Ya know instead of posting here, ya coulda just checked your hypothesis and seen if it was right. Also the thinly veiled threat isn't needed nor cared about.
Alright, let me try to clarify my post then, i thouht i had it pretty clear but i'll figure out what part tripped ya up.
Quote:
-- Necromancy now operates on a queue system. If you try to cast a necromancy spell while on cooldown, it will queue the spell and start casting it once your cooldown has ended.
-- -- Magery spells are not queued and will result in it just saying nope, can't cast this yet, wait x seconds
Notice the -- -- in front of Magery, this means that it's a subset of the line above it with just the --.
This means that for a necromancer, magery spells aren't queued, but their necromancy spells are.
Necromancers have a GLOBAL delay on spellcasting, magery or necromancy, after casting a necromancer spell. This is to prevent doing necro then mage spell in rapid succession, achieving 2x casting rate of a mage alone.
Quote:
-- Meditation skill now fails based on meditation level, not eval int
Thought this one was pretty simple, meditation's change to fail is now based on your skill in meditation, not eval int
Quote:
-- -- Amount of mana regained is increased by eval int, but not as greatly as it was, and relies more heavily on med skill
When you regain mana, you can regain more by having high eval int, but not as much as you used to. Now amount regained is affected a little more by meditation skill
Quote:
-- -- Meditation affects due to magery are now also applied to necromancy. No more free rides for necromancers
Meditation delay is figured by magery, now it is figured by the higher of magery or necromancers, so necromancers don't get extremely low delays.
A high skill in both will only count the highest, so no double delays for necro mages
Quote:
-- -- Amount of mana regained increased slightly
Meditation regains more total mana than it did before the patch, but only by a little