Aptos said:So after getting to level 27 I've got to say the lack of explanation is getting to me...
Example:
Roland's Deploy skill gives +20% "cooldown reduction" on his turret for every point spent in it. At 0/5 Deploy, it seems like the cooldown doesn't even start until the turrent has despawned, at which point it takes 100 seconds to cooldown (as listed on the turret skill). At 5/5 Deploy (i.e. "Cooldown reduction: +100%"), the cooldown starts immediately after the turret has deployed, and it takes exactly 60 seconds to cooldown. However, I have a class mod that gives +2 Deploy, and with it equiped it takes 50 seconds to cooldown (with 5/5 Deploy, essentially giving me 7/5 Deploy).
HOW DOES THIS MAKE ANY MATHEMATICAL SENSE?
P.S.: The only way I can make sense of this is if the standard "cooldown reduction" once you put a point into Deploy is 20 seconds. That way "cooldown reduction: +100%" means 40 seconds of "cooldown reduction," (100% of 20 is 20, and 20+20=40) and if I get +2 more to Deploy (i.e. 20% more cooldown reduction), I get "cooldown reduction +140%," (140% of 20 is 28, and 20+28=48~50...)
This game needs to come with a guide! And paying $20 for a Prima Guide is not what I mean; it needs to be included in-box...
Increases magazine capacity. I know I'm being specific, but given Borderlands attitude I hope you are right.God's Beard said:"Increases magazine capacity with all weapon types." I'm going to be so pissed if it doesn't round up though. Turning a 1-shot rocket launcher into a 2-shot would be awesome.
Also, it's weird how different our builds are. mine's a rushdown killer while you've got some kind of defensive tank.
Anyone interested in specing Roland for turret cooldown here is this fancy chart:
Hit every 7 seconds:
Code:
R e f i r e
| 0 | 1 | 2 | 3 | 4 | 5
--+---------+---------+---------+---------+---------+---------
D 0| 100 | 85 | 72 | 64 | 56 | 50
e 1| 83 1/3 | 71 2/3 | 63 1/3 | 56 | 50 | 43 1/3
p 2| 71 3/7 | 62 5/7 | 55 5/7 | 50 | 43 | 39 2/7
l 3| 62 1/2 | 55 5/8 | 50 | 43 3/4 | 40 | 36 1/8
o 4| 55 5/9 | 50 | 44 4/9 | 40 5/9 | 36 1/9 | 33 1/3
y 5| 50 | 45 | 41 | 37 | 34 | 30
Code:
R e f i r e
x=2 | 0 | 1 | 2 | 3 | 4 | 5
--+---------+---------+---------+---------+---------+---------
D 0| 100 | 60 | 40 | 28 | 20 | 15
e 1| 83 1/3 | 52 2/3 | 36 1/3 | 26 | 18 1/3 | 12 2/3
p 2| 71 3/7 | 47 1/7 | 32 6/7 | 24 1/7 | 17 1/7 | 12 1/7
l 3| 62 1/2 | 42 1/2 | 30 | 22 1/8 | 16 1/8 | 12 1/8
o 4| 55 5/9 | 38 3/9 | 28 1/9 | 20 5/9 | 15 5/9 | 11 1/3
y 5| 50 | 36 | 27 | 20 | 15 | 11
Hinges said:I have noticed that when the Refire bonus is activated every 7 seconds, both skills seem to reduce the time taken by approximately the same amount per rank (Just look at that diagonal of 50s!). It seems plausible that testing revealed that 7 seconds was the average time between Refire bonuses for an average player, so the talents were balanced to have roughly the same value - the upshot is, that if you think you can activate the Refire bonus more than once every seven seconds, go for Refire, and if not, Deploy. Though of course, you could pile points into both and see how close you can get to that 11 second cooldown!
Time to move 2 points out from Deploy and into caut/revive (Maybe even forgo aid station since health seems to not be a big factor from vids I have seen so far, plus I have other means to heal)
http://www.borderlandsthegame.com/skilltree/roland/#01000000005505315055505