Talk:Reckless Haste

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This skill needs to update. It has edited. "http://www.guildwars.com/support/gameupdates/ Update - Friday August 10: Reckless Haste: increased Energy cost to 15; increased duration to 6..12 seconds; increased recharge time to 12 seconds."

multiple skills reducing hit rate[edit]

In the Notes section for this skill it states that multiple skills to reduce hit rate work multiplicitively. Could I please get some clarification on that. It is just that Reckless Haste (50%) and Spirit of Failure (25%) gives 62.5% (according to Notes), which I figure to be 0.5 + (0.5 * 0.25) = 0.625 = 62.5%. What I want to know is 1) Am I right about how that was calculated, and 2) If 3 skills (or more) are used is the form (Skill 1) + (Skill 1 * Skill 2) + (Skill 1 * Skill 2 * Skill 3) etc. If so order is very important as Reckless Haste + Spirit of Failure = 62.5% but Spirit of Failure + Reckless Haste = 37.5% (25% + (25% * 50%)) and I feel such a difference should be pointed out. Cheers, Faen122.148.176.41 06:22, 30 September 2008 (UTC)

Actually, Notes has Price of failure not Spirit, but both have same effect on hit rate so my question still stands. Faen122.148.176.41 06:27, 30 September 2008 (UTC)

Well, it's more that you take the remainder hit chances and multiply those together. So for your first example, you'd have a 50% hit rate and a 75% hit rate. Multiply those together to get 37.5% hit rate, or 62.5% miss rate. So the problem with your second calculation was you should have done 25% + (75% * 50%) since you calculate your 2nd miss off the chance that the first one hits, not that the first one misses. --JonTheMon 12:56, 30 September 2008 (UTC)

Skill Icon[edit]

It's the same guy as in Images of Remorse... :P 84.85.197.187 00:08, 15 March 2009 (UTC)

Pretty sure it's a girl. --Arduinna talk 00:19, 15 March 2009 (UTC)
could well be. ---Chaos- 19:26, 15 March 2009 (UTC)

PvE Buff?[edit]

I think this skill could get a little buff for PvE use only. Either a little longer duration, reduce the energy cost to 10 or make it affect nearby foes instead of adjacent. 15 energy every 12 seconds to mantain a 50% miss chance on target and adjacents seems too much, specialy in normal mode where you also increase the enemies AS. Just my 2 cents Lhoj 14:19, 8 December 2009 (UTC)

Im thinking more of a 2 seconds of the Recharge time.