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Could someone help me understand percentage based ult cost reduction?

fenn1539
fenn1539
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i wanna know if its more worth it to run imperial instead of nord for a build im planning that even without the nord passive, decisive, and normal ult generation from normal actions take would have roughly 18.3 ult gen per second if you make sure to pop a siphoning ability every 4 seconds and a dawns wrath ability every 6 and im wondering at that rate is it better for a roughly 200 ult cost spell especially with the 5% ult cost reduction already from dawns wrath to go imperial or is ult cost reduction stacked just not worth it cause i think if it works the way i think it does it would still work but i wanna know for sure because i imagine it works multiplicitivly like this;

if your ult costs 200 and you have 2 seperate ult cost reductions of 10% and 5%, it adds them like 10% of 200 = 180 and than 5% of 180 = 171 but is it instead additive meaning that instead of 171 it would be 170 because 10% of 200 is 20 and 5% of 200 is 10 because if so than ult cost reduction is more worth it to stack than i had thought but if not than i think i will just go with imperial and dawns wrath and call it that because i already hit the diminishing returns for the most part.
  • SolarRune
    SolarRune
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    How is this setup impacted by the change around cooldowns on class skill ult gen they are currently proposing on PTS:

    'Based on player feedback earlier in this PTS cycle, we are reverting the week 1 adjustments to class ultimate generation passives. They now all generate a unique form of Ultimate again – however these effects put all similar passives on cooldown, so they cannot be stacked.
    Affects the following: Prism, Transfer, Mountain's Blessing, Savage Beast, Implacable Outcome, and Corpse Consumption.
    This cooldown works by taking the first effect to activate and using the cooldown of that effect to prevent any of these other effects (including itself) from activating for the listed duration. If you have Corpse Consumption and Prism and trigger Corpse Consumption first – you will not be able to trigger either for 16 seconds. If you trigger Prism after that cooldown window, the next cooldown would be 6 seconds.'

    With respect to your actual question I dont know.
  • Major_Mangle
    Major_Mangle
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    % based ult cost reduction works the way you first described it (aka not additive).
    Ps4 EU 2016-2020
    PC/EU: 2020 -
  • fenn1539
    fenn1539
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    SolarRune wrote: »
    How is this setup impacted by the change around cooldowns on class skill ult gen they are currently proposing on PTS:

    'Based on player feedback earlier in this PTS cycle, we are reverting the week 1 adjustments to class ultimate generation passives. They now all generate a unique form of Ultimate again – however these effects put all similar passives on cooldown, so they cannot be stacked.
    Affects the following: Prism, Transfer, Mountain's Blessing, Savage Beast, Implacable Outcome, and Corpse Consumption.
    This cooldown works by taking the first effect to activate and using the cooldown of that effect to prevent any of these other effects (including itself) from activating for the listed duration. If you have Corpse Consumption and Prism and trigger Corpse Consumption first – you will not be able to trigger either for 16 seconds. If you trigger Prism after that cooldown window, the next cooldown would be 6 seconds.'

    With respect to your actual question I dont know.

    well damn....... literally as i made a *** cool ass build they haveta go murder it to *** death.................................. like on one hand i kinda get it cause yea its a lot of ult gen thats possible and some of the ults in game are busted but this just kills the ults that are ass in favor of not changing the ones that are broken like tbf, magma shell which was what i was planning to use with it feels like they need to NOT do this change but just look to the problematic ults when crazy ult gen is considered and than either A) make it so they cant generate ultimate while active like how corrosive shell cant gen ult while active but lasts longer as its trade off or just nerf the hell outta them like making magma shell for example instead of limiting the damage you can take to 3% of your max hp to more like 15% to 20% so as to make it so its not basically total invincibility but just crazy high durability that any dps should still realistically if they could major and minor defile ya and keep up the damage till your resources drain, kill you in 5 good hits.
  • fenn1539
    fenn1539
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    welp imma just go back to my max hp build instead..................
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