What does the attribute cooldown reduction do
What does the attribute cooldown reduction do
Ability Haste and Cooldown Reduction – What’s The Difference?
During the LoL pre-season 11 announcement, we learned some pretty impressive details, specifically about a new stat called Ability Haste. Ability Haste is similar to cooldown reduction as it affects the number of times a player can cast a spell. Soon, this new stat is going to replace cooldown reduction, and new features will be added that could change how your mains are played.
That’s right, with the start of Pre-season 11, you’re no longer going to have cooldown reduction. In its place, you will have Ability Haste, which will reduce the cooldown on those champion abilities. When you compare cooldown reduction to ability haste, the problem here is that ability haste isn’t as intuitive to understand.
10% cooldown reduction makes sense intuitively. Since your ability’s cooldown is 10% less, this will leave you with 90% of the original cooldown. Looking at it this way, calculating CDR is a whole lot easier. However, when it comes to ability haste, it’s hard to understand exactly how much a point of ability haste is going to reduce the cooldown on your abilities.
How Much Ability Haste Can a Player Have?
One of the main reasons as to why Riot decided to make such changes is due to the fact that the declining effectiveness of ability haste allows them to uncap the stat. Being able to uncap the stat means that your champion can have as much Ability Haste in their build as possible.
Let’s say you get 100 ability haste; this would mean that you will have a 50% cooldown reduction, which is more than what you would get with the old system. So the question is, is it possible to get 100 ability haste in your build?
Surprisingly, the answer to that question is yes. In fact, not only is it possible for you to get 100 ability haste in your build, but it’s also not hard. On average, when an item has ability haste, it will have between 15-20 ability haste. However, many items only have 10, but you’ll also find a fair amount of items with 25-30 ability haste. If you were to get two items with 15 ability haste, you would have the equivalent of a 20-30% cooldown reduction.
If you’d like to build up your ability haste, that’s possible. Between items and runes, it will be possible for you to reach 200 ability haste. This is the equivalent to around 66.7% cooldown reduction.
How Do I Know How Much Cool Down Reduction I Have?
Changing the change in cooldown reductions to added haste, it’s apparent that ability haste has a link to cooldown reduction. If you’re having some trouble moving from cooldown reduction to ability haste, take a look at this conversion guide:
Is This Change Going to have an Impact on How Much CDR We Get?
No. If you follow a similar build path to what you have been doing, then you’re going to get the equivalent amount of AH to give you the cooldown reduction you would have usually obtained. Like we said before, it’s pretty easy to get 10-20% CDR because this is something you can get off of one or two items.
However, if you find yourself needing more cooldown reduction, you’re going to have to pay attention to your items. Let’s say you get six items, and all of them have the median amount of CDR; you will end up with approximately 60 Ability Haste, which is a little under 40% CDR. Yes, Ability Haste is on many items, but there’s not a whole lot of them that will give you more than 20 ability haste.
What’s the Difference Between Ability Haste and Cool Down Reduction?
A simple comparison to help understand Ability Haste is that it’s just like Armor / MR. You can get as much of it as you want and the value is always the same.
Long story short, ability haste is much more flexible and can create more explicit build choices than CDR.
CDR is a stat that reduces the amount of time before you can use your ability again after it has been activated. The amount of time you have to wait is determined by a percentage as well as items.
CDR is capped at 40 percent and can only increase to 45 percent if the Cosmic Insight Rune is used. The more CDR you manage to get, the more value it will have. If you have 10 percent CDR, this means you will be able to cast 11 more times. On the other hand, if you have 40 percent CDR, you will be able to cast a total of 66 percent more times.
On another note, you have Ability Haste, and according to Riot, this is more flexible. Also, with AH, you will be able to create more transparent build choices while casting your abilities more often.
Cooldown reduction’s multiplicative scaling was super strong…it was so strong that Riot had to limit its power to a 40 percent cap. However, with Ability Haste, the game no longer needs this limitation. With that said, you will have new build options to choose from.
There are numerous differences between ability haste and cooldown reduction. The most significant difference would have to be the fact that the two stats scale differently. AH works linearly, and what this means is that at all values, it’s still going to have the same effect. CDR, on the other hand, works exponentially, which means you can keep getting more CDR, making it more valuable.
As we previously mentioned, AH is going to be uncapped. Of course, you’re not going to go for a 100% CDR as this isn’t possible, but you can work yourself up to some pretty crazy values. If you’re the type that wants to cast fast, then you’re going to be able to.
Conclusion
So there you have it, the difference between ability haste and cooldown reduction is in the way they scale. Don’t worry; your gameplay isn’t going to get tossed in the dumps – we have a feeling LoL players are going to enjoy this change made by Riot.
Attributes | Dragon Age Inquisition Wiki
Attributes are character stats in Dragon Age 3: Inquisition. Your attribute distribution will determine your damage output as well as regeneration of basic character stats such as: stamina and mana. (stamina for warriors and rogues, mana for mages). Health is another stat that determines your hitpoints, but does not regenerate over time and requires the consumption of curative items.
Obtaining experience will fill a level meter, making the character or NPC level up. At this point, the player can spend ability points to unlock new active abilities from specific specializations or passive abilities that give situational or occasional advantages. Examples include extra damage to low health enemies, cooldown reductions, damage return when attacked, etc.) Many passive abilities include a bonus to the character’s primary stats.
Attributes Guide
Primary Attributes
Strength
0.5% Attack (Warrior only)
1% Guard Damage Bonus
Dexterity
0.5% Attack (Rogue only)
1% Crit Damage Bonus
Magic
0.5% Attack (Mage only)
1% Barrier Damage Bonus
Cunning
0.5% Range Defense
Willpower
0.5% Magic Defense
Constitution
0.5% Melee Defense
Offensive Attributes
Attack %
*Note: some abilities may calculate damage differently and fail to apply the bonus properly. So far, Longshot’s bonus damage based on range is not affected by attack %. I’ll test more abilities in the future, as a lower priority task. Please let me know if you find any ability that doesn’t benefit or doesn’t benefit fully from attack %.
Guard Damage Bonus %
Armor Penetration %
Barrier Damage Bonus %
Critical Damage Bonus %
Critical Chance %
Weapon Damage
Bleed on Hit %
Stagger on Hit %
Heal on Kill %
Flanking Damage Bonus %
Cooldown Modifier % (WIP)
Defensive Attributes
Melee Defense %
Ranged Defense %
Cold Resistance %
Electrical Resistance %
Fire Resistance %
Spirit Resistance %
Guard
Armor Rating
Armor Rating Front
Bleed on Being Hit %
Stagger on Being Hit %
Healing Bonus %
The Damage Formula
Cooldown
A is a period of wait time before a spell, ability, or item power can be used again.
Contents
Mechanics [ ]
Many abilities have reduced cooldown when leveled up. If an ability is on cooldown and it is leveled up, the current wait time will not be affected at all.
Sources of Reduction [ ]
Some abilities and items are able to manipulate the cooldowns of abilities. There are several different types of cooldown manipulation sources:
The total or final cooldown of an ability is defined as
Flat Reduction [ ]
These cooldown modifiers changes the cooldowns by flat amounts. Unlike percentage-based cooldown modifiers, these can affect abilities that are already on cooldown. Flat changes are applied before percentage-based changes.
Multiple sources of flat cooldown reductions stack additively.
Talents [ ]
The following heroes have talents which reduce cooldowns of specific abilities by a flat amount.
Aghanim’s Scepter Upgrade [ ]
Aghanim’s Shard Upgrade [ ]
Current Cooldown Reduction [ ]
These cooldown modifiers changes the current cooldowns by flat amounts and affects abilities that are already on cooldown. Current flat cooldown changes are applied after percentage-based changes.
Multiple sources of current flat cooldown reductions stack additively.
Percentage-based [ ]
These cooldown modifiers reduce or increase the cooldowns of all abilities and items by a percentage when used. They cause abilities and items to enter a reduced or increased cooldown after being acquired. This means they do not retroactively affect already running cooldowns.
Percentage-based cooldown reduction sources reduces all cooldowns, including all items, passives and charge replenish times.
Multiple percentage-based cooldown reductions stack multiplicatively, and its multiplier is defined as
Unique Percentage-based Sources [ ]
The following abilities provide cooldown reduction on certain conditions.
Examples [ ]
Sources of Resetting [ ]
Some abilities are able to completely reset the cooldowns of abilities and items instantly, so that they are ready to use again.
Other Interactions [ ]
Unaffected by Cooldown Manipulation [ ]
The following abilities have cooldowns that are unaffected by cooldown manipulation for several reasons:
Charges [ ]
Some abilities use the charge mechanic, instead of cooldowns. These abilities have a set number of charges on them, which replenish over time. Instead of going on cooldown, these abilities use up one charge per cast. This means when having multiple charges, they can be cast quickly in succession, but cannot be used when having no charges left. Each charge takes a certain time to replenish. Multiple charges of a spell do not replenish at the same time, they recharge one after another.
Charge-based abilities will appear to be on cooldown when using the last charge. This «cooldown» however is only to visualise when the next charge is going to be ready again.
An ability’s current charges and recharge time are indicated by a number at the bottom left corner of the ability icon, surrounded by a green circle that fills up while recharging a charge.
How do Attributes work in New World
Build me up, buttercup.
Image by Amazon Game Studios
The Attributes system in New World determines how your character will progress throughout your adventure. With point allocations, weapon selections, and threshold perks, you’re bound to consider several facets. Here’s our guide to help you with your character’s Attributes in New World.
At the start of New World’s campaign, your character already has five points in each of the Attributes. Then, whenever your character levels up, you’re given additional Attribute points to allocate. From levels 2 to 13, you’ll receive two points. From level 14 onward, you’ll receive three to five points at certain stages.
The five main Attributes in New World
These points are then assigned manually to the five main Attributes in New World:
Unlike most role-playing games, New World doesn’t have strict class systems. As such, you can freely assign points to the Attributes that you’d like to maximize. Resetting is also free, at least until level 20. Past this point, you’ll need to spend some gold.
Primary and secondary attributes for weapons
Moreover, the weapons in New World are governed by a primary Attribute, allowing their damage to scale higher depending on how many points you’ve allocated to that stat. However, there are a few weapons that use certain Attributes as a secondary stat. Their damage will still scale ever so slightly if you level up this Attribute as well.
For instance, the Rapier uses DEX as a primary stat and INT as a secondary stat for damage scaling purposes. This should aid you when you’re thinking of weapon combinations in New World. One example is when you use the Rapier for melee attacks and the Fire Staff for magical attacks. If you pump up your INT, you can guarantee that both of these weapons will have their DPS improved.
Perks when you reach each threshold
Lastly, you’ll want to take note of the perks or passives that are activated when you reach certain Attribute thresholds in New World. The first boost that you’ll acquire happens once you’ve put 50 points in a particular Attribute. The next ones are activated at 100, 150, 200, 250, and 300 points.
You can refer to the table below for more information:
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Attributes
Attributes
Basic Stats are stats that players can easily increase with the main stat of a weapon or artifact. Stamina is however an exception since it can only be increased by offering Oculi to an Anemo or Geo Statue of The Seven. Advanced Stats and Hidden Stats are rarer and may only be increased (or decreased) by effects like a weapon’s passive, an artifact set bonus, or certain buffs/debuffs like Ley Line Disorders in Domains, Blessings of the Abyssal Moon in Spiral Abyss, or Elemental Resonance.
Elemental Type gives an overview of how much damage bonus and resistance is associated with the seven Elements and Physical damage. Notably damage bonuses can be gained from artifacts like Basic Stats, while resistances behave more like Advanced Stats.
Basic Stats, Advanced Stats, and Elemental Type are visible in-game within a character’s «Details» menu (although they are grouped under «Base» and «Advanced» categories), while Hidden Stats are not. Stat modifications that only apply against certain enemies, such as Cryo Resonance, as well as stat modifications that only apply to certain types of damage, such as Kujou Sara’s Constellation Level 6 Sin of Pride, do not appear in the «Details» menu.
Contents
Basic Stats
Health is the amount of damage a character is able to take before being KO’d.
Attack, abbreviated in-game as ATK, is used to calculate how much damage your character does. All forms of damage calculation except specific Elemental Reactions scale linearly with ATK.
Defense, abbreviated in-game as DEF, is a measure of how much incoming damage is reduced. The higher your defense, the less damage you take from attacks. Defense can be increased by raising your character level, or equipping artifacts or weapons that provide defense or defense % increase. Additionally, some characters such as Noelle have talents that increase defense. Finally, there are food items that provide a temporary defense boost when consumed.
Elemental Mastery is a measure of how powerful Elemental Reactions created by your character will be. These reactions are Vaporize, Melt, Overloaded, Superconduct, Electro-Charged, Shattered, Swirl, and Crystallize.
The attribute can be increased by equipping artifacts or weapons that provide a bonus to Elemental Mastery. Additionally, some characters, such as Lisa, gain Elemental Mastery by raising their character level.
The damage of Overload/Superconduct/Electro-Charged/Shattered/Swirl and shields from Crystallize also depend on the level of the character triggering the reaction.
Vaporize and Melt multiply the damage of the attack that proc this effect.
Stamina is a measure of how much physical exertion your character can expend before needing to rest. It is consumed by performing heavy attacks, dodging, sprinting, climbing, and gliding. Stamina is restored automatically and gradually when your character stops consuming it for a short time. Additionally, you can consume food that restores stamina. You can increase your maximum stamina by finding Anemoculus and Geoculus and offering them in worship to their respective Statue of the Seven.
There are also ways to reduce stamina consumption of some or all actions that require it.
Advanced Stats
Critical Rate is abbreviated in-game as CRIT Rate and commonly known as Crit Chance. This attribute, expressed as a percentage, determines how likely it is that an attack will hit critically and deal bonus critical damage. Crit Rate can be increased by equipping artifacts or weapons that provide an increase to Crit Rate. The default Crit Chance is 5%.
At critical rates greater than or equal to 100%, attacks give a critical hit every time. [1] Additionally, on enemies with weak points, hitting the weak point guarantees a critical hit regardless if the triggering attack is critical or not.
The Shattering Ice Elemental Resonance provides a 15% boost to Crit Rate against enemies that are Frozen or affected by Cryo. Some characters, such as Diluc, gain Crit Rate by raising their character level. Finally, you can consume certain food items to temporarily increase Crit Rate.
Critical Damage is abbreviated in-game as CRIT DMG. This attribute, expressed as a percentage, determines how much bonus damage your character does when an attack hits critically. Crit Damage can be increased by equipping artifacts and weapons that provide a bonus to it. Some characters, such as Keqing, gain Crit Damage by leveling up. Additionally, there are food items that can be consumed to temporarily increase it. The default Crit Damage is 50%, which is a 150% multiplier.
Healing Bonus, expressed as a percentage, determines the bonus to outgoing healing by characters that can heal themselves or other party members. You can increase healing bonus by equipping artifacts that increase character healing effectiveness, or provide a healing bonus % increase. Some characters, such as Jean, gain healing bonus by leveling up.
Incoming Healing Bonus, expressed as a percentage, determines the bonus to incoming healing directed at the character. You can increase incoming healing bonus by equipping artifacts that boost healing received or incoming healing. The Elemental Resonance Soothing Water increases it by 30%. Additionally, there are food items that can boost healing effects temporarily.
Energy Recharge is the percentage increase of energy regenerated by each elemental particle and elemental orb that is absorbed. Sources that directly give energy such as The Exile artifact set are not affected. You can increase Energy Recharge by equipping artifacts or weapons with the Energy Recharge % attribute. Additionally, some characters, such as Venti, gain Energy Recharge with their ascensions. A few talents and constellations increase Energy Recharge as well.
Reduce CD, commonly known as cooldown reduction, is a percentage decrease on the cooldowns after using your Elemental Skill or Elemental Burst before you can use them again. For example, if your Elemental Skill normally has a cooldown of 10 seconds, and you have 10% cooldown reduction, your skill can be used every 9 seconds.
The Reduce CD attribute stacks additively and is affected by any effect that reduces all cooldowns, but any effects that reduce cooldowns of particular talents will stack multiplicatively.
The Shield Strength attribute is a percentage decrease for shield damage taken by a character. Increasing a character’s Shield Strength will allow any shields they are protected by to sustain more damage before being destroyed.
A character’s Shield Strength can be increased by equipping the Retracing Bolide artifact set. Some Food items, such as Triple-Layered Consommé, can also increase this attribute.
Note: When taking shield damage, the Shield Strength of the active character is used. This may not be the same as the character who created the shield. [2]
Trivia: Shield Strength was previously named «Powerful Shields», while items that increased it had somewhat inconsistent descriptions, such as Retracing Bolide’s 2-piece bonus previously saying «+35% effectiveness to shields».
Elemental Type
Damage Bonus
The «Details» page in character attributes lists out a character’s damage bonuses for physical damage and for each element (with «damage» abbreviated as «DMG»). These bonuses describe the percentage increase of damage dealt of the corresponding type, and stack additively with other damage bonuses.
In addition to elemental and Physical DMG Bonus es, other DMG Bonuses that are not displayed in-game include: Normal and Charged Attack DMG Bonus, Elemental Skill/Elemental Burst specific DMG Bonus, General Elemental DMG Bonus and General Increased DMG Bonus.
Resistance
The «Details» page also lists out a character’s resistance to each damage type (with «resistance» abbreviated as «RES»). These resistances describe the percentage decrease of incoming damage of the corresponding type.
Note that resistances have soft caps below 0% and above 75%; see Resistance for more details.
Resistances can be increased by the Elemental Resonance Protective Canopy, Potions (e.g., Frostshield Potion: +25% Cryo resistance), Artifact set bonuses (e.g., 2-piece Tiny Miracle: +20% All Elemental resistances), and Talents (e.g., Lightning Fang: +80% Electro resistance).
Hidden Stats
Movement Speed
Movement speed, abbreviated as Movement SPD in-game, determines how much faster your character moves in relation to their normal movement speed. To increase your movement speed, you can equip weapons that provide a bonus to movement speed when their conditions are activated. Also, the Impetuous Winds Elemental Resonance increases movement speed by 10%.
Attack Speed
Attack Speed, abbreviated as ATK SPD in-game, determines how much faster your character can attack compared to normal. For example, if your character can normally attack once every 0.8 seconds but has a 30% attack speed bonus, they will be able to attack every 0.8 / (1+0.3) = 0.62 seconds instead.
Certain weapons, talents, and character passive abilities provide attack speed bonuses when you fulfill their activation conditions.
Note that Attack Speed does not decrease the amount of hitlag characters receive when hitting enemies, so a percentage increase in attack speed will result in a lesser percentage increase in damage-per-second (for attacks that have hitlag, i.e., most melee attacks).
Stamina Consumption
Stamina Consumption describes the percentage increase of stamina used by actions that require stamina.
The Elemental Resonance Impetuous Winds decreases all stamina consumption by 15%. Some food items and character talents also reduce the amount of stamina used by particular activities such as sprinting, climbing, or gliding. On the other hand, the Ley Line Disorder Condensed Ice increases all stamina consumption.
The term is used somewhat inconsistently in the game: effects that reduce Stamina Consumption of all activities refer to the attribute as «Stamina Consumption,» but some effects that reduce consumption of particular actions fail to capitalize «consumption» (e.g., «gliding Stamina consumption» in Amber and Venti’s passive talents and in food effects).
Interruption Resistance
Interruption Resistance, or poise, affects how difficult it is for a character or an enemy to being staggered.
Note that the strength of the stagger and knock back effects on characters and enemies is also affected by the subject’s and attacker’s levels, the particular attack used, and physical properties including separation distance and mass.
Damage Reduction
Damage Reduction is a separate multiplier from DEF and RES that can reduce incoming damage. Damage Reduction can be provided by certain talents and constellations.