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Spirit’s Duration Add-ons Cause Inconsistent Cooldown Scaling — Some Testing Results

I’ve been running some tests on Spirit’s cooldown behavior since the duration add-on changes, and I wanted to share what I found — not as a balance suggestion, but just to highlight a mechanic that might be worth revisiting or clarifying.



Spirit’s cooldown now scales based on how much of the power bar is used, and the max cooldown increases depending on how slow the recharge rate is (e.g. Yakuyoke Amulet with -70% recharge speed caps at ~25.5 seconds cooldown).


The problem is that scaling is based on the percentage of the bar used — not the number of seconds you actually phase, which causes some odd and arguably unintended results.




This means cooldown is tied more to how big the bar is, rather than how much phase-walk time you actually used. So even if you try to phase efficiently with Amulet, you’re still hit with high cooldowns just because the bar is longer.


This discourages strategic short phasing and doesn’t seem intuitive — especially since the same duration of phase-walk (e.g. 2 seconds) leads to totally different cooldowns depending on how long the bar was to begin with.





This isn’t a request for a buff or nerf — just asking:

  • Is this behavior intentional?
  • And if so, could it be clarified or adjusted to make scaling feel more logical?



Thanks for reading.

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