Talk:Of Enchanting

From Guild Wars Wiki
Jump to navigationJump to search

With regards to duration lengthening:

  1. states that, "Enchantments, Hexes, Conditions, Shouts, and Chants have no cap on how long they can last. Consequently, anything that extends these effects will stack."
  2. This article states that, "Multiple effects that increase enchantment duration can only stack to +50% in total."

Which statement is correct?   Frostty1 06:09, 24 November 2007 (UTC)

Umm, both? There's no error in logic here, both can be true. Enchantments have no cap on how long they can last (fair enough). Anything that extends the enchantments will stack (again, fine). Multiple duration stacking effects can only stack to +50%. Thats fine too, its just saying there's no cap on the raw amount of time, but stacking up say Extend Enchantments (100%), Blessed Water (environment effect in Kurzick, 20%), and an enchanting staff (20%) will only result in the 100% from Extend Enchantments.
You can have one effect that goes past the cap, but you can't stack multiple effects as you will only hit 50% or the highest % of your enchant duration booster, whichever is higher. Feragore 15:38, 21 July 2008 (UTC)
I say that statement be taken out of the article. On the stack page it doesn't list enchantment durations. --JonTheMon 15:45, 21 July 2008 (UTC)
Enchantment duration cap != Enchantment duration modifier cap. ~Shard User Shard Sig Icon.png 02:07, 9 October 2009 (UTC)


My question about the Enchanting: Does it affect the enchantments that you cast, enchantments that are cast on you, or enchantments both that you cast and are cast on you?--JupiterStarWarrior 05:45, 8 June 2008 (UTC)

It affects any enchantments you cast, whether they be on you, or on someone else, but does not affect enchantments other people cast upon you. Magua 09:22, 8 June 2008 (UTC)


How does GW round off enchantment bonuses to the nearest second? Simple truncation? always rounds up?Driftwood 08:52, 30 October 2008 (UTC)

I'd say that Guild Wars only rounds up fractional durations above 0.6 seconds; according to my math, my SoA should be lasting 11.508 seconds, but it's only lasting 11 (7 (base duration) *1.37 (Blessed Aura at 16 DF) *1.2 (Enchanting mod)). Go figure. User Raine R.gif is for Raine, etc. 19:41, 8 October 2009 (UTC)
I take that back; GW always seems to round up (1.2 second Holy Haste rounded up to 2 seconds). User Raine R.gif is for Raine, etc. 01:51, 9 October 2009 (UTC)
On an unrelated note, the of Enchanting mod doesn't seem to activate until after a weapon swap. User Raine R.gif is for Raine, etc. 01:55, 9 October 2009 (UTC)
Except it does... when it feels like it? Swapping weapons increases an 11-second SoA to 12 seconds under under Aura of Faith; maybe it doesn't count as 20% until a swap? idk, it doesn't really make sense. User Raine R.gif is for Raine, etc. 02:14, 9 October 2009 (UTC)
Also, a 1-second enchantment lasts 0 under Air of Disenchantment, which means that it doesn't always round up. Which, again, doesn't make sense. User Raine R.gif is for Raine, etc. 02:14, 9 October 2009 (UTC)


where can i get a staff wrapping with +20%? i need it soon --The preceding unsigned comment was added by User: (talk).

From anywhere. They drop all the time. ~Shard User Shard Sig Icon.png 02:01, 9 October 2009 (UTC)

Of Enchanting For Wand & Focus Set[edit]

If you use a Wand and Focus item set is there any way to get enchantments to last longer. Wonder why there is no wand wrapping of enchanting? RhapsodyMoon 09:23, 20 June 2009 (UTC)

Simple answer, switch to a "caster sword" (or axe, or spear), cast the enchantment, and swap back. There simply isn't one, I'm not sure why anet didn't include one, but they didn't. 02:55, 28 June 2009 (UTC)
^Ups. Auto logout ftl. ~RyuuUser Ryuu Desu Sig.png[ Talk|Contributions ] 02:55, 28 June 2009 (UTC)
There is a rare offhand that gives +10% to enchanting. There might also be a quest rod/wand that gives enchanting, but the best and easiest thing to do is to get a martial weapon. ~Shard User Shard Sig Icon.png 01:59, 9 October 2009 (UTC)
What/where is this offhand? I want one pls. Is it a green? User Raine R.gif is for Raine, etc. 02:15, 9 October 2009 (UTC)
It was a collector item, but I believe all existing ones were changed to a different mod. 02:40, 9 October 2009 (UTC)
Diessa Icon Vili 点 User talk:Vili 02:43, 9 October 2009 (UTC)
Spears are great for enchant mod. Can target a foe without running into melee range and can add a condition extention mod and get a +5e unconditional unlike any mods available for the wand. Wands offer the dmg(lol) and +20% hct/hsr for the attribute. Justice 23:59, 17 July 2010 (UTC)

Minimum 1s[edit]

This actually came up on GuildWiki, but it's relevant here, particularly in regards to Patient Spirit's last note. It seems that an Of Enchanting, no matter its bonus, will always give at least 1s extra to the enchant. --JonTheMon 13:47, 7 February 2010 (UTC)


Quest reward bow from Across the Wall. Assuming thats not something to edit into the artical since most dont look for a minimum possible enchant mod ;-) Justice 23:55, 17 July 2010 (UTC)

Order of effect calculation[edit]

Due to further testing about combining the weapon mod with Blessed Aura (see also the talk page), I found out that the weapon mod is treated like an effect and consequently has not a fixed order when combining it with skills or effects. Sticking to blessed aura as an example for the moment, it makes a difference whether you equip the weapon first and then cast the aura or do it vice versa. The calculation results get rounded after each effect, which can lead to a notable difference.

Using an of enchanting weapon for a maxed Seed of Life increases the base duration of 5 to 6 seconds. Using blessed aura with 19 divine favor (for areas like DoA) grants another 42%, which results in 6·1.42 = 8.52 ≈ 9 seconds. If the weapon mod takes effect afterwards though, you get 5·1.42 = 7.1 ≈ 7; 7·1.2 = 8.4 ≈ 8 seconds only.

To test it without using sweet buffs, I can recommend protective spirit at rank 3 for a 9 second base duration, at 20% weapon mod and aura at rank 13 for a 32% effect.

9·1.2 = 10.8 ≈ 11; 11·1.32 = 14.52 ≈ 15 (weapon first)
9·1.32 = 11.88 ≈ 12; 12·1.2 = 14.4 ≈ 14 (aura first)

It's not only about equipping the weapon though, temporarily using a non-enchant-weapon or picking up a bundle (deactivating the active weapon set) results in losing what is probably an invisible weapon-mod-effect in the effects monitor. Using the weapon again puts the effect back on, but places it after skill effects or alike that is already there (until those get taken off and back on aswell).

What I also tested so far:

  • Swapping between weapon sets or swapping the current weapon for another one out of you inventory does not change the order, as long as both weapons state the same enchantment mod. The weapon type does not matter and it is also not important whether the mod comes from a weapon upgrade (thus changable) or is fixed (unique weapon).
  • Switching between different percantages (like from a 20% to a 19% weapon) refreshes the order, meaning the weapon effect is reapplied and thus last.

This order of effect calculation takes place for "Of Enchanting", the skills Blessed Aura and Extend Enchantments as well as the effect Blessed Water.

I wanted to explain my findings in the discussion first so the authors here can make up their mind how you want to present this to the reader. In the german GuildWiki I put the whole explanation to the weapon modifier and linked from the three skill/effect articles to it, saying details about combining it can be found there.

Also, I can second what JonTheMon wrote two sections above, the weapon mod adds a minimum of 1 second (the other three don't, by the way). I think it's worth mentioning. --aRTy 05:41, 1 May 2015 (UTC)