Wintersdark, on 18 October 2014 - 10:56 AM, said:
Two important bits of communication from PGI relative to this:
and
So, weapon cooldown rates are additive, and apply to the speed that the weapon cools down at, NOT to the cycle time. This is why they are positive: They are increasing the cooldown rate, not decreasing the cycle time. Well, they do result in a decrease in cycle time, but indirectly.
As such, +100% through quirks, modules, efficiencies etc will cause a weapon to cool down twice as fast - thus, it would halve the cycle time.
So, these +25 and +50% cooldown rate quirks are somewhat less as OMG as they appear.
Could someone with more brain cells than me explain how to easily calculate how a given cooldown bonus rate will impact cycle time?
and
So, weapon cooldown rates are additive, and apply to the speed that the weapon cools down at, NOT to the cycle time. This is why they are positive: They are increasing the cooldown rate, not decreasing the cycle time. Well, they do result in a decrease in cycle time, but indirectly.
As such, +100% through quirks, modules, efficiencies etc will cause a weapon to cool down twice as fast - thus, it would halve the cycle time.
So, these +25 and +50% cooldown rate quirks are somewhat less as OMG as they appear.
Could someone with more brain cells than me explain how to easily calculate how a given cooldown bonus rate will impact cycle time?
Formula for Cooldown would then be :
Base Cooldown / 1 + (Bonus Percentage / 100)
So, if percentage is 67% and you have a cooldown of 3.25 seconds (hint : Pretty Baby), you get...
3.25 / 1.67 = 1.946
So that's just short of 2 seconds for cooldown for Pretty Baby's Large Lasers, in this example. Add in the "burn" time for lasers, clan LRMs and clan ACs and you have how long it takes for the weapon to be ready to fire again.