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Timescale/Time/Cooldown Reduction confusion


Midknight

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I'm seeing some confusion about the nature of changes from 1.36 concerning Time, Timescale, and Cooldown Reduction. Most seems to deal with conflation of terms with post 1.36 Timescale working as pre 1.36 Time did, pre 1.36 timescale ceasing to exist, and Cooldown Reduction replacing most (but not all) instances of pre 1.36 timescale. Clarification of terms is in order.

 

Pre 1.36 -

Time: Sped up your hero's personal game-clock. All time-based ticks proceeded faster under a Time bonus. Cooldowns (including cooldown on Auto-Attack) ran faster and debuffs would tick down faster. HP and Energy Regen would run faster and movement went faster. None of these changes reflected in the stats of a hero (their attack and move speed displayed the same number with or without Time bonus) but they worked in a relativistic way (you're not firing your weapon more times per second, you're firing it at the same speed but counting the seconds faster).

 

timescale: Worked exactly the same as Time but with one caveat; it included a debuff to move and attack speed such that your absolute speeds matched what you had before the timescale bonus. To take the example from above, you fire your weapon slower but tick the seconds between shots faster resulting in a net-zero change. You still get the benefit of faster channeling, ticks, regen, cooldowns, etc. Note that timescale referring to pre-1.36 is in lower-case.

 

Post 1.36 -

Timescale: This replaces the old Time effect in all ways. Wherever you see Timescale now, think of it as what I described for Time from pre-1.36; the two are now synonymous and I've capitalized Timescale to reflect that it is referring to the current definition rather than the obsolete one.

 

Cooldown Reduction: This is a new mechanic for 1.36 that speeds up only ability cooldowns and nothing else. Most (but not all) instances of timescale (pre 1.36) have been replaced by Cooldown Reduction.

 

 

Ekco stated in the 1.36 Changelog that talents and abilities would be updated in the next update. The following updates lacked explicit statements stating that the current verbiage is accurate, however, presuming it is, the current talents and Neutral Siege Tank buff give Timescale (rather than timescale). I advise everyone follow a standard format of referring to current Timescale with a capital 'T' and pre-1.36 timescale in all lower-case. Alternatively, when referring to old timescale, denote it [ie. Timescale(pre-1.36)] when it begins a sentence and would be capitalized regardless.

 

Update- 17SEP2012:

Neutral Siege Tank buff gives timescale (pre-1.36) rather than Timescale; it was not reworked and verbiage was not changed.

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Could i ask you if your a math major or something?

Why would you ask that? This topic has nothing to do with math. But to address the query; no, I'm not a math major. I'm a stay-at-home dad, a gamer, a philosopher, a military spouse, and an INTP with a keen interest in subjects of logic and math among others.

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The new CDR is in-editor "timescale" (i.e. Timescale) that adds debuffs for weapon speed and movespeed (you can tell by mousing over your abilities when you have CDR, the value isn't changed, the numbers just go down faster. Therefore Timescale.), but I think it also uses triggers to add debuffs for regeneration (there isn't an editor value for percentage-based regeneration changes, so I think stacking 0.01 regeneration debuffs is the only way to do it, that or using catalogs but that might cause more lag). The only way to make debuffs unaffected by CDR is to make them unaffected by the editor used for the Timescale value as well though, so if I'm right, lowering the target's Timescale (with time splitter) should not lengthen debuffs or increase throw distances (such as from Grunty's Q) anymore.

 

If course, this is just speculation as testing is difficult with the new patch. Maybe I should try time splitter on Grunty and see if my Q launches people farther.

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Why would you ask that? This topic has nothing to do with math. But to address the query; no, I'm not a math major. I'm a stay-at-home dad, a gamer, a philosopher, a military spouse, and an INTP with a keen interest in subjects of logic and math among others.

 

Really i was more referencing all of your other posts correcting everybodys math. (i'm a little bit of a forum stalker)

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Really i was more referencing all of your other posts correcting everybodys math. (i'm a little bit of a forum stalker)

to be honest, you dont need to be a math major to understand mechanics in a game.. and i have seen his post, he spends time on something we dont even bother (like posting this post)

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Really i was more referencing all of your other posts correcting everybodys math. (i'm a little bit of a forum stalker)

 

I was also quite curious about this... lol. And I was a forum stalker on the old site and I'd say semi-active on the new site lol.

 

Also thank you for the clarification, timescale was always confusing(due to attack speeds saying they decrease though they actually increase and things like that), though Timescale is not.

 

I believe 25% Timescale from Tanks is way too much if that's how it's suppose to work... 5 to 10% Timescale would be more than sufficient. Or simply changing it to Cooldown Reduction at 25% is perfectly okay as well.

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