So... I was bored and sat down to poke at Skill Speed last night...
Exchanged gears a bit tho and fro and found out some fun stuff about Skill Speed...
Dunno if anyone else has wrote this but if someone did... sorry :v
Assuming you are at lvl 60:
tl;dr: GCD = 2.5-(1+Integer_Of((My_Sks-361-Integer_Of((My_Sks-354)/53))/26))*0.01
Step by step:
1) Grab your in-game Skill Speed (st_1)
- If its lower than 361, dont bother, the result is 2.5
GCD = 2.5-(1+Integer_Of((st_1-361-Integer_Of((st_1-354)/53))/26))*0.01
2) Deduct 361 from «st_1» (st_2)
GCD = 2.5-(1+Integer_Of((st_2-Integer_Of((st_1-354)/53))/26))*0.01
3) Take again the «st_1» and deduct 354 from it (st_3)
GCD = 2.5-(1+Integer_Of((st_2-Integer_Of((st_3)/53))/26))*0.01
4) Divide «st_3» into 53 and take only the integer value, ignore the decimals (st_4)
GCD = 2.5-(1+Integer_Of((st_2-st_4)/26))*0.01
5) Deduct «st_4» from «st_2» (st_5)
GCD = 2.5-(1+Integer_Of((st_5)/26))*0.01
6) Divide «st_5» into 26 and take only the integer value, ignore the decimals (st_6)
GCD = 2.5-(1+st_6)*0.01
7) Add 1 to «st_6» then multiply it by 0.01 (st_7)
GCD = 2.5-st_7
8) Deduct «st_7» from 2.5 and congrats, thats your GCD.
Other stuff:
It is pointless to try to find its value per point! Since that only gives a rough aproximation to the value in the game at the end of the day... so, something like:
2.5-(My_Sks-354)*Value_Per_Point = GCD
may tell us something... but not very helpful to build up from it :/
Ranges of Sks
2.5 GCD in the range of 354~360 sks
2.49 in 361~386 sks
2.48 in 387~413 sks
2.47 in 414~439 sks
2.46 in 440~466 sks
2.45 in 467~492 sks
and so on
So the jumps happens at
2.5 = 0 sks
2.49 = 7 sks
2.48 = 33 sks (26)
2.47 = 60 sks (27)
2.46 = 86 sks (26)
2.45 = 113 sks (27)
and so on
From the above we can see that besides the 2.49 jump, every jump happens at 26 sks, and every other jump at 27 sks, this means that 0.01 GCD = 26 sks, and 0.02 GCD = 52 + 1 sks.
The jumps, together with that +1 every 0.02 GCD is what makes calculating the value per point of sks quite pointless, since it only gives us an odd number that never really appears in front of us in the game, and doesn't help us know if the sks we have is optimized.
So lets say we have 1000 sks in game
Lets take the default out of it:
1000 - 354 = 646
Lets take out the odd 7 points for the jump to 2.49 GCD
646 - 7 = 639
From then on, lets see how many odd jumps of 27 can happen in it by dividing it into 53
639 / 53 = 12.0566
So it can happen 12 times, aka, 12 points we should deduct from that number
639 - 12 = 627
Now only the 26 jumps are in there, so lets see how many jumps that is
627 / 26 = 24.1153
So its 24 jumps, that means 0.24 GCD bedies the 0.01 odd one from the initial 7 sks points, so
2.5 - .01 - .24 = 2.25 GCD
BTW, 26 * 24 = 624, so we are wasting 3 Sks points!
Feel free to try it out o/ !!
Extra notes:
- I am assuming that the jumps happens in a constant jump of 26 and 27 sks after the 2.49 jump and having manually tested 10 of them in game with this pattern repeating in each situation.
- Due to DPS no having any piece of gear that gave me +1 sks, I was forced to try all of this as a tank... regardless the formula should be the same for all 2.5 GCDs affected by sks.
- I cannot claim that this formula also applies for GCD reduction skills like Huton, Greased Lightning, or Arrow Card. Since I am not sure if the Sks comes before of after these effects, or if Sks value per point does play a role into them.