I’m doing testing with my status build and have had some questions on duration effects.
1. When using creeping death talent the status durations are not equally applied ( I believe this is intended, but no mention of this is in the wording of the talent). Is the talent applying a percentage of the status duration or just a flat duration that also appears to be on a sliding scale. . The further away the secondary target is from the primary the faster the cooldown. So at 8m the secondary target has very little duration What is this scale?
2. I’m also using Acosta go bag for the overcharge however My testing with firefly blind seems to not reach the overcharge duration. I know the overcharge only last 15 seconds but when hitting the blind during this period I’d assume the overcharged duration is applied and not lost once overcharge is gone? Yet It seems inconsistent.... that is however also depending on my next question.
3. I notice durations are shorter for higher ranked enemies. What is the scale for this duration reduction?
Finally a tip I discover while testing. If the blinder is destroyed either accidentally or on purpose after hitting blinds the cooldown is reduced (by 10 seconds for me). Not sure if this a bug or intended to make up for bad paths. But it can be used to our advantage by doing manual destruction to gain a better cooldown.
That's the same for all Skills.Originally Posted by pure_energist Go to original post
If you destroy a Skill before it is expired, you will get a reduced cool down.
And yes, that is intended.