Has-Been Heroes

Has-Been Heroes

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Demoknight Apr 2, 2017 @ 7:20pm
Spell cooldown reduction cap?
Is there a cap to how much spell cooldown reduction you can stack? I had around 8x 10% cd reduction items on my caster, but it didn't seem like my spells were cooling down 80% faster. Theoretically if there is no cap, with 100% cd reduction you can have no down time on your spells, which seems too overpowered to me. That is why I'm guessing that there is a cap. I also wonder if this is true for other stats like crit chance.
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Showing 1-11 of 11 comments
Mac Apr 2, 2017 @ 9:29pm 
That's a good question. Recharge reduction caps for both melee and spells, as well as if any other caps or limits to damage or bonus damage percentages?

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.
coyotte508 Apr 3, 2017 @ 1:28am 
If you have 8x10% cooldown reduction items, then the actual cooldown is probably 0.9*0.9*0.9*0.9*0.9*0.9*0.9*0.9 = 0.43, so a ~57% cooldown reduction.

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.
Demoknight Apr 3, 2017 @ 10:50am 
Originally posted by coyotte508:
If you have 8x10% cooldown reduction items, then the actual cooldown is probably 0.9*0.9*0.9*0.9*0.9*0.9*0.9*0.9 = 0.43, so a ~57% cooldown reduction.

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.



Originally posted by Mac:
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.

Yeah, a tooltip or even a brief summary page of your hero's stats will definitely be helpful.
EllaFB  [developer] Apr 4, 2017 @ 5:07am 
I feel like I'm back at math class. I know that I'm going to make a completely fool out of myself when trying to explain this, but let us try. Do you know the feeling when you kinda understand the idea, but then again you kinda don't. My feelings right now. :D

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.
Last edited by EllaFB; Apr 4, 2017 @ 5:08am
Joshua Raposa Apr 4, 2017 @ 6:04am 
If that's the case, can you go past 100%? I had a spell on 15sec cooldown, got another item with cooldown reduction but it stayed at 15sec. So my guess is the best you can have is half the time?
EllaFB  [developer] Apr 4, 2017 @ 6:13am 
If I understood correctly you can go past the 100% but that is extremely hard as all the items would need to have the "% recharge speed". Though there are items which can speed up even 40%. You'd probably only end up with 120% before items slots are full.

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".
Last edited by EllaFB; Apr 4, 2017 @ 6:14am
Thilius Apr 4, 2017 @ 8:28am 
If you have 50% increased spell recharge speed then 1 second removes 1.5 seconds on your spells, if you have 200% then 1 second removes 3 seconds.
Last edited by Thilius; Apr 4, 2017 @ 8:29am
VoidInsanity Apr 4, 2017 @ 9:09am 
Originally posted by EllaFB:
Does this make any sense? My brain is melting, I'm going to crawl under my desk now.

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.
EllaFB  [developer] Apr 5, 2017 @ 5:55am 
Maybe we should start making math games? ;)

If anyone else is still wondering this, feel free to ask us.
Mac Apr 5, 2017 @ 9:55am 
A tooltip indicating current hero stats would alleviate the need for maths, spreadsheets, and calculators :-D

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.
Autoskip Aug 10, 2017 @ 10:02pm 
I know that this is a bit of an old thread, but I suspect I can help with the maths - if you think of an un-buffed spellcasting speed as 100% speed and each buff adds to that percent. So if you got a bunch of buffs that added up to 100% you would now have a 200% spellcasting speed.
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