#Enhancive charge duration
1 messages · Page 1 of 1 (latest)
Some hanciffs last a long long time (monk tattoos, Adbenturerer Guild pins)...some don't. Wittout usin da serbices o' finnerwagglers anna song singers to gits an estimate (which wont tell ye much...or maybe eben nuffin at all, I fergits if'n dey kin eben gits a number!) da best hints will be to note how much (anna how many) it takes fer da Adbenturerer's Guild to charge it up. Best thing fer da lazy monkey (like me) issa to use da lich thingie call'd "crumbly.lic"...it was design'd to keep a "crumbly" hanciff "safe" but it ALSO will NAG ye like crazy when one o' yer udder hanciffs issa bout to run out!
It also also pends bery much onna WOT's bein enhanced! Sumpthin (e.g. a stat) dat ye dont make use o' much issa gonna last longer. Alla dat gibberish bein said.... it's gonna be much more den da range ye sujested!🤪
With pauses/armoires and only using them during short hunts to fried you can go a month without losing a charge. Keeping them on all the time can cause a charge to get lost in a few hours. I favor hunted to master voln in a few days and lost 4-6 charges in each of my items vs losing 1-2 a month with how I normally hunt + pauses.
Because sometimes this is the kind of person I am, I decided to run an experiment. I charged up my adventurer's guild badge with +2 logic and started trying to record all my time played. It's supposed to start with 10 charges, and I got the one charge warning after about 4500 minutes, which gives a pretty even estimate of 500 minutes per charge. Lots of room for error, but that's probably close enough to right for my purposes. I also have no idea, if different items lose charge at different rates.