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THE FEUTEX TOOLKIT

Ability Cooldown Uptime

Estimate duty cycle and total active time for a repeatedly activated ability.

Game Design workspace● Runs in your browser
01 Your input
02 Your result
View or copy raw result data
FormulaUses starting at time zero = fight===0?0:ceil(fight/cooldown); Long-run capped uptime = 100*min(1,duration/cooldown); Total nonoverlapping active time = floor(fight/cooldown)*duration+min(duration,fight%cooldown)

Worked example

Inputs

Effect duration
8 s
Start-to-start cooldown
20 s
Encounter duration
95 s

Expected results

Uses starting at time zero
5 uses
Long-run capped uptime
40 %
Total nonoverlapping active time
40 s

Load the example in the workspace to reproduce these results. Display rounding does not change the underlying calculation.

How to use this tool

  1. Estimate duty cycle and total active time for a repeatedly activated ability.
  2. Set effect duration, start-to-start cooldown, encounter duration in the indicated units.
  3. Calculate and compare uses starting at time zero, long-run capped uptime, total nonoverlapping active time.

Try this example

{
  "duration": 8,
  "cooldown": 20,
  "fight": 95
}

Accuracy and scope

Idealized educational model. Enter measured values in the displayed units; real systems may require additional corrections. User-defined game-rule arithmetic; no current game mechanics or search-volume claims.

Is my data uploaded?

This tool runs locally in your browser. Input and output are not sent to a processing server. Copy or download your result before leaving the page.