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# 冷卻 冷卻 is a keyword and means an interval to the next use, and is counted in seconds. The next use can be performed after cooldown time passes, except when there are stored uses. ## Mechanic Cooldown usually starts after first [action](Action_speed) of using skill known as cast time, but there could be exceptions. If cast time is 1 second and cooldown is 4 seconds the next use of skill can be started after 5 seconds. Certain skills will begin its cooldown when the effect expires instead of after cast time end (Ex. all Guard skills, [[Withering Step]]). If there are stored uses, cooldown stacks after consuming uses of skill and do not overlap. Example: skill has 3 uses, cooldown is 8 seconds, then all uses can be consumed on demand, for example in 3 seconds. Cooldown stacks and each use of skill will be recovered after each cooldown ends. In other words, all 3 uses will be recovered after all 3 cooldowns end, after 24 seconds (3 x 8 second), since start first cooldown. The cooldown can be bypassed by specific mechanics depending on the skill e.g. [[Cold Snap]] and [[Flicker Strike]]'s cooldown can be bypassed by consuming a Frenzy Charge. Cooldown time can be changed with different sources of Cooldown Recovery Rate. Cooldown Recovery Rate changes the rate of cooldowns recovering, not the cooldown timer. For example, a 50% increased Cooldown Recovery Speed on a skill on a 6 second cooldown will change the cooldown period to 4 seconds (6 / (1 + 0.5)), not 3 seconds (6 * (1 - 0.5)). [[Vaal skill]]s have a property where changes to duration (for Vaal skills with the "Duration" tag) also changes the cooldown period of the skill.
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