Hi everyone!
Have noticed some cooldown bugs at least with the Torch Bearer.
While using the -20% Cooldown Favor item Staff Of Renewal, the -15% cooldown artifact Stormbringer and controlling a flag that reduces cooldown by 15% i should be at a 50% skill cooldown reduction. Unless they don't stack in that manner.
Fire Nova
15 Sec original cooldown.
7 sec tooltip cooldown.
9 sec actual cooldown.
Fireball
7 sec original cooldown.
3 sec tooltip cooldown.
5 sec actual cooldown.
Ring Of Fire
10 sec original cooldown.
4 sec tooltip cooldown.
6 sec actual cooldown.
Not to mention the fact that they actually do stack on top of each other BUT when the first one goes out so does the second one you recently cast.
Frost Nova
15 sec original cooldown.
Rain Of Ice
14 sec original cooldown.
6 sec tooltip cooldown.
8 sec actual cooldown.
Deep Freeze
As you can see this really needs to be adressed as it is a major bug because every single skill is messed up in all ways when it comes to cooldown reduction.
It would appear from your numbers that cooldowns are capped at a 40% decrease with some sort of rounding.I know little about the actual workings of cooldowns however: Did you time the cooldowns yourself or use the games display?Can cooldowns be 6.2 seconds etc but display as just 6?I dont have the favor to get the -cooldown item. However do you think you could run some tests against an easy bot and get the numbers for some other DGs.Use game settings starting DG on level 20 and filthy rich, play a single easy bot.
The cooldowns might be in X.X numbers as in some cases when i count myself i get it at about .5 seconds lower on the actual cooldowns on the abilities than what i have written.
But either way so is it something that is wrong. Either they should clarify that there is a cap on the cooldown, or so is either the tooltip or the actual cooldown wrong.
Besides a cap at 40% would be impossible to reach if you don't want to waste 10% as there are only 3 items in the game that reduces cooldowns.
There are very few items in the game that increase Evasion, but that is capped at 30%, so capping cooldown isn't completely unlikely. What if they add more cooldown items later, they don't want it to be possible to get items for 0 cool down. 40% sounds like a fair cap if it exists.
More testing has to be done.Need to know ifIt is a TB only bug.If one of the items does not decrease cooldown as explainedIf the combination of 2 of the items causes the errorIf there is a cooldown cap (that would be seemily arbitrary as you can only have 35% or 50% less from the items)
It is possible that they don't stack how you are thinking. I don't know how it works for sure, but this matched up very nicely w/ your numbers.
For fire nova, -20% would be 12. -15% off of 12 is 10.2. Another -15% off 10.2 is 8.67.
If you are using the number on the skill when it is red as the "actual cooldown" it would round up to 9 in this case, but only stay like that for .67 seconds.
I only did the math for a few, but it seems right.
Yea, i know.
As i said my numbers are based of a stacked cooldown reduction of 50%. While the stacked cooldown i have calculated is equal or more than the tooltip so are the actual cooldowns are a lot closer to what Zatsumei wrote, so i have absolutley no idea which is supposed to be the right one.
Would really like a clarification from a Dev on this.
And either way what i really want fixed is the Ring Of Fire bug. Having up 2 in 4 sec gives a lot of dps at max rank. it would be 300 dmg a sec for a total of 1200 if you sty in that inferno
Just looked it up, there is indeed a cap however it appears to be at 60% Reduction.
Found in \lua\sim\BuffAffects.lua:function Cooldown( unit, buffName ) local val = BuffCalculate(unit, buffName, 'Cooldown', 1) if val < 0.4 then val = 0.4 end unit.Sync.CooldownMod = valendWhile immediately it may seem like a 40% Cap. The variable 'val' is calculated by 1 * (1 + Multiples), so a 60% reduction is {Mult = -0.60}, so 1 * (1 + -0.6) = 1 * (0.4) = 0.4, anything higher will be less than 0.4, and be capped at 0.4. All percentage gains in this game are added rather than done sequentially, so -15%, -15% and -20% should be -50%. Also from what I can tell this should be above the cap, though it is late so my math might be backwards and it is 40%. Either way, if the tooltip says it should be 7 and it's 9, that is a bug regardless. Either the cooldown should be 7 or the tooltip should say 9, it's a bug either way.
From what I can tell this Cooldown function which applies this cap is performed on the actual Cooldown calulations, but is not performed on the calulation done to display the cooldown in the tooltip. This would insinuate that the tooltip is wrong and that whatever cooldown comes up is correct. I cannot however determine why your results seem to show a cap at 40% while the cap should be at 60%, I'm going to assume it is my horrible math, I should have a look at it in the morning
If this is true then the cap should be at a 60% reduction and since the max attainable in-game is currently 50% it should work.
But as of now the tooltips are a bit off depending on how you round the numbers, if you either round them up or down (and ring of fire is way off) and the cooldowns themselves are waaay of for all of them.
And i do agree as to the way it stacks as all other bonuses stacks in the same way, why shoulden't the cooldowns to that?
Taken from the demigod.wikia.com site:
Bonus Calculation
There are various bonuses (health, speed, regen, etc) from a variety of sources (items, abilities, auras, etc) and they can be absolute (i.e. +18) or relative (i.e. +70%). The calculation for all these bonuses is the same: ( Base + Absolute Bonus 1 + Absolute Bonus 2 + etc ) * ( 1 + Relative bonus 1 + Relative bonus 2 + etc ) Decimalize Relative Bonuses: 70% becomes 0.7 An extensive example:
Leads to ( 8 + 18 + 1.92 ) * ( 1 + 0.7 + 1.5 ) = 89.344 Mana per Second.
According to this formula the Ring Of Fire would look like this:
Base cast 10 sec
no set reduction
15,15,20 in % reduction
would give
(1)*(1+15+15+20) = 50% reduction as there are no items thats give a set cooldown reduction (like a 2 sec reduction)
My math is fine, I just tested this myself, and you get the 50% reduction as expected. 15 Second Cooldown says 7 second but takes 8 (because the cooldowns round 7.5 up, while tooltips round down), 14 sec becomes 7 sec cooldown, 7 sec becomes 4 sec cooldown. Not sure where you got your numbers from, but my version they work out as expected. Least we all learned there is a cap at 60% in the process.
Everything stacks as expected, I get 50% reductions, no idea why your numbers are off, mine are expected depending on if you round up or down, they are never off by more than that, and 7.5 doesnt appear to become 8, it appears to show 8 for only half a second, rather than a whole one, so it's still 7.5, they just round the numbers. Not sure why Ring of Fire shows 4 seconds instead of 5 since there shouldn't be any rounding, who knows. It should be fixed so the tooltips match the actual cooldowns though, it is rather confusing. The game isn't broken however.
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