Ability Cooldown: Difference between revisions
SerpentofSet (talk | contribs) →Sources of Cooldown Reduction: added some sources of cooldown reduction not pulled in the table |
SerpentofSet (talk | contribs) →Overview: Charged abilities have a second "cooldown" which I've added notes on here and expanded to it's own section |
||
(4 intermediate revisions by the same user not shown) | |||
Line 2: | Line 2: | ||
==Overview== | ==Overview== | ||
'''Ability Cooldown''' is a [[ | The '''Ability Cooldown''' of an ability is a period of time after being used that the ability cannot be used again. Cooldowns range from a few seconds, as in [[Lady Geist|Lady Geist's]] Malice, to a few minutes, as [[Dynamo|Dynamo's]] Singularity. Ability cooldowns can be reduced by acquiring the Cooldown Reduction stat, which reduces the cooldown by a percentage of base [[ability]] time. | ||
===Charged Abilities=== | |||
Some abilities can acquire multiple charges. In those cases, the ability cooldown represents the time for a charge to become available again after being used. This should not be confused with the time between charges, which describes the delay after using a charge that a different charge can be used. | |||
===Stacking=== | ===Stacking=== | ||
Despite being presented in-game as +X% Cooldown Reduction, different sources of cooldown reduction stack multiplicatively, not additively. With <math>n</math> different sources of cooldown reduction, total cooldown reduction is given by: | |||
<math> | |||
<math>CR_{Total} = 1 - \prod_{i=1}^n (1 - CR_i)</math> | |||
For example, with 12% Cooldown Reduction from [[Diviner's Kevlar]] and 16% Cooldown Reduction from [[Improved Cooldown]], total cooldown reduction is: | |||
<math> | <math>CR_{Total} = 1 - (1 - 0.12) \times (1 - 0.16) \approx 26%</math> | ||
== Sources of Cooldown Reduction == | == Sources of Cooldown Reduction == | ||
[[ | [[Golden Statue|Golden Statues]] have a chance to drop a permanent Cooldown Reduction buff.{{#invoke:ItemsByStat|tablefy|CooldownReduction|+X% Cooldown Reduction|%}}In addition to the generic cooldown reduction items listed above, [[Superior Cooldown]] provides +32% Imbued Ability Cooldown Reduction for a single chosen ability and +24% Non-Imbued Ability Cooldown Reduction for those abilities not chosen.{{Stats}} |
Latest revision as of 16:43, 25 October 2024
Overview[edit | edit source]
The Ability Cooldown of an ability is a period of time after being used that the ability cannot be used again. Cooldowns range from a few seconds, as in Lady Geist's Malice, to a few minutes, as Dynamo's Singularity. Ability cooldowns can be reduced by acquiring the Cooldown Reduction stat, which reduces the cooldown by a percentage of base ability time.
Charged Abilities[edit | edit source]
Some abilities can acquire multiple charges. In those cases, the ability cooldown represents the time for a charge to become available again after being used. This should not be confused with the time between charges, which describes the delay after using a charge that a different charge can be used.
Stacking[edit | edit source]
Despite being presented in-game as +X% Cooldown Reduction, different sources of cooldown reduction stack multiplicatively, not additively. With different sources of cooldown reduction, total cooldown reduction is given by:
For example, with 12% Cooldown Reduction from Diviner's Kevlar and 16% Cooldown Reduction from Improved Cooldown, total cooldown reduction is:
Sources of Cooldown Reduction[edit | edit source]
Golden Statues have a chance to drop a permanent Cooldown Reduction buff.
Item | Cost | +X% Cooldown Reduction |
---|---|---|
Spiritual Overflow | 6200 | +15% |
Leech | 6200 | +12% |
Improved Cooldown | 1250 | +14% |
Diviner's Kevlar | 6200 | +12% |
In addition to the generic cooldown reduction items listed above, Superior Cooldown provides +32% Imbued Ability Cooldown Reduction for a single chosen ability and +24% Non-Imbued Ability Cooldown Reduction for those abilities not chosen.
|