Ability Cooldown

Revision as of 16:43, 25 October 2024 by SerpentofSet (talk | contribs) (→‎Overview: Charged abilities have a second "cooldown" which I've added notes on here and expanded to it's own section)
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Overview edit

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

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

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

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.