Wow Global Cooldown Hack 335

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Kody Coste

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Jun 15, 2024, 3:47:19 AM6/15/24
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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. Often referred to by the pseudo-acronym "CD".

Wow Global Cooldown Hack 335


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It is important to know if a spell or item has a shared cooldown, since that is much more limiting than an isolated cooldown. This usually means that you must choose wisely which to use, since you cannot use all within a short time period. For instance, many potions share cooldowns with other potions; the warrior abilities [Heroic Strike] and [Cleave] share a cooldown; and so do hunter traps.

A shared cooldown need not match the ability's individual cooldown; some powerful abilities with lengthy cooldowns also have a short shared cooldown with similar abilities, preventing a player from gaining several powerful effects at once.

Warrior stance changes also fall under the shared cooldown category. Switching stances as a warrior prevents switching to another stance for 1.5 seconds but does not prevent the user of other abilities.

Some abilities do not have shared cooldowns, but still prevent players from using certain other abilities during their effect, such as to prevent players from combining excessively powerful buffs. Similarly, [Divine Shield], [Lay on Hands] and [Hand of Protection] use the [Forbearance] debuff to prevent a player from receiving any of these effects within 1 minute of each other. However, they do not share a cooldown, and so can be used in short succession on three different targets.

The global or universal cooldown, frequently shortened to "GCD", is the cooldown which starts every time you start to use a spell or ability, and affects all of your class spells and abilities. There are exceptions to this, however, as noted below.

The term 'global' is also often used to refer to a single global cooldown. In this way it serves as a basic unit of measurement for time and ability usage. It may take a certain number of globals to set up a rotation, to deal a certain amount of damage/healing, or to respond to an event. The phrase 'to global' (or 'to be globaled') refers to being killed extremely quickly, such as in the duration of only a single GCD.

If a spell has a casting time less than the global cooldown (or instant cast), you generally have to wait the remainder of the global cooldown. If a spell with casting time is interrupted before it has finished casting, the global cooldown is canceled. This allows you to immediately begin casting a new spell, be it the same spell or another.

The base global cooldown is generally 1.5 seconds for all classes except rogues, [Cat Form] druids, and monks, whose abilities mostly have one second global cooldowns. However, since patch 2.4.0, haste can reduce the global cooldown to a minimum of 0.75 seconds (1.0 seconds prior to Legion) for the spells that originated from 1.5 second cooldown. Haste doesn't affect GCD of agility energy melee classes like the ones mentioned before. A few specific abilities have global cooldowns as short as 0.5 seconds. The global cooldown affects the wait for the next ability, so using an item or ability with the standard 1.5 second cooldown will require waiting that long before a 1 second global cooldown ability can be used.

Some abilities are not affected by the global cooldown, and do not trigger the global cooldown when used. This means that they can be used at times when other abilities cannot (such as immediately after using an instant ability), and can be followed immediately by another ability without delay. Such abilities are often referred to as being "off the global cooldown" or "not affected by the GCD". All such abilities are currently instant cast, allowing several to be used simultaneously, followed immediately by the use of another ability. Many of these abilities have the effect of augmenting the character in some way, and are often placed in macros with other abilities, for speed and convenience.

As of Battle for Azeroth, a significant number of abilities which previously were not on the global cooldown have been added to it. Notably, the majority of DPS and healing cooldowns and movement abilities have been added to the global cooldown. Some but not all defensive abilities have also been added to the global cooldown.

For example [Major Healing Potion] has a 2 minute cooldown, so it can be used just once every 2 minutes. The average cooldown is 2 or 5 minutes, but they range from 10 seconds to 3 hours (like [Signet of Expertise]) to 3 days at the longest. These items can be equipped in a variety of slots or used from the backpack.

An internal cooldown is the cooldown on several abilities usually found on items. It exists as a regulator to prevent specific chance-to-proc abilities from being active at all times. One example is [Pendulum of Telluric Currents] which has a 10% chance to proc and a 45 internal cooldown. When it does proc, there will be 45 seconds before it can do so again. Internal cooldowns vary in duration, but the most common is 45 seconds as with the Pendulum of Telluric Currents.

Internal cooldowns are often hard to perceive and measure. This is because the description of the item which holds the ability rarely tells if there is any cooldown on the ability, nor how long any possible cooldown is. As a result, internal cooldowns are often mentioned as "hidden cooldowns". Because of this, the cooldown of an item's ability is usually discovered via player testing in-game. It is important to know the internal cooldown of an item's ability since it highly affects how powerful the item is. One example is [Darkmoon Card: Greatness]. It has a 35% chance to proc, a 15 second duration and a 45 second internal cooldown. If there were no cooldown, players would be able to refresh the duration via procs over and over, enjoying a nearly permanent effect from this item. Applying the cooldown will reduce the time the effect is active to 33% possible uptime (as 15 is 33% of 45), which in comparison reduces the item's performance by almost 70%.

Several professions have recipes with long cooldowns. Note that many "1 day" cooldowns do not in fact last 24 hours; rather they have a daily reset time (usually 1am server time) at which point the cooldown is reset.

Have you played other mmos? Because the global cooldown in this game is not slow at all. Being able to use literally every ability at once would be close to impossible to balance around and could possibly even cause the game to crash? Especially in a raid scenario.

i prefer if they lower the GCD for all classes and make it completely unaffected by haste
like a 0.25/0.5 seconds max on it
put all major cooldowns off the GCD
and the game would feel way better to play

It would be good to have a per user and a global cooldown option for the channel points.
For example for a reward to "Stay Hydrated" or "Dab", viewers who have saved up a lot of points can spam them in a short time which ruins the idea of the rewards purpose or becomes annoying.

The max per stream is a nice thing to have for sure in some cases for specific rewards, but the combination of a 1-5 minute per user, and 10-30 second global cooldown on reward redemption allows for things to not feel too spammy.

The other HUGE reason you want a per user cooldown as well as a global cooldown is that otherwise there is a "race". Global cooldown only naturally incentivizes people to try to be the one to click the button again as soon as it comes available. Yes, everyone could just agree to be cool about it but as we're all streamers here we know that that simply will not be the case.

Agreed. A per user AND global cooldown option are absolutely essential to a feature like this. I've got so many ideas to implement but I am waiting entirely on cooldowns or it'll just get out of hand. The only "workaround" is to make stuff stupidly expensive, but that's just bad because long time viewers can still overuse them if they feel like it and newcommers feel left out.

A global timer cooldown is a wonderful idea. There's lots of places this could go: I have a stream reward set up where if four different viewers execute the reward within five minutes, something fun happens on stream. More cooldown options and timers would be great!

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".

It is important to know if a spell or item has a shared cooldown, since that is much more limiting than an isolated cooldown. This usually means that you must choose wisely which to use, since you cannot use all within a short time period.For instance, many potions share cooldown with other potions, and some of the warrior's abilities share cooldown, as well as hunter traps.

Some abilities have multiple shared cooldowns. For instance the shaman's [Earth Elemental Totem] can only be cast itself once every 20 minutes, can not be cast within 2 minutes of using a [Fire Elemental Totem], and triggers a 1 second global cooldown.

A global or universal cooldown, frequently shortened to "GCD", is the cooldown which starts every time you start to cast a spell, and it affects all of your class spells. There are exceptions to this, however, as noted below. The basic rule of thumb is that if the spell affects the casting of the next spell, it will not activate the global cooldown.

If the spell has a casting time less than the global cooldown (or instant cast), you generally have to wait the remainder of the global cooldown. If a spell with casting time is interrupted before it has finished casting, the global cooldown will be canceled, meaning you can start casting a new one immediately.

The global cooldown is generally 1.5 seconds for all classes except rogues, Cat Form druids, and Death Knights, whose abilities are mostly one second global cooldown(reduced to 0.5 in UP). Shaman totems also only trigger a one second global cooldown as well as warlock curses with Amplify Curse . The global cooldown affects the wait for the next ability, so using an item or ability with the standard 1.5 second cooldown will require waiting that long before a 1 second global cooldown ability can be used.

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