniform. Why exactly would this be useful to know? I think you will see them fill up at a very similar rate, although I think i've notice in the past it having an aspect of randomness which one the charge goes to. My guess is that this is because it is being calculated per flask. Not certain the order of priority on the flask calculations and if that is tracked during the cooldown prevention (I can try and run a test for you to see if there is a noticeable pattern since i'm playing a crit build, will add below). The cool down counter is applied across all flask I believe. So if you have this mod on all your flask, any individual flask will refill more slowly than if you had it on just that one flask. Same amount of incoming charges limited by the cooldown, but spread over more flasks. The crit one is great if your build is critting enough. A large amount of builds don't crit enough fore it to be useful though. It also requires you to be doing the crit yourself. If your build uses a proxy, then you most likely you won't be the one doing the crits and wont get the charges back. Similar with on hit. It's good, but if your build is ranged or evasion, you might not be getting hit enough for it to be useful. All build dependent, same with the enchants. I tend to like "use when charges reach full", but potentially "reuse" might get more uptime, I just like them to be closer to full. Some flasks will have enough charges that you can self cast a second use when needed if they are not getting fully drained. Testing: Setup, 5 empty flasks with chance of charge on crit using default attack on boss with no adds. Hitting with attack time greater than stated cooldown. All flasks have 60 max charges, chance of charge on crit in order of flask slot, 19%, 18%, 15%, 17% 12%. (closest I could get with out buying flasks, occurs to me that getting 5 rotgut flask would probably be best). Crit chance less that 100% but enough for test. Order of filling by flask position: 2,4,2,2,4,4,5,4,2,2,2,3,3,3,1,2,5,1,2,3,4,4 From here taking a while and feel like I might make mistakes so attacked constantly for a period of time and checked tally inclusive of the preceding data data. 1 = 15 2 = 21 3 = 15 4 = 20 5 = 14 1 = 47 2 = 46 3 = 36 4 = 39 5 = 28 Now trying to get within cooldown, using cyclone, gear is not setup for having fast attack speed, but i've got it down to attack time .09 seconds and 100% crit. 1 = 23 2 = 16 3 = 21 4 = 16 5 = 11 Last edited by Belegur85#5784 on Nov 22, 2024, 11:32:47 AM
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