If you don't mind my asking, how is it that the magicka recovery for your character is as high as 2429?dead1ycool wrote: »My magic recovery is 2429. When I use a potion that give 20% extra magic recovery it only goes up to 2714. It is suppose to go up to 2918. It’s also not adding my stamina recovery correct either. I also checked the amount on the bar as it restores magic and that is incorrect also. My friend has the same problem.
Shadowshire wrote: »In this case, if the character's Magicka recovery is 2429, then 2429 x 1.20 = 2914.80 (not 2918).dead1ycool wrote: »My magic recovery is 2429. When I use a potion that give 20% extra magic recovery it only goes up to 2714. It is suppose to go up to 2918. It’s also not adding my stamina recovery correct either. I also checked the amount on the bar as it restores magic and that is incorrect also. My friend has the same problem.
If you don't mind my asking, how is it that the magicka recovery for your character is as high as 2429?
Magicka recovery as a specific number has always been three digits for each of my two Sorcerers. However, I don't use recovery buffs, just buffs that increase Maximum Magicka and/or Maximum Health and/or Maximum Stamina. I do invest Champion Points to increase recovery, if only because I cannot invest any to increase those maxima. But the number as a percentage does not disclose the answer to the question: percentage of what amount?
From what I've read, the game software always truncates the decimal portion of a decimal number, and uses only the integer portion for calculations. So a 10.95% increase in a recovery rate would be calculated as a 10% increase instead. It wouldn't surprise me if the designers chose to do that, but there is a better way to avoid using the Floating Point Number calculator in the CPU by making all calculations integers.
For those who need a reminder about arithmetic:
Twenty percent (20% or 0.20) is a ratio, the outcome of dividing one number by another. A percentage is a number divided by 100. The word "percent" originated from the Latin phrase per centum ("for each 100").
So, to calculate the increase of an amount, multiply it by 1.xx where xx is the percentage (without any decimal point between one x and the next). For example, if an increase is 20.5%, then multiply by 1.205.
dead1ycool wrote: »Shadowshire wrote: »In this case, if the character's Magicka recovery is 2429, then 2429 x 1.20 = 2914.80 (not 2918).dead1ycool wrote: »My magic recovery is 2429. When I use a potion that give 20% extra magic recovery it only goes up to 2714. It is suppose to go up to 2918. It’s also not adding my stamina recovery correct either. I also checked the amount on the bar as it restores magic and that is incorrect also. My friend has the same problem.
If you don't mind my asking, how is it that the magicka recovery for your character is as high as 2429?
Magicka recovery as a specific number has always been three digits for each of my two Sorcerers. However, I don't use recovery buffs, just buffs that increase Maximum Magicka and/or Maximum Health and/or Maximum Stamina. I do invest Champion Points to increase recovery, if only because I cannot invest any to increase those maxima. But the number as a percentage does not disclose the answer to the question: percentage of what amount?
From what I've read, the game software always truncates the decimal portion of a decimal number, and uses only the integer portion for calculations. So a 10.95% increase in a recovery rate would be calculated as a 10% increase instead. It wouldn't surprise me if the designers chose to do that, but there is a better way to avoid using the Floating Point Number calculator in the CPU by making all calculations integers.
For those who need a reminder about arithmetic:
Twenty percent (20% or 0.20) is a ratio, the outcome of dividing one number by another. A percentage is a number divided by 100. The word "percent" originated from the Latin phrase per centum ("for each 100").
So, to calculate the increase of an amount, multiply it by 1.xx where xx is the percentage (without any decimal point between one x and the next). For example, if an increase is 20.5%, then multiply by 1.205.
I wrote the wrong number by accident. Also you can multiply 2429 by .20 which is equivalent to 20% and then add that number (485.8) to 2429 which = 2914.8. That’s what I did. I’m wearing gold gear including gold jewelry. 2 gold magic recov enchants on rings 338, witch mothers potent brew drink 319, 75 champ points in arcanist 14%, light armor passives 28%, sorc passives 10%, vamp passive 10%, racial passives 9%. My amberplasm set also gives 250 more magic recov. The base recovery with absolutely no gear, passives or champ points is 514. Gear also ups the recovery in of itself. That’s how my magic recov is 2429.
The buff from potions (major endurance and major intellect) were always buffing just base recovery. Your character screen shows your full recovery.
Check your gear, mundus and food and I bet you will find you have around ~910 recovery from those. Add that to the base of ~514 and you have your 20%.
dead1ycool wrote: »Obviously you have never bothered to check how potions buff your stats before and you just assumed I am wrong. As I have said 3 times now, it has ALWAYS gone off the recovery on the character screen. When They removed the cost reduction champ points it was still buffing the actual 20% recovery base on the character screen. How do I know? Because I needed to changed my build to make up for the lost reduction and I TESTED it. Want a perfect example of how you are completely wrong? A spell power pot with major sorcery increases spell dmg by 20%. When I use one, my spell damage goes up by exactly what it is suppose to even though what is on my character screen isn’t my actual base spell dmg because my passives increase it by 10%. It’s so annoying being told you are wrong by clueless people.