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Wave Cycle

Steam
Wave Cycle icon

Wave Cycle

SKILL_WaveCicle · Passive Physical Melee

When Barrier is applied to you, the remaining cooldown of all your skills is reduced by 10%.
Triggers at most once per second, even if your barrier is already at its maximum.

Effects & keywords

  • Barrier: Blocks damage to the head/body, consuming stacks equal to the damage blocked.

How the math works

Each trigger takes 10% off the time left on every skill that is on cooldown at that moment. The cut is a share of the time left, not of the full cooldown.

When it runs: It triggers when an effect that gives Barrier to this unit resolves, from its own skills or from any other source. The hit must not miss, and the unit must not be immune to it. It still triggers when the Barrier is at its cap and does not grow. Barrier that absorbs damage does not trigger it.

What it applies to: Only skills that are already on cooldown when it triggers. A skill that is ready gets nothing, and nothing is kept for later. The global cooldown does not change.

The in-game text says that it triggers at most once per second; in the code, after a trigger it waits for the next logical refresh beat, not for a full second. Two triggers can be less than one second apart when a beat falls between them, but two never land between the same two beats

Things the tooltip does not tell you

  • It is not the Cooldown Reduction stat. It does not make your next cooldown shorter. It only shortens the cooldowns that are running when it triggers.
  • Triggers multiply. Two triggers in a row cut 19% of the wait, not 20%.
  • The 10% comes from the skill's data. The code reads the first number in Wave Cycle's data as a percent.
  • A Barrier grant of 0 does not trigger it.

How it interacts with other effects

  • Many Barrier grants inside one beat give one trigger. The others are lost, not saved for later.
  • A Barrier that absorbs hits does not trigger it. Only a new Barrier grant does.
  • Cooldown Reduction works in a different way. It sets the length of a cooldown when the skill is used. After that, a running cooldown counts down at a fixed speed.

See also: Cooldowns.

Read out of the game binary of build 25846389. Refactor.Combat.SkillRelated.SKILL_WaveCicle.Passive_WaveCicle$$OnEnable@0x93C2DC, Refactor.TickEvent$$CallOnAfterProcess@0x80B720, Refactor.Combat.SkillRelated.SKILL_WaveCicle.Passive_WaveCicle$$AddAffecterRoutine@0x93C5DC, Refactor.Combat.IExecutionLog$$get_IsApplied@0x8AA228, Refactor.Combat.ExecutionProcess.AffecterSimulator$$Simulate@0x94A380, Refactor.Combat.AffecterExecutionLog$$.ctor@0x8A90F4, Refactor.Combat.SkillRelated.SKILL_WaveCicle.Passive_WaveCicle$$OnLogicalRefresh@0x93C7E8, Refactor.Util.TikiTakaRuntimePolicy$$get_LogicalRefreshDeltaSec@0xA75D04, Refactor.Combat.SkillRelated.SKILL_WaveCicle.Passive_WaveCicle.<SubSkillCooldownRoutine>d__7$$MoveNext@0x93C904, Refactor.Combat.AffecterRelated.PassiveAction$$Initialize@0x9B90BC, Refactor.Tick.DataApply.TickEventApplier$$Apply(CooldownApplyData)@0xAC7200

Numbers

Range1
Start delay0.2s
End delay0.2s
Cooldown0s
Energy cost0
Skill points to learn6
Required level4
Basic attack skillno
Delay scales with attack speedyes
Can target over wallsno
Raw values10

Prerequisites

Requires: Ebb and Flow

Tree position

Tide Skill Tree - Tier 2, column 3