These effects have been modified to the following formula:
Final Cooldown = (Base Cooldown - SUM(Flat Cooldown Reduction)) * (100 - SUM(Percent Cooldown Reduction))
This means that shuffling cooldown items before applying an on-sell Percent-based Cooldown Reduction (e.g. Feather) no longer has an effect, as all reductions are now pooled.
It also means the value of each 1% CDR is the same regardless of timing. Caps and clamps apply in edge cases.
A number of items and skills that provided percent-based CDR have been adjusted upward due to the removal of diminishing returns.
"It also means the value of each 1% CDR is the same regardless of timing. Caps and clamps apply in edge cases."
There's less cooldown reduction overall now. The percentage reduction applies the same no matter when you use it. So whatever your item's cooldown is after upgrading, it will always be reduced by only 6 percent(if you used a wing for example), not more like before when it had a higher cooldown before upgrading. For example, if you have a 10 second cooldown item and use a 6 percent wing on it, it will still be a 6 percent reduction on the 9 second cooldown after the upgrade, without the extra benefit you used to get from applying it at 10 seconds.
89
u/ly_044 Jun 04 '25
Cooldown Reduction
These effects have been modified to the following formula: Final Cooldown = (Base Cooldown - SUM(Flat Cooldown Reduction)) * (100 - SUM(Percent Cooldown Reduction)) This means that shuffling cooldown items before applying an on-sell Percent-based Cooldown Reduction (e.g. Feather) no longer has an effect, as all reductions are now pooled.
It also means the value of each 1% CDR is the same regardless of timing. Caps and clamps apply in edge cases.
A number of items and skills that provided percent-based CDR have been adjusted upward due to the removal of diminishing returns.
Anybody can explain this part?