Does "cooldown reduction" affect "skill recharge" and/or "block recovery"?

Pretty much the thread title. This noob’s guess would be: Yes, it does. The different wording throws me for a loop though :face_with_raised_eyebrow:

It affects “skill recharge” of mastery skills and devotion procs.

It does not affect the cooldowns of item skills and has no bearing on block stats.

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Oh, I didn’t even think about devotion cooldowns! Thanks for answering the follow-up question as well!


A nice table to reference, yoinked from another thread in the forum. It’s really old but afaik still accurate.

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it’s not accurate :sweat_smile:

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Ah goddammit. Which ones are not accurate now?

It was long time ago, but as I remember, “CDR Reset” works on “Passive Devotion”. In particuar I’d tested Time Dilation on Turtle Shell.

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what happened to “goodbye”? :stuck_out_tongue: take care dude

CDR chance works on all “active” devos
There are no “passive” devotions in the same sense as mastery/item granted passives, they are just using the same trigger type without being the same proc/skill type (they/devo “passives” are regular buffs so “regular cdr rules”)
^CDR reset works on everything, except CDR reset doesn’t work on CDR reset, so Belgo/Eternity doesn’t work on Aeon, but CDR chance/Gildam type does work on Aeon.
CDR chance doesn’t work on item granted actives/it’s not unknown
Afaik block devos are not different from other when hit devos, so CDR reset works the same, CDR chance is kinda hard to gauge because of a caveat mechanic
^CDR chance “does” work on "everything"non item granted(including Mastery passives), if it’s 100% activation chance,
(but that technically doesn’t exist) - legit not clue if there is any way to measure cdr chance “not 100% activation” working on non regular stuff like when hit devos.
And the game becomes sorta really weird when you use real values instead of artificial ones (eg bloodlord blade 12% multiplicative stacking, vs single modifier with 50-90% chance of 100% reset), so it’s potentially kinda a semantics things (techncially works but effectively/practically doesn’t) or it actually does work on passive devos but is just really weird/difficult to proper confirm

edit example, quick test with a gildam suffix at 90% chance and 100% reset clearly show it applying to block/when hit devos
but the second it gets lowered to 50% activation it becomes almost impossible to determine if it’s actually working, if not at all interacting, or “engine rounding bork”
Now take real values that are even lower of 3-12% and it likely becomes a bigger mess to spot
*edit edit, it’s also just possible block stuff is hard to check because block mechanic borked itself making it harder with chance cdr :sweat_smile:

edit edit edit clarification, Turtle type is “special” in that it needs its shield depleted before it can activate a new shield, but you can reduce the cdr with procs while the shield is running and get a new shield instantly, provided you manage to re-trigger the hp criteria immediately too after first shield depletes ofc

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“X% Chance of Y% Skill Cooldown” (Gildam Arcanum suffix) definitely does not work on item-granted skills but it will affect devo proc cooldowns.

I think the interaction between Gildam and Ulzuin’s Chosen is strange too. Like I’m not even sure how it works now with the new charge mechanic. I think it stacks with the “X% of 100% reset” of Ulzuin but not sure exactly how.

chance resets are separate/individual so multiplicative not additive, and they don’t act on/don’t refresh subsequent charge cooldowns only the “current”/top one (the latter being intended iirc from Z response in a bug report)

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/10characters