COMBAT / 1.0.6

Find your rhythm

Explore cooldown reduction and duration limits.

SKILL TIMING

Faster cooldowns. Diminishing returns.

Interactive example
CALCULATED RESULTCOOLDOWN (s)0% stat400% stat4.29s
Base cooldown10seconds
Actual cooldown4.29seconds

57.08% actual reduction

ENTER STATS / SET UP THE EXAMPLE

%Copy Cooldown from your hero stats. 100% here does not mean all waiting time is removed.
sUse the skill’s base cooldown, before your hero’s Cooldown bonus.

A sustained friendly buff cannot recast faster than its duration. The result below is the actual wait in seconds.

Reduction approaches 80% · minimum cooldown 1.5s · rounded to milliseconds
FIELD NOTES

Go deeper when you need to.

Open a note for the formulas, worked cases and exceptions behind this example.

01Rank is not the final magnitude

The common starting coefficient is (base + per-rank × rank) × mastery/synergy. Rank 1 already adds one per-rank increment. Flat damage-like stats use max(0.35, damage base / 600), limited by a positive scale cap when configured. Health/Defense relative effects use their relative stat path. Healing uses its separate square-root scale.

Mastery excludes points spent on the skill itself: other learned points in its native line grant 1% per point by default. Explicit native synergy partners grant 2% per point. These contributions add into the mastery/synergy multiplier, and learning a skill is distinct from equipping it.

02Base uptime converts average magnitude into active magnitude
  • Permanent skill: keep the normalized average, subject to any reserved delivery share.
  • Instant direct hit: average × base cooldown seconds × spell rhythm.
  • Instant heal: average × base cooldown seconds.
  • Timed effect: average / min(1, duration / base cooldown).

Case: normalized average 100, duration 4s, base cooldown 10s. Base uptime is 0.4, so the active effect is 250. Over ten seconds, four seconds at 250 supplies an average 100. Reducing the cooldown can improve actual uptime; it does not redefine the original magnitude formula.

03Cooldown as shown in game

Copy the Cooldown percentage from your hero stats. Call that displayed number C (100% means C = 100). CDR fraction = 0.8 × (1 − exp(−(C / 100) / 0.8)). The exponential gives diminishing returns toward 80%. Resolved cooldown is max(1.5s, rounded base cooldown × (1 − CDR)). Friendly sustained buffs, shields and temporary health additionally have a duration floor.

Case: Cooldown 100% in game and a 10s base cooldown. Enter 100. Actual reduction = 57.08%; the cooldown is about 4.292s before millisecond rounding. It does not become zero. A 6s shield with this base cooldown cannot recast sooner than 6s.

04Haste, Cast Speed and actual actions

Basic rhythm = 1 + Haste / 10,000 attacks/s before action conflicts. Cast occupancy is 0.8 / (1 + Cast Speed / 10,000) seconds by default. Native spell rhythm also includes the cooldown-derived rhythm contribution. Casts and basic attacks share scheduling, so attack DPS is not just the sum of unrelated always-on timers.

Case: 5,000 Haste. The nominal basic rhythm is 1.5 attacks/s; a 0.8-second cast can occupy part of that action schedule. Turret shot intervals are their own fixed delivery rule and do not directly become 1.5× faster from this Haste value.

05A multi-hit animation is a delivery schedule

The reference skill panel now exposes additional mechanics for every skill. Bespoke rules include budget splits, delayed hits, ricochets, consumed DoT, target limits and device triggers. Examples deliberately distinguish a raw packet from final damage. Engineer devices show why those distinctions matter.

06Source and assumptions

Reviewed against installed QuestAway 1.0.6, revision 888f97419a53. Examples use shipped defaults and explicit hypothetical combat situations; they are not measurements from a player's account. Unless stated, examples use equal levels, one living target, no special boss phase, no passive/gear proc and no live server override. Source limits.

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