That video is from an emulated server, there are no rules on emulated servers. The ability will work as such
You cast it as many times as you can in 1s, then there will be a CD. Reading comprehension skills are key when you're only given 1-2 lines of text
AFTER you use teleport, there is a delay of 1s before the CD begins. in this 1s you can cast teleport again (possibly twice or even 3 times pending AS[FCR]). After this 1s string of teleports you will have to wait until the cooldown on teleport ends.
Welcome to D3, enjoy your stay.
Rollback Post to RevisionRollBack
"...We few, we happy few, we band of brothers; for he to-day that sheds his blood with me
shall be my brother..."
That video is from an emulated server, there are no rules on emulated servers. The ability will work as such
You cast it as many times as you can in 1s, then there will be a CD. Reading comprehension skills are key when you're only given 1-2 lines of text
AFTER you use teleport, there is a delay of 1s before the CD begins. in this 1s you can cast teleport again (possibly twice or even 3 times pending AS[FCR]). After this 1s string of teleports you will have to wait until the cooldown on teleport ends.
Welcome to D3, enjoy your stay.
Glad someone understood it the same way that I did.
That video is from an emulated server, there are no rules on emulated servers. The ability will work as such
You cast it as many times as you can in 1s, then there will be a CD. Reading comprehension skills are key when you're only given 1-2 lines of text
AFTER you use teleport, there is a delay of 1s before the CD begins. in this 1s you can cast teleport again (possibly twice or even 3 times pending AS[FCR]). After this 1s string of teleports you will have to wait until the cooldown on teleport ends.
Welcome to D3, enjoy your stay.
Glad someone understood it the same way that I did.
You just called yourself stupid....
#1 There is a video
Who cares if its an emulated server? Its not like they reprogrammed the skills or something... This is not even a valid argument.
#2 It would not be OP.
This is not D2. There is not a whole lot of reward in just jumping around and scouting an area, especially with the penalty to switching skills.
#3 The wording is quite clear.
"After casting teleport, there is a 1 second delay before the cooldown begins, allowing you to teleport again."
Notice how it doesn't say anything about after the first teleport?
After casting teleport (Any teleport)
There is a 1 second delay before the CD begins
Thus allowing you to cast teleport again.
Rollback Post to RevisionRollBack
"Is God willing to prevent evil, but not able? Then he is not omnipotent. Is he able, but not willing? Then he is malevolent. Is he both able and willing? Then whence cometh evil? Is he neither able nor willing? Then why call him God?"
It seens all evidance show i was wrong. Never saw that video, i was basing myself on how other similar skills behave...
#2 It would not be OP. This is not D2. There is not a whole lot of reward in just jumping around and scouting an area, especially with the penalty to switching skills.
Imo it really feels this teleport rune is kinda exploitable. Theres a reward there, nephalem valor and it looks even worse then D2.
Wizards are able to skip thrash mobs and quickly look for Rares/Champions until it gets all 5 stacks. Then use this teleport to skip content and go staright to the boss. Other classes will have to slowly look forward rares/champions.
Even without nephalem valor... If this rune was in the beta everyone would abuse it. Image how fast you would check Den of the Fallen existance compared to other classes.
That video is from an emulated server, there are no rules on emulated servers. The ability will work as such
You cast it as many times as you can in 1s, then there will be a CD. Reading comprehension skills are key when you're only given 1-2 lines of text
AFTER you use teleport, there is a delay of 1s before the CD begins. in this 1s you can cast teleport again (possibly twice or even 3 times pending AS[FCR]). After this 1s string of teleports you will have to wait until the cooldown on teleport ends.
Welcome to D3, enjoy your stay.
Glad someone understood it the same way that I did.
You just called yourself stupid....
#1 There is a video
Who cares if its an emulated server? Its not like they reprogrammed the skills or something... This is not even a valid argument.
#2 It would not be OP.
This is not D2. There is not a whole lot of reward in just jumping around and scouting an area, especially with the penalty to switching skills.
#3 The wording is quite clear.
"After casting teleport, there is a 1 second delay before the cooldown begins, allowing you to teleport again."
Notice how it doesn't say anything about after the first teleport?
After casting teleport (Any teleport)
There is a 1 second delay before the CD begins
Thus allowing you to cast teleport again.
There is no video, its an emulated server, as i explained to you, there is no rules on the emulated server. The only point of showing them on the emulated server is to show the visual effects of the abilities. Most of the runes are wrong, and most have had their values changed drastically since they started coming out. I'll bet you 500k gold, the ability acts the way im telling you it will act.
Sumsaar if you want that bet too, take it. Im going to be rich of these people.
Rollback Post to RevisionRollBack
"...We few, we happy few, we band of brothers; for he to-day that sheds his blood with me
shall be my brother..."
I'm pretty a blue commented back when that wormhole allows for infinite teleport so long as arcane power lasts. Yes things could have change since then and yes I haven't found the actual post to link.
i always interpreted this as infinite teleport, depending on mana pool...
It states that you have a 1 second delay before the cooldown begins. If you cast teleport again, given the runestone, it will grant a 1 second delay before cooldown just as before. Allowing the skill to be used multiple times in a row.
their giving you the option to tailor teleport towards the d2 end of the spectrum, with sacrifices of course.
i always interpreted this as infinite teleport, depending on mana pool...
It states that you have a 1 second delay before the cooldown begins. If you cast teleport again, given the runestone, it will grant a 1 second delay before cooldown just as before. Allowing the skill to be used multiple times in a row.
their giving you the option to tailor teleport towards the d2 end of the spectrum, with sacrifices of course.
I've always looked at it the opposite as in After your first cast you get exactly 1 second to cast it as many times as your weapon speed allows.
Infinite casts is very very very exploitable with end game gear and builds. I'm not a huge PvP person... but image inifite teleports in PvP... good game... unkillable wizard.
i always interpreted this as infinite teleport, depending on mana pool...
It states that you have a 1 second delay before the cooldown begins. If you cast teleport again, given the runestone, it will grant a 1 second delay before cooldown just as before. Allowing the skill to be used multiple times in a row.
their giving you the option to tailor teleport towards the d2 end of the spectrum, with sacrifices of course.
I've always looked at it the opposite as in After your first cast you get exactly 1 second to cast it as many times as your weapon speed allows.
Infinite casts is very very very exploitable with end game gear and builds. I'm not a huge PvP person... but image inifite teleports in PvP... good game... unkillable wizard.
And if unkillable wizard wants to cast anything else, they have to stop teleporting. What's broken about that? I would love to face a wizard with that runestone in PvP, it means they're wasting mana teleporting around instead of damaging anyone or anything.
The 1 second delay goes into effect after casting ANY teleport, including your fifth one in a row.
Considering the game is supposed to be much harder than D2 on higher difficulties, I'm inclined to believe that teleporting around willy nilly will not be a good idea anyways. If you ever did that in D2 on Hell hardcore on an untwinked sorc, you know what I mean. Teleport into the wrong unique/champ pack...
As it is Prism only lasts 6 seconds. Without Prism, your AP regeneration per second only exactly equals the cost of Teleport (12 AP), and you're not going to be waiting exactly 1 second in between each teleport or you're going to end up accidentally triggering the cooldown. So you're still going to drain your AP pool, albeit slightly.
If your attack speed allows you to teleport twice per second, you're going to be -12 AP in the hole each second, which allows 10 seconds of continuous teleportation with the help of Astral Presence. It's nice, but it's hardly enough for solo runs.
EDIT: Forgot that Astral Presence boosts AP regeneration by 2 per second also. So that means you can teleport for ~12 seconds. Considering you can already teleport for nearly 7 seconds under the same circumstances without wasting space on Storm Armor and Arcanot, which are pretty bad, I hardly see this being worth it.
You got your numbers wrong (Teleport costs 15 AP) and didn't factor in the default AP regeneration rate of 10 AP per second. Also Prism isn't even needed for free Teleports every second, only for every 0.51s. It's all laid out in my first post
I don't get numbers wrong. Teleport is 12 AP with Power of the Storm, which was in the build that you laid out.
Teleport: 15 AP - 3 (Power of the Storm) = 12
AP Regeneration: 10 + 2 (Arcanot) + 2 (Astral Presence) = 14 AP / sec.
This allows you to teleport once for free every 0.86 seconds. If you DO use Prism, it reduces the teleport cost down to 5, which allows a free teleport every 0.36 seconds, not 0.51 seconds. That being said, Prism is not a long standing effect, so it's kind of useless to take that into consideration. So we're back to 0.86 seconds.
The hard part about this is balancing your teleport speed between this lower bound and the 1 second upper bound. If you teleport too fast, you start draining AP, but if you teleport too slow you slam yourself with a 15 sec cooldown. As I said in my post, if we assume your weapon speed allows you to teleport exactly 2 times per second, thats (12 * 2) = 24 AP spent, subtracted from 14 AP gained, for a net total of -10 AP per second. With 120 AP thanks to Astral Presence, that allows us 12 seconds of continuous teleportation.
So while yes, theoretically we can teleport indefinitely, we would need an incredibly slow weapon to do so. 0.86 seconds is an incredibly long cast time. Nothing in Diablo 2 had cast frames that low, even with 0% FCR, with the sole exception of necromancers in vampire form (full Trang Oul's set).
As it is Prism only lasts 6 seconds. Without Prism, your AP regeneration per second only exactly equals the cost of Teleport (12 AP), and you're not going to be waiting exactly 1 second in between each teleport or you're going to end up accidentally triggering the cooldown. So you're still going to drain your AP pool, albeit slightly.
If your attack speed allows you to teleport twice per second, you're going to be -12 AP in the hole each second, which allows 10 seconds of continuous teleportation with the help of Astral Presence. It's nice, but it's hardly enough for solo runs.
EDIT: Forgot that Astral Presence boosts AP regeneration by 2 per second also. So that means you can teleport for ~12 seconds. Considering you can already teleport for nearly 7 seconds under the same circumstances without wasting space on Storm Armor and Arcanot, which are pretty bad, I hardly see this being worth it.
You got your numbers wrong (Teleport costs 15 AP) and didn't factor in the default AP regeneration rate of 10 AP per second. Also Prism isn't even needed for free Teleports every second, only for every 0.51s. It's all laid out in my first post
I don't get numbers wrong. Teleport is 12 AP with Power of the Storm, which was in the build that you laid out.
Teleport: 15 AP - 3 (Power of the Storm) = 12
AP Regeneration: 10 + 2 (Arcanot) + 2 (Astral Presence) = 14 AP / sec.
This allows you to teleport once for free every 0.86 seconds. If you DO use Prism, it reduces the teleport cost down to 5, which allows a free teleport every 0.36 seconds, not 0.51 seconds. That being said, Prism is not a long standing effect, so it's kind of useless to take that into consideration. So we're back to 0.86 seconds.
The hard part about this is balancing your teleport speed between this lower bound and the 1 second upper bound. If you teleport too fast, you start draining AP, but if you teleport too slow you slam yourself with a 15 sec cooldown. As I said in my post, if we assume your weapon speed allows you to teleport exactly 2 times per second, thats (12 * 2) = 24 AP spent, subtracted from 14 AP gained, for a net total of -10 AP per second. With 120 AP thanks to Astral Presence, that allows us 12 seconds of continuous teleportation.
So while yes, theoretically we can teleport indefinitely, we would need an incredibly slow weapon to do so. 0.86 seconds is an incredibly long cast time. Nothing in Diablo 2 had cast frames that low, even with 0% FCR, with the sole exception of necromancers in vampire form (full Trang Oul's set).
Looks like you're right, my bad. I could have done it much simpler:
15 AP (Teleport) - 3 AP (Power of the Storm) = 12 AP costs per Teleport cast
10 AP (default regen) + 2 AP (Arcanot) + 2 AP (Astral Presence) + 2.8 AP (Prism)
= 16.8 AP regen per second
12 AP (Teleport) / 16.8 AP = Teleport every 0.71s
12 AP (Teleport) / 14 AP (without Prism) = Teleport every 0.86s
Ridiculous. "It is also very important to keep in mind this is from the beta client and may easily change once the game is released."
To give you an idea of what these videos are about, and how they are not actually real game time:
Here is a Wizard Casting METEOR, which costs 60AP. The max Arcane Power a wizard can have is 140 Arcane Power. See how many times he casts Meteor before he has to stop:
This is from the same origional video series, the same series as the teleport video you are refering too.
If you could spam teleport every second (1 cast) why have a cooldown? Bashiok talks about implimenting cooldowns to eliminate spamming of abilities, and quite frankly, spamming teleport even once a second means we will be able to skip mobs and farm bosses.
Ridiculous. "It is also very important to keep in mind this is from the beta client and may easily change once the game is released."
To give you an idea of what these videos are about, and how they are not actually real game time:
Here is a Wizard Casting METEOR, which costs 60AP. The max Arcane Power a wizard can have is 140 Arcane Power. See how many times he casts Meteor before he has to stop:
This is from the same origional video series, the same series as the teleport video you are refering too.
If you could spam teleport every second (1 cast) why have a cooldown? Bashiok talks about implimenting cooldowns to eliminate spamming of abilities, and quite frankly, spamming teleport even once a second means we will be able to skip mobs and farm bosses.
Cheers!
He also said that bosses won't provide the best drops, so there is little incentive to farm them. And yes, mana costs on some skills on the emulator are not what they should be, but that does not mean that the effects are not accurate. From a programmatic standpoint, the developers of the emulation server are not rewriting the actual code, they're just making sure it implements correctly. They're not going to dive into the D3 source and modify how a skill works. I highly suspect that we can expect wormhole to work the same way on release.
@ dro0x: Where are you getting the +2.8 AP per second regen from Prism? Prism reduces mana cost of spells, it doesn't increase your AP generation.
Ridiculous. "It is also very important to keep in mind this is from the beta client and may easily change once the game is released."
To give you an idea of what these videos are about, and how they are not actually real game time:
Here is a Wizard Casting METEOR, which costs 60AP. The max Arcane Power a wizard can have is 140 Arcane Power. See how many times he casts Meteor before he has to stop:
This is from the same origional video series, the same series as the teleport video you are refering too.
If you could spam teleport every second (1 cast) why have a cooldown? Bashiok talks about implimenting cooldowns to eliminate spamming of abilities, and quite frankly, spamming teleport even once a second means we will be able to skip mobs and farm bosses.
Cheers!
Where do you get 140 max AP from?
According to the Datamined Affixes... you can get up to +15 per item... on 4 different item types. You also have the Passive that gives +20 max AP, and the Energy Tap of Energy armor (+20).
End Game (with Perfect max AP gear) you will be able to have ~ 200 AP.
Couple that with +AP regen gear, the +2 from the passive, the +2 from the familiar... you could easily hit 20-30 AP a second... letting you cast 4-6 meteors before emptying your pool.
@ dro0x: Where are you getting the +2.8 AP per second regen from Prism? Prism reduces mana cost of spells, it doesn't increase your AP generation.
You're right. I really should read the skill descriptions more carefully, had +7 regen in mind. So with constant Prism usage that would be:
6 seconds of: 5 AP (Teleport) / 14 AP (regen) = Teleport every 0.36s
9 seconds of: 12 AP (Teleport) / 14 AP (regen) = Teleport every 0.86s
So on average one could teleport every (6s * 5 AP / 14 AP + 9s * 12 AP / 14 AP) / 15s = 0.66s? Not sure if I can just take the arithmetic mean.
Yea, that works out. This assumes of course that you rigorously cast Prism every time it's cooldown wears off, and that you're able to cast it and then teleport again without trigger wormhole's cooldown.
Ridiculous. "It is also very important to keep in mind this is from the beta client and may easily change once the game is released."
To give you an idea of what these videos are about, and how they are not actually real game time:
Here is a Wizard Casting METEOR, which costs 60AP. The max Arcane Power a wizard can have is 140 Arcane Power. See how many times he casts Meteor before he has to stop:
This is from the same origional video series, the same series as the teleport video you are refering too.
If you could spam teleport every second (1 cast) why have a cooldown? Bashiok talks about implimenting cooldowns to eliminate spamming of abilities, and quite frankly, spamming teleport even once a second means we will be able to skip mobs and farm bosses.
Cheers!
So what? That proves nothing.... they intentionally alter things to spam the skill to showcase the skill.
Not intentionally change the skill to confuse people who can't read.
Rollback Post to RevisionRollBack
"Is God willing to prevent evil, but not able? Then he is not omnipotent. Is he able, but not willing? Then he is malevolent. Is he both able and willing? Then whence cometh evil? Is he neither able nor willing? Then why call him God?"
You cast it as many times as you can in 1s, then there will be a CD. Reading comprehension skills are key when you're only given 1-2 lines of text
AFTER you use teleport, there is a delay of 1s before the CD begins. in this 1s you can cast teleport again (possibly twice or even 3 times pending AS[FCR]). After this 1s string of teleports you will have to wait until the cooldown on teleport ends.
Welcome to D3, enjoy your stay.
for he to-day that sheds his blood with me
shall be my brother..."
Glad someone understood it the same way that I did.
#1 There is a video
Who cares if its an emulated server? Its not like they reprogrammed the skills or something... This is not even a valid argument.
#2 It would not be OP.
This is not D2. There is not a whole lot of reward in just jumping around and scouting an area, especially with the penalty to switching skills.
#3 The wording is quite clear.
"After casting teleport, there is a 1 second delay before the cooldown begins, allowing you to teleport again."
Notice how it doesn't say anything about after the first teleport?
After casting teleport (Any teleport)
There is a 1 second delay before the CD begins
Thus allowing you to cast teleport again.
Epicurus
Imo it really feels this teleport rune is kinda exploitable. Theres a reward there, nephalem valor and it looks even worse then D2.
Wizards are able to skip thrash mobs and quickly look for Rares/Champions until it gets all 5 stacks. Then use this teleport to skip content and go staright to the boss. Other classes will have to slowly look forward rares/champions.
Even without nephalem valor... If this rune was in the beta everyone would abuse it. Image how fast you would check Den of the Fallen existance compared to other classes.
There is no video, its an emulated server, as i explained to you, there is no rules on the emulated server. The only point of showing them on the emulated server is to show the visual effects of the abilities. Most of the runes are wrong, and most have had their values changed drastically since they started coming out. I'll bet you 500k gold, the ability acts the way im telling you it will act.
Sumsaar if you want that bet too, take it. Im going to be rich of these people.
for he to-day that sheds his blood with me
shall be my brother..."
.
It states that you have a 1 second delay before the cooldown begins. If you cast teleport again, given the runestone, it will grant a 1 second delay before cooldown just as before. Allowing the skill to be used multiple times in a row.
their giving you the option to tailor teleport towards the d2 end of the spectrum, with sacrifices of course.
I've always looked at it the opposite as in After your first cast you get exactly 1 second to cast it as many times as your weapon speed allows.
Infinite casts is very very very exploitable with end game gear and builds. I'm not a huge PvP person... but image inifite teleports in PvP... good game... unkillable wizard.
And if unkillable wizard wants to cast anything else, they have to stop teleporting. What's broken about that? I would love to face a wizard with that runestone in PvP, it means they're wasting mana teleporting around instead of damaging anyone or anything.
The 1 second delay goes into effect after casting ANY teleport, including your fifth one in a row.
Considering the game is supposed to be much harder than D2 on higher difficulties, I'm inclined to believe that teleporting around willy nilly will not be a good idea anyways. If you ever did that in D2 on Hell hardcore on an untwinked sorc, you know what I mean. Teleport into the wrong unique/champ pack...
I don't get numbers wrong. Teleport is 12 AP with Power of the Storm, which was in the build that you laid out.
Teleport: 15 AP - 3 (Power of the Storm) = 12
AP Regeneration: 10 + 2 (Arcanot) + 2 (Astral Presence) = 14 AP / sec.
This allows you to teleport once for free every 0.86 seconds. If you DO use Prism, it reduces the teleport cost down to 5, which allows a free teleport every 0.36 seconds, not 0.51 seconds. That being said, Prism is not a long standing effect, so it's kind of useless to take that into consideration. So we're back to 0.86 seconds.
The hard part about this is balancing your teleport speed between this lower bound and the 1 second upper bound. If you teleport too fast, you start draining AP, but if you teleport too slow you slam yourself with a 15 sec cooldown. As I said in my post, if we assume your weapon speed allows you to teleport exactly 2 times per second, thats (12 * 2) = 24 AP spent, subtracted from 14 AP gained, for a net total of -10 AP per second. With 120 AP thanks to Astral Presence, that allows us 12 seconds of continuous teleportation.
So while yes, theoretically we can teleport indefinitely, we would need an incredibly slow weapon to do so. 0.86 seconds is an incredibly long cast time. Nothing in Diablo 2 had cast frames that low, even with 0% FCR, with the sole exception of necromancers in vampire form (full Trang Oul's set).
Looks like you're right, my bad. I could have done it much simpler:
15 AP (Teleport) - 3 AP (Power of the Storm) = 12 AP costs per Teleport cast
10 AP (default regen) + 2 AP (Arcanot) + 2 AP (Astral Presence) + 2.8 AP (Prism)
= 16.8 AP regen per second
12 AP (Teleport) / 16.8 AP = Teleport every 0.71s
12 AP (Teleport) / 14 AP (without Prism) = Teleport every 0.86s
To give you an idea of what these videos are about, and how they are not actually real game time:
Here is a Wizard Casting METEOR, which costs 60AP. The max Arcane Power a wizard can have is 140 Arcane Power. See how many times he casts Meteor before he has to stop:
http://www.youtube.com/watch?v=KSQ0t43PEIw
This is from the same origional video series, the same series as the teleport video you are refering too.
If you could spam teleport every second (1 cast) why have a cooldown? Bashiok talks about implimenting cooldowns to eliminate spamming of abilities, and quite frankly, spamming teleport even once a second means we will be able to skip mobs and farm bosses.
Cheers!
He also said that bosses won't provide the best drops, so there is little incentive to farm them. And yes, mana costs on some skills on the emulator are not what they should be, but that does not mean that the effects are not accurate. From a programmatic standpoint, the developers of the emulation server are not rewriting the actual code, they're just making sure it implements correctly. They're not going to dive into the D3 source and modify how a skill works. I highly suspect that we can expect wormhole to work the same way on release.
@ dro0x: Where are you getting the +2.8 AP per second regen from Prism? Prism reduces mana cost of spells, it doesn't increase your AP generation.
Where do you get 140 max AP from?
According to the Datamined Affixes... you can get up to +15 per item... on 4 different item types. You also have the Passive that gives +20 max AP, and the Energy Tap of Energy armor (+20).
End Game (with Perfect max AP gear) you will be able to have ~ 200 AP.
Couple that with +AP regen gear, the +2 from the passive, the +2 from the familiar... you could easily hit 20-30 AP a second... letting you cast 4-6 meteors before emptying your pool.
You're right. I really should read the skill descriptions more carefully, had +7 regen in mind. So with constant Prism usage that would be:
Yea, that works out. This assumes of course that you rigorously cast Prism every time it's cooldown wears off, and that you're able to cast it and then teleport again without trigger wormhole's cooldown.
So what? That proves nothing.... they intentionally alter things to spam the skill to showcase the skill.
Not intentionally change the skill to confuse people who can't read.
Epicurus
This man may be on to something!