Editing Ability CooldownGive feedback
Jump to navigation
Jump to search
The edit can be undone.
Please check the comparison below to verify that this is what you want to do, and then publish the changes below to finish undoing the edit.
| Latest revision | Your text | ||
| Line 1: | Line 1: | ||
'''Ability Cooldown''' is the time it takes for an [[Ability]] to be usable again. | '''Ability Cooldown''' is the time it takes for an [[Ability]] to be usable again. | ||
==Overview== | ==Overview== | ||
Cooldowns range from a few seconds, as in {{HeroIcon|Lady Geist}}'s {{AbilityIcon|Malice}}, to a few minutes, as in {{HeroIcon|Dynamo}}'s {{AbilityIcon|Singularity}}. Ability cooldowns can be reduced by acquiring the Cooldown Reduction stat, which reduces the cooldown by a percentage of base [[ability]] time | Cooldowns range from a few seconds, as in {{HeroIcon|Lady Geist}}'s {{AbilityIcon|Malice}}, to a few minutes, as in {{HeroIcon|Dynamo}}'s {{AbilityIcon|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=== | ===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. | 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=== | ||
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>CR_{Total} = 1 - \prod_{i=1}^n (1 - CR_i)</math> | ||
For example, with 12% Cooldown Reduction from {{ItemIcon|Diviner's Kevlar}} and 16% Cooldown Reduction from {{ItemIcon|Superior Cooldown}}, total cooldown reduction is: | |||
<math>CR_{Total} = 1 - (1 - 0.12) \times (1 - 0.16) \approx 26%</math> | |||
== Sources of Ability Cooldown Reduction == | == Sources of Ability Cooldown Reduction == | ||
{{Item stat table|Ability Cooldown Reduction}} | {{Item stat table|Ability Cooldown Reduction}} | ||
* {{ItemIcon|Witchmail}} has a passive that reduces the cooldown of a random ability as the player takes [[Spirit Damage]]. | * {{ItemIcon|Witchmail}} has a passive that reduces the cooldown of a random ability as the player takes [[Spirit Damage]]. | ||
===Map Spawns=== | ===Map Spawns=== | ||
* [[Golden Statue|Golden Statues]] have a chance to drop a permanent Cooldown Reduction buff. | * [[Golden Statue|Golden Statues]] have a chance to drop a permanent Cooldown Reduction buff. | ||
* [[Powerup]] runes can provide a temporary Casting buff that provides +'''12'''% to +''' | * [[Powerup]] runes can provide a temporary Casting buff that provides +'''12'''% to +'''25'''% Cooldown Reduction for 160 seconds (scaling with game time from 5 to 40 minutes). | ||
== Item Cooldown == | == Item Cooldown == | ||
Item Cooldown is the time it takes for an [[Item]] to be usable again. This includes both [[Active]] and Passive items. | Item Cooldown is the time it takes for an [[Item]] to be usable again. This includes both [[Active]] and Passive items. | ||
Charge-up items such as {{ItemIcon|Tankbuster}} and {{ItemIcon|Mercurial Magnum}} are not affected by Item Cooldown Reduction. | |||
=== Sources of Item Cooldown Reduction === | === Sources of Item Cooldown Reduction === | ||