cooldown reduction stacking

getting 100% is almost impossible, and even when you get it, its actually only 50%, makes it such a waste of money, time, and effort. either increase cooldown reduction numbers or make stat screen show what you actually have with stacking.
Last bumped on Jul 6, 2021, 8:30:12 PM
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The modifier says increased cooldown recovery rate.

This means the rate at which the cooldown recovers is increased, not the total time it take.

If it said time then it would be expected to go down to 0%, but that would break many builds.

This cooldown recovery rate information is probably on the cooldown page of the wiki. If not you can always become an editor and add it yourself.
To expand on what killodoggy said.

You were expecting x% increased cooldown recovery rate to actually be x% reduced cooldown recovery time. Those two things sound the same intuitively, right?

But if you look at the math, they're actually completely different.

Suppose it takes you 1 hour to drive 60 miles. Your driving rate is 60 miles per hour. Then, you equip a magic item that grants 100% increased driving rate. Your rate is now 120 miles per hour. How long does it take you to travel 60 miles when traveling 120 miles per hour? Certainly not 0 hours. In fact the answer is 60 miles / (120 miles / hour) = 0.5 hours.

You can generalise this relationship such that all x% increased cooldown recovery rate is actually (100%/(100% + x%)) cooldown recovery time multiplier, and of course 100%/200% = 50%, which is equivalent to 50% reduced cooldown recovery time.

Presumably they implemented it this way to prevent issues with instant mechanics, e.g. trigger skills. The servers would probably melt down if certain triggers could have 0 cooldown. When a mechanic is instant but has a cooldown, x% increased cooldown recovery rate increases the amount of usage of that mechanic linearly (for example if you were using Spellslinger + sufficient IAS or Vortex, having 100% increased cooldown recovery rate doubles your hit DPS). When a mechanic is not instant and still has a cooldown, that's where increased cooldown recovery rate can feel kind of oppressive, because your uptime doesn't increase linearly there (e.g. Guard skills like Molten Shell, Immortal Call, etc.)
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Last edited by adghar#1824 on Jul 6, 2021, 6:02:15 PM
An alternative half-way between what the OP is proposing (replace all x% increased cooldown recovery rate with x% reduced cooldown recovery time) would be y% less cooldown recovery time. y% less cooldown recovery would be equivalent to (1/(100%-y%)) more cooldown recovery rate, aka multiplicative stacking for each source of recovery mechanic you get. This would prevent the undesirable edge case of no cooldowns, but also cause less of a "diminishing returns feeling" (diminishing return of seconds saved over investment).

A clunky way of implementing this without making instants OP (see my previous post) might be granting all skills that have cooldowns, but whose cooldowns do not start instantly (e.g. Guard skills), the modifier "Modifiers to increased cooldown recovery rate instead grant more cooldown recovery rate."
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Last edited by adghar#1824 on Jul 6, 2021, 6:09:52 PM
adghar basically summed it up already in his first post, but a shorthand is #% increased cooldown recovery can literally be read as "#% increased trigger's per second", but you have to take into account breakpoints.

If you got 100% increased cooldown recovery rate, you can trigger 100% increased amount for the same time period.

If there were no breakpoints due to server ticks and stuff, it would be just another separate increase damage, just like increased attack or cast speed, ie the marginal point is valuable when you have low quantity of it.

No real balance change is needed to this attribute in this regard.

Also if it were "100% CDR", then we'd have pre-cooldown CoC again lol

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