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We should also have a small tooltip perhaps giving us the current damage / recharge of our heroes when you mouse-over or something to that effect.
If you had two 40% cooldown reduction, then 0.6*0.6 = 0.36, so a 64% cooldown reduction.
That way there doesn't need to be a cap. Instead of an item removing 10% of the original cooldown time of the spell, it removes 10% of the cooldown time after other item effects are applied.
That actually makes more sense. I'm just used to League of Legends where cooldown reduction is additive instead of multiplicative.
Yeah, a tooltip or even a brief summary page of your hero's stats will definitely be helpful.
Let's take example of a spell with cooldown of 30 seconds (character has no base changes to recharge speed). Then we pick up 10 items that have 10% faster spell recharge. After this spell's cooldown is 15 seconds. So the cooldown was not reduced by 100%, but the recharge speed was increased.
My spell takes 30 seconds to recharge, on basic cooldown that means 30:1. But I have increased my recharge speed 50%, this means that my seconds are faster 30:1,5. And if I have increased my recharge speed 100% it means 30:2, now I can do it in 15 seconds.
Meaning that it's impossible to bring cooldowns to 0 seconds.
Does this make any sense? My brain is melting, I'm going to crawl under my desk now.
Cooldown is actually a bit hard to count as the descriptions in the spells do not change when you pick up items (they're images). If your spell says "Cooldown 30 seconds" and you have 20% faster recharge, it doesn't change to "Cooldown 25 seconds".
I'll help you =)
Recharge speed = 1*(100/100+R) where R is the reduction correct? So 10% recharge speed is 91% cooldowns, 100% recharge speed = 50% cooldowns and, 300% = 25% cooldowns.
If anyone else is still wondering this, feel free to ask us.
I really just play the game by ear and go by instinct, but would be great to see info readily available for more min/max if need be.