PropertyValue
rdfs:label
  • Cooldown
  • Cooldown
  • Cooldown
  • Cooldown
  • Cooldown
  • Cooldown
  • Cooldown
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  • If a skill is aborted by the player or because of a lack of target, the recharge will not begin and the skill will be available again for immediate use.
  • A cooldown is a gameplay mechanic which sets a timer on an ability or other interaction, limiting the rate at which it can be activated. __TOC__
  • Cooldown is the fourth episode of Cherry Hill: Generation Me. Nathan has some cooldown time following his fallout with Will, receiving some advice from Naomi. Meanwhile, Will admits he doesn't want Stacey to leave, but she refuses to stay unless he invites Nathan back. Elsewhere, Daisy faces some animosity from Nathan after he begins to believe Stacey about not trusting her.
  • The cooldown is the time required to re-charge the action skill of each playable character. * Borderlands: Scorpio Turret, Phasewalk, Berserk and Bloodwing. * Borderlands 2: Sabre Turret, Phaselock, Gunzerking, Decepti0n, Deathtrap and Buzz Axe Rampage. * Borderlands: The Pre-Sequel: Kinetic Aspis, Wolf and Saint, Showdown and VaultHunter.EXE
  • Named for his ability to calm almost any cybertronian down CoolDown was a decepticon scientist directly responsible for an assassination attempt on megatron (which failed horribly) upon which he betrayed his people and eventually became an autobot. He is mainly a scientist but he has medical training. He will be the main character in Transformers:G 5,000.
  • A cooldown is the amount of time between when something, such as a spell or potion, is used, and when it can be used again. Cooldowns typically serve to prevent spamming certain highly effective actions or items, so that they cannot be used so often, as to gain an unfair advantage.
  • Cooldown is a period where an ability or use of a weapon is not available or its capabilities are reduced. Cooldown takes various forms depending on its use, but in general is a time limit.
  • Cooldown is one of the most fundamental concepts of Footmen Frenzy and Warcraft III in general. Cooldown is a term applied to spells and items. Cooldown is a delay that prevents heroes or units from repeatedly casting a spell or buying an item. Cooldown exists for balance purposes
  • Cooldown, best known as Rate of Fire in other games, is how fast your weapon could attack again. The lower your cooldown on a weapon, the faster it shoots, such as the Minigun. On the other hand, higher cooldown tends to make guns shoot slower, like the Shotgun.
  • A cooldown of one, for example, would mean that one turn must pass before the spell can be cast again by that player. At higher spell levels, or with pieces from Class Sets, certain spells cooldowns may decrease.
  • Cooldown is a measurement of time between a unit's attacks.
  • Il cooldown di uno, ad esempio, indica che bisogna aspettare un turno per rilanciare quell'incantesimo. Ai livelli alti degli incantesimi, o con alcuni pezzi dei Set di classe, il cooldown di alcuni incantesimi si riduce.
  • A skill's cooldown time is the amount of time before it can be used again. Only certain active skills have such a cooldown time, inlcuding all summon pet skills and most combat spells. The cooldown times for all skills can be reduced by equipping items with a -XX% Recharge modifier on them (like the Staff of the Magi).
  • Cooldowns are an extension of the exhaust system governing spell incantation. They were implemented in Update 8.7 and are part of CipSoft's ongoing efforts to balance Vocations.
  • Cooldown is the number of turns a character has to wait between using an Active Magic Skill.
  • Cooldown wird eine in das Spiel eingebaute Funktion genannt, die Items oder Skills für eine bestimmte Zeitspanne unbrauchbar macht. Der Sinn dieser Maßnahme liegt in der Erhaltung der Spannung und somit des Spielspaßes. Nahrung und Pillen weisen immer einen Cooldown auf (wobei dieser bei letzteren länger andauert), bei Skills ist dies nur manchmal der Fall. ======
  • Cooldown röviden CD. Az az idő mennyiség, amelynek el kell telnie ahhoz, hogy újra használható legyen a képesség.
  • Kategoria:Terminy Cooldown to okres czasu zanim ponownie można użyć czaru, umiejętności lub mocy przedmiotu. Często używany skrót od "cooldown" to "CD".
  • Der Cooldown bestimmt die Rundenanzahl, die man warten muss, um einen bestimmten Zauber erneut wirken zu können. Jeder Zauber hat eine festgesetzte Cooldownrate, die sich durch erhöhen der Stufe des Zauberspruchs oder dem Tragen von Klassensetteilen verringern kann. Kategorie:Spielinformation
  • Ο χρόνος σε sec που χρειάζεται να περάσει προκειμένου μια ability/skill/spell να ξαναγίνει ενεργή για νέα χρήση.
  • Cooldown, lyhennettynä CD, on kuluva aika, jonka aikana et voi käyttää ko. skilliä tai esim trinkettiä, joten sinun on odotettava sen loppuunkulumista käyttääksesi sitä uudelleen. Melkein jokaisella skillillä ja trinketillä on oma cooldown, joka lähtee kulumaan heti käytön jälkeen. Trinketeillä tämä tavallisesti on 2 minuuttia ja skilleillä se voi vaihdella noin parista sekunnista jopa tuntiin.
  • A Cooldown is an attribute some spells have, which is in essence a timer that is started when you cast the spell, and prevents the spell from being cast again until it has run out. Most cooldowns are around two seconds in length, but some spells have much, much longer cooldowns (such as the Elementor spell Avalanche, which has a cooldown of roughly 15 seconds). Examples of cooldowns: * All food items * The Mage spell Blinkpool * The Elementor spells Burningfield and Poison Cloud * The Acrobat spell Dark Illusion
  • The term cooldown is defined as a period of wait time before a spell, ability, or item power can be used after a prior spell, ability, or item power. Sometimes referred to by the pseudo-acronym "CD". For example: The term cooldown can also refer to an ability with a long cooldown; for example, Save your cooldowns for boss fights.
  • The term cooldown is defined as a period of wait time before a spell, ability, or item power can be used after a prior spell, ability, or item power. Sometimes referred to by the pseudo-acronym "CD". For example: The term cooldown can also refer to an ability with a long cooldown; for example, Save your cooldowns for boss fights.
  • Cooldown is a statistic that was introduced in Diablo II, although it was referred to as Cast Rate. A skill that makes a drastic effect on the battlefield, such as Werewolf or Werebear, in addition to the costs normally present, needs a minor time allotment to cool down. This was set in place to prevent heroes from completely dominating the battleground. For the skills affected by this change, they were allowed buffs to their effects, justifying this minor time cooldown.
  • The term cooldown is defined as a period of wait time before a skill, or item power can be used after a prior skill or item power. Sometimes referred to by the pseudo-acronym "CD". For example: * The time it takes to recharge after a spell has been cast or an ability or item power has started being used. You will not be allowed to cast another spell for the duration of the cooldown period. This is not the cast time, and usually the cast time of a spell or ability is longer than the animation, which means you can begin your next spell immediately after the cast is finished. * Potions have a 10 second cooldown.
  • Cooldown is the interval of time between attacks. Factors affecting cooldown include the power and range of an attack. As a general rule, the more powerful an attack the longer it takes to attack again. Melee units such as Zerglings are much faster than a ranged unit like Siege Tanks. Another example would be the Marine's gauss rifle firing much faster than a Dark Templar slashing with its Warp blade. Special abilities are not affected by cooldown limitations. However, they can affect the cooldown of other units such as the Queen's Ensnare spell.
  • If something proves effective in Real Life combat, it would be wise to do it again as quickly as possible. Most game characters don't have that option, however, and will be forced to wait for a fixed period of time or a certain number of turns before they can use that room-clearing move again. While it could be argued that said move was exhausting and that the character needed to recover before acting again, why is he or she able to use a different and more powerful move immediately? More importantly, why does that move also have a fixed recovery time? Why does the majority of the character's repertoire have such recovery times?
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abstract
  • If a skill is aborted by the player or because of a lack of target, the recharge will not begin and the skill will be available again for immediate use.
  • A cooldown is a gameplay mechanic which sets a timer on an ability or other interaction, limiting the rate at which it can be activated. __TOC__
  • Cooldown is the fourth episode of Cherry Hill: Generation Me. Nathan has some cooldown time following his fallout with Will, receiving some advice from Naomi. Meanwhile, Will admits he doesn't want Stacey to leave, but she refuses to stay unless he invites Nathan back. Elsewhere, Daisy faces some animosity from Nathan after he begins to believe Stacey about not trusting her.
  • The cooldown is the time required to re-charge the action skill of each playable character. * Borderlands: Scorpio Turret, Phasewalk, Berserk and Bloodwing. * Borderlands 2: Sabre Turret, Phaselock, Gunzerking, Decepti0n, Deathtrap and Buzz Axe Rampage. * Borderlands: The Pre-Sequel: Kinetic Aspis, Wolf and Saint, Showdown and VaultHunter.EXE
  • Named for his ability to calm almost any cybertronian down CoolDown was a decepticon scientist directly responsible for an assassination attempt on megatron (which failed horribly) upon which he betrayed his people and eventually became an autobot. He is mainly a scientist but he has medical training. He will be the main character in Transformers:G 5,000.
  • A cooldown is the amount of time between when something, such as a spell or potion, is used, and when it can be used again. Cooldowns typically serve to prevent spamming certain highly effective actions or items, so that they cannot be used so often, as to gain an unfair advantage.
  • Cooldown is a period where an ability or use of a weapon is not available or its capabilities are reduced. Cooldown takes various forms depending on its use, but in general is a time limit.
  • Cooldown is one of the most fundamental concepts of Footmen Frenzy and Warcraft III in general. Cooldown is a term applied to spells and items. Cooldown is a delay that prevents heroes or units from repeatedly casting a spell or buying an item. Cooldown exists for balance purposes
  • Cooldown, best known as Rate of Fire in other games, is how fast your weapon could attack again. The lower your cooldown on a weapon, the faster it shoots, such as the Minigun. On the other hand, higher cooldown tends to make guns shoot slower, like the Shotgun.
  • A cooldown of one, for example, would mean that one turn must pass before the spell can be cast again by that player. At higher spell levels, or with pieces from Class Sets, certain spells cooldowns may decrease.
  • The term cooldown is defined as a period of wait time before a spell, ability, or item power can be used after a prior spell, ability, or item power. Sometimes referred to by the pseudo-acronym "CD". For example: * The time it takes to recharge after a spell has been cast or an ability or item power has started being used. You will not be allowed to cast another spell for the duration of the cooldown period. This is not the cast time, and usually the cast time of a spell or ability is longer than the global cooldown, which means you can begin your next spell immediately after the cast is finished. * A Hearthstone has a 30 minute cooldown time. The term cooldown can also refer to an ability with a long cooldown; for example, Save your cooldowns for boss fights.
  • Cooldown is a measurement of time between a unit's attacks.
  • Il cooldown di uno, ad esempio, indica che bisogna aspettare un turno per rilanciare quell'incantesimo. Ai livelli alti degli incantesimi, o con alcuni pezzi dei Set di classe, il cooldown di alcuni incantesimi si riduce.
  • Cooldown is a statistic that was introduced in Diablo II, although it was referred to as Cast Rate. A skill that makes a drastic effect on the battlefield, such as Werewolf or Werebear, in addition to the costs normally present, needs a minor time allotment to cool down. This was set in place to prevent heroes from completely dominating the battleground. For the skills affected by this change, they were allowed buffs to their effects, justifying this minor time cooldown. Cooldown returns in Diablo III, and it is a limit of how often a particular skill can be used. While most skills have no cooldown or have just 6 to 30 seconds, the most powerful skills may go up to 60, 90, 120, or even 180 seconds. Cooldowns longer than that are very rare. After the skill is used, it may have no cooldown at all (the speed at which it can be used is only limited by character's or monster's resources and attack speed) or require a specific amount of time to recharge before it can be used again. This time can be visually indicated by a grayed area on the skill icon, which decreases clockwise as the cooldown nears its end. When cooldown is reset or expires, the button briefly flashes to clearly indicate that moment. Cooldown management is a vital part of gameplay, although some cooldown-independent builds exist as well. There are many ways in which it can (and should) be reduced: * Plain passive skills offering cooldown reduction of all skills in percent. Note that they stack with other modifiers multiplicatively, being added to the respective stat. Example: Evocation. * Plain passive skills offering cooldown reduction of specific skills in set amount of seconds. Example: Boon of Bul-Kathos. * Skill Runes and Items that remove, reduce or even add cooldown to specific skills. Example: Archon rune "Pure Power", Aether Walker (removes cooldown of Teleport and replaces it with Arcane Power cost). * Diamonds in the helm socket, can reduce all cooldowns by up to 12.5% (25% with Leoric's Crown). * Respective affix on items, can roll on gloves, amulets, rings, pauldrons, off-hand items (up to 8%) or weapons (up to 10%). Some Legendary Items may reduce cooldowns of particular skills even further, like Gesture of Orpheus, reducing cooldown of Slow Time by 30-40%. * Legendary Follower items that halve the Followers' skills cooldowns: Vadim's Surge, Slipka's Letter Opener, Hillenbrand's Training Sword. * Items, runes and skills that reduce the remaining cooldowns by X seconds when triggered. Example: Grave Injustice, Rally, In-Geom, Obsidian Ring of the Zodiac, Trag'Oul Coils. * Passive effects that reset the existing cooldowns, instantly removing them regardless of how much time remains. Example: Illusionist. * Empowered Shrine and Channeling Pylon reduce all cooldowns by half and by three quarters respectively for the duration. Pylon also resets the cooldowns that are already active. Cooldown reduction is subject to diminishing returns. There are some builds focusing on keeping lower cooldowns for long-recharging spells, but the legitimately achievable cap for most classes is somewhere around 72-75% (84.5-88.5% with Leoric's Crown). Some skills (like Unstable Anomaly) do not have a normal cooldown, instead applying a debuff visible on the panel. These cooldowns may never be reduced, unless specifically stated otherwise. Note that cooldown time is determined at the moment skill is used. Equipping items that reduce cooldowns by X% after the skill is used will have no effect. Cooldowns of skills triggered by items are usually separate from cooldowns of identical skills wielded by the player, if any. Cooldown normally start immediately after the skill is activated, not once its effect is over. This includes shapeshifting abilities like Archon. However, some skills, especially those that grant immunity to damage, such as Serenity, Smoke Screen or Spirit Walk, will only start cooldown after they end, to prevent characters from permanent immunities. Also note that cooldowns continue to recharge even while the character stays dead. It is possible by legitimate means to reduce a cooldown to zero before the skill effect fades. The passive skill Critical Mass for the Wizards proved so effective for that purpose that it has been removed altogether from the game. Cooldown reduction does not go into the damage sheet statistic, but most of the time can determine the effective damage per second. Cooldowns of item special effects (such as Firebird's Finery set bonus) are not affected by the cooldown reduction, unless specifically stated otherwise. Moreover, cooldowns of all passive skills that prevent a hero from dying (Unstable Anomaly, Near Death Experience, Spirit Vessel etc) cannot be reduced by any means possible. The potion cooldown of 30 seconds may not be reduced. However, skills with charges, like Dashing Strike, actually do recharge faster, benefiting from the cooldown reduction as well.
  • The term cooldown is defined as a period of wait time before a spell, ability, or item power can be used after a prior spell, ability, or item power. Sometimes referred to by the pseudo-acronym "CD". For example: * The time it takes to recharge after a spell has been cast or an ability or item power has started being used. You will not be allowed to cast another spell for the duration of the cooldown period. This is not the cast time, and usually the cast time of a spell or ability is longer than the global cooldown, which means you can begin your next spell immediately after the cast is finished. * A [Hearthstone] has a 15 minute cooldown time. The term cooldown can also refer to an ability with a long cooldown; for example, Save your cooldowns for boss fights.
  • A skill's cooldown time is the amount of time before it can be used again. Only certain active skills have such a cooldown time, inlcuding all summon pet skills and most combat spells. The cooldown times for all skills can be reduced by equipping items with a -XX% Recharge modifier on them (like the Staff of the Magi).
  • Cooldowns are an extension of the exhaust system governing spell incantation. They were implemented in Update 8.7 and are part of CipSoft's ongoing efforts to balance Vocations.
  • Cooldown is the number of turns a character has to wait between using an Active Magic Skill.
  • Cooldown wird eine in das Spiel eingebaute Funktion genannt, die Items oder Skills für eine bestimmte Zeitspanne unbrauchbar macht. Der Sinn dieser Maßnahme liegt in der Erhaltung der Spannung und somit des Spielspaßes. Nahrung und Pillen weisen immer einen Cooldown auf (wobei dieser bei letzteren länger andauert), bei Skills ist dies nur manchmal der Fall. ======
  • Cooldown röviden CD. Az az idő mennyiség, amelynek el kell telnie ahhoz, hogy újra használható legyen a képesség.
  • The term cooldown is defined as a period of wait time before a skill, or item power can be used after a prior skill or item power. Sometimes referred to by the pseudo-acronym "CD". For example: * The time it takes to recharge after a spell has been cast or an ability or item power has started being used. You will not be allowed to cast another spell for the duration of the cooldown period. This is not the cast time, and usually the cast time of a spell or ability is longer than the animation, which means you can begin your next spell immediately after the cast is finished. * Potions have a 10 second cooldown. The term cooldown can also refer to an ability with a long cooldown; for example, Save your cooldowns for boss fights.
  • Kategoria:Terminy Cooldown to okres czasu zanim ponownie można użyć czaru, umiejętności lub mocy przedmiotu. Często używany skrót od "cooldown" to "CD".
  • If something proves effective in Real Life combat, it would be wise to do it again as quickly as possible. Most game characters don't have that option, however, and will be forced to wait for a fixed period of time or a certain number of turns before they can use that room-clearing move again. While it could be argued that said move was exhausting and that the character needed to recover before acting again, why is he or she able to use a different and more powerful move immediately? More importantly, why does that move also have a fixed recovery time? Why does the majority of the character's repertoire have such recovery times? The use of Magic A Is Magic A can Hand Wave this requirement but credibility is stretched for purely physical fighters. It's believable that a warrior would need to rest for five seconds after slashing six times in a row with a BFS, but it's less believable that the move's five or seven-hit cousins can be used immediately during those five seconds. The result is that moves become like on-board weapons with differing reload or recharge intervals. The gameplay reason is to prevent players from repeating a super move over and over again until they run out of Mana, while still allowing them to defend themselves with other moves. If nothing else, it forces gameplay to become somewhat more 'varied' in that players can at best repeat a sequence of moves instead of using a single move ad nauseum. The upside to this mechanic is that it adds a layer of complexity to the overall Metagame as players have to deal with timing as well as damage numbers and Standard Status Effects. Changing a skill's recovery time has a disproportionately large effect on its usefulness compared to its other statistics as one second less can make it a Game Breaker while one second more can make it entirely useless. As a result, the recovery time of an ability is almost always balanced against that of others as opposed to approximating reality or following flavor. Certain games also have a global cooldown, which triggers after any sequence of moves depletes a character's 'stamina' or 'energy' and disables all moves while it recharges, possibly closer to how this mechanic would work in Real Life. There are also games with a combination of both, such as having common cooldowns for different sets of moves rather than all moves or having some moves with individual cooldowns and others shared. Examples of Cooldown include: * Diablo 2 had the combination. Some spells were cooldown spells, some could be cast continuously. Unlike most games, if any cooldown spell was used, it would prevent all other cooldown skills from being used for the period, not just itself. Many skill setups in the game involved combining a cooldown skill with a fast casting skill. * All special abilities and magical spells in Dragon Age: Origins have cooldown periods in addition to consuming stamina and mana, respectively. * Common in DnD-type RPGs, with spells that can only be used once daily, and so on. * City of Heroes has a recharge time for all powers. * RTS games use this mechanic for superweapons and CO powers. In games where individual units or heroes have special powers, those tend to have cooldowns as well. * The World Ends With You. All abilities can be used instantly a certain number of times before entering a cooldown period. * All special abilities in Alpha Protocol have a cooldown time, which can be reduced by certain perks or armour upgrades. The ability Brilliance (which, itself, has a base cooldown time of 300 or 45 seconds) resets the timer for every other ability. Brayko becomes much less of a threat when you can use Master Chain Shot on him twice on a row. * Bloodline Champions uses cooldowns to limit abilities, as well as having them all activate global cooldowns. Certain abilities can be used to refresh these cooldowns or cause the enemy to suddenly have their abilities to suddenly be on a temporary cooldown, and a few may be activated that ignores the global cooldown. * Team Fortress 2 - The Scout's Bonk! Atomic Punch, Crit-a-Cola, and Mad Milk, the Sniper's Jarate, and the Heavy's Sandvich and Buffalo Steak Sandvich are all subject to cooldown, though they can be recharged instantly by visiting the respawn lockers and the Sandvich can also be recharged by picking up a health pack when you already have full health. * In Day of Defeat Axis machinegun is MG42, which quickly heats up when fired, so the player has a choice between shooting very sparingly and having a period of vulnerability later when the barrel finally overheats. * Star Craft 2 is moving a bit in this direction, where some Mana-based abilities are being replaced with cooldowns. * All Multiplayer Online Battle Arena have a cooldown mech. Some abilities are intended to be spammed and have, say, 5i-ish second cooldown, some may be used once in a fight and have a cooldown of 10-15 seconds, and ultimates are saved for big teamfights and thus have up to 2 minutes cooldown. * World of Warcraft uses cooldown management extensively for class balance. All classes have some form of resource management, whether it be mana, runic power, energy, rage, etc.; but also mix this up with cooldowns for individual abilities and occasionally shared families of abilities. To this, add a global cooldown, plus certain abilities that aren't on the global cooldown but also have their own shared cooldowns. The Metagame of managing one's cooldowns can therefore become as much if not more a part of the game mechanics as the abilities themselves. * In some cases, the "rotation" that one goes through with their character can affect Damage Per Second or Threat per second by several THOUSAND points, but are typically obscure and can only be found out by people using add-ons, trial and error, or just being told what to do. * League of Legends has a hero type whose resource management is replaced by cooldown management. * The Mass Effect series has both versions with various tradeoffs. In Mass Effect 1, each power had its own cooldown, which was abominably long or somewhat fast, depending on what passive abilities you had equipped. In Mass Effect 2, however, using one power put all the other powers on a cooldown after using only one power. In exchange, though, the cooldowns were greatly reduced to a few seconds for almost every ability; powers with cooldowns longer than ten seconds were almost non-existent. Unless the squad members used their powers, since the squad members had much longer cooldown times than Shepard. * In the case of biotic powers, this is somewhat explained away in the Expanded Universe. Biotic powers are difficult, and heavy use of them will very quickly wear out a biotic, meaning they can actually only use them sparingly. This means the game's portrayal is a bit of an inversion, as in-game biotics cool down a whole lot faster than "real" biotics would! * Hyperdimension Neptunia suffers from this when you're not in battle. In the dungeons, it is possible to execute one of three actions; swing a hammer overhead to clear away a breakable wall in front of you (as Neptune), ring a bell to trigger battles (as Compa) and show the location of the dungeon's hidden treasure chest (as IF). Problem is, the cooldown times for these abilities are atrociously long. It takes around half a minute for Neptune to swing the hammer again, which is kind of fair enough when you consider it's very heavy, but Compa has to wait about fifteen seconds to ring the bell once more. * Eve Online has the global session change timer, which starts when you do an action on a rather small list and forces you to wait 30 seconds before doing another (these include actions like dock at a station, change the ship you're in, join/leave a fleet, use a stargate, log on to the game; you know, that sort of thing). Most active modules have individual cooldown as well; active, repeating modules call it cycle time, while non-repeating modules call it a reactivation delay. * Solatorobo has cooldown present only in the fishing minigame; any weapons can be fired until they run out of ammo. * In Alien Hallway, the cooldown time is represented by a shaded-out area over the icon, which gradually drains away. When a unit is available again, its icon lights up green.
  • Der Cooldown bestimmt die Rundenanzahl, die man warten muss, um einen bestimmten Zauber erneut wirken zu können. Jeder Zauber hat eine festgesetzte Cooldownrate, die sich durch erhöhen der Stufe des Zauberspruchs oder dem Tragen von Klassensetteilen verringern kann. Kategorie:Spielinformation
  • Ο χρόνος σε sec που χρειάζεται να περάσει προκειμένου μια ability/skill/spell να ξαναγίνει ενεργή για νέα χρήση.
  • Cooldown, lyhennettynä CD, on kuluva aika, jonka aikana et voi käyttää ko. skilliä tai esim trinkettiä, joten sinun on odotettava sen loppuunkulumista käyttääksesi sitä uudelleen. Melkein jokaisella skillillä ja trinketillä on oma cooldown, joka lähtee kulumaan heti käytön jälkeen. Trinketeillä tämä tavallisesti on 2 minuuttia ja skilleillä se voi vaihdella noin parista sekunnista jopa tuntiin.
  • A Cooldown is an attribute some spells have, which is in essence a timer that is started when you cast the spell, and prevents the spell from being cast again until it has run out. Most cooldowns are around two seconds in length, but some spells have much, much longer cooldowns (such as the Elementor spell Avalanche, which has a cooldown of roughly 15 seconds). Examples of cooldowns: * All food items * The Mage spell Blinkpool * The Elementor spells Burningfield and Poison Cloud * The Acrobat spell Dark Illusion
  • Cooldown is the interval of time between attacks. Factors affecting cooldown include the power and range of an attack. As a general rule, the more powerful an attack the longer it takes to attack again. Melee units such as Zerglings are much faster than a ranged unit like Siege Tanks. Another example would be the Marine's gauss rifle firing much faster than a Dark Templar slashing with its Warp blade. Special abilities are not affected by cooldown limitations. However, they can affect the cooldown of other units such as the Queen's Ensnare spell. For more information see Cooldown on the parent site.
is Affects of
is Cooldown of