Resiliance – 6 points (max). There are those who view this skill as cheap and those who view it as an awesome and essential part of the conquerers arsenal. I’m a member of the latter group. It gives a significant reduction to *all* recharge times, allowing adrenaline to trigger sooner and your charge and other abilities to be used more often.
Adrenaline has a hidden recast timer of 30 seconds. The 1st modifier to Adrenaline, Resilience, is an absolute must. At level 6 Resilience, Adrenaline’s cooldown drops down to 10.8 seconds.
EDIT: I think I found an answer to the first question in Xaece's Defender Guide:QuoteAdrenaline has a hidden recast timer of 30 seconds. The 1st modifier to Adrenaline, Resilience, is an absolute must. At level 6 Resilience, Adrenaline’s cooldown drops down to 10.8 seconds.
Where can you find these hidden cooldown recast timers though? For example, what is the hidden recast timer for battle rage?
QuoteEDIT: I think I found an answer to the first question in Xaece's Defender Guide:QuoteAdrenaline has a hidden recast timer of 30 seconds. The 1st modifier to Adrenaline, Resilience, is an absolute must. At level 6 Resilience, Adrenaline’s cooldown drops down to 10.8 seconds.
Where can you find these hidden cooldown recast timers though? For example, what is the hidden recast timer for battle rage?
For first, there is no hidden cooldowns. There is just no mechanics for that. Adrenaline skill has 30.0 skill cooldown (skill recharge), and game say this.
Second, for skills with class Skill_PassiveOnHitBuffSelf (like Adrenaline) - yes - cooldown starts AFTER skill's duration finished. So it will run 15.5 seconds, and then 10.8 seconds cooldown. Or with 1 point in skill - it will run 10 seconds and 30 seconds cooldown. (And surely -% recharge affect only on this skill, don't remember how it was in old days.)
For player-triggered skills - cooldown started in the moment of skill activation, it is easily to see. Yes, as always, there is not very user-friendly because there is unclear and quite important difference.
Battle Rage - uses absolutely same mechanics as Adrenaline, so it is 10 seconds of buff duration and only then 12 seconds of recharge. ADD: [It already quite powerful, but if it was only 2 second window of inactivity - then it easily can be counted as semi-permanent even without modifiers. Luckily it is somehow-balanced by adding "resting" window to 12 seconds]
Thank you so much, this make so much sense now. Someone told me that cooldown on passive skills activates right after it has been triggered and that confused me. Your post confirms my testing.
The thing is that the value stays the same when you change the game speed.Thank you so much, this make so much sense now. Someone told me that cooldown on passive skills activates right after it has been triggered and that confused me. Your post confirms my testing.
Another funny fact: game show us DPS, right? But this is not damage per second, it is relative damage to 100% attack speed (in practice average damage * attack speed %), because, character do one attack per second at about 63.3% attack speed, and almost 2 attacks at 100%. :))
Another funny fact: game show us DPS, right? But this is not damage per second, it is relative damage to 100% attack speed (in practice average damage * attack speed %), because, character do one attack per second at about 63.3% attack speed, and almost 2 attacks at 100%. :))The thing is that the value stays the same when you change the game speed.
Is 63,3% for one second in Normal Speed ? Do you count real seconds or ingame seconds ? (ie when a cooldown is 25s, it's ingame seconds, the time in real seconds depends on game speed).
Thank you so much, this make so much sense now. Someone told me that cooldown on passive skills activates right after it has been triggered and that confused me. Your post confirms my testing.
Another funny fact: game show us DPS, right? But this is not damage per second, it is relative damage to 100% attack speed (in practice average damage * attack speed %), because, character do one attack per second at about 63.3% attack speed, and almost 2 attacks at 100%. :))
How do I know if I have the best weapon equipped? As a Conqueror, should I focus on physical damage or attack speed? What are the most important values when deciding which equipment to use? I noticed I get hight DPS when I equip items with + attack speed, + overall speed and +damage. This game can be really complicated, lolI'm generally refer to minor inconsistency in naming... nothing more. :)
- I think i answered this question in the similar thread on forum already?
- Adrenaline skill start cooldowns right after skill procs, because i get alot Adrenaline's procs right after previous Adrenaline runs out of time from my game.
@lixiss how is this possible? I am really confused now once again. icefreezes video basically proves that cooldown starts immediately after proc?!
@lixiss how is this possible? I am really confused now once again. icefreezes video basically proves that cooldown starts immediately after proc?!
There is madness on icefreeze's video, and there is hard to say what is happens at all... at least without access to equipment it is impossible to say what happens, might be some item has proc to recharge? Icefreeze's character already has 6.0 seconds cooldown without resilience. At the end of video skill get activated after about 6 seconds, but first time, yep it reactivated almost immediately.
The way which it can be more or less EXACTLY tested, is taking all gear / skills and making simple mod:
1. Turn Adrenaline skill to player-activated skill buff. (To make this skill selectable only).
2. Put this skill on skill bar.
3. *Revert changes back.*
4. Now on skill bar you will have icon, which will reflect when cooldown starts. ;)
yeah, I noticed too that at the end of the video, the skill didn't activate immediately anymore. Very confusing. I tested it myself with Battle Rage and Adrenaline and it always activated again after the same amount of seconds which implied there is indeed a cooldown.
How do you make Adrenaline an active skill? I have no experience with modding and I would really like to see this tested.
yeah, I noticed too that at the end of the video, the skill didn't activate immediately anymore. Very confusing. I tested it myself with Battle Rage and Adrenaline and it always activated again after the same amount of seconds which implied there is indeed a cooldown.
How do you make Adrenaline an active skill? I have no experience with modding and I would really like to see this tested.
NOTICE: If you want just play in game, then just play in it, and don't poison itself with modding. Otherwise you might end what you will be infected with modding, and you will no have time to do normal play anymore... you are warned.
1. You need at least read something about generic modding, about ArtManager... there is exist some tutorails on this forum and on web. Generally it is looks complex at start, but actually much easier than it is described anywhere.
2. You need create new mod with ArtManager
3. Import "records/skills/defensive/adrenaline.dbr" record.
4. Change Class field to "Skill_BuffSelfDuration" (also switch "templateName" to "database\Templates\Skill_BuffSelfDuration.tpl").
4.a. For easy testing there is have sense switch onHitActivationChance to 100.
5. Then build mod and start custom map.
In custom map mod (not bounce mod) new character can use developer console (use "~" (tilde) key) to open it. By command: "game.incrementLevel" you can increment level to get required skills, so you don't need fight with game about game saves.
PS: Also note, when skill activated, animation may appear with some delay... for me it is about for 1-2 seconds for first time, then usually faster, but it anyway depends to animation itself. So when you test - there is better to look on character's health regen and don't take on-screen FX into account at all.
Btw I just watched icefreezes video again and the fact that Adrenaline doesn't proc in the end until 6 seconds cooldown is over actually shows there must be something with his equipment...actually, it doesn't.. it just meant it didn't proc that time.. adrenaline only has 5%chance to proc
having giving more thought about it, there's still one more possible way that might make the items the culprit: if the character is wearing items that have grant skill: adrenaline. the first adrenaline proc is due to skill, then immediately after that, the grant skill from item procced. but i don't know if that's how it works
i hate acting like a judge here, and i won't.... but y'know.. if this is a court case, one side has shown evidence already, the other hasn't...
having giving more thought about it, there's still one more possible way that might make the items the culprit: if the character is wearing items that have grant skill: adrenaline. the first adrenaline proc is due to skill, then immediately after that, the grant skill from item procced. but i don't know if that's how it worksGood catch, but is not a case... There is good chance what multiple skill instances will activated and effects get overlapped: in this case multiple adrenaline skill icons will appear in effects bar.
Wait, I don't understand. In the latest video, until 17:52, Adrenaline procs EXACTLY like in my tests. It always has a cooldown until it gets activated again. Only from 17:52 until 18:02 it does proc without a cooldown. Am I missing something here?So about 20 minutes skill cooldown works correctly, and only once it triggered without cooldown? lol. There is good evidence of how it work, and show's what there is some bug or unexplained thing.
having giving more thought about it, there's still one more possible way that might make the items the culprit: if the character is wearing items that have grant skill: adrenaline. the first adrenaline proc is due to skill, then immediately after that, the grant skill from item procced. but i don't know if that's how it worksGood catch, but is not a case... There is good chance what multiple skill instances will activated and effects get overlapped: in this case multiple adrenaline skill icons will appear in effects bar.Wait, I don't understand. In the latest video, until 17:52, Adrenaline procs EXACTLY like in my tests. It always has a cooldown until it gets activated again. Only from 17:52 until 18:02 it does proc without a cooldown. Am I missing something here?So about 20 minutes skill cooldown works correctly, and only once it triggered without cooldown? lol. There is good evidence of how it work, and show's what there is some bug or unexplained thing.
I'm only have two theories why it might happens at all:
1. [unlikely] Some calculations eventually get poisoned with "NaN" value, which eventually might be treated as zero. Doesn't like this too much, because... this explain nothing and this can't be tested in sensible way.
2. So my best theory: Probably there is exist small time-frame (for example exactly 1 animation frame) between skill's active phase and skill's cooldown phase when skill might be triggered again without cooldown (e.g. skill already wear-off but still not start cooldown => so it eligible for triggering). In this case, chances to skip cooldown should grow-up with number of enemy hits you receive per second. Relative chances (e.g. "feel") will grow up even more with smaller active-phase and smaller cooldown-time. I probably will try reproduce this later.
Quote2. So my best theory: Probably there is exist small time-frame (for example exactly 1 animation frame) between skill's active phase and skill's cooldown phase when skill might be triggered again without cooldown (e.g. skill already wear-off but still not start cooldown => so it eligible for triggering). In this case, chances to skip cooldown should grow-up with number of enemy hits you receive per second. Relative chances (e.g. "feel") will grow up even more with smaller active-phase and smaller cooldown-time. I probably will try reproduce this later.
Thank you for the clear explanation, that makes very much sense and also explains the strange behavior in the video! Let me know in case you tested this some time!
--> time axis
-----------[ Active Phase ]-[*]-[ Cooldown Phase| ] ------------------------------
----------------------------------[ Active Phase ]-[|]-[ Cooldown Phase ] -------
|
\-- at this moment skill would not more get triggered (looks like)
existing cooldown overriden by new cooldown
@lixiss Thank you so much for spending the time to test this, I really appreciate it! So this means, that when you play normally, you will probably never get more than 2 consecutive Adrenaline procs, right? And we can assume that this theory also works for all other skills that trigger on hit (or being hit) like Battle Rage, right?
So this means, that when you play normally, you will probably never get more than 2 consecutive Adrenaline procs, right?Right, but when CD < Skill Duration there is technically possible to get it chained, especially if you got blessing from god of RNG (random number generator). :)