Hello,
the bonus for the PvP set armor is buggy. Here is what it says on the description:
When the paragon power
Fanning The Flame is placed into the Spell Mastery slot (see
Master of the Flame paragon) will it not receive the bonus:
I have included the non-paragon power
Shard of The Endless Avalanche for a comparison. Apparently is only the paragon power affected.
Secondly, and I might just not have the full math here, how is a change from 13.2s down to 11s in case of the shard considered to be a 30% reduction? Should this not rather result in 9.2s (13.2 * 70% = 9.2)?
Thirdly, the mentioned increase in damage of 5% for a complete set is not shown in the descriptions of any of the powers as you can see in the picture. Nor can I say if there is any. It might be a display bug or there might be no increase at all.
Please check that this is working correctly on all the new PvP armor sets for the Control Wizard, for Oppressor, Thaumaturge and Renegade, as well as for the Grim and the Profound sets.
I very much appreciate it if this would get fixed.
Fanning the Flame is the most powerful encounter power and I was very much looking forward to using it in the Spell Mastery slot in PvP only to find out it is broken.
Thank you.
Stay frosty.
Comments
I can confirm this as well with the Champion Armor you get from Gauntlegrim.
This does not reduce the recast timer or Fanning the Flame.
DO not see any difference in damage either. SO this entire effect my not be working with FtF.
Fanning the Flame still does not receive a bonus from the armor when placed into the Mastery slot.
Shard of the Endless Avalanche gets only a 17% reduction of its cool-down, and no increase in damage.
Chill Strike receives a 16% cool-down reduction, but gets a 21% increase in damage.
Conduit of Ice receives a 17% cool-down reduction, with no increase in damage.
Entangling Force receives a 17% cool-down reduction and a 5% increase in damage.
Repel receives a 16% cool-down reduction and a 40% increase in damage.
Ray of Enfeeblement receives no reduction, but its cool-down increases by 56%(!) although its damage increases by 5%.
...
While I have found two powers, which actually do get a 5% bonus to their damage do others not get it. Some seem to be getting a much higher damage increase, but without any mentioning of it in any of the powers' descriptions. The cool-down reduction one sees for some of the powers then seems to be not more than 16%-17% while it says 30% "on the package".
So that portion of it is normal. But in this case, with Fanning the Flame its not working at all.
That's not how the math works. The way they calculate cooldowns is
(Base Cooldown)/(1+reductions)
Where reductions are the sum of your base stat bonuses, feat bonuses, recovery, and gear set bonuses.
So, for an average geared CW without the gear set bonus:
(19.6 seconds)/(1+.18+.1+.2) = 13.2 seconds
Adding the gear bonus
(19.6 seconds)/(1+.18+.1+.2+.3) = 11 seconds
This formula is why recovery is mostly useless. It gets slammed by diminishing returns with this equation.