Leia Lead says : Allies and enemies are immune to cooldown manipulation.
JKL Heroes Arise says :
This ability is on a shared cooldown between allies who have Heroes Arise and is immune to cooldown manipulation.
You can see the video showing heroes arise cooldown go down pretty fast and allowing me to spam it.
Available to use > 9 turn cooldown > 7 > 4 > Available > 9 > 6 > 2 > Available > 9 > 7 > 4 > Available
i was using jocasta nu datacron and leia had Ward FDC.
I tested it vs ahsoka and LV as well but the cooldown was working as intended , it might be only vs Leia
Ideas
JKL Heroes Arise , Cooldown Manipulation
10 Comments
- VertigoBeast9 hours agoSeasoned Ace
This has been happening ever since they attempted to fix JKL's lead against GL Leia's no cooldown manipulation clause (Originally the lead ability stayed at 10 forever after you used it). It's been reported multiple times in the past, but I honestly don't think they know how to make it work properly and this was as close as they got.
- Actiari11 hours agoSeasoned Novice
Raddus has an interaction with cooldown_delay and enemy_cooldown_delay on special 1 is the only thing I could find, but im unsure if this is the cause.
- crzydroid13 hours agoHero (Retired)
Great catch. This definitely explains the stacking effect. I also reviewed and see that Leia's side IS causing it to go down when you take this paradigm into account.
Don't have an explanation from Raddus. Something in his kit may be removing or preventing a turn marker tag.
- JaVCn17 hours agoNew Adventurer
Wow , this one really took off haha. Yes i also believe it comes from leia and luke lead combination any other testing just seems to reinforce this one even more.
The root cause of this is how they coded the "cooldown" for Heroes Arise. The intended effect (per the code on .gg) is:
- At the start of each ally non-Old Republic Jedi turn, set the cooldown of Heroes Arise to max
- Then reduce it by 1 for each turn ended by a non-Old Republic Jedi since the last use of the ability (including the Jedi who used it)
Leia's leadership applies immunity to effects using the cooldown_delay tag, which is how part (1) above is tagged in Luke's leadership. Thus part (1) cannot trigger and the cooldown stays at the last value seen. This is best observed at 39 seconds in the video when Jocasta uses the ability:
Character | Turns Ended Since Use | Calculation | Cooldown
JKL | 1 | 10 - 1 | 9
GL Luke | 2 | 9 - 2 | 7
Cal | 3 | 7 - 3 | 4
Cal's bonus turn | 4 | 4 - 4 | 0I know we didn't technically see the ability on the bonus turn, but it is just another turn as far as the game is concerned. If not 0 on Cal's turn, then it flipped to 0 on GL Luke's granted turn.
The only spot this appears to break is when enemies get in between. In the video, each enemy except Admiral Raddus provide a -1 reduction to the cooldown; he is the only enemy that after his turn, the cooldown proceeds as noted above. This happens at the opening and end of the video - taking the opening at ~10 seconds, we get the same pattern as above
Character | Ally Turns Ended Since Use | Calculation | Cooldown
JKL | 1 | 10 - 1 | 9
GL Luke | 2 | 9 - 2 | 7
Raddus | 3 | - | -
Jocasta | 3 | 7 - 3 | 4At 27 seconds other enemies intermingle and reduce the cooldown like discussed:
Character | Ally Turns Ended Since Use | Calculation | Cooldown
JKL | 1 | 10 - 1 | 9
Jyn | 2 | - | -
Jocasta | 2 | 9 - 2 - 1 | 6
R2 | 3 | - | -
Jocasta | 3 | 6 - 3 - 1 | 2I don't see from the code available why Raddus would operate differently than other enemies. He is also one of a small set of characters that naturally have a 4th non-ultimate ability so perhaps that plays in somehow. This is also the only ability I have seen that unconditionally sets its cooldown to max once used; maybe it's a red herring but even Thrawn and GL Luke's granted abilities don't do this in their flow.
I don't know that OP's video can confirm that it's enemy turns. You see in the opening that is reducing by too much already. Thanks to the Jocasta cron, only Leia takes a turn before the ability is available again. So too much is being taken off regardless of enemy turns, as your last line attests.
I still think the double anti-manipulation is what's causing it, like maybe the characters having two tags is double counting it. But the first turn is the only one where it goes down by 2 and sometimes it is an odd number. I could watch my own videos again but I'm not confident I can find a pattern.
- Actiari2 days agoSeasoned Novice
It seems that the issue is that JKLs cooldown is reduced by a count of turns taken by allies. However, when a cooldown manipulation immunity is applied, it then includes turns by an enemy.
This means the cooldown is reduced by the count of turns taken by an ally or enemy before an ally or enemy with heroes arise takes a turn. However, it seems that there is also an issue where sometimes the count is wrong and is reducing it by an amount bigger than it should. - crzydroid2 days agoHero (Retired)
Some additional info--rereading JKCK's kit, his second attack is actually a bonus turn, so the count going down by 2 after him during a non-Leia battle is WAI.
For the Leia battles, it seems like it is adding an extra cooldown reduction and that this effect stacks per turn. It is hard to track an exact pattern because it reaches availability so quickly. However, I've noticed that it's not always consistent. It usually goes from 9->7 in the first stack, but you have an instance of 9->6 in your video. Sometimes the next stack is 7->4, and other times 7->3.
I've tested without JKCK as well to see if it was his unique interacting with Leia. It seems very much just to be an interaction between Luke lead and Leia.
I wonder if the code for immunity to cooldown manipulation overrides and then reinstates the standard turn end cooldown? That might explaining a double cooldown reduction, but not necessarily the stacking effect.
- crzydroid3 days agoHero (Retired)
Ok, so mostly works correctly against SLKR, except occasionally would go down by 2. Seems to be related to things like calling an assist or Cal's bonus ability, which I had suspicions about during my Leia battle, but doing it against Leia again, it just seems to go down by too much even if it's just a straight one ability turn.
- crzydroid3 days agoHero (Retired)
Something else is affecting the cooldown counter. I tried in arena (left Jocasta out in case that was it) and was also seeing rapid reductions, though at least one where it went down by one as expected. Another time, I saw it go UP from 3 to 7 on the next Jedi's turn.
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