CoC Cool Down in 2.4. How it work.

Undeniably CoC is getting nerfed hard.
But it seems like many people dont really understand how CoC is going to work post-patch.

CoC has always had a Cool Down. Its 50ms before patch.


Wiki:
Cooldown Time: When a supported spell is successfully cast, it and all supported spells of the same name are put on cooldown for 50 milliseconds. This means that a given spell can only trigger once per critical strike, and reduces the effect of linking multiple copies of the same spell to this support (especially when it is at a higher gem level). It is important to note that this cooldown does not apply to the gem as whole; you can trigger multiple spells within the 50 millisecond cooldown time as long as they are different.

It is important to note that this cooldown does not apply to the gem as whole;
It is important to note that this cooldown does not apply to the gem as whole;
It is important to note that this cooldown does not apply to the gem as whole;


There was already one cast per frame limit pre-patch.
There was already one cast per frame limit pre-patch.
There was already one cast per frame limit pre-patch.

So unless your attack speed is faster than 50ms, each crit is going to have a 67% cast chance roll between A~C spells.

Take a Quillrain CoC build for example. The build i have shoots 3.8 barrage per second.
Which is about 15 arrows ber second.(4 shot each click). To make life easier, lets assume we land a crit every 70ms, instead of 66.

For 2.3.0:
0ms Crit -> Cast
70ms Crit -> Cast
140ms Crit -> Cast
210ms Crit -> Cast
280ms Crit -> Cast
350ms Crit -> Cast
420ms Crit -> Cast
490ms Crit -> Cast
560ms Crit -> Cast
630ms Crit -> Cast
700ms Crit -> Cast
770ms Crit -> Cast
840ms Crit -> Cast
910ms Crit -> Cast
980ms Crit -> Cast
1050ms Crit -> Cast

As for 2.4:

Each individual spell's max cast is 3 per second, cause the cool down starts when you cast the spell.
Case 1:
0ms Crit -> cast spell A
100ms Crit -> A in CD
200ms Crit -> A in CD
300ms Crit -> A in CD
400ms Crit -> A in CD
500ms Crit -> Cast A
600ms Crit -> A in CD
700ms Crit -> A in CD
800ms Crit -> A in CD
900ms Crit -> A in CD
1s Crit -> Cast A

However, the example above is the best case scenario: Your attack speed is just right so that you land another attack as soon as the CD of spell A is reset.

Take a Quillrain CoC build for example. The build i have shoots 3.8 barrage per second.
Which is about 15 arrows ber second.(4 shot each click). To make life easier, lets assume we land a crit every 70ms, instead of 66.

0ms Crit -> Cast A
70ms Crit -> Cast B
140ms Crit -> Cast C
210ms Crit -> CD
280ms Crit -> CD
350ms Crit -> CD
420ms Crit -> CD
490ms Crit -> CD
560ms Crit -> Cast A
630ms Crit -> Cast B
700ms Crit -> Cast C
770ms Crit -> CD
840ms Crit -> CD
910ms Crit -> CD
980ms Crit -> CD
1050ms Crit -> Cast A



So pre-patch i'll do 15 casts per second.
Post-patch i'll do 6 cast per second. But 39% more damage each cast, which is about the same damage as 8.34 cast pre-patch.

Its about 45% less damage...
If you linked 3 spells to CoC


If you linked 2 spells, its 63% LESS damage.

If you linked 1......its 71% Less damage.
Yupe, you need 5.5 MORE damage to compensate that. I dont think any 2 socket of gems can summed up that number.

RIP CoC.
Last edited by NomuraSho#7930 on Aug 31, 2016, 4:54:13 AM
Last bumped on Mar 12, 2017, 2:22:33 PM
"Cast on Critical Strike now has a 500ms cooldown, and will now only trigger one spell per frame when you critically strike." -patch notes

I'm pretty sure this means that the 500ms cooldown applies to the support, and not to the individual spells, as it never mentions any sort of individual cooldown.

"
Araden wrote:
"Cast on Critical Strike now has a 500ms cooldown, and will now only trigger one spell per frame when you critically strike." -patch notes

I'm pretty sure this means that the 500ms cooldown applies to the support, and not to the individual spells, as it never mentions any sort of individual cooldown.



The Cool Down is even on the gem itself right now if you looked carefully.
Just login to the game or read it on the wiki.
Its 0.05 sec, 50ms that is.

The "one cast per frame" was already there a few patches ago

So in 2.4, they simply increases the CD 10 times more. makes it 100% cast tho, but that doesnt help at all. Because people are already 100% casting spells each hit, since we tend to link more than one gem.
Last edited by NomuraSho#7930 on Aug 31, 2016, 4:59:20 AM
I'm meaning this in that any supported spell will trigger the CoC gem's cooldown, and no other spells will be able to be triggered during that interval. This would make the nerf even worse than you're forecasting.
"
how it work


It's don't. I consider the skill deleted.
GGG banning all political discussion shortly after getting acquired by China is a weird coincidence.
"
Araden wrote:
...


ah, yes, i do realized what you implying.

But what i'm saying is, people might be reading the patch note incorrectly.
Because when i read it, the patch is simply increasing the CD that CoC already has to 500ms(from 50ms).
Not implementing a whole new CD just for CoC "itself" like some others thought.

I might be wrong though, just might.

Yet, no matter i'm corret or wrong. Unless there is going to be some new unique that synergies CoC very well, the skill is most likely to be dead.
Last edited by NomuraSho#7930 on Aug 31, 2016, 5:10:30 AM
That's an interesting question. Is the CoC cooldown for the coc gem itself or is it individual for each separate gem linked to CoC?

They way I understood it when I read the patch notes was a cooldon for the coc gem itself, meaning it'll be impossible to trigger any spells with it more than twice per second, but I might be wrong.
You have to be realistic about these things.
Logen Ninefingers
"
NomuraSho wrote:
"
Araden wrote:
...


ah, yes, i do realized what you implying.

But what i'm saying is, people might be reading the patch note incorrectly.
Because when i read it, the patch is simply increasing the CD that CoC already has to 500ms(from 50ms).
Not implementing a whole new CD just for CoC "itself" like some others thought.

I might be wrong though, just might.


This would be in addition to the bit about CoC only triggering one spell per activation, now. Current cast on crit rolls its chance to trigger all supported spells individually when it triggers, as of now, and will not anymore in 2.4.

-Edited to correct misinformation.
Last edited by Araden#0432 on Aug 31, 2016, 5:13:43 AM
Yet another knee-jerk reaction that forgets you're going to be casting one spell and obliterating a pack, then traveling to another pack, obliterating that pack, and by the time you get to the third pack (magic pack, let's say), you'll have two spells you can cast, obliterating that pack, repeat.

The real area CoC gets hurt is single-target damage, for which everyone who's done their research knew that GGG was eventually going to address, to make it go from "instagib bosses" to "wait a few seconds to gib bosses."

Poison is eventually going to get a similar nerf.

Guess what?

Those are essentially the only two setups where (unless you're god-tier equipped), you could absolutely melt bosses in under a second.

Anyone who didn't think this was going to happen was blinding themselves.
Jul 27, 2011 - Sept 30, 2018.
"
Serleth wrote:
Yet another knee-jerk reaction that forgets you're going to be casting one spell and obliterating a pack, then traveling to another pack, obliterating that pack, and by the time you get to the third pack (magic pack, let's say), you'll have two spells you can cast, obliterating that pack, repeat.

The real area CoC gets hurt is single-target damage, for which everyone who's done their research knew that GGG was eventually going to address, to make it go from "instagib bosses" to "wait a few seconds to gib bosses."



I agree. The overall clear speed might not be affected too much. Because even in 2.3 i can clear a pack in one wave of spells.

The problem is when you are facing a boss, or even just a rare mob :L

Its even worse if you are using 1 spell only.
for CoC to work you already sacrificed 3 sockets, so thats like at least 2.5 more multiplier gone.
and you cast only 2 per second, that like 100ms faster than self cast....

a spell normally has 600ms to 800ms base cast speed, having a CoC CD on 500ms is just sub-optimal.
Because you lost 3 sockets just to have 1.2~ 1.6 cast speed, while using those 3 sockets can give you more than 2.5 more damage.

Not even mentioning the amount of passive point you need to invest on the crit "attack" which deals almost no damage.
Last edited by NomuraSho#7930 on Aug 31, 2016, 5:28:30 AM

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