Choi's Guide To Magic: Difference between revisions

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# '''STA (0-32):''' Provides Physical Resistance.
# '''STA (0-32):''' Provides Physical Resistance.


=== Variable and Fixed Cast Time ===
'''Cast Time''': You can see the Cast time of your skills in its skill description.  
'''Cast Time''': You can see the Cast time of your skills in its skill description.  
* Variable Cast Time can be reduced by gear (all types of gear) and stats. The formula to calculate your Variable Cast Time Reduction is 1 -((1-((Int + (Dex*2))/530)) * (1 - Bonus VCT from gear)).  
* Variable Cast Time (VCT) can be reduced by gear (all types of gear) and stats. The formula to calculate your Variable Cast Time Reduction is 1 -((1-((Int + (Dex*2))/530)) * (1 - Bonus VCT from gear)).  
* Fixed Cast Time can be reduced by equipment (Most often through Shoes, Costume Enchant Stones, Accessories, and Higher Level Headgear).
* Fixed Cast Time (FCT) can be reduced by equipment (Most often through Shoes, Costume Enchant Stones, Accessories, and Higher Level Headgear).


While you are still progressing in gear, my recommendation is not to focus on Variable Cast Time through gears too much and just allocate a lot of stats into int and dex. In the future, however, you will want to try to have high VCT % reduction and not focus as much on VCT through stats. That being said, FCT reduction should be one of your primary goals early on.  
While you are still progressing in gear, my recommendation is not to focus on Variable Cast Time through gears too much and just allocate a lot of stats into int and dex. In the future, however, you will want to try to have high VCT % reduction and not focus as much on VCT through stats. That being said, FCT reduction should be one of your primary goals early on.  
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If you're not a nerd, just note that early on you should get a lot of int and dex and don't worry about VCT % from gear!!!
If you're not a nerd, just note that early on you should get a lot of int and dex and don't worry about VCT % from gear!!!
=== Skill Cool Down and After Cast Delay ===
You can see the Cool Down and After Cast Delay of your skills in its skill description.
* Skill Cool Down (SCD) is the internal cooldown of a specific skill that blocks that specific skill from being cast again until the Cool Down is over. During this time, other skills can be cast. SCD can only be reduced by gear, and there are very limited ways to reduce Skill Cool Downs of Fourth Job Skills.
** <small>note: Skill Cool Downs for fourth job skills can currently only be reduced by Time Dimension Gear.</small>
* After Cast Delay (ACD) is the global cooldown of skills that block all skills from being cast again until the ACD is over. ACD can only be reduced by gear, but unlike Skill Cool Downs, there are many options available to gain ACD reduction.
Both of these limit how frequently you can cast your skills. However, since Skill Cool Down has the least amount of ways to be reduced, your SCD will serve as the hard limit on how often a skill can be cast. As such, your goal will be to reduce your ACD to at least the same time as your main skill's SCD. However, if you rotate multiple skills, you should attempt to gain more ACD reduction.
To calculate how much ACD reduction you will need to match your skill's SCD, you should divide the Skill Cool Down of the skill by its After Cast Delay and subtract that from 1 i.e. (1 - (SCD/ACD)). To use an example, {{#skill:5235}} has a SCD of .3s and an ACD of .5s, so (1 - (.3/.5)) = (1 - (.6)) = '''.4''' which means that you need 40% ACD reduction to reduce the ACD of Crimson Arrow to be .3s like its SCD. In this way, with 40% ACD reduction, you can spam Crimson Arrow at the max possible frequency that the skill allows.
As I mentioned, if you are rotating your skills rather than using just one skill, more ACD may be desirable than just the amount of your skill cooldown. {{#skill:5220}} build Arch Mages for example don't need any ACD reduction for SVS. However, as they also use their other skills as part of their rotation, more ACD is desirable. One note is that because of animation speed, you don't need your ACD to be lower than .14s.
=== Attack Speed ===
You can see your Attack Speed in your status window.
* Attack Speed (ASPD) is the number of hits you can do per second or the frequency of your hits. ASPD can be increased in many ways including gears, stats, and common consumables like {{#item:657}}.
Even if you are not an auto attack build, ASPD is still very important as it reduces the animation speed of your skills which will be important for low cooldown builds. Even if your cooldown on your skills is low, you can not cast more frequently than your animation speed allows. Increasing your ASPD can be thought of as increasing the number of hits you can do per second.
The formula to calculate your hits per second is (50 / (200 - ASPD)). So, for example, if you have 180 ASPD, then your hits per second is (50 / (200 - 180)) = 50 / 20 = 2.50 hits per second.
As I mentioned, you can not cast more frequently than your animation speed allows, so when considering the cooldown of your skill, you will want to also calculate the amount of ASPD you need to do. To do so, you would need to calculate the amount of time your skill can be cast per second.
The formula to calculate your max cast per second is (1 / Skill Cool Down). So, for example, {{#skill:5427}} has an SCD of .4s, so the max casts per second is (1 / .4) = 2.50 casts per second.
I want my ASPD to allow at least the same hits per second as my casts per second, and I know from my previous calculation that 180 ASPD is required to hit 2.50 hits per second. So, to spam Talisman of White Tiger, I would want 180 ASPD. The overall formula then would be ASPD necessary = ((200 * (1 / SCD)) - 50) / (1 / SCD). So for example, with the SCD of .4s, ((200 * (1 / .4)) - 50) / (1 / .4) = ((200 * (2.5)) - 50 / (2.5) = (450) / (2.5) = 180 ASPD.
'''If you're not a nerd''', here's a table:
{| class="wikitable"
| ASPD Table
|-
! Skill Cool Down !! ASPD !! Hits per sec !! Relevant Skills
|-
| .14s || 193 || 7.14 || Skills with no Cool Down
|-
| .25s || 188 || 4.00 || {{#skill:5435}}
|-
| .3s || 185 || 3.33 || {{#skill:5235}}, {{#skill:5233}}, {{#skill:5426}}, {{#skill:5446}}, {{#skill:5284}}, {{#skill:5460}}
|-
| .35s || 183 || 2.86 || {{#skill:5334}}, {{#skill:5213}}, {{#skill:6003}}, {{#skill:5437}}, {{#skill:5452}}, {{#skill:5406}}
|-
| .4s || 170 || 2.50 || {{#skill:5427}}, {{#skill:5356}}, {{#skill:5314}}
|-
| .45s || 178 || 2.22 ||
|-
| .5s || 175 || 2.00 || {{#skill:5369}}, {{#skill:5373}}, {{#skill:5343}}, {{#skill:6001}}, {{#skill:5289}}, {{#skill:5409}}
|-
| .55s || 173 || 1.82 ||
|-
| .6s || 170 || 1.67 ||
|}
Any skills with higher cooldowns will likely not be gated by ASPD. For example, something with a .7s cooldown only requires 165 ASPD. Similar to ACD Reduction, if you are rotating your skills, more ASPD will be desirable.


== Magic Gear Progression ==
== Magic Gear Progression ==
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