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cooldown

nywlanasnywlanas Member Posts: 334

i don't know if this is accurate but it kind of explains why some mercs tend to hit one time during a turn and two times during another..

 

The Basics.

1) Each Main/Mercenary have their own Cooldown.

2) If a spell reads Cooldown: X ... that means it can at highest frequency can be used every X turns.

3) If you during a combat hoover (hold mouse over) your magic skill, it says. You can use it [X] turn later / The magic is available.

4) You get 1 Cooldown every combat round.

5) If you go 2nd, you get 1 additional Cooldown at the start.

6) Cooldowns are shared among all spells.

7) You can max save up 4 cooldowns.

8) You gain cooldowns regardless of status on character. (even if stunned/frozen)

What does this actually mean?

Cooldown is an inaccurate term, a more precise term would be something like "Magic Coins". Think of it as allowance, you get 1 cooldown to spend on magic every turn unless you already have 4 cooldowns, you can spend these cooldowns all at once, or over several rounds. This means if you saved up 4 counters, you can use 2x 2 cost spells in same round (as long you have enough AP) and in theory could use Awaken on a monk 4 times in same round (not possible due to AP, but that is an unrelated issue). I will be ignoring AP in the remainder of this post, as its unrelated.

This should explain why someone can Flame Strike twice the same round, or 1 Viking can freeze a row after it just woke up.

(Bellow are some examples, I could use a better way to represent it, but not sure how. If any of you got a better way, I will update the post with it.)

---

How often can a skill be reused if starting at 4 counters?

(format is X is a Cast and (value) shows available counters before and after a spell).



1 Cooldown Skills:

Can be used 4 times in same turn (not currently possible due to AP)

(4) XXXX (0), (1) X (0)

Can be used 3 times turn 1, 2 times turn 2 (might be possible with awaken, if you start at 299 AP and gain a 101 AP gain with a high Speed Cast)

(4) XXX (1), (2) XX (0), (1) X (0)

Can be used 2 times per turn for 3 consequtive turns, after which it is useable every turn.

(4) XX (2), (3) XX (1), (2) XX (0), (1) X (0)



2 Cooldown Skills:

Can be used twice same turn, then 1 turn delay

(4) XX (0), (1), (2) X (0)

Can be chained for 3 rounds

(4) X (2), (3) X (1), (2) X (0), (1), (2) X (0)

3 Cooldown Skills:

Can be used, and reused with 1 turn waiting periode

(4) X (1), (2), (3) X (0), (1), (2), (3) X (0)

4 Cooldown Skills:

Useable every at the most every 4 turns regardless of what you do how you do

(4) X (0), (1), (2), (3), (4) X (0)

 

got this here..

Comments

  • kokoro-chinkokoro-chin Member Posts: 181

    Hmm... Very interesting. I'm not really sure if I understood this quite right but if this 'theory' is also applicable to attack hits, does that mean if you have more that 1 cooldowns, you might hit an enemy more that once? And another question, where can one see it's mercenary's AP (which also leads me to the question, and I'm going to say my apologies in advance since I might sound completely idiotic, but what does AP mean? My assumption is Action/Attack Points but not really sure...)

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