Titan Quest Fans Forum
Titan Quest - Anniversary Edition => Anniversary Edition - General discussion => Topic started by: Jacko on 03 December 2017, 15:40:33
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Was cooldown reduction changed in AE?
I was testing stuff out and ...with -101% cooldown reduction I still don't get instsnt erucption or vo casts like i used to in regular tqit...
what the #%$* is this... ??? >:( >:( >:(
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they changed it, i remenber seeing that aspect, isnt not like in old vanilla.
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hmm...i cooled down...
they changed it and it changes a lot...my zero cooldown erution caster goes down the drain... :'( :'( :'(
well...i will have to adapt I gues...maybe it is still viable... :-\ :-\ :-\
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CDR dependent casters are still viable. but you just cant blindly go in now and nuke the s#@% out of everything.
pet pulling and CD management is now actually needed especially in modded games like xmax.
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CDR is capped at -80% IIRC. So, still viable, but not as OP as before.
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2 things were reengineered for cooldown with AE:
1. Rather than use the CooldownReduction ability in skill modifiers like Lay Trap, they used the Modifiers/Cooldown Time ability. For example in Lay Trap pre-AE the value was:
skillCooldownReduction,18.000000;27.000000;36.000000;44.000000;52.000000;60.000000;66.000000;72.000000;78.000000;85.000000;92.000000;99.000000,
In AE it's: skillCoolDownTime, -1.000000;-2.000000;-3.000000;-4.000000;-5.000000;-6.000000;-7.000000;-8.000000;-9.000000;-10.000000;-11.000000;-12.000000
2. In XPack/Game/gameengine.dbr the All Groups/Player Info/playerCooldownReductionCap was set to 80 instead of 100.
So yeah, the cap was set to 80% max, but the new way of modifying cooldown with negative values also affects cooldown reduction as you don't stack %s