Frenzy Charge Duration weirdness

My build is running 10 Frenzy charges with Snakebite gloves and Darkray Vectors boots. That means there is 140% Frenzy Charge duration reduction (10% per charge from the gloves, and 40% from the boots).

Farrul's Fur requires that there be 20% Increased Frenzy Charge duration for the Frenzy Charge's not to drop. I have 100% increased charge duration from Charge Mastery, and 3 x 20% Increased Frenzy Charge Duration from the remaining available small passive skill nodes. That makes 160%.

160% increased - 140% decreased = 20% increased duration total.

However, with 10 charges up, the charges drop for a split second before Cat's Agility from Farrul's Fur kicks in again. This does not happen with a lesser number of charges e.g. 4 or 5. I have a 5ms ping to the server, so it shouldn't be affected by that. Could there be some kind of floating point/rounding error happening that is artificially reducing the Frenzy Charge duration the more charges there are (if the final duration calculation is more complex than this)? Or is something else happening here?



Last edited by t0lkien#7048 on Jan 24, 2023, 10:52:58 AM
Last bumped on Nov 30, 2023, 11:43:55 AM
ive got a chest that gives me a frenzy every 14 seconds, and im maintaining those with frenzy duration jewel implicits.

if i take out one of my frenzy duration jewels, i still maintain my frenzy charges... most of the time, ill have 1, itll give me 2, 3, then it will refresh them, and refresh, and refresh... and then they drop, it drops them before the next refresh, randomly.

its def got some kind of weird rounding thing going on where the odd cycle here or there is a different length to most of them.
I love all you people on the forums, we can disagree but still be friends and respect each other :)
BTW, it turns out that Farrul's Fur is triggering its "charge going to zero" sound effect (which is obnoxiously distracting) even if you have +1 minimum Frenzy charges.

Please GGG, give us a way to turn off this item sound.
Last edited by t0lkien#7048 on Jan 23, 2023, 8:40:13 AM
It's likely due to an "order of operations" in the calculations. Let's say your base duration is 10 seconds (D), you have your less duration (L), and increased duration (I). You're expecting this: D*(1+I-L)=Duration, in your case being 10*(1+0.6-0.4)=12 With what you're describing, it sounds like GGG is using this formula: D/(1+L)*(1+I)=Duration, in your case being (10/1.4)*1.6=Duration --> (7.143)*1.6=11.429 Since the deduction was calculated first, instead of netted, you aren't actually gaining the full benefit of your increases and are falling short by about a half second....

GGG, want some help fixing those numbers? :P

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