Spell Cooldowns / Jokers
I know there's been some posts in the past, but wanted to clarify for those doing "mage" builds.
What's Equipped:
Fireball, Firebeam, Wisp (all Pyro spells)
- Pyro Mastery: Gain -105 Pyro cooldown per equipped Pyro Spell (30% (3x10%))
- West Wizard: Gain -30% spell cooldown, but -30% HP (30%)
- Spell Cooldown Reduction (player stat): (12%)
- Cantrip One-Trick: Spells with base cooldowns of 35s or less have 20% cooldown (20%)
Overall reduction 92%, which one would expect to turn the 20 second Fireball spell recharge into only taking 1.6secs (would be crazy!)
However, the game utilizes the multiplicative method 20(0.9)(0.9)(0.9)(0.7)(0.88)(0.8) which make the recharge 7.98secs.
This unfortunately makes some combos near pointless, you could run the same layout, removing the Cantrip One-Trick and have the Fireball spell 20(0.9)(0.9)(0.9)(0.7)(0.88)≈8.98 hit for just 1 second more (not a great gain for a legendary slot).
Just something to think about, may not be worth it for certain jokers with the current cooldown maths.