Combine several cooldown speed-ups without making spells endless loops
A ring, a talent and a potion each shorten spell waiting times, and adding them up lets a clever player cast nonstop. A second trap waits when the bonus changes while a spell is still recharging. Here is a rule that stays fair in both cases.
Why this works
Every source cuts what the wait still has left, so each new one helps a little less, and a ceiling keeps the sum from reaching nothing. Treating a running wait as a share already done lets a bonus change halfway without a jump.
When not to use it
Skip it in a game where fast casting is the whole fantasy, or where every spell has its own resource cost that already limits it. There a hard ceiling only feels like a wall; let the cost be the limit.
In the full entry
- What to build, step by step
- Starting values and the reason for each
- 3 common mistakes and the fix
- 22 lines of example code with 4 checks that pass
- How your AI shows you that it works
Say this to your AI
Use the Spielerando entry "Combine several cooldown speed-ups without making spells endless loops" (read_entry stack-cooldown-reduction-with-a-ceiling) in my game. Build it step by step, and show me how you checked that it works.Or skip this and connect the MCP: your AI then finds all of this by itself.Connect the MCP